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Designing the Moments when People Come Together

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Page 1: Designing the Moments when People Come Togetherafptoronto.org/wp-content/uploads/2017/05/Y-02... · •Click to edit Master text styles –Second level •Third level –Fourth level

Designing the Moments when People Come Together

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Who are you?

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Why are you here?

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Who am I?

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Technology changes quickly. Attitudes change gradually. Systems don’t change for a long time, then change suddenly all at once.

"All artifacts are created within some design

methodology"

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• Rules can show up as modelled behaviour, formal requirements or rewards + praise

• Bad spaces are often defined by lots of bad micro-transactions

• As leaders, we tend to focus on mechanics first

• Because we want to limit uncertainty!

• We tend to apply personal mechanics to groups - hire and work with the same mechanical preferences - this reduces our ability to complete complex tasks

• Most systems are defined by unspoken rules that are taken for granted but that might not reflect changes in attitudes over time

• This is how we can have racist systems with very few racist people

• This is how we can have a welfare system that keeps people on welfare rather than helping them to find jobs

Mechanics

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• Dynamics derive intentionally or unintentionally from mechanics

• Dynamics show up as interactions within organizations and with the outside world.

• When dynamics are positive, employees find meaning, motivation, and immersion in their work.

• When it is done poorly, people feel frustrated by systems and activities that they don’t understand.

• Dynamics work to create aesthetic experiences

• Dynamics also serve as feedback mechanism, either amplifying or moderating system behaviours

Dynamics

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• Put simply, aesthetics are how things feel

• Aesthetics emerge from dynamics

• We have very little direct control here as it is an emergent property of the system (dynamics) and is the subjective experience of the user

• Rules without strategic intention can generate unintended aesthetics

Aesthetics

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How did she want them to feel?

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What interactions did she use to create that feeling?

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How did she do this in her spare time?

What rules did she break?

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• How do we want people to feel?

• What interactions are most likely to make us feel that way?

• What are the minimum rules necessary to facilitate these interactions?

• How do we get better interactions by design?

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Some Potential Aesthetics

1. Sensation - Game as sense-pleasure

2. Fantasy - Game as make-believe

3. Narrative - Game as drama

4. Challenge - Game as obstacle course

5. Fellowship - Game as social framework

6. Discovery - Game as uncharted territory

7. Expression - Game as self-discovery

8. Submission - Game as pastime

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Instrumentality: Believing that people are objects

Infrastructure: Building systems before testing interactions

Incoherence: Mechanics that don’t support the core aesthetic/objective

Pitfalls of Focusing on

Mechanics

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As a table choose one of the following:

a) New donor pitch session

b) Donor recognition

c) Project launch

d) Volunteer onboarding

What will you redesign?

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• Try not to focus on outcomes

• What feeling is most likely to generate the kinds of behaviours you want to see (when you’re in the room, but particularly when you’re no)

• Think about games – challenge, fantasy, expression or submission – all are possible

How do you want them to feel?

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• Don’t think about the work, think about everyday life

• Interactions can be with other people, but can be with objects, environments or symbols

• Focus on both positive interactions and negative interactions (that kill the feeling)

What interactions make you feel that way?

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• What structures need to be in place for those interactions to evolve

• Mechanics can be explicit or implicit

• Think about what you will say

• Think about how the space will be set up

• Think about the kinds of queues and triggers you can use

• How do you draw attention to the elements you want to draw attention to?

• What rules do you need to break? •

Design the event

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Hope Decoded

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Hope Decoded

Decolonizing Canadian Dance

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Cultural Leaders Lab