Now—often these are good ways of thinking about a problem. But there are consequences to focusing so much on goals, incentives, or packaged experiences. Here are three:

So, the design method I'll describe tries to fill this hole—when you care about making things deeply social, high-agency, and values-driven.

<aside> ☝ Well, actually we tend to think in three ways—either we are achieve a goal with our design, or we’re delivering some kind of packaged “good experience”, or we are motivating other people by giving them incentives, like points, money, or leveling up.

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What would things be like, if spaces came back, big time? If there were suddenly more space-making entrepreneurs, more people doing this kind of design, and if the best spaces were measured and rewarded, and rose to the top.

There was a time in our society before the current kinds of design took over, Before design was about achieving goals, delivering a packaged experience, or giving incentives.

Back then, spaces were stronger.

The modern shift, towards funnels and tubes, has meant an overall decline in spaces. So much so, that we can equate modernism with a decay in spaces.

<aside> ☝ Modernism = Space Decay

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In this talk, I want to look at new way to design. One that starts with the opposite idea: that people in a supportive environment will build relationships, contribute, and can be clear and self-authoring.

Design reframing

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And these hard steps become part of our problem formulation. A space for this kind of vulnerability, will make this kind of information available, will make these kinds of relationship building activities possible, these kinds of mood-setting or transition-making actions, etc.