Body leak, Data leak
Our body leaks different fluids, menstrual blood, pee, and vaginal discharge. These fluids have the property that it is not controllable, and it is involuntary. I want to show how the three body leaking objects inspired by these three types of body fluids reveal the data we leak, and in the end, how the exhibit itself makes it explicit that data brokers are always watching us and selling our data to manipulate our behavior. I gave three examples through these three objects on what it means to share data. In the following, I present three explorations on three body leaking…
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Bridging the Participation Gap: A Toolkit for Co-designing Engaging Citizen Science Initiatives
Citizen science usually asks citizens to collect data and stops there. Who frames the question, who interprets the results, who benefits: that stays with institutions. We propose a co-design toolkit that intervenes earlier, before an app or protocol exists, to redistribute that authority and expertise. Three components of the toolkit — scenarios, reflection prompts, and field-tested tactics — push designers and researchers past “how do we get citizens to collect data” toward designing for meaningful participation and ground-up engagement. Piloted with 25 participants, it moved teams from treating “the community” as a data source to designing toward governance itself. …
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Furnishare
Settling in New York City is an expensive, often punishing process, and immigrant families frequently struggle to afford common necessities like furniture and electronics to live comfortably. That is why Furnishare was developed: a privacy-protecting nonprofit network that collects pre-owned necessities and donates them to immigrants in need. Through a simple four-step process, donors post items, requesters claim them, the admin team contacts the requester, and Furnishare’s team coordinates delivery. Founded by a high school student from an immigrant family, Furnishare aims to ease the cruel quality of life that the city’s affordability crisis imposes on immigrants, who make up…
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Haven
Homelessness in New York City is rising, and social workers stand on the frontline trying to meet a need that keeps growing. Yet the systems meant to support them are full of gaps – outdated tools, administrative overload, and little room left for the human connection that drew them to this work. Through 100+ hours of research, interviews, and field collaboration with The Bowery Mission, we uncovered these gaps firsthand. In response, we built Haven: a tool created with social workers, for social workers, that offloads documentation so frontline workers can reinvest their time and energy into the people they…
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Kroglabbet: Making Hospitality Accessible
Kroglabbet explores how restaurants can become more accessible through co-design with people with visual impairments, disability rights organisations and hospitality businesses in Gothenburg, Sweden. Developed as an embedded and participatory design project, it investigates how exclusion emerges through menus, communication systems, staff routines, and spatial environments. Rather than proposing a single solution, Kroglabbet intervenes across multiple layers of restaurant infrastructure through accessible menus and websites, staff training tools, and guide dog communication campaigns developed, tested, and implemented in collaboration with local cafés and restaurants to support autonomy and participation in restaurant environments. Designer: Simone De Vivo …
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Let’s Talk Differently About Medicines
Older people in the UK increasingly take ten or more medicines daily, a global patient safety crisis called polypharmacy. After five years of ethnographic research in surgeries, pharmacies and homes, we found that even medication reviews rarely resulted in stopping medicines. The problem was not missing information: it was the conditions of the conversation itself. Strikingly, when older people joined our co-design workshops to reimagine the medication review, even they, with full creative licence, could not bring themselves to stop medicines in fiction. In response, we crafted seven fictional short stories to open up the conversations that remain otherwise impossible…
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NachbarSchafft
NachbarSchafft is an intangible design intervention located in Lucerne’s hyper-diverse BaBeL district, an area home to over 80 nationalities often stigmatized as a “problem zone.” Operating from a low-threshold physical space, the project challenges this deficit-based narrative by treating social relations as design material. Through a living “Relational Archive,” it maps and connects neighborhood needs and offers to facilitate horizontal, non-transactional mutual aid. The project’s intent is to transform diversity from a divider into a shared practice of resourcefulness, building community self-efficacy and long-term urban resilience. Designer: Yaman Çiçek, Scheepers Simon RETURN TO GOOD INTERVENTIONS…
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Signal in the Noise
Signal in the Noise is a design intervention that addresses how flood emergency communication systems fail to reach deaf and hard of hearing residents. Existing warning infrastructure relies entirely on hearing, leaving a documented gap with no accessible alternative. The project responds to this through three connected interventions: a Special Needs Registry awareness flyer, a flood preparedness kit that consolidates scattered resources and existing alert services into one accessible guide, and FloodSafe, an AR navigation app for real-time evacuation support. Together, they move residents who are deaf and hard of hearing from unaware to prepared and to safely evacuated. …
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Tasting Tomorrow
Tasting Tomorrow explores how design can intervene in the way people experience climate change. Drawing on environmental datasets and ecological research, the project translates scientific evidence into speculative organisms and immersive encounters. Instead of asking audiences to interpret abstract information, it invites them to observe, question, and imagine possible biological futures. Through this shift from data to lived experience, Tasting Tomorrow reframes climate communication as an embodied, emotional, and participatory intervention that fosters deeper public engagement with environmental change. Designer: Yoon Jungmin RETURN TO GOOD INTERVENTIONS ’26 EXHIBITION
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The Convenience Store- A Narrative Video Game based on Indian Quick Commerce
The Convenience Store is a narrative game that exposes the hidden cost of convenience by translating manipulative Indian quick-commerce platform interactions into a physical supermarket. Removing the digital interface of these platforms, it reveals the design tactics that often go unnoticed online, inviting players to reflect on how convenience shapes their decisions and normalises compromises around their ideals of dignity. Rather than relying on awareness through information, the project uses play as an intervention, making these everyday trade-offs tangible and difficult to ignore. Designer: Parisa Mehta, Srividhya S RETURN TO GOOD INTERVENTIONS ’26…
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