UX Research & Design System Case Study

AstraVerse

Developing a framework for creating novel and culturally sensitive video game characters inspired by mythology, moving beyond direct appropriation.

Timeline: October 2022 - December 2022

Publication: ACM FDG 2024, ICEC 2023

My Role

  • Project Lead
  • UX Researcher
  • System Designer
  • Data Analyst & Visualizer
  • UX Writer

Team

  • 1 Researcher (Myself)
  • 1 Artist
  • 2 Faculty Advisors

Tools & Methods

  • Stakeholder Interviews
  • Digital Ethnography
  • Visual Ethnography
  • Grounded Theory
  • Participatory Design
  • Quantitative Analysis (Python)
  • Figma
Game designers participating in a design workshop using card-based system
Game designers engaging with the AstraVerse design system during a participatory workshop.

The Challenge: Inspiring Characters Without Appropriation

Mythology and culture are rich sources of inspiration for video game characters. However, the common practice of directly copying religious or mythological figures ("god transplantation") presents significant UX and ethical challenges:

This creates a dilemma for game designers: how can they draw inspiration from deep cultural narratives respectfully, while also creating characters that feel fresh, engaging, and appropriate for a global audience?

Our goal was to move beyond simple appropriation and explore: How can cultural spaces and elements inform a *process* for designing characters that are both novel and culturally sensitive?


Our Approach: A UX Framework for Cultural Design

We adopted a design thinking framework, combining deep user research (with cultural stakeholders, players, and designers) with systematic analysis and participatory methods. Our aim was not just to create characters, but to develop and validate a *system* or *framework* that empowers designers to generate culturally inspired characters respectfully.

The core research question guiding our process was:

Can cultural spaces inform the design of Culturally Sensitive and Novel Characters in video games?


Phase 1: Empathize - Understanding the Stakes

To grasp the complexities, we needed to understand the perspectives of those most affected: cultural guardians and the player community.

Interviews With Cultural Stakeholders

We conducted interviews with Hindu temple priests, showing them examples of gods used in existing games. We sought to understand their concerns and perspectives on cultural representation.

Audio Clip: Priest discussing concerns about game narratives (Shared with Permission)
Quotes from temple priests expressing concerns about misrepresentation and narrative manipulation
Key concerns included misrepresentation, trivialization, and manipulation of sacred narratives.

Digital Ethnography: Player Perceptions

We analyzed discussions on gaming-focused Reddit threads to understand player reactions to the use of religious figures in games. This provided insights into player expectations regarding authenticity, respect, and gameplay integration.

Excerpts from Reddit discussions showing player opinions on gods in games
Player sentiments ranged from excitement to strong concerns about disrespectful portrayals.

Phase 2: Define - Framing the Design Challenge

Synthesizing the research from Phase 1 led to key insights that framed our design challenge:

Key Insights:

Opportunities & Design Goals:

The insights pointed towards an opportunity: create a system that helps designers leverage cultural elements constructively. This led to key questions guiding our design process:


Phase 3: Ideate - Building a Cultural Design System

To move beyond "god transplantation," we needed a structured way to identify and organize inspirational cultural elements. We employed:

Visual Ethnography in Cultural Spaces

We visited Hindu temples, documenting architectural details, idol features, ritual objects, and symbolic representations through photography. This grounded our work in authentic cultural aesthetics.

Collage of photos taken during visual ethnography at temples
Collecting visual data: 429 images captured, focusing on idols (248), rituals (63), and objects (45).

Grounded Theory: Developing the "Syntagm & Paradigm" Framework

Using Grounded Theory, we systematically analyzed the visual data and related mythological texts to identify recurring elements (Syntagms) and group them into meaningful categories (Paradigms). This iterative coding process resulted in a structured design space:

Diagram illustrating the research approach combining ethnography and grounded theory
Our research approach to systematically derive design elements from cultural sources.

This process transformed raw cultural inspiration into a structured, modular system for creative exploration.


Phase 4: Prototype - The AstraVerse Design Toolkit

The "Syntagm and Paradigm" framework was translated into a tangible design tool: a set of cards representing the identified cultural elements.

How it Works:

Designers use the cards as a toolkit:

Image of the card-based design system showing paradigm categories and syntagm element cards
The AstraVerse card system: Paradigms structure the choice of granular Syntagm elements for character creation.

This toolkit prototype aimed to provide a flexible yet structured method for culturally inspired character design.


Phase 5: Evaluate - Validating the Approach

A design system is only effective if it meets its goals. We conducted a multi-faceted evaluation focusing on three key criteria derived from our initial research questions:

  1. Usability & Effectiveness: Does the system actually help designers create characters?
  2. Novelty: Are the characters generated using the system distinct from existing mythological figures?
  3. Cultural Sensitivity: Are the generated characters perceived as respectful by cultural stakeholders?
Diagram outlining the three-pronged evaluation strategy
Our evaluation strategy assessing usability, novelty, and sensitivity.

Evaluation 1: Participatory Design Workshop (Usability)

We invited professional game designers to use the AstraVerse card system to create two characters each. Observation and feedback confirmed:

Game designers creating characters using the AstraVerse card system
Designers actively using the toolkit in the participatory workshop.

Evaluation 2: Quantitative Analysis (Novelty)

To objectively measure novelty, we developed a quantitative framework. Each character (both participant-generated and original gods from games) was represented as a vector based on the presence/absence of the 141 Syntagms. We then compared the 'distance' between these vectors.

Diagram showing character representation as a vector of syntagms
Representing characters as vectors for quantitative comparison.
Radar chart comparing distances of participant characters vs original gods
Visualizing character novelty: Participant characters occupy distinct spaces compared to original gods.
Table showing statistical test results (Welch's t-test)
Statistical analysis confirming significant differences.

Key Findings (Novelty):

Evaluation 3: Stakeholder Interviews (Cultural Sensitivity)

We returned to the temple priests and presented them with both participant-generated characters and examples of directly copied gods used in games. We asked them to evaluate the characters based on cultural appropriateness and potential offensiveness.

Quotes from temple priests evaluating the sensitivity of generated characters vs copied gods
Stakeholder feedback on cultural sensitivity.

Key Findings (Sensitivity):


Conclusion: A Validated Framework for Respectful Design

The AstraVerse project successfully demonstrated that it's possible to move beyond direct appropriation in culturally inspired character design. Through a rigorous UX research and design process, we developed and validated a system that:

This framework offers a practical, validated alternative for game studios and designers seeking to draw inspiration from diverse cultures respectfully, fostering creativity while mitigating the risks associated with cultural misrepresentation.

Personal Learnings & Reflections