If you want to solve problems like how to handle user conceptual models
of permissions, consider putting "UX" aside for a moment.
UX gets confused by conflicts of interest, which the earlier disciplines
of HCI and human factors engineering did not much have.
HCI comes from a human factors tradition of goal alignment with the
human -- everyone wanting the user to be more effective at their tasks
(whether it's operating a Macintosh, or a fighter jet).
UX is influenced more by the traditions of graphic design (especially
for marketing brochures and the like), and in practice is usually
burdened by motivations to manipulate the user to serve the interests of
someone other than the user, even aggressively against the interests of
the user.
Consider the GUI design for a smartphone/tablet -- do you want its
visual cues, notifications, and other affordances to be for effective
use of the device (HCI), or do you want to combat users' ability to
perceptually filter-out ads, use notifications to aggressively keep the
user engaged with addictive low-value "content", us more-blatant "dark
patterns" to discourage users from selecting options that are likely the
user's intent and in user's best interest, while looking slick (UX).
So, as an engineer/scientist/designer/educator of goodwill, consider the
exercise of trying to think like an HCI person, and being suspicious of
anything labeled UX.
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