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Evolution of a blog

Defining the topic for this blog has been an on-going challenge for me since I started blogging in December 2004. And that is reflected in the way my blog has evolved over the years.

Starting out as a simple way of sharing my experiences as an exchange student in Manchester in 2005, the blog evolved into a more solid online presence, eventually hosting the observations and ideas gathered throughout my fieldwork and thesis writing.

Following my graduation, I redefined my blog as my outboard brain, borrowing an expression from Cory Doctorow, a random stream of whatever caught my interest or my fancy at any given time.

Once I began working at Socialsquare, much of my blogging was diverted to their blog, and my own blog saw only sporadic posting.

Now that I’ve started out on my own, I find it is time to define the topic of this blog anew, and much more clearly this time. Inspired by Josh Porter’s advice on small-company blogs I’ll focus on the fields in which I work, and on how the developments in these fields can make a difference.

I work at the intersection of two fields: social software and people-centred design.

Social software is the fuzzy field sometimes known as social media, social tools, or lately even social business. Fundamentally, it is software tools and services on computers or mobile devices that support social relations, sharing, collaboration and collective action.

People-centered design is a strain within another fuzzy field often called user experience design, design research, user-centered design or even user-driven innovation. But all of these strains still draw upon the same mother lode: The notion that it is vital to understand understand the practices, motivations and needs of the potential users in order to design new products and services that can offer lasting value.

What both of these fields have in common is the fact that they are opening up new avenues of user involvement in their own way:

Social software facilitates involvement by offering people tools to share, discuss and solve issues – either directly among one another or indirectly by engaging with an organisation dedicated to solving those issues.

People-centred design creates involvement by engaging with people in their everyday lives, exploring and analysing the issues they face and building on those experiences in design solutions.

So, to sum up: I write about user involvement through people-centered design and social software. Stay tuned for more.

Civic urges

Today, my friend Nadja Pass and I are launching the first part of our project “Borgerlyst”.

Borgerlyst logo

The word Borgerlyst is a Danish portmanteau of Nadja’s invention. It consists of the two words Borger (meaning citizen) and Lyst (roughly meaning lust, urge, delight, inclination). In short, a sort of civic urge. It is meant as a sort of play on the phrase ‘civic duty’. Whereas civic duty is all the obligations, rules and expectations society forces upon you, civic urge is something like the opposite.

It is the feeling that you get when you feel a positive connection to the society around you. It can both be a sense of privilige for being able to take part and act in democratic processes, but more often it comes across as a sense of positive indignation. Every time you experience something in your life that also affects others in the same way, and you think “this could be a whole lot better”, you’re feeling that positive indignation, a civic urge to improve the world around you for the benefit of all. And when you succeed in realising such improvements, you will feel a civic delight.

Borgerlyst as a project focuses on building greater awareness around such civic urges, and make it easier for us as citizens to connect with others who share our civic urges and initiate projects to realise our civic urges. We hope that by building a positive framing around such civic engagement and participation, people will be more likely to take positive action together, rather than resorting to skeptical complaining or cynical blame games whenever they come across something in need of improvement.

A fundamental idea behind Borgerlyst is the notion that neither democracy nor society will ever be perfected, but is in a state of continuous development. It is in beta. That is to say: We have certain structures and procedures that generally work but there is still plenty of room for improvement. It is an acceptable error state that depends on our being present and engaged. And the drive that keeps us engaged in this way is our civic urge.

Today, we launched our Facebook page and in the coming month, we’ll launch our website at borgerlyst.dk as well. The whole project is focused on Denmark and will be in Danish, but we’d be most happy if the project can be an inspiration for similar initiatives elsewhere. If you’re curious to learn more, let me know.

On my own

After having worked at Socialsquare for almost two years, I’ve resigned, ending my contract at the end of March. It was not a decision that I took lightly, since it was my first full time job since graduating, and it’s a bunch of talented, inspiring colleagues who’ve taught me so much.

I’ve learned a lot about working as a consultant, the process and pitfalls of designing social software, being part of a team and coordinating and solving huge and complex tasks together and producing deliverables that make sense and solve problems within the clients’ organisation.

And for that I’m very grateful.

But all things considered, I felt the need to move on. I felt a need to focus on ethnographic research rather than social business consultancy – and a need to focus on other non-work-related projects as well (more about those in later blog posts). And so, I found that the best way for me to do this is to try my hand at working on my own.

So, I’m starting my own one-man enterprise under my own name, and I’ve updated this website to reflect that. The main change is in the “About” text which now reads:

I’m an independent consultant and researcher working at the intersection between people and technology. I help organisations understand the everyday lives, practices, motivations, worries and needs of their users and stakeholders.

As an anthropologist, I meet people on their own terms, using ethnographic methods to gather empathic insights on how new products, experiences, spaces and services can have a positive impact and create value in existing social and cultural contexts.

I deliver such anthropological insights in a lucid and actionable manner that can be used to qualify decisions or develop people-centred design solutions, often in direct collaboration with other disciplines.

To me, this is the core product that I as an anthropologist can offer organisations: A better understanding of the relationships of which the organisation is part, and in which it wants to take part – whether through a new product, service, space or experience.

It’s kinda grand and kinda broad, I know. But at the moment, I’m trying to open up my expertise from the digital context in which I have been immersed for years and use ethnographic methods to engage in other contexts as well. Contexts where the social relations, interactions, tools and designs aren’t necessarily digital. If you’re curious to hear more, get in touch.

Reflections on anthropology in the design process

A couple of weeks ago, I went to Århus to attend one of the rare meetings of the Danish Design Anthropology network (kindly arranged by Johanne Mose Entwistle and Rikke Aarhus). The over-arching theme for the day was assessing ethnographic methods for user engagement in the design process. On the day, no less than five speakers shared their experiences and thought. The sum of these presentations offer a good deal of insight into the state of mind within Danish design anthropology, I think.

Mette Kjærsgaard, Århus Universitet
Mette was among the founders of the Danish Design Anthropology network in 2001, and like many others, she comes from a background in the Scandinavian Participatory Design tradition. Participatory Design focuses on the involvement of the user as an active co-designer, and so Mette told the story of a participatory design project she did on designing interactive playgrounds.

In the project, they engaged children as co-designers to help design and practice play, developing new playground designs. This was based on an idea that the children would act as creative designers in their own right, and that all they would have to do was observe and note the new games and play practices invented by the children, and base their designs around that.

But rather than creating new games, the children played designers creating new games. The fun part was designing the games, not actually playing. In fact, this project made visible the anthropologists’ and designers’ own assumptions about the playground. It made explicit their own notions of play and of how play comes about.

Mette’s main point was that both participatory design and design anthropology is all about perspective, and making apparent the assumptions inherent within these perspectives. Whether it is the designer’s perspective, the childrens’ perspective, the engineer’s perspective.
Design anthropology explores these changes of perspectives and helps us understand how, why and when these assumptions break down, redefining the problem and – hopefully – the solutions.

Rikke Aarhus, Århus Universitet

The title of Rikke’s talk was “Designing With/Designing For”, and highlighted the challenges in engaging elderly users as co-designers. Rikke’s project is a project funded through the Danish government’s user-driven innovation pool, and focuses on alleviating chronic dizzyness among elderly through improved home training.

The user-driven innovation projects funded by the Danish government require, among other things, direct user involvement (the “user-driven” part, which Rikke led) as well as the development of a technological solution (the “innovation” part, which was led by a group of engineers). But developing a technological solution to the problem given proved to contain a lot of challenges, as the elderly were often too old, too ill, too unaccustomed to new technology, and too unwilling to redefine the setting of their home in any way.

In fact, many of the elderly preferred to not even focus on the illness in their homes, even though that was the main focus of the project, and thus it proved difficult to “design with” the users.

To me, the main point of Rikke’s talk was that you don’t know beforehand how user involvement will turn out, and using design anthropology merely as a way to validate and inspire a given solution will often result in bad solutions. Instead, design anthropology requires some amount of freedom to redefine the problem as well as the solution in order to be helpful.

Mikkel Ask, 3PART
Mikkel was the only non-anthropologist of the five speakers, and his perspective as head of design research at Århus-based design firm 3PART was also somewhat different. His main point was that design anthropology cannot be separated from the rest of the design process. It is the process as a whole – from observation to analysis to design – that provides value in the end.

Thus, Mikkel focused on how to ensure that the initial ethnographic observations and data would form the base upon which the whole process would be built. He gave an example of how they sought to integrate ethnography closer in the design process:

In one project to design new packaging for a specific kind of medicine, they recruited doctors and patients intimately familiar with the given disease for focus group interviews. At the focus group, they presented a wide range of colours and shapes and asked the participants to pick the shapes and colours they considered to match their understanding of the disease and the medicine.

They found that the doctors picked bright colours and positive shapes as they perceived medicine to be a positive thing, the way to health and treatment, while the patients typically picked darker colours and more negative shapes, as they associated the medicine with suffering and illness. In this way, they not only learned a lot about how the stakeholders perceived the product, but also received immediate and concrete feedback on how to proceed with their designs.

Mikkel described his fascination with design research deliverables, as these are key to create empathy and understanding of the design context within the client organisation. He gave an example of how they used “image ethnograhies” – series of 10-15 photos taken following interviews to illustrate the context and setting, making it real and tangible.

Mark Asboe, SPIRE, SDU
Mark is currently finishing his PhD on working as a design anthropologist within a medium-sized company called Focon (which mainly produces digital information displays for trains). With around 100 employees, Focon would typically be considered too small to have a full time anthropologist in their employ, but Mark sought to explore the possibilities for working as what he called “house anthropologist” in such a company.

Mark involved himself in all parts of the business, seeking to not only understand the end users of the product (typically train passengers with whom Focon had little direct contact), but also the internal workings of the company itself and the “value network” of suppliers, contractors and investors around the company.

He came to perform what he calls “real time anthropology”, providing frequent, critical perspectives and analyses of company processes, helping to build a coherent company narrative from past to future. In a way, he became the company historian, and grew intimately familiar with the workings of the organisation.

Mark argued that understanding the organisation, its structure and needs is a vital design anthropological task. It is through this understanding that the anthropologist can help improve the innovation processes of the organisation.

Mark’s argument led me to an interesting line of thought: The strength of traditional anthropology has always been in the long term relationship, reflection and insight in a certain group or organisation. So, based on that, it makes good sense for the anthropologist to be closely associated with an organisation for an extended period of time, providing an account of the long term development of the organisation, supporting its processes and challenging its assumptions.

I see the anthropologist in this role as something of a trickster figure, continuously challenging and offering new perspectives, representing the elusive users and providing an internal narrative and rites of passage. The anthropologist as an organisational shaman, to some extent!

Jesper Christiansen og Nina Holm Vohnsen, Mindlab

Jesper and Nina are both PhD students working at the Danish government’s own innovation unit, Mind Lab, researching how user-driven innovation can develop and improve the public sector services in various ways. Almost every time user-driven innovation is discussed, anthropology is mentioned as a way to uncover the needs of the users – conscious and unconscious needs alike. But whose needs are we talking about anyway?

Jesper and Nina did well to challenge this notion of user needs. They argued that in the public sector discourse, anthropological analysis of user needs is considered to be much like the doctor’s diagnosis of a patient’s ailments. Both are analyses based on the notion that there is a problem – a need – that can be identified and resolved.

But working in a public sector setting, Nina and Jesper found it relevant to consider whose needs were the real focus of this analysis? Who is defining and prioritising these needs and with what purpose?

Nina described a fairly typical case in Danish public sector practice of how a man suffering from work-related stress was interviewed by clerk at the local unemployment office. The man, who had worked as a chef, clearly described his needs as:
a) I need peace and quiet to avoid making my stress situation worse
b) I need help getting in touch with a psychiatrist to help me deal with my stress. I’m on a six-month waiting list.

The clerk couldn’t directly help the man with neither of these issues. She had no authority to let him be, and she had no way of getting the health authorities to help him get a psychiatrist sooner. Instead, what she could do was to enroll him in a retraining programme to help find a less stressy job. So that’s what she did.

But in doing she was fulfilling the system’s needs of resolving the case, rather than fulfilling the man’s own needs. Indeed, by enrolling the man in a retraining programme, the clerk was actively setting aside the man’s needs of being given peace and quiet to recover from the stress.

Jesper and Nina pointed out that cases such as this is a very common occurence in the public sector, and raises the bigger question of whose needs we’re really talking about when we are discussing user-driven innovation.

***

All in all, it was a very worthwhile afternoon in Århus, and it is interesting to see how similar many of the challenges we face as design anthropologists. It seems like a central part of our practice is understanding the organisation within we are working before we can even begin to help them in any meaningful way.

In this way, it is important that we as anthropologists dare take this trickster role upon ourselves, challenging assumptions and perspectives within organisations as a way to promote innovation and new ways of looking at old problems.

A Primer for a sustainable future

Recently, I’ve been thinking about how we need to reinvent something like The Whole Earth Catalog.

The Whole Earth Catalog is an ancient thing. Initiated by Stewart Brand in 1968 as a response to the communard movement that followed the summer of love. During the autumn and winter of 1967/1968, more than 30.000 hippies sought to make true on the idealistic promises of the 1960s counter culture, and moved back-to-the-land and into communes throughout the US southwest.

The first Whole Earth Catalog was a 64-page catalog that provided “access to tools” with which to build the new and better world envisioned by the communards. In addition to providing information on how to order material goods (mostly books), the Catalog, and to an even greater extent, the Whole Earth Supplement that subscribers would receive in-between new versions of the catalog, provided a forum where the communards could share information and reach out to one another. As Stewart Brand explains:

If [the commune dwellers] were going to go back to basics, they needed to know where the basics were. And I didn’t either. But I set a thing in motion a thing by which by purveying the stuff, and being a node of a network of people purveying it to each other… I would get to learn whatever the network was learning.

The Catalog and the supplement became looking glasses through which to peer down and see a reflection of an emerging world and, at the same time, spot doorways through which newcomers could enter that world.

Inspired by his own experiences of environmental biology and the works of Buckminster Fuller, Brand sought to develop this fledgling network into what he hoped would become a self-sustaining system. As he put it,

What you’re trying to do is nourish and design an organism which can learn and stay alive while it’s learning. Once that process has its stride, don’t tinker with it, let it work for you.

Indeed, the Whole Earth Catalog inspired a whole generation of communards, free-thinkers, activists and dreamers to think of computers, cybernetics, ecology, Buckminster Fuller, geodesic domes, and lots more.
One of the key design principles of this information eco-system was juxtaposition. Brand juxtaposed radically different topics in order to help the reader to win new perspectives. As he put it,

How you get energy is, you take polarities and slap them next to one another. If you get into Cybernetics and your head is just a minute ago full of organic gardening and ecology, then cybernetics starts to come alive for you in a different way.

Little wonder that the Whole Earth Catalog inspired long-haired computer programmers as they imagined how a computer would handle and juxtapose information. As Alan Kay (the man who first envisioned the laptop computer) said, “We thought of the Whole Earth Catalog as a print version of what the Internet was going to be.”

And that is what the Internet – and especially the World Wide Web – has become. It is the ultimate information eco-system – the ultimate juxtaposition of human knowledge. Everything is just a click a way. But that also means that it is too big to know. With Google, you can find anything that you know to seek, but you rarely come across that which you did not expect to find. You tend skim along, never focusing, never allowing the energy of the juxtapositions to hit home.

I find myself lacking the carefully curated, annotated and juxtaposed mix of inspiration, ideas, and tools that the Whole Earth Catalog offered. Tools gathered with a specific purpose and audience in mind. Just like the Whole Earth Catalog was a primer for the hippies, the communards, and the computer geeks, we need a primer for young people today.

Such a primer should provide tools and inspire conversations and everyday action towards the sustainable, open, free and shared future we know we need to build.

If you know of something like that that already exists, or if you want to help make one, get in touch.

(PS: All of the quotes above are taken from Fred Turner’s excellent book “From Counter Culture to Cyberculture and the related panel discussion at Stanford University)

On utopias

Lately, I’ve been reading a book called “The Tao is Silent”. It is a series of reflections on tao and taoism by Raymond Smullyan, a mathematician, musician, magician, philosopher and all-round trickster figure.

Long-time readers of this blog may remember that I blogged about Smullyan’s text “Is God a taoist” ages ago. The whole book is full of witty dialogues and thoughtful reflections trying to map the differences and similarities between western and eastern philosophies.

Smullyan has a lovely little story from the taoist philosopher Chuang Tzu, as translated by Thomas Merton:

When life was full, there was no history

In the age when life on earth was full, no one paid any special attention to worthy men, nor did they single out the man of ability. Rulers were simply the highest branches of the tree, and the people were like deer in the woods. They were honest and righteous without realizing they were “doing their duty”. They loved each other and did not know that this was “love of neighbour”. They deceived no one yet they did not know that they were “men to be trusted”. They were reliable and did not know that this was “good faith”. They lived freely together giving and taking, and did not know that they were generous. For this reason their deeds have not been narrated. They made no history.

Chuang Tzu indicates that there was a “once-upon-a-time” when life on earth was full. A sort of edenic scene. Such ur-topia goes well with the taoist notion that we live our fullest when we are as uncarved wood. Whole and unsplintered. It doesn’t mean that such a utopia has actually existed, but it is a way of describing that true power (or virtue) is within us and that it only requires us to find it.

Now, what I find really interesting is how Chuang Tzu says that in this utopia, there is no history. When all of the people there are living in effortless harmony with the Tao, it is unremarkable in its own right. They don’t consider it a story worth telling.

I think this is a remarkable insight on utopias in general: No one living in a utopia would have a need to describe it. But it is also a remarkable insight on how taoist philosophy transcends morality by suggesting that the considerations of morality lead us away from living in harmony with the Tao. As the Zen poet Seng-Ts’an says:

If you want to get the plain truth,
Be not concerned with right and wrong.
The conflict between right and wrong
Is the sickness of the mind.

Open Source Villages

Today, I came across a presentation called “How to Build a Post-Scarcity Village Using Existing Technology“, which introduces a project called Open Source Ecology.

The people behind the project argue that we already have the technological foundations needed to ensure a sustainable and pleasant standard of living, and that with some effort, these technology can be made available at the cost of “scrap metal + labor”. They’re currently experimenting with easy-to-make prototypes of what they consider to be the technology necessary to bootstrap such a village. The goal is to make a “Global Village Construction Set” with open sourced blueprints, documentation, permaculture designs and descriptions that will enable a small determined group anywhere in the world to build such sustainable communities of their own.

As an example of what such a future of resilient communities might look like, they point to a piece of speculative fiction called The Unplugged. In this future, the unplugged are a group of people who voluntarily leave society and the main economy behind. They build on the idea that if we save up enough money, we can all live off that wealth for the rest of our lives (This is the classic capitalist dream of “getting off at the top”, cashing out and living like you want to for the rest of your life).

Unplugging inverts this notion to some extent by offering the opportunity “buy out at the bottom” and build an independent life-support infrastructure and financial architecture – a society within society at the cost of just three months of wages to get started. Of course, then you’ll have to learn how to live such an unplugged life, and work everyday to ensure your own survival – but you’ll be living sustainably and independently.

I find the whole notion of Open Source Ecology to be fascinating, but it seems to me that the people involved in the projects are more interested in the technical and agricultural aspects of building a sustainable village than in the social aspects. In their presentation, they appear to be aware of this themselves as they’ve sketched out a sort ofsocial contract for their experimental village. Though its rough and unfinished nature is apparent in statements such as “can people simply get along?”

I expect they’ll discover that the hard part about building a replicable sustainable village won’t be the technology part but the getting along part.

Visualising computer memory

Green letters flowing

Did you ever see the Matrix and wonder just how all of those green characters of weird computer code flowing across the screen corresponded to what was represented on the screen inside the matrix?

Well, today I came across a tool on the BERG blog, which shows this correlation very well with real computer code:

ICU64 is a real-time debugger for Commodore 64 emulators. On the right is an emulator program emulating a virtual C64 machine. This virtual machine is running an old C64 game. On the left is ICU64 displaying the memory registers of the virtual C64 machine.

Tom Armitage on the aforementioned BERG blog does well to describe what’s going on:

To begin with, you can see the registers being filled and decompressed to in real time; then, you can see the ripple as all the registers empty and are refilled. And then, as the game in question loads, you can see registers being read directly corresponding to sprite animation. What from a distance appears to be green and yellow dots can be zoomed right into – the individual values of each register being made clear. It’s a long video, but the first minute or two makes the part I liked clear: a useful (and surprisingly beautiful) visualisation of computer memory. It helps that the computer in question has a memory small enough that it can reasonably be displayed on a modern screen.

Seeing how the individual memory registers of the C64 as it runs the game, you can get an idea of how the individual bytes all play a part in presenting the game. And as the video progresses, you get an understanding of how you can change individual bytes and thus change the game – in realtime. This is pretty much what Neo does in the Matrix films: He hacks the code of the Matrix on the fly to give himself superhuman powers such as the ability to fly or fight, thereby breaking the programmed laws of the game.

It is a beautiful visualisation of the relationship between the physical computer (the registers on the disk) and the information we see displayed on our screen.

The musketeer rule

Just trawled my way through a ridiculously long slide deck by David Gillespie called “Digital Strangelove – or how I learned to stop worrying and love the internet“.

It has a lot of good points, and describes among other things:

  • How it doesn’t make sense to talk of digital anymore. It is a qualifier that is losing meaning as our physical and digital lives melt together.
  • How all media technology has always been enabling new forms of human expression – and how the Internet has enabled everybody to express themselves in all sorts of new ways. And we don’t know where we might end up.
  • How it doesn’t make sense to talk of social media, since with the internet, all media are social. We might just as well talk of the internet.
  • How the internet is changing the way we perceive media. On the internet, we have to design for the users’ intent and ability to express themselves rather than count upon their passive attention.
  • But the point that stuck with me occured around slide number 190 (!) was the “musketeer rule”, which sort of sums it all up:

    Your intent is framed by the way you deliver value.

    I call this The Three Musketeers rule.

    All for One or One for All

    All For One is 20th century value creation. It is driven by self-interest & excelled in the silos.

    One For All is how businesses thrive today. When they create value for themselves, they create value for an eco-system.

    It is called the “Good Enough Revolution”, and it is not a conversation about features.

    It is a conversation about benefits.

    Good stuff!

The myth of perfection

One of the bloggers I read regularly is the American journalist Jeff Jarvis. Jarvis provides insight into the changing media landscape, and has written a book called “What Would Google Do”, which uses Google as a case in point of these changes.

One of the most interesting aspects of this is what Jarvis calls the “the end of the myth of perfection.” His point being that we need to get used to thinking products in a web-minded manner: Always in beta, releasing early to learn and collaborate and improve:

This is of course very similar to the open source mindset I’ve studied in my fieldwork, but I find Jarvis says it well. And not only that, he only also makes it clear that this is not just relevant for software developers, but for almost every walk of life. We have to let go of the notion that we’ll ever achieve perfection, and instead focus on how to provide the best circumstances for continual improvement. The new world order is a permanent state of acceptable errors and continuous improvement.

Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Denmark
Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Denmark
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