Designable 設計教育工具套裝 by Bruno Oro is a highly esteemed winner of the very prestigious 2026 A' Design Award 銅獎 in 教育設計 Competition Category.
銅教育· 2026
Designable 設計教育工具套裝
by Bruno Oro
Client: Designable
A' Design Award 銅獎 Winner in 教育 Category
Verified Award Winner
Verify Award Status for #178031The Design
About Designable 設計教育工具套裝
Designable 係一套專為設計學生而創嘅教育工具套裝。套裝包含97張方法卡,鼓勵包容性同以同理心為主導嘅思維。每張卡都提供一種方法、一個提示,或者一個模擬用戶體驗嘅情境,包括殘障人士嘅體驗。卡片尺寸為80乘150毫米,用350克無塗層卡紙印製,方便觸感使用。特製收納盒以PLA物料3D打印而成,內設分隔格。數碼版本以無障礙PDF格式發佈。呢啲卡片可以喺任何設計階段單獨使用或者團隊協作使用。
The Recognition
About the A' Design Award 銅獎
Designable 設計教育工具套裝是 A' Design Award 銅獎得主,這是授予以創造力、獨創性和敏銳見長的傑出設計的極具聲望的認可。銅獎得主是技藝嫻熟、創意驚人的作品,印證了其設計師豐富的經驗、想像力與機智。預計Designable 設計教育工具套裝將成為一件備受推崇、令人欽佩且被珍愛的物品,兼具顯著的專業性與創新性。這件贏得 A' Design Award 銅獎的設計融入藝術、科學、設計和技術領域的最佳實踐,並因注重細節而出類拔萃。Designable 設計教育工具套裝出色地滿足需求,觸動渴望,迷住情感,並吸引好奇心。
Behind the Design
Press Kit
Credits, team members and technical details provided by the designer.
- Unique Properties
- An educational toolkit composed of 97 method cards designed to foster inclusive, empathy-driven thinking in design students. The cards simulate user experiences, particularly of people with disabilities, guiding reflection and design decisions. Developed with healthcare and industry partners, the toolkit uniquely bridges participatory research, pedagogy, and inclusive design methodology.
- Dimensions & Packaging
- Each card measures 80 mm (width) × 150 mm (height) × 3 mm (thickness), printed on 350gsm uncoated cardstock for durability and tactile usability. The full set of 96 cards is housed in a custom storage box 3D-printed in PLA with internal dividers for organization.
- Tags
- Inclusive Design, Empathy Methods, Design Education, Participatory Design, Design Toolkit, Accessibility, User-Centered Design, Disability Inclusion, Universal Design, Educational Tools
- Production Technology
- The toolkit was developed through iterative design methods including stakeholder interviews, co-design workshops, and classroom testing. Visual assets were created using Figma, Adobe Illustrator, Photoshop, and InDesign. Prototypes were printed on 350gsm uncoated cardstock for tactile usability. Digital versions were published as accessible PDFs to ensure open access and scalability.
- Design Challenge
- The greatest challenge was translating complex, real-world experiences of disability into accessible, reflective tools without oversimplifying or stereotyping. Balancing academic rigor, ethical sensitivity, and design clarity required extensive iteration. Time and resource limits also delayed planned app development and animations, despite strong interest and visual readiness.
- Research
- This design-led research aimed to embed inclusive thinking in design education. Using mixed methods, we developed and tested 97 empathy method cards through classroom pilots. Data was collected via student surveys and reflections. Participants were undergraduate design students working with real-world partners. Results showed increased empathy, design confidence, and awareness of user diversity, impacting how students approach inclusive design in practice.
- Inspiration
- This project was inspired by the need to address the lack of empathy and inclusive thinking in early design education. Drawing from research in participatory design, disability studies, and inclusive pedagogy, the toolkit was developed to help students engage with marginalized users’ experiences and design more responsibly. Collaborations with healthcare providers and industry partners further shaped its practical and ethical foundations.
- Project Duration
- The project began in January 2024 and was completed in December 2024 at Iowa State University in Ames, Iowa, United States. It was developed as part of an academic research initiative focused on inclusive design and was piloted in studio-based courses in collaboration with external partners. The project was later disseminated through academic presentations and open-access publication.
- Operation Flow
- Users select cards based on project needs or curiosity, each offering a method, prompt, or scenario that encourages reflection and inclusive thinking. Cards can be used individually or in teams during different design phases. Their tactile format invites physical engagement, while the digital version supports easy access. The structured yet flexible flow helps users uncover blind spots and design with greater empathy and awareness.
- Image Credits
- Bruno Oro, Subinay Malhotra
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