22/9/2025 - 4 /1/2026 / Week 1 - Week 14
YANG SHUO / 0384037
Bachelor of Design (Hons) in Creative Media
Design Research Methodology -Task 4
Module Information
Final Report
Presentation Slides
Presentation Video
Feedback
Reflection
Experience
This project was heavier than I expected because every part was connected.
When I wrote the questionnaire, I realized small wording changes could affect
how people answered. After I got the responses, the work didn't get easier, it
just changed. I had to clean the data, make charts, and then explain what the
numbers actually meant. The open-ended answers took the most time. I read them
several times, removed the irrelevant ones, and grouped similar points. Some
days I felt stuck because the results were not always clean, and I
wasn't sure if my explanation was strong enough. With feedback from my
lecturers and friends, I slowly got a clearer direction and finished the study
on time.
Observation
What I learned during analysis is that it's not enough to say "most people
agree". The more important part is where answers start to split. In my
results, some items had very strong agreement, but questions about discomfort
and real life influence had more mixed responses. That made me more careful in
the discussion, because it shows not everyone reacts the same way. It also
reminded me that charts look neat, but writing the explanation still needs
judgement.
Findings
I also want to talk about my topic choice. At the start, I did hesitate,
because gender is a sensitive issue and it's easy to trigger arguments. But
I still chose it because I feel gender stereotypes in character design have
been around for a long time. People often notice them, but they also get
used to them, so the problem is easy to ignore. I wanted to understand this
topic better through actual data, not just online opinions. I also hoped
that asking players directly through a public survey could make people pay
more attention to it.
From the results, I learned that research is not just about getting an
answer. It's about asking questions in a way that people can respond to
clearly. The scale questions showed the general trend, and the open-ended
answers gave real examples from familiar games and characters. That made the
findings feel more real to me. I also learned that mixed answers are still
useful. They show where the topic becomes personal, and where people do not
react in the same way. Overall, this project helped me connect player
feedback with character design issues, and it gave me a clearer idea of what
I need to improve before doing a dissertation.
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