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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Measuring the Deceptive Potential of Design Patterns: A Decision-Making Game</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Deborah Maria Löschner</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sebastian Pannasch</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Technical University of Dresden</institution>
          ,
          <addr-line>01069 Dresden</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Recent years have seen exponential growth in research on deceptive design patterns (DDPs), revealing a clear impact on user behavior. The interdisciplinary research work has identified potential harms caused by DDPs, including financial, data, and attention losses, heightened frustration levels, and increased cognitive load. Since existing studies often employ realistic scenarios, they face various methodological challenges such as (i) limited statistical and explanatory power regarding the underlying mechanisms of deception, (ii) a lack of control over contextual factors, and (iii) difficulties in adapting to new developments in a rapidly transforming field as digital design. To address these challenges, we advocate for methodological innovations and introduce a decision-making game as a new experimental paradigm. The game incorporates various DDPs and contextual factors, allowing systematic exploration of their effects on decisionmaking processes. The paradigm aims to measure behavioral outcomes as well as underlying cognitive processes, providing a more nuanced understanding of DDP influence. By proposing a framework to build a reliable experimental approach, this work contributes to advancing the study of the influence of DDPs on user behavior and the understanding of potential countermeasures. The proposed paradigm offers flexibility, comparability between different user groups, and adaptability, providing a foundation for future investigations into the socio-digital vulnerability of users and the development of effective countermeasures.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;deceptive design</kwd>
        <kwd>dark patterns</kwd>
        <kwd>manipulation</kwd>
        <kwd>experiment</kwd>
        <kwd>decision-making1</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        As the internet becomes more and more a digital marketplace for various goods, users are
increasingly challenged to autonomously deploy their money, data, or attention [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. One of
the contributing factors is the presence of deceptive design patterns (DDPs), which are
design structures intended to influence user behavior in favor of companies’ interests. In
recent years, literature on design practices has grown exponentially. Researchers from
various disciplines have collaboratively contributed to a rich body of work that categorizes
and empirically substantiates potential harms caused by various DDPs (e.g., losses with
regard to finances [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], data [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], or attention [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], increased frustration levels [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], and
heightened cognitive load [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]). Typically, the examination of DDPs takes place in realistic
      </p>
      <p>
        © 2024 Copyright for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
scenarios where participants are assigned tasks such as making a purchase, booking a flight,
or browsing a news portal (cf.,[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ], [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ], [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]). On a mockup website, participants encounter
the DDP designed to influence behavior in line with the mockup company's goals.
      </p>
      <p>A prototypical example is the study conducted by Luguri and Strahilevitz in 2021.
In an elaborate scenario with a large sample (3,777 participants), the effects of various DDPs
such as Confirmshaming, Interface Interference, or False Hierarchy were investigated in
mild (fewer DDPs, easier to circumvent) and aggressive forms (many successive DDPs,
harder to circumvent). Initially, participants completed a questionnaire regarding
privacyrelated attitudes and were informed that the purchase of a privacy protection software was
recommended based on their individual preferences. Instructions implied that participants
would have to pay for this software with their own money. The software offers contained
either mild or aggressive DDPs. Recorded metrics included acceptance rates (i.e., how many
subjects purchased the privacy software), comprising a single data point per DDP and
participant, as each participant had just one interaction with a specific DDP. This example
illustrates the typical methodology in mockup experiments: In order to create the illusion
of a “real” decision-making situation, participants find themselves in lifelike website
environments and are required to adhere specific instructions. Accordingly, their behavior
is observed for a specific DDP within a particular website environment.</p>
      <sec id="sec-1-1">
        <title>1.1. Current Research Challenges</title>
        <p>
          This method of data collection has the advantage of capturing actual behavior in relatively
realistic scenarios, but comes along with several methodological and conceptual challenges.
Mockup-based measurements often examine the targeted DDPs in just one trial, i.e., once in
a specific situation. The experimental context (e.g., website, instructions) is designed to be
as plausible and realistic as possible, aiming to create the illusion of a lifelike decision.
Repeating these decision-making situations would undermine the credibility of the entire
experiment. For instance, participants in the setup by Luguri and Strahilevitz would quickly
realize that the decision has no real consequences, if they were repeatedly prompted to
purchase the privacy software. Additionally, presenting the exact same decision situation
multiple times would lead to habituation effects (e.g., individuals already know where to
click). Hence, this one-trial testing approach presents a methodological challenge:
Experiments with only a few trials for investigating a specific condition (i.e., one specific
DDP) have weak statistical test power. Among other things, this reduces the probability that
a significant result actually reflects a real effect. Measurements are susceptible to
interference, making it difficult to ascertain whether the observed effect is due to the
experimental manipulation (the DDP) or situational circumstances. In this regard, it is hard
to achieve large effect sizes and obtain robust, replicable results [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          There are numerous degrees of freedom in the design of a mockup experiment, e.g.
the layout of the website, the color of buttons, the wording of instructions, or the transaction
costs such as data or money (cf., [11]). The effectiveness of DDPs can be increased by factors
such as trust in a website or the appearance of the user interface (i.e., DDP-compliant
behavior; [
          <xref ref-type="bibr" rid="ref5">5</xref>
          ]). Additionally, DDPs can have different real-world consequences: users may
lose money, personal data, time, or attention. The exact type of these costs can influence the
response to a DDP (cf. the proposed behavioral taxonomy in [
          <xref ref-type="bibr" rid="ref6">6</xref>
          ]). Hence, the specific design
of the test environment adds additional noise and complicates a clear inference of the
experimental results to the use of DDPs. Systematic control for these factors would
therefore be necessary to draw conclusions about the effectiveness of a design pattern and
to eliminate the distortion of results potentially caused by contextual factors. With
reference to the example study by Luguri and Strahilevitz, the results should be
contextualized within the experimental design (e.g., by highlighting the privacy-related
instructions). Examining certain specifically designed DDPs allows only limited
generalizations regarding their effects on user behavior.
        </p>
        <p>Furthermore, in a rapidly transforming digital world, new design structures that are
classified as manipulative or deceptive emerge constantly. The classification of various
DDPs has been a continuously debated issue since the term was coined in 2010 [12], with
numerous proposals for categorizing different patterns (cf. [13], [14], [15]). Gray and
colleagues recently proposed an ontology that classifies Dark Patterns at three different
levels (from overarching categories to very specific examples) [16]. This illustrates the
complexity of the DDP phenomenon and its continuous expansion. Accordingly,
experiments investigating the effects of individual patterns must take into account the
complexity and expansion of DDPs in order to save effort when conducting experiments and
to ensure the comparability of results through consistent data collection methods.
Experiments that explore a specific DDP in a specific mockup environment lack the
flexibility and adaptability to implement new forms of manipulative design.</p>
        <p>Conceptually, many DDPs are assumed to operate by exploiting specific cognitive
biases ([17]; e.g., the default bias as the preference for the already selected option in the
DDP preselection). Biases come into play particularly in complex decision-making
situations when numerous decisions have to be made simultaneously, time is short and/or
not all options can be thoroughly examined and weighed up [18]. This raises the question
to which extent an experimental setting, with relatively simple decision situations, can truly
capture the "nature" of DDP’s effectiveness. It seems that the above-described experimental
scenarios are less suitable for testing the underlying mechanisms of DDPs. To assess these
mechanisms, conditions that might intensify biases need to be varied systematically (e.g.,
the level of distraction and complexity or time pressure). This cannot be guaranteed in an
experimental setup with only a few decision trials. The greater the diversity within the
sample for instance in terms of digital literacy or privacy attitudes, the more pronounced
these issues become. This challenge is particularly relevant when studying socio-digital
vulnerability (i.e., user groups vulnerable to specific biases and forms of deception [19]).
How can we generate reliable statements about who is particularly vulnerable to a specific
type of DDP when we do not control for the influence of contextual factors such as the
respective website at the same time?</p>
      </sec>
      <sec id="sec-1-2">
        <title>1.2. Open Research Questions and Motivation</title>
        <p>The scenario-based research on DDPs using website mock-ups and realistic pattern
simulations provides insights into the effectiveness of specific DDPs under certain
conditions. However, despite more than a decade of intensive research on DDPs, several
questions remain unanswered:


</p>
        <p>To what extent do users' behaviors and responses depend on the DDP itself, the
website, the emerging costs (money, data, attention, time, etc.) or the combination
of these factors?
Which mechanisms regulate the impact of DDPs on user behavior?</p>
        <p>How can the individual socio-digital vulnerability of users be measured effectively?</p>
      </sec>
      <sec id="sec-1-3">
        <title>1.3. Requirements for an Experimental Paradigm</title>
        <p>The research questions outlined above call the existing approaches into question and
emphasize the need for a new experimental approach to study the effects of DDPs.
Accordingly, the following requirements for an experimental paradigm can be formulated.
Control of Experimental Factors. We need controlled experimental environments in which
different conditions can be systematically varied and numerous trials can be carried out for
specific combinations of conditions. This would allow to examine the impact of various
deceptive designs, the different transaction costs (time, money, data, etc.) and contextual
factors (complexity of the decision situation or time pressure). It would furthermore enable
a systematic investigation of the effect on variables, such as behavior (decision for or against
the DDP-intended option), the time required for decision-making, or certainty of the
decision.</p>
        <p>Comparability and Comprehensibility. The experimental paradigm should be applicable
to various user groups. Taking into account the expanding research interest in socio-digital
vulnerability (cf. [19]), an experimental framework to gain insights into the needs of
different user groups and the vulnerability associated with DDPs is required.
Flexibility. The experimental paradigm should allow for a flexible adaptation to dynamic
digital changes and the investigation of newly emerging DDPs. This saves resources, as no
completely new experiment has to be developed for a newly defined DDP test, and makes it
easier to compare the effects of different DDPs and variations of a DDP.</p>
      </sec>
      <sec id="sec-1-4">
        <title>1.4. Aim of a New Method to Measure the Deceptive Potential</title>
        <p>A paradigm meeting these requirements should address the described issues. By
systematically varying measures of behavioral influence (such as decision-making, time,
cognitive load) and assessing them under different conditions, a more robust testing of
theoretical assumptions about the effects of DDPs can be achieved. Additionally, on a
psychological level, the deceptive potential of DDPs can be determined, classified, and
compared across user groups. Understanding the decision-making process when
interacting with DDPs can enrich discussions on their classification and regulation. Effective
countermeasures against DDPs require a better understanding of their behavioral drivers.
Technological interventions can only be effective when applied strategically within the
decision-making process. Empirical insights into individual reactions to different types of
influence under various contextual conditions could provide valuable guidance. Moreover,
legal interpretation, particularly regarding laws like the Digital Services Act in the European
Union, needs refinement, including clearer definitions of "manipulation" and "deception" in
the digital realm. A comprehensive understanding of decision-making principles in digital
design, along with individual vulnerabilities, is crucial for developing effective technological
and legal countermeasures.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. The Experimental Paradigm: A Decision-Making Game</title>
      <p>Based on the questions above, we have developed an experimental paradigm, consisting of
a decision-making game in which individuals are tasked with making favorable decisions
in order to maximize gains. This gamified experimental approach was chosen to simulate
real-life decision consequences (e.g., financial loss associated with selecting a DDP),
aiming to render these consequences as lifelike and perceptible as feasible. The game is
implemented in pygame and combines a steady, playful narrative with different variations
of DDPs and contextual factors (e.g., different costs like money or data). In the following,
we discuss the structure of the paradigm.</p>
      <sec id="sec-2-1">
        <title>2.1. Structure of the Game</title>
        <p>The overarching story of the game is that the character (i.e., the participant) has to search
for ingredients at various places in a village to prepare a meal (see Figure 1 for the
scenario in the Baseline [BL] condition). Villagers keep putting food items in front of their
doors, which the player can collect. The goal is to collect as many ingredients as possible to
fill the ingredient bar (see Figure 1, right side the bar above the tomato). In each trial
(iteration), the player starts in the center of the village and can choose between various
food items located in front of the houses.</p>
        <p>The food items possess diverse values, each contributing differently towards filling
the player's food bar to its maximum capacity. Food items with high value (tomato, see
Figure 1B) score more points in the ingredient bar, providing a big incentive. Spices (see
Figure 1C) have a lower value, yielding fewer points in the ingredient bar and are thus a
small incentive. But the game is not just about collecting food items and filling the
ingredient bar. The player also carries a cookbook and must prevent losing its pages.
Sometimes, villagers demand that, in exchange for a food item, a page of the cookbook is
left behind. The player's task is to give up as few pages of their cookbook as possible. This
is depicted on the right-hand sight in Figure 1A (i.e., the bar above the cookbook symbol).
Hence, the aim of the game is to collect as many ingredients (i.e. tomatoes and spices) as
possible while minimizing the loss of cookbook pages. Accordingly, there is a better option
with a big incentive (the simple tomato, see Figure 1B) and a worse option with a small
incentive (the tomato with a cookbook symbol, see Figure 1D).</p>
        <p>The small and big incentives are located on opposite sides and are equidistant
from the character. The character is controlled with arrow keys and can move in all
directions, including diagonally by pressing two arrow keys simultaneously (e.g., left and
up = diagonal up). Participants receive a comprehensive explanation of the game's
functionality and significance at the beginning of the experiment. In order to motivate the
participants, we plan to reward them with a performance-based payout (i.e., a monetary
amount based on their achievements in the ingredient bar in relation to the number of lost
cookbook pages). The current score is displayed on the right side of the screen. Thus,
participants can “track” their performance in real-time. Participants are informed in
advance that they only have limited time to collect food item in order to prevent
individuals from taking too much time for each decision.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Parameters Influencing Decision-Making in the Paradigm</title>
        <p>The game should enable the measurement of factors that influence decision-making (i.e.,
contextual factors and specific DDPs) under stable conditions. Below we discuss possible
use cases and limitations of applicability.</p>
        <p>
          Implementation of Contextual Factors. Contextual factors refer to the real consequences
or costs incurred by individuals through the use of DDPs. Given the widespread adoption of
DDPs in e-commerce and privacy-related contexts, costs can include financial harms and
loss of personal data. These costs can engage two different psychological mechanisms:
experiencing loss (e.g., data or actual financial losses) or receiving less (e.g., selecting a
"worse" offer) [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ]. Since there is a difference between losing something you already have
and receiving less than expected, both mechanisms are implemented (high vs. low gain, loss
vs. no loss). The food items represent the gain condition (i.e. money), and the cookbook
represents the loss condition (i.e. data). This implementation serves as a heuristic for
realworld mechanisms (reduced gain vs. loss). Therefore, an absolute interpretation, such as
quantifying financial losses, is not feasible. However, these abstract mechanisms are
present in many DDPs and decision situations, ensuring the broad applicability of the
paradigm. Costs at the psychological level (such as capturing attention or negative
emotions) are not covered by the current implementation. However, measurement could be
facilitated, for instance, through eye-tracking analysis (tracking visual attention) or
additional ratings on emotion questionnaires during the experiment.
        </p>
        <p>Implementation of DDPs. Our paradigm focuses on decisions involving two options that
can be "better" or "worse" for the player's goal. Thus, the utilization of deceptive design
elements aims to enhance the small incentive or devalue the big incentive. Various
deceptive strategies can be employed on different levels: visual (e.g., color highlighting or
concealing information), cognitive (e.g., misleading language or symbolism), and
motivational (e.g., countdowns to increase pressure for a decision). So far, the paradigm
focused on situations in which a choice has to be made between two options. However, it is
conceivable to implement attention-related DDPs (directing attention to a specific option),
or DDPs that leave no choice (e.g., forced action, forced continuation). Since the paradigm
also allows for the measurement of time or the character's movement trajectory (see section
2.4), data could be collected on whether and when participants accept an offer and how the
character moves accordingly.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Experimental Design</title>
        <p>First, we focus on the investigation of two different costs (money vs. data) and six different
DDP-conditions (one baseline and five DDP conditions), resulting in a 2x6-within
subjectdesign. These five patterns were selected for practical reasons to enable the validation of
the paradigm with data from realistic scenarios (see section 2.4). Each pattern exhibits a
clearly identifiable visual signal and is frequently employed in real-world applications.
Therefore, due to their feasibility and practical relevance, we have chosen these patterns.
The five employed DDPs are further elucidated below. Each represents an abstraction of
real-world DDPs, accompanied by initial proposals for their implementation. Additionally,
we measure a baseline condition (BL), already depicted in Figure 1.</p>
        <p>Aesthetic Inference (AI). On the visual level, the small incentive is highlighted (bright
circle around it), while the large incentive is less visible (see Figure 2A). This DDP is often
used in cookie banners on websites, where the option to accept all cookies is visually
accentuated, while the "reject" option is hard to perceive.</p>
        <p>Countdown (CD). Alongside the small incentive, a countdown of 10 seconds is initiated
(see Figure 2C). Once expired, a new trial begins—thus, the countdown carries a real
consequence. This time expiry mirrors the real-world implementation of the frequently
occurring DDP on shopping websites, where a countdown aims to prompt users into
quicker decision-making.</p>
        <p>Obstruction (OS). In this condition, the large incentive is surrounded by obstacles (tree
trunks, see Figure 2D), making it more challenging to reach. OS is observed wherever the
execution of an action is impeded, such as when extra clicks are necessary to deselect an
option (e.g., cancel newsletter subscription). It requires an extra click, hence an additional
effort, to reach the non-DDP-conforming option. This extra effort to access the
"highervalue" option is represented through the tree trunks.</p>
        <p>Social Proof (SP). Represented by five stars, the smaller incentive is upgraded (see Figure
2E). This attempts to simulate SP from website contexts, where portraying a (perceived)
majority opinion suggests the popularity of a product. We propose that stars, being a
widely recognized symbol for the social rating of a product, can simulate a similar
mechanism.</p>
        <p>Wrong Signal (WS). This DDP misleads through the use of symbols that mean something
different, such as using a lock as a symbol for data protection or privacy next to an option
that is less data-friendly [20]. This DDP is represented as a “thumbs up” next to the smaller
incentive (see Figure 2F), aiming to make it appear more positive.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Measures of Deception</title>
        <p>Considering the measurement of the deceptive potential of DDPs, it appears crucial to
identify measures for the decision itself but also for processes underlying the decision,
enabling a more nuanced characterization.</p>
        <p>Behavior. Principal behavior is measured in the form of the decision, indicating which
reward was collected (i.e., DDP-conforming vs. non-DDP-conforming, small vs. big
incentive).</p>
        <p>Cost of a Decision. It can be assessed based on the time it takes to collect a reward;
shorter times would reflect lower decision costs, based on the assumption that less
thought was given to individual options or the decision as a whole.</p>
        <p>Decision Uncertainty. The unique design of the game allows us, prospectively, to measure
decision uncertainty (although it would require switching the game control from keyboard
to mouse). In each trial, the character starts from exact the same position, with rewards
consistently positioned at the same distance. By tracking the character's coordinates on
the path to the reward (mouse tracking), the precise movement trajectory can be
reconstructed. Does the character move directly toward the collected reward or after
approaching another direction (see Figure 3)? This allows for the representation of
cognitive processes underlying the decision, especially in terms of how conflicted or
certain the decision is (for a review on process-tracing methods in decision making see
[21]).</p>
      </sec>
      <sec id="sec-2-5">
        <title>2.5. Validation</title>
        <p>The next step is to validate the game. Therefore, participants will first engage in an online
experiment featuring website mockups and realistic decision scenarios. Each of the
described DDPs will be presented in two trials. Subsequently, individuals will be invited to
a laboratory experiment where they will navigate the described paradigm in the form of a
decision-making game. The results of both study parts will be compared using equivalence
tests [22] with regard to decision behavior. In order to confirm the validity of the game
measures, we would predict the following findings: (i) DDPs that show a higher influence
on participants' behavior in the online experiment should similarly impact their behavior
in the game, and (ii) participants who were more strongly influenced by DDPs in the
online experiment should also demonstrate this in the game. Initial results regarding the
validity of the game should be available by May 2024 and could be discussed throughout
the workshop.</p>
      </sec>
      <sec id="sec-2-6">
        <title>2.6. Open Questions</title>
        <p>The experimental paradigm presented here offers an initial solution to the methodological
and conceptual challenges in assessing DDPs. However, several open questions arise that
need further discussion or investigation in experimental pilot studies. The abstract
implementation of DDPs is one way to depict them, but alternative design forms should be
explored to ensure that the “deceptive core” of each respective DDP is captured. The
validation study will reveal how well the DDPs implemented in the game resemble those
found on websites. Additionally, we would like to explore further contextual factors or
extend the paradigm to include DDPs primarily targeting user attention. The precise
implementation in these cases needs careful consideration and conceptualization.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusion</title>
      <p>Experiments have revealed numerous harmful effects of DDPs on users. Nevertheless,
collecting data in real-world scenarios on mockup-websites inherently encompasses
certain methodological weaknesses, hindering the generalization of results, testing the
underlying mechanisms of deceptive designs, and accurately comparing user groups to
better understand vulnerability to DDPs. For this reason, we propose a new
methodological direction and advocate for an experimental paradigm that can control
influencing factors effectively, adapt flexibly to new DDPs, and systematically investigate
socio-digital vulnerability. To deal with these challenges, we have developed a
decisionmaking game in which participants choose between a small and a large incentive and are
tasked with collecting as many incentives as possible. The decision-making process is
impeded by the deployment of DDPs, which either devalue the large incentive (e.g., by
making it more challenging to attain) or enhance the small incentive (e.g., by making it
more visibly prominent). So far, five different DDPs are implemented, but the list of
patterns can be extended and is interchangeable. The decision-making game experiment
serves as an initial approach to examine DDPs under these requirements. With this
paradigm, we aim to make robust statements about the nature of influence and the
underlying mechanisms behind DDPs, thus contributing to a more precise understanding
of how DDPs operate. To apply technological and legal countermeasures effectively, we
must measure the deceptive potential of design structures more precisely.</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgements</title>
      <p>The project as part of the Disruption and Societal Change Center at the Technical University
of Dresden can be realized through funds from the State of Saxony, Germany.</p>
      <p>This Word template was created by Tiago Prince Sales (University of Twente, NL) in
collaboration with Manfred Jeusfeld (University of Skövde, SE). It is derived from the
template designed by Aleksandr Ometov (Tempere University of Applied Sciences, FI). The
template is made available under a Creative Commons License Attribution-ShareAlike 4.0
International (CC BY-SA 4.0).
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