00:26:55 Andrew Kun: Questions? Please type them in the chat. 00:28:00 Chris Janssen: Nice talk! You mentioned using qualitative methods to identify disparities and barriers. Can you elaborate a bit more how you ensure that you can (better) distinguish factors that people perceive as being a barriers, versus perhaps deeper underlying mechanisms that they might not explicitly notice themselves and that (also) form (bigger) barriers? So to overcome biases and mis / under perception of problems? (Because they might be even bigger than they notice, or come from different angles) 00:30:27 Sanjana Mendu: How do you balance designing technologies to support self-identified needs within these communities with innovating technologies to provide support in ways members might not initially expect to be useful? 00:36:37 Shamsi Iqbal: How can the technology incentivize longer term engagement? Is there are concern of disengagement once the novelty factor wears off? 00:38:26 Diana Tosca: When I think about how to make technology more accessible to a diverse group of people, my first thought it to bring a wide range of designers into a project. But a lot of times, the reality is that groups developing tech aren’t very “diverse” (due to systemic barriers to entry, etc). So I’m wondering how we can remedy that? 00:41:22 Albrecht Schmidt: how do you see this in the global context - currently we have tech that is "one size fits all" - but it does not really fit everyone 00:43:46 Nadia Fereydooni: Have to hop off for a meeting. Thanks for the great discussion! 00:52:35 Shamsi Iqbal: I unfortunately have to drop off - thanks for a very insightful discussion! 00:54:56 Diana Tosca: Albrecht’s question reminds me of how Nintendo sometimes regionalizes video games to make them more accessible to different international audiences, sometimes removing Japanese specific cultural references. The funny thing is that this practice was much more common in the past when we needed (different) physical games that would be released at different times in different regions, before online gaming and this ~globalized economy~.