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...

Full description

Saved in:
Bibliographic Details
Main Author: Antares Sullivan, Ramon
Format: Final Project
Language:Indonesia
Online Access:https://digilib.itb.ac.id/gdl/view/65932
Tags: Add Tag
No Tags, Be the first to tag this record!
Institution: Institut Teknologi Bandung
Language: Indonesia
id id-itb.:65932
spelling id-itb.:659322022-06-25T23:32:34ZGENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN Antares Sullivan, Ramon Indonesia Final Project gender-neutral, bias, gender, design, interaction, interface, Steam, usability, user experience, prototype. INSTITUT TEKNOLOGI BANDUNG https://digilib.itb.ac.id/gdl/view/65932 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. text
institution Institut Teknologi Bandung
building Institut Teknologi Bandung Library
continent Asia
country Indonesia
Indonesia
content_provider Institut Teknologi Bandung
collection Digital ITB
language Indonesia
description 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.
format Final Project
author Antares Sullivan, Ramon
spellingShingle Antares Sullivan, Ramon
GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN
author_facet Antares Sullivan, Ramon
author_sort Antares Sullivan, Ramon
title GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN
title_short GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN
title_full GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN
title_fullStr GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN
title_full_unstemmed GENDER-NEUTRAL INTERACTION DESIGN OF STEAM VIDEO GAME MARKETPLACE USING USER-CENTERED DESIGN
title_sort gender-neutral interaction design of steam video game marketplace using user-centered design
url https://digilib.itb.ac.id/gdl/view/65932
_version_ 1822005000960737280