Case Study

Emergent Play Workshops: How One Day Shifted a Healthcare IT Team to Accessibility-First Thinking

How a single day of disability-led immersive play shifted a healthcare technology team from checking compliance boxes to instinctive accessibility-first thinking.

About Emergent Play

Most corporate accessibility training is built on a 20th-century model: watch a video, take a quiz, forget it by Monday. Emergent Play flips that model. Instead of slides or software, participants are placed inside high-engagement storytelling scenarios where they don’t just “learn” about accessibility — they define real problems and solve them together as a team.

The result is behavioral change that sticks: faster alignment, stronger shared language, and accessibility as a design instinct rather than a compliance checkbox.

Engagement Overview

  • Facilitators: Sean Gallivan and Anna Thielke
  • Participants: Design, Product, and Engineering teams
  • Format: Full-day, disability-led Emergent Play workshop
  • Focus: Accessibility, inclusive design, and human-centered problem solving

The Challenge

Like many high-performing digital teams, this healthcare technology organization had strong technical talent and a solid understanding of accessibility requirements on paper. But something was missing.

Accessibility was still being treated as something to remember, not something to feel. Compliance was present — but intuition, empathy, and shared ownership were inconsistent across roles.

The goal wasn’t to teach another checklist. The goal was to rewire how teams think, collaborate, and make decisions when disabled people are at the center of the room.

Abstract illustration representing collaborative team discovery and immersive learning

The Experience: A Story You Had to Live Inside

Instead of slides or software, participants were dropped into a fully immersive narrative.

The Prompt: A wealthy, blind tech billionaire — Sierra Blaze — is ready to fund her dream: a barrier-free community retreat for herself and her disabled friends. A place filled with music, laughter, shared meals, solo reflection, and joy. She will hire one design team to bring it to life.

The twist? Sierra Blaze was portrayed by a blind facilitator — disability-led, unscripted, and fully interactive.

Before design even began, teams participated in a live Q&A with Sierra, asking about her values, her non-negotiables, her wild ideas, and her deeply specific needs. The answers immediately reframed assumptions and surfaced tensions teams didn’t know they had.

Emergent Play in Action

While the experience was playful, it was grounded in the Personatypes framework — a disability-informed model rooted in lived experience and accessibility research. Personatypes served as lenses for examining design decisions and unexpected challenges, helping teams surface real barriers and rethink solutions through the perspectives of disabled people. The result was faster insight, deeper empathy, and accessibility that felt lived — not theoretical.

Participants were split into multiple teams and given a shared goal: create the most compelling, accessible, and imaginative community experience — through story.

Each team first had to choose who they would be in the world:

  • The brilliant but inexperienced designer bursting with ideas
  • The seasoned, jaded expert with strong opinions
  • Or a completely original character, complete with quirks, biases

These weren’t personas on paper. They were roles teams embodied — shaping how decisions were made, how conflict emerged, and how collaboration unfolded.

Chaos, Constraint, and Real-World Pressure

Throughout the day, dice rolls introduced acts of nature and unexpected disruption:

  • Complete electrical blackouts
  • Environmental setbacks
  • Sudden constraints that forced rapid redesigns

What looked like play quickly revealed something deeper: how teams respond when control is taken away.

Accessibility stopped being theoretical. It became the difference between resilience and collapse.

The Final Test: Presenting to a Blind Investor

At the end of the session, teams presented their solutions directly to Sierra Blaze.

There was one rule: visuals alone would not work.

Teams had to rethink how they communicated — moving beyond screens into multi-sensory storytelling:

  • Rich verbal descriptions
  • Spatial metaphors
  • Sound, texture, rhythm, and atmosphere
  • Experiences designed to be felt, not just seen

The results were unexpectedly sophisticated: barrier-free environments grounded in joy, community, flexibility, and dignity — with bold creative choices that prioritized experience over aesthetic convention.

The Outcome: Laughter, Humility, and a Shift That Stuck

By the end of the day, the room felt different.

There was laughter. There was humility. And there was a palpable sense of responsibility.

Participants didn’t leave talking about compliance. They left talking about impact.

Designers, engineers, and product leaders articulated — often out loud for the first time — that their everyday decisions shape who gets to participate and thrive.

Accessibility had moved from a requirement to a shared design instinct.

Why It Worked

  • Expert facilitation: Sean Gallivan has hosted over 100 emergent play games, bringing deep craft to every session.
  • Disability-led facilitation: Lived experience anchored every moment in reality.
  • Personatypes as shared lenses: The Personatypes framework gave teams a common language to interpret challenges, surface real access barriers, and discuss design tradeoffs without defaulting to personas or checklists.
  • No new software: Low friction, high engagement — just collaborative storytelling that creates lasting behavioral change.

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