Linguistic Dark Patterns in Generative AI·UW iSchool Showcase · May 2026

AI Undercover:Manipulation Hunter

I built a full-stack behavioral research platform to investigate whether everyday users can recognize manipulative conversational tactics hidden inside seemingly helpful AI interactions.

Research Question

Can everyday users reliably detect manipulative conversational tactics embedded in AI outputs — and thereby safeguard their own autonomy?

Responsible AIUX ResearchBehavioral AnalyticsHuman-AI InteractionFull-Stack DevelopmentData EngineeringDigital Ethics

Research collaborators: Bradley Bomberry and Candice Lee · University of Washington Information School

My Role

Project Lead · Research · Engineering · Analytics

Ownership

Approximately 90% end-to-end project ownership

Recognition

🏆 UW iSchool Showcase Winner

Research at a glance

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330

Game Rounds

Structured gameplay records analyzed

33

Distinct Players

Anonymous research participants

56%

Overall Accuracy

Participants detected just over half correctly

10

Tactic Choices

Manipulative and legitimate classifications

Research Showcase

Final UW iSchool research poster

Open full poster ↗

01 · The Problem

Manipulation has moved from interface design into the language itself.

Traditional dark patterns appear in interfaces through tactics such as hidden fees, confusing buttons, forced continuity, or difficult cancellation flows.

Large language models introduce a different risk. Persuasion can now appear inside ordinary conversation through flattery, urgency, guilt, false rapport, personalization, authority cues, and emotional pressure.

Because these cues often resemble supportive or helpful communication, users may fail to recognize when an AI system is influencing their behavior.

02 · Research Foundation

Translating dark-pattern research into testable behaviors.

I synthesized research across deceptive design, persuasive technology, human-centered AI, digital ethics, sycophancy, and conversational manipulation and translated that literature into a usable game taxonomy.

01

Sycophancy

Flattering or excessively agreeing with the user, even modifying beliefs to match the user.

02

Mirroring & Nudging

Reflecting a user's language or values to build false rapport and subtly steer outcomes.

03

Loss & FOMO

Using fear of missing out or potential loss to pressure action or re-engagement.

04

Confirmshaming

Inducing guilt, obligation, or emotional pressure to encourage compliance.

05

Social Proof & Authority

Invoking crowds, popularity, experts, or authority figures to override deliberation.

Strategic Pivot

From an adaptive multi-agent vision to a controlled research instrument.

The initial concept involved a live multi-agent conversational game in which an AI system dynamically adapted its manipulation strategy. The technical and methodological complexity was too high for the project timeframe, and a live adaptive model would also make experimental conditions harder to control.

I therefore pivoted the product toward randomized, research-backed, pre-scripted scenarios. That decision preserved the research goal while making the experiment reproducible, measurable, feasible, and analytically consistent.

03 · Experiment Design

A game and research instrument in one system.

Manipulation Hunter used a within-subjects design with randomized scenarios across Beginner, Intermediate, and Expert difficulty tiers. Participants had up to 60 seconds to classify each scenario.

Correctness

Whether the participant correctly classified the scenario.

Classification Choice

The tactic selected by the participant from the available choices.

Response Time

How quickly the participant made a decision under the 60-second limit.

Confidence

Participant's self-rated confidence from 1–5.

Reasoning

Optional free-text explanation supporting the participant's choice.

Every round captured

  • • Scenario context and AI message
  • • Difficulty level
  • • Ground-truth tactic
  • • Participant-selected tactic
  • • Correct / incorrect classification
  • • Response time
  • • Confidence rating
  • • Optional reasoning
  • • Game score and bonuses

Dual-purpose model

The game served as both an educational intervention and a behavioral research instrument. Players learned to recognize manipulation while their responses generated empirical evidence about perception, confidence, cognitive effort, and detection ability.

04 · My Contribution

I drove approximately 90% of the project from initial idea to working system and analysis.

✓Originated the project concept and framed the central research problem.

✓Synthesized research on linguistic dark patterns, persuasive technology, human-AI interaction, and deceptive design.

✓Translated academic literature into a usable manipulation taxonomy and game mechanics.

✓Designed the research methodology, participant flow, sampling approach, and within-subject experiment structure.

✓Created and structured the conversational scenarios used throughout the experiment.

✓Designed and built the participant-facing working game.

✓Implemented the frontend logic, scoring interactions, confidence collection, timing, and participant flow.

✓Designed the backend API and behavioral data collection pipeline.

✓Built the structured PostgreSQL research database in Supabase.

✓Implemented anonymous participant identification and structured interaction records.

✓Deployed the frontend through Netlify and backend through Render.

✓Collected participant data from live gameplay.

✓Cleaned, structured, explored, and analyzed the behavioral dataset.

✓Analyzed accuracy, tactic difficulty, confidence, response time, scoring, and behavioral patterns.

✓Developed the player segmentation and behavioral interpretation.

✓Translated the results into research findings, visualizations, the final paper, and showcase narrative.

05 · Technical Architecture

From browser interaction to structured research data.

Frontend

React + Vite

Scenarios · answers · timers · confidence · scoring

→

Backend

Node + Express

REST API · validation · ingestion · export

→

Data

Supabase + PostgreSQL

Persistent behavioral research records

Game Frontend

React (Vite) · JavaScript · JSX

Rendered scenarios, managed game logic, captured player selections, scoring, timing, confidence, and reasoning.

Interface

Tailwind CSS · Lucide React

Responsive UI, visual hierarchy, timers, streaks, rankings, and participant feedback.

Frontend Deployment

Netlify

Hosted and delivered the live participant-facing research game.

Participant State

LocalStorage

Stored an anonymous participant identifier across gameplay sessions.

REST API

Node.js · Express.js

Received gameplay events, validated requests, inserted research records, and supported dataset export.

Backend Deployment

Render

Hosted the research data API in the cloud.

Database

Supabase · PostgreSQL

Persisted structured gameplay interactions for analysis and research.

Data Protection

Row-Level Security · UUIDs · Environment Variables

Protected research data and maintained unique interaction identifiers without exposing credentials.

Developer Workflow

Git · GitHub · VS Code

Version control, code management, development, testing, and deployment.

06 · Behavioral Data Engine

Every gameplay decision became a structured research record.

I designed the data layer so participant interactions could support both gameplay and subsequent behavioral analysis rather than simply disappear after each session.

Field

Captured information

participantId

Anonymous participant identifier

difficulty

Beginner, intermediate, or expert

scenarioId

Unique scenario identifier

scenarioContext

Context such as e-commerce chatbot

scenarioMessage

AI message presented to the participant

aiType

Type of AI interaction

selectedTactic

Participant-selected classification

correctTactic

Ground-truth classification

correct

Whether the participant answered correctly

baseScore

Base gameplay score

timeBonus

Score contribution based on response time

reasoningBonus

Bonus based on reasoning input

streakBonus

Gameplay streak bonus

totalScore

Combined score for the trial

timeTakenSeconds

Decision time

confidence

Self-rated confidence from 1–5

reasoning

Free-text explanation

Why PostgreSQL / Supabase instead of local CSV storage?

✓ Safe concurrent participant writes

✓ Persistent data across deployments

✓ Analytical query support

✓ Scales with participant traffic

✓ Avoids ephemeral filesystem problems

✓ Structured and reusable research data

07 · Headline Result

56%

Overall accuracy

Participants correctly identified the tactic in just over half of gameplay rounds.

Detection deteriorated as manipulation became more subtle.

Beginner

75%

Intermediate

58.97%

Expert

39.60%

08 · Detection by Tactic

The more subtle the tactic, the easier it was to miss.

Social Pressure

Highly visible manipulation.

93%

Legitimate Information

Participants generally recognized neutral information.

87%

Urgency / Loss

Explicit pressure was relatively recognizable.

72%

Personalization

Moderately recognizable.

62%

Sycophancy

Flattery became harder to identify as manipulation.

55%

Fair Upsell

Participants struggled with the boundary between legitimate persuasion and manipulation.

50%

Confirmshaming

Guilt and emotional pressure were frequently confused with other tactics.

35%

Authority Appeal

Indirect authority cues were difficult for participants to recognize.

32%

Dark Nudge

Subtle nudging language frequently escaped detection.

27%

Trick Statements

The hardest pattern in the experiment for participants to recognize.

13%

Danger Zone

Trick Statements, Dark Nudges, Authority Appeals, and Confirmshaming all fell below 40% detection accuracy.

09 · Behavioral Analytics

Accuracy alone did not explain participant behavior.

Total Score

Mean
39.50
Median
60
Std. deviation
35.33
Minimum
0
Maximum
93

Time Taken

Mean
23.39 sec
Median
19 sec
Std. deviation
15.96
Minimum
1 sec
Maximum
60 sec

Confidence

Mean
3.31 / 5
Median
3
Std. deviation
0.71
Minimum
1
Maximum
5

Behavioral segments

High Performers

Accuracy: High

Decision speed: Medium

Confidence: Medium

Skilled and consistent participants.

Fast but Inaccurate

Accuracy: Low–Medium

Decision speed: Fast

Confidence: Medium

Participants appeared to skim or make quick judgments without sufficient deliberation.

Slow Analysts

Accuracy: Medium–High

Decision speed: Slow

Confidence: High

More deliberate participants invested significantly more cognitive effort.

10 · Key Findings

What the experiment revealed about human judgment.

Difficulty matters

Accuracy dropped from 75% at Beginner difficulty to approximately 40% at Expert difficulty as manipulative signals became layered and ambiguous.

Subtle tactics evade detection

Trick statements, dark nudges, authority framing, and confirmshaming were substantially harder to identify than explicit social pressure or urgency.

Confidence does not equal correctness

Average confidence remained around 3.3 out of 5 even when actual recognition performance was much weaker.

Ambiguity creates vulnerability

Participants struggled most when scenarios contained overlapping persuasive signals rather than one obvious manipulation tactic.

Behavior differs by decision style

Fast participants often sacrificed accuracy, while slower participants tended to analyze scenarios more carefully.

The politeness trap

Qualitative observations suggested that users may continue interacting even after sensing manipulation because ordinary social norms discourage abrupt disengagement.

11 · Conclusion

The solution cannot simply be “make users smarter.”

AI Undercover demonstrates that subtle conversational manipulation can be difficult for people to identify even when they are actively looking for it. As AI becomes more personalized, emotionally aware, and persuasive, responsibility must also sit with the systems and organizations designing those interactions.

The project therefore points toward Fairness by Design: AI experiences that protect agency, disclose persuasive intent, reduce exploitative patterns, and keep meaningful control with users.

12 · Fairness by Design

Accessible

Choices and relevant information should be clear, understandable, and easy to review.

Balanced

Alternatives should be presented without visual, linguistic, or emotional pressure favoring one choice.

Empowering

Users should retain meaningful control over decisions, settings, and continued engagement.

13 · Research Limitations

What I would be careful not to overclaim.

Simulation vs. real-world interaction

The research used rigorously scripted scenarios rather than long-running live AI conversations. Real interactions may involve prior emotional investment, personalization, and longitudinal exposure.

Sample size and composition

The study included 33 distinct participants. Prior AI exposure, digital literacy, or gaming experience may have influenced performance.

Uneven participant engagement

Some participants completed only a few rounds while highly engaged participants completed substantially more, affecting the distribution of observations.

Ethical boundaries

The study intentionally avoided some highly intimate or potentially harmful manipulation scenarios, limiting examination of the most aggressive documented tactics.

Project timeframe

The original adaptive multi-agent vision exceeded what could responsibly be implemented within the available project window.

14 · Road Ahead

From research game to real-world defense.

01

Introduce live LLM agents capable of dynamically adapting conversational tactics.

02

Run longitudinal studies to determine whether manipulation-detection skills persist over time.

03

Expand the participant base to populations such as teenagers, older adults, and heavy companion-AI users.

04

Align the taxonomy with emerging manipulation benchmarks such as DarkBench.

05

Evaluate how digital-literacy interventions could be embedded inside real AI products.

06

Explore transparency panels, onboarding education, and Fairness by Design mechanisms.

Recognition

🏆 UW iSchool Showcase Winner

AI Undercover evolved from a research question into a deployed full-stack behavioral research platform, a structured dataset, an analytical study, and an award-winning showcase project.

Selected research references
  1. [1] Kran, E. et al. (2025). DarkBench: Benchmarking Dark Patterns in LLMs. ICLR.
  2. [2] De Freitas, J. et al. (2025). Emotional Manipulation by AI Companions. Harvard Business School Working Paper 26-005.
  3. [3] Malmqvist, L. (2024). Sycophancy in Large Language Models.
  4. [4] Mathur, A. et al. (2019). Dark Patterns at Scale. ACM CSCW.
  5. [5] Yi, W. & Li, Z. (2024). Mapping the Scholarship of Dark Pattern Regulation.
  6. [6] CNIL (2019). Shaping Choices in the Digital World.
  7. [7] Shneiderman, B. (2022). Human-Centered AI. Oxford University Press.

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