Case Study

Case Study

Case Study

women on the horizon

women on the horizon

women on the horizon

META Design Sprint

META Design Sprint

META Design Sprint

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2024

2024

2024


Company Overview:


Selected to participate in a design sprint by META focusing on creating products aimed at getting more people involved with META Horizon Worlds- Quest VR.


Given 4 problem spaces to choose from:

•Create a sustainable social platform in the Metaverse

•Empower creators in the GenAI Era

•Balance user experience across platforms

•Build a successful economy in the Metaverse

Timeline:

2 day design sprint


Day 1:

Brainstorming, constructing a concept, research, initial design concepts.


Day 2:

Illustrating storyboards, developing, designing, finalizing, presenting.




My Role:

My team was made up of 1 other UX designer and 3 business and marketing people. Being that we were a small team and had to get a lot done in a short period of time I was required to wear many different hats.


I took on the roles of: 

•Team lead

•Product designer

•UX designer and researcher •Illustrator

Problem:
META needs women

When META gave us these 4 problem spaces, I realized that in order to create a solution that would make a lasting impact, I had to dig deeper and find the bigger underlying issue as to why there is a barrier for users entering the metaverse.

The team that I was on was an all-female team so during initial brainstorming, topics of diversity, inclusion and empowerment kept coming to the surface. While speaking with some of the Meta Mentors we were informed that there is a huge lack of women creators using and creating with Horizons. While we found the perfect area of focus, I had to first figure out why women were facing initial hurdles when getting involved with the metaverse.

Research:

46%

of active gamers are women

65%



of women use mobile gaming

20%

of VR users are women

Women game… so why aren’t they gaming in the metaverse?

Company Overview:

Selected to participate in a design sprint by META focusing on building designs based around getting more people involved with META Horizon Worlds- Quest VR.

Given 4 problem spaces to pick from and focus the project around:

•Creating a Sustainable Social Platform in the Metaverse

•Empowering Creators in the GenAI Era

•Balancing User Experience Across Platforms

•Building a Successful Economy in the Metaverse

It was clear after conducting initial research that women are passionate and involved gamers. Women consist of nearly half of the gaming community and offer greater brand loyalty and play more frequently compared to males. With all this research proving that women game, it wasn't lining up with what was holding them back from the metaverse specifically.

It was clear after conducting initial research that women are passionate and involved gamers. Women consist of nearly half of the gaming community and offer greater brand loyalty and play more frequently compared to males. With all this research proving that women game, it wasn't lining up with what was holding them back from the metaverse specifically.

My Role:

My team was made up of 1 other UX designer and 3 business and marketing people.

Being that we were a small team and had to get a lot done in a short period of time I was required to wear many different hats.

I took on the roles of: 

Team lead, Product designer, UX designer and researcher, and illustrator.

Timeline:

2 day design sprint

Day 1:

Brainstorming, constructing a concept, research, initial design concepts.

Day 2:

Illustrating storyboards, developing, designing, finalizing, creating a pitch, presenting.

46%

of active gamers are women

65%

of women use mobile gaming

20%

of VR users are women

Women game… so why aren’t they gaming in the metaverse?

We knew that we had the perfect target audience and there was a problem that needed to be fixed here. We just had to figure out how to bridge the gap between current female gamers, and the metaverse.

After reviewing countless psychology studies on how people game, I found that there was a huge difference between the basis of why men versus women game.

We knew that we had the perfect target audience and there was a problem that needed to be fixed here. We just had to figure out how to bridge the gap between current female gamers, and the metaverse.

After reviewing countless psychology studies on how people game, I found that there was a huge difference between the basis of why men versus women game.

We knew that we had the perfect target audience and there was a problem that needed to be fixed here. We just had to figure out how to bridge the gap between current female gamers, and the metaverse.

After reviewing countless psychology studies on how people game, I found that there was a huge difference between the basis of why men versus women game.

Women game for social achievement engagement and to maintain relationships. They enjoy aspects of world building games that allow for more customization and connection. Women game from a point of building connections and these games are not present in horizons.

While this was vital information that helped us further the concept, the next question arose:

why aren't these types of games in horizons?

…There aren't enough female creators in horizons!

It was found that only 30% of game developers in 2020 were female!

How do you expect for there to be more games for women if there aren't women creating them?

To get more games for women you need more women creating them

And this steered us to yet another major question:

Why aren’t women creating games in horizons?

While we found that there was a huge lack of games catering to women's interest we also found that women faced a huge amount of harassment in metaverse platforms.

77% of women reported dealing with unwanted behavior such as harassment or discrimination

While we found that there was a huge lack of games catering to women's interest we also found that women faced a huge amount of harassment in metaverse platforms.

77%

of women reported dealing with unwanted behavior such as harassment or discrimination

Researchers also examined 11.5 hours of footage from VR chat in the metaverse, and found 100 possible violations of the companies VR policy which included bullying sexual harassment as well as grooming of minors.

It was concluded that these incidents happened about every 7 minutes.

“Guys would swarm around, making inappropriate comments and invading my personal space. It felt like I had entered a bizarre time warp to the 1950s.”
-Chloe 2024

It is obvious that there is no simple or straightforward fix to dealing with the sexism that us as women face. So… it was clear that there was not going to be a simple fix to getting women into the metaverse.

“Guys would swarm around, making inappropriate comments and invading my personal space. It felt like I had entered a bizarre time warp to the 1950s.”
-Chloe 2024

Solution:
Women need META

•Women need games that pertain to their interests.
•Women need a mobile gaming component to be drawn in.
•Women need more female game developers.
•Women need a safe space.

Merging these goals creates a domino affect, so how did I do it?:

Step 1)

META needs to create a gold star world building game

A high budget VR game that caters to women’s gaming wants and needs of engaging socially, challenging themselves, and expressing themselves creativity.

Step 2)

Cross-Platform Connection

Introduce a mobile version of this VR world building game to facilitate initial engagement and entice the female audience who makes up the majority of the mobile gaming community.

Step 3)

AI-Assisted Creation Tools

Implement AI tools for the metaverse SDK to support content creation making it easier for more women from this newly attracted audience to contribute to the game building community on Horizons.

Step 4)

Women Mentorship Programs

Create a safe space where female gamers and creators can go, connect, learn, explore, and game.

 These 4 steps work to :
Attract women, retain women, gain more women and empower women to create a sustainable social platform in the metaverse

This approach is neither linear nor a one-size-fits-all solution.

Getting women into the metaverse cannot and should not be solved with a single product because it doesn’t come down to one single issue.

The Designs:

A world-building, social connection-based game with cross-platform compatibility will attract a larger female audience. AI tools that ease the game creation will further encourage more women to create games, fostering a cycle where games by females cater to female players. As women observe the participation of others in the metaverse, they will be more inclined to join. Providing a safe space through mentorship programs is essential once women are involved.

AI Assisted Development

Women's Creator Hub

Pitch presentation

Book Consultation
Presentation deck

META needs women, but…
women need META

Book Consultation
Presentation deck

and these are the steps to get there.

Reflecting

While starting this experience off the biggest challenge arose when initially attempting to devise a concise solution. However, we realized that there is no one-size-fits-all solution to the gender gap. We reframed the project entirely to include multiple steps to achieve our overall goal, addressing current gaps and ensuring long-term sustainability and engagement of women using Quest.


We measured the success of the project by gathering feedback from META mentors, ranging from product designers to software engineers to researchers. Our presentation coincided with International Women's Day, amplifying the significance of our work. The overall feedback and reactions were priceless. One memorable quote came from a designer who said, "Your project is the reason we wanted to hold this Sprint." It was a truly rewarding experience to see our efforts culminate in a presentation that emphasized the importance of diversity and inclusion in the tech industry.