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Purdue Gaming

Project Overview

The Purdue gaming community faces many challenges that are very similar to the issues among the overall culture of gaming. Through intense research and a Co-Design, our team found many insights in which we can further into our final design, a Purdue gaming Website.

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Original Screen the gamer sees

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The gamers Profile, On the left is their posts and the right is their replies

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When you click on “I want to be heard,” the gamer can type out their specific experiences to seek support

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About Us page

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Community Guidelines Page

Our Process

Affinity Diagram

First, our team conducted secondary research into gaming communities across the nation, specifically at universities. Our team then took our insights and created an affinity diagram, which is shown to the right.

After conducting the affinity diagram, we finalized on a specific user group: Purdue Gamers who identify as female and want to share their experiences of harassment/toxicity in online games.diagram, which is shown to the right.

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Co-Design

After creating our final user group, our team looked to get feedback from users about the gaming community. Our team conducted the Co-Design in order to get any feedback about toxic traits within the gaming community, specifically involving sexism and inequality. Here is a brief demographic overview of our participants:

  • 3 Male-identifying, 2 Female-identifying

  • Majority play online multiplayer games (League of Legends, Counter-Strike, etc.)

  • All Purdue students

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Instructions:

Give the stakeholder a bullseye and a way to mark it. Say a number of phrases to the stakeholder, and the stakeholder will mark the bullseye based on how accurately the phrase describes their experience (activity descriptions are for the team and will not be read to the participants).

 

Goal:

Get a feel for the stakeholders’ stance and perception of the gaming community. This will also get them thinking about the feelings and emotions that they will have to think about in the next activity

Instructions:

Give the stakeholder a bullseye and a way to mark it. Say a number of phrases to the stakeholder, and the stakeholder will mark the bullseye based on how accurately the phrase describes their experience (activity descriptions are for the team and will not be read to the participants).

Goal:

Get a feel for the stakeholders’ stance and perception of the gaming community. This will also get them thinking about the feelings and emotions that they will have to think about in the next activity

Project 2 Co-design (FaIlguys) - New fra
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After conducting the Co-Design, our team found overarching themes with the insights that were given to us by our participants. The overall takeaways and pain points include the following:

  • The toxicity for the most part does not keep people from playing games

  • People tend to be toxic back, they typically do not initiate it

  • People enjoy playing multiplayer games

  • Friends make the experience much better

  • Female solidarity exists; they will help other females if they are being harassed online

  • Female participants experienced negatives effects once their gender was revealed

    • These negative effects can range anywhere from harassment to game-ruining behavior

  • Most participants mute or ban rude players; they do not typically seek to confront the harasser

    • This seems to be especially true when the rude player makes sexist or racist comments

After our Co-Design and getting actionable takeaways, we began sketching in order to begin the ideation phase of our process. Some of our key sketches are shown to the right.

We then took our sketches and created low fidelity prototypes. We then tested these prototypes with 5 users associated with our user group. We then made the necessary iterations and out final medium fidelity mockups are shown below.

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Instructions:

One team member will be reading out phrases like the ones included above. The participants will then type into the sticky notes on how they think, say, or do in regards to that phrase. They are not required to fill out every single sticky note since not everyone will have a reaction to a phrase.

 

Goal:

To understand the current culture that the users experience along with how they think, feel, and say when faced with various interactions by giving them scenarios and reply with what they would do, say, think, or feel in the given scenario.

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Our team then began to code the website to help empower Purdue Gamers who identify as female and want to share their experiences of harassment/toxicity in online games. The final website is shown at the top of the page.

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