The Deceptive Dungeon: Bringing Deceptive Patterns to the Physical World
Student Game Competition Entry at ACM CHI '25
Julian Wallerius, Pascal Raabe, Erik Østlyngen, Nuray Agaoglu, Lars vom Bruch, Siyan Chen, Mats Frenk, Yitong Guo, David Elias Chris Kopczynski, Hana Masara, Thomas Pollert, Shu Zhang, René Schäfer and Jan Borchers
Abstract
Deceptive patterns are interface design strategies that manipulate the user into decisions against their best interest. Serious games educating players about this topic are a viable countermeasure recently explored in HCI. However, existing approaches are purely digital. The Deceptive Dungeon is a room-sized game that brings deceptive patterns to the physical world. Evoking a dystopian setting in which AI uses deceptive patterns to identify and eliminate human survivors, it combines four hands-on exhibits challenging players through different deceptive patterns. For players who are unfamiliar with this topic, the Deceptive Dungeon aims to raise awareness and spark interest. For players experienced with deceptive patterns, we hope to provide a novel, physical perspective.
The Deceptive Dungeon was developed during the Media Computing Project Winter 2024/25
Publications
- Julian Wallerius, Pascal Raabe, Erik Østlyngen, Nuray Agaoglu, Lars vom Bruch, Siyan Chen, Mats Frenk, Yitong Guo, David Elias Chris Kopczynski, Hana Masara, Thomas Pollert, Shu Zhang, René Schäfer and Jan Borchers. The Deceptive Dungeon: Bringing Deceptive Patterns to the Physical World. In Extended Abstracts of the 2025 CHI Conference on Human Factors in Computing Systems, CHI EA '25 (Forthcoming), pages 4, Association for Computing Machinery, April 2025.