Empower Collective Action

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Empower Collective Action

  1. 1. NORTH CAROLINA STATE UNIVERSITY __ COLLEGE OF DESIGNDEPARTMENT OF GRAPHIC AND INDUSTRIAL DESIGN __ FALL 2011GD502 GRADUATE STUDIODESIGN AS CULTURAL ARTIFACT / A CULTURE OF SHARINGPROFESSOR: AMBER HOWARDSTUDENT: ALEXANDRIA JARVISYEAR: FALL 2011 __ THIRD SEMESTER/SECOND YEAR
  2. 2. 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONC O NTE XTUALI Z I N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONFUTU R E CASTI N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONTHEORIZING 3. DOCUMENTATION 4. REFLECTION A COLLECTION & OVERVIEW OF WORK DEVELOPED BY THE 2011 COLLABORATIVE DESIGN TEAMS OF THE NCSU MASTER OF GRAPHIC DESIGN PROGRAM IN THE STUDIO // CULTURE OF SHARING COMPILED AND PRESENTED BY ALEXANDRIA JARVIS WITH ALL PROJECTS UNDER THE DIRECTION OF AMBER HOWARD
  3. 3. 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONC O NTE XTUALI Z I N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONFUTU R E CASTI N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONTHEORIZING 3. DOCUMENTATION 4. REFLECTION OVERVIEW Students will use various methods to analyze the current and emerging collaborative con- sumption movement and the ways in which design facilitates and fosters the culture. Anal- ysis should reveal patterns in the motivations, behaviors, and values of participants. Ad- ditionally, patterns across designed systems, tools, and artifacts for sharing should become apparent.
  4. 4. 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONC O NTE XTUALI Z I N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONFUTU R E CASTI N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATIONTHEORIZING 3. DOCUMENTATION 4. REFLECTION LEARNING OBJECTIVES • Identify experiential, behavioral, and subject-related patterns within the Culture of Sharing; • Prioritize complex relationships among social, economic, political, and technological factors that influence current sharing norms, values, and identities; • Describe the role design plays in the emergence of the Culture of Sharing.
  5. 5. 1. OVERVIEW/OBJECTIVES < GUIDE > 2. FINAL PRESENTATIONC O NTE XTUALI Z I N G 3. DOCUMENTATION QUESTION RELATED TO SHARING 4. REFLECTION W H O S HAR ES? Main Categories related to of Sharing Communities 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATION Characteristics of Sharing Communities, Behaviors, and MembersFUTU R E CASTI N G 3. DOCUMENTATION Examples of featured characteristics and categories 4. REFLECTION Givers Receivers expert . leader . mentor. creator . provider . mediator .co-creator . participant . user . consumer 1. OVERVIEW/OBJECTIVESTHEORIZING 2. FINAL PRESENTATION expert providers mediator co-creator user 3. DOCUMENTATION Head of Family, Doctors, nurturer, philanthropists, coordinator, facilitators, child, geek, adapter passengers, renter 4. REFLECTION Technicians (x-ray/lab) landlord, acupuncturist, social advocate, gossiper, chiropractor, professional nurses, papparazzi, open sports players, bloggers, protector, social media source guru, intern, ref- eree, ambassador participant consumer experts, reviewers patients, students, enthusi- leech, audience, attendant, leader asts, fans, gamer, political customer, buyer manager, organizer activists responders academic researchers con- mentor ducting studies, host, tutor, emergency responders, W H Y D O P E O P L E S H A R E? coach, teachers, mother/fa- field workers ther, educator, counselors distributors creator people who spread the musicians, fashion design- ers, trainers, bloggers idea, supplier, pirates, pharmacists, storytellers, Survival Community Self interest Pleasure waiters, puppet sustainability approval identity variety safety convenience avoid belonging pride gratification competition balance common good monetary gain network W H AT D O P E O P L E S H A R E ? power gain power social interaction goodwill approval entertainment pooled altruiism gain knowledge motivation excitement resources Experiences Services Products access friendship gain understanding self expression camaraderie intangible experiences assistance digital common freedom interests beliefs, emotional, mental, spiritual, personalized assistance, accommo- computerized data, bandwidth, challenge interests, time, energy dations, rehab treatment, consultant, advice, hospitality music, ipod, torrents H O W D O P E O P L E S H A R E? physical experiences physical/manmade skills/refined services traveling, hobbies, sports events laundry, surgery, prescription, books, food, novelties, cars, clothes, furniture, instruments, Communication Collaboration Boundaries beauty, leasing, health, international money/currency cuisine relational experiences jargon/language platforms /forums roles learning, social, events, fashion, natural resources community specific jargon, such as: teaching, training, disciplining, understood or expected boundaries matches, competitions group related services water, fuel, and other raw materials genre affiliation, id tag, outre, stiffs, transforming, accountability, (for examples of roles see “who volunteering services, funeral, RPG first shooter, organic, kin, diver- forum discussions shares” section) church, mass, swapping, co-op sicrat, co-pay visual representation membership agreements adornments of the body: hairstyle, pyramid schemers, aquire bindi, tattoos, henna; things you documented boundaries: or retain new followers terms of use, contract, lease, tickets wear: clothing, uniforms, scrubs, (adaptation of ritual, icons, brands, objects you own: icons, rules, diploma commitment to ritual, keychains, bumper stickers ceremony, behave within, ethical code) broadcasting/rallying invitation, debating, inquiring, lobby- ing, promoting, picketing, protesting, runway fashion shows, advertise- ments/ad campaigns
  6. 6. 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATION C O NTE XTUALI Z I N G 3. DOCUMENTATION < GUIDE > 4. REFLECTION 1. OVERVIEW/OBJECTIVES TREND TYPE FUTU R E CASTI N G 2. FINAL PRESENTATION 3. DOCUMENTATION Trend Description 4. REFLECTION INFLUENCIAL INFLUENTIAL LEVERAGE POINTS FOR SYSTEM DESIGN 1. OVERVIEW/OBJECTIVES DESIGNS ROLE IN SHAPING THIS TREND 2. FINAL PRESENTATION THEORIZING 3. DOCUMENTATION 4. REFLECTIONDEMOGRAPHIC E N V I R O N M E N TA L GEOGRAPHIC / ECONOMIC POLITICALIncrease in women’s equality including Greater “carbon footprint” creating Increased globalization and migration Political parties are increasinglywomen gaining access to jobs, unhealthy ecosystems and over- creating issues regarding loss of divisive and polarized, makingautonomy, and empowerment through stressed manmade infrastructures languages, shifting borders, barriers, legislation (especially social welfareaccess to information (ie deforestation, climate changes, migrant worker abuse, trade, travel, issues) more difficult to pass. LEVERAGE POINTS: irrigation, clean water access, fossil fuel social protection, disruption of labor LEVERAGE POINTS:information flows, critical nodes pollution, road networks, population and a move towards urbanization changing rules of the system, paradigm shift density, electrical grids) LEVERAGE POINTS:DESIGNS ROLE: DESIGN’S ROLE:Creating levels of access to LEVERAGE POINTS: critical nodes, self organizing, amounts/quantities, stocks rela- Address the roles in political parties, Reengineer the infor-Information, facilitating behaviors of empowerment, defining redesign the structure, stocks relative to flows, feedback loops/ tive to flows mation, Strategize for unification, Interpret how people giveroles, organizing events for rallying or support, conceptualize reduce delays DESIGNS ROLE: meaning to party identification, Envision a central social mediainteractive online platforms, create communication channels outlet, forums to express opinions DESIGN’S ROLE: Design which preserves, Design which archives, Design forbetween activists and women, increase visibility of female value Prototyping self-motivating feedback loops, facilitating “green a group to spur tradition, Design which facilitates fairness,in the workplace conscious” behaviors, create levels of access to local products, migration/trade/production processes or experiences ex. shared define roles in the “eco friendly movement,” visualize relation- technologies, open trade environment, reduced poverty in other countriesT E C H N O LO GY ships of urban and natural systems, promotion through enviro- SOCIAL education, systematize platforms for experts and co-creators toA new demand to access feedback share info An increase in attention on earlyLEVERAGE POINTS: POLITICAL childhood educationfeedback loops, reduce delays LEVERAGE POINT: E C O N O M I C / E N V I R O N M E N TA L Increasing emphasis on prevention, Information flowsDESIGNS ROLE: awareness, education, and creatingDevelop evaluation system, measure/capture/store data, review Increased interest in high performance, cross disciplinary teams for research DESIGN’S ROLE:feedback, predetermine functions, prototype new systems, create cost effective, environmentally friendly and medical aid Provide access to early education, Develop various ways to assistnew tools, refine products education ex. books and toys, Make results of findings clear LEVERAGE POINTS: through information visualization in order to promote educa- LEVERAGE POINTS: feedback loops, reduce delays tion.SOCIAL amounts and quantities, stocks relative to flows DESIGNS ROLE: Increase in attention, awareness and DESIGN’S ROLE:advocacy of Universal Access, causing prototype new eco-friendly products determine avenues of ef- Facilitating awareness/prevention, visualize information foran increase and variation of programs ficiency developing methods for access facilitate designs through education, restructure organizations to support cross disciplin-and facilities for the disabled ease of use strategize ways to reduce waste create a language to ary teams (info graphics, database, interface design) talk “green”LEVERAGE POINTS:information flows, critical nodesDESIGN’S ROLE:Utilize Principles of Universal Access, Create tools to improvecommunication between community members
  7. 7. 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATION C O NTE XTUALI Z I N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES 2. FINAL PRESENTATION FUTU R E CASTI N G 3. DOCUMENTATION 4. REFLECTION 1. OVERVIEW/OBJECTIVES Brainstorming/Affinity Diagramming 2. FINAL PRESENTATION THEORIZING 3. DOCUMENTATION 4. REFLECTION+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++SHARING COMMUNITIES: WHO WHAT HOW & WHY PEOPLE SHARE Raw Categorizations/Characteristics from BrainstormExamples of Sharing Communities/ ActivitiesReligion, Music, Comedy, Poetry, Opinions, Space/Land Share, Neighbors, Transportation, Families, Eco-Movement, Vegetarian, Health services, Sports Activities, Clothing, Volunteering, Money, Researchers, Educators, Politics, Restaurants, Traditions++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++ ++++++++++++++++++++++++++++++++Who is involved in sharing? What do people share? Why do people share? How do people share? *****(these categories are not thatGivers <- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - EXPERIENCES - - - - - - - - - - - - - - - - - - Pleasure - - - - - - - - - - - - - - - - - - - - - Self interest - - - - - - - good and might not make sense, just try your best and work--------------------------------------------- SERVICES - - - - - - - - - - - - - - - - - - - - - - - - - - - PRODUCTS - - - - - - - - - - - - - - Community - - - - - - - - - - - - - - - - - - - - - with them)- - - - - - - > Receivers ----------------------- Survival - - - - - - - - - - - - - - - - - - - - - - - - - - - - Communication - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -expert // leader // mentor // creator // responder // provider beliefs // interests // events // knowledge // assistance // variety // convenience // gratification // self expression // pride - - - - - - - - Collaboration & Reciprocity - - - - - - - - - - - - - - - - -// distributors // mediator // co-creator // participant // user // skill set // space // personalized service // advice // digital // // network // freedom // belonging // common good // safety // - - - - - - - - - -Establishing Boundaries- - - - - - - - - - -consumer // customer physical // manmade // natural sustainability // access // balance power jargon/language // visual representation // broadcasting // influence/commitment // invitation // rallying// incentive //experts // Head of Family, Doctors, Technicians (x-ray/lab) EXPERIENCES Pleasure // variety, convenience, gratification, entertainment, platforms // accountability // roles // agreements // contractsleader // manager, organizer beliefs, emotional, mental, spiritual, interests, traveling, excitementmentor // coacher, teachers, mother/father, educator, hobbies, physical, learning, social, events, fashion, matches, Self Interest // competition, self expression, identity, intrinsic Communicationcounselors competitions, church, time, energy motivations, pride, monetary gain, network, anonymity, jargon/language // genre affiliation, id tag, outre, stiffs,creator // musicians, fashion designers, trainers, bloggers freedom, approval, motivation, gain knowledge, gain RPG first shooter, organic, kin, diversicrat, co-payresponders // academic researchers conducting studies, SERVICES understanding, challenge visual representation // icons, clothing, brands,host, tutor, emergency responders, field workers knowledge, church, laundry, dinner, mass, rehab treatment, Community // approval, belonging, common good, social adornments on the body, objects you own, uniforms, scrubs,providers // nurturer, philanthropists, landlord, acupuncturist, international cuisine, funeral, consultant, surgery, prescription, interaction, goodwill, altruism, friendship, motivation, hairstyle, bindi, tattoos, hennachiropractor, professional sports players, bloggers, protector, premium services, volunteering services, platform, hospitality, camaraderie, common interests commitment // gaining followers, pyramid schemers,social media experts, reviewers beauty, leasing, co-op, Survival // sustainability, safety, avoid competition, balance to aquire or retain new followers, adaptation of ritual,distributors // people who spread the idea, supplier, pirates, assistance, skill set, space, personalized assistance, advice, power, gain power, pooled resource, access commitment to ritual, ceremony, behave within ethical codepharmacists, storytellers, waiters, puppet accommodations, health, swapping broadcasting // invitation, debating, inquiring, lobbying,mediator // coordinator, facilitators, social advocate, promoting, picketing, protesting, runway fashion shows,gossiper, nurses, papparazzi, open source guru, intern, PRODUCTS advertisements/ad campaigns, LAN parties, family parties,referee, ambassador digital, information, bandwidth, consoles, music, ipod, torrents, adopt a childco-creator // child, geek, adapter physical, books, food, gifts, novelties, cars, recipes, clothes,participant // patients, students, enthusiasts, fans, gamer, furniture, manmade, instruments, natural resources, water, Collaboration & Reciprocitypolitical activists fuel, raw materials, money, incentives, rallying, teaching, training, disciplining,user // passengers, renter transforming, platforms, forums, accountability, forumconsumer // leech, audience, attendant, customer, buyer discussions Establishing Boundaries roles (see “Who shares” section), agreements: degree, documented agreements, lease, metrocard, tickets, Doctor- Patient relationship, rules, diploma, terms of use, contract, rent

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