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Inclusive Technology DesignActivities & Teaching Strategies

Active learning works especially well for inclusive technology design because students must personally experience barriers to value the principles. When they simulate disabilities or critique real apps, they connect abstract guidelines to human-centered outcomes, making accessibility skills stick through direct engagement.

Secondary 3Computing4 activities30 min50 min

Learning Objectives

  1. 1Analyze existing digital interfaces for at least three accessibility barriers faced by users with motor impairments.
  2. 2Evaluate the effectiveness of common accessibility features, such as alt text and closed captions, in supporting users with visual or auditory impairments.
  3. 3Design a wireframe for a mobile application that incorporates at least four principles of universal design.
  4. 4Critique a given technology product based on the Web Content Accessibility Guidelines (WCAG) 2.1 Level AA standards.
  5. 5Synthesize user feedback to propose specific design modifications for an accessible website.

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35 min·Pairs

Empathy Walkthrough: Disability Simulations

Provide devices with accessibility blockers like grayscale filters, no-touch mode, or audio-only interfaces. Students in pairs test a common app, note barriers, and discuss impacts. Groups share findings in a class debrief.

Prepare & details

Analyze how technology can be designed to be more accessible for individuals with disabilities.

Facilitation Tip: During the Empathy Walkthrough, have students rotate roles in each simulation to ensure everyone experiences multiple perspectives.

Setup: Flexible workspace with access to materials and technology

Materials: Project brief with driving question, Planning template and timeline, Rubric with milestones, Presentation materials

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
45 min·Small Groups

App Audit Stations: Critique Rotation

Set up stations for popular apps: one for visual impairment checks, one for motor skills, one for cognitive load. Small groups rotate, score inclusivity on a checklist, and suggest fixes. Compile class data for trends.

Prepare & details

Critique existing technologies for their inclusivity and suggest improvements.

Facilitation Tip: For App Audit Stations, assign each group a different WCAG guideline to focus their critique, then share findings in a jigsaw format.

Setup: Flexible workspace with access to materials and technology

Materials: Project brief with driving question, Planning template and timeline, Rubric with milestones, Presentation materials

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
50 min·Small Groups

Design Sprint: Inclusive App Prototype

Teams brainstorm an app for a school need, like event booking, applying POUR principles. Sketch wireframes, test with peers using simulated impairments, and iterate based on feedback. Present final designs.

Prepare & details

Construct design principles for a new application that prioritizes accessibility.

Facilitation Tip: In the Design Sprint, provide a strict 20-minute prototyping phase to mirror real-world constraints and force prioritization of features.

Setup: Flexible workspace with access to materials and technology

Materials: Project brief with driving question, Planning template and timeline, Rubric with milestones, Presentation materials

ApplyAnalyzeEvaluateCreateSelf-ManagementRelationship SkillsDecision-Making
30 min·Whole Class

Gallery Walk: Feedback Rounds

Display student prototypes around the room. Students circulate, test each with a random impairment card, and leave sticky-note feedback. Creators revise based on input.

Prepare & details

Analyze how technology can be designed to be more accessible for individuals with disabilities.

Facilitation Tip: During Peer Review Gallery Walks, give students sticky notes in two colors: one for strengths and one for improvements, to streamline feedback.

Setup: Wall space or tables arranged around room perimeter

Materials: Large paper/poster boards, Markers, Sticky notes for feedback

UnderstandApplyAnalyzeCreateRelationship SkillsSocial Awareness

Teaching This Topic

Experienced teachers approach this topic by framing accessibility as a design challenge, not a compliance task. They avoid overwhelming students with WCAG jargon by first building empathy, then layering principles as tools to solve real problems. Research shows that students retain concepts better when they test their own prototypes with diverse users, so plan for iterative testing beyond the classroom.

What to Expect

Successful learning looks like students confidently identifying accessibility gaps in apps, proposing targeted solutions, and defending design choices with WCAG principles. They should articulate why inclusive features matter for diverse user groups, not just list them.

These activities are a starting point. A full mission is the experience.

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Watch Out for These Misconceptions

Common MisconceptionDuring the Empathy Walkthrough, watch for students assuming inclusive design is only for people with disabilities. Redirect by asking them to reflect on how simulations affected their own task efficiency, linking to universal benefits like larger buttons helping in sunlight.

What to Teach Instead

Have students map their simulation experiences to common scenarios where accessibility features help all users, such as captions aiding in noisy environments, then discuss these connections in small groups.

Common MisconceptionDuring the Design Sprint, watch for students believing accessibility features make designs less appealing or efficient. Redirect by having them test their prototypes with peers and compare performance metrics like task completion time with and without features.

What to Teach Instead

Use peer testing data to show how features like high contrast or keyboard navigation streamline interactions for everyone, not just specific groups.

Common MisconceptionDuring the Empathy Walkthrough, watch for students claiming all users have the same needs. Redirect by providing case studies of diverse users and asking groups to identify one unique need for each, then brainstorm flexible solutions.

What to Teach Instead

Use the empathy maps from the activity to highlight how varied needs emerge from real user stories, emphasizing the importance of adjustable features like text size or color schemes.

Assessment Ideas

Quick Check

After the App Audit Stations, present students with a screenshot of a common website and ask them to identify two potential accessibility issues, explaining why they are barriers for specific user groups and referencing at least one WCAG principle from their audit.

Discussion Prompt

During the Design Sprint, facilitate a class discussion where students justify their top three accessibility features for a new social media app, linking each choice to a specific user group and the WCAG principle it supports.

Peer Assessment

During the Peer Review Gallery Walk, have students use a checklist based on universal design principles to review a partner’s prototype, noting one well-designed accessibility feature and one area for improvement, then discuss findings as a class.

Extensions & Scaffolding

  • Challenge early finishers to redesign a feature from one of the audited apps using only inclusive principles, then test it with a student wearing headphones or using a screen reader.
  • Scaffolding for struggling students: Provide a template with pre-selected accessibility features to include in their prototype, paired with examples of how each feature benefits specific user groups.
  • Deeper exploration: Invite a guest with lived experience of a disability to review student prototypes and share immediate feedback, highlighting unanticipated barriers or successes.

Key Vocabulary

Universal DesignThe design of products and environments to be usable by all people, to the greatest extent possible, without the need for adaptation or specialized design.
Assistive TechnologyAny item, piece of equipment, or product system, whether acquired commercially, modified, or customized, that is used to increase, maintain, or improve the functional capabilities of individuals with disabilities.
PerceivableInformation and user interface components must be presentable to users in ways they can perceive. This means users must be able to perceive the information being presented (it can't be invisible to all of their senses).
OperableUser interface components and navigation must be operable. This means that users must be able to operate the interface; the interface cannot be designed in a way that prevents all of its users from operating it.
WCAGWeb Content Accessibility Guidelines, a set of recommendations for making web content more accessible, developed by the W3C.

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