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Designing Our Communities - ISA14 Keynote

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Communities are at the core of the human experience and our design practice, yet we don’t always put the same level of active effort in designing our communities as we do in designing the products and services we make. We live and work embedded in networks of other people and systems. Communities are defined by shared norms and culture, and have a massive impact on how we live, think and act. Why leave this up to chance? We are all stewards of the many communities we engage in every day, and we need to take an active role in mindfully crafting these communities. So, how do we craft better communities? What does better even mean? This talk is a reflection on my experiences building and crafting communities at a variety of scales from the personal to the global. I will discuss my successes and failures, my fears and delights, as well as lessons learned along the way. We are nothing without the communities we inhabit, so let’s make them great together.

video: https://www.youtube.com/watch?v=iyNoVk7J5uI

Designing Our Communities - ISA14 Keynote

  1. DESIGNING OUR COMMUNITIES A FEW THINGS I’VE LEARNED ALONG THE WAY Erik Dahl eadahl@gmail.com @eadahl #isa14
  2. @eadahl ERIK DAHL Researcher & Design Consultant eadahl@gmail.com @eadahl MWUX conference www.uxaxioms.com Hello!
  3. LET’S LEAVE OUR EVERYDAY REALITY
  4. LET’S TAKE A STEP BACK, AND REFLECT
  5. Activity Close your eyes Activity ACTIVITY CLOSE YOUR EYES …think of a time in your life when you were happiest.
  6. PITTSBURGH Story of getting laid off.
  7. COLUMBUS
  8. S0, WHAT IS COMMUNITY?
  9. COMMUNITY
  10. A COMMUNITY IS A SOCIAL UNIT OF ANY SIZE THAT SHARES COMMON VALUES.
  11. COMMUNITIES ARE THE SOCIAL INFRASTRUCTURE SUPPORTING AND ENABLING HUMAN ACTION.
  12. A FEW WORDS ABOUT CULTURE
  13. WE MAKE CULTURE, BUT CULTURE MAKES US WHO WE ARE.
  14. CULTURE IS: BEHAVIOR - WHAT PEOPLE DO KNOWLEDGE - WHAT PEOPLE KNOW ARTIFACTS - THINGS PEOPLE MAKE AND USE JAMES SPRADLEY
  15. CULTURE IS SIMPLY WHAT GIVES MEANING TO ACTIONS, WHICH IT DOES BY PROVIDING A SENSE OF COHERENCE OR PATTERNING AND PREDICTABILITY. IT PROVIDES THE LENS THROUGH WHICH ONE INTERPRETS EVENTS, SCENES, AND ACTIONS. ROBERT GORDON
  16. THE CONCEPT OF CULTURE…MAN IS AN ANIMAL SUSPENDED IN WEBS OF SIGNIFICANCE HE HIMSELF HAS SPUN, I TAKE CULTURE TO BE THOSE WEBS, AND THE ANALYSIS OF IT TO BE THEREFORE NOT AN EXPERIMENTAL SCIENCE IN SEARCH OF LAW BUT AN INTERPRETIVE ONE IN SEARCH OF MEANING. CLIFFORD GEERTZ
  17. CULTURE IS A SYSTEM OF SHARED MEANINGS THAT IS BASED ON A SIGNIFYING ORDER, A COMPLEX SYSTEM OF DIFFERENT TYPES OF SIGNS THAT COHERE IN PREDICTABLE WAYS INTO PATTERNS OF REPRESENTATION WHICH INDIVIDUALS AND GROUPS CAN UTILIZE TO MAKE OR EXCHANGE MESSAGES. MARCEL DANESI
  18. CULTURE IS INTERPRETIVE, AND GENERATIVE… CULTURE IS NOT TAXONOMIC. OUR COMMUNITIES ARE SITES OF CULTURAL PRODUCTION.
  19. CULTURE INFLUENCES COGNITION… BOTH WHAT WE THINK AND WHAT WE DO. http://www2.psych.Joe Henrich ubc.ca/~henrich/books.html
  20. A FEW WORDS ABOUT PROBLEM FINDING AS APPLIED TO COMMUNITIES.
  21. PROBLEM SOLVERS PROBLEM FINDERS HOW DO I DO GOOD WORK? WHAT IS GOOD WORK?
  22. AS STEWARDS OF OUR COMMUNITIES, WHAT DOES THIS MEAN FOR US?
  23. HOW DO WE CRAFT GOOD COMMUNITIES? WHAT IS A GOOD COMMUNITY?
  24. ACTIVITY WHY DO YOU… …join or not? …stay in or leave? …lead or not?
  25. SIX THEMES ABOUT COMMUNITIES 1. passive → active 2. be a facilitator 3. events → community 4. relationships and networks 5. emergence 6. soft work is hard
  26. 1. PASSIVE → ACTIVE
  27. “WE TEND TO SIT BACK AND ALLOW THE HEROIC INNOVATIONS OF OTHERS TO JUSTIFY OUR OWN CREATIVE PASSIVITY.” MICHAEL DILA A NECESSARY DISCOURSE ON THE UNFINISHED DESIGN http://www.businessinnovationfactory.com/summit/story/necessary-discourse-unfinished-design
  28. 14 IND MWUX
  29. [ images of bayardstown ]
  30. CREATE YOUR OWN PATH AND MAKE THE WORLD YOU WANT TO LIVE IN!
  31. YOU HAVE TO HAVE A FUTURE VISION
  32. ACTIVITY WHAT IS YOUR FUTURE VISION?
  33. VISUALIZE OUR FUTURE IDENTITIES Effort before Identity → Identity before Effort
  34. 2. COMMUNITIES NEED FACILITATORS, NOT JUST LEADERS.
  35. BE A FACILITATOR, SPACE MAKER, PATH CLEARER, FRICTION REDUCER, AND AN ENABLER
  36. SELL YOUR EXPERTISE AND YOU HAVE A LIMITED REPERTOIRE. SELL YOUR IGNORANCE AND YOU HAVE AN UNLIMITED REPERTOIRE. RSW on Charles Eames
  37. YOU DON’T HAVE TO BE AN EXPERT. BE AN EXPERIMENTER.
  38. 3. EVENTS → COMMUNITY
  39. FIND YOUR TRIBE
  40. FIND YOUR TRIBE … KEEP IT GOING
  41. 4. BUILD RELATIONSHIPS AND NETWORKS
  42. THE NETWORK IS THE POWER, NOT THE NODE. Why Twitter Should Not Algorithmically Curate the Timeline https://medium.com/message/the-algorithm-giveth-but-it-also-taketh-b7efad92bc1f
  43. “COMMUNITIES ARE MORE THAN THE SUM OF THEIR INSTITUTIONS AND INFRASTRUCTURES — THEY’RE THE SUM OF THEIR RELATIONSHIPS.” http://GIVE & TAKE PROJECT www.givetakeproject.com/
  44. CREATE SPACES FOR OTHER PEOPLE TO CONNECT AND GROW.
  45. FOSTER OPENNESS, PARTICIPATION, CONNECTION, AND OPPORTUNITIES FOR OTHERS.
  46. PUT OTHER PEOPLE FIRST, BE HUMBLE, AND BE CURIOUS.
  47. 5. EMERGENCE
  48. NAKED STREETS A Hans Monderman-designed streetscape in Drachten, Holland without traffic lights, road signs and lane markers. Photo by Jerry Michalski.
  49. NAKED STREETS emergence http://www.fastcoexist.com/3037471/on-a-new-shared-street-in-chicago-there-are-no-sidewalks-no-lights-and-no-signs?utm_source=facebook
  50. MEET PEOPLE WHERE THEY ARE.
  51. 6. THIS COMMUNITY STUFF TAKES TIME. THERE’S NO QUICK FIX.
  52. Amy Jo Kim’s models on cooperative gaming http://amyjokim.com/
  53. NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design. http://amyjokim.com/
  54. Newbie Regular Enthusiast Onboarding Habit-­‐Building Mastery NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design. http://amyjokim.com/
  55. PLAYER STAGES NEEDS Enthusiast Mastery Regular Habit-­‐Building Newbie Onboarding Elder Leader Regular Novice Visitor Exclusivity Recognition Impact Fresh Content Activities Challenges Goals Purpose Progress NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design.
  56. SIX GUIDING PRINCIPLES FOR DESIGNING OUR COMMUNITIES 1. Take an “active” role 2. Be a facilitator for other’s success 3. Drive beyond events to community 4. Focus on relationships and networks 5. Allow and support emergence 6. Soft work is hard
  57. WHAT YOU GIVE IS WHAT YOU GET, SO GIVE MORE THAN YOU TAKE.
  58. THANK YOU! Erik Dahl eadahl@gmail.com @eadahl #isa14
  59. No deje de completar su evaluación online isa.ixda.org/encuesta ¡Muchas gracias! Designing Our Communities Interaction14 South America B U E N O S A I R E S Erik Dahl

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