What role does gender play in game and gamification design? Are your designs enabling inclusion, creativity or innovation, or are you reproducing the problems that you are trying to solve through design? This is a talk I gave at SXSW 2017.
2. Rethink the Pink
Unconscious bias in design
(lazy stereotypes)
Negative impact on
workplace performance:
• Job satisfaction
• Work tensions
• Mistrust
• Morale
• Turnover
3. How well is this
working for you?
Engaged
Disengaged
Enrolled
20%
40%
40%
Towers Perrin 2011; Gallup 2013; CEO Institute 2013
4. Not all game worlds
are equal
Learn from MMOGs for the
future of work – BUT
They are also microcosms of
“reality” (unconscious design)
Often perpetuate stereotypes &
biased models of participation
5. Motivation is universal
Performance differences are associated with
gender, but not caused by gender itself
Cultural and contextual obstacles and
expectations; not capability related
Gendered behavioural patterns contribute to
a self fulfilling cycle
Sex ≠ Gender (Biology Vs Sociology)
7. Who are you designing for?
Tactical and
short term
Play to the
stereotype
Design for
conditioned
response
Improvement
Strategic and
long term
Play to the
potential
Rethink and
redesign for
agency
Innovation
8. Meet Audrey (aka “Zelli”)
“The only thing that matters in the game is your skill. I can be anyone
I want to be and do anything I want to do, and no one is going to use
my age or gender against me.”
9. Lessons for the future of work
(1)
• In the future of work, capability and innovation will
require a synthesis of multiple intelligence
• Are we inadvertently creating ‘biased’ AI?
10. Lessons for the future of work
(2)
How do we rethink models of participation, reward and
recognition through experience design for innovation?
11. Lessons for the future of work
(3)
How do we use new media culture to tap into our different
personal identities of our inner worlds? i.e. Second Self,
Gender Bending, etc. for deep insight & creativity
We are not designing workplace and customer experiences very well
Our assumptions about what motivates people are failing us all – men and women – more so women however
We learn from games and game design elements
These worlds were created with the #1 objective of engaging and motivating people to participate
Our business systems are designed for efficiency and throughput – very different objectives and outcomes
Military-industrial complex still dominates in all these design decisions (unconscious bias)
See: highly sexualized and militarized avatars
We all seek self actualisation
Study after study tells us these same things, but we don’t seem to get it
Entrenched mental models are the biggest barrier in design – our default position
Yee’s research into preferences (self reporting not behavioural study) 43% didn’t have a primary motivation to play – but only 60% of variables were explained
This is key in designing for better, targeted workplace and customer experiences
Play to the stereotype and get a conditioned response – or – Play to the potential to develop agency
Transcends gender stereotypes to get to the core human creativity – core problem here will be that we will pass design biases onto AI
How do we use …..
Explore our inner worlds that have been shunned from our public face for so long – humans don’t fit in a matrix or neat boxes, we’ve been hammered into them.