Cards of Inclusivity
The COI (Cards of Inclusivity) is an innovative online card deck designed to teach inclusive practices and foster creativity in various environments. As the designer, I aimed to create a versatile tool that could increase productivity, inclusivity, and creativity in team meetings through simple exercises. The project addresses the gap in inclusive design exercise resources, offering a more accessible and engaging alternative to existing tools like the Microsoft design toolkit, LUMA cards, and Cards for Humanity. The COI cards are designed to be quick to set up and easy to incorporate into different settings, making inclusive design practices more approachable for teams across various fields.
01
Problem Statement
Inclusive design exercise resources are limited compared to business-oriented thinking exercises. Existing tools, while valuable, often require elaborate setups and significant time commitments, making them impractical for frequent use. Additionally, individuals unfamiliar with inclusive thinking may be hesitant to participate in these exercises. The challenge was to create a resource that could make inclusive design practices more accessible, engaging, and easily integrated into various work environments, including fields outside of technology product development.
02
Solution
The solution developed is the COI (Cards of Inclusivity) Product Wiki, an online card deck that teaches inclusive practices through quick, engaging exercises. Key features of the solution include:
A diverse range of cards covering different aspects of inclusive design
Exercises suitable for various environments and team structures
Quick setup and execution, allowing for frequent use in team meetings
Approachable content that encourages participation from users at all levels of familiarity with inclusive design
Cards designed to address different stages of the design process: initiation, ideation, and implementation
A digital format for easy access and distribution
The COI cards aim to make inclusive design practices more accessible and enjoyable, fostering a culture of inclusivity across different fields and levels of expertise.
03
Research and Insights
The research phase began with empathy mapping to understand potential users' needs, wants, and pain points. Key findings included:
Users outside the technology product scene have limited exposure to inclusive practices, despite their potential applications in various fields
There's a strong desire for resources that explain the importance of inclusion and provide practical exercises
Users hope to gain new perspectives and worldviews through practicing inclusivity
Based on these insights, I developed a persona spectrum, categorizing users into three groups: inclusion starters, enthusiasts, and champions. This spectrum helped ensure that the solution could cater to users with varying levels of experience with inclusive design.
Additionally, I identified three key activity types among users: initiators, ideators, and implementers. This segmentation highlighted the need for a holistic solution that could address all stages of the design process, from initiation to implementation.
04
Design Process and Iterations (what I learned)
The design process followed a user-centered approach, starting with sketches and moving to more refined prototypes. I created a set of COI cards, carefully designing each to address different aspects of inclusive design and catering to various user needs identified in the research phase.
Through this process, I learned several key lessons:
The importance of making complex topics like inclusive design more accessible and engaging
The value of creating versatile tools that can be applied across different fields and environments
The need to consider users with varying levels of experience when designing educational tools
I also realized that inclusive design is often learned through self-education, highlighting the importance of creating resources that are both informative and easy to understand.
As next steps, I identified the need for user testing to ensure the cards are truly inclusive and easy to use. I also plan to work on the responsiveness of the digital format and expand the card deck with additional design cards.
This project reinforced my understanding of the growing awareness and need for inclusive design practices. It also taught me the challenges of creating educational tools for complex subjects and the importance of iterative design in developing effective solutions.



