"How to Deal with Slow Walkers" Solution for Common Urban Woe

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Urban pedestrian traffic is all about flow, and those who interrupt the flow cause a ripple effect of irritation around them. Here in New York I’ve seen people board a subway car and stop just inside the door, despite the four behind them who’d also like to enter; have seen the same happen at the bottom of moving escalators; but by far the biggest offenders are the slow-moving texters staring into their phones, or the oblivious tourists walking four abreast on the sidewalk, moving about as fast as a crying child. I always want to ask them to interlock their arms and have the two on the ends hold their arms out to the side, making it totally impossible for anyone to get around them.

In this video undoubtedly bound for the YouTube stratosphere, one clever Tokyoite has discovered a way to clear a path without having to push anyone into an open manhole (the chief solution in my sidewalk fantasies):

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Design For and Against the 99%: "In Case of Riot" Table vs. "Protestor Protector"

12/28/2011 – Updated to reflect Max Arlestig’s errata

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We were only half-joking when we suggested that Poler Stuff’s “Napsack” might be well-suited to Occupiers looking to hunker down for the winter. The international sociopolitical phenomenon recently crossed the three-month mark, and while the movement hasn’t made headlines lately, at least a couple of designers are taking sides have drawn on the notion of occupation for inspiration.

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Max Arstig and Maximilian Gebhardt (a.k.a. Max and Max) are pleased to present “a design reflecting important and historically revolutionary things that are happening around us.” “In Case of Riot” is a coffee table that the Maxes have designed in “response to recent troubles in the world,” featuring a removable plexiglass plate genuine riot shield atop a “welded square steel pipe frame base.”

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Thus, the frame of the table might be seen as a sort of emergency shield rack, while the repurposed aegis takes on a new meaning “in a place where it could have a daily and normal use.”

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Designing for Occupation: "In Case of Riot" Table & "Protestor Protector"

12/28/2011 – Updated to reflect clarification from designer Max Arlestig.

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We were only half-joking when we suggested that Poler Stuff’s “Napsack” might be well-suited to Occupiers looking to hunker down for the winter. The international sociopolitical phenomenon recently crossed the three-month mark, and while the movement hasn’t made headlines lately, at least a couple of designers have drawn on Occupy for inspiration.

MaxandMax-InCaseofRiot-1.jpg

Max Arstig and Maximilian Gebhardt (a.k.a. Max and Max) are pleased to present “a design reflecting important and historically revolutionary things that are happening around us.” “In Case of Riot” is a coffee table that the Maxes have designed in “response to recent troubles in the world,” featuring a genuine riot shield atop a “welded square steel pipe frame base.”

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Thus, the frame of the table might be seen as a sort of emergency shield rack, while the repurposed aegis takes on a new meaning as it occupies “a place where it could have a daily and normal use.”

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Amplifying Creative Communities 2011 Northwest Brooklyn: Kinds and Products of Social Design, Part 2

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amplify3_1.pngThis is the third in a 4-part series from Cameron Tonkinwise, sharing learnings from a two-year project from the New School’s Design for Social Innovation and Sustainability (DESIS) Lab. Amplifying Creative Communities, works to research, promote and amplify community-based solutions for sustainability. Read the first part of this series on Kinds and Products of Social Design here.

In addition to there being a confusion of different kinds of social designing, there are also a confusing set of processes that social designing, whatever its aim, tends to use. What follows is the terminology that the Amplifying Creative Communities project adopted to weigh up how it could best do its work of co-designing social solutions and design-enabled social innovation:

Platforms

Platforms seem to be to ‘social business design’ what portals were to the first dot.com era. Platforms are areas that can focus social design work. Whether a physical or online location, or a combination of the two, a platform convenes background research, tools and appropriate people, allowing focused work on problem-solving or innovation with particular communities around particular themes.

The rationale for a platform is that other kinds of problems—business innovation, policy formulation and education, for example—have dedicated institutions in which solutions can be developed and applied. Social issues arise when problems manifest that lack an institution which can resource work on those problems. Digital domains and social software have enabled the creation of almost-free platforms—the primary cost is the service system design of the technologies into a productive and elegant platform—allowing social issues to convene a combination of expertise, community knowledge and cognitive surplus.

There seem to be four kinds of problems that platforms attempt to solve:

  • Curating Conversations that are otherwise distributed across different social media or in times and physical places that others cannot get to.
  • Making Contributing Convenient so that people can quickly get up-to-speed and participate in working on social problems or innovations in timely ways
  • Making contributions relevant by allowing unified messaging about a project-managed process
  • Providing a historical record that allows cumulative work as well as versioning, ensuring that distributed work not get ephemeralized

Platforms may have more or less designed processes and structures to make contributions convenient or relevant—see Formulae and Toolkits below.

The Amplifying Creative Communities project has, for each of its two years, used an exhibition as a platform. Rather than the exhibition being of completed research, summarizing what has been done, the Amplify exhibition is a platform for the design research. It curates some contextual research and presents it in a way that mobilizes it as the focus for a series of workshops with social service system design experts and local community representatives. As propositions emerge from those workshops, they are incorporated into the exhibition, and only at the conclusion of the exhibition-as-platform are there ‘results.’

amplify3_2.pngamplify3_3.pngA project proposing to reinforce distinct aspects of alternative food systems through staged interactions: Aaron Cansler, Amy Findeiss, Mai Kobori, Anke Riemer, Grace Tuttl.

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Amplifying Creative Communities 2011 Northwest Brooklyn: Kinds and Products of Social Design, Part 1

amplified_header.jpg
amplify_social.jpgThis is the second in a 4-part series from Cameron Tonkinwise, sharing learnings from a two-year project from the New School’s Design for Social Innovation and Sustainability (DESIS) Lab. Amplifying Creative Communities, works to research, promote and amplify community-based solutions for sustainability. Read the first piece, on The Opposing Designs of Urban Activism here.

Design beyond design—products, garments, buildings, graphics, interfaces, things—has a perpetual image problem. The kind of service systems facilitated by co-designing in contexts of social issues don’t photograph well. In the absence of shots of people rearranging fluoro post-it notes, social design must try to tell compelling stories. But, as was pointed out at the Winterhouse Symposium at the end of this past summer, the practice of social design now needs critical and conceptual clarity.

Social design is an absurd term that nonetheless circulates widely. It is absurd because it assumes that there is such a thing as asocial design. While there certainly is a lot of antisocial design (designs that do social harm to their producers or waste receivers, and sometimes even their users), the fact that any successful design is going be used by people makes it inherently social. This is why designers are constantly being lectured by ‘design thinkers’ to spend as much time studying people practicing everyday life in their natural (built) environments as designers usually spend crafting materials in blessed isolation.

When it tries to refer to a particular kind of designing, social design seems to refer to four distinct kinds of projects:

Design for/with the Other 90%
Thanks to the prominence of the recent Cooper Hewitt exhibitions (given added resonance for Occupy Wall Street’s use of percentages), there is a recognition that it tends to be only the wealthy who can commission designers to solve their problems—most of which are variations on ‘how can you make me another X that can make me more money.’ As a result, design work that focuses on non-commercial projects, or that services stakeholders who ordinarily do not have access to design expertise, tends to get called ‘social design.’ These could be underprivileged communities in developed nations, or communities in emerging economies.

amplify_kymmenykset.jpeg“Kymmenykset” poster designed by Michell Laurence

Directing designers to these kinds of projects is not recent. To some extent its heyday was in the era of Alternative Technology after the ’70s Oil Crisis and developing economy inflation and defaults. Think of Victor Papanek’s promotion of the tithe: 10% of a designer’s time should be dedicated to social problems for which there are not yet paying clients (though as tweeters at the AIGA Pivot conference cheered, pro bono does not mean ‘for free,’ but ‘for good’—if only you could find some cause marketing corporate sponsor). The politics of these projects are necessarily difficult: Ivan Illich has reminded us of that, as well as the debate last year surrounding Bruce Nussbaum’s comments on design imperialism, to the shift that Cooper Hewitt felt was needed for the title of its sequel exhibition (presumably “Design BY the Other” will be the 3rd installment?). These kinds of social design projects tend to involve product or architectural designs, sometimes extending to systems: water carrying devices, modular emergency shelters, etc.

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The Messy Art of Saving the World: Design for the Marginalized Millions

reboot-china-1.jpgThis is the fourth post in a 7-part series from Panthea Lee of service design consultancy, Reboot. In The Messy Art of Saving the World, Lee will explore the role of design in international development.

You hear a lot in the United States about China these days: While we’re occupying Wall Street, they’re “taking our jobs” and enjoying a booming economy.

But look a little closer, and you’ll see that the so-called 99% exist in China, too (even though we often don’t hear their protests). The country’s transition to a market economy has left many citizens behind, and rapid growth has created a large, deep gap between rich and poor.

During a recent research trip to China, we saw this inequality in stark relief. “The city folks just get richer, and us peasants just get poorer,” we heard time and again in rural areas; between 1985 and 2009, the income gap between urban and rural households increased 118 percent. The country’s 55 different ethnic minority groups suffer as well; Mongols, for example, forbidden from their traditional livelihoods, now live on irregular, unreliable, and psychically devastating social support payments from Beijing.

Times in the cities are hard, too, for migrant workers, the familiar face of China’s economic boom. This 17 percent of the population accounts for half of the country’s GDP, but they don’t even have legal status. A 1958 registration system, hukou, set up to stem rural-to-city migration and protect urban workers, ironically now ensures that these workers are a low-paid, high-profit commodity—with no rights.

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The Time is Right

Reboot recently spent time with these three marginalized groups—the rural poor, ethnic minorities, and migrant workers—to research the impacts of three decades of disruptive change, and to design new services to improve their livelihoods. We’re focusing especially on financial inclusion; as I wrote two weeks ago about Pakistan, spreading the security of financial services can provide systematic support to the people who need it most.

There’s reason to be optimistic: The world’s largest mobile carrier, China Mobile, recently acquired 20 percent of the government-run Shanghai Pudong Development Bank, and is planning to launch mobile financial services nationwide. And the timing is right: A large number (70 percent) of the population already have mobile phones, and there are extensive agent networks and high remittance payment rates, suggesting that mobile banking could catch on.

How to Design for China

Our task is to make sure this coming mobile banking revolution—unlike too many other revolutions—is inclusive and accessible for everyone, and especially the disenfranchised populations who could stand to benefit the most. As we work through our findings, we’ve found three key principles that will help make sure this happens:

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The Messy Art of Saving the World: From Band-Aids to Inclusive Banking

reboot-pakistan1.jpgThis is the third post in a 7-part series from Panthea Lee of service design consultancy, Reboot. In The Messy Art of Saving the World, Lee will explore the role of design in international development.

One year after the devastating Indus Valley floods, Reboot traveled to Pakistan in 2011 to design a better way to distribute humanitarian aid. The disaster had killed over 1,700 people and left over 20 million more homeless. When we arrived, the formal refugee camps and aid organizations had long since packed up and left, but millions of people were still camped out in makeshift shelters next to the piles of rubble that had once been their homes.

The international community pledged hundreds of millions of dollars in relief funding, but the majority of those we spoke with had gone without the aid they needed (some had never seen a dime). In order to create a better service model, we had to understand why.

What we uncovered was a strong example of how research and design can help the international development community not only solve pressing challenges, but discover and act on new opportunities.

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We had been tasked with improving an aid program run by a global coalition of public- and private-sector partners, who distributed emergency funds through preloaded debit cards. The results had been mixed. On one hand, the debit card method promised a fast, easy and secure way to get aid to the people who needed it. It was ambitious and life-saving: Over US $230 million was disbursed to families in need in the first 70 days alone.

But on the other hand, the program was complex, involved multiple actors and was enacted in rural locations with poor infrastructure. Breakdowns were inevitable. We spoke with flood victims who waited in line for entire days only to discover that the ATM machines had stopped working and that their families would go hungry for yet another night. Opportunistic officials demanded hefty “handling fees” from textually or technologically illiterate families who needed help retrieving their aid funds. Some people qualified for aid but were denied because of glitches in the system; we met one such man who had walked 16 hours to Islamabad to plead his case with the government, unsuccessfully.

United Bank Limited (UBL), a leading Pakistani bank which had spearheaded the relief program, engaged Reboot to address these challenges. From the beginning, we understood that the root cause of many shortcomings was a lack of understanding: Corporate executives in Karachi and government officials in Islamabad had little knowledge of the rural, poor Pakistanis receiving aid and the contexts in which they lived. Without this understanding, it was impossible to design or deploy an effective system.

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Thus, we began with an intensive design research process to better understand the flood victims—and the bank, too. (People don’t talk enough about empathy for your client, but it’s critical). We spoke with victims in 26 towns and villages, engaging with nearly 300 Pakistanis from all walks of life, from imams to street cleaners to loan sharks to vegetable merchants. Simultaneously, members of our team embedded within UBL to better understand its vision, needs and capacities. We spoke with staff of all levels and functional areas—everyone from the call center operators to the executives in charge—and we experienced first-hand how tough it is to run an aid program.

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Foursquare’s Holiday Travel Infographic: Planes, Trains and Automobiles

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The worst travel days of the year are upon us Americans, who have by today hopefully reached their destinations and are giving thanks for uneventful trips. But by now a portion of us will have dealt with overcrowded highways leading to the airport, delayed flights, and storage wars in the unruly overhead bins.

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As miserable as it is on the ground or in the air, when seen at a remove, all of this chaos looks rather beautiful. In honor of the American holidays Foursquare has posted this infographic time-lapse map tracking US travel at this time last year, starting at Halloween and spanning until Christmas. The blue arcs represents air travel, the red veins are train journeys and white represents cars on highways.

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Redesigning International Disaster Response, Part 4: Current Innovation

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In Part 3, we looked at how the US Military uses shared informational awareness to coordinate millions of troops through collaborative platforms. In this post, we’ll look at how mainstream technology—i.e.social media—is being adapted for disasters relief purposes.

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Social Technologies for Disaster Response

Founded in 2008, Ushahidi was created as a website platform to track events in the wake of Kenya’s controversial presidential election by geolocating first-hand accounts of violence in Google Maps. Ushahidi made headlines after it was implemented during the Haiti Earthquakes to track emergencies, public health problems and other hazards. The platform represents a shift towards responders relying on on-the-ground, up-to-the-minute, crowd-sourced information.

Similarly, during July’s terrorist attacks in Mumbai, residents in the city began circulating a Google Doc called “MumbaiHelp” that contained the “names, addresses, and phone numbers of residents who could offer their houses to stranded commuters.” Lastly, the virtual sense of community seen on websites like Facebook and Twitter can be applied to disasters, similar to what was recently seen during the mass protests in Egypt, where protesters organized and communicated via these websites.

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The Evolving Role of Facebook

The benefits of using Facebook during disasters are largely about reaching a community, as “it’s not about the government helping the public; it’s about the public helping themselves… It’s peer-to-peer aid.” Facebook has recently hosted conference events with disaster relief agencies to “discuss the important role social media can play during crisis.”

Data from an American Red Cross survey showed that television, radio stations and social media are the main sources for information during an emergency, while Facebook was the “most commonly used channel for posting eyewitness information on an emergency.” The majority of respondents expect disaster response agencies to monitor and communicate through their social media sites so as to “respond promptly to any request for help posted there.” These expectations, though, are not likely to soon be met, as Red Cross faces an “enormous challenge to monitor the volume of social media traffic.”

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Redesigning International Disaster Response, Part 3: Looking to the US Military

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In Part 2, we discussed the challenges the international disaster response community faces. In this post, we’ll look at how the US Military creates collaborative information systems between millions of soldiers.

Building the Hive Mind: The United States Military

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The Military in the Information Age

Coordinating nearly 1.5 million troops in five military branches across every continent is an extremely complex undertaking. From flying unmanned aerial vehicles to directing clandestine operations, not to mention processing enormous amounts of situational data, information technology allows the United States Armed Forces to have complete command and control from half a world away. Although extremely bureaucratic in nature, the military is at the forefront of technology for elaborate logistical functionality.

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Network-Centric Warfare

Developed in the late 1990’s by the Department of Defense, the theory of network-centric warfare seeks to increase “combat power by networking sensors, decision makers, and shooters to achieve shared awareness, increased speed of command… and a degree of self-synchronization.” The theory grew out of the need for advanced systems of military coordination in a world increasingly commanded by information technology, especially that of large business operations.

The battlefield is viewed as a rapidly evolving ecosystem where information is the key to dominance. Information awareness between the various units involved in an operation is achieved through a “collaborative network of networks, populated and refreshed with quality intelligence.” The self-synchronization aspect of network-centric warfare seeks to allow “low-level forces to operate nearly autonomously” through this information awareness.

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