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Deconstructing Hostile UX

Deconstructing
Hostile UX

Deconstructing Hostile UX

Deconstructing Hostile UX
Deconstructing Hostile UX
OVERVIEW

This thesis explores the challenges of marketing to a underrepresented audience in gaming, and posits that hostile UX at every touchpoint in the purchase journey largely contributes to this problem. Using this hypothesis, the thesis further explores the ways in which we can serve this untapped market by placing an emphasis on inclusive UX solutions.

YEAR

YEAR

2022

2022

READING TIME

READING TIME

<60mins

<60mins

Approx 13,200 words

Approx 13,200 words

Illustration Credit: ADG Creative

Illustration Credit: ADG Creative

Executive Summary

Executive Summary

The gaming industry has made strides in diversity and inclusion in recent years. However, while gaming has become increasingly popular among women, they have been historically excluded from gaming spaces, and still face discrimination in the gaming community. 


This study explores the literature behind gender norms and utilises anecdotes from interviews to uncover long-held stereotypes that affect the perception of women in gaming even today. The study also explores how these stereotypes seep into accompanying industries, such as advertising and commerce in gaming, to create an overall hostile environment that contributes to disempowerment in the marketplace. 


The aim of the study is to create a inclusive user experience for my client – a gaming chair company – by finding out the type of support that women and other underrepresented groups need to thrive in gaming spaces. A set of trap cards were created to put inclusivity at the forefront of the design process when designing new features for our users. 


After implementation of the trap cards in the design process and the new features derived from it, the results showed a general upward trend in the observed metrics.

The gaming industry has made strides in diversity and inclusion in recent years. However, while gaming has become increasingly popular among women, they have been historically excluded from gaming spaces, and still face discrimination in the gaming community. 


This study explores the literature behind gender norms and utilises anecdotes from interviews to uncover long-held stereotypes that affect the perception of women in gaming even today. The study also explores how these stereotypes seep into accompanying industries, such as advertising and commerce in gaming, to create an overall hostile environment that contributes to disempowerment in the marketplace. 


The aim of the study is to create a inclusive user experience for my client – a gaming chair company – by finding out the type of support that women and other underrepresented groups need to thrive in gaming spaces. A set of trap cards were created to put inclusivity at the forefront of the design process when designing new features for our users. 


After implementation of the trap cards in the design process and the new features derived from it, the results showed a general upward trend in the observed metrics.

The gaming industry has made strides in diversity and inclusion in recent years. However, while gaming has become increasingly popular among women, they have been historically excluded from gaming spaces, and still face discrimination in the gaming community. 


This study explores the literature behind gender norms and utilises anecdotes from interviews to uncover long-held stereotypes that affect the perception of women in gaming even today. The study also explores how these stereotypes seep into accompanying industries, such as advertising and commerce in gaming, to create an overall hostile environment that contributes to disempowerment in the marketplace. 


The aim of the study is to create a inclusive user experience for my client – a gaming chair company – by finding out the type of support that women and other underrepresented groups need to thrive in gaming spaces. A set of trap cards were created to put inclusivity at the forefront of the design process when designing new features for our users. 


After implementation of the trap cards in the design process and the new features derived from it, the results showed a general upward trend in the observed metrics.

Table of contents

Table of contents

Introduction

Gaps in the literature

Aims and objective


The Organisation

Overview of the key stakeholders

Key shortcomings


Assumptions & Hypothesis


Research and Experiments

Methodology Overview

Design thinking process


Stage 1 – Understand

The history of gaming

Gaming genres

Gaming preferences by gender

The stigma against women in gaming

Gender-locked classes and character design

Efforts that have been made to encourage gender diversity


Stage 2 – Observe (Empathise)

Consumer Culture Theory

Implicit bias and the definition of a “gamer"

The importance of community

High barrier-to-entry and hostile User Experiences (UX)

Gender-based marketing and disempowerment in the marketplace


Stage 3 & 4 – Define and Ideate

Main takeaways

Why is inclusive design important?

Creation of inclusive framework


Stage 5 – Prototype


Stage 6 – Test

Round 1: Total sessions from Oct 1, 2022 to Oct 31, 2022

Round 2: Total sessions from Nov 1, 2022 to Nov 30, 2022

Round 3: Total sessions from Dec 1, 2022 to Dec 31, 2022

Future Work


The ethical concerns of inclusivity


Reflection


References


Appendix

Introduction

Gaps in the literature

Aims and objective


The Organisation

Overview of the key stakeholders

Key shortcomings


Assumptions & Hypothesis


Research and Experiments

Methodology Overview

Design thinking process


Stage 1 – Understand

The history of gaming

Gaming genres

Gaming preferences by gender

The stigma against women in gaming

Gender-locked classes and character design

Efforts that have been made to encourage gender diversity


Stage 2 – Observe (Empathise)

Consumer Culture Theory

Implicit bias and the definition of a “gamer"

The importance of community

High barrier-to-entry and hostile User Experiences (UX)

Gender-based marketing and disempowerment in the marketplace


Stage 3 & 4 – Define and Ideate

Main takeaways

Why is inclusive design important?

Creation of inclusive framework


Stage 5 – Prototype


Stage 6 – Test

Round 1: Total sessions from Oct 1, 2022 to Oct 31, 2022

Round 2: Total sessions from Nov 1, 2022 to Nov 30, 2022

Round 3: Total sessions from Dec 1, 2022 to Dec 31, 2022

Future Work


The ethical concerns of inclusivity


Reflection


References


Appendix

Introduction

Gaps in the literature

Aims and objective


The Organisation

Overview of the key stakeholders

Key shortcomings


Assumptions & Hypothesis


Research and Experiments

Methodology Overview

Design thinking process


Stage 1 – Understand

The history of gaming

Gaming genres

Gaming preferences by gender

The stigma against women in gaming

Gender-locked classes and character design

Efforts that have been made to encourage gender diversity


Stage 2 – Observe (Empathise)

Consumer Culture Theory

Implicit bias and the definition of a “gamer"

The importance of community

High barrier-to-entry and hostile User Experiences (UX)

Gender-based marketing and disempowerment in the marketplace


Stage 3 & 4 – Define and Ideate

Main takeaways

Why is inclusive design important?

Creation of inclusive framework


Stage 5 – Prototype


Stage 6 – Test

Round 1: Total sessions from Oct 1, 2022 to Oct 31, 2022

Round 2: Total sessions from Nov 1, 2022 to Nov 30, 2022

Round 3: Total sessions from Dec 1, 2022 to Dec 31, 2022

Future Work


The ethical concerns of inclusivity


Reflection


References


Appendix