We are a multi-disciplinary team of inclusive designers, researchers, software developers and persons with lived experience, brought together by a drive to create inclusive and accessible experiences.
Keeping co-design at the core of our process, we put strong emphasis on researching and designing with people who have lived experience facing accessibility barriers.
The project’s methodologies were largely structured around qualitative induction, via techniques such as retrospective narrative inquiry (RNI; Clandinin & Connelly, 2004) and longitudinal participatory design (co-design workshops, such as in Hagen, Collin, Metcalf, Nicholas, Rahilly and Swainstrom, 2012). However, throughout the research phases, these qualitative methods were complemented with functional testing of hardware and software through the use of the System Usability Scale (SUS), National Aeronautics and Space Administration (NASA)’s Task Load Index (TLX) scale (Hernandez, Roll, Jin, Schneider and Pyatak, 2021), and igroup Presence Questionnaire (IPQ) in order to support the findings from participants’ lived experiences quantitatively.
Each of the aforementioned methods employed “Think Aloud Protocol” (Fonteyn et al., 1993) so that participants would be encouraged to explain their internal thought processes as they engage with activities and expose difficulties faced in their everyday lives. Data collected from these activities was analyzed via open thematic coding to establish rationales for follow-up activities and research phases, using data analysis software such as NVIVO and Dedoose, and each round of open thematic coding was conducted at least once more by a different researcher on the team to ensure inter-coder reliability.
Narrative Inquiry
Co-Design
Usability Testing
Iterative Prototyping
The first phase of research activities involved (i) a series of functional tests of current ICT platforms (video conferencing software such as Zoom and Microsoft Teams), run concurrently with (ii) functional testing of current virtual reality platforms (Mozilla Hubs, Oculus Quests 2 & 3), and (iii) semi-structured interviews of participants using the RNI approach aimed at probing their lived experienced with conventional ICTs for pain points.
The findings from this early phase were analyzed and used to plan a series of longitudinal co-design workshops (Spinuzzi, 2005), in which participants actively built low-fidelity prototypes (predominantly physical objects intended as representations of ICT technologies and experiences) and interacted with facilitators from the research team to coordinate the activities, build upon discoveries gleaned from the participants’ explorations, and lead discussions with participants about significance and next steps.
Participants' Tactile Map Created from Memory