Category: -Design

This design community of project practice does development and problem-solving by a soft systems approach centering users. It emphasizes the importance of understanding social and cultural contexts, recognizing that technical solutions alone may not be sufficient. It combines elements of the traditional craft of design with systems thinking and current technologies. It prioritizes user-friendliness, early stakeholder involvement, and collaborative processes. It often involves creating visual representations of the complex relationships and perspectives within a system and surrounding it. Key early practitioners were architects (Alexander, Koberg and Bagnall), industrial designers (Jones, Norman) and visual facilitators (Sibbet) working in the 1960’s and 1970’s. However, for this community, the development of the Macintosh computer in the early 1980’s was a seminal event. That development may have been led more by Steve Jobs than by the principles of the community; however, the Mac and related technologies certainly enabled this community to expand enormously, in scale and impact. 

“Double Diamond in 3 Minutes”

Since its emergence in the early 1970’s, the soft systems design community of practice has been enabling non-technical persons to participate in collaborative problem-solving and design processes. It does so by way of processes strongly informed by systems thinking but scaffolded by visual models, physical prototypes, and conversation, rather than by precise definitions, math, and […]

“Satir Change Model”

Useful 8′ explanation based on a single slide, with annotations set out in support of the talk. Re Satir’s pracctice, what is missing here is her thinking in terms of “wholes” and balance, her deep empathy for whole family network/group, and her fearless, nurturing intent. “Systemic mothering”, if you will. The potency of her practice […]

“Use Innovation Games”

Here is a brief (<3′) introduction to innovation games, including a short talk by the one who “wrote the book” on them, Luke Hohman. One major use of such games is to inform prioritization decisions, that is, decisions about the relative value of product features or increments, from various perspectives. The three games mentioned here […]

“What is CATWOE?”

Useful introduction to the construct of “root definition” of any “human activity system”, including any project or potential project. CATWOE is the acronym of human activity system (HAS) elements: Customer, Actor, Transformation, Worldview, Owner, Environment. Explained more from a business rather than a systems perspective. A bit “talky” but a helpful into in about 5.5′.

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