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Final Topic – How Traditional Gender Roles Affect Women’s Career Choices And Work-life

1.1. Topic Overview

Women, in some countries, still do not have the same rights, resources, opportunities, and protections as men due to societal stigmas. Although these stigmas may seem benign (i.e., women being nurturing), women are considered only as caretakers and supporters. To put it in perspective, on average, women around the world spend more than twice as many hours as men doing unpaid (household) work (Gates, 2019). Furthermore, in 2019, 29% of senior management roles are held by women, the highest number ever on record (Grant Thorton, 2019).

Overall, gender inequality is a huge global problem. Even though the issue has been addressed and has significantly improved in recent years, these harmful stigmas against women stay. 

1.2. Research Question

How do traditional gender roles affect women’s career choices and work-life?

1.3. Research Objectives

This research aims to find the correlation in gender stereotyping and career choices. It will also analyze and research the effects of gender stereotyping in women’s work-life and how women respond to the stigmas set by society about non-traditional occupations. 

1.4. Value of Research

This research will explore deeper into how harmful gender inequality limits women’s personal development. Furthermore, it will also give clarity on how harmful gender stereotyping affects women’s career choices and work-life. Other than that, ways to improve the current condition will also be displayed.

Final Project Update

As per discussed in the previous post, a tutorial was added in the beginning of each segment. Below is a sample of the tutorial card.

Tutorial in the beginning of the 2nd segment

The question cards were also updated to match with the overall design look. Below is a sample of it.

Question card sample

As for the ending/tutorial to segment 3, a more seamless video was created to simulate the user browsing on a website displaying the instructions. Below is a screenshot of the video

Video Screenshot

At this stage, the project has been completed and will proceed to the user testing and review phase.

Prototype #1

As per discussed in the previous post, a new method of interactivity was changed. Below is the most recent prototype of the project.

Customization and a part of the Interview Segment
Informational Segment

Although the prototype is more or less final, there are still room for refinement. A tutorial instructions will be added in the white slot in the beginning of every segment. This will be added by the upcoming weeks (above are images of its copywriting). In addition to that, there are some changes that was made on this prototype version:

  • Additional dock in the Interview UI
  • Minor exposure edit on the interview footage
  • Question and answers to just info card on the informational segment

Project Update #3

During the course of this project’s production, I encountered an error in the interactivity feature of it. Kindly read this post for further explanation.

In the later weeks, I decided to try to combine everything in one scene instead of separating each interview section to their own scene. This method of interactivity will be invoked using the SetActive method, similar to the one created previously for the informational segment of the project.

Each object will be set inactive until invoked by an attached script from the current object. The script varies on the choices provided; however, the invoked GameObjects (which will be assigned through the Inspector window) remain more or less the same. The function created in the general script (ScriptB) might interfere with the options provided, making the desired active object inactive, thus the need of an additional variant for the next script. For example, the object with one choice will be using ScriptA, and objects with two options will be using ScriptB.

ScriptA
ScriptB

Controller Issue

Upon experimenting with the controller settings, it is found that its button value differs per device. For instance, on PC, the value button for A is “joystick button 0,” whereas, on an Android phone is “joystick button 4”. This issue was later fixed through experimentation of each button value. Below is a simple note determining its value on PC and Android.

Project Update #2

As all of the assets have been mostly completed, what’s left for me to do is to stitch it and determine the flow. As for now, I have completed the first (customization) segment of the project. Below is a video of it.

During the scene management stitching process, I encountered a problem. The camera flipped its axis upon a scene change, making the viewer appear upside down. Below is the video of the error.

error message
Settings Fix

I changed the Device Tracker settings and it seems to have fixed majority of the issue (refer to the image above). However, a tiny glitch could be seen upon each scene change due to a target invocation error. Below is an image of the error.

error message

Unfortunately, no tutorial in figuring out a way to fix the glitch was found and many other unity users experience the same error.

Video Edit Progress

This post will be explaining further on the video editing. The overall look of the interview videos are based on an actual desktop UI to make the experience more realistic. Below is a screenshot sample of it.

Call screen
Interview
Sample Video

Although the videos, are mostly finished edited, I will be rendering a more HD version of it to be utilized in the final project. Furthermore, an increase in exposure and brightness will be added in the interview video.

Campaign Execution Update

This blog post will be an update of this post. As per sketched and described on that post, below are the final look and feel of the printed attributes.

However, there are some revisions in the package content. Firstly, the introduction card will not be scan-able as it is intended for users to read and find out more about the project through the assets given. Secondly, the sizes are slightly altered to make a more balanced and polished look when the assets are stacked together. Lastly, the illustration cards will be post-cards instead so that the users are able to utilize it for other means. Other than that, it should be noted that some of the copy-writing are still a place holder and additional textures overlay might be added.

Cover, Introduction, Poster
CV
Laptop
Post Cards

Below is a sample of how it would look like stacked together.

Final Look

Shoot Progress

Last week I did the shoot for the Interview segment of the project. You can view the raw footage here. The videos were shot online through Skype due to the Covid-19 lockdown in Singapore (which was extended until June 1st). With that situation in mind, shooting in person with a real-life camera would be impossible.

After sharing the footage and update with my lecturer, Mr. Michael Loo, he mentioned that the footage are quite dark and laggy. This might affect the final outcome as importing and exporting videos will cause a file compression, which might worsen the quality of the video. Thus, a reshoot plan might need to be scheduled. However, I still wanted to try to work with the already available footage. Below is an attempt at it.

To make it more realistic, I added a glitch and lagging effect to the video. I also added a little bit of static noise to make it sound realistic. It should be noted that the videos above are still a rough edit. In the near future, I will be adding a call screen and editing the UI to make it seem more realistic.

Campaign Execution

As previously mentioned in this post, this project will consist of 3 parts: customization, interview, and additional information. After some consideration, I decided that the project needs to look appealing or interesting while it is presented. Thus, I decided to package the campaign with attributes. Kindly refer to the images below for reference.

https://www.behance.net/gallery/85302743/Portfolio-2019

The package includes: an introduction card (which you could scan through the MR), a CV (for the customization part), fake laptop for the set, and 4 illustration cards (that could be scanned through MR for more information). Below is a simple sketch of those.

Sketch Plan
Design Sketch #1
Design Sketch #2

Final – AR Project

Technology

Unity 3D

Objective

To create an informational MR which scans an artwork that will display additional info and integrate the project with a controller.

Experiment

The experiment for this project is pretty simple as it utilizes the same exact process as creating a normal AR Project. However, it should be noted that to create the VR Glasses/MR view, users will have to change the AR Camera’s Digital Eyewear setting of the project to “Phone + Viewer”.

To integrate the project with a controller, users will have to connect the controller to their device before hand. In this experiment, a universal controller was utilized. After doing so, users should check the value of each button. For instance, button A = joystick number 0. Although there is a way to check it simultaneously, I decided to check it each value manually to avoid hassle. To add and set its value users will have to add a button setting through Project Settings > Input. Below is a sample of the added value setting.

To invoke a command using the project setting, users will have to attach a script to an empty game object. Below is the script.

Then, users will have to set the value of the public game object stated in the script. Below is a sample of it.

That concludes the end of the experiment. Below is its final outcome.

Challenge

The challenge faced in this project was mainly on the controller integration part. It was quite difficult to find an appropriate tutorial to learn about said things. However, in the end, the experiment worked.

Conclusion

This will be the final outcome of the “informational” part of the project. Although there may be some minor future changes in the wording, the technical aspect is completed.