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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