- How Will We Live? — we tend to imbue technology with the ideals of the people who have created it, and the messages of those who market it. However, creators and marketeers only ever set the affordances and suggest a use case. A technology’s true impact will always be defined by those who use it. Whether that’s knitting groups or fascist regimes, technology becomes an amplifier and accelerator of the social, cultural, and political values of the groups who use it, not those who made it. And it will continue to be used in ways you can never imagine.
- Fortunate People Say No (Ian Bogost) — you have to say ‘yes’ for a long while before you can earn the right to say ‘no.’ Even then, you usually can’t say ‘no’ at whim. By the time you can say ‘no’ indiscriminately, then you’re already so super-privileged that being able to say ‘no’ is not a prerequisite of success, but a result of it. (via Austin Kleon) (via Cory Doctorow)
- The Thing From The Future (Stuart Candy) — a game for creating thought-provoking artifacts from the future. Design fiction idea generator, in other words.
- Sweet Article Format — big lede with shortcuts to relevant sections. As Courtney says, “while I don’t know what I’d use this for, I like it.” (via Courtney Johnston)
The O'Reilly Design Podcast: Organization design, design critiques, and designing for good behavior.
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In this week’s Design Podcast episode, I chat it up with Adam Connor, designer at MadPow and author of Discussing Design with Aaron Irizarry — Connor also is speaking at O’Reilly’s inaugural Design Conference. We talk about company culture and organizational design, the design of codes of conduct, and advice on running productive design critiques.
Here are a few highlights from our conversation:
I think there’s a misconception around what culture is. A lot of people approach me asking if I can help them with their culture as if it is this separate thing that if adjusted, everything else — their work, their processes, their people — will fall into place. But what culture really is, is the rules, the invisible rules, that we all have in our minds of how we’re supposed to interact with each other or behave in certain situations. Sometimes it’s the values that we have and sometimes it’s more reaction and an instinctual behavior to get at that and to really influence that in such a way that allows people to be creative, to explore ideas, to be collaborative and work toward mutual goals. It actually requires you to adjust things like the processes we have, the policies we have, the roles people play, the skills that they’re using.