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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?
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