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uncategorized

Show-up Work

notes from a session on 18 February 2019 with Mark from Auckland and Nick Laurence

Nick Laurence hosted a small gathering with Mark, an associate from Auckland, about the emerging future and what it means to be authentic and show-up rather than contrive to be what you think is needed for any given circumstance.

The following key words and phrases arose in the discussion:

  • openness
  • seeing others
  • connecting
  • being authentic to who you are
  • deep self-compassion and acceptance
  • yearning for connecting
  • awareness
  • connecting to ease
  • not hiding / courage
  • being with suffering
  • equanimity / balanced neutrality
  • not shrinking down
  • responsibility
  • change
  • letting go of control
  • cutting through
  • circling to “now”
  • patterns of distorted reactions – finding truth within distortions
  • presence as contribution
  • commitment
  • safety

Mark encouraged the group to connect to their genuine needs and desires and sift them from phantom needs. By connecting to genuine needs, we can be lead to amazing beauty. Identifying genuine needs empowers those needs to be met.

Showing-up means being rewarded for presence rather than knowing, leaving behind colonization and judgement.

Mark

Required Skills

inquiry

Asking our own questions while remaining open to the unknown.

Embarking on that process of inquiry with someone to support or accompany us on the journey.

discernment

Considering what is true and developing a fidelity of discernment to resolve the question of “how do I know?”

practice… integrity

How do I live what I believe to be true?

In order to practice integrity, it must engage the whole body. We are only able to fully live a select number of things to be true to ourselves.

Developing integrity happens through iteration.

collaboration

When collaborating, devoting energy and defining boundaries allows for mutuality and freedom.

Certain conditions support deep collaboration. It is worth investigating what conditions are necessary for each of us.

contribution

Ask yourself:

  • where and what are my ways of contributing?
  • am i able to do this in a satisfying way?
  • what are we trying to avoid?

Notice what you are resisting. Favor embodiment (a tangible or visible form of an idea, quality, or feeling) over projected learning (abstract ideas void of form or application).

Memory and status take us away from living what we need to be now.

The memory of it is not the truth of it.

“vulnerable & in my power”

“stronger web of community”

1. 80% is figuring out if I’m doing what I need to do to show up.

2. If I can’t, who can I ask for help?

There are ways of staying present with reality that we can work with to allow us to collaborate. Bring yourself, without pretense, and see what happens.

Deep collaboration is a hypothesis to address deep adaptation.

Categories
codesign

codesign & young people

Codesign as a means to build sustained youth and community capability and responses to initiatives

Flexible, responsive, relational

building evidence from practice

a platform that would provide people with the skills and opportunities to develop and enhance their own interventions

Lifehack

Primary prevention

Increasing protective factors & strength-based skills development

building on existing assets

Capability, opportunity & motivation

youth workforce capability

promoting wellbeing & frameworks

modeling

codesign approaches that led to more inclusive and effective service delivery

support cross-sector collab.

creating networks

increasing participating of youth not currently served well by the system

skills, resources & changes in structure necessary to make codesign possible

youth-led and peer-led responses

fostering conversations and connections

Lessons from LifeHack

Relationship building skills outlive ideas; giving it an offline presence

Support initiatives that come out of community settings

Embed initiatives into broader systems such as councils or schools

Work with participants to codesign & evaluate interventions

Cross sector collaborations

Categories
design thinking

system 1 and system 2

System 1: Fast, intuitive, emotional, immediate, instinctual, gut-feelings, easy

System 2: Slow, rational, computational, reasoning, intentional, aware, hard

System 1 influences system 2

Categories
design thinking

design + sustainability

design process as a way of finding / uncovering sustainable solutions or outcomes to the challenges people face.

some sustainability goals may compete with each other: its about finding balance. not a binary.

learning “design thinking” now should be more about recognition or identification than naming the process. design thinking is needed to create a system that encourages iteration and repetition.

You can forget about a book, even in the act of reading it

Johanna Drucker
Categories
uncategorized

writing & creativity

telling stories about the human experience – connections

we are more connected than we realize – “to feel”

creativity = new ideas, new thinking

REAL CHANGE begins within; must start here before it effects others

involvement

holding space for both success and failure

valuing yourself and your own voice

“we seek to protect what we love”

“Everyone gets to define their own narrative”

Tom Conroy – resident novelist

“…it matters not how small the beginning may seem…”

One thing done well lasts forever.

“your heart is the gate”

Unteach: we are not providing answer… answers are left to the audience

“unsayable can be said”

writing is a sensory experience – it is showing people a world they can step into

writing = “take some situation and make it worse and worse”

Let the first words be horrible.

The real craft of writing is those willing to edit.

“In the deepest part of our hearts lies a tunnel that leads to every other person.”

The feeling of needing directions or a map or just a sense of where something is but looking at your phone your fear that the I is searching for a signal and its only at 1%. that feeling of knowing you could have done more = brought a charging block or downloaded the map or written out the instructions. Something more than just glancing at the address. its a new city and you don’t know which throughways or which is north. You can guess – wander – take wrong turns and back track – but you will definitely be late. There is just enough time to get their if you go directly. What do you do? Trust your underwhelming directional sense? Ask someone? So you ask, and it sounds so obvious when they explain. Until you keep walking and don’t see any street names. The sidewalk is running out. The light is lowering. You are either in shadow or blinding light reflected off glossy high rise towers. You are frozen at an intersection with no cross walk.

Categories
experiences relational skills

whanaungatanga

human connection, kinship, relationship, sense of family connection

relationship through shared experiences and working together to provide a sense of belonging

making sure everyone in the room is acknowledged and has a sense of belonging

The more traumatized someone is, the more they seek out control, structure & predictability when interacting with others.

J. Stuart Ablon, Think:Kids

building whanaungatanga

Kawa (culture / norms) session

Sharing of self – Johari window

acknowledging your mountains…
being in tune with your mountain – present and aware;
acknowledging the dead / the old world / grounding

Categories
design thinking education

design thinking

Design Thinking is an iterative process in which we seek to understand the user, challenge assumptions, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent…”

RIKKE DAM AND TEO SIANG, What is Design Thinking and Why is it So Popular?

design thinking as a way of empowering “soft skills” (human!) to catalyze activities rather than numbers, institutions, objects, etc. to as drivers

Design thinking is a process for creative problem solving

Coelete Stafford, Managing Director, IDEO

innovation

concept development

applied creativity

prototyping

experimentation

iterative

flexible

focused on collaboration

define-ideate-prototype

tackling complex, ill0-defined problems by understanding the human needs involved

  • reframing the problem in human-centric ways
  • creating many ideas in brainstorming
  • hands-on approach in prototyping + testing

Design thinking is a non-linear process. As defined by the d.school:

  • empathise
  • define
  • ideate
  • prototype
  • test

The Sciences of the Artificial – Herbert Simon

“Design thinking is an iterative process in which we seek to understand the user, challenge assumptions, and redefine problems in an attempt to identify alternative strategies and solutions that might not be instantly apparent…”

 RIKKE DAM AND TEO SIANG 

ingrained patterns of thinking: schemas

organized sets of information and relationships between things, actions and thoughts

questioning the problem, assumptions, implications

question purpose & objectives

challenge sources and assumptions

adjust mindset + methodology

  • Ask
  • Respond, not react
  • See positive intentions
  • Empower and equip everyone
  • Shift from expectation to understanding
Categories
codesign

intention + design

Design is an act of creating something with intention. This definition relies on a premise that outcomes can be predicted and/or controlled. Design’s monetary value is built on assumptions that design (the cause) makes visual communications more effective and leads to enhanced engagement and sales (the effect).

However, accountability for outcomes is often untracked and may be untrusted by designers. ‘Research’ might mean a systematic investigation in pursuit of exploratory thought. Or, it may be a gathering of external justifications to confirm preformed conclusions.

[In a] 2005 study by Metropolis magazine of 1,051 design practitioners and academics … [s]ome respondents thought research was choosing colors for a project, while others cited deep studies of user behavior.

Meredith Davis and Deborah Littlejohn

Skepticism of the role of research and accountability for outcomes in design stems from the intuitive, aesthetic components of the process. While click-through conversions are easily quantified, there is no objective standard for measuring aesthetic resonance across multitudes of intersecting cultures.

At a basic level design process is the ability to anticipate the visual elements an intended audience will respond to. A designer curates relevant cues and styles them. Design work is frequently compensated on an hourly rate, so efficiency is prioritized. Mental shortcuts, such as noting “the easier something is to remember, the more prevalent… it is”* helps designers reach conclusions as quickly as possible.

However, this shortcut creates unconscious bias. Brand identities, user interfaces, retail environments – our visual world – have been built on such mental shortcuts that favor the disposition and experiences of the designer or client rather than the audiences they purport to represent.

A striking example of design detached from its audience was Pepsi’s advertisement from 2017 – described as “tone-deaf” for its trivialization of racial tensions, protests and police brutality. The public backlash prompted Pepsi to retract the ad, stating: “Pepsi was trying to project a global message of unity, peace and understanding. Clearly, we missed the mark and apologize. We did not intend to make light of any serious issue.” While other high-profile advertisements have linked into social issues, Pepsi’s was noteworthy for its artificial desire to “start conversations” about significant issues while really hoping to sell more product.

In other ways design does connect deeply with audiences – through its ability to manufacture desire.

There’s a huge gap between what customers buy and what customers really want. Sharp-eyed and persistent master demand creators discern that gap and fill it.

ADRIAN SLYWOTZKY

However, the sponsorship to fill this gap is almost exclusively focused on generating revenue. If the needs of the audience are at odds with the potential for profit, profit wins.

[D]esign has become both more pervasive and less responsible. …Jony Ive, of Apple …lovingly crafts smooth, chamfered edges for his company’s world-conquering products. The aesthetic is precise, alluring—but the objects are designed to meet a suspiciously early obsolescence. Indeed, most of the things that we hold in our hands and stare at, day after day, are examples of “good design”—great design, even, in terms of their inextricability from life. But more and more their social benefit seems questionable. As objects they are meant to be replaced, and they function, …as talismans of our own status. What would design look like if its aim weren’t profit?

Nikil Saval

Designers are given resources to shape what people desire when it makes money, but little is allocated to address the needs unlikely to generate revenue. What accountability in industry that does exist is likely tied to tracking revenue. What value accountability has in the industry is also likewise linked to charging more for services. What is lost when design is so closely linked to profit is seeing the wholeness of the audiences it serves; addressing long-term needs.

It’s essential that a designer doesn’t attempt to speak on behalf of people, but to give them a platform to speak for themselves.

Jessica Soberman

Rather than impose external perspectives, designers can empower their audiences’ voices instead. Doing so requires a shift in methodology to build meaningful connections between designers and the people they are creating for.

This blog is a collection of experiences, perspectives and observations about why the way we design matters, who is doing it differently and how design education can facilitate change.