Data Ethics Canvas
A worksheet questionnaire and action plan, designed for industry teams or individuals to evaluate their work in the context of data ethics and avoid abusing data in their current and future projects.
A worksheet questionnaire and action plan, designed for industry teams or individuals to evaluate their work in the context of data ethics and avoid abusing data in their current and future projects.
Ethical Disclaimer is a part of the Ethics for Designers Toolkit consisting of a worksheet, designed for a team of designers and stakeholders to speculate and identify unethical situations that will result from the designs through reflective questions and frame your responsibilities through the design.
Co-design activities and processes that emphasize long(er) term anticipatory futures with implications for multiple and future generations.
Designed to help technology practitioners imagine the changes that could occur in society in the next 100 years and how their product might contribute to a changing society during that time range. This method can be used in conjunction with the Multi-Lifespan Co-Design method.
Model for Informed Consent is an approach for designing informed consent for online products and services. The method was developed to achieve five goals when interfacing with users including, disclosure, comprehension, voluntariness, competence, and agreement.
Supports generative metaphorical design thinking around information systems for international justice.
Design fiction memos is a method designed to help practitioners to simulate how the values and ethical positions uncovered from their qualitative research findings can be actuated in practical scenarios. It also enables practitioners to explore the power and impact of organizational authority on their work.
Hippocratic Oath is a qualitative method that aims to help product managers shape the ethical impact of their product. This method encourages designers to reflect on their vow to protect the interest of users while developing a product.
Timelines is a design activity created for an individual or group of technology professionals to engage in perspective-taking scenarios that form discussions about ethics and values in technology.
Layers of Effect is a method designed to assist designers to evaluate the primary and secondary levels as well as forecast “unintended” as tertiary levels of effects of their product. The end goal is to help designers to re-frame the design of their product.
Microsoft’s Inclusive Design Toolkit is a collection of digital resources and cards for design teams to recognize exclusion, learn from diversity, and design for disabled people.
The Motivation Matrix is intended to engage industry designers and teams in more deeply understanding users’ different motivating factors in order to predict how users could interact with the product in different potential contexts.
The Inverted Behavior Model in the Design Ethically Toolkit is an evaluative model, designed for industry teams to critically evaluate design features to reveal their associated user behaviors and consequences.
Co-evolve Technology and Social Structure is a method that encourages designers to engage with both the technological and socio-structural implications in their design space. The end goal is to ensure that the technical design is not considered in isolation with their socio-structural impact. Examples of social structures designers can investigate Read more…
Black Mirror Brainstorms is an exercise modeled after the “Black Mirror” Netflix series, designed for industry teams to critically brainstorm and evaluate negative impact scenarios of their work in order to properly consider their potential consequences.
Design with Intent is a toolkit card deck and worksheet set, designed for a team of practitioners to approach design and research through intentional exploration of people’s behavior across digital and physical spaces and objects.
Diverse Voices is a guideline for group evaluation, designed for those writing technical documents to be more inclusive in their writing styles and to avoid writing practices that don’t account for diversity.
Envisioning Cards are a set of thirty-two cards that help practitioners to consider the future impact of new technology on the larger community as well as neighbors and friends. This also helps practitioners to examine the entire lifecycle of a product. It used these five lenses to assist in this Read more…
A research method for value discovery, identifying how values were first identified and how these values impacted later design decisions by visualizing the interplay of identified values.
The Inclusive Design Toolkit is a collection of digital resources and products, designed for professionals to implement inclusive design practices in relation to vision, hearing, thinking, reach/dexterity, and mobility in their workplace practices. Example of elements to consider when evaluating inclusive design practices from the toolkit website.
A game within the Ethics for Designers Toolkit consisting of various components such as moral value cards, name cards, and an overview of moral values, designed for a team of designers to generate ideas while considering a set of values.
Playfully reflect on new technologies within design using privacy, ethics, law and security themed cards.
A worksheet within the Ethics for Designers Toolkit, designed for a team of designers to shape, brainstorm, and formulate their design goals for a product through different ethical theories.
Cards built upon Value Sensitive Design methods with the purpose of identifying held values by prompting discussions that lead to implicit and explicit expression.
A set of ethical considerations presented as cards, designed for teams to consider the potential security threats and human impacts their products may have in order to avoid such negative consequences.
A role-playing game designed for teams of software developers to identify various security threats in their software and how to better approach these issues.
Speculative Enactments is a method that allows designers to enact possible future technology outcomes with users to explore how the participants’ reactions to consequences of the enactments.
Use a stakeholder analysis to map direct and indirect stakeholders, organizations, institutions, groups, and societies affected by technology. Based on this mapping, list potential harms, benefits, or tensions relating to different stakeholder relationships.
Stakeholder Tokens is a playful and versatile toolkit for identifying stakeholders and their interactions. Stakeholder Tokens facilitate identifying stakeholders, distinguishing core from peripheral stakeholders, surfacing excluded stakeholders, and articulating relationships among stakeholders.
The Value Sensitive Action-Reflection Model is designed to assist stakeholders who do not have experience in design principles and are participating in a co-design session the opportunity to learn about both approaches for designing a tool and also ways of investigating its potential usage context and how they might adversely Read more…
Tap into stakeholders’ understandings, views and values about a technology using semi-structured interview questions.
Values at Play presents initial steps toward the development of a systematic methodology for discovery, analysis, and integration of values in technology design.
De-scription, part of the Ethics for Designers Toolkit, consists of a worksheet that enables a designer duo to deconstruct existing designs and train their moral sensitivity as a designer.
HuValue is a card-based design tool for thinking about and discussing human values. This tool supports designers with simple but familiar materials during their design process to analyze everything (object, subject, situation) while remaining aware and sensitive of human values.
An interactive role-playing game, designed for industry teams to critically engage and think broadly and creatively about potential cybersecurity threats.