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