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Crisis and Interaction Design

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7 million years of human history, concluding with a few lessons from the design patterns around the Haitian earthquake.

7 million years of human history, concluding with a few lessons from the design patterns around the Haitian earthquake.


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  • emergence of humanity as separate from animals


  • recording experience
  • 30,000 year old cave paintings in france
    http://en.wikipedia.org/wiki/Chauvet_Cave

  • the emergence of art and ritual: venus of willendorf: 24,000 years old
    http://en.wikipedia.org/wiki/Venus_of_Willendorf
  • emergence of writing and proto states
  • Symbols found on artefacts in Southern Europe, about 7k years old


  • http://en.wikipedia.org/wiki/File:Cyrus_cylinder_extract.png














  • By 1950, the art of propaganda had been perfected, WWII was over, and a new world of communication technology had emerged.






























































  • http://www.flickr.com/photos/unitednationsdevelopmentprogramme/4274634000/sizes/l/


















  • http://www.flickr.com/photos/ifrc/4278750226/sizes/l/



























































  • Transcript

    • 1. Crisis & Interaction Design
    • 2. Chris Blow @unthinkingly Meedan Ushahidi Swift River
    • 3. Earthquake January 12, 2010
    • 4. 1. Survival is the universal theme
    • 5. 2. Information management is the opportunity
    • 6. 3. “Crowdsourcing” is a deeply awed model
    • 7. What motivates us?
    • 8. What terri es us?
    • 9. What is possible now?
    • 10. 7 million years ago ...
    • 11. 50,000 years ago ...
    • 12. 7,000 years ago
    • 13. Proto-writing
    • 14. Ef cient, dense, indelible
    • 15. Paper, books, libraries, maps, postal systems, pens and pencils
    • 16. 1517 200 printing centers in Europe
    • 17. Protestant Reformation
    • 18. 1900
    • 19. Communication is Cooperation
    • 20. Communication is Con ict
    • 21. Mass Communication
    • 22. Radio
    • 23. Television
    • 24. Networking
    • 25. Metcalfe’s Law
    • 26. Moore’s Law
    • 27. New interactions
    • 28. “Now I become Death, the destroyer of worlds.” J. R. Oppenheimer, the Bhagavad Gita
    • 29. Faster, bigger war
    • 30. but also
    • 31. Faster, bigger peace
    • 32. Incredible movements become possible
    • 33. Design lessons?
    • 34. Paper, books, libraries, maps, postal systems, pens, pencils, phones, television, radio
    • 35. + humans
    • 36. 1970
    • 37. New partnerships
    • 38. New “leaders”
    • 39. New cultures
    • 40. New communities
    • 41. Mosaic
    • 42. New possibilities:
    • 43. Global publishing
    • 44. Instant publishing
    • 45. Unlimited publishing
    • 46. What is possible now?
    • 47. Capacity vs. reality
    • 48. Unrealized potential
    • 49. New challenges of instant publishing
    • 50. Atomization, trivialization, disassociation, passivity
    • 51. Design “leadership”
    • 52. Collaboration? Cooperation? Survival?
    • 53. Haiti January 12, 2010
    • 54. What terri es us?
    • 55. What motivates us?
    • 56. What is possible now?
    • 57. “ In Haiti? Text 4636 with your location and need. Text Report emergencies and missing persons.” Erik Hersman
    • 58. 230,000 deaths
    • 59. 3,500 reports
    • 60. At once terrifying and motivating
    • 61. “No matter what, it is so much better than sitting here feeling helpless” 4636 volunteer
    • 62. 3 million networked survivors
    • 63. Incredible possibility
    • 64. Information is power
    • 65. Information management is the opportunity
    • 66. Design lessons?
    • 67. Cartography + Taxonomy + Translation + Telephony + HTTP Networking
    • 68. + Human effort
    • 69. 1. Leaders
    • 70. 2. a core team
    • 71. 3. a network of supporters.
    • 72. X
    • 73. X
    • 74. Crowdsourcing?
    • 75. Working together in collaboration not automation
    • 76. X
    • 77. Working iteratively, independently
    • 78. #1 Design for the core team rst
    • 79. #2 Design for the “ladder of participation”
    • 80. katr
    • 81. #3 Design for listening
    • 82. #4 Design for data entry
    • 83. #5 Design for translation
    • 84. #4 Design for structured exibility
    • 85. #5 Design for location
    • 86. #6 Design for federation
    • 87. #7 Design for utilitarian beauty
    • 88. #8 Design for email
    • 89. #493 Design for yourself
    • 90. What terri es and motivates you?
    • 91. Thank you