Participatory design research

How can participatory design be used to create inclusive, empathy-driven experiences that challenge literacy-based exclusion and empower non-literate individuals as co-creators of knowledge and social change?


This research originates from a sustained sense of injustice in how people who struggle with reading and writing are perceived and treated within contemporary society. These attitudes are not incidental; they are rooted in deeper societal values that privilege textual competence as a prerequisite for autonomy, participation, and citizenship. As a result, people who cannot engage confidently through written language are often positioned as deficient, dependent, or invisible within public systems.

View a prototype of the working hexagon with the button below.


The board game was developed as a research-through-design instrument to make this injustice experientially tangible. Rather than explaining exclusion conceptually, the game invites participants—many of whom may never have reflected on these issues—to experience the consequences of literacy-dependent systems firsthand. Through play, participants encounter delays, confusion, dependency, and moments of exclusion that mirror the lived realities of people with limited literacy, often without initially recognising the broader implications.

Not a one off type of research


To ensure that this experience does not remain a one-off emotional encounter, the game is combined with a hexagon-based value mapping tool. During and after gameplay, participants repeatedly fill in the hexagons to identify and reflect on the values that are affected throughout the game—such as autonomy, dignity, fairness, trust, and participation. This repeated mapping serves two purposes. First, it makes implicit value violations explicit, translating experiential moments into articulated ethical insights. Second, it allows changes in awareness and perspective to be tracked over time, transforming affective responses into reflective understanding….

By integrating the hexagons structurally into the gameplay and reflection process, the research investigates whether explicitly naming and revisiting affected values contributes to a more durable impact. The central question is whether this combination of embodied experience and value articulation can move participants beyond momentary empathy toward sustained awareness and responsibility in their professional and civic practices.


The development of this research set-up is itself a co-creative process, carried out in collaboration with partners from the Digital Social Innovation Lab, the Social AI Lab, the research centre Creating010, the Digital Social Innovation learning and working community, and various domain experts. These collaborations ensure that the game and the hexagon methodology are informed by diverse perspectives and situated within real societal contexts, thereby increasing both relevance and impact.

In addition, the game and accompanying value-mapping tools are embedded within a series of educational modules on inclusive design and development within CMI’s cross-domain education programme. This educational integration allows the research to extend beyond isolated interventions and become an ongoing practice. Students are not only exposed to the outcomes of the research but actively participate in its continuation, learning to design with and for inclusion as part of their professional formation. In this way, the research functions simultaneously as inquiry, advocacy, and pedagogy—contributing to the training of a new generation of designers and technologists who are equipped to recognise and challenge systemic exclusion in their future work.

Jitske Kramer on values and the connection to this research

In her video, Jitske Kramer speaks about values not as abstract words on a wall, but as something that only becomes real through action, friction, and choice. Values, she suggests, reveal themselves precisely when they are under pressure: when time is scarce, when interests collide, when people have to decide what really matters. It is not what we say we value, but what we do when it becomes uncomfortable, costly, or unclear.

This perspective strongly resonates with my research and with the way I work with hexagons as a research and design instrument.

Values are not neutral — they are enacted

Kramer emphasises that values are collective agreements that live in behaviour. They are shaped in interaction, negotiated in context, and constantly redefined. This aligns with a core insight in my research: exclusion around low literacy is rarely caused by a lack of empathy or “bad intentions,” but by systems that silently prioritise certain values over others. Efficiency over care. Speed over understanding. Uniformity over dignity.

These priorities are often invisible — especially to those who benefit from them.

The hexagon as a space for friction

In my work, the hexagon functions as a visual and experiential mapping tool for values. Each point of the hexagon represents a value that is at stake in a system or situation — such as autonomy, equality, efficiency, safety, participation, or trust. Participants are asked to repeatedly position, adjust, and reconsider these values while playing the game or reflecting on an experience.

This repeated filling-in of the hexagon is crucial. It mirrors exactly what Kramer points to: values are not fixed. They shift depending on context, power relations, and pressure. When participants experience a system without written language — or when literate participants suddenly lose access to text — the hexagon starts to change shape. Values that once felt “balanced” become distorted. What seemed efficient may suddenly feel unjust. What felt neutral reveals itself as excluding.

Making values visible, without words

Kramer’s work often shows how cultural norms remain invisible until they are disrupted.

My research aims to do something similar, but without relying on text. By working with shapes, spatial positioning, repetition, and discussion, the hexagon allows values to surface in a way that is accessible to people who cannot easily read or write.

This is not about simplifying values, but about making them tangible.

Participants do not have to name values correctly. They feel them. They argue about them. They see how one value grows at the expense of another. And, importantly, they see that these are not personal failures, but systemic choices.

From one-time insight to lasting awareness

A key question in my research is whether explicitly mapping values — again and again — can prevent insight from being a one-off emotional moment. Kramer warns that values easily become empty language if they are not actively maintained. The hexagon responds to this risk by demanding return, reflection, and recalibration. Each round asks: Is this still what we find acceptable? Who benefits? Who pays the price?

In that sense, the hexagon is not a diagnostic tool, but a moral rehearsal space.

Shared responsibility

What I take from Jitske Kramer’s video is a confirmation that working with values is not about consensus or comfort. It is about staying with the tension long enough to learn from it. By embedding values explicitly into the game mechanics and visual mappings, my research shifts responsibility away from individuals who “struggle” and toward the systems that silently encode what — and who — counts.

The hexagon makes that visible.

And once values are visible, they can no longer be ignored.