Three people, including one in a wheelchair, playing the IncluDesign projector game in a university space

UX Design — Case Study 01

IncluDesign

An immersive projector game that builds empathy for visual impairment — designed for Gen-Z design students.

Role

Product Designer

Team

3 Designers

Duration

3 Weeks

Tools

Figma · FigJam · Canva

Context

SCAD Graduate — 2024

A SCAD graduate studio brief: design an immersive environment product around accessible education. Gen-Z design students care about inclusion — but lack hands-on ways to practice it.

How might we help Gen-Z design students learn accessible design through immersive environment technology?

90%
of corporations report D&I commitment — only 4% include disability
62%
of Gen-Z prefer brands that champion inclusion & diversity

Secondary research, a student survey, and an interview with SCAD's Inclusion Director — framed through Microsoft's Inclusive Design framework.

"When I think of inclusion, I think of family — ensuring every member engages in the most purposeful way."

— Director Walker, SCAD Inclusion Director
Empathy-Building
Students need firsthand ways to experience accessibility barriers.
Theory vs. Practice
A clear gap exists between knowing inclusive design and applying it.
Accessible Tools
Resources need to be financially accessible to all students.
Measurable Outcomes
Educators need visibility into student progress on accessibility.

We pivoted from a web app with AR scanner to an interactive projector game — user feedback demanded a more immersive, shared experience. The web app became a controller and accessibility layer.

I owned the login sequence, spinner mechanic, and simulation quiz. Teammates built the design system and remaining screens.

Presented to SCAD students and faculty. Feedback was positive on engagement — two gaps flagged: clearer ecosystem explanation, more scenario diversity.

  • Add immersive video and spatial audio.
  • Expand to more visual impairments and scenarios.
  • Test with diverse users across the accessibility spectrum.
  • Source a physical projector for real-world playtesting.

Completed in three weeks. Well-received by peers and faculty as a novel approach to inclusive design education.

Empathy through Experience
The game fostered genuine empathy among design students.
Engagement in Learning
Gamification increased motivation to explore accessibility topics.
Future Potential
Immersive tech is a compelling vehicle for design education.