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Anti-Heroes: An Ethics-focused Method for Responsible Designer Intentions

Shikha Mehta, Shruthi Sai Chivukula, Colin M. Gray, Ritika Gairola

TL;DR

The paper addresses the gap in ethics-focused design methods that center designer intentions by introducing Anti-Hero, a paired card deck of Anti-Hero (manipulative) and Hero (value-centered) roles plus Action Cards to frame play across ideation, evaluation, and ethical dialogue. Grounded in literature on 'dark roles' and 'asshole designer' traits, the method presents 12 Anti-Hero and 12 Hero cards with double-sided design to foster role-based reflection and discussion. An evaluation with 12 graduate design students across four play sessions investigates reflective engagement and deck usability, revealing themes of ethical sense-making, gray-space dialogue, and actionable design feedback (e.g., visibility of tags, need for a usage manual). Implications suggest adoption in design education and professional practice to surface value trade-offs and enhance transparency, with future work to assess the impact of Hero-directed prompts and broad stakeholder involvement in real-world projects.

Abstract

HCI and design researchers have designed, adopted, and customized a range of ethics-focused methods to inscribe values and support ethical decision making in a design process. In this work-in-progress, we add to this body of resources, constructing a method that surfaces the designer's intentions in an action-focused way, encouraging consideration of both manipulative and value-centered roles. Anti-Heroes is a card deck that allows a designer to playfully take on pairs of manipulative (Anti-Hero) and value-centered (Hero) roles during design ideation/conceptualization, evaluation, and ethical dialogue. The card deck includes twelve cards with Anti-Hero and Hero faces, along with three action cards that include reflective questions for different play modes. Alongside the creation of the Anti-Hero card deck, we describe the evaluation and iteration of the card deck through playtesting sessions with four groups of three design students. We propose implications of Anti-Heros for technology and design education and practice.

Anti-Heroes: An Ethics-focused Method for Responsible Designer Intentions

TL;DR

The paper addresses the gap in ethics-focused design methods that center designer intentions by introducing Anti-Hero, a paired card deck of Anti-Hero (manipulative) and Hero (value-centered) roles plus Action Cards to frame play across ideation, evaluation, and ethical dialogue. Grounded in literature on 'dark roles' and 'asshole designer' traits, the method presents 12 Anti-Hero and 12 Hero cards with double-sided design to foster role-based reflection and discussion. An evaluation with 12 graduate design students across four play sessions investigates reflective engagement and deck usability, revealing themes of ethical sense-making, gray-space dialogue, and actionable design feedback (e.g., visibility of tags, need for a usage manual). Implications suggest adoption in design education and professional practice to surface value trade-offs and enhance transparency, with future work to assess the impact of Hero-directed prompts and broad stakeholder involvement in real-world projects.

Abstract

HCI and design researchers have designed, adopted, and customized a range of ethics-focused methods to inscribe values and support ethical decision making in a design process. In this work-in-progress, we add to this body of resources, constructing a method that surfaces the designer's intentions in an action-focused way, encouraging consideration of both manipulative and value-centered roles. Anti-Heroes is a card deck that allows a designer to playfully take on pairs of manipulative (Anti-Hero) and value-centered (Hero) roles during design ideation/conceptualization, evaluation, and ethical dialogue. The card deck includes twelve cards with Anti-Hero and Hero faces, along with three action cards that include reflective questions for different play modes. Alongside the creation of the Anti-Hero card deck, we describe the evaluation and iteration of the card deck through playtesting sessions with four groups of three design students. We propose implications of Anti-Heros for technology and design education and practice.
Paper Structure (13 sections, 1 figure, 1 table)