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.
Supports generative metaphorical design thinking around information systems for international justice.
A design method that empowers designers to connect more with the sociocultural context of the user as a means of stimulating empathy for the user and to adequately foreground the problems they might be facing.
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.
Dichotomy mapping is a framework that helps designers to map and evaluate contrasting aspects—“harmful” and “beneficial”—of each of their design features.
The Oracle of Transfeminist Technologies is a generative series of design contexts presented as cards, intended for designers to draw inspiration from and design with a visionary transfeminist perspective.
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.
360 Review is a systems-focused method that provides insight into all of the stakeholders that are impacted by every aspect of the design and deployment of a product.
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.
A design technique that allows designers to explore privacy features they should integrate into the design of a digital product right from the development phase of the product.
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…
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.
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.
The Ethical Design Scorecard is an assessment technique that is designed to help practitioners investigate the ethical implications of their products and services. The method employs a weighted assessment criteria to determine the ethical implications of different criteria and provides information on areas that require improvement and those that are Read more…
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…
Sketching that helps designers and practitioners gain insight into the different kinds of values participants assign to the variable under study.
Values at Play presents initial steps toward the development of a systematic methodology for discovery, analysis, and integration of values in technology design.
A card deck designed for teams of design practitioners to mediate useful interactions between themselves and disabled people, while enabling designers to center their design work around disabled people’s perspectives.
GenderMag enables software practitioners to find gender-inclusivity “bugs” in their software, and then fix the bugs they find. The core of the GenderMag Method is a gender-specialized cognitive walkthrough and a set of GenderMag personas that focus on five cognitive factors in problem-solving styles.
A guidebook of principles and steps designed to help industry individuals and teams generate designs from a new perspective centered around ethical design principles and practices.