GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN

The topic of gender in the field of human-computer interaction design is rarely discussed when discussing inclusiveness in the field of human-computer interaction design. In fact, there is a gender bias towards men in the field of information technology. This gender bias makes most interface desi...

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Bibliographic Details
Main Author: Antares Sullivan, Ramon
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/65932
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Institution: Institut Teknologi Bandung
Language: Indonesia
Description
Summary:The topic of gender in the field of human-computer interaction design is rarely discussed when discussing inclusiveness in the field of human-computer interaction design. In fact, there is a gender bias towards men in the field of information technology. This gender bias makes most interface design looks masculine. This masculine design has a negative impact on women which results in the loss of women’s ambient belonging feel towards the interface design. Therefore, this Final Project will use a gender-neutral design as an alternative to overcome the gender bias that exists in the interface design in Steam, a PC video game platform with a masculine design. The main objective of this Final Project is to design a gender-neutral interaction design that meets usability and user experience goals. The methodology used in this final project is User-Centered Design (UCD). The result of this final project is the design of a high-fidelity prototype of Steam that meets usability (effective, easy to learn) and user experience goals (satisfying) with a gender-neutral design. The high-fidelity prototype design was tested using usability testing. The results show that the high-fidelity prototype design satisfies usability and user experience goals and creates a neutral impression for users. For each of the test metrics in the usability test taken from the group of male and female participants, the results are 100% completion rate for the effective usability metric, the average score of 6.7 and 6.2 for the SEQ questionnaire, and the average score of 92.5 and 81.25 for the SUS questionnaire.