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    1399 Johnston Street,

    Granville Island

    Vancouver, BC

    V6H 3R9 Canada

    Phone 604.844.3800

    Toll Free 1.800.832.7788

    Fax 604.844.3801

    CURRENT ( 1923-1881 )

    is published annually.

    2013. All rights reserved.

    www.current.ecuad.ca

    Jonathan Aitken

    Grant Gregson

    Dr. Glen LowryCeleste Martin

    Deborah Shackleton

    Bonne Zabolotney

    Deborah Shackleton

    Bonne Zabolotney

    Dr. Glen Lowry

    Celeste Martin

    Deborah Shackleton

    Jean Chisholm

    Samantha Matheson

    Tara Westover

    Celeste Martin

    Daisy Aylott

    Vivian Ziereisen

    Megan White

    Jean Chisholm

    Chelsey Doyle

    Johannes Schut

    Leah Schwartekopp

    Amanda WangenShiyao Yu

    Fernanda Rivera

    Vivian Ziereisen

    Tevis Bateman

    Winnie Wong

    Vivian Ziereisen

    Grant GregsonAnasa Visser

    Jonathan Aitken

    Kate Armstrong

    Dr. Ron Burnett

    Dr. Maria Lantin

    Mari Nurminen

    Ezio Manzini

    Celeste Martin

    Liz Sanders

    Deborah Shackleton

    Louise St. Pierre

    Jean Chisholm

    Vivian Ziereisen

    Evans Li

    Andreas Eiken & Kieran WallaceJean Chisholm

    Beayue Louie

    Sarah Wilson

    Megan White

    Grant Gregson

    Hemlock Printers Ltd.

    7050 Buller AvenueBurnaby, BC

    V5J 4S4 Canada

    +

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    n this issue we eature articles written by internationally recognized

    design researchers and educators, Liz anders o akeools and hio

    tate University, zio anzini rom the Politecnico di ilano, and on

    Burnett o mily Carr.

    Liz anders illustrates how design is social now. he states: the conver-

    sation is about design or experience, or service, and design or trans-

    ormation. rough identiying and mapping the creative potential o

    collective agency we transorm and in so doing lay the groundwork or

    sustainable actions.

    anzini helps us as design thinkers and makers to see how slow, local,

    open and connected ( LC ) can become a scenario that li ts o the

    page to become wisdom about sustainable and generative societies.

    on Burnett asks us to look at design through the lens o the anthro-

    pologist in a paper that addresses the concept o audiences in art and

    design. e observes designers are now crossing the boundaries into

    the ways in which people organize their lives ( design thinking, design

    process ), and the many ways in which design thinking is applied to

    businesses and to innovation.

    Louise t. Pierre o mily Carr and ari urminen o Powertech Labs

    reect on a 3-year collaboration between the universitys eco

    studio series and Powertech, a subsidiary o BC ydro, wherein the out-

    comes are as much about social innovation as they are about technical

    and economic aims.

    n Eat St. Case tudy: Designing nteractive Cookbooks, Celeste artin,

    also o mily Carr, describes the evolution o an interactive ebook or a

    broadcast television show that airs on the Food etwork. ocial learning

    eatures prominently in the human-centred design approach.

    We are also including interviews with the new mily Carr research direc-

    tors ate rmstrong and onathan itken. rmstrong is the Director o

    the ocial and nteractive edia Centre and itken is the Director o

    the ealth Design Lab. rmstrong introduces us to Disruptive echnol-

    ogies in Business and Design Culture as applied research that is reexive

    in nature while itken describes social innovation and social learning in

    the intersections between the design and healthcare sectors.

    tudent praxis papers oer a range o project opportunities and

    challenges that are LC relevant. e article by Beayue Louie examines

    how participatory design strategies can serve as eective tools when

    working with multiple design constraints. Louie articulates how milyCarr students were asked to collaborate with children with special

    learning needs to create a textile-based product rom reclaimed abric

    that endorsed sustainability among both the users and the designers; an

    example o cosmopolitan localism.

    ean Chisholms article ocuses on the importance o co-creation in the

    developmental and end stages o project development or Bulletin, an

    interactive digital space on Vancouvers local music scene. e resulting

    project is a user-centred web space that enables interaction between

    event planners, artists, and audience members.

    s part o the Design or Democracy movement, arah Wilson writes

    about collaboration between mily Carr aculty and students, and lec-

    tions BC. e ocus o the paper is the process o creating an advertising

    campaign to increase youth voter participation in the upcoming 2013

    British Columbia provincial election

    ustainer: Designing ustainable ystems is the embodiment o a

    design partnership between ndreas iken and ieran Wallace. nother

    local to global initiative in sustainability, the design team examines the

    easibility o a to-go reusable ood container much like the systems at

    play or carrying a bottle or water.

    Current 04 is a tour o praxis-based, applied research as voiced by the

    practitioners eatured in the issue. e publication is an exposition on

    the current state o design research and in particular, those thoughts

    and ideas around newly emerging spaces o design practice that are

    resilient and which promote generativity.

    Deborah Shackleton, Celeste Martin & Glen Lowry

    Addendumur past issue, Current 03, received several international

    design awards or both the print and iPad app publication rom the

    University and College Designers ssociation ( UCD ), Creativity nter-

    national wards, and dobe Design chievement wards.

    EDITORS' NOTEWelcome to Current 04 and the theme o

    ustainable & enerative ocieties; ocial earning & ocial Innovation

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    CONTENTS

    I ANThROpOlOgy & SySTEmS

    04 Ron Burnett

    nthropology & Design

    07 Sarah Wilson

    Designing the Youth Vote

    II SuSTAINAbIlITy

    10 Ezio Manzini

    esilient ystems and ustainable Qualities

    15 Louise St. PierrE & MARI NURMINEN

    Patterning Dialogues: ow tructured teration upports Change

    III CO-CREATION

    20 Liz Sanders

    ew paces, Places and aterials or Co-Designing ustainable Futures

    24 Beayue Louie

    Co-creating paces: e ag Project

    IV INTERACTIVITy

    28 Celeste Martin

    Eat St. Case tudy: Designing nteractive Cookbooks

    32 Je an Chis holm

    Bulletin: n nteractive Project

    36 Andreas Eiken & KIERAN Wallae

    ustainer: e-imagining Food Packaging

    V SOCIAbIlITy

    40 Maria Lantin

    oining esearch, rt & Design

    41 Jonathan Aitk en

    ealth Design ( interview)

    44 Kate Armstron

    Disruptive echnologies n Business & Design Culture ( interview )

    46 Contriutors & Aknoledments

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    ANThROpOlOgy&SySTEmS

    ANThROpOlOgy & DESIgNb RON buRNETT

    An increasingly common approach to graphic design research involves the application of user-centred

    design ( UCD ) methods. Te focus of a UCD methodology is to understand and accommodate the needs

    of users and audience members as a means for improving the designed artifact. [ 1 ]

    Design practice is centred on audience( s ). t matters little whether the

    audience is hypothetical, real or imagined, there is always someone

    or whom designs are created. is is oten used as the undamental

    distinction between design and art practices. e practice o creating

    art on the other hand, is seen as personal and evolving out o processes

    that dont have an overt goal in mind. Yet, there are audiences or art,perhaps best exemplied by the act that every major city in the world

    has an identiable museum. nd, do artists try and understand their

    audiences and cater to their needs? Lets leave that question open or

    the time being.

    e challenge o course is how do we understand audience, client and

    user? r, in the digital design world, the agent, interactor or par-

    ticipant? nother way o approaching audience is to create one, just

    as pple did with the iPad and the iPod. otice that irrespective o

    historical circumstances, projections or perceived needs, the term

    audience remains abstract. is is because it is virtually impossible to

    draw a straight line between or example, creating a logo and anticipat-

    ing the response o groups o people to it or, developing a product

    and knowing how clients or users will react to it. is is why designers

    oten develop many alternative strategies to their designs and also work

    iteratively on various prototypes; all with the goal o creating something

    that will be closer to the perceived needs o the user.

    n anthropology, eorts to understand both contemporary cultures and

    ancient ones are circumscribed by the challenges o observation, analy-

    sis and eldwork. Pr ior to the revolution in anthropological thought pro-

    voked by eorge arcus and ichael Fischer [ 4 ] in the 1980s, there was

    endless debate among anthropologists about the relationship between

    observation and subjectivity. Put another way, to what extent does your

    own cultural, class and ethnic background inuence what you see and

    what you observe? t is clear that your own personal history, desires and

    orientation will have a big impact on the conclusions that you draw

    rom the observations you make. [ 5 ] e challenge thereore is to try

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    understandin eretions. Our culture, class and ethnic background

    make our research subjective, rather than objective. Designers must be aware o the

    cultural lens they wear, and how it can impact their observations.

    and articulate what you know and examine how that may inuence your

    assumptions about other people. t means that eldwork is essential

    only i you bring to it a sel-reexive awareness o the contingent nature

    o the experiences you may have with complete strangers.

    Designers are well aware o these obstacles and have developed many

    dierent strategies to deal with them. ne o the most important

    is testing designs with users and trying to learn about utility, reaction

    and aesthetic response. But, how ar does the process o learning aboutresponse go? o what extent are designers able to test their assumptions

    about their audiences? ese issues are even more complex i as is oten

    the case, designers are now crossing the boundaries into the ways in

    which people organize their lives ( design thinking, design process ), and

    the many ways in which design thinking is applied to businesses and

    to innovation.

    Proessional design is now operating within an expanded and increasingly

    complex eld. Some design proessionals take solving complex social

    issues as their domain, oten but not always working in close collabora-

    tion with specialists in public services rom healthcare to those working

    with disadvantaged amilies to policing. Other designers and their ways

    o working are welcomed into business schools to teach the next gener-ation o managers and leaders. Concepts and language that used to be

    associated with designers now enter other specialist areas: policymakers

    are told that public services should be more user-centered ( Parker and

    Heapy 2006 ); businesses engage with customers by oering new meanings

    or things ( Verganti 2009 ); the US Army is considering the role o design in

    warare ( School o Advanced Military Studies n.d. ). Proessional design, in

    particular design as practiced within the studio-based tradit ion o many

    art schools, is taking a new place on the world stage.[ 3 ]

    o much o the knowledge that we share in any given society is tacit. o

    many o the assumptions we make about ourselves and about others are

    unconscious. t is easy to say that designers should uncover their cultur-

    al bias. [ 6 ] But, which methods are best suited to the task? anet urray

    suggests bringing multiple stakeholders into the discussion o the design

    process and elicit their dierent perspectives and needs. [ 3 ]

    ere precisely is one o the key intersections o design and anthropology

    both as disciplines and as practices. thnographers have always tried to

    elicit responses rom their subjects. t became clear to many anthro-

    pologists in the 1980s that the context, circumstances and pressure or

    response oten overwhelmed not only the truth, but the capacity o

    individuals to actually surace their insights and concerns. is was in

    part the reason that arcus and Fischer began to talk about language

    and representation. o say that a product is comortable or useul is to

    use a particular language o description or analysis that may not reect

    deeper or more complex concerns.

    any products come and go in the marketplace and most are unsuc-

    cessul. We are surrounded by an innite number o media, logos and

    brands. ost are not successul. Focus groups, test audiences and sur-

    veys are in constant use. Facebook gathers data on users, as does oogle.

    e data gathering is now so large that designers are being asked to

    develop visualizations o the inormation. ll o this activity is centred

    on better understanding human behaviour. ll o it is intended to bring

    some degree o coherence to the struggle to match human desires and

    proclivities with images or products or artiacts. When design thinking

    emerged more than a decade ago, it oered a response to the ebbs

    and ows o a global, mediatized economy o signs and artiacts ; in this

    context, proessional designers play increasingly important roles, lessas makers o orms and more as cultural intermediaries ( ulier 2008 ) or

    as the glue in multidisciplinary teams ( elley and Van Patter 2005 ).

    ey are interpreters o changes in culture who then create new kinds o

    cultural orm. [ 3 ]

    nthropologists have played the role o cultural intermediaries ever

    since the discipline gained respectability in the 1920s. t was in the

    1960s and 1970s that anthropologists began to seriously question not

    only their practices in the eld, but also their assumptions about culture.

    n some important respects the term culture is both too diuse and too

    broad to mean much.

    DESIgNERS plAy INCREASINgly

    ImpORTANT ROlES, lESS ASmAKERS OF FORmS AND mORE AS

    CulTuRAl INTERmEDIARIES.

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    naiatin Assumtions. Designers need to recognize their own

    assumptions and those o the audience to bring a sel-reexive awareness

    to the design process.

    6

    ten, we read backwards rom human activities into cultural meanings

    in order to explain behaviour. nd, we try to examine the symbolic

    ramework behind those meanings. But, as much as cultures are systems,

    the way people behave, act and respond to culture cannot be reduced

    to their behaviour to the ways in which they act and respond to the

    cultural and social demands o the day.

    ere isnt space in this article to look at the powerul inuence o

    behavioural thinking on design and designers. ore oten than not,what people do need not be tightly connected to what they say and

    what they say may have little connection to what they do. imilarly,

    designers tend to read their artiacts, as expressions o intention when

    what they should be looking at are the dierences between their inten-

    tions and what they have produced. ere are no perect points o sym-

    metry here just as there are no simple strategies available to understand

    human motivation and human choice. o amount o data collection

    will narrow the complexity o human subjects, their motivations and

    their conicted understanding o the cultures they inhabit.

    began this short piece with a tease. Do artists try and understand

    their audiences and cater to their needs? r do artists simply act on

    their desires and create artiacts without reerence to the market or the

    viewer? s this the dividing line between artists and designers? think

    not. otwithstanding the ambiguities o the term audience, everyone

    involved in creative practices is speaking to an other, to someone else

    and they are hoping to be understood and appreciated. While design

    is oten seen as more utilitarian, what could be more practical than

    applying creative insights into the creation o objects that are ultimately

    intended or some sort o consumption?

    ere is a much more important reason to bring up this alse dichotomybetween the practical and the artistic. Designers, like anthropologists,

    cannot operate under the illusion that they understand their audiences

    any better than artists, who oten dont know whether they will have

    an audience at all. t does not matter how many times designers create

    and generate alternative strategies and scenarios or hypothetical users .

    e connections between artiacts, subjects and creative practices are

    thankully indirect and non-linear i not asymmetrical. e challenge

    or designers is to accept, i not celebrate, complexity ( Figure 2 ). s

    oger eesing, one o the great anthropologists o the 20th century said,

    Feedback mechanisms in cultural systems may thus operate both neg-

    atively ( toward sel-correction and equilibrium ) and positively ( toward

    disequilibrium and directional change ). [ 2 ]

    REFERENCES

    ANThROpOlOgy&SySTEmS

    [ 1 ] Fraher, . and artinson, B. Process and Pedagogy in Undergraduate raphic

    Design ducation. Te Design Journal, 14, 4 ( 2011 ). 390412. [ 2 ] eesing, . eories o

    Culture.Annual Review o Anthropology,3 ( 1974 ). 76. [ 3 ] imbell, L. ethinking Design

    inking: Part . Design and Culture, 3, 3 ( 2011 ). 286287. [ ] arcus, . and Fischer, .

    Writing Culture: Te Poetics and Politics o Ethnography. University o Caliornia Press,Los ngeles, 1986. eir work and the work o many others changed anthropology as a

    discipline. am thinking o the work o dmund Carpenter, ames Cliord, ean Coma-

    ro, Vincent Crapazano, ichel De Certeau, ohannes Fabian, Cliord eertz, eorge

    arcus and ichael Fischer, Paul abinow and Ben-mi charstein. ee dmund

    Carpenter, Tey Became What Tey Beheld ( ew York: D utton, 1970 ); ames C liord

    ( 1988 ); ean Co maro, Body o Power, Spirit o Resistance: Te Culture and History o a

    South Arican People ( Chicago: University o Chicago Press, 1985 ); Vincent Crapazano,

    uhami: Portrait o a Moroccan ( Chicago: University o Chicago Press, 1980 ); ichel

    De Certeau, Te Practice o Everyday Lie ( Berkeley: University o Caliornia Press,

    1984 ); ohannes Fabian, ime and the Other: How Anthropology Makes its Object ( ew

    York: Columbia University Press, 1983 ); Cliord eertz, Te Interpretation o Cultures

    ( ew York: Basic Books, 1973 ); eorge arcus and ichael Fischer, Anthropology

    as Cultural Critique: An Experimental Moment in the Human Sciences ( Chicago:

    University o Chicago Press, 1986 ); Paul abinow, Reections on Fieldwork in Morocco

    ( Berkeley: University o Caliornia Press, 1977 ); and Ben-mi charstein, Te Dilemma

    o Context ( ew York: ew York University Press, 1989 ). [ 5 ] n 1992, arcus gave the

    Provosts lecture at ice University where he worked. e reected on the tumultuous

    changes in anthropological thought. ere is an extract rom that speech. e core

    o this crisis had to do with both language and authority in the conduct o thosedisciplines that produce current knowledge about society and culture. First, there

    was the bedrock sense that the concepts developed in various disciplines to describe,

    assimilate and domesticate reality were no longer adequate. e language o culture,

    class, sets o binary distinctions such as modern vs. traditional, individual vs. society

    etc. while these might have been critiqued piecemeal at dierent times in the past

    in various disciplines now seemed en masse to no longer capture the magnitude or

    quality o changes occurring in the contemporary world. ere was a sense, dierently

    expressed in dierent disciplines, o the need or a major overhaul o ways o thinking

    and writing, and ultimately o questions asked. is was ar rom a cosmetic or partial

    sel-critique and it has led to a variety o productive and not so productive debates

    about dierent models o work and dierent objects o study in elds ranging rom

    economics, to history, law, architecture, art, and philosophy. [ 6 ] s anet urray has

    done in her recent book, Inventing the Medium: Principles o Interaction Design as a

    Cultural Practice, Press, Cambridge. 2012.

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    ccording to omas Darwin, [ o ]ur capabilities are tested by the act that many ( i not most ) o

    the situations we encounter as communities present us with wicked problems. e most salient

    eature o wicked problems rom the standpoint o design is that they dey our typical approach

    to problem solving. [ 3 ] e issue o increasing youth voter participation can denitely be con-

    sidered a wicked problem. ere are many acets within the issue that needed to be addressed.

    ttitudes and ideas around voting have changed with every generation; a eeling o civic duty

    motivates previous generations, while political issues and ease o voting motivate todays youth

    voters. ur group was given one major constraint: because lections BC is a non-partisan agency

    we were not able to use social, political or environmental issues as a platorm or our campaign.

    CROSS DISCIplINARy COllAbORATION

    e oundation o mily Carr s Design or Democracy course is based on collaboration. e class

    consists o students majoring in interaction design, communication design, industrial design, andcritical studies. n her text ZB: Design and the Fedx project, aggie Breslin speaks to the val-

    ue o collaboration in design: Design research and the idea o connecting with users has become

    an acknowledged, i underused, value. [ ] ow the key to great products is widely thought to be

    collaboration among a diverse set o disciplines, which can include visual designers, programmers,

    industrial designers, architects, engineers, anthropologists, researchers, and sometimes even users

    themselves. [ 2 ] Collaboration between disciplines is a valuable part o the design process . e

    Design or Democracy course has been a valuable experience or students as it demonstrates the

    benets o industry collaboration.

    WhERE DO WE START?

    s a class, we reected the age range we were targeting, and we consisted o both voters and

    non-voters. n essence, we were designing or ourselves. s a class, we rst broke the problem

    down by media platorms: print, web, social media, video, and guerrilla marketing. We discussedour individual strengths within each o the areas and divided ourselves into groups, with each

    group being assigned one o the platorms based on their experience. Youth voter participation is

    a large issue; we had broken up into groups based on our strengths, but now what?

    .P. anjan describes the creative process by saying that [ t ]he process o design is the path o

    human intentions being pursued by the designer or user o design through the stages o explo-

    ration, composition, judgment and action. e stages are iterative and the designer revisits the

    previous stages to develop conviction and build support or the next move orward. [ 4 ] s a

    class, we struggled with how to begin tackling such a large problem. ost people who take part in

    creative processes know that addressing such a large issue is never linear. roughout this process,

    we jumped back and orth to previous and later solutions.

    AbSTRACT

    e ocus o this paper is the process o

    creating an advertisement campaign to

    increase youth voter participation in the

    upcoming 2013 ritish olumbia provincial

    election under the leadership o Proessor

    hris ethrington. e voter campaign is

    created through a partnership betweenlections and mily arr University o

    rt + esign. rough collaboration with

    students in dierent design disciplines we

    broke the problem down into 4 dierent

    avenues to successully address the physical

    and psychological obstacles to youth

    participation. In this paper we consider

    youth voters as those between the ages o

    1826. e goal o this project is to create

    a multi-platorm design and social media

    advertisement campaign.

    KEyWORDS

    election, ritish olumbia, democracy,

    design, advertisement, campaign, youth

    DESIgNINg ThE yOuTh VOTE

    b SARAh WIlSON

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    FIGURE 1. Kieran Wallace and Megan Whites VoteBCbranding strategy aims to

    motivate youth voters by addressing common attitudes and deterrents.

    8

    n important part o the process was a meeting with representatives

    rom lections BC or a project brieng. We hoped the meeting would

    help us to identiy a clear direction or starting our process. n the

    meeting, lections BC expressed three main issues that they needed

    to address with the campaign: registration ( getting voters to register

    beore going to the polls ), the exibility o voting ( explaining the conve-

    nience and ease o voting ), and eligibility ( inorming recent immigrants

    and youth o their right to vote. )

    ter our meeting with lections BC, we started collectively brainstorm-

    ing the three issues that were mentioned in the meeting. We discussed

    the type o approach we elt would be most eective at reaching those

    who ell within the age range o 1825. We did not want to build on theattitude you dont vote and you should, which we elt would be too

    negative. We elt the attitude o you want to vote? Let us show you

    how would be more eective with the youth demographic. We initially

    considered the use o humor in order to break rom the serious nature

    o materials that had been eective with older generations. rough

    researching other youth campaigns, we discovered that our age group o

    1825 does not respond well to the use o guilt to motivate action. e

    best way to reach youth is though humor.

    CO-CREATION

    n his article, Design and Democracy, ui Bonsiepe speaks to they way

    design should interpret the need o social groups. [ 1 ] n the last ew

    years, there has been a movement within the design community toconnect the designer with the user though co-creation. We created a

    co-creation kit to gain insight into youth attitudes towards the voting

    process. e user created a collage o the obstacles in his everyday lie

    that might impede him rom taking part in the voting process. e

    co-creation session yielded valuable insight into the attitudes toward

    and the importance o voting within the everyday lie o youth. We live

    in a ast paced world heavily reliant on technology; 1825 year olds do

    almost everything online. rough the co-creation kit, we learned that

    convenience plays a huge role in whether or not youth voters make it

    out to the polls. Consequently, we narrowed the project scope to ocus

    only on location and ease o voting.

    ITERATIONS

    During our meeting with lections BC, they brought to our attention an

    interesting piece o inormation: in BC, when voting in a provincial elec-

    tion, voters are able to cast their vote at any polling station in BC. is

    was a jumping o point or our development o the idea o ocusing on

    the convenience o location. umerous iterations were created around

    the concept o location. ne iteration was a bus poster mapping out

    the 99 bus route in correlation with the locations o polling stations

    ( shown by green dots ). deally, on election day someone riding thebus would be able to check the polling station closest to the stop they

    need to get o at. nother iteration ocused on placing an image o a

    voting booth in public spaces around Vancouver with the tag line its

    that easy. e strategy was to place the booths in busy public spaces to

    communicate the idea that polling stations are closer than you think.

    bRANDINg

    ter viewing all the iterations, we came together as a class and decided

    that our scope was too limited; the idea o location did not successul-

    ly address all o the issues put orth by lections BC. e main question

    we wanted to address was why vote? We collectively went back to

    brainstorming. We rst had to gure out the questions we needed to

    ask to get the answers we wanted. We identied common attitudesabout voting held by non-voters. e attitudes are as ollows:

    Voting doesnt aect me; have no eect

    Voting takes too much time; m busy

    dont know enough about the political parties

    dont know i am eligible; how would register?

    o be successul in motivating youth to vote, we needed to address

    these our attitudes. ne student came up with the slogan VoteBC

    ( with BC considered an abbreviation o because as well as British

    Columbia ). We used the slogan VoteBC and narrowed down the our

    attitudes into 23 word subsections ( see Figure 1 ):

    Vote Because ts mportant

    Vote Because ts asy

    Vote Because You now tu

    Vote Because You Can

    AS A ClASS , WE REFlECTED ThE

    AgE RANgE WE WERE TARgET INg,

    AND WE CONSISTED OF bOTh

    VOTERS AND NO N-VOTERS.

    IN ESSENCE , WE WERE DES IgN INg

    FOR OuRSE lVES.

    ANThROpOlOgy&SySTEmS

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    FIGURE 2. Sarah Wilsons awareness campaign uses the lost/ound poster

    typology to show the consequences o not exercising the right to vote. Tese

    posters are unbranded and emulate personal yers in the city landscape to inspire

    curiosity and urther viewer engagement.

    FINDINgS

    s a class , we divided into our avenues to create mock ups o mate-

    rials that t into the categories o ts mportant, ts asy, You

    now tu and You Can. Figure 2 shows a nal mock up o a poster

    campaign based on lost and ound yers posted around Vancouver and

    addressing the category ts mportant. e poster is meant to slip

    into the everyday lie o commuters on the streets o Vancouver, while

    remaining non-intrusive. We wanted the poster to side step the eeling

    o being sold a product or service, and encourage a eeling o awareness

    and discovery. e posters are anonymous and unbranded; we want

    the viewer to question who is behind the posters and take down the

    website link to nd more inormation. dvertisements are most eec-tive when the viewer eels that they had some part in the discovery o

    more inormation.

    e poster states: the ollowing people have lost the right to vote, then

    proceeds to list a number o occupations and amily relations, such as

    brother or sister. ter reading the list, the viewer discovers that the list

    covers absolutely everyone. e main goal o the poster is to make the

    viewer contemplate the consequences o the loss o the right to vote.

    e development o the youth voter participation campaign is still

    ongoing. s a class, we consolidated all o our rendered mock ups into

    a design tool kit to submit to lections BC. ur ndings will be passed

    on to axi, a Vancouver advertising rm in charge o the lections BC

    account. e course, Design or Democracy, was an experiment and

    a view into real industry practices. is course really challenged us as

    a group to implement the creative process that we have been taught

    so extensively at mily Carr. s a class , we experienced working with

    people with diering opinions and collaborating with dierent design

    majors. ur dierences led us to create a large array o iterations and

    ideas that collectively ormed a number o strong creative directions.

    ACKNOWlEDgmENTS

    ank you to lections BC or reaching out to mily Carr University o rt+ Design and giving us the opportunity to work with them on this project.

    ank you to Chris ethrington or encouraging our class through the

    creative process.

    REFERENCES

    [ 1 ] Bonsiepe, . Design and Democracy. Design Issues, 22 ( 2 ). 2734. [ 2 ] Breslin, .

    ZB: Design and the Fedx project. Design Issues, 24 ( 1 ). 4154. [ 3 ] Darwin, . From

    the town hall into the studio: Design, democracy, and community resilience. Te

    Journal o Design Strategies , 4 ( 1 ). 2933. [ ] anjan, .P. and-head-heart: ethics in

    design. Te rellis, 2 ( 5 ).

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    RESIlIENT SySTEmS

    & SuSTAINAblE QuAlITIESSmAll, lOCAl, OpEN, CONNECTED: AN EmERgINg SCENARIO

    b EZIO mANZINI

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    RESIlIENT SySTEmS

    But how do we design a resilient socio-technical system? Lets look to

    natural systems; their tolerance o breakdowns and their adaptation

    capacity ( that is, their capability o sustaining over time ) may give us

    direction. [ 6, 13 ] s a matter o act, it is easy to observe that lasting nat-

    ural systems result rom a multiplicity o largely independent systems

    and are based on a variety o living strategies. n short, they are diverse

    and complex. ese diversities and complexities are the basis o their

    resilience that is, o their adaptability to changes in their contexts.

    iven that, it should be reasonable to conceive and realize something

    similar or man-made systems. e socio-technical systems that, inte-

    grated with natural ones, constitute our living environment should be

    made o a variety o interconnected, but ( largely ) sel-standing elements.

    is mesh o distributed systems, similarly to natural ones, would be

    intrinsically capable o adapting and lasting through time because even

    i one o its components breaks, given its multiplicity and diversity, the

    whole system doesnt collapse. [ 9 ]

    ow ar are we rom this complex, and thereore resilient, man-made

    environment? n my view, this question has no single and simple answer;

    contemporary society demonstrates a contradictory dynamism thatorces us, on this point as on many others, to describe what is happen-

    ing as a double trend: the mainstream, unsustainable trend, enduring

    rom the last century, and a new, emerging trend. n our case, we have

    the clash between the big dinosaurs o the XX Century, and the new,

    interconnected small creatures o the emerging new world.

    Considering this metaphor, we can see that the mainstream processes

    o modernization, held over rom the last century, are moving in the

    wrong direction, trying to kill ( what remains o ) traditional agricul-

    ture and cratsmanship and pushing toward global agro-industrial and

    industrial production. n other words, we can see powerul interests

    at work promoting large plants, hierarchical system architectures,

    and process simplications and standardizations. ese interests arethereore, consciously or not, using their power to reduce biodiversity

    and socio-technical diversity and, consequently, to increase the overall

    ragility o the system.

    Luckily, at the same time, something else happened and is happening;

    new generations o distributed systems emerged and are emerging. is

    emergence is driven by dierent actors: the power o technological net-

    works and a growing number o enthusiasts ( who, wherever these dis-

    tributed systems become possible, tend to adopt them enthusiastically ).

    [ 3 ] is complex trend towards distributed systems can be described as

    having three main waves o innovation.

    e rst evolution occurred when the architecture o inormation

    systems shited rom the old hierarchical systems to new, networked

    structures ( distributed intelligence ). is change started with the diu-

    sion o distributed intelligence and the radical changes in our systems o

    organization it made viable. e result is that rigid, vertical organization-

    al models that were dominant in industrialized society are melting into

    uid and horizontal ones as new distributed orms o knowledge and de-

    cision-making become more common. [ 23,1 ] e success o this innova-

    tion is such that, today, networked architecture is considered an obvious

    quasi-natural state. But o course this is not the case; beore laptops

    and the nternet, inormation systems, concurrent with the mainstream

    model at the time, were based on large mainrame computers and their

    consequently hierarchical ( and thereore ragile ) architecture.

    e second wave o innovation has altered energy systems. ese shits

    are driven by a cluster o dynamic elds, including those producing

    small, highly efcient power plants, renewable energy plants and smart

    grids that intelligently connect them ( distributed power generation ).

    oday, these new but already viable solutions are challenging the ( still )

    mainstream systems, which are based on large power plants and hierar-

    chical ( stupid and ragile ) grids. Distributed power generation is one othe main components o the ongoing and powerul green technology

    trend. t is reasonable to think that energy systems will ollow the tra-

    jectory o inormation systems, moving increasingly toward distributed

    system architectures. [ 18 ]

    e third wave o innovations toward distributed systems challenges

    mainstream globalised production and consumption systems. ese

    production systems include initiatives ranging rom the rediscovery o

    traditional cratsmanship and local arming, to the search or hyper-light

    and lean production, to the hypothesis o networked production sys-

    tems based on the potentialities o new orms o micro-actories such as

    ab labs ( small-scale workshop[ s ] oering personal digital abrication )

    [ 5 ] and by the makers movement ( [ a ] subculture representing a tech-nology-based extension o DY culture. ) [ 10 ] While this trend is still in its

    initial phase, the whole production and use system must be re-shaped

    ollowing a new localization principle; products must be designed so that

    their production can be as near as possible to where they will be used

    ( point o use production ). is principle can be implemented by mixing

    traditional technology, cratsmanship and high-tech solutions.

    ese three waves o innovation have one actor in common: they reer

    to a globalisation aimed at using local resources and reducing distances

    between both production and use, and producers and users. range o

    very dierent motivations has driven this result.

    For a long time, we have known that, whatever our uture society will be, it will be a risk society [ 2 ] a

    society likely to be aected by dierent kinds o traumatic events ( rom natural catastrophes, to war and

    terrorism, to fnancial and economic crisis ). We have known or a long time, thereore, that the precondition

    or every possible sustainable society is its resilience its capability o overcoming the risks it will be exposed

    to and the stresses and breakdowns that, inevitably, will take place. [ 24 ] oday, the implications o this risk

    society are no longer only projected. ey are becoming evident worldwide in our daily lie experiences; the

    notion o resilience is moving into the vocabulary o more and more people. It would be wise to accelerate its

    entrance into policy makers agendas and into the design communitys aims and practical actions.

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    SRENGHENING SYSEMS. Focusing on local resources and reducing

    distances between production and use can result in stronger systems and more

    resilient communities.

    2

    SuSTAINAbIlITy

    ne o them is the search or efciency in dealing with inormation,

    energy and production in the quest or lean production, with products

    specically created not only or whoever needs them when he or she

    needs, but also in the same place ( or at least, as near as possible to the

    place ) where it will be used or consumed. e second strong motivation

    is the desire to use local and minimal resources. third motivation is an

    interest in quality o proximity : a perceived quality deriving rom the

    direct experience o the place where a product comes rom and o the

    people who produce it, as with the creation o new local ood networksin which citizens and armers are linked at the local level. [ 19, 20 ] Last

    but not least, there is a growing demand or sel-sufciency ( in ood,

    energy, water, and products ), in order to promote community resilience

    to external threats and problems. [ 22, 7 ]

    SuSTAINAblE QuAlITIES

    Distributed systems are the result o complex, innovative processes

    in which technological components cannot be separated rom social

    ones. While centralised systems can be developed without considering

    the social abric in which they will be implemented, this imposition is

    impossible when the technological solution in question is a distributed

    one; the more a system is networked, the larger is its interace with

    society and the more the social side o innovation has to be considered.

    n other words, with regards to our discussion here, we can say that no

    resilient systems can exist without social innovation.

    Considered all that, the good news is that social innovation is spreading

    worldwide. [ 16, 17 ] nd that the emerging ways o living and producing

    these innovations generate are largely convergent with the trend toward

    resilient distributed systems.

    n act, in its complexity and with all its contradictions, contemporary

    society is developing a growing number o interesting cases in which

    people have invented new and more sustainable ways o living. [ 15 ] We

    are increasingly seeing, or example, groups o amilies sharing services

    to reduce economic and environmental costs, while also improving their

    neighborhoods; new orms o social interchange and mutual help, such

    as time banks; systems o mobility that present alternatives to individ-

    ual ownership and use o cars, such as car sharing, car pooling, and the

    rediscovery o bicycles; and the development o productive activities

    based on local resources and skills that are linked to wider global net-

    works ( e.g., certain products typical o a specic place, or the air and

    direct trade networks between producers and consumers establishedaround the globe ). Further examples touch on every area o daily lie and are

    emerging all over the world. ( o read more about them, see: D. ) [ 4 ]

    Being localized, small, connected and open ( to others ideas, culture and

    physical presence ), these promising social innovations actively contrib-

    ute to the realization o resilient, distributed socio-technical systems.

    nd vice versa: distributed socio-technical systems may become the

    enabling inrastructure o a society where these kinds o social innova-

    tions can ourish and spread. [ 12 ]

    Behind each o these promising social innovations there are groups

    o people who have generated them groups o creative and entre-

    preneurial people who invented, enhanced and managed innovativesolutions, recombining what already exists without waiting or larger

    changes in the system ( in the economy, in institutions, in large inra-

    structures ). Creative communities that challenge traditional ways o

    doing things introduce behaviours that, oten, present unprecedented

    capacities or bringing individual interests into line with social and

    environmental ones ( or example, they oten incidentally reinorce the

    social abric ). n doing so, these communities generate ideas about a

    more sustainable wellbeing a wellbeing where greater value is given to

    a new set o qualities. [ 8 ]

    People involved in these innovations compensate or their reduction

    in consumption o goods and space with an increase in something else

    that they consider more valuable. is something else is qualities o

    their physical and social environments that, or them, substitute or

    the unsustainable qualities that have been predominant in industrial

    societies until now. e most evident newly valued qualities are the rec-

    ognition o complexity as a value; the search or dense, deep, and lasting

    relationships; the redenition o work and collaboration as central

    human expressions; and the human scale o the socio-technical systems

    and its positive role in the denition o a democratic, human-centered,

    sustainable society. e qualities that these rameworks generate

    radically diverge rom the ones that mainstream models have spread

    worldwide in the last century. For this reason, we can reer to them, as

    a whole, as disruptive qualities qualities that clash with mainstream

    ways o thinking and doing.

    n this battle between cultural and behavioral models, several dierent

    social actors play a role. mong them designers ( who are, or should

    be, the most inuential players when the topic at stake is daily lie expe-

    rience and its quality ) are doing their part, on both the sides o the

    ront. n the past, they did a lot to promote the past centurys unsus-

    tainable qualities. oday, many o them are continuing in this same old

    direction. But others are starting to play a dierent role ( and a poten-

    tially very important one ) in promoting the new, sustainable, disruptive

    qualities. is battle is still at its beginning. t is, and will be, a dramatic,

    ascinating conrontation.

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    DISTRIbuTED SySTEmS

    ARE ThE RESulT OF COmplEX,

    INNOVATIVE pROCESSES IN WhICh

    TEChNOlOgICAl COmpONENTS

    CANNOT bE SEpARATED FROm

    SOCIAl ONES.

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    SuSTAINAbIlITy

    EmERgINg SCENARIO

    esilient systems and sustainable qualities are two elements o an

    emerging scenario characterized by our adjectives that appeared sev-

    eral times in the previous paragraphs: small, local, open, and connected.

    Considered together, these our adjectives outline the emerging scenar-

    ios main characteristics. ndividually, they are comprehensible ( since

    everybody can easily understand their meanings and implications )

    but, considered as a whole, they generate a totally new vision o how a

    sustainable, networked society could maniest. n my view, this LC

    cenario ( where LC stands or small, local, open, connected ) could

    become a powerul social attractor, capable o triggering, catalysingand orienting a variety o social actors, innovative processes and design

    activities. [ 11, 12 ]

    ore precisely, the LC cenario is neither a dream nor a orecast

    o what the uture will be. t is a motivating vision o what the uture

    could be i a large number o social actors move in the direction that it

    indicates as viable and desirable. [ 14 ] o be implemented, thereore, the

    LC cenario requires a large number o converging design programs

    to ocalize and develop an array o themes that, as a whole, outline a

    possible ( and in my view necessary ) design research program. ese

    themes include collaborative solutions ( systems o products, services,

    and communication capable o empowering people and communities

    to collaboratively solve everyday lie problems ); updated cratsman-

    ship ( the development o traditional and high-tech cratsmanship

    within the ramework o the network society ); territorial ecology ( the

    sustainable valorisation o the physical and social resources o a given

    place or region ); and sustainable qualities ( the widening and deepening

    o emerging qualities that are driving peoples choices toward more

    sustainable ways o being and doing ).

    o conclude, to make the LC cenario meaning, motivations and

    implications clearer ( and to underline its novelty ), lets take a step

    back in time. ome orty years ago, .F. chumacher wrote his amous

    book Small is Beautiul. [ 21 ] t the time, he made a choice in avour o

    the small and local on cultural and ethical grounds as a reaction to the

    prevailing trend toward the large scale, standardization and loss o sense

    o place he saw around him. oday, we ollow chumacher or these and

    other new and compelling reasons. But at the same time, we have to

    recognize that in these our decades things have deeply changed. What

    at chumachers time was only a utopia is today a concrete possibility.

    Forty years ago, the small that chumacher reerred to was really small.

    n act, it was so small it had little chance o inuencing things on a large

    scale. e same can be said or his concept o local it was truly local

    as it was ( quasi ) isolated rom other locals. n contrast, at the time, tech-

    nological and economic ideas were largely driven by ideas o economy

    o scale and the bigger the better. Prevailing trends discounted any

    possibility that the small could be beautiul i economy and eective-

    ness were taken into account.

    oday, as we have seen, the context is extremely dierent. oday, the

    small can be inuential on a large scale, as it acts as a node in a global

    network. e local can break its isolation by being open to the global

    ow o people, ideas and inormation. n other words, we can say that

    today, in the networked society, the small is no longer small and the

    local is no longer local. e small and the local, when they are open

    and connected, can thereore become a design guideline or creating

    resilient systems and sustainable qualities, and a positive eedback loop

    between these systems.

    REFERENCES

    [ 1 ] Bauwens, . Foundation or P2P lternatives, Peer to Peer and Human Evolution,

    2007. etrieved rom P2P Foudation: p2poundation.net. [ 2 ] Beck, U. Risk Society.

    Polity Press, Cambridge, 1992. [ 3 ] Biggs, C., yan, C. and Wisman, . Distributed

    Systems: A design model or sustainable and resilient inrastructure. VL Distributedystems Brieng Paper 3, University o elbourne, elbourne, 2010. [ ] D, 2012.

    etrieved rom DESIS Network: http://www.desis-network.org. [ 5 ] Fab Lab, Wikipedia:

    Te Free Encyclopaedia. etrieved rom: http://en.wikipedia.org/wiki/Fab_lab [ 6 ] Fik-

    sel, . Designing esilient, ustainable ystems. Environmental Science and echnology,

    37. 53309. [ 7 ] opkins, . Te ransition Handbook: rom oil dependency to local resil-

    ience. reenBooks, U, 2009. [ 8 ] gou, F. and anzini, . Collaborative Services Social

    Innovation and design or sustainability. Polidesign, ilano, 2008. [ 9 ] ohansson, .,

    ish, P. and irata. . Distributed economies. new engine or innovation. in the

    Journal o Cleaner Production, lsevier, 2005. [ 10 ] aker Culture, Wikipedia: Te Free

    Encyclopaedia. etrieved rom: http://en.wikipedia.org/wiki/aker_subculture [ 11 ]

    anzini, . mall, Local, pen and Connected: Design esearch opics in the ge o

    etworks and ustainability.Journal o Design Strategies, 4 ( 1 ). [ 12 ] anzini, . LC,

    e merging cenario o mall, Local, pen and Connected. in arding, . ed. Grow

    Small Tink Beautiul, Floris Books , dinburgh , 2011. [ 13 ] anzini, . rror-Friendli-

    ness: ow to Design esilient ocio-echnical ystems. in oobun, . ed. Scarcity:

    Architecture in an Age o Depleting Resources Architectural Design, 2012. [ 1 ] anzini,

    ., gou, F. and eroni, . Design orienting scenarios: enerating new shared visions

    o sustainable product service systems. UP in Design or Sustainability, 2009. [ 15 ]eroni . Creative communities: People inventing sustainable ways o living. Polide-

    sign, ilano, 2007. [ 16 ] ulgan, . Social innovation: What it is, why it matters, how it

    can be accelerated. Basingsotke Press, London, 2006. [ 17 ] urray, ., Caulier-rice, .

    and ulgan, . Te Open Book o Social Innovation. nnovating Public ervices,

    London, 2010. [ 18 ] Pehnt et al. Micro Cogeneration: owards Decentralized Energy Sys-

    tems. pringer, Berlin, 2006. [ 19 ] Petrini, C. Slow Food Nation. Why our ood should be

    good, clean and air. izzoli, ilano, 2007. [ 20 ] Petrini, C. erra Madre. Forging a new

    network o sustainable ood comunities . Chelsea reen Publishing Company, London,

    2010. [ 21 ] chumacher, .F. Small is Beautiul, Economics as i People Mattered. Blond

    and Briggs, London, 1973. [ 22 ] ackara, . In the bubble: Designing in a complex world .

    e Press, London, 2005. [ 23 ] von ippel, . Te Democratization o Innovation.

    Press, Cambridge, 2004. [ 2 ] Walker, B., and alt, D. Resilience Tinking: Sustain-

    ing ecosystems and people in a changing world. sland Press, Washington, 2006.

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    pATTERNINg DIAlOguES

    b lOuISE ST. pIERRE & mARI N uRmINEN

    DESIgN RESEARChERS AT

    pOWERTECh lAbS

    arah Bailey

    evan Dgostino

    ames allam

    Cla Lautrey

    manda Leppi

    ayeli antos

    ADDITIONAl FACulTy

    eco core studio :

    lne Day Fraser and arah ay

    FINANCIAl SuppORT

    atural ciences and ngineering

    esearch Council o Canada

    good conversation can change everything. s this three-year partnership between Powertech

    Labs and mily Carr University o rt + Design demonstrates, good conversation can seed insights

    and change trajectories. n our case, iterative dialogue claried business strategy, identied new

    markets, and deepened understanding about the technical and social systems surrounding the

    use o energy in British Columbia. t also helped us realize how important it is to connect with

    local communities when implementing sustainable change.

    t the onset o the relationship, there were many unknowns. Powertech Labs, an engineering and

    testing company or the energy industry, had no prior exposure to design. ndustrial designers at

    mily Carr had little experience testing design methods or sustainability. Working together, we

    developed a structured dialogue that allowed or experimentation, reection, and regular revision

    to our approaches.

    ere were three distinct phases over the three years. ach phase eatured design research con-

    ducted during the summer term that provided a oundation or students who were working to

    develop ideas and concepts in the sustainable design studio course that was scheduled to ollow

    ( eco ). e regular pacing o the phases allowed time or the learning on both sides to guide

    the relationship ( Figure ).

    hOW STRuCTuRED ITERATION SuppORTS ChANgE

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    phASE 1:

    ClEANER TRANSpORTATION

    SummER 2010

    FAll SEmESTER 2010 FAll SEmESTER 2011 FAll SEmESTER 2012

    SummER 2011

    SpRINg 2011 SpRINg 2012

    SummER 2012

    phASE 2:

    ClEAN AND SmART ENERgy

    phASE 3:

    ElECTRIC VEhIClES IN COmmuNITIES

    6

    SuSTAINAbIlITy

    phASE 1: ClEANER TRANSpORTATION

    e rst phase is best understood as typical design collaboration. ur

    ocus was on the transition to cleaner transportation solutions, particu-

    larly electric vehicles ( Vs ). Powertech Labs was interested in exploring

    new market opportunities in V-related services, but as a company that

    normally worked directly with other businesses, they were not amiliar

    with researching and working with consumer-driven markets.

    e partnership with mily Carr was Powertechs rst step towardsincluding design as a part o their innovation process. n the summer

    o 2010, we placed two student design researchers inside Powertech

    Labs. ey were given a ramed set o research questions and two very

    specic tasks.

    ey were to unction as design ambassadors to help Powertech Labs

    understand what industrial design could oer them. o this end, the

    design researchers used ormal and inormal methods to communicate

    ideas and make their progress visible. ey posted design drawings and

    presentation panels in common spaces, engaged the employees in casu-

    al hallway conversations, invited these new colleagues to brainstorm

    with them, and prepared ormal project presentations.

    Parallel to this, they conducted preliminary design research to under-

    stand the social and cultural barriers impacting the adoption o Vs.

    ey used many methods in this research-intensive summer including

    interviews, observations, scenario building, system analysis, inspiration

    gathering, and prototyping. n addition to end user and secondary

    research, they solicited input rom engineers at Powertech Labs about

    current technical capabilities, inrastructure constraints, and challenges

    related to charging Vs.

    e ndings o the research team helped Powertech Labs understand

    how end users perceived V-related innovation. everal emotional

    and practical barriers to the shit rom conventional gasoline powered

    vehicles were identied: the amount o time it took to charge a vehicle,

    the limited travel distance with one charge, and the generalized ear o

    new technology. Figure 2 shows a probable mental model or how an

    V driver in Vancouver might plan a drive. is illustrates how dierent

    it is rom planning a trip with a gasoline powered vehicle. cademic

    research describes how the disruptive nature o change [ 1, 3, 6 ] can be

    mediated by engaging the public end-users when developing new solu-

    tions. Further, when discussing the standard barriers to the diusion

    o innovation ( Figure 3 ), ogers suggests that one way to overcome

    them is by aligning with the values, needs, and practices o our existing

    social system. [ 5 ]

    n addition to the social system, V charging solutions must integrate

    with the existing physical systems, such as the electrical grid. Consid-ering how much Vs change the way we uel our vehicles as well as the

    related business models, we learned how important it is to nd right

    balance between system disruption and alignment with existing systems.

    For example, we experimented with building on amiliar and well-ac-

    cepted concepts by placing the chargers in parking lots and powering

    them rom the electric grid. is did not divert us rom sustainability

    related goals, as electricity is 90% hydroelectric in British Columbia. [ 2 ]

    o initiate the second hal o phase 1, the research team handed o their

    ndings to students in the eco studio. is new group o students

    developed V charging concepts. 30 was a mobile app that

    would help people coordinate the thirty minutes o charging time with

    nearby service opportunities such as haircutting, a massage, or groceryshopping. cg was a scheme to set up charging stations

    at rest stops across Canada that would allow amilies to enjoy unique

    aspects o a region while waiting or their car to charge. ther students

    ocused on social and cultural norms. Q p challenged

    the orth merican expectation or speed and efciency, and suggest-

    ed that we might design situations dierently so that waiting might be

    reramed as an enjoyable activity.

    t the end o the 2010 all semester the students presented 12 dierent

    ideas to Powertech Lab executives and initiated a wide-ranging dialogue.

    is revealed new market opportunities and customer segments or

    the company to pursue. t also acilitated a shit in thinking rom the

    installation o charging stations as an engineering task, to designing

    the user experience around charging. n many cases, this would have

    been hailed as a successul completion to the project, but our collab-

    oration continued through two more iterations. is is where greater

    learning took place.

    Fiure 1.Research and ecoANK development phases 2010-2012

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    ChARgE

    STATION

    SQuAmISh

    TO uR IS T CE NT RE

    WhISTlER VIllAgE

    mINTER gARDENS

    lANglEy COlOSSuS

    bAKERVIEW ECOFARm

    RIChmOND IKEA

    hOmE ChARgINg publIC ChARgINg

    ~120Km~60Km

    phASE 2: ClEAN AND SmART ENERgy

    ncouraged by the new strategies developed or V charging in phase

    1, Powertech Labs requested exploration about a dierent topic the ol-

    lowing year: energy consumption in the home. t the time, Powertech

    was doing a business analysis to see i they were going to enter the

    energy management market at the consumer level, and mily Carr wasinterested in investigating how design could support energy reduction.

    ost available data shows that energy consumption is steadily increas-

    ing across orth merica . [ 7 ]

    s with the previous phase, this was divided into two parts. n the sum-

    mer o 2011, the design research team conducted probes and contextual

    interviews to understand power usage in the home. ey learned about

    the electric power system and related technologies rom Powertech

    Labs engineers. e preliminary ndings were presented to a new group

    o students in the all eco studio, and these students developed

    proposals. g- was a power socket that would respond with earul

    acial expressions i you were overloading it. fwas an online

    game that coordinated a cooking competition potluck that included

    criteria about the amount o power used during cooking. tudents also

    looked at alternative energy sources to oset supply rom the grid, so

    some projects harnessed solar energy to power small appliances, orcollected kinetic energy that is generated in domestic activity.

    nce again, prototypes, models, videos and storyboards were brought

    to Powertech Labs or discussion. is had unexpected results . rough

    this conversation, Powertech gained enough understanding o behavi-

    ours and values around energy management at the consumer level

    to help them see clearly that this was not an attractive market. is

    exemplies the value o exploratory questioning, ollowed by thought-

    ul reection. ealizing what will not work is as important as gaining

    insights into what will work.

    Fiure 2. Getting drivers to re-think transportation lengths and routes was an

    important initiative by Powerech. By placing electric vehicle charging stations in

    strategic points in and around Vancouver, new attitudes towards route planning

    and transportation can be created.

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    ChARgINg SuppORT lOCAl buSINESS

    pOINTS CARD:

    pending points

    riving points

    harging points

    DOCKINg pOINT AND SIgNAgE INCluDINg:

    Ino about program and how to join.

    ap o local businesses and events.

    Partners o the program.

    Ino about Vs and charging stations.

    8

    SuSTAINAbIlITy

    phASE 3: ElECTRIC VEhIClES IN COmmuNITIES

    By 2012 the ground had shited. Powertech Labs now employed the

    summer researchers as designers working alongside their rst in-house

    designer. Design had become part o their business. e learning engen-

    dered through the rst two phases, along with this new internal exper-

    tise, helps us to establish new objectives: Powertech now wanted to

    engage with communities to determine what V charging stations could

    look and eel like in their neighborhoods, and to reveal engagement and

    social innovation opportunities at the community and municipal level.

    is shit to researching specic and locally grounded innovation

    enables what zio anzini would call quality o proximity. [ 4 ] e

    design proposals that resulted during the 2012 eco core studio pro-

    vide examples o this. c T was a tour company

    that mapped sustainable initiatives and companies around Vancouver.

    Participating communities would implement V charging stations

    combined with a tour hub that would supply access to local tours, Vs,

    and inormation. e V c integrated a charger with a projector

    that could display large images to create a point o reerence, inorma-

    tion, and interaction at that location. is would oer an incentive or

    cultural institutions to become early adopters o the V charging inra-

    structure. xp c; Dv g was a program to incentivizeor drive change in communities. Using the Commercial Drive area o

    Vancouver as a case study, the project proposed to create incentives or

    V use by connecting V charging with opportunities to support local

    businesses ( Figures 4 and 5 ).

    e work done in phase three reafrmed the importance o designing

    or local context, with local communities. ese projects built on the

    knowledge gained in phase one, where it became clear that dealing

    with the social side o the innovation was as important as dealing with

    the technological side, and that sustainable design could not progress

    without social innovation.

    INNOVATORS lAggARDSEARly

    ADOpTERS

    EARly

    mAJORITy

    lATER

    mAJORITy

    eorey oore, Crossing the Chasm: arketing and elling Disruptive Products to ainstream Customers, 2002

    FIGURE 3. Te innovation adoption curve shows that

    attempting to convince a mass o people to adopt a new

    idea is useless. It is the innovators and early adopters that

    need to be persuaded rst.

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    EV CAR

    COmmuNITy

    mAppINg

    WAyFINDINg

    TO uC h SC RE EN

    ICONS

    ChARgE STATION

    [ 1 ] Christensen, C. and aynor, . Te Innovators Solution. arvard Business chool

    Press, Boston, 2003. [ 2 ] eneration ystem, 2013. etrieved anuary 26, 2013, rom

    BC ydro: http://www.bchydro.com/energy_in_bc/our_system/generation.html. [ 3 ]

    Leonard, D. Wellspring o knowledge: Building and sustaining the sources o innovation.

    Harvard Business School Press, Boston, 1998. [ ] anzini, . esilient ystems and

    ustainable Qualities. Current, 4. 1013 [ 5 ] ogers, . Diusion o Innovations. e Free

    Press, ew York, 1995. [ 6 ] Veryzer, . ey actors aecting customer evaluation o

    discontinuous new products.Journal o Product Innovation Management , 15. 136150.

    [ 7 ] Worldwide rends in nergy Use and fciency, 2008, 43. etrieved anuary 28,

    2013, rom nternational nergy gency: http://hopi.iea.org:10000/search/search/C.

    view=deault/results?q=usage+trends.

    REFERENCES

    SummARy ThOughTS

    e essence o this collaboration is that multiple modes o conversation

    over a period o time allowed or eective reection. Design research in

    phase one illustrated the scope o the challenges in shiting to Vs. n

    phase two, demonstration prototypes helped Powertech Labs visualize

    and discuss the boundaries o their core business. ese conversations

    and reections led to the phase three shit rom a single user to local

    communities. is process resulted in actionable design solutions orPowertech Labs, and a deeper understanding o sustainable design.

    e iterative approach to the project also allowed us to modiy our

    collaborative strategy based on the companys state o readiness or

    design and community engagement. n the early project stages, the

    process was more structured, allowing Powertech Labs to become

    comortable with a design approach to innovation. s the project

    moved to the second year and Powertech Labs became more amiliar

    with design, we used generative approaches to explore more reely.

    n the third phase, Powertech Labs took more leadership in dening

    a research ocus based in community engagement. e pacing and

    reexive nature o the process allowed mily Carr to understand the

    mindset and receptiveness that the partner company had towards

    design and social innovation, and to adapt as those needs changed.

    t illustrates how conversations between companies, designers, and

    communities that include critical reection and constant revision can

    help us discover a way to a sustainable uture.

    Fiure . ( Opposite page ) Elore Loal; rie Chane aimed to

    connect EV charging stations with local Vancouver businesses. Tis was meant to

    incentivize EV use while also supporting the local community.

    Fiure 5. Te Elore Loal program would encompass the below

    components or its tour system. Tis project promoted not just electric vehicles,

    but also sustainable community activities.

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    NEW SpACES, plACES &

    mATERIAlS FOR CO-DESIgNINg

    SuSTAINAblE FuTuRESb lIZ SANDERS

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    plACES, SpACES AND mATERIAlS

    IDEA

    hEAD

    hEART

    bODy

    EVERyThINg IS SOCIAl NOW

    Design has been growing in scope to embrace the larger social contexts

    o products and services. n the past, design was ocused mainly on

    material concerns with the embodiment o design ideas in the orm o

    products, environments or communication systems. But now the con-

    versation is about design or experience, design or service, and design

    or transormation. veryone wants to play in the social design spaces.

    Designers, students and educators talk about design or social good

    and design or social impact. People rom the business community talk

    about social innovation. e art community is exploring social practice.

    ocial practice can mean anything rom art work about social issues, to

    provocative art installations, to community-based, participatory practices.

    Who will be involved in the emerging social design spaces? What roles

    will designers play when everything is social? e answers to these ques-

    tions will vary depending upon the mindsets o the people involved.

    ocial design spaces are prolierating rapidly and the landscape can be

    conusing. But some patterns can be seen. Designers have ( at least )

    three mindsets to choose rom:

    1. esin or eole: ere designers are considered to be the

    experts in designing or others. e ocus in practice is on the tradition-

    al orms and ormats o objects, spaces and systems.

    2. esin ith eole: ere designers take on new roles. Becausethey invite end-users and other stakeholders into the design process

    as co-designers, designers become acilitators who help others to be

    creative. n advantage to this approach is that the co-designers will take

    pride in and ownership o the process, leading to sustainable results.

    3. esin or hane: ere designers turn to the applied social

    sciences and use probing, provoking, and other interventional means o

    getting people to change their behavior. For example, this approach is

    being explored in addressing healthcare situations such as obesity. But

    some people are concerned with this approach since it has the potential

    to inringe on personal rights.

    n this short paper ll talk mainly about design with people wheredesigners learn to acilitate the creativity o others. n order to design

    with people we need to know more about how spaces, places and mate-

    rials can contribute to creativity.

    CONTEXTS OF CREATIVITy: A FRAmEWORK

    ere are many competing theories about what creativity is and how it

    works. Contexts o Creativity [ 8 ] is not another theory about creativity.

    nstead, it is a ramework or organizing what we know about creativity

    in order to help people acilitate the creativity o others. Figure 1 shows

    the layers o context that contribute to individual creativity. t shows

    that individual creativity is not only in the head ( as once was thought )

    I were to design sustainable utures, well need to do it collectively. ow can we oster collective

    thinking and creativity? Unortunately, we dont know much about the spaces, places and materials

    that can support and inspire collective creativity. Its time we learned.

    but in the heart as well because creativity is aected by emotion. nd

    creativity takes place in the body. t is evoked through activity and

    motion. [4 ] nd the last layer shows that creativity is aected by the

    environment and the materials that are present.

    Collective creativity is shown in Figure 2 as a group o diverse individuals

    connected in thought and action while working together on a very big

    idea ( i.e. , the green splat ). Collective creativity uses all o the contexts

    o creativity ( head, heart, body, places, spaces and materials ) to support

    and scaold the shared space o thoughts and ideas. When collective

    creativity is working well, everyone contributes simultaneously to the

    big picture that comes rom the shared mind and body space. e

    co-construction o the big picture is essential or collective creativity

    and this is where the importance o the materials comes into play. e

    tools and materials must possess generative potential. [ 7 ] Communica-

    tion design will soon undergo radical transormation as we learn more

    about creating such materials and tools to support and provoke creativity.Th RE E DI ST INC T mI ND SE TS Ab Ou T SO CI Al DE SI gN

    CAN bE SEEN IN pRACTICE

    FIGURE 1. Individual creativity

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    2

    CO-CREATION

    hOW muCh DO WE REAlly KNOW AbOuT CREATIVITy?

    We know a lot about creativity in individuals but very little about

    creativity shared between people. [ 8 ] e matrix in Figure 3 distin-

    guishes between individual and collective creativity across three levels

    o context that could aect the output o creativity: the socio-cultural

    space, the physical environment, and the space o tools and materials.e size o the splat indicates the amount o research in each o the

    cells. We know the most about individual creativity in the socio-cultural

    space, ollowed by individual creativity in the physical environment. e

    other our cells are largely unexplored. ( But see anders [ 8 ] or more

    inormation on these our cells ).

    ere is not much research at all on collective creativity. ere is some,

    such as socio-technical environments to support social creativity in

    urban planning, collaborative learning, and collaborative sotware

    design. [ 3 ] But theres not much more than that. nd theres not much

    research about the impact o tools and materials on creativity, although

    this is an area that have explored in practice and described in a book

    called Convivial oolbox. [ 7 ]

    SOuRCE OF INSpIRATION:

    TR AN SF OR mATI ON Al gR Ou p EX pE RIEN CE S

    ince we dont have much to draw on rom the published research on

    the impact o spaces, places and materials on creativity, it makes sense

    to look or other sources o inspiration.

    enee Levi [ 5 ] studied transormational group experiences and ound,

    unexpectedly, that the place or space in which magical moments in

    groups happened was identied by over hal o the studys participants

    as inuencing their elt shit rom a collection o individuals to a true

    collective able to think and work together. is nding was surprising

    to Levi in that she did not anticipate it, nor did she ask about it. he

    explored extraordinary group experiences urther [ 5 ] and ound the

    ollowing qualities to be important.

    e place is distant rom peoples daily lives. ere are welcoming elements o the acility ( e.g., long entrance

    roads, people to greet you ).

    e main meeting room is the right size and shape.

    ere are places or sitting and walking side by side.

    e space contains symbols ( e.g., objects or materials ) that can be

    called upon to evoke meaning.

    ere are open interior spaces with both public and private spaces

    available within them.

    e windows oer views o nature.

    atural materials have been used in construction.

    e space contains elements that remind people o home.

    e ood is resh and healthy.

    ere are opportunities or people to explore and challenge themselves.

    Levis research covered many other qualities o transormative spaces.

    e list above descr ibes only the physical environmental attributes.

    nspiration comes also rom alternative approaches or the education

    o very young children: Waldor, eggio milia and ontessori. [ 2 ]e

    eggio milia approach is explicit about the environments and materials

    needed to scaold the childs learning. n act, eggio milia practi-

    tioners reer to the environment and the materials available in it as the

    ANOThER SOuRCE OF INSpIRATION:

    REggIO EmIlIA pRESChOOl

    FIGURE 2. Collective creativity

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    REFERENCES

    [ 1 ] Cadwell, L.B. Bringing Reggio Emilia Home: An Innovative Approach to Early

    Childhood Education. eachers College Press, ew York, 1997. [ 2 ] dwards, C.P. ree

    approaches rom urope: Waldor, ontessori and eggio milia. Early Childhood Re-

    search and Practice, 4 ( 1 ), 2002 [ 3 ] Fischer, . ocial creativity: aking all voices heard.

    in Proceedings o the HCI International Conerence ( C ), ( Las Vegas, 2005 ). [ ]

    Leung, ..-y., im, ., Polman, ., ng, L.., Qiu, L., oncalo, .. and anchez-Burks,

    . mbodied me taphors and creative acts . Psychological Science, 23 ( 5 ). 502-509,

    2012 [ 5 ] Levi, . roup agic: n nquiry into xperiences o Collective esonance.

    Dissertation bstracts nternational ( U o. 3098829 ), 2003. [ 6 ] Levi, . Te

    Powers o Place: An Inquiry into the Inuence o Place, Space and Environment on

    Collective ransormation. 2008. etrieved rom http://www.collectivewisdominitia-

    tive.org/papers/levi_place.pd. [ 7 ] anders, .B.- and tappers, P.. Convivial oolbox:

    Generative Research or the Front End o Design. B Publishers, L, 2012. [ 8 ] anders.

    .B.-. Creativity in strategic thinking. in Wolters, ..., rome, . and inds, . eds.

    Enhancing the Armys Strategic Tinking Capability: Insights to Assess, Develop, and

    Retain Strategic Tinkers, esearch eport or U.. rmy esearch nstitute or the

    Behavioral and ocial ciences, 2012.

    third teacher ( who is in addition to the two teachers who collaborate

    daily on each childs learning journey ).

    e spaces, places and materials in a eggio milia school are described

    as ollows ( adapted rom Caldwell ). [ 1 ]

    e ront door welcomes you.

    atural light ows into as many parts o the space as possible.

    e halls are much larger than normal, with places to stop and sit

    as you go.

    ere are studio spaces in each classroom as well as spaces designat-

    ed or small and large group activities.

    Provocation stations with careully selected and arranged materials

    invite manipulation and exploration along a specic theme.

    Large inner windows connect the interior spaces.

    Wall-size outer windows provide views to the outside and doors to

    the outside can be ound in every classroom.

    e walls are painted a neutral color so that you can see the chil-

    drens projects that are exhibited on the walls in the classrooms andthe hallways.

    ere is documentation about each project in the orm o state-

    ments made by the children as they talked about their projects.

    wide range o quality materials is available: tempura paint, water-

    color, wire, weaving, collage, natural materials, cardboard/paper

    construction, and light, color and transparency at the light table.

    ese materials are beautiully arranged and displayed in containers

    that sit on low shelves backed by mirrors.

    For photos o eggio milia inspired environments and materials, see

    http://pinterest.com/search/pins/?q=reggio+emilia+spaces

    ImAgINE A FuTuRE

    What i we combined the qualities o eggio milia preschool environ-

    ments with the qualities o transormational group spaces to create

    spaces, places and materials or adults to engage collectively in creative

    thinking and making? ese environments or co-designing will have a

    positive impact on peoples ability to address complex social issues andimagine uture possibilities. ey will be the new materializations o the

    social design spaces. we learn to master the new spaces, places and

    materials or co-designing, well see a uture capable o supporting new

    levels o conviviality and cultural sustainability.

    FIGURE 3. How much we know about creativity

    INDIVIDuAl CREATIVITy COllECTIVE CREATIVITy

    Th E SO CI O-C ulT uR E SpAC E

    Th E ph yS IC Al EN VI RO Nm EN T

    Th E Sp ACE OF TO Ol S

    AND mATERIAlS

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    CO-CREATION

    AbSTRACT

    is article examines how participatory

    design strategies can serve as an eective

    tool when working with multiple design

    constraints. mily arr University o rt +

    esign students were asked to collaborate

    with children with special learning needs

    to create a textile-based product rom

    reclaimed abric that endorsed sustainability

    among both the users and the designers.

    KEyWORDSco-design, design constraints, interactive

    textiles, children, learning disabilities,

    participatory design, sustainable thinking,

    systems

    CO-CREATINg SpACES: ThE TAg pROJECT

    b bEAyuE lOuIE

    enneth ordon aplewood chool ( ) is an independent school that specializes in teach-ing children with dyslexia and learning disabilities. wned and operated by e ociety or the

    ducation o Children with pecic Learning Disabilities, employs the rton-illingham

    teaching method, which avours visual, auditory, tactile and kinesthetic cues. [ 2 ] n 2010,

    relocated rom Burnaby, British Columbia to its present location in orth Vancouver, BC.

    econd-year design students rom mily Carr, working in pairs, were asked to create an interactive

    textile-based artiact or system that would encourage sustainable practices within the

    community. ach team was matched with a group o three to our Division 6 students rom ,

    who would serve as co-creators on the project. e resulting design would be gi ted to and

    its students or implementation in their school.

    DEFININg ThE pROblEm

    Prior to this project, the majority o our design bries have been directed towards theoretical users

    and allowed or blue sky ideation designing without limits. n order to gain practical experi-

    ence, we were challenged to apply our knowledge and skills to a set o complex, real-world issues

    that contained multiple non-negotiable parameters. Working with users with very specic needs

    and limitations, we were asked to use participatory design techniques to create a product that not

    only encouraged sustainable practices, but considered such practices in all acets o the produc-

    tion process as well.

    e project was subjected to numerous constraints. ur product had to:

    be made rom reclaimed heerll - abric ( a berglass and polytetrauoroethylene

    composite ) rom Canada Places ormer roo, donated by e-Fab Vancouver;

    use only textile manuacturing techniques;

    not exceed 2 square metres in size;

    be made o repetitive elements;

    emphasize dynamic relationships;

    be geared towards children, actoring in ergonomics, saety, unctionality and durability;

    take into consideration the learning needs o the students.

    mEThODOlOgy

    Preliminary Researh. n order to present sustainability to the students in tangible, accessi-

    ble terms, we elected to ocus on environmental issues that were common to our region. iven

    proximity to the Burrard nlet, we narrowed the initial scope o our research to environ-

    mental issues related to water, such as consumption, conservation and marine debris.

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    Cultural Proe. Based on our research ndings, we created a

    cultural probe or each student that consisted o a team-building

    puzzle, exploratory drawing and collage exercises, a scavenger hunt and

    an ideation activity involving common recyclable objects. ese probes,

    which would provide glimpses into the everyday lives o our students,

    were intended to serve as beacons or [ our ] imagination. [ 1, 3 ]

    ter receiving the completed probes back, we discovered that while

    our group was aware o the environment, their knowledge waslimited to abstract recycling practices typically associated with public

    advocacy campaigns. Furthermore, they expressed little interest in the

    subject o water, rendering our preliminary research moot. ather than

    relegate our students to the role o mere users, we abandoned our initial

    concept in avour o creating a co-design space at this early ront end o

    the design development process where the students would work

    with us in a more emancipatory role. [4, 5 ]

    Co-esin Sessions. o encourage ree-orm dialogue that would

    reveal potential design opportunities, we organized two co-design

    sessions that alluded to sustainability as a by-product o each activity

    rather than the ocus.

    e rst session consisted o:

    a student-led tour o ;

    a gurine workshop where each student:

    created a superpower character using ound objects and scrap

    material; and

    ater classiying their character as a hero or villain, determined

    what their character would do i it was on a planet with no trees,

    plants or water; and

    a round robin storyboarding exercise that was altered on site, based

    on the students interests, into a riend-or-oe workshop where each

    student created an accessory, companion or enemy or their original

    character out o modeling clay.

    e second session consisted o a material and orm exercise that bore

    similarities to our own design exploration with heerll - abric.

    Using only the scrap textiles we provided, the students were

    asked to make something out o at least two pieces o abric that were

    connected together without the use o adhesives or asteners.

    FINDINgS

    e topic o superhe