Design Inclusive Research
I co-designed a game for this talk composed of a deck of 120 cards and a board for participants to simulate real life situations during a research project and challenging them to consider accessibility needs.
The aim of the deck is to teach about research as a discipline and to be a gentle reminder that we should always be inclusive.
The cards are grouped in 8 categories: problems, restrictions, outcomes, audience, methods, types, stimuli, inclusion and disruptors.
As the game becomes progressively harder, the participants are called to make choices and deliver a final research plan - with inclusion in mind.