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.
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.
Monitoring Checklist is a product auditing method that helps product owners to evaluate and monitor the ethical impact of their shipped product on their users.
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.
Inspired by Maslow’s Hierarchy model, the goal of this method is to help designers identify both positive and negative impacts of their product on the users.
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.
Tarot Cards of Tech is a set of provocative considerations presented as cards, designed for technology professionals to more deeply consider the impact of their work and to prevent unintended negative impacts.
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.
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.
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 and stakeholders to map value priorities, concerns, and effects of your existing design.
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.
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…
Examine your product or service from a list of perspectives in order to identify, mitigate and account for the actual and potential adverse impact of your solution.
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…
Judgment Call the Game is a team-based game that centers on Microsoft’s principles of ethics, designed for technology professionals to further understand the ethical implications of product work and implement their findings into future work.
Investigate and analyze the ethical implications in your research and innovation projects with your team using a straightforward collaborative tool.
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.
An interactive role-playing game, designed for industry teams to critically engage and think broadly and creatively about potential cybersecurity threats.