*Information was verified and partially updated on February 20, 2026.
Inclusive design is a design approach that involves co-creation with diverse lead users, such as people with disabilities.
For more on inclusive design, please refer to the article below.
Reference:
We spoke with Keita Takizawa, CEO of PLAYWORKS Inc., who specializes in inclusive design, about his journey of challenges.
1. Who is Keita Takizawa?

[Interviewer (Writer): Akaishi / Interviewee: Mr. Keita Takizawa]
Akaishi: Could you tell us about your background, Mr. Takizawa?
Mr. Takizawa: I started by studying architecture and spatial design, and have been involved in design across various fields such as architectural firms, planning companies, and advertising agencies.
Currently, as the head of PLAYWORKS, I provide consulting on inclusive design.
However, as a child, I had poor eyesight and underwent surgery and regular visits to the ophthalmologist, so I didn't have any particular dreams.
Akaishi: What made you decide to study design?
Mr. Takizawa: When I was in high school, while considering my future path, I simply thought design seemed cool and fun.
I pursued a major in architectural spatial design at university. It was an environment where I could learn about design in general, not just architecture.
In my third year of university, I started working part-time at the architectural firm of a part-time lecturer, and continued there after graduation.
Afterwards, I moved to a planning company and an advertising agency, but I have always loved "thinking up new things and bringing them to life". I was initially drawn to architecture because of its large scale and significant impact on people.
2. The Path to Inclusive Design
2-1. Encountering Inclusive Design

Akaishi: What led you to focus on inclusive design?
Mr. Takizawa: I worked at an advertising agency for about eight years, and around two years before leaving, I formed a voluntary group with some colleagues and entered a design competition.
It was a competition where acquaintances came together to brainstorm design ideas, independent of the company.
That's where the "Smart Maternity Mark" was born.
This was an idea for a device and app that would notify nearby supporters' smartphones when a pregnant woman wanted to sit on a train, facilitating seat exchange.
Upon presenting it, we received feedback saying, "We'd like to use it not just for pregnant women but also for people with disabilities."
From there, we conducted interviews with various people with disabilities and carried out proof-of-concept experiments, which evolved into the "And Hand" service.
Looking back, I realize that we were already practicing inclusive design at that time.
We weren't consciously aware of it, but what we were doing was an inclusive design approach, and that realization led to the creation of the company.
2-2. Creating Together with Stakeholders

Akaishi: Was it challenging to involve stakeholders?
Mr. Takizawa: Initially, our network was limited, but gradually more people began to collaborate with us.
Now, when conducting web surveys for quantitative research, we have over 100 participants regardless of the type of disability.
We prioritize actively sharing our process.
By quickly publishing survey results and workshop details on our website or sharing them through videos, we ensure that stakeholders who support us can feel involved.
3. Practicing and Challenging Inclusive Design
3-1. Memorable Project: "XR Catch Ball"
Akaishi: Could you tell us about a particularly memorable project?
Mr. Takizawa: The "XR Catch Ball" with Sony.
This project emerged in 2021, the second year after the company's establishment, from a workshop with visually impaired lead users.
In typical workshops, we often hear about "challenges," but this time the theme was "something you'd like to try in your lifetime."
That's when we encountered a visually impaired person's wish to "play baseball with my son."
His son loved baseball and would say, "Dad, let's play catch," but due to his visual impairment, he couldn't.
We developed a device where swinging a smartphone-like glove would make sounds move, allowing the experience of playing catch without sight.
By timing the glove's grip, you can catch the ball.
This project has been showcased at events like Sony Park in Ginza, Sony Stores, and CEATEC.
In the future, you might even be able to throw a "magic ball."
We see the potential for making catch more enjoyable, regardless of disability.
3-2. Challenges in Social Implementation
Akaishi: What have you realized since starting your business?
Mr. Takizawa: The difficulty of social implementation.
When focusing on social issues or disabilities, generating ideas, prototyping, and conducting proof-of-concept experiments are relatively easy, but actual commercialization becomes a significant hurdle.
For example, the "Smart Maternity Mark" showed results in various proof-of-concept experiments, but it wasn't adopted by companies as part of their services.
The approach we found was to introduce inclusive design through consulting related to DEI, CSR, and SDGs activities of large companies.
We aim for a system where we can achieve social implementation by co-creating with companies and realizing PLAYWORKS' vision.
3-3. Design that Moves Society Forward
Akaishi: What is your vision and what do you value most, Mr. Takizawa?
Mr. Takizawa: PLAYWORKS' slogan is "Co-create and move society forward."
We are not just "improving" by turning negatives into zeros, but challenging to create innovation that generates positive value from negatives.
One example is the temporary braille block "Koko Tape" for the visually


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