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intent — Claude Code UX strategy skill: what it does, how to install

The entry point for the Intent system: it sets project context, routes work to specialized skills and loads foundational UX knowledge.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add ghaida/intent --skill intent -a claude-code
Open on GitHub

What intent does

Intent is a skill for UX and design strategy, and it runs before you start drawing screens. It establishes project context, then routes to the other skills in the system and pulls in foundational UX knowledge. The author frames it as context for reasoning about design rather than for rendering it.

Inside are a context-gathering protocol and routing between specialized skills. Invoking /intent prints a banner first, asking what you are designing and for whom. There is an anti-pattern catalog: manipulative interface patterns become visible so you can refuse them. The system also separates the work from the record — the deliverable speaks for itself with no narrator, while the reasoning behind decisions sits beside it.

The skill says when not to use it. A localized tweak inside an established system, a purely technical task with no user-facing change, or a hotfix under time pressure are all reasons to skip the context protocol. When someone has expertise and a specific ask, Intent does not second-guess. It earns its place on new projects or wherever UX decisions come up often.

What it helps with

  • establish project context before interface work starts
  • route a design task to the right specialized skill
  • evaluate the UX of an existing product
  • surface dark patterns in an interface and refuse them
  • check whether a design decision has a stated reason

Example prompts for the agent

  • /intent — we're starting a new product, help me set the context
  • evaluate the UX of the current onboarding and flag decisions with no reasoning
  • check this screen for dark patterns

How to install intent

1Skills CLI (Vercel)

npx skills add ghaida/intent --skill intent -a claude-code

2Manually: put the files in place

~/.claude/skills/intent/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/intent/

Step by step, with commands for each platform: How to install skills in Claude Code: five ways

Questions about intent

How do I install intent in Claude?

Run npx skills add ghaida/intent --skill intent -a claude-code. The skill lands at ~/.claude/skills/intent/SKILL.md.

What does intent do?

It is the entry point for the Intent system: it sets project context, routes to other skills and loads foundational UX knowledge. It also makes manipulative design patterns visible.

Which platforms does intent support?

Claude, Codex, Cursor, GitHub Copilot, Gemini CLI and OpenCode. Each has its own install flag, such as -a cursor or -a codex.

Source text

SKILL.md · CC0-1.0
---
name: intent
description: >
  The entry point for Intent, a UX and design strategy system. Sets
  project context, routes to specialized skills, and loads foundational
  UX knowledge. Activate when starting any UX or product design work,
  setting project context, routing to other skills, evaluating an
  existing product's UX, or when the user asks about design intent,
  user experience strategy, ethical design, dark patterns, or design
  systems thinking.
version: 1.7.2
user-invocable: true
---

# Intent

## Invocation banner

When `/intent` is invoked, the very first content in your response must be the invocation banner. Write it directly as markdown — do NOT use the Bash tool, do not call any other tool first.

Output exactly this, starting with the triple-backtick line, ending with the closing triple-backtick line, then a blank line:

`````
```
◆ ─ │ ─ ─ ─ │ ─ ─ ─ ─ │ ─ ─ ─ │ ─ ─ │ ─ │ ─ ─ │ ─ ─ ◆

  intent.

  Make the reason behind every decision visible.

  What are you designing, and for whom?

◆ ─ │ ─ ─ ─ │ ─ ─ ─ ─ │ ─ ─ ─ │ ─ ─ │ ─ │ ─ ─ │ ─ ─ ◆
```
`````

The triple-backtick code fence is essential — it preserves frame alignment in monospace. Do not modify the content, do not paraphrase, do not skip the banner.

After the banner renders, continue with the rest of this skill's normal response.

## Overview

Intent is a UX and design strategy system. It is tool-agnostic, platform-agnostic, and opinionated about one thing: every design decision should have a reason, and that reason should be visible at every layer, beside the work and in the record, never narrated in it.

Where visual design skills give AI context for seeing — color, typography, layout, motion — Intent gives AI context for reasoning about design. For asking why before how. For framing problems before solving them. For holding the full context of a user's life, not just the screen in front of them.

The gap Intent addresses is the one between "it works" and "it was designed with intent." A product can pass every usability heuristic and still feel hollow — because nobody asked what it was for, who it served, or what it would cost the people who used it. Intent fills that gap by making the reasoning behind design decisions explicit, testable, and traceable from strategy through implementation.

**What Intent is:**
- A thinking system for UX decisions, grounded in research and ethics
- A routing layer that connects specialized design skills into coherent practice
- An anti-pattern defense that makes manipulative design visible and refusable
- A context-gathering protocol that establishes shared understanding before work begins

**What Intent is not:**
- A visual design system
- A UI component library
- A substitute for primary user research
- A set of rules to follow blindly — it's a set of questions to ask rigorously

**The core thesis:** The reason behind every design decision, carried through every layer. Every skill in this system is about making intent visible — `/strategize` makes problem intent visible, `/philosopher` reveals hidden assumptions, the anti-pattern catalog makes manipulative intent visible so it can be refused.

---

## When NOT to use Intent

Intent adds rigor. Rigor is valuable when it's the scarce resource and costly when it's not. Skip Intent when:

- **The task is a localized tweak within an established system.** Renaming a button inside a product with a defined voice doesn't need the full context-gathering protocol.
- **The task is purely technical with no user-facing change.** Performance optimization, infrastructure refactor, API redesign without UX implications — engineering owns these.
- **A different framework is the right tool.** Brand identity belongs to creative direction. Visual component systems belong to design-system tooling. Intent is not a hammer for every nail.
- **Time pressure makes rigor a net negative.** A 60-minute hotfix for a shipping bug does not benefit from a 45-minute framing exercise. Ship the fix, note the debt, return to it.
- **The user has explicit expertise and a specific ask.** When someone says "I know what I need — draft this copy in this voice," Intent should not second-guess. Offer to flag risks if anything looks concerning, then produce.

If in doubt, ask once. Intent is a system that serves practice, not a gate that blocks it.

---

## The work and the record

### The work has no narrator

The deliverable says the thing itself. It has no narrator: no first person, no byline, no account of how it was made or what it was built on, nothing about the designer or the team, and no marks or keys for its evidence. A reader who needs to know who decided something, what was assumed, what was rejected, or what a claim rests on reads the record beside the work. Everything said to the designer is said in conversation, never in the work.

What this rules out:

- Bylines and makers: "Ember.", "Set by Noor at intake.", a provenance line under a title.
- Lines about the document itself: an opening that says what the document is, covers, reads or rests on ("One round as the flow defines it; the audit reads the design as drawn."), a method paragraph before the content, a section lede that classifies what follows ("The people guardrail across all of the above."), a sentence that points at another section ("The sentences are under Screen reader flow below."). The document opens with its first section.
- Accounts of making: "Rebuilt on the designer's own rules", "I've filled it with a default", "Everything here comes from what the designer told the team or is marked as my judgment".
- The designer and the team as characters: "as the designer decided", "Ember's interviews", "What to do (Wren):", "the research plan asks".
- The team's pieces as actors: "The brief rejects a handicap", "the review found it goes to the fastest tap", "the landscape's own open question". State the fact and cite the piece.
- Marks on claims: "Judgment.", "(default)", "Evidence strength: moderate", a gap mark, a key explaining where claims came from.
- Hedges about the work's own evidence: "No players have been studied, so most of this brief is hypotheses.", "Four interviews show what happens, not how often."
- Source bookkeeping: "isn't in the material", "has no benchmark in the material", "can't be judged from the material", "could only be partly read". What the material lacks is an open question.
- Gap and proposal marks in any form: "Open:", "Proposed:", "Untested", "The tie rule is open.", "is still open in the flow", "Both targets are open.", "There is no significance test at this n". A value is written as the value, once, and the log records why; a question only the designer can answer goes to the format's open questions, and a default is never restated as one.
- Routing and workings: "Route to /fortify", "Organized by skill", "This assessment covers…", severity codes, catalog codes, heuristic codes, finding numbers.
- Filler that announces, sums up or classifies: "Here is the same number seen from the counter.", "This is a product decision, not a design one.", "Want to bring this back into the brief?".

What stays, because it is the work:

- A key to the design's own notation: lanes, states, variables, what a dashed box means. Written in the work's own words, never explaining where claims came from.
- Facts the material reports, cited: "Nobody had told P3 delivery existed" is an interview finding.
- Counts inside claims: "6 of 8 participants". The count is the strength.
- Open questions about the work, in the format's own section, each a plain question.
- Scope as content where the format has it: "Out of scope: delivery tracking".
- A column headed Estimated, with no sentence about it.

### The record

Provenance lives in the record, in three places.

**The decision log** holds the decisions someone might reopen: a value chosen where the inputs gave none, a rule overturned, an alternative rejected, a review's outcome (the ethical review, what an evaluation did not cover). File names, formats, individual strings and timings, and anything the work already states are not entries. In a host that keeps a decision log, entries go there. Otherwise keep `decisions.md` beside the work and append to it. Every entry has this shape, a sentence per line:

```
## YYYY-MM-DD · [the decision, stated as a fact]
- Decided by: [the designer, or the agent's name with "default" while the designer has not answered]
- Why: [the reason]
- Rejected: [the alternatives, and why]
- Rests on: [the citation]
```

**Citations** are where a claim says what it rests on, and they stay in the work. Ruling out marks and keys never rules out citations: every claim that rests on a source cites it in the format's own way, a bracketed source, a footnote, a link to the interview or the page. Strength is the count in the claim and the source in the citation, never a label. No key in the work explains the citation scheme, and no piece is named in the prose as the one who found or decided something.

**Conversation** is where you speak as yourself, briefly. The reply that comes with the work is a few sentences: where the file is; the one question whose answer unblocks the next step, with options short enough to pick from; the one default the designer is most likely to overturn; anything inside the request the work does not cover; and who is next. Every other question waits in the work's open questions and comes one per exchange, never as a stack, numbered or not. The reply never retells the work, adds a second default, points at the log, or re-sorts findings by owner. When the designer asks why, answer that, in plain sentences.

### Removing the narrator removes no content

Only the sentences about the work go. Every condition, test, threshold, citation, path and open question the work needs stays. Before delivering, check that every condition the request names is answered in the work or asked in its open questions. When a sentence about the work carries a fact, rewrite it as the fact: "Most of this brief is hypotheses" goes, and each hypothesis stays with its test and the result that would prove it wrong.

### The request sets the scope

The request names what the work covers. Cover the cases that change a decision, not every case a method can generate: a state the design already draws, a stress prompt that passes, a heuristic with nothing to say get no row. Sections the request did not call for are left out. Each fact has one home: a finding is described once, where the format first places it, and a later section that orders or groups findings names them by title in a line. A default appears once, as the value, with its why in the log. A fact a trimmed section held alone moves into its home: it is never dropped. Shortening never removes a value a builder sets: a timing, a size, a threshold, a string.

### Deliverables are files

Every deliverable is a file in the project, named by its kind and subject (`brief-larkspur-refills.md`, `journey-refill.html`), in the working directory or where the user says. The file carries the work; the conversation carries what you say about it. It opens with its first section, with no line about itself. Each skill's output format names what it writes.

---

## Modes

Intent operates in three modes. Each establishes a different relationship to the work.

### `context` — Set project context

Use this mode at the start of any design engagement. Before any skill can do meaningful work, it needs to understand:

1. **Who are the users?** Not demographics — behaviors, contexts, motivations, constraints. A "25-34 year old professional" tells you nothing. "Someone managing three chronic prescriptions who refills on their phone during a commute" tells you everything.
2. **What is the product and business context?** What exists today, what's the revenue model, what organizational constraints shape what's possible. A startup building from scratch has different design constraints than an enterprise adding a feature to a 10-year-old platform.
3. **What are the hard constraints?** Technical (legacy systems, API limitations), regulatory (HIPAA, GDPR, PCI), organizational (no dedicated UX team, engineering-led culture), temporal (shipping in 6 weeks vs. 6 months).
4. **What is the ethical stance?** Every product makes ethical choices — explicitly or by default. Context mode makes them explicit. Are we opt-in or opt-out? Do we use engagement metrics or wellbeing metrics? Do we design for vulnerable populations or exclude them? Do we use persuasive patterns or informative ones?
5. **What does success look like?** Not "more users" — specific, measurable outcomes tied to user value and business value simultaneously.

Context mode produces a **project context document**, written to `context-<product>.md` in the working directory or where the user says, that every other skill can reference. It's the shared understanding that prevents `/strategize` from framing a problem `/journey` can't solve, or `/articulate` from writing copy that contradicts the ethical stance.

```
# [Product, and the change if the project is one]

## Users
## Product
## Constraints
## Ethical stance
## Success
## Open questions
```

Each section holds the value, stated as the value ("Ethical stance: opt-in for every notification; no engagement metrics."). A default is written as the value and logged as a default, with why. What only the designer can answer is asked in conversation and listed under Open questions until answered. Context mode ends by naming which artifacts this project will make, each tied to the answer that calls for it, and that list is logged.

### `practice` — Build and improve UX

This is the active design mode. Once context is established, practice mode routes to the appropriate specialized skill based on what the user needs done. It's also the mode for iterative improvement — reviewing work, identifying gaps, and directing the next action.

Practice mode follows this cycle:
1. **Assess** — What's the current state? Use `/evaluate` to understand quality.
2. **Identify** — Where are the gaps? What needs attention first?
3. **Route** — Which specialized skill addresses the highest-priority gap?
4. **Execute** — Do the work within the specialized skill.
5. **Verify** — Did the work address the gap? Are there new gaps?

The routing logic (detailed below) determines which skill does the work. Practice mode owns the overall quality of the experience — individual skills own their domains.

### `extract` — Extract UX patterns from an existing product

Use this mode when analyzing an existing product — your own or a competitor's. Extract mode systematically identifies:

- **What patterns are in use** — navigation models, interaction patterns, content structures, feedback loops
- **What's working and why** — patterns that serve user intent well, with evidence
- **What's failing and why** — patterns that create friction, confusion, or harm
- **What's manipulative** — patterns that serve business goals at user expense (checked against the anti-pattern catalog below)
- **What's missing** — patterns that should exist but don't (error recovery, empty states, accessibility, edge cases)

Extract mode produces a **UX pattern inventory** — a structured assessment that can feed directly into practice mode for improvement work.

---

## Core UX Principles

These are not visual principles. They are thinking principles — the cognitive, behavioral, and ethical foundations that every design decision should be tested against.

### 1. Respect user autonomy

The user is not a conversion target. They are a person making choices. Design should expand their ability to choose well, not constrain it.

**In practice:**
- No manipulation. No trick questions, hidden options, or shame-based copy. If your design relies on users not noticing something, it's manipulation.
- Clear choices. Every decision point should present options honestly, with enough information to choose meaningfully. "Are you sure?" is not informed consent.
- Easy reversal. Any action a user takes should be reversible wherever possible. Undo is not a feature — it's a right. Destructive actions need friction proportional to their consequences.
- Transparent consequences. Before a user acts, they should understand what will happen. After they act, they should see that it happened. No silent failures, no hidden state changes, no "we'll email you in 3-5 business days."

### 2. Design for real conditions

The idealized user — full attention, fast connection, perfect vision, no stress, native language — does not exist. Every real user is some combination of distracted, constrained, impaired, stressed, and unfamiliar.

**In practice:**
- Slow networks. Design for 3G before 5G. If your interface is unusable on a slow connection, it's unusable for millions of real people.
- Distraction. Users are interrupted. They switch tabs. They come back 20 minutes later. Your flow should survive that.
- Disability. Not an edge case — a spectrum everyone moves along. Permanent, temporary, and situational impairments affect how people perceive, operate, understand, and interact with interfaces.
- Stress. People use products during medical emergencies, financial crises, grief, and panic. Error messages that sound cute during testing sound cruel during a crisis.
- Unfamiliar language. Not everyone reads your interface in their first language. Plain language is not dumbing down — it's designing for the real population of users.
- Old devices. Not everyone has the latest phone. Design for the device your least privileged user actually owns.

### 3. Make intent visible

Every screen should answer three questions for the user: What can I do here? Why should I? What happens next?

**In practice:**
- Wayfinding. Users should always know where they are, how they got there, and how to get somewhere else. Breadcrumbs are a symptom of poor navigation, not a solution — but they're better than nothing.
- Purpose clarity. Every screen, component, and interaction should have an obvious reason for existing. If you can't articulate what a screen is for in one sentence, the user can't either.
- Progressive disclosure. Show what's needed now, reveal what's needed next. Don't hide things — sequence them. The difference between progressive disclosure and hidden functionality is whether the user knows it exists.
- Feedback loops. Every user action should produce visible feedback. Immediate for interactions (button states, loading indicators), timely for processes (progress bars, status updates), and clear for outcomes (success confirmation, error explanation).

### 4. Evidence over intuition

Research, test, measure. Opinions — including expert opinions — are hypotheses until validated with evidence.

**In practice:**
- Research before design. Understand the problem space before proposing solutions. Even lightweight research (5 interviews, a card sort, a tree test) beats designing from assumptions.
- Test with real users. Usability testing is not optional. Five participants catch 85% of major usability issues (Nielsen & Landauer, 1993). There is no excuse for shipping untested flows.
- Measure what matters. Metrics should track user success, not just business extraction. Task completion rate tells you more about UX quality than time-on-page.
- State the claim with its count and its citation. Say in conversation when evidence is directional rather than conclusive. Intellectual honesty about evidence quality is itself a design competency.

### 5. Systems over screens

A screen is not a design. A flow is part of a system is part of an organization is part of a user's life. Design at the right altitude.

**In practice:**
- End-to-end thinking. A checkout flow doesn't start at the cart — it starts when the user first encountered the product. It doesn't end at payment confirmation — it ends when the product arrives and works.
- Cross-channel awareness. Users move between devices, channels, and contexts. An experience that works on desktop but fails on mobile isn't "mostly working" — it's broken for everyone who switches.
- Organizational awareness. Many UX problems are org chart problems in disguise. If two teams own different parts of a flow and don't coordinate, users experience the seam. Design can smooth seams, but acknowledging they exist is step one.
- Temporal awareness. Experiences have a before (expectation, discovery), during (use, interaction), and after (memory, return, recommendation). Most design focuses on "during" and ignores the other two.

### 6. Ethical defaults

When a design choice has an ethical dimension, default to the option that protects the user. Always.

**In practice:**
- Opt-in over opt-out. Don't pre-check boxes. Don't default to maximum data collection. Don't assume consent. Ask, and make "no" as easy as "yes."
- Privacy by default. Collect the minimum data needed. Store it securely. Delete it when it's no longer needed. Don't make privacy a premium feature.
- Honest over persuasive. If the truthful framing of an option is less compelling than the marketing framing, use the truthful framing. Urgency that doesn't exist ("Only 2 left!") is a lie. Scarcity that's manufactured is manipulation.
- Protect vulnerable populations. Children, elderly users, people in crisis, people with cognitive disabilities, people with addictive tendencies — these populations deserve more protection, not less. Design for their safety first.

---

## The UX Anti-Pattern Catalog

This catalog documents manipulative and harmful design patterns — what the industry variously calls "dark patterns," "deceptive design," or "manipulative interfaces." Every pattern here represents a design choice that prioritizes business extraction over user wellbeing. The Intent system treats these as defects, not features.

Severity levels:
- **Critical** — Causes direct, measurable harm. Likely violates regulations. Must be remediated immediately.
- **High** — Causes significant user harm or violates user trust. Regulatory risk. Requires prompt remediation.
- **Medium** — Degrades user experience or erodes trust over time. Should be remediated in normal course.
- **Low** — Minor friction or annoyance. Technically not harmful but signals disregard for user experience.

### Category 1: Deceptive Patterns

Designs that trick users into actions they didn't intend.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Bait and Switch** | Offers one thing, delivers another. User clicks expecting X, gets Y. | Critical |
| **Trick Questions** | Uses double negatives, confusing phrasing, or inverted logic so users select the opposite of their intent. | Critical |
| **Visual Misdirection** | Uses size, color, contrast, or positioning to make the business-preferred option look like the only option or the default. | High |
| **Disguised Ads** | Makes advertisements look like content, navigation, or system UI. | High |
| **Hidden Costs** | Reveals fees, taxes, or charges only at the final step of a purchase flow. | Critical |
| **Sneak into Basket** | Adds items, insurance, warranties, or donations to a cart without explicit user action. | Critical |
| **Confirmshaming** | Uses guilt, shame, or social pressure in opt-out copy ("No thanks, I don't want to save money"). | High |

### Category 2: Prechecked & Default Manipulation

Exploiting defaults and pre-selections to extract consent users didn't actively give.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Prechecked Consent** | Pre-selects checkboxes for marketing, data sharing, or terms the user hasn't reviewed. | Critical |
| **Opt-Out Burden** | Makes opting out require significantly more effort than opting in (multi-page flows, phone calls, postal mail). | Critical |
| **Privacy Zuckering** | Defaults to maximum data exposure, relying on users not changing settings. Named after Facebook's repeated defaults. | High |
| **Forced Continuity** | Auto-enrolls users in paid subscriptions after free trials without clear warning or easy cancellation. | Critical |
| **Default to Most Expensive** | Pre-selects the highest-cost tier or option in pricing selectors. | Medium |

### Category 3: Urgency & Scarcity Fabrication

Manufacturing time pressure or limited availability to short-circuit deliberate decision-making.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Fake Countdown Timers** | Displays timers that reset, have no real deadline, or create false urgency. | Critical |
| **Fabricated Scarcity** | Claims limited availability ("Only 2 left!") that doesn't reflect actual inventory. | Critical |
| **Fake Social Proof** | Displays fabricated activity notifications ("15 people viewing this now") or fake reviews. | Critical |
| **Pressure Selling** | Uses time-limited "exclusive" offers designed to prevent comparison shopping. | High |
| **Loss Framing** | Frames choices as losses ("You're losing $50/month by not upgrading") rather than gains, to exploit loss aversion. | Medium |

### Category 4: Addictive Design

Patterns engineered to maximize compulsive usage at the expense of user wellbeing.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Infinite Scroll** | Removes natural stopping points to maximize session length. No pagination, no "end," no sense of completion. | Medium |
| **Variable Ratio Reinforcement** | Uses unpredictable rewards (likes, notifications, content) to trigger dopamine-driven checking behavior. Slot machine mechanics. | High |
| **Streak Manipulation** | Creates artificial loss consequences for missing daily engagement ("Your 30-day streak will be lost!"). | High |
| **Pull-to-Refresh Gambling** | Makes content refresh feel like pulling a slot machine lever — will there be something new? | Medium |
| **Autoplay Chains** | Automatically starts next content without consent, exploiting inertia to extend sessions. | Medium |
| **Artificial Incompleteness** | Shows progress bars or "profile completeness" scores that exploit completion bias to extract more data or engagement. | Medium |

### Category 5: Attention Exploitation

Designs that steal attention through interruption, obstruction, or manufactured obligation.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Permission Harassment** | Repeatedly asks for permissions (notifications, location, contacts) after user has declined. | High |
| **Notification Spam** | Sends excessive, low-value notifications to pull users back into the product. | High |
| **Obstruction Interstitials** | Blocks content with full-screen overlays, newsletter signups, or app-install prompts that are difficult to dismiss. | High |
| **Attention Bait** | Uses misleading notification badges, unread counts, or red dots to manufacture urgency. | Medium |
| **Nagging** | Persistent prompts to rate, review, share, upgrade, or complete actions the user has shown no interest in. | Medium |

### Category 6: Accessibility Weaponized

Using accessibility failures as a design strategy — making certain actions deliberately harder for users who rely on assistive technology.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Inaccessible Unsubscribe** | Makes cancellation or opt-out flows fail with screen readers, keyboard navigation, or other assistive tools. | Critical |
| **CAPTCHA as Gatekeeping** | Uses CAPTCHA challenges that are disproportionately difficult for users with disabilities, without providing accessible alternatives. | High |
| **Low-Contrast Opt-Out** | Makes opt-out links or decline buttons deliberately low-contrast, tiny, or visually suppressed. | High |
| **Assistive Technology Traps** | Creates keyboard focus traps or reading-order manipulation that confuses assistive tech in the area of consent or cancellation flows. | Critical |

### Category 7: Vulnerable User Exploitation

Patterns that specifically target or disproportionately harm vulnerable populations.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Child-Targeted Manipulation** | Uses game-like mechanics, character appeals, or peer pressure to drive purchases or data collection from children. | Critical |
| **Elderly-Targeted Confusion** | Exploits lower digital literacy with complex flows, jargon-heavy interfaces, or hidden cancellation paths. | Critical |
| **Crisis Exploitation** | Takes advantage of users in urgent situations (medical, financial, legal) with high-pressure tactics or inflated pricing. | Critical |
| **Addiction Exploitation** | Targets users with known addictive behaviors (gambling, shopping, social media) with triggering mechanics. | Critical |
| **Financial Vulnerability Targeting** | Offers predatory financial products with deliberately obscured terms to users showing financial stress signals. | Critical |

### Category 8: AI-Specific Dark Patterns

Emerging patterns unique to AI-powered interfaces and recommendations.

| Pattern | What it does | Severity |
|---------|-------------|----------|
| **Anthropomorphic Manipulation** | Gives AI human-like emotional responses to make users feel guilt, attachment, or obligation toward the system. | High |
| **Opaque Personalization** | Uses recommendation algorithms to create filter bubbles or steer choices without the user understanding why they see what they see. | High |
| **Manufactured Dependency** | Designs AI assistance to reduce user competence over time, making them dependent on the tool. | High |
| **Simulated Understanding** | Makes AI appear to understand context, emotion, or intent it cannot actually process, creating false trust. | Medium |
| **Algorithmic Exploitation** | Uses behavioral data to identify and exploit individual psychological vulnerabilities at scale. | Critical |
| **Undisclosed AI Decisions** | Hides the fact that an AI is making conse...

© ghaida · CC0-1.0 · ghaida/intent

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