the pattern problem

146
The Pattern Problem Google Firestarters, September 2017 John V Willshire / @willsh

Upload: john-v-willshire

Post on 22-Jan-2018

4.609 views

Category:

Design


0 download

TRANSCRIPT

  1. The Pattern Problem Google Firestarters, September 2017 John V Willshire / @willsh
  2. SMITHERY
  3. Strategic Design bridges disciplines and departments, roles and responsibilities. It is concerned with the factors around a thing, not just the thing itself.
  4. 2011
  5. Metamechanics & Behaviour
  6. IED Innovation & Future Thinking Barcelona, 17th-29th July 2017 summer course
  7. let's start with this
  8. Jean Tinguely 1925-1991
  9. If you stare long enough, you see how it works http://www.vernissage.tv
  10. If you stare long enough, you see how it works
  11. What are the underlying mechanics?
  12. Mechanics: What happens to things when things happen to them?
  13. Movement Maps Loops Layers Metamechanics
  14. Movement Maps Loops Layers Metamechanics
  15. Lets go back to September 2011
  16. What can planning learn from design thinking?
  17. Companies were comfortable and welcoming to Design Thinking because it was packaged as a process. Bruce Nussbaum, Design Thinking is a Failed Experiment, 2011
  18. We dont need another process
  19. BACK TO THE PRESENT
  20. Laseaus Funnel
  21. Double Diamond, British Design Council
  22. time
  23. Linear processes are built for comfort
  24. The roadmap is complicit dishonesty
  25. manoeuvrability > speed
  26. manoeuvrability > speed ?
  27. OODA Loops Observe Orient Decide Act
  28. OBSERVE DECIDE ACTORIENT outside world implicit guidance & control REPEAT
  29. OBSERVE DECIDE ACTORIENT outside world implicit guidance & control New information about changing environment Form a hypothesis Test it REPEAT
  30. OBSERVE DECIDE ACTORIENT outside world implicit guidance & control How do you orient yourself?
  31. Orient To align yourself with relation to surroundings, circumstances, and facts
  32. New information Analysis & synthesis Previous experience Cultural traditions SOURCE: JOHN BOYD
  33. New information Analysis & synthesis Previous experience Cultural traditions SOURCE: JOHN BOYD PRESENT} PATTERNS}
  34. The pattern problem An example becomes a lesson A lesson becomes a method A method becomes a practice A practice becomes a doctrine A doctrine becomes death
  35. We cant get caught waiting for things to happen again
  36. So how do you break patterns?
  37. Bruce Lee The highest technique is to have no technique
  38. Jeet Kune Do
  39. Bruce Lee it is just a name used, a boat to get one across, and once across it is to be discarded and not to be carried on one's back
  40. Charlie Munger Eighty or ninety important models will carry about 90% of the freight in making you a worldlywise person.
  41. Loops help (re)make our models in response to reality
  42. Movement Maps Loops Layers Metamechanics
  43. If loops are the behaviour, layers are the environment
  44. but this year
  45. 1994 1995 1996 1997 1998 1999
  46. Stewart Brand The quick processes provide originality and challenge, while the slow provide continuity and restraint
  47. SLOW FAST FAST SLOW
  48. THE GEARBOX
  49. THE GEARBOX
  50. SLOWFAST PEOPLE
  51. SLOWFAST PEOPLE FRIENDS FAMILY KIDS TEAM FUNDRAISERS PARTIES PARENT HELPERS COMMUNITY PROGRAMMES LOCAL TEAMS HERITAGE OFFICIAL LEAGUES GRASSROOTS MATCH OFFICIALS GOVERNING BODIES TOURNAMENT INTERNATIONAL TEAMS EUROPEAN COMPETITION SUPPORTERS CLUBS TELEVISION COVERAGE
  52. SLOWFAST SPACE
  53. SLOWFAST SPACE GRAFFITI CHALKING FLYPOSTING STREET ART STICKERS ADVERTISING PUBLIC NOTICE BOARDS SHOP SIGNS STREET SIGNS COUNCIL NOTICES TRAFFIC DIVERSIONS FOUNTAINS MOSAICS PUBLIC AMENITIES MURALS SCULPTURES STREET FURNITURE
  54. SLOWFAST PEOPLE SLOWFAST SPACE
  55. - Stewart Brand All durable, dynamic systems have this sort of structure; its what makes them dynamic and robust
  56. dynam ic and robust
  57. What happens here?
  58. What happens when a gear jumps?
  59. small, nimble groups of people vs. slow, regulated, built-up space
  60. instant changes in the space vs. large groups of people with shared understanding
  61. a baby-step to virtual reality New York Times
  62. I PROMISE YOU, THIS IS RESEARCH
  63. Physically agnostic
  64. Temporally agnostic
  65. Visualising cultural deserts
  66. @willsh What is here? pic: Aiko Graywolfe
  67. Is the Pokmon really here?
  68. If it isnt over here
  69. And isnt over here
  70. It must be here
  71. Pokemon Go mob, July 20th, San Francisco Photo: NYT TEMPORARY SPATIAL SHOCKS
  72. @willsh
  73. Pic: Jean-Louis Zimmermann
  74. It makes it harder to live here
  75. virtual layer
  76. Gamers Pokmon Public parks Fashion fans Ltd editions Shopping malls Patients NHS Doctors Surgeries Self-driving cars Cheap fuel Village petrol station Violent mobs Suppression Polling stations
  77. All environments now change faster than our processes can allow for dynam ic and robust we cant aord to get stuck in patterns
  78. How do we design tools that break patterns? An example becomes a lesson A lesson becomes a method A method becomes a practice A practice becomes a doctrine A doctrine becomes death
  79. The blacksmith makes his own tools Daniel Dennett
  80. THE OBLIQUISCOPE
  81. THE OBLIQUISCOPE Dont look at what youre looking at
  82. WHO WHAT Culture, Individuals, Groups What are they part of? How do they communicate? What beliefs do they share? Matter, Space, Objects What is it made of? How is it accessed? What does it depend on?
  83. SLO W ER FASTER WHO WHAT Culture, Individuals, Groups What are they part of? How do they communicate? What beliefs do they share? Matter, Space, Objects What is it made of? How is it accessed? What does it depend on? What happens in ve years time? What have the last 24 hours been like? In the long run, how is this sustainable? Step by step, how does this work?
  84. SLO W ER FASTER WHO WHAT Sketch the momentary interaction Write the 5th anniversary press release Map the supply chain Evaluate long-term sustainability Analyse population trends by location Sort through user complaints Empathy mapping Prototype new supporting service
  85. SLO W ER FASTER WHO WHAT using LEGO bricks for a news organisation that doesnt exist yet using metaphorical territorial features as if you are a UN working group as if this is a long dead civilisation at the turning point as a card game using LEGO minigs as if you are a parasitic start-up
  86. SLO W ER FASTER WHO WHAT The Obliquiscope
  87. WHO WHAT WHO WHAT WHO WHAT
  88. The fox is the master of adaptability
  89. Domains Resources Interactions
  90. SLOWFAST PEOPLE SLOWFAST SPACE If loops are the behaviour, layers are the environment
  91. people space actions, interactions, conversations objects, environments, systems
  92. people space MATERIALISM: all things, including mental things and consciousness, are results of material interactions. IDEALISM: reality as we know it is fundamentally mental, mentally constructed, or otherwise immaterial actions, interactions, conversations objects, environments, systems
  93. people space MATERIALISM: all things, including mental things and consciousness, are results of material interactions. IDEALISM: reality as we know it is fundamentally mental, mentally constructed, or otherwise immaterial actions, interactions, conversations objects, environments, systems Sometimes its this. Sometimes its this.
  94. p s Fast Slow FastSlow
  95. p s
  96. Team
  97. Team Qualitative
  98. Team Qualitative Quantitative
  99. p Qualitative QuantitativeTeam
  100. Sketch
  101. Sketch Scaold
  102. Sketch Scaold Structure
  103. Scaold Structure Sketch s
  104. p s
  105. p s Improve? Share?
  106. p s
  107. Time is an output, not an input p s
  108. If loops are the behaviour, layers are the environment
  109. OODA Loops Observe Orient Decide Act
  110. p s 1. OBSERVE 2. ORIENT 3. DECIDE 4. ACT 2 3 4 1
  111. p s Team Qualitative Quantitative Sketch Scaffold Structure
  112. Structurally, its intuitive
  113. p s Its also a fractal
  114. P S
  115. The best way to learn is to play
  116. Describe Five Pivotal Moments
  117. p s
  118. (FIVE MORE SLIDES TILL BEER) SO, TO CONCLUDE
  119. Make your own tools to break the pattern problem An example becomes a lesson A lesson becomes a method A method becomes a practice A practice becomes a doctrine A doctrine becomes death
  120. Tools which naturally reinvent themselves WHO WHAT WHO WHAT WHO WHAT
  121. p s Tools which change behaviour, not simply repeat it
  122. Bruce Lee Set patterns, incapable of adaptability, of pliability, oer only a better cage. Truth is outside of all patterns
  123. Thank you John V Willshire [email protected] @willsh smithery.com artefactshop.com