Accessibility Design Project Ideas for MYP Design: 15 Online-Friendly Starting Points
A good design project starts with a real person and a real problem, not a product idea. But when the class is online there is no workshop, so students also need ideas they can prototype with what is at home. Here are fifteen starting points across five accessibility tracks, each written as a "How might we…" opportunity with a cheap way to build it, something to measure, and a way to test it on a video call.
How to use these starting points
A design opportunity is a problem rewritten as "How might we…" for a specific person, so a designer can start solving it. Treat each idea below as a starting point to adapt to your own named user, not a menu to copy.
Then build the cheapest version that proves one thing. Climb a fidelity ladder: a paper mock-up first, then a functional mock-up in cardboard, tape and household items, and only then a digital model in a free tool such as Tinkercad. Deciding what a prototype must prove before choosing how polished it should be is one of the most useful habits in design.
One-handed tool
Everyday objects often assume two working hands. These starting points focus on holding, gripping and steadying with one.
- •How might we help someone open a jar or bottle using only one hand? Prototype: Paper mock-up of a grip that holds a lid still, then a cardboard-and-tape version around a real jar. It should prove the jar can be held without the second hand. Measure: Lid diameters of 3–4 jars at home (cm), plus the grip diameter of a hand around a cylinder. Test: Video call: your user (or anyone whose other hand is busy) tries it. Record time taken and where they struggled.
- •How might we help someone hold paper steady while cutting or drawing with one hand? Prototype: A cardboard board with a grippy surface (rubber band, sandpaper, or tape strips) and a lip to stop the paper sliding. It should prove the paper stays put. Measure: Common paper sizes you use (A4, A5) and how far one hand can reach across a desk. Test: Ask your user to cut or draw a shape on video. Compare how much the paper moved with and without your board.
- •How might we help someone open and close a bag or pencil-case zip with one hand? Prototype: A larger pull-loop or ring in card or string on a real zip, then a Tinkercad model of a better pull. It should prove the zip can be started and pulled with one hand. Measure: Zip-pull length and the space a finger needs to get through the loop (mm). Test: Record your user opening and closing the bag five times. Note failed attempts.
Low-vision object
Low vision covers a wide range of experiences, so ask your user what they can see and what helps them. These starting points focus on contrast, touch and light.
- •How might we make labels on food or medicine easier to read for someone with low vision? Prototype: Three paper labels for the same product: different text sizes and contrast (black on white, white on dark, yellow on black). It should prove which one is readable at a normal distance. Measure: Text height in mm on a real label, and the distance from which you can read it. Test: Show your user each label on camera. Record how far away they can read it and how long it takes.
- •How might we help someone find the right setting on a dial without needing to see it? Prototype: A cardboard dial with different textures at each setting (tape, sticky dots, string). It should prove each setting can be told apart by touch. Measure: Diameter of a dial or knob at home (cm) and the gap between the settings. Test: Ask your user to find three settings with their eyes closed or looking away, and record any mix-ups.
- •How might we help someone read comfortably using a stand and better light? Prototype: A cardboard reading stand with an adjustable angle, and a lamp position marked on paper. It should prove a comfortable angle and distance. Measure: Your comfortable reading distance, and the angle between book and desk (with a protractor or phone level). Test: Video call: your user reads for two minutes at three angles. Record which angle they choose and why.
Sensory organiser
Sensory needs differ a great deal from person to person. These starting points start from calm, predictable routines and keeping useful things within reach.
- •How might we keep headphones and fidget tools within reach without cluttering the desk? Prototype: A cardboard organiser with a slot for each item. It should prove that everything has a home and can be reached without looking. Measure: The size of the items it must hold (headphones, fidgets, pencils) in cm. Test: Your user sets up their desk with it on camera. Record what they reach for most and what gets in the way.
- •How might we make a small kit that helps someone stay calm in a busy corridor? Prototype: A paper or fabric pouch mock-up with pockets for earplugs, a soft texture and a note card. It should prove the kit is quick to open and easy to carry. Measure: How many items fit and how long it takes you to take one out and put it back (seconds). Test: Ask your user to walk you through when they would use it. Record what they would add or remove.
- •How might we help someone lay out morning items by texture and colour so the routine feels calmer? Prototype: A tray with compartments in card, labelled by colour or texture. It should prove the routine can be followed without thinking. Measure: How many items are in the morning routine, and how much space each one needs. Test: Your user follows their routine with it on video. Record where they hesitate.
Elderly-friendly kitchen aid
Kitchens are full of small grips, small print and stiff controls. These starting points focus on comfort, legibility and parts that are easy to turn.
- •How might we make a peeler or knife handle comfortable and safe to hold for longer? Prototype: A handle mock-up from foam, clay or a rolled towel around a real tool, in three thicknesses. It should prove which grip diameter feels best. Measure: With permission, the grip diameter of a few family members’ hands, and the handle diameters you already have at home. Test: Your user holds each version for one minute on camera. Record which they pick and any signs of strain.
- •How might we make measuring in the kitchen easy to read without small print? Prototype: A paper jug wrap with large, high-contrast markings for common amounts. It should prove the numbers can be read quickly from arm’s length. Measure: Marking height in mm on a real jug or spoon, and the distance you read it from. Test: Ask your user to read out three measurements from your mock-up and a normal one. Compare speed and mistakes.
- •How might we help someone turn taps and knobs that are hard to grip? Prototype: A lever-style handle in cardboard clipped over a real knob, then a Tinkercad model. It should prove a lever needs less grip than a round knob. Measure: Diameter of 3 knobs or taps at home (cm), and how far a lever would need to stick out. Test: Your user turns the knob with and without your handle on camera. Record how many tries and any discomfort.
Classroom accessibility
A classroom only works for everyone if information and space are accessible. These starting points begin with reading, timetables and moving around.
- •How might we help someone turn pages or keep a book open without using two hands? Prototype: A cardboard page-holder and a paper-clip page-turner. It should prove the book stays open and a page can be turned with one hand. Measure: Book thickness and page width in cm for the books used most. Test: Your user reads a page and turns it, on camera. Record how many attempts and any slipping.
- •How might we show timetable changes clearly so nobody has to rely on hearing an announcement? Prototype: A clickable slide or Figma-style prototype of a visual timetable that flags changes. It should prove a change can be understood in seconds. Measure: How many changes a normal week has, and how long it takes to read a full timetable (seconds). Test: Show your user the prototype on screen share. Record what they notice first and what is confusing.
- •How might we arrange desks and bags so people using mobility aids can move around a classroom? Prototype: A scale floor plan on paper (1 square = 10 cm), then a Tinkercad model of the room. It should prove there is a clear route through the room. Measure: Doorway and corridor widths at home, compared with the published dimensions of a real mobility product. Test: Show your plan to your user on video. Ask them to trace the route they would take and record where it is blocked.
Testing without a workshop
- •Test with your chosen user, or with someone whose hands, eyes or attention are genuinely busy. Do not ask people to imitate a disability: it builds sympathy, not understanding.
- •Record what you observe — time taken, failed attempts, where someone hesitates — instead of only asking whether they liked it.
- •Compare against a baseline, such as the ordinary version of the object.
- •Photograph every version in a dated design journal so your reasoning is visible.
A note on interviews and AI role-play
If you cannot reach a real user, a simulated interview can help you practise your questions — for example, asking an AI assistant to play a well-known person whose public experience is relevant. But treat every answer as an assumption. It is not primary research. Check anything important against a published interview or a real user before you use it as evidence in your design folder.
Frequently asked questions
A problem rewritten as a "How might we…" question for a specific person, framed so that a designer can start solving it.
Yes. Start with a paper mock-up, then a cardboard-and-tape functional mock-up using household materials, then a free digital model such as Tinkercad. Each version should be built to prove one specific thing.
Test with your chosen user (or someone whose hands or eyes are busy) on a video call, record what you observe against your success criteria, and compare with the ordinary version of the object.