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Exploring interaction design for counter-narration and agonistic co-design – Four experiments to increase understanding of, and facilitate, an established practice of grassroots activism

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Introduction

This comic is based on real events. For dramatic effect and for purpos-es of framing, some aspects have been simplified, and some parts have been left out. The focus of this episode is a rather crude presentation of my subjective experience. Its purpose is to help spark discussions and thoughts about the role and methods of a designer.

The process described here is part of my masters thesis in interaction design. The subject that was explored is the changing role of a designer in a flat-hierarchy, grassroots environment. When a designer is stripped of the authority given a designer, how does it influence design methods, behavior and experience of a designer?

The story does not portray a beginning, nor an end, but is rather an por-tion extracted out of a larger context.

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Discussion

The comic tries to tell how I found myself in a situation that I had been reading about for weeks. And how I failed to recognize the situation de-spite trying to prepare myself for it. Note that the story told is my subjec-tive experience of the events, it is not said that this is how it is actually perceived by others.

I would like to relate to Donald Schön9. If the act of acting in a social environment which one is not familiar with, can be said to include ele-ments of artistry. Then this knowledge and skill, can only be obtained by practice. Learning by doing. Do one have to go through a phase of feeling naive and unexperienced, in order to learn how to recognize one’s own weaknesses in a given situation?

Learning by failing. The character in the story is apparently worried about failing, and to look stupid. As recognized as one of the fundamental goals of users in interaction design/HCI litterature: users do not want to feel stupid and/or embarrased. How should a designer act in this situation? How is failures portrayed in design for social innovation and interaction design litterature? Are failures even considered to be failures?

What is the difference between the awareness of one’s weaknesses and other practical skills?

Notes

1. The essence of this is captured in the introduction to the paper “Designing

for social change”, by Ruby Ku and Christina Tran from Austin center for

design.

“year after year, thousands of young designers graduate and go off to work at prestigious agencies where they solve usability problems for entertainment web-sites or reconfigure packaging designs to shave cents off the cost. What if all those designers were instead focusing their time and efforts on societal issues such as poverty, equality, and sustainability?”

2. The fundamental idea behind this is that people are experts on their own situations. Improvements are therefore best developed by the people con-cerned with the issue.

3. As described by Erling Björgvinsson, Pelle Ehn and Anders Hillgren in the conference paper “Participatory design and ‘democratizing

innova-tion’” (2010).

4. As included in projects run by Medea, http://medea.mah.se.

5. Jan Michl quoted by Cameron Tonkinwise in “Politics please, we’re social

designers” (2010) (available at http://www.core77.com/blog)

6. Geoff Mulgan (2009) cited in “Dealing with dilemmas” (2011) by Anders Emilson, Anna Seravalli and Per-Anders Hillgren

7. “critiques stress that designers engaged with social issues need to reflect on their weaknesses in order avoid to ‘re-invent the wheel’ and being naive”

Mentioned in “Dealing with dilemmas” by Anders Emilson, Anna Sera-valli and Per-Anders Hillgren

8. Another experiment in the scope of my masters thesis on interaction de-sign. See thesis or contact me for further info: daniel.palmr@gmail.com 9. Donald Schön, (1987). Educating the reflective practitioner.

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References

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