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
15. CULTURE IS:
BEHAVIOR - WHAT PEOPLE DO
KNOWLEDGE - WHAT PEOPLE KNOW
ARTIFACTS - THINGS PEOPLE MAKE AND USE
JAMES SPRADLEY
16. 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
17. 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
18. 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
19. CULTURE IS INTERPRETIVE, AND GENERATIVE…
CULTURE IS NOT TAXONOMIC.
OUR COMMUNITIES ARE SITES OF CULTURAL PRODUCTION.
20. CULTURE INFLUENCES COGNITION…
BOTH WHAT WE THINK AND WHAT
WE DO.
http://www2.psych.Joe Henrich ubc.ca/~henrich/books.html
21. A FEW WORDS ABOUT PROBLEM
FINDING AS APPLIED TO COMMUNITIES.
25. AS STEWARDS OF OUR COMMUNITIES,
WHAT DOES THIS MEAN FOR US?
26. HOW DO WE CRAFT GOOD COMMUNITIES?
WHAT IS A GOOD COMMUNITY?
27. ACTIVITY
WHY DO YOU…
…join or not? …stay in or leave? …lead or not?
28. 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
30. “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
46. 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
47. “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/
52. NAKED STREETS
A Hans Monderman-designed streetscape in Drachten, Holland without traffic lights, road signs and lane markers. Photo by Jerry Michalski.
56. Amy Jo Kim’s models on cooperative gaming
http://amyjokim.com/
57. NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design. http://amyjokim.com/
58. Newbie
Regular
Enthusiast
Onboarding
Habit-‐Building
Mastery
NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design. http://amyjokim.com/
59. 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.
60. 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
61. WHAT YOU GIVE IS WHAT YOU GET,
SO GIVE MORE THAN YOU TAKE.
63. 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