Chasing Play On TikTok From Populations With Disabilities To Inspire Playful and Inclusive Technology Design
Chasing Play On TikTok From Populations With Disabilities To Inspire Playful and Inclusive Technology Design
Figure 1: Screenshots of TikTok videos that can can inspire playful technology design inclusive of people with special needs.
ABSTRACT content, a catalog of design concepts that may inspire designers,
There is an open call for technology to be more playful [5, 79] and discuss the relevance of the emerging themes and possible
and for tech design to be more inclusive of people with disabilities implications for the design concepts.
[80]. In the era of COVID19, it is often unsafe for the public in
general and people with disabilities, in particular, to engage in in- CCS CONCEPTS
person design exercises using traditional methods. This presents a • Human-centered computing → HCI design and evaluation
missed opportunity as these populations are already sharing playful methods; User centered design; Contextual design; Accessibility de-
content rich with tacit design knowledge that can be used to inspire sign and evaluation methods;
the design of playful everyday technology. We present our process
of scraping play potentials [4] from TikTok from content creators
with disabilities to generate design concepts that may inspire future KEYWORDS
technology design. We share 7 emerging themes from the scraped Chasing Play, Populations with Special Needs, Play Potentials, In-
clusive Design, Social Media, TikTok, Design Concepts, Disability
∗ High school students afliated with UCSC through Summer Internship Program
ACM Reference Format:
Permission to make digital or hard copies of part or all of this work for personal or
classroom use is granted without fee provided that copies are not made or distributed Jared Duval, Ferran Altarriba Bertran, Siying Chen, Melissa Chu, Divya
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Attribution and the full citation
International Subramonian, Austin Wang, Geofrey Xiang, Sri Kurniawan, and Katherine
on the
4.0 frst page. Copyrights for third-party components of this work must be honored.
License. Isbister. 2021. Chasing Play on TikTok from Populations with Disabilities
For all other uses, contact the owner/author(s).
to Inspire Playful and Inclusive Technology Design. In CHI Conference on
CHI ’21, May 8–13, 2021, Yokohama, Japan
© 2021 Copyright held by the owner/author(s).
Human Factors in Computing Systems (CHI ’21), May 8–13, 2021, Yokohama,
ACM ISBN 978-1-4503-8096-6/21/05. Japan. ACM, New York, NY, USA, 15 pages. https://doi.org/10.1145/3411764.
https://doi.org/10.1145/3411764.3445303 3445303
CHI ’21, May 8–13, 2021, Yokohama, Japan Duval and Altarriba Bertran, et al.
1 INTRODUCTION 2 BACKGROUND
Two mainstream ways that technology can be designed to accommo- In technology design, people with disabilities are usually included
date users with disabilities are by creating technology that provides to make general technology more accessible or make a technology
a specifc service to people with disabilities (Assistive Technology) solution to address a specifc need for a population of people with
or making general technology more accessible to people with dis- disabilities, which is discussed in the frst section. Next, we discuss
abilities (Accessible Technology) [89]. It is very pragmatic and vital some examples of playful technologies designed with and for peo-
to include people with disabilities in the design process in both cases. ple with disabilities to achieve utilitarian goals. We then discuss
This paper is motivated by the need to include populations with standard methods of how these populations are usually included in
disabilities to inspire design more broadly and generally, looking the design process, but how play is not usually the goal, whereas
at values other than efciency and accessibility. We design better play is our work’s goal. Finally, we discuss how Situated Play De-
technology for everyone when we include people with disabilities sign (SPD)[4] is an appropriate methodology to design technology
early and often in the process [80]. inspired by how people with disabilities play.
We are particularly interested in designing technology that sup-
ports play. Play for its own sake is valuable [17]. Play and playful-
ness can have a positive impact on the well-being of individuals
2.1 Accessible and Assistive Technology
and groups [19, 44]. Play provides us with the agency to be creative, Accessible technology can be used by all people in the target au-
express ourselves, and learn [75, 78]. Play creates opportunities for dience regardless of disability status [80]. Technology that is not
meaningful social connection [45]. Play is universal to all humans accessible places a handicap [9] on people who do not have equi-
(and possibly all living creatures) [17], including humans with dis- table access to the services that technology is designed to provide
abilities. People with disabilities are playful (e.g. [39]) and how they [38]. A handicap is not a person’s disability—it is the barriers that
play [41] can beneft the design of technology and improve society society and technology place on people with disabilities [38]. Too
at large. Playful technology designed with people with disabilities often, making technology accessible is an act of retroftting solu-
has the potential to educate the general population about people tions to make the original tech usable by people with disabilities
with disabilities, increase the visibility of people with disabilities, [61], when these populations should have been included in the
and support social relationships between people regardless of their frst place, resulting in designs that are more accessible and user-
disability status. friendly for everyone [80]. Assistive technology is meant to serve
It can be challenging to include people with disabilities for par- a specifc need of a population of people with disabilities and is
ticipatory work generally [85], but there is a specifc added risk meant to be used primarily by people with disabilities, caretak-
during a global pandemic. In addition to general guidelines that ers, and medical professionals [76]. Assistive technology should
limit in-person contact, populations of people with disabilities of- be accessible to the target population so that they can use it—and
ten have medical needs that place them at higher risk from the common co-occurring disabilities should also be considered [83].
COVID19 virus [7]. In light of quarantine, designers are employing Technology design that includes people with disabilities often natu-
creative methodologies to carry out remote design work that is rally becomes playful or includes elements of play, which results in
usually done in situ [87] (e.g., using games to educate the public novel and interesting user experiences (e.g. [30, 31, 35, 82]). In these
about COVID19 and collect data [53]). Many of these technologies cases, play emerged naturally, but may not have been sought out
are not accessible to people with disabilities [6]. Co-Design sessions directly. We are interested in designing technology that is directly
should be valuable to all parties [18], but they disrupt everyday inspired by play.
life and require participants to invest their precious time. We are
interested in tapping into the tacit and contextual design knowl- 2.2 Playful Technologies and People with
edge of people with disabilities on platforms they are already using
Disabilities
to share content for all of these reasons. Social media is rife with
potential design material. We chose to focus on TikTok because As is true for people in general, people with disabilities are playful
is an inherently playful social media platform and it is a safe way [39]. Play and games can serve people with disabilities in numer-
to engage with populations of people with disabilities during a ous ways, including increasing their visibility, improving public
pandemic in a way that is not disruptive to their everyday life. To perception of people with disabilities, and fostering healthy con-
capture play potentials [3] on TikTok we employed the Situated nections in communities. Public visibility of people with disabilities
Play Design methodology [4]. These play potentials inspired design and designing for social acceptance can reduce stigmas [74]. Nega-
concepts that could inspire future technology. tive socio-cultural stigma continues to dissuade people from using
In this paper, we present a catalog of design concepts to inspire their assistive technology [67], isolate themselves, and worry about
future playful technology based on play potentials from people unwanted attention [24, 47, 49, 64]. Oppression of people with dis-
with disabilities. To arrive at our design concepts, we chased play abilities is systematic, political, and sociocultural [21]. Historically,
potentials on TikTok by scraping videos from content creators people with disabilities have put in the labor to improve their rights
with disabilities. We analyzed the scraped content and present (e.g., the disability rights movement [21]), but all of society should
7 emerging themes that helped inspire and generate the design actively participate in the shared responsibility. Play has the po-
concepts. Finally, we discuss the relevance of the 7 emerging themes tential to make some of this labor feel less like work. In this work,
and our design concepts’ possible implications. we aim to create playful design concepts inspired by people with
disabilities and speculate [8] a future where these technologies
Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design CHI ’21, May 8–13, 2021, Yokohama, Japan
can playfully support societal growth and opportunities for the 2.3 Designing Assistive and Accessible
inclusion of people with disabilities. Technology
By their nature, several design methods are potentially supportive
2.2.1 Play. Play is an apt vehicle to bring about societal change
of the participation of people with disabilities for creating assistive
and improve the quality of life of people with disabilities because it
and accessible technology [84]. Participatory Design [62] encom-
embodies the very qualities of growth and pleasure: it is biologically
passes a variety of methodologies that can productively and efec-
evolved to help us learn and build skills [17], it is naturally social [73,
tively include people with disabilities as co-designers including
p. 9-10], and the voluntary nature of play allows us to focus on the
focus groups [32], wizard of oz [25], cultural probes [34], brain-
style of play over the outcome [12]. Play captivates us all: scientists,
storming [88], and bodystorming [63]to name a few. To successfully
researchers, parents, children, teachers, and adults. It can be thought
implement these design methods, it helps to take an ability-focused
of as a biological trait [17], an attitude [72], a phenomenological
approach [89]. When people with disabilities are included early
state [48], a set of properties [17], a state of mind free from time
and often in the design process, the resulting design artifact is of-
[22], a process [28], or an educational tool [14]. Even purposeless
ten universally accessible and more usable by everyone [80]. In
play—or paratelic play—is useful because it provides an opportunity
both participatory design and universal design, the inclusion of
for breaks, which are necessary components of serious activities
people with disabilities is not meant to beneft only a minority of
like work and dismantling oppression [81]. Play can elicit a sense
the population, but rather everyone who engages with the design
of pronoia or the suspicion that the universe is conspiring to help
[80]. Playful technology inspired by people with disabilities has the
[55]. Play provides a continuation desire. “Play trains our physical
potential to be universally benefcial for anyone interested in engag-
skills, sharpens our mental abilities, and deepens our insights into
ing. Many of our design concepts, described later, are potentially
our social capabilities" [28]. Play helps everyone.
exciting to people regardless of their disability status.
Play can be employed for pragmatic purposes, including helping
people with disabilities. Telic play is a serious mindset where we
engage in play for a specifc purpose, while paratelic play is a 3 RESEARCH METHOD
playful state where play itself is the goal [79]. When play is telic, Situated Play Design (SPD) [5] is an apt methodology for our work
it often becomes constrained, contextualized, and structured to because it allows us to unearth playful behaviors from people with
achieve a premeditated purpose. One example is play therapy [16]. disabilities so that we can share them with fellow designers to
Play therapy has been efective for children with schizophrenia, inspire future technology towards contributing to future designs,
enuresis/encopresis, anxiety disorders, trichotillomania, selective either those to support play wholly or those with other purposes
mutism, withdrawn behavior, acting out behaviors, sexual abuse, where incorporating playful aspects could be benefcial. Situated
trauma and neglect, learning/academic problems, and various life Play Design is an extension to existing play design approaches that
adjustment problems [15, 16]. It has been used with adults for focuses on uncovering existing manifestations of contextual play
couples therapy, stress management, group therapy for older adults, as a starting point for designing for situated and emergent playful
and psychotherapy [71]. Play carries meanings with signifcant engagement [3]. The playful interactions that exist and emerge
resonance for older adults [43]. naturally as people with disabilities engage in their everyday con-
text and activities are likely meaningful to them [5]. SPD supports
2.2.2 Games. Structured play inherently leads to thinking about designers in uncovering contextual play manifestations, called play
games [90]. Playfulness does not need to have the formal struc- potentials, and using them as foundations of design intervention,
ture of games [54]. Games are generally benefcial for the same following three main steps: First, designers chase naturally existing
reasons play is generally benefcial. They improve our cognitive or spontaneously emerging forms of play when interacting with
and social skills [20, 37]. Games are used to teach us about politics users in (semi-) naturalistic settings. Second, a design intervention
[58], experiences of others [23], and education [68]. Games can is created to support and enhance those forms of play. Third, this
make us superheroes of our own life and health [56]. Serious games design intervention is deployed in the wild, where its impact can
for health [86] have the potential to ofer people with disabilities a be evaluated. These steps can be iterated until a satisfactory design
cost-efective, personalized, data-driven, connected, and motivating is achieved [5]. Due to the safety concerns related to COVID19 and
context for otherwise tedious and repetitive therapy. Their under- the higher health risk status of many people with disabilities, we
lying systems are designed to give us a reason to keep trying [33]. employed a contact-free approach to the SPD methodology. SPD
A variety of serious games for health had been documented to be is an open methodological frame fexible enough to complete all
efective for their target populations, and they are wide-ranging three steps of chasing play potentials during the constraints of con-
in their platforms, health outcomes, and target populations, from ducting research during the COVID19 pandemic. For the frst step,
an exergame to help blind children with balance [60] to embodied we chased play potentials and their contextual manifestations by
persuasive games for adults in wheelchair [36], to speech therapy scraping existing content from content creators on TikTok with
for children with cleft [27], to mobile games for motivating tobacco- disabilities using a Netnography-style approach [51], which we de-
free life in early adolescence [65]. Video games improved 69% of scribe in depth in Scraping Content below. For the second step, we
psychological therapy outcomes, 59% of physical therapy outcomes, took a generative approach to develop a catalog of design concepts
50% of physical activity outcomes, 46% of clinician skills outcomes, that could inspire future playful technology artifacts inspired by
42% of health education outcomes, 42% of pain distraction outcomes, the play potentials we scraped, described in depth in Designing Con-
and 37% of disease self-management outcomes [66]. cepts below. For step 3, we formed intermediate-level knowledge
CHI ’21, May 8–13, 2021, Yokohama, Japan Duval and Altarriba Bertran, et al.
via our 7 emerging themes and we envisioned the impact of our To seed the algorithm, the highschoolers searched for relevant hash-
designs in the Discussion by imagining speculative futures [8]. This tags such as #disability, #disabled, #blind, #deaf, #signLanguage,
work provides an opportunity for ”design after design” [13] when #cerebralPalsy, #accessibility, #colorBlind, #impairment, #handicap,
we are not constrained by current technical limitations and after #autism, #ASD, #play, #game, #fun, and #haha. The keywords in-
the pandemic when it is safer to engage with populations with cluded general terms related to disability, specifc disabilities, and
disabilities. The specifc research questions that drove this work terms to infuence the algorithm to show playful content. Videos
are: that contained play potentials were logged into a Google Sheet
RQ1 What play potentials exist from scraping content on TikTok (provided in the supplementary materials) that contains a link to
from creators with disabilities? the video, the content creator’s handle, a brief description of the
RQ2 What themes emerge from an analysis of scraped play poten- video, and space for the students to list keywords and themes (RQ1).
tials, and how does the TikTok platform infuence the results? To ensure the integrity of access to the content for data analysis,
RQ3 What kinds of designs can the scraped play potentials inspire, we also stored all logged videos and a link to the copy, which was
and how might these designs afect society? prudent because of the potential bans to TikTok that took place
after we started. We asked interns to make quick 10-minute daily
Due to the COVID19 pandemic, we wanted to safely and non- diary entries to refect on the experience and process of scraping
intrusively chase play potentials from these populations as part of content on TikTok from users with disabilities and doing design
our broader research agenda [5], which is why we chose to scrape work as an autoethnographic exercise [29]. By the third week, the
existing content on social media. We chose TikTok because: (1) “For You” page was populated with relevant videos from people
it hosts massive amounts of playful content, (2) the video format with disabilities containing play potentials. When the content was
afords capturing interactions and often more context than images, stale, the interns seeded the algorithm with more relevant hashtags
(3) people with disabilities have already adopted the platform, and and logged relevant videos from their searches. The research team
(4) features of the app allow us to fnd relevant content, such as the met weekly to update the hashtags bank and discuss tactics for
keyword search and the “For You” page described below. seeding the algorithm to continue curating relevant content. The
We mentored 5 high school students (who are authors of this interns scraped content for an hour a day, 5 days a week, for 4 weeks
paper) over an 8-week summer internship through a program called (inclusive of the time it takes to log videos in the spreadsheet).
Science Internship Program who worked on various computational
media projects related to designing and creating technology for peo-
ple with disabilities, including this project. The 5 high school interns 3.2 Data Analysis
did the majority of the content scraping, data analysis, and design Students independently generated a list of themes for the videos
concept sketching, under our guidance. All high school interns and then collaborated as a group to propose a set of combined
completed the required training for conducting ethical research on themes to the research mentors (RQ2). Research mentors created
human subjects, received the training certifcate, and are ofcially the fnal theme names to be concise and descriptive during a group
in our research protocol approved by our institutional review board. meeting. The 7 themes are non-exclusive and are discussed in de-
All high school interns watched recorded lectures from undergradu- tail in the Emerging Themes section. Interns spent an hour a day
ate classes that researchers taught to conduct a qualitative/thematic for a week analyzing the logs and tagging relevant themes. We
analysis. All interns worked full-time with researchers and were hypothesized that TikTok is a very performative platform with a
highly supervised, including daily meetings and regular auditing of few introspective refection instances. To better understand how
their work. All interns were exceptionally brilliant high performing the platform impacted our results (RQ2), interns placed each play
students in the top 10% of their high schools—and all were members potential on a spectrum of introspective to performative. Interns
of historically disadvantaged communities and minorities. Classi- highlighted exemplars (their favorite play potentials) and listed
cally trained HCI Researchers were responsible for overseeing the technology mediums that might be relevant such as mobile devices,
high school interns, aggregating the coded data, computing the the internet of things, and wearables. The completed analysis is
agreement, and presenting the results. included in the supplementary materials. We highlighted exem-
plars because we wanted to design technology directly inspired
3.1 Scraping Content by exciting play potentials in context. We added possibly relevant
technology mediums to inspire ourselves to think about diverse
TikTok logs videos that users interact with and the creators that
application possibilities.
people follow to train an algorithm that curates custom suggestions
hosted on the main page, the “For You” page. Each student created
a new TikTok account so that the curation algorithm would start 3.3 Designing Concepts
with a clean slate. For the frst week, the interns spent an hour For week six of the internship, we asked interns to brainstorm
a day liking videos that they thought featured an interaction or 1 concept individually for each theme. We had them work indi-
behavior that was susceptible to leading to a play potential (liber- vidually to assess each student’s individual strengths. In weeks 7,
ally defned). By doing that, they trained the algorithm to highlight students worked in pairs to brainstorm more ideas and present
playful content on the “For You” page. For the second week, the them to the larger group. Without any prior design experience, we
students started to train the algorithm to curate playful content challenged students to ignore the current limitations of technol-
from creators with disabilities by following creators with disabili- ogy, to design around playful moments instead of entire systems,
ties and favoriting playful videos featuring people with disabilities. to be specifc, to present their ideas visually, and to think beyond
Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design CHI ’21, May 8–13, 2021, Yokohama, Japan
“helping” people with disabilities. We gave these directions because should be acceptable without special permissions or actions [1]
speculative design [8] plays creatively with current technology and removing information from unreachable broadcasters would
limitations to imagine futuristic-yet-plausible designs in ways that undermine researchers’ ability to contribute to society [50]. There-
transgress existing design directions. Mentors then facilitated a fore, we included all applicable data scraped in our supplementary
group brainstorming session where we watched TikTok videos materials and make every efort to represent the content in this
marked as exemplars selected by students and then let students publication respectfully and in a positive light. Finally, our data
pick resulting design ideas to create sketches. In week 8, mentors was manually scraped without any automated system or software
provided feedback and tools on improving their design concept and is not used for commercial purposes, and therefore, at the time
sketches used in the interns’ fnal presentation for the program. of writing, adheres to TikTok’s terms of services.
The mentors then did one fnal iteration on the interns’ designs pre-
sented in the Design Concept Catalog section of this paper (RQ3). 4 EMERGING THEMES
We refect on these design concepts’ possible implications in the 5 high school students individually analyzed their subset of videos
“Discussion” section of this paper (RQ3). to categorize them into the 7 emerging themes. Each theme is dis-
cussed in detail in the following sections. There were 285 unique
videos total and 24 videos analyzed by two or more students, causing
3.4 Ethics
an overlap (RQ1). The theme categories are nominal, non-mutually
The high school interns participating in the Science Internship Pro- exclusive, and there were 5 total raters. Between all 7 themes in the
gram at University of California Santa Cruz are minors. Interns’ 24 overlapping videos, two or more raters agreed on whether or not
parents or legal guardians signed consent forms to allow them to a video belonged to a theme 147 times and disagreed 27 times, re-
participate in summer research projects, including the work pre- sulting in an average agreement of 84.48%. While scraping content,
sented here. In addition, all high school summer interns completed interns marked exemplar videos that showcased play potentials
the required training for conducting ethical research on human sub- they felt could directly inspire technology design. The number of
jects provided by University of California Santa Cruz, received the videos in each theme and the number of exemplars marked for each
training certifcate, and are ofcially listed in our research protocol theme is shown in Table 1.
approved by our institutional review board.
This research was reviewed and approved by our institutional Table 1: Distribution of TikTok videos by theme
ethics review board. A tricky element of our research is scraping
existing content on social media and the ethical implications of
researching on these platforms. Our data collection method closely Theme Total Exemplars
aligns with Netnography[51], which has established ethical guide- Everyday Theatrical Life Sketches 130 11
lines [50]. These include the notion of public versus private infor- Playful Advocacy 110 7
mation on social media, whether to anonymize or cite participants, Debunking Myths/Stereotypes 24 7
and informed consent. Kozinets argues that ethical procedures must Gamifcation Therapy/Rehab 51 25
be decided on a case-by-case basis contingent upon the topic matter, Impossible Challenges 12 7
the research purposes and the research approach of the particular Perks of my Disability 10 1
netnography [51]. Some platforms such as Facebook and Instagram Duet Diferences 12 3
have varying levels of security and privacy settings for content
and profles that complicate what is truly public. Researchers using
platforms with privacy settings must respect what is considered Some people with disabilities use TikTok to log their personal
public and not. TikTok is designed to be entirely public-facing. Tik- refections, while some use it to reach an audience—the distinction
Tok is not designed to group people, create small social circles, or is whether the video was originally recorded for oneself or others.
share private information to subsets of people—instead, it is an We hypothesized that the performative nature of TikTok and the
open broadcasting platform where content creators try to reach completely public-facing broadcast afordances of the app would
as many people as possible, strangers or otherwise. Bassett and lead to videos that trend outwards from self (away from introspec-
Kozinets argue that when the internet is used as a ”megaphone-like” tive and refective content). Therefore, raters placed each video on
public broadcasting medium [57], we can thus perceive it as a form a 5 point Likert scale where 1 is totally introspective (like a diary
of cultural production, in a similar framework to that of the print entry), 3 is elements of both, and 5 is totally performative (like a
media, broadcast television and radio where we should cite the talent show). The resulting mean is 3.7 with a standard deviation of
source so that broadcasters can be credited for their work [11, 50]. 1.38, and a skew of -0.72, confrming our hypothesis that content on
Because this research is minimal risk and fts the notion of public TikTok is generally more outward-facing. As shown in the top chart
broadcasting online, we provided links to the original content in our of Figure 2, the frequency of the rating is highly skewed towards
published materials to respect the creators’ (ongoing) decisions con- performative, where points were averaged and rounded when mul-
cerning public access to the videos. Netnography of public archival tiple raters analyzed the same video. These results conclude that the
content (not active research interventions such as interviewing) TikTok platform does impact the type of play potentials that can be
like the scraping methodology employed in this research would scraped from the platform (RQ2) and, therefore, the types of designs
be unduly complicated with informed consent because the man- we can expect it to inspire. Interns were also asked to imagine what
ual, non-automated access by researchers of public information technology medium might be most interesting to design for, given
CHI ’21, May 8–13, 2021, Yokohama, Japan Duval and Altarriba Bertran, et al.
Figure 3: Example TikTok videos organized into each theme labeled by number and described in the text
CHI ’21, May 8–13, 2021, Yokohama, Japan Duval and Altarriba Bertran, et al.
Figure 4: Compilation of our catalog of design concept sketches that are individually described in the text
CHI ’21, May 8–13, 2021, Yokohama, Japan Duval and Altarriba Bertran, et al.
a system, it is to envision and speculate possible future designs [8] the help of another who moved their legs for them. The concept
and to add to a larger body of work calling for disability-inclusive idea, shown in Figure 4, features rigid body braces that would keep
design [18, 42, 70, 84, 85]. In this section, we describe a subset of a person (paralyzed or not) in a plank position and from moving
our design concepts and refect on the unique elements of each, but their lower body. The device has strategically placed Bop It!-style
provide a broader discussion as part of the Discussion section of sensors such as conductive fabric, a headband for wiping one’s
this paper. Table 2 provides an overview of the concepts, including brow, a button to bop one’s hip, a sensor on a rotating base for one
the populations they could be relevant for, the technology mediums to “twist” or rollover, as well as an array of accelerometers to detect
that might be interesting to implement each of the designs in, which exercises such as push-ups. The device could support independent
of the themes described above the design supports, whether or not high scores, instructions for high-intensity, short-interval exercises,
the design has the potential to increase the visibility of people with and exergames. It could be modular to customize sensors’ placement
disabilities in society, and whether or not the technology has the and control how physically demanding the experience is. The frame
potential to be assistive to people with disabilities. could also be modular and provide rigid support for diferent ability
levels and challenge levels.
5.1 BeatRings
Beat Rings was inspired by a person with a neuromuscular disease 5.4 Sight Cartridges
called Friedreich Ataxia tracking her hand coordination progress by Sight Cartridges is inspired by TikToks showcasing glasses that
tapping her fngers to a viral challenge called the “#transitionChal- allow people who are colorblind to see color for the frst time15 ,
lenge” that requires a person to tap each hand at a diferent rate empathy tools for simulating various vision impairments [10], and
14 . People, regardless of their disabilities status, participated in the
the asymmetrical virtual reality game titled Keep Talking and No-
viral TikTok challenge, and we hypothesize that Beat Rings could body explodes [2]. The premise of this concept, shown in Figure
be enjoyable broadly. The sketch in Figure 4 shows the original post 4 is a game where players collaborate to solve visual challenges
that inspired this design, a mockup of Beat Rings, and how they wearing glasses that aford them diferent visual privileges, such as
might be used in a social setting. We envision Beat Rings to be un- being able to see color, to see a wide feld of view without center
obtrusive rings worn on fngers and embedded with accelerometers clarity, or to see some areas sharply without a wide feld of view.
to detect tapping and wireless communication abilities to be able to The glasses would have interchangeable cartridges that simulate
communicate with smart speakers and other smart devices. Users diferent visual impairments to be used in the game and could also
could wear as many rings as they wanted on whichever fngers they be used outside the game as empathy tools. Players with visual
want to record actively. Each ring can be assigned an instrument impairments would not need to use the glasses. The game itself
or a rif, and users can play by tapping their fngers to their thumb could have various themes such as nanobots with diferent abilities
or tapping on any other surface. Users can create Guitar Hero-type working together to fnd their target, alien creatures adapting to
challenges to battle with friends or jam together without needing a new planet with multiple stars, or coming to terms in a new life
to know how to play an instrument. inside the Matrix with malfunctioning brain-computer interfaces.
various vehicles, shown in Figure 4. This game has the potential to a more universally accessible infrastructure based on community
have the same visibility and empathy benefts described in Push!, feedback.
but also has the potential to provide a safe space for wheelchair
users to practice skateboarding.
6 DISCUSSION
This paper’s primary purpose is to advocate for the design of play-
5.7 Spy Vest ful technology for and to build designer empathy for people with
Spy Vest is inspired by a series of TikToks from mothers sharing disabilities. Technology development should include people with
ideas and strategies for raising children with Autism Spectrum disabilities as stakeholders, and technology designed with and for
Disorder, such as fnishing chores before getting the WiFi password people with disabilities does not always need to be serious. “Dis-
or creating soothing sensory experiences. Many of the mothers ability is a natural part of the human condition resulting from that
expressed difculty motivating their children to get physical activity. spectrum—and will touch most of us at one time or another in
Spy Vest, shown in Figure 4 is a wearable design concept featuring our lives. The goal is not to fxate on, overreact to, or engage in
earbuds, accelerometers, haptic feedback, and a water squirt gun stereotypes about such diferences, but to take them into account
that can be enabled and disabled by the tech. The vest feeds secret and allow for reasonable accommodation for individual abilities
missions to the child through the earbuds and uses the sensors to and impairments that will permit equal participation”[46]. Our frst
validate that the exercises are being performed. As a reward, the research question, RQ1 (What play potentials exist from scraping con-
child gets a fnal puzzle that unlocks the WiFi and allows them to tent on TikTok from creators with disabilities?), involved unearthing
shoot water at their parents and siblings. playful content from people with disabilities on TikTok. There were
three strategies available to us for fnding these posts: 1) searching
keywords in the form of hashtags, 2) “favoriting” videos that met
5.8 Rant Booth our criteria to train the “For You” page’s curation algorithm, and 3)
Rant Booth is inspired by TikTok videos featuring people with dis- following content creators with disabilities. The process created an
abilities ranting about the public infrastructure that handicaps them interesting feedback loop between us and the curation algorithm
and from videos where content creators fnd strangers in public that likely uses machine learning. In some ways, in our work, the
spaces and interview them about their lives and donate crowd- algorithm took a research assistant’s role because it sought out data
sourced funds to those in need. Rant Booth, shown in Figure 4, for our study. The massive scale biases and assumptions the algo-
is a private booth located in accessible public spaces that play- rithms foster likely impacted our work. There have been numerous
fully lures people in and prompts them to rant about challenges in news articles that describe how the TikTok algorithm suppresses
their community. The booth would create a montage of humorous the voices of those with disabilities, most likely due to how the
themed animations and altered voices using machine learning sent general population interacts with content from people with disabil-
to policy-makers and local ofcials, prompting them to invest in ities. Massive-scale interactions with people with disabilities may
CHI ’21, May 8–13, 2021, Yokohama, Japan Duval and Altarriba Bertran, et al.
have the potential to train the curation algorithms to show content Interestingly, there are many similarities to the enhance the play
from people with disabilities to the general population more often, step proposed in the Situated Play Design methodology [3] in the
creating more visibility. enhancements content creators made to their performances. Many
Our second research question, RQ2 (What themes emerge from of the posts were clearly re-enactments, scripted, and dramatized
an analysis of scraped play potentials and how does the TikTok plat- to make them more entertaining. This is similar to enhance the
form infuence the results?), involved analyzing the TikTok posts we play because content creators made mundane, everyday life more
logged to sort them into 7 emerging themes, highlight exemplars, fun, suggesting that people without formal design training and
rate the level of “performativity”, and tagging technological medi- people with disabilities are natural play chasers. Now, with the
ums that would be interesting to design for. We found that content global epidemic, it is more evident than ever that we need more joy
on TikTok is generally performative, exaggerated, and dramatized, and play in our lives—and content creators are bridging this gap
indicating that our design concepts are more likely to elicit these during these stressful times with their heightened and playful per-
types of experiences. TikTok is likely a less appropriate platform to formances. Technology design that supports playful performances,
fnd play potentials that inspire more introspective designs. Many as some of our design concepts illustrate (e.g., Beat Rings, Challenge
of the play potentials we found are about how people with dis- Me, Bop It! Me, Wheelchairboarding, and Spy Vest), should support
abilities are playful with social media—that is, they involve social performers who have disabilities as well. Through continued ex-
media—which is very diferent from being playful without social posure to designs that support performers with disabilities, our
media, possibly limiting the scope and applicability of our themes. societies may build a greater understanding of disability as a politi-
Our third research question, RQ3 (What kinds of designs can the cal concept, advocate more for equitable access, and become more
scraped play potentials inspire and how might these designs afect inclusive.
society?) began with using the exemplars to inspire design con- When augmenting the play potentials we found, we did not
cepts. Our 8 designs concepts are just that—concepts—they were prioritize designs that served pragmatic goals. All of our design
inspired by people with disabilities and contain expertise from for- concepts have the potential to improve the public image of people
mally trained designers, but they are jumping-of points for future with disabilities, foster empathy within communities, and promote
work in their current state. Soon, when technology and sensors’ play, which is generally benefcial—all of which are the primary
abilities can support these designs, the concepts would need to be motivations of this work. The Rant Booth concept represents a
evaluated, vetted, and iterated on with stakeholders in the target playful technology that could directly infuence policy-makers and
population. The design catalog can also serve as a conversation community leaders who have the power and capital to make a more
piece for facilitating discussions around speculative futures [8]. We accessible infrastructure. Based on the nature of the content we
begin this conversation by speculating on some of these potential scraped on TikTok where people with disabilities often showcased
future implications in the next section. how they deal with their disability, some of our design concepts
could be considered assistive technology that could serve a prag-
matic purpose. For example, Beat Rings can help people with fne
motor impairments, Bop It! Me can help improve stamina, and Push!
6.1 Possible Implications of Design Concepts can improve strength.
A common theme in two of our design concepts was using arcades Our results confrmed our hypothesis that TikTok is a performa-
as a safe space to facilitate disability visibility, understanding, and tive platform where the content tends to be exaggerated, dramatized,
empathy. Arcades are shared spaces where people of many ages, and elevated. The emerging themes and the resulting concepts were
genders, and cultures come together to play. Arcade games can be directly fueled by performative TikTok content, impacting the de-
accessible to those with various disabilities and can host games that mographics that might be interested in the futures our designs may
emulate assistive technology and devices for everyone to experience. support.
These games can allow people with and without disabilities to play
together, fostering relationships and friendships.
Many of our concepts could be enjoyed by both people with
and without disabilities, such as the Beat Rings and Spy Vest—and
could be played socially by peers regardless of their disability status. 6.2 Limitations
One key design goal for possible future implementations of these Our work’s most prominent limitation is that we did not directly
concepts is modular designs that are fexible to accommodate many engage with people with disabilities—we indirectly scraped their
use cases and ability levels. For example, the Bop It! Me concept content from TikTok. People with disabilities have not yet evaluated
uses a frame that allows diferent rigid supports for those with our concepts, and when appropriate, the specifc target populations
movement impairments. People are naturally adept at leveraging they could impact. In this work, our priority was to maintain a safe
and appropriating afordances to accommodate their needs. For distance from these populations who often are at higher risk of
example, most creators with disabilities used the “Stickers” video COVID19, and to refrain from placing any extra burdens on them
editing feature in TikTok to create closed captions for their videos during these stressful times, while still gaining design inspiration
even though it does not natively support them. Some of our concepts and insight. The goal of our work was to generate concepts that
are designed to be used exclusively by people with disabilities, might inspire future technology, using existing content from these
such as Challenge Me , which fosters community building and skill- communities to inspire technology design, and to support our re-
sharing. search agenda that general everyday technology should be playful,
Chasing Play on TikTok from Populations with Disabilities to Inspire Playful and Inclusive Technology Design CHI ’21, May 8–13, 2021, Yokohama, Japan
inclusive, and sometimes, non-utilitarian. Instead of a formal evalu- frst data set of TikTok posts focused exclusively on content cre-
ation, we engaged in speculative design [8] practices to evaluate ators with disabilities being playful using the Situated Play Design
the potential of the design catalog. methodology.
Our design concepts are intentionally vague in many ways. We
did not design every interaction, afordance, and detail. We designed ACKNOWLEDGMENTS
speculative design concepts that can serve as inspiration for future
Most importantly, we would like to thank all of the content creators
technology or as discussion probes. When it comes time to bring on TikTok who inspired us and enabled this work. We appreciate the
designs to fruition, a participatory approach should be used and Science Internship Program and all of the participating interns who
include people with disabilities. Our design concepts were intern- impressed us with their skills and eagerness to learn. We are grate-
lead and directly inspired by exemplar TikToks they selected. More ful to the TikTok platform for enabling diverse content creators.
experienced designers may use our data set to generate novel ideas
Finally, we appreciate the quality feedback from our reviewers that
based more broadly on our emerging themes and their expertise. strengthened the presentation of our work.
TikTok has been and may continue to be banned in many coun-
tries, but the lessons learned here may be generalizable beyond
this particular social media platform. There are many social me-
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