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To get started, think about an issue or opportunity you are facing in your everyday work.

I want to have additional perspectives about my users

I want to identify appropriate values to drive my design work

I want to figure out how to break my design work

I want to evaluate my design outcomes

I want to apply specific values in my design work

I want to align my team in addressing difficult decisions

I want to better understand my responsibility as a designer

Return to all intentions

I want to have additional perspectives about my users

I want to identify appropriate values to drive my design work

I want to figure out how to break my design work

I want to evaluate my design outcomes

I want to apply specific values in my design work

I want to align my team in addressing difficult decisions

I want to better understand my responsibility as a designer

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Dilemma Postcards

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Dilemma Postcards are communicative tools that will allow practitioners to easily express, share, and resolve the dilemmas they face in their everyday practice through stories.

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Ethical Dilemma/Tension Cards

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‘‘Ethical-Dilemma/ Tension Cards’’ are elicitation tools to engage individual practitioners to reflect about their present or past ethical dilemmas as well as categorize them using the Tension Cards Categorization Worksheet.

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Tracing the (Ethical) Complexity

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Tracing the (Ethical) Complexity is a mapping toolkit that allows practitioners to map an ecological complexity model consisting of various individual, organizational, or societal factors.

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Data Ethics Canvas

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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.

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Ethical Contract

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Ethical Contract is designed for a team of designers and stakeholders to list their main ethical objectives, responsibilities, main design goal and sign to commit to these above listed items. This method continues based on Ethical Disclaimer.

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Ethical Disclaimer

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Ethical Disclaimer allows 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.

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Multi-Lifespan Co-Design

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Co-design activities and processes that emphasize long(er) term anticipatory futures with implications for multiple and future generations.

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Multi-Lifespan Timeline

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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.

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Model for Informed Consent Online

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Model for Informed Consent is an approach for designing informed consent for online products and services, achieving five goals: disclosure, comprehension, voluntariness, competence, and agreement.

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Metaphor Cards

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Supports generative metaphorical design thinking around information systems for international justice.

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Empathic Walkthrough

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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.

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Design Fiction Memos

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Designed to help practitioners to simulate how the values and ethical positions uncovered from their qualitative research findings can be actuated in practical scenarios.

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Monitoring Checklist

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Product auditing method that helps product owners to evaluate and monitor the ethical impact of their shipped product on their users.

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Hippocratic Oath

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A qualitative method that aims to help product managers shape the ethical impact of their product.

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Timelines: A World-Building Activity for Values Advocacy

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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.  

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Layers of Effect

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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. 

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Maslow Mirrored

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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. 

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Dichotomy Mapping

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Dichotomy mapping is a framework that helps designers to map and evaluate contrasting aspects—“harmful” and “beneficial”—of each of their design features. 

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The Oracle of Transfeminist Technologies

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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.

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Tarot Cards of Tech

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Provocative considerations presented as cards, designed for technology professionals to more deeply consider the impact of their work and to prevent unintended negative impacts.

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Microsoft’s Inclusive Design Toolkit

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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. 

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Motivation Matrix

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Designed for industry designers and teams to more deeply understand users’ different motivating factors in order to predict how users could interact with the product in different potential contexts.

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Inverted Behavior Model

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An evaluative model, designed for industry teams to critically evaluate design features to reveal their associated user behaviors and consequences. 

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Co-Evolve Technology and Social Structure

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A method that encourages designers to engage with both the technological and socio-structural implications in their design space.

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360 Review

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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. 

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Black Mirror Brainstorming

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Black Mirror Brainstorming is modeled after the "Black Mirror" Netflix series, encouraging industry teams to critically brainstorm and evaluate negative impact scenarios of their work in order to consider potential consequences.

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Design with Intent

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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.

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Diverse Voices

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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.

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Value Reflection Workbooks

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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.

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Envisioning Cards

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Cards that aid practitioners in considering the future impact of new technology, examining the entire lifecycle of a product through five lenses: Stakeholders, Values, Time, Multi-lifespan, and Pervasiveness.

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Ethicography

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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.

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Inclusive Design Toolkit

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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.

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Making an Ethical Decision

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A software application that helps designers and technology practitioners think through challenging ethical scenarios when developing products.

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Moral Agent

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A game that allows a team of designers to generate ideas while considering a set of values. 

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Moral and Legal Decks

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Playfully reflect on new technologies within design using privacy, ethics, law and security themed cards.

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Moral Value Map

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A worksheet to allow a team of designers and stakeholders to map value priorities, concerns, and effects of your existing design.

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Normative Design Scheme

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A worksheet that allows a team of designers to shape, brainstorm, and formulate their design goals for a product through different ethical theories. 

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Scenario Co-Creation Cards

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Cards built upon Value Sensitive Design methods with the purpose of identifying held values by prompting discussions that lead to implicit and explicit expression.

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Security Cards

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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.

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Security Fictions

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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 

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Speculative Enactments

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Enact your designs in a speculative setting to record how it performs in a context.

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Stakeholder Analysis

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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.

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Stakeholder Tokens

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Identify and map various stakeholders and their interactions through a playful toolkit.

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Ethical Design Scorecards

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An assessment technique designed to help practitioners investigate the ethical implications of their products and services.

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The Ethics and Inclusion Framework

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Examine your product or service (PoS) from a list of perspectives in order to identify, mitigate and account for the actual and potential adverse impact of your solution.

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Value Sensitive Action Reflection Model

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Reflect on your design using designer or stakeholder generated value-sensitive prompts in a co-design activity.

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Value Sketch

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Sketching that helps designers and practitioners gain insight into the different kinds of values participants assign to the variable under study.

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Value-Oriented Semi-Structured Interview

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Tap into stakeholders’ understandings, views and values about a technology using semi-structured interview questions.

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Values at Play

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Value at Play presents initial steps toward the development of a systematic methodology for discovery, analysis, and integration of values in technology design.

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Design for Social Accessibility Cards

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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.

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Judgment Call The Game

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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.

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De-scription

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De-scription enables a designer duo to deconstruct existing designs and train their moral sensitivity as designers. 

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Ethics Canvas

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Investigate and analyze the ethical implications in your research and innovation projects with your team using a straightforward collaborative tool.

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HuValue

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A card-based design tool for thinking about and discussing human values.

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GenderMag

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GenderMag enables software practitioners to find gender-inclusivity "bugs" in their software, and then fix the bugs they find through a gender-specialized cognitive walkthrough and a set of personas that focus on five cognitive factors.

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White Hat Design Patterns

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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.

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Adversary Personas

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An interactive role-playing game, designed for industry teams to critically engage and think broadly and creatively about potential cybersecurity threats.

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This methods microsite is based off of analysis which is available in a preprint manuscript. Feel free to review our methodology and other details! We welcome your comments and feedback! Please also use this form if you would like to suggest a method as an addition to the collection!.