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 see 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: Keita Takizawa]
Akaishi: What is your background, Mr. Takizawa?
Mr. Takizawa: I started with studies in architecture and spatial design and have been involved in design across various fields, including 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 surgeries and frequent visits to the ophthalmologist, so I didn't have any particular dreams.
Akaishi: Why did you decide to study design?
Mr. Takizawa: When I was a high school student considering my future path, I simply thought design seemed cool and fun.
I majored in architectural spatial design at university. It was an environment where I could learn about design broadly, 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.
After that, I moved to a planning company and an advertising agency, but I've consistently loved "thinking of 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 about two years before I left, I formed a voluntary group with colleagues and entered a design competition.
It was a competition to brainstorm design ideas with acquaintances, unrelated to 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 the train, facilitating seat sharing.
Upon presenting it, we received feedback that it could also be used by people with disabilities.
From there, we conducted interviews with various people with disabilities and conducted proof-of-concept experiments, which led to the development of the "And Hand" service.
Looking back, we were already practicing inclusive design at that time.
We realized that what we were doing was an inclusive design approach, which prompted us to start the company.
2-2. Creating Together with Stakeholders

Akaishi: Was it challenging to involve stakeholders?
Mr. Takizawa: Initially, our network was small, but gradually more people started cooperating with us.
Now, even when conducting web surveys for quantitative research, we have over 100 participants regardless of the type of disability.
What we value is actively sharing the process.
By promptly sharing survey results and workshop activities on our website or through videos, we ensure that stakeholders who support us can feel their participation.
3. Practicing and Challenging Inclusive Design
3-1. Memorable Project "XR Catch"
Akaishi: Could you tell us about a particularly memorable project?
Mr. Takizawa: The "XR Catch" project with Sony.
This emerged in 2021, the second year after the company's establishment, from a workshop with lead users with visual impairments.
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 wish from a person with visual impairment to "play baseball with their son."
Their son loved baseball and would ask, "Dad, let's play catch," but due to the visual impairment, it was not possible.
We developed a device where swinging a smartphone-shaped glove makes sound move. The sound moves in sync with the smartphone's motion, allowing for a catch experience even 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 Store, and CEATEC.
In the future, you might even be able to throw a "magic ball."
We see potential for making catch more enjoyable, regardless of disabilities.
Reference: Sony|XR Catch – Making Everyone Smile via Inclusive Design | Sony Official
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 commercializing them is a high 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 is to introduce inclusive design through consulting on DEI, CSR, and SDGs activities with large companies.
We aim for a system where we co-create with companies for social implementation, realizing PLAYWORKS' vision.
Reference: PLAYWORKS : INCLUSIVE DESIGN channel|PLAYWORKS|STATEMENT MOVIE(60sec)
3-3. Design to Move Society Forward
Akaishi: What is your vision and what do you value most?
Mr. Takizawa: PLAYWORKS' slogan is "Create together, move society forward."
We are not just "improving" by turning negatives into zero, but challenging to create innovation by turning negatives into positive value.
One example is the temporary tactile paving "Koko Tape" for the visually impaired.
It's a 48mm wide yellow PVC tape with 6mm raised edges on both sides, detectable by feet or white cane, and can be applied temporarily in places like event venues or hotel rooms, then removed and reused.

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