Participatory Action Research

I find meaning through action.

Many of my projects began with a moment of discomfort or a shared intuition that something could be done. These impulses continue to push me into practice, while practice draws me closer to what remains unseen, unresolved, or taken for granted.

The projects collected here trace my ongoing effort to understand how technology can support social justice with humility, capacity, and continuity.

Approach Note

My early experiences in Tech for Good gave me many “aha moments”. Over time, I have been both a “player” initiating social innovation myself, and a “referee” creating spaces for others to act. I saw how technology could open up new possibilities for social change and the process of building itself could generate inspiration and growth.

I still believe in this power. Critique alone is not enough; change often requires people who are willing to get their hands dirty and turn complex problems into actionable tasks. But I have also aware of technosolutionist logic within this field. Often, the hardest questions are not technical ones: Who defines the problem? Whose experience is treated as credible knowledge? What is lost when this knowledge is translated into technical systems? And how can systems built for speed, scale, and efficiency respond to experiences that are slow, specific, relational, and difficult to measure?

Meanwhile, I have also become cautious about capacity that is not grounded in situated knowledge. The communities at the center of these struggles are not merely users or beneficiaries; their lived experience is essential to understanding the challenges themselves. A solution that fails to listen to this knowledge may become powerful without becoming accountable.

What I now care about is not only whether a Tech for Good project works, but also what it leaves behind in the ecology of change. Can knowledge be documented and passed on? Can products be maintained and adapted? Can relationships continue beyond the life cycle of it? Can the communities, NGOs, companies and volunteers leverage each other’s resources without flattening the issue or marginalizing the people most affected by it?

01

When Technology Imagines Disability

This Project contains a series of interconnected studies on assistive technology patents in China. Based on more than 200,000 patent records from 1994 to 2023, the research examines how disability-related technologies are categorized, what kinds of needs and bodies they imagine, and which institutions drive their development.

  • Assistive Technology
  • Patent Analysis
  • Innovation Networks

02

Co-Designing Digital Safety with Rural Children

This nonprofit project takes digital safety as a broader framing to include gender-based online violence. It draws on a three month digital safety curriculum and a three-day game-jam winter workshop conducted in a village primary school in Gansu Province, China, to examine how children, through discussion, co-creation, and prototyping, can participate in redefining which digital safety risk scenarios are worth narrating. These insights, together with broader cases of online gender-based violence, were translated into a gamified classroom toolkit for digital safety education. The toolkit is expected to be used in mandatory reporting trainings on child protection across different regions in mainland China.

  • Participatory Design
  • Gender-Based Online Violence
  • Gamification

03

Open Source for Good (OpenGood)

OpenGood is an interest group within KAIYUANSHE dedicated to bridging open source communities and nonprofit practitioners in China. Through an annual case submission and showcase program, we collect and document emerging practices in open source for good area, including not only successful models, but also practical lessons, challenges, and common pitfalls.

  • Open Source
  • Tech for Development
  • Case Study

04

Repositioning Disabled Users in Corporate Hackathons

This was one of the experiments I developed during my stay at ByteDance: an AI for Good contest designed as a corporate attempt to move closer to community-centered innovation. The contest redesigned the position of visually impaired users by inviting them as experts, judges and mentors. Instead of asking teams to build quick demos in a traditional 24 or 48 hours hackathon, we extended the timeline to over six months, giving engineers more time to learn from community lived experience and adapt their accessibility solutions.

  • Community-Centered Innovation
  • Hackathons Design
  • Participatory Accessibility

05

Crisis, Care, and Access during COVID-19

COVID-19 magnified existing social inequalities. My attention to COVID-19 began with early pandemic data analysis, including estimating the basic reproduction number and conducting contact diary surveys. It then moved into a gendered analysis of family-clustered cases, unpaid care work, household labor division, and uneven risks within domestic spaces. Later, from a disability perspective, I reflected on the catalytic effect COVID-19 had on accessibility: as lockdowns pushed public services and everyday life online, the exclusion of elder and disabled within digital systems became much harder to ignore.

  • Crisis Inequality
  • Care Work
  • Accessibility Accelerator

06

Motherhood Penalty and the Politics of Care

This line of work grew out of my master's thesis. It began with the motherhood penalty and expanded into a broader inquiry into care, labor markets, and the relationship between production and reproduction. Through literature review, resume-based gender pay gap analysis, and thesis writing, I examined how care roles are produced across workplaces and families, and how reproductive labor remains economically and socially undervalued.

  • Motherhood Penalty
  • Care Work

07

Sexual harassment Prevention (SeeForShe)

This is a project established in 2018, when the #METOO movement happened around the world. It began as a VR interactive game that used empathy simulation to let audiences experience the complexity of sexual harassment events from the perspectives of those affected. It then evolved into a grassroots initiative using board games, mobile games, and in-person workshops to create public space for discussing boundaries, refusal strategies, and legal knowledge. Later, it developed into China's first open-source workplace anti-sexual-harassment toolkit, shifting from individual awareness to organizational change.

  • Gender-Based Violence Prevention
  • Gamification
YouTube thumbnail for an OpenGood video OpenGood video

Project image gallery