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Reflection on Assumptions from Designing Female-Centric Educational Games

机译:关于设计以女性教育游戏的假设的思考

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In this paper we present a detailed analysis of the design and implementation of an educational game targeting young women entrepreneurs by a predominantly male team. During the process, we arrived at assumptions based on intrinsic and extrinsic influences that effected the design of the game. After creating a prototype, the game was provided to the target audience during a usability test. Our observations reveal that even after following a rigorous and agile development model that included stakeholders at several time frames, we were not successful in delivering the desired experience to our target audience. We conclude by presenting a strategy for changing the agile development model to be inclusive of the target audience.
机译:在本文中,我们对一个主要的男性团队提供了针对年轻女性企业家的教育游戏的设计和实施的详细分析。在此过程中,我们基于内在和外在影响的假设来实现了对游戏的设计。创建原型后,在可用性测试期间将游戏提供给目标受众。我们的观察表明,即使在几个时间框架内包括利益相关者的严格和敏捷的开发模式之后,我们也没有成功地为目标受众提供所需的经验。我们通过提出改变敏捷发展模式的策略来包含目标受众的策略。

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