Jacquie Johnstone
Image description: Jacquie smiling in front of a plain background
Today, we spotlight Jacquie Johnstone, a PhD candidate with a background in design and information technology. She collaborated on the Inclusive Makervan, a mobile makerspace co-designed for, and with, people with intellectual disabilities. This project was nominated as a finalist in the 2024 Victorian Premier’s Design Awards.
1. Tell us a bit about you (background, hobbies, work, research/study)
I am an inclusive designer and technologist who’s passionate about making positive, accessible, and sustainable change. My background sits across both design and information technology with bachelor’s degrees in industrial design (with honours) and information technology (majoring in interactive media). Currently, I’m pursuing a PhD on making maker technology more inclusive, with a specific focus on including the perspectives of people with intellectual disabilities in co-design practices. I also teach in Monash’s Industrial Design program and run my own sport media production agency. As a hobby, I’ve gotten into running over the last year and ran my first marathon in July! This started when my PhD supervisor, Associate Professor Kirsten Ellis, advised me that "a PhD is a marathon, not a sprint". I took this advice rather literally! I’ve found this to be a really wonderful way to balance my time and maintain a healthy lifestyle while completing my PhD - although I appreciate that this approach will not be for all!
2. What inspired you to design the Inclusive Makervan, and how did the collaboration with Wallara come about?
I was really lucky to enter into the PhD with Kirsten having previously worked with Wallara, establishing a collaboration. From this partnership, Wallara developed a supported STEAM program, which looked to make concepts of science, technology, engineering, arts, and mathematics accessible to people with intellectual disabilities through hands-on learning and experimentation. The STEAM program was established across 5 sites when I entered into the PhD, and a discussion with Wallara identified the potential to expand the program through the development of a makerspace. The co-design sessions we employed were instrumental in informing the design, function and role of the Makervan.
Image description: The inclusive Makervan. A white van with "STEAM" written on the side and back, an equipment rack extending out the side door, and a wheelchair lift attached at the back.
3. Can you share any memorable experiences from the co-design process, especially involving bodystorming with Wallara's participants?
A highlight of the co-design process was hearing how surprised Wallara’s coaches and leadership staff were by the skills and abilities their clients demonstrated when participating in the bodystorming scenarios. Bodystorming is an ideation technique of physically roleplaying scenarios of using the product or service being developed. Clients garnering praise from the coaches, who shared statements like “I didn’t know [client] could do this”, was common across sites. The embodied nature of role-playing and scenario enactment encouraged tacit styles of communication, allowing skills beyond verbal and written-based communication to be recognised in the co-design process.
A particularly memorable moment was when one client assumed the role of a co-design facilitator. They led scenario enactments, drew feedback from peers and coaches, and mapped out design ideas. Moments like these are a highlight for me, as the power of design decision making sits rightly in the hands of the community.
Image description: Wallara clients acting out a scenario in a space marked out on the ground representing the Makervan.
4. What challenges did you encounter while developing a mobile makerspace for diverse environments, and how did you overcome them?
A challenge we encountered was producing a collective resource that worked across a number of diverse sites. These challenges were identified through the bodystorming scenarios, such as where and how to store STEAM resources. Through bodystorming, we identified, prototyped and implemented custom storage solutions for the Makervan. However, we continue to reassess and iterate upon the Makervan's design and resources, ensuring the Makervan sustains its role and remains relevant to the STEAM program. I think that one of the greatest strengths of the project is that we continue to work closely with Wallara to deliver the program. This allows us to make adjustments to the design of the Makervan, and its resources, to maximise participation and engagement opportunities within the STEAM program.
5. How has the Inclusive Makervan impacted Wallara's participants so far? Have you seen any notable outcomes from its use?
The Makervan’s impact continues to expand, now reaching several Wallara sites and attending outreach events. A particular highlight for me has been the STEAM program extending into Wallara’s high support site, to explore the role of technology enrichment and engagement activities with clients with high support needs. This impact wouldn’t be possible without Wallara’s dedicated STEAM coaches and staff—Persa, MeeLin, and Melissa—who work tirelessly to share the Makervan, and Wallara’s STEAM program more broadly, with all.
Image description: Wallara clients standing in front of the Makervan.
6. Our philosophy at TOM is about leaving the world in a better place than we found it. Is there something you want to tell others that might help them do that?
What a wonderful philosophy at that! I’d encourage all inclusive designers or technologists to spend time with the community they’re designing for. Enjoy this time building an understanding of the community. Then look to employ tools, processes and resources that highlight the rich abilities of people with cognitive, communication and physical diversities.
November 2024