... For methods coded as Phase 2, the focus was primarily on identifying design implications which aided the user in framing the problem space in more ethical ways; in contrast, methods coded as Phase 4 encouraged the user to build upon a generated design concept in more ethically-centered ways. As examples of Phase 2-focused methods, card decks were used in Adversary Personas [111] to list potential adversaries in a particular design Phase 2 (exploration, synthesis, and design implications) [3, 7, 13, 18, 22, 39, 45, 47, 53, 59, 60, 65, 67, 70, 72, 98, 102, 103, 109-112, 115-117, 127, 132, 144, 148, 150, 152-154, 156, 157, 159, 160, 163] Phase 3 (concept generation and early prototype iteration) [3,13,14,33,36,47,54,55,60,70,88,98,102,103,109,110,131,132,146,148,149,153,154,[156][157][158] Phase 4 (evaluation, refinement, and production) [10, 11, 13, 16, 18-20, 24, 33, 36, 45, 53-55, 71, 72, 102, 110, 112, 115, 116, 121, 127, 144, 148, 149, 153, 156-158, 160-162] Phase 5 (launching and monitoring) [36,53,127,148,156,157,162] situation, while Envisioning Cards [60] were used to expand potential issues in the "immediate context of use," with the goal of envisioning the potential long-term impact of technology. The actions supported through these methods are likely to occur before concept generation, with the goal of framing the problem space by providing new ways of viewing the context. ...