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DESIGNING OUR COMMUNITIES 
A FEW THINGS I’VE LEARNED ALONG THE WAY 
Erik Dahl eadahl@gmail.com @eadahl #isa14
@eadahl 
ERIK DAHL 
Researcher & Design Consultant 
eadahl@gmail.com 
@eadahl 
MWUX 
conference 
www.uxaxioms.com 
Hello!
LET’S LEAVE OUR EVERYDAY REALITY
LET’S TAKE A STEP BACK, AND 
REFLECT
Activity 
Close your eyes 
Activity ACTIVITY 
CLOSE YOUR EYES 
…think of a time in your life when you were happiest.
PITTSBURGH 
Story of getting laid 
off.
COLUMBUS
S0, WHAT IS COMMUNITY?
COMMUNITY
A COMMUNITY IS A SOCIAL UNIT 
OF ANY SIZE THAT SHARES 
COMMON VALUES.
COMMUNITIES ARE THE SOCIAL 
INFRASTRUCTURE SUPPORTING AND 
ENABLING HUMAN ACTION.
A FEW WORDS ABOUT CULTURE
WE MAKE CULTURE, BUT CULTURE 
MAKES US WHO WE ARE.
CULTURE IS: 
BEHAVIOR - WHAT PEOPLE DO 
KNOWLEDGE - WHAT PEOPLE KNOW 
ARTIFACTS - THINGS PEOPLE MAKE AND USE 
JAMES SPRADLEY
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
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
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
CULTURE IS INTERPRETIVE, AND GENERATIVE… 
CULTURE IS NOT TAXONOMIC. 
OUR COMMUNITIES ARE SITES OF CULTURAL PRODUCTION.
CULTURE INFLUENCES COGNITION… 
BOTH WHAT WE THINK AND WHAT 
WE DO. 
http://www2.psych.Joe Henrich ubc.ca/~henrich/books.html
A FEW WORDS ABOUT PROBLEM 
FINDING AS APPLIED TO COMMUNITIES.
PROBLEM 
SOLVERS 
PROBLEM 
FINDERS 
HOW DO I DO 
GOOD WORK? 
WHAT IS 
GOOD WORK?
AS STEWARDS OF OUR COMMUNITIES, 
WHAT DOES THIS MEAN FOR US?
HOW DO WE CRAFT GOOD COMMUNITIES? 
WHAT IS A GOOD COMMUNITY?
ACTIVITY 
WHY DO YOU… 
…join or not? …stay in or leave? …lead or not?
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
1. PASSIVE → ACTIVE
“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
14 IND 
MWUX
[ images of 
bayardstown ]
CREATE YOUR OWN PATH AND 
MAKE THE WORLD YOU WANT 
TO LIVE IN!
YOU HAVE TO HAVE A FUTURE VISION
ACTIVITY 
WHAT IS YOUR FUTURE VISION?
VISUALIZE OUR FUTURE IDENTITIES 
Effort before Identity → Identity before Effort
2. COMMUNITIES NEED FACILITATORS, 
NOT JUST LEADERS.
BE A FACILITATOR, SPACE MAKER, 
PATH CLEARER, FRICTION REDUCER, 
AND AN ENABLER
SELL YOUR EXPERTISE AND YOU HAVE 
A LIMITED REPERTOIRE. SELL YOUR 
IGNORANCE AND YOU HAVE AN 
UNLIMITED REPERTOIRE. 
RSW on Charles Eames
YOU DON’T HAVE TO BE AN EXPERT. 
BE AN EXPERIMENTER.
3. EVENTS → COMMUNITY
FIND YOUR TRIBE
FIND YOUR TRIBE … KEEP IT GOING
4. BUILD RELATIONSHIPS AND 
NETWORKS
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
“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/
CREATE SPACES FOR OTHER PEOPLE TO 
CONNECT AND GROW.
FOSTER OPENNESS, PARTICIPATION, 
CONNECTION, AND OPPORTUNITIES 
FOR OTHERS.
PUT OTHER PEOPLE FIRST, BE HUMBLE, 
AND BE CURIOUS.
5. EMERGENCE
NAKED STREETS 
A Hans Monderman-designed streetscape in Drachten, Holland without traffic lights, road signs and lane markers. Photo by Jerry Michalski.
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
MEET PEOPLE WHERE THEY ARE.
6. THIS COMMUNITY STUFF TAKES TIME. 
THERE’S NO QUICK FIX.
Amy Jo Kim’s models on cooperative gaming 
http://amyjokim.com/
NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design. http://amyjokim.com/
Newbie 
Regular 
Enthusiast 
Onboarding 
Habit-­‐Building 
Mastery 
NOT MY MODEL - From Amy Jo Kim’s work on cooperative game design. http://amyjokim.com/
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.
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
WHAT YOU GIVE IS WHAT YOU GET, 
SO GIVE MORE THAN YOU TAKE.
THANK YOU! 
Erik Dahl eadahl@gmail.com @eadahl #isa14
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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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.
  • 8. S0, WHAT IS COMMUNITY?
  • 9.
  • 11. A COMMUNITY IS A SOCIAL UNIT OF ANY SIZE THAT SHARES COMMON VALUES.
  • 12. COMMUNITIES ARE THE SOCIAL INFRASTRUCTURE SUPPORTING AND ENABLING HUMAN ACTION.
  • 13. A FEW WORDS ABOUT CULTURE
  • 14. WE MAKE CULTURE, BUT CULTURE MAKES US WHO WE ARE.
  • 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.
  • 22.
  • 23.
  • 24. PROBLEM SOLVERS PROBLEM FINDERS HOW DO I DO GOOD WORK? WHAT IS GOOD WORK?
  • 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
  • 29. 1. PASSIVE → ACTIVE
  • 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
  • 32. [ images of bayardstown ]
  • 33. CREATE YOUR OWN PATH AND MAKE THE WORLD YOU WANT TO LIVE IN!
  • 34. YOU HAVE TO HAVE A FUTURE VISION
  • 35. ACTIVITY WHAT IS YOUR FUTURE VISION?
  • 36. VISUALIZE OUR FUTURE IDENTITIES Effort before Identity → Identity before Effort
  • 37. 2. COMMUNITIES NEED FACILITATORS, NOT JUST LEADERS.
  • 38. BE A FACILITATOR, SPACE MAKER, PATH CLEARER, FRICTION REDUCER, AND AN ENABLER
  • 39. SELL YOUR EXPERTISE AND YOU HAVE A LIMITED REPERTOIRE. SELL YOUR IGNORANCE AND YOU HAVE AN UNLIMITED REPERTOIRE. RSW on Charles Eames
  • 40. YOU DON’T HAVE TO BE AN EXPERT. BE AN EXPERIMENTER.
  • 41. 3. EVENTS → COMMUNITY
  • 43. FIND YOUR TRIBE … KEEP IT GOING
  • 44.
  • 45. 4. BUILD RELATIONSHIPS AND NETWORKS
  • 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/
  • 48. CREATE SPACES FOR OTHER PEOPLE TO CONNECT AND GROW.
  • 49. FOSTER OPENNESS, PARTICIPATION, CONNECTION, AND OPPORTUNITIES FOR OTHERS.
  • 50. PUT OTHER PEOPLE FIRST, BE HUMBLE, AND BE CURIOUS.
  • 52. NAKED STREETS A Hans Monderman-designed streetscape in Drachten, Holland without traffic lights, road signs and lane markers. Photo by Jerry Michalski.
  • 53. 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
  • 54. MEET PEOPLE WHERE THEY ARE.
  • 55. 6. THIS COMMUNITY STUFF TAKES TIME. THERE’S NO QUICK FIX.
  • 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.
  • 62. THANK YOU! Erik Dahl eadahl@gmail.com @eadahl #isa14
  • 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