Photo by Jason Goodman on Unsplash
LONG STORY SHORT
TIME
3 months
ROLE(s)
Designer
Researcher
METHODs
Ethnography
Interviews
Focus Groups
Workshop
TOOLs
Illustrator
GSuite
If we take a look at STEM subjects, and, specifically, at the ones somehow related to tech, the fact that it’s a male-dominated field is no news. Why is that? And, even more interestingly, what have women who are in this field seen in I.T. that had them fall in love with it?
This project started with a qualitative UX research at the University of Trento, where some colleagues and I decided to investigate women studying and working in tech-related fields. In particular, we focused on why women should choose a career in I.T. and how one could motivate more of them to pursue such a career.
Through virtual ethnography, interviews and a focus group, we tried to dive deeper into the topic, hearing from both men and (mostly) women in the I.T. realm.
Having a background in Computer Science myself, getting to know women’s side of the story, their experiences of discrimination and passion was incredibly insightful and fascinating and led to our design solutions to address the gender gap and society’s bias towards females in tech.
RESEARCH FINDINGS
A very short version of them
We identified two key ideas:
Equal judgement: the lack of women in tech should not be particularly stressed or advertised.
Equal opportunities. Girls find out about I.T. and tech much later than boys do.
SOLUTION
We proposed four fun and engaging hands-on activities for young boys and girls, aged 10-13. We designed a set of materials to help and support school teachers in introducing I.T. concepts and computational thinking to all their students. We created a handbook (image below) and an online repository for easy access.
The four activities proposed were tested and evaluated by I.T. university students through a participatory workshop.
THE PROCESS
ETHNOGRAPHY
click and take a closer look
At the beginning of our qualitative research, we started by observing women studying and working in tech-related fields, trying to understand how they ended up choosing I.T. We performed a virtual ethnography in different online environments.

Youtube


Social Media

Communities
GirlsInTech, …

Newspapers and online Magazines
After coding all the information, we organised our findings in macro and micro topics.
Refined map of the coding.
INTERVIEWS
We interviewed 8 women: 5 of them were currently studying Computer Science or related subjects; 3 were working in the tech field.
Starting from the data gathered thanks to the ethnography, we outlined some guidelines to perform semi-structured interviews.
A snapshot of the interview guidelines.
FOCUS GROUP
We then moderated a focus group of 2 men and 5 women studying I.T.-related subjects at University.
Focus group participants setting.
Change of focus
IDEATE
The main idea behind this shift is to target not only the female part, but everybody, together, to promote inclusion, and to stress equality.
The project objective is to help and support school teachers in introducing I.T. concepts and computational thinking to their students, through some fun and engaging hands-on activities.
Unfortunately, due to time constraints, the COVID-19 pandemic restrictions and to our University dynamics, we did not manage to involve actual teachers in the assessment. In the end, the activities were evaluated by University students.
WORKSHOP
In order to test the 4 proposed activities, we involved University students in a 2-hours workshop, observing, asking for feedbacks and opinions.
The activities are thought for children or middle school students. Check the Handbook pdf or the project report for details.
Marshmallow tower
Lego Activity
No Instructions game
Treasure Hunt
Pictures from the workshop activities
Example of post-task questionnaire.
FINAL PROTOTYPE
LOOKING BACK
Lessons learned