Header picture of Adidas dashboard

Ghost Hunters

Research Project Developed for Facebook

October 2020 - December 2020

I developed a mobile-based game that leverages embedded design techniques to covertly teach players how to identify fake news. Armed with this information, our players can curb their inadvertent spread of fake news on social media.

Research Goal

How can we motivate online news readers to critically evaluate information before sharing to social media?

People rely on social media as a news source, but these platforms popularize misleading and even false information (or “fake news”). To stop fake news’ spread, users need to become more critical thinkers.

Solution Benefits
  1. Ghost Hunters improves players’ ability to evaluate news credibility quickly

  2. It trains users on what elements are the most important to focus on in evaluating news effectively

  3. It teaches users the importance of evaluating news by associating critical thinking with social status

My Role

UX Researcher + Game Designer

I researched user rationale for sharing fake news, then developed and led prototyping methods to test game designs with these users.

I researched and integrated persuasive design principles into our game, to motivate desired user behaviors in an enjoyable context.

Client

Facebook (Academic Project)

Collaborators
icon of persona analysis phase

Project Timeline

Immersive interviews helped us identify motivation issues with flagging fake news. We explored various concepts to improve motivation, eventually settling on a single game that we rapidly iterated on thanks to parallel prototyping and usability testing.

icon of persona analysis phase

Understand Fake News Spread

I designed an immersive interview method (a “contextual think-aloud”) and combined its findings with literature reviews to understand why well-meaning people share fake news


Immersive Interview + Literature Review

Why do well-meaning people share fake news?

From initial literature review, we learned quickly that most social media users don’t share fake news out of malice, but because they think an article is legitimately compelling. What gives?

To understand how users perceived fake and credible articles, we developed a “contextual think-aloud”.

quotation mark end

CONTEXTUAL THINK-ALOUD:

Recreate two articles in the Facebook news format, then insert them into an otherwise benign Facebook feed and ask participants their unfiltered thoughts on the articles’ credibility



We learned...
icon of understanding context phase

Readers want to share news with provocative perspectives, because they think this makes them appear more intelligent

icon of understanding context phase

Readers use peripheral cues as proxies for article credibility (e.g., number of likes / comments, blue “verified” checks) because they’re time poor

icon of understanding context phase

Readers are far more likely to share news that aligns with their own perspective, and see it as more credible

icon of understanding context phase

Our initial research was right; participants hated the spread of fake news but didn't feel motivated enough to critically assess everything they read

icon of persona analysis phase

Explore Opportunities

I helped brainstorm over 90 potential ways to combat fake news, and identified the most promising idea from this set to focus on as we switched to prototyping


Generative Ideation + Research Presentation

How could we improve users' ability and motivation to think critically about news?

With our new focus area, each of us brainstormed 15 ideas to diverge in our thinking, after which we clustered ideas into groupings and identified three priority groups.

We received feedback from a panel of professors with backgrounds in persuasive design and game design:

IDEA:

FEEDBACK:

Narrative-based detective game: Players find and analyze clues to catch a perpetrator trying to spread misinformation

Disguising the intervention should encourage replayability, but a long narrative could become boring quickly and deter playing

Gamify real-life Facebook experience: Publicly award “Scholar Badges” to Facebook users when they act critically (e.g., click articles before sharing)

The social reward system is powerful, but how do we prevent users from gaming the system or create objective measures of critical thinking?

First-person empathy-building story: Players enter the life of a conservative to better appreciate the validity of dissenting opinions

It’s near-impossible to drive empathy with “the other side of the aisle” today, as political values are intertwined with personal identity

future state venn diagram

A subset of our generative ideation with some of our most promising clusters

Generative Ideation

How should we combat the spread of fake news?

To explore the best method of execution, we reverted to generative ideation, and stress-tested our ideas against three criteria that our critique had uncovered as critical:

1

How enjoyable is the game to improve engagement and replayability?

2

How well are we educating players on how to evaluate fake news without creating a shallow, potentially misused game?

3

How are we building empathy for those who share fake news, instead of vilifying them?

With these criteria, we agreed that we should focus on a modified version of the detective game for its potential.

quotation mark end

ISSUE:

What game concept could both teach users how to combat fake news, while being an enjoyable experience?



quotation mark end

GHOST HUNTERS:

Ghost hunters enter a haunted house with a shapeshifting demon in their midst. Ghost hunters find clues to identify the demon, and the demon misleads hunters with fake clues to get them to turn on one another.

icon of persona analysis phase

Parallel Prototype Ideas

I aligned the team on Ghost Hunters’ game flow by drawing inspiration from other educational games, and parallel prototyping flows with users to identify their favorite elements


Competitive Analysis

How can persuasive design help us improve the game’s education value?

I turned to other educational games to understand how they balanced enjoyability with teaching moments, and extracted four key principles that underpinned our game’s effectiveness:

icon of persona analysis phase

Obfuscation: Set the game in a haunted house with news articles about exorcism so players are more engaged and think less about the game’s true intent

icon of persona analysis phase

System 2 Thinking: Incentivize credibility evaluation and show players how to evaluate quickly, improving their long-term motivation and ability recognition

icon of persona analysis phase

Social Proof: Decide on which news is unreliable through voting, so critical thinking is seen as socially desirable, even outside the game

icon of persona analysis phase

Increased Moral Sensitivity: With the demon gameplay, players learn firsthand the power of fake news to motivate combatting it

current state venn diagram

Parallel Prototyping + Usability Testing + Think-Aloud

Which game flow is the most enjoyable for players?

With so many different ways to execute gameplay, I proposed parallel prototyping to identify the elements that resonated with users so we could consolidate them into a single flow.

We developed three flows with distinct elements to test:

1

Complete the Ritual: Players have to find credible exorcisms and ritual items to defeat the demon, further obfuscating the game’s true intent

2

Use the Guidebook: Players get help in pinpointing exorcism credibility with a guidebook that teaches them what to look for

3

Everyone's a Hunter: Keep things simple. The demon is bot-controlled and players don’t have to navigate rooms to find evidence

quotation mark end

ISSUE:

How can we determine the most enjoyable gameplay mechanics and flow for our players?



quotation mark end

IDEA:

Parallel prototype several flows with distinct differences to identify which elements resonate most

We learned...

None of our designs did well in think-aloud protocols. We had created games that felt like homework instead of fun distractions, for many reasons:

icon of understanding context phase

The guidebook was necessary to evaluate credibility quickly, but digesting it all was far too boring

icon of understanding context phase

The articles were long and complex, so users would resort to skimming and guessing about credibility

icon of understanding context phase

The overly simple flow was boring and had no replay value, but the complex flows with multiple roles took 2-3 times to fully understand

icon of understanding context phase

Users loved debating credibility during voting, but the ritual items felt tacked on and unrewarding to collect

icon of persona analysis phase

Play-Test a Mobile Game

I incorporated gameplay feedback to design a more enjoyable game flow, then tested multiplayer mode using a single clickable prototype with a novel “parallel flows” prototyping method


Evidence-Based Design

How can we ensure our educational game doesn’t feel like a chore?

Our game felt less like a game and more like a lesson. I proposed a few solutions to increase interactivity, enjoyability, and understandability:

CRITIQUE:

IDEA:

I want guidance, but a guidebook is way too much information

A “friendly ghost chatbot” (Juju) can advise ghost hunters on credibility, while Zuzu can help demons figure out how to mask credibility

The articles are too long to read, and blend together in my mind

No article over 100 words, and vary mediums and visuals to keep things fresh and digestible

I want an involved game flow, but that takes too long to understand fully

Replace the old, multi-page tutorial with an interactive tutorial narrated by Juju and Zuzu to introduce both gameplay routes more clearly

I want to focus gameplay on voting and debate of my submitted articles

Create a time limit on article collection to focus on voting, and simulate real-life time constraints when assessing news

current state venn diagram

Select screens of our final prototype

Usability Testing + Wizard of Oz (WoZ) Prototyping

How can we test a multiplayer game on Figma?

With so much importance placed on the game’s social element, how could we test a full multiplayer run-through with just a single clickthrough Figma prototype?

We invented a “parallel flows” Wizard of Oz method with two participants at a time that involved:

1

Bring each player into a separate Zoom room to play a flow with a tester adjusting screens based off input

2

Bring both players into a single room with 3 “confederates” that pretended to go through their own flow

3

Discuss and vote as a team amongst all 5 “players” to create a fully immersive experience

current state venn diagram

Our Figma needed to have over 60 branches (in just the voting screens) to give users the illusion of choice in our WoZ

We learned...

Our novel prototyping method immersed users and created a highly enjoyable experience:

icon of understanding context phase

Players finally understood both routes of gameplay upon starting, thanks to our interactive tutorial.

icon of understanding context phase

Players appreciated the time cap to force efficiency and create focus on the voting discussions

icon of understanding context phase

The game finally felt enjoyable, with multiple users commenting that they’d be open to replaying a more developed version

icon of understanding context phase

Although shortened articles were appreciated, players wanted novel ways to test critical thinking (e.g., riddles, mini-games) so their sole focus wasn’t reading

icon of persona analysis phase

Final Solution

Ghost Hunters is a mobile-based multiplayer social deduction game, where a team of “Ghost Hunters” are tasked with finding the demon hiding in their midst. It integrates persuasive design principles to improve players’ critical thinking when evaluating news credibility.

Fight the Spread of Fake News

Teaches players how to identify fake news with the “Ghost Hunter” role, where the friendly ghost Juju partners with users to critically evaluate the news they come across

Teaches players how fake news is spread with the “demon” role, where the evil ghost Zuzu finds ways to covertly make fake news seem more appealing so players can identify those tactics in real life

Juju helps Ghost Hunters dig deeper on news credibility; Zuzu helps demons find new ways to disguise news credibility


Immerse Users in a Fictional World

Combines education with enjoyability by teaching players to critically evaluate news as part of a fictional “ghost hunter” context to drive engagement and obfuscate the game’s educational goals

Teaches with an interactive tutorial that is more enjoyable to follow as users learn the game’s purpose and roles

An interactive tutorial teaches players the game’s complex rules in a more engaging way


Collaborate to Assess News Credibility

Vote to eliminate any unreliable news from the group, with Ghost Hunters trying to identify the news submitted by the demon, and the demon trying to present their fake news as reliable

Associates critical thinking with social status as winning players are those that can identify fake news consistently to identify and defeat the demon in the team’s midst

By collaborating, Ghost Hunters try to find the fake news in their midst, and the demon that contributed it

icon of persona analysis phase

Results & Final Thoughts

I co-developed a multiplayer social deduction game that helps players learn how to read news more critically, while still being an engaging and enjoyable experience

Creating an experience that’s educational and fun

Our final game flow struck a balance between education and enjoyability, motivating and teaching players to care more about criticality in their social media news-reading and news-sharing, while having a genuinely fun social experience with their friends.

It creates moments of delight for players, and improves Facebook’s newsfeed:

Our project summary video gets into more detail about our development process and integration of persuasive design techniques

Player Benefits:
icon of persona analysis phase

Educates players on which news elements are most critical when evaluating credibility

icon of persona analysis phase

Increases evaluation efficiency for players assessing news, accommodating the speed of social media consumption

icon of persona analysis phase

Motivates players to be more critical by associating evaluative thinking with social status

Facebook Benefits:
icon of persona analysis phase

Reduces spread of fake news with more thoughtfully shared articles from platform users

icon of persona analysis phase

Rehabilitates Facebook image with clear and effective method of curbing fake news spread, hosted on Facebook Gaming

icon of persona analysis phase

Increases platform usage as increased news credibility increases user likelihood of engagement