A11y Intuition Lab

Develop accessibility intuition through play, reflection and practice.

A11y Intuition Lab creates open, hands-on tools and learning activities that help students and IT professionals understand human variation, recognise digital barriers and develop accessibility as part of everyday practice.

Open source · Made for learning · Built for practice

Small tools. Big perspectives.

Why a11y intuition?

Accessibility is more than something to remember.

Standards and checklists are important, but accessibility also depends on the decisions we make before a checklist ever appears. A11y Intuition Lab helps learners practise noticing human variation, asking better questions and recognising barriers as part of everyday design and development.

Earlier work in this project explored these ideas through simulation-based games, and more of those are already taking shape. This iteration adds physical, tangible tools alongside them — objects you can hold, compare and discuss together.

The goal is not to memorise accessibility. It is to start thinking accessibly.

Explore the tools

Small objects. Big perspectives.

Each tool turns an accessibility concept into something you can hold, explore, discuss or use in an activity.

Research prototypes

More ways to explore the same barriers

Alongside the physical tools, a set of simulation-based prototypes explores the same barriers through play. Each one is its own master's thesis project — a working prototype built to test an idea, not a full game.

From knowing to doing

Build knowledge. Practise skills. Shift perspectives. Form habits.

This framing builds on the established view of competence as the integration of knowledge, skills and attitudes — see Baartman & de Bruijn, 2011 — extended here with habits, to capture how learning settles into recurring, increasingly automatic behaviour (Wood & Rünger, 2016). Others have proposed a similar extension, under the name KASH, in organisational training (Cabrera-Moya et al., 2023) and competency-based nursing education (Cross & Salguero, 2026).

Play. Reflect. Design for everyone.

Play doesn't mean turning disability into a game — reflection is what turns the activity into learning.