CMDilemma – ethics in design workshop

Header image CMDilemma

CMDilemma – ethics in design workshop

Growing ethical awareness among UX-/ UI-designers

CMDilemma was born out of an introduction challenge for a new semester of CMD. For this challenge I had to develop and give a workshop to fellow CMD students. I was free to choose to subject, topics and form of the workshop. The project was a pressure cooker, so I only has 1 week to develop this workshop.

The goal of the workshop is to enlighten the students about the ethical choices they are making when designing a product/ experience. At the end of the workshop they need to be aware of the ethical and moral consequences and decisions they make as designer. The workshop has the form of an interactive game with discussions and 3 minute lectures.


01. Ideation

The first step for this project was thinking for which subject I wanted to design a workshop. I made a list of these and discussed my subjects with the others team members.

02. Research

After the subject was chosen I did research on which topics and ethical dilemma’s would be interesting for the target audience. Ethics discussions with team members were also part of this step.

03. Creation

With the results of the research and ethics discussions I created the accompanying app for the workshop.

04. Testing

With the prototype for the app ready, I tested the workshop among the team members and made some changes. After this the big test was the workshop with CMD students.

To start off I made a long(ish)-list with subjects was interested in developing a workshop about. I shortened this to a short-list of 2 subjects, other students also did this. Based on this teams were formed. Within the team I pitched my ideas and one of my ideas, ethics , was chosen. I chose this subject because the students were also getting 2 courses about it during the semester, so I found it relevant for the target audience. I did a short brainstorm on concepts for the workshop. Dilemmas was the winner of this brainstorm, because the workshop had to be interactive I wanted to make it in the form of a serious game, but not in the form of a Kahoot.

We wanted the workshop to be more interactive then a Kahoot, so we brainstormed on how we could do that. We decided on a structure where we first presented a dilemma, made the students choose an answer, discussed their reasoning, after which we geve a 3 minute lecture about the theory behind the dilemma. We pitched this idea to the other students and got positive feedback on our concept. We did got back that we should not focus on good or bad in the discussion and lecture, but more on the reasoning behind the decisions. We also received an idea with the feedback to group students together based on ethical principles. I thought this was a good idea, because it could be useful knowledge for the other courses the students would follow.

Short overview of the concept for the workshop (dutch).
Short overview of the concept for the workshop (dutch).
A storyboard of the flow of the workshop in dutch).
A storyboard of the flow of the workshop in dutch).

After the concept for the workshop was decided on, I went ahead and did research on ethics and moral theories. The insights of this were captured in a master document, which I and another team member used to wrote the small 3 minute lectures. The insights also were used to develop dilemma’s and the categories were the students would eventually fall in at the end of the workshop. With the dilemma’s ready I and the whole team made a schematic view of the workshop and dilemma’s and discussed the outcomes of the dilemma’s. At the end of the discussions the flow (pathway) to the group result for the students was known. I used this flow to design and develop the app in Framer. After the prototype was done I tested it on my team members and made changes were the prototype didn’t function as needed.

I uploaded the prototype to Github, so it could be used as  a web app on the phone of the participating students and lecturers. A QR-code was placed into the presentation so the participant could easily reach the web app. At the time of the workshop we had placed dots on the ground where students would move to after they selected their answer in the app. This enabled us and the participants to view which statement the participant choose and helped with the discussions.

Start of the schematic overview of the dilemma's, lectures and ethical grouping.
Start of the schematic overview of the dilemma's, lectures and ethical grouping.
Poster for the workshop
Poster for the workshop
This are all the app screens for the CMDilemma app, with their respective pathways.

CMDilemma web app prototype 

LOLE – vintage clothing subscription

LOLE – vintage clothing subscription

Open Project

‘How can we change the attitude of young (heterosexual) men in a positive way, so they will be nugged to buy vintage clothes?’ Was the design question I had to solve for the Open Project (group). After doing extensive research, concepting and design sessions LOLE was born. LOLE is a concept for a vintage clothing subscription for men. Aiming to convince them that wearing vintage clothes is not something to be ashamed of and has multiple benefits on personal and global level.

In the second year I, together with 2 colleague students, participated in Open Project. For this I had to write my own assignment on which I would be working during the project, which was designed to encourage personal growth on courage, boldness, curiosity and contemplation. At the end of the project I had to deliver a prototype and an experience.


01. Research

To narrow the scope of the project and get meaningful insights for the concepting and design phase I performed multiple research activities, like location visits, (ladder) interviews and literature research.

02. Insights

The research resulted in a lot of information to proces. To get more insights out of the interviews, I did a braindump. Following the braindump I participated in brainstorm sessions to find concepts for prototypes.

03. Design and protoypes

With the concepts in hand I designed and developed prototypes and tested them on prototype parties. Feedback gathered during the parties were used to refine the prototypes.

04. Final prototype

The refined prototypes formed the base for the final prototype which was an expo to present and test the final prototype: an experience, website and example of a subscription box.

To start off the project I did research on the perception of vintage clothing. For this I photographed vintage clothing shops and interviewed (ladder interview in dutch) potential users. During which I found out vintage clothing is perceived as dirty, hard to find and outdated shops. After which I made a vintage lookbook to test out if a more modern look would appeal to the user. During an exposition I asked potential users if they would wear what they saw and if it appealed to their senses. Which resulted in a loud yes. To design the lookbook I made wireframes, edited photo’s, did an editorial session to choose the photo’s which would end up in the lookbook and made the patterns for the cover pages.

Because the main goal was to shift the behaviour of our target group, I did a research on behaviour management (dutch). For this research I looked up two techniques: nudging and the behaviour management model of Balm. I closely watched our concept with this information in mind and made recommendations for bigger possibilities of behavioral change.
I contributed by finalising the concept as well. I did this by making the style guide and wireframes of the website. As well as visualising a big part of the pages of the website, you can view the Marvel prototype here (in dutch and containing only the pages I visualised).

Mockup - homepage of lole in a macbook pro