Telecom Paris • 2025

Critical User
eXperience

A series of conferences to better understand digital deceptive design, dark patterns, and ethical issues in the digital world.

Panos Mavros & Samuel Huron

Course Objectives

Critical View

Develop a critical perspective on interactive systems, questioning the "default" narratives of technology.

Contemporary Challenges

Understand the social, environmental, and ethical challenges arising from modern UX practices.

Methodological Application

Apply rigorous design methods to dissect and address specific user experience problems.

Design Solutions

Explore and propose tangible design solutions (prototypes, provotypes) in response to ethical issues.

Class Schedule

Jan 22
Samuel Huron Panos Mavros

Introduction Lecture

Samuel Huron & Panos Mavros

Jan 26
Colin Gray

Guest Lecture 1: Colin Gray - Deceptive design and dark patterns

Feb 05
Antonio Casilli

Guest Lecture 2: Antonio Casilli - AI and work

Feb 12
Thomas Le Goff

Guest Lecture 3: Thomas Le Goff - Substainability and AI

Feb 18
Lea Mossesso

Guest Lecture 4: Lea Mossesso - Living with obsolete or damaged smartphones

Mar 12
Alejandra Gomez Ortega

Guest Lecture 5: Alejandra Gomez Ortega - Intimate Data é Intimate technologies

Mar 19

Session 7

Topic to be announced.

Mar 26

Final Project Presentation

Student presentations and critique.

Assignments & Modules

Module 1

Issue Spotting

An exercise in identifying and categorizing deceptive patterns within existing digital interfaces.

Module 2

Provotypes & Prototypes

Designing provocative prototypes to expose or challenge underlying ethical issues in technology.

Module 3

Final Project

Comprehensive design intervention addressing a critical UX challenge, culminating in a final presentation.

Key Concept Glossary

User interface design choices that manipulate users into doing things they might not otherwise do, such as buying insurance or signing up for recurring bills. Often synonymous with "Dark Patterns" but emphasizes the intentionality of deception.
A term coined by Harry Brignull in 2010. It refers to features of interface design crafted to trick users into doing things, like buying a more expensive item or sharing more data than intended.
A social theory oriented toward critiquing and changing society as a whole. In the context of UX, it involves analyzing the power structures, biases, and societal impacts embedded within technological artifacts and design processes.
Moral challenges arising in digital design, including privacy violations, addiction mechanisms (like infinite scroll), exclusion (accessibility), and the manipulation of user autonomy.

References & Bibliography