Which is the methodology behind the tool? Here you can find its conceptual foundations, the seven-stage process, the cognitive-emotional design principles that make it specific to cultural heritage, and the two formats it comes in.
The CoDesign Tool is a structured, game-like framework of boards and themed card decks that supports collaborative ideation in cultural heritage, developed by CNR ISPC (Italy) and Fraunhofer IGD (Germany) within the Horizon Europe PERCEIVE and COLOURS projects.
Built on the legacy of the open-access VisitorBox toolkit (GIFT, Horizon 2020), it adds a dedicated cognitive-emotional stage, a redesigned Disruption Stage to stress-test ideas, and a clearer, more inclusive layout. Evaluations show improved clarity and more balanced team participation compared to its predecessor.
Any design process is inherently nonlinear, iterative, and shaped by the specific needs of each project. In cultural heritage, that complexity is compounded by structural challenges that are nearly universal:
These are the general challenges the CoDesign Tool was built to address. In practice, that means it's aimed specifically at the kinds of teams and contexts where these pressures show up most:
Multi-institutional teams like PERCEIVE use it to co-design proof-of-concept experiences across distributed partners, aligning goals before development begins.
Used in Master-level programmes in Digital Humanities and Multimodal Design to teach interdisciplinary design processes in an interactive, hands-on format.
Curators, educators, and technologists working together to design digital or hybrid visitor experiences, without relying on external design consultants.
Any team that needs to move from a blank slate to a tested, storyboarded concept in a single session, whether in a classroom, a museum lab, or a conference workshop.
The process is sequential and divided into two phases. The first four stages build a complete Design Brief. The Design Brief then becomes the foundation for the second phase, where the team generates, visualises, and stress-tests their concept.
Which type of visitor is the target of your experience?
Which are the most important selling points of your institution or venue?
Institutional Goals are the objectives your client / reference institution has set for this project.
These are the specific outcomes they expect this experience to deliver.
Identifying and agreeing on the right one will keep your design choices aligned with what has actually been asked of you.
Cognitive/Emotional Goals are the objectives you want your users to achieve; they are general concepts, such as empathy, sense of care, meaningfulness, etc., or even universal concepts, such as love, family, injustice, etc., that give your design a transformational result and deeper engagement for the audience and help you create authentic experiences.
[Question coming soon]
Authenticity is a particularly layered concept and goal to achieve when designing digital or mixed reality heritage experiences, where it can no longer be taken for granted and needs to be actively designed.
How should this experience resonate with your audience on a personal level?
How should this experience shape the way your audience relates to other people?
How should this experience shape the way your audience connects with the heritage, the space, and the environment around them?
What would push your target audience to engage with this experience?
What could prevent your target audience from fully participating in this experience?
What technical expertise is required to build this experience?
Which devices could support this experience?
Which kind of technologies will you use in this experience?
How will your audience engage, interact and feel immersed in your experience?
Through which strategies will you seize your audience goal? In this version, they are personalised for Authenticity and Sense of Care.
How might the contextual aspects of the venue impact your experience design?
How can your design stay effective and sustainable under varying conditions?
What strategies will make visitors feel compelled to interact and return?
The team translates their refined concept into a visual narrative: a sequence of scenes that shows how a visitor would experience the designed application. The storyboard is shareable with stakeholders and archivable for future reference.
Most design frameworks focus on what visitors do, while the CoDesign Tool also asks what visitors feel, understand, and carry away. Stage 3 introduces a whole step dedicated to these matters, featuring two dedicated card decks developed within PERCEIVE, each grounded in academic research on cultural heritage experience design.
Explores how visitors connect emotionally, cognitively, and socially with a heritage experience. Organised around three dimensions (the Self, the Others, and the World), it translates philosophical concepts of authenticity into concrete design actions.
Addresses the relationship between visitors and cultural heritage as one of active care and responsibility. Draws on Tronto's philosophy of care and PERCEIVE's own research framework, translating them into prompts and ideation directions.
The CoDesign Tool is not a fixed script, it was built to be flexible and modular in order to meet as many different needs as possible:
Use the stages you need
Already have a Design Brief? Jump straight to Ideation. Only need to stress-test an existing concept? Run Disruption on its own.
Full process
Phase 2 only
Additive card decks
Every stage has its dedicated deck, but extension decks like the ones below can be added at any point to enrich it.
Note: Stage 3 has no base deck of its own: it relies entirely on extension decks. The Authenticity and Sense of Care decks were developed within PERCEIVE. Other institutions and projects can develop their own decks for this or any other stage.
The framework is the same, but the format depends on where and how your team works.
When your team is in the same room. Physical cards and boards create a tangible, collaborative experience that encourages equal participation and keeps everyone focused.
When your team is distributed across locations or institutions. The web app preserves the collaborative dynamics of the physical tool while enabling remote participation and digital documentation.
By accessing and using this website (codesign-tool-website.pages.dev / official domain), you agree to comply with and be bound by these Terms of Use. If you do not agree to these terms, please do not use the website or download any associated materials.
This website is maintained by CNR ISPC as part of the Horizon Europe PERCEIVE project (Grant Agreement No. 101061157). It serves as an open-access repository and information platform for the CoDesign Tool, a card-based framework designed for interactive and collaborative co-design in cultural heritage.
Framework materials: Unless otherwise specified, all downloadable materials related to the CoDesign Tool (including boards, canvases, card decks, and instruction panels) are licensed under a Creative Commons Attribution 4.0 International License (CC BY 4.0).
Your rights: You are free to share, copy, redistribute, adapt, and build upon the material for any purpose (including commercial use), provided you give appropriate attribution to the authors and project.
Attribution: When referencing or reusing the tool, please cite the framework as follows:
Travaglini, L., Massidda, M., Zapf, A., Spotti, S., Veggi, M., Pescarin, S. (2025). The CoDesign Tool: A Card-Based Framework for Interactive and Collaborative Design in Cultural Heritage. HCI International 2025, Springer LNCS.
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The contents and tools provided on this website are offered for informational, academic, and practical design purposes on an "as is" basis without warranties of any kind.
CNR ISPC, Fraunhofer IGD, and the PERCEIVE Consortium shall not be held liable for any direct or indirect damages resulting from the use, inability to use, or interpretation of the CoDesign Tool or materials published on this platform.
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