Shibu
Status: In-progress
Non-native English speakers often face significant challenges in adopting gender-inclusive language (GIL), with nuances in pronoun use such as 'they' versus 'he/she' presenting particular difficulties. The intricacies of English pronouns can complicate their efforts to communicate inclusively, as they balance learning a new language with understanding and respecting gender identities.
We also submited this work as part of workshop for CHI Hxb 2022
You refer to the following youtube video for more details
Role and Contributions
To contribute to the ongoing discourse on gender-inclusive language and challenges faced by non-native English speakers and ESL learners. I co-designed “Shibu” a Role-Playing Game (RPG), with two other Ph.D. researchers.
As the production lead for "Shibu", my role was central to guiding the project's vision and execution. My responsibilities extended to crafting the game's narrative and organizing playtesting sessions to gauge and enhance user experience and educational impact. Collaborating closely with my team, we leveraged an iterative development process, heavily reliant on player feedback and playtesting, to refine gameplay and narrative. Leading the project, I prioritized tasks based on their impact on our educational objectives, ensuring our game remained engaging while fulfilling its instructional purpose.
Timeline
The project spanned approximately 5 months, during which we developed and tested two game prototypes, currently advancing with industry collaboration. The timeline brake down as follows:
ResearchGoal
Our research sought to explore the effectiveness of using games as a medium to familiarize players with gender-inclusive pronouns and encourage their practice. This question emerged from a combination of previous research, and absence of any standarizd or formalize pedalogical resources.
The goals of the research project were as follows:
ResearchMethodology
For this study, I used a two step testing process on our two game prototypes to make sure they were welcoming and effective in teaching.
I recruited five individuals who prefer to use gender-neutral pronouns. They played our game and were later interviewed (average time 15 min) to critique the game’s narrative, dialogues, and visuals. I chose this approach because it gives us in-depth feedback from individuals who really understand the issues we're trying to address. This helps us make sure our game is respectful, avoid misrepresentaion and implicity biases.
Based on their feedbakc, my team and I made revision strategies. We updated the visualis to be more inclusive and changed the game from being puzzle-like to more like a chat. This was to make sure players could focus on learning about using gender-neutral pronouns without getting distracted by complexities of puzzles.
Once our second prototypes was ready, I recruited ten individuals whose were non-native english speaker, to see if they found the game interesting and if they could learn from it. All the 10 individuals were later on interviewed (average time : 20 min) to get their feebacks on how overall experience and acceptance of platforms. This step was important because interviweing our participants right after playing meant they could share fresh thoughts. Plus, by interviewing directly comapred to survey/scales, we were able ask for more details whenever their answers seemed a bit unclear.
RecruitmentProcess
For this study all participants were recruited by posting invitations links in community channels of discord. No compensation was provided to any participants.
For the phase 1 our recuirtment criteria was:
Analysis and Synthesis
After conducting the playtest, we (research team) engaged with participants through a 20-minute interview survey. This survey was designed to capture their reactions to the game and gather opinions on its potential to outdo traditional orientation methods. Questions also probed their thoughts on the use of pronouns within the game. Utilizing design tools, such as Figma, we systematically organized and analyzed these interview insights. This analysis helped identify areas for game improvement, particularly in design, storytelling, and functionality.
From our analysis, several key findings emerged.
SelfReflection
This project started more of as personal journey to underscore the ongoing discourse about the effectiveness of e