ChipQuest

Gamifying the semiconductor chip manufacturing process to grow future workforce

overview

This project was a foundational step in a broader research initiative to address the talent shortage in the semiconductor industry. So the focus was on identifying core problems and generating user insights, as well as proposing design solutions to guide future work. To achieve these goals, I collaborated with a lead UX researcher to conduct qualitative research and translated the findings into design outcomes. This project showcases my ability to analyze complex problems by applying research methods and connect insights to evidence-based design decisions.

role
UX researcher
UX designer
team
Lead UX researcher
UX researcher
period
Jan - May 2024

context

CHIPS and Science Act — U.S. national effort to revive semiconductor industry

The United States has undertaken efforts to restore global competitiveness in the semiconductor industry, competing against Asian counterparts such as Taiwan and South Korea. Despite a substantial $280 billion investment authorized by the CHIPS and Science Act in 2022, the nation still faces an ongoing shortage of skilled labor in the semiconductor sector.

Project Objectives

To address this challenge, we set the following goals:

1. Identify the factors that discourage people from pursuing careers in the semiconductor industry

2. Explore how design interventions can lower these barriers and foster interest in the field

research

Identify Problems

Method & Process

step 1
Participant Recruitment
Engineering students
Semiconductor engineers
step 2
In-depth Interview

step 3
Data Analysis
Thematic analysis
Axial coding

To gain deeper insights into the barriers and motivators to entering the industry, we adopted a qualitative approach. I conducted in-depth interviews with engineering students in related fields and semiconductor engineers currently working in the industry. This was to gather perspectives from people at different career stages, ranging from students still exploring their options to professionals already established in the field. I then analyzed the interview transcripts using thematic analysis, working with two UX researchers to derive key findings.

In-depth Interviews

1 /

Participants

A total of 12 individuals were recruited for the interviews. Participants included 2 semiconductor engineers based in the U.S. and 11 undergraduate and graduate students studying related majors such as electrical engineering, chemical engineering, and materials science engineering.

2
Semiconductor Engineers
Intel
Qualcomm
2
Undergraduate Students
Electrical
& Computer Engineering
8
Graduate Students
Electrical / Chemical / Material Science Engineering
Master & PhD
2 /

Questions

The questions focused on personal career experiences, perceptions of the U.S. semiconductor industry, educational experiences related to semiconductors, and ideas for reaching more students.

"Do you have any work experience in the semiconductor industry?"
"What aspect of semiconductors intrigued you the most?"
"What kind of barriers do you think exist in choosing a career in the semiconductor industry?"
"If you were to introduce the field of semiconductors to high school students exploring their careers,
what would you highlight about semiconductors?"

Data Analysis

1 /

Thematic Analysis & Axial coding

step 1
1st Open Coding
step 2
Axial Coding
step 3
2nd Open Coding

To conduct thematic analysis, each UX researcher completed the initial open coding in MAXQDA. Through an axial coding session, we identified common themes and codes. After comparing and refining the generated codes, we proceeded with the second round of open coding with newly defined codes. The following section summarizes the key findings.

2 /

Result

themes
quotes
Motivators
  • Rewarding learning experience and interest
  • Early exposure to the field
"Seeing my father also working in a similar field, I grew up with curiosity."
"Perhaps one of the most appealing aspects of being a semiconductor hardware engineer is the ability to intuitively see whether the device I have designed and engineered operates with the intended performance."
Barriers
  • Limited access to learning resources
  • Limited hands-on lab experience
  • Delayed outcome visibility
  Computer science / software-related fields
"In software, you can see your results quickly. In hardware, it takes a significant amount of time to see results. You have to go through a step called ‘tape out,’ where you send the design to a factory and wait for months to see the final results."
Suggestions
  • Manufacturing Process Overview
  • Visualization of cutting-edge technology
  • Real-life applications
"I think a lot of people didn’t actually see the semiconductor before they even go into that field. I think they might get more fascinated if they visually see the process flow."
3 /

Design implication

Introduce semiconductors to younger students to spark their interests
through accessible, hands-on, and rewarding learning experiences.

design

Web-based Semiconductor Chip Manufacturing 3D Simulation Game
Targeting K-12 Students

Design Elements

Gamification
Pedagogical Agent
Introduction to Semiconductor
Mission & Hands-On Activities
Evaluation & Competition
Storytelling
Interactive feedback
8 Steps of Manufacturing Process
Real-Life Applications
3D Visualization

User Flow Chart

Initial Sketches

Part 1: Select character and correct outfit

Part 2: Enter the fab and explore facility

Part 3: Manufacture chips and power device

Prototyping

Hands-On Activities & Mission

ChipQuest integrates mini-games to simplify semiconductor manufacturing steps into manageable goals. This 3D interactive virtual game provides a realistic, hands-on experience using state-of-the-art facilities and equipment.

Evaluation & Competition

Players are tasked with optimizing essential metrics: chip speed and cost efficiency. Their performances are displayed on a leaderboard. This simulates real-world engineering challenges, enhancing its educational value.

Connection to Real-Life

At the end of the game, players send the chips they produced to another manufacturer, where they can observe the impact of their chips. This demonstrates practical applications of semiconductors and helps foster students’ interest by connecting gameplay to tangible outcomes.

Pedagogical Agent

An animated pedagogical agent provides instructions and interactive feedback, promoting engagement and fostering empathetic learning connections.

outcomes

ChipQuest was presented in the poster session at ACM UIST '24, which can be read here.
Our work-in-progress paper at IEEE FIE '24 offers deeper insights into the motivators and barriers to pursuing a semiconductor career.