Meta-design is much more difficult than design; it’s easier to draw something than to explain how to draw it.
Donald Knuth

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Meta-design is much more difficult than design; it’s easier to draw something than to explain how to draw it.
Donald Knuth

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A new design paradigm is needed
In her short essay, Johanna Schmeer contemplates about how we can/should turn to develop a more inclusive, multi-perspective design approach that utilizes xeno discourses and conceptual design. She calls this Xenodesig.
Note: Last year I started working on a design approach that puts human intelligence in the center of all decisions. I call it Human Intelligence Interaction design, or what popularly will be known as HI2. It is still in its infancy and I don’t feel ready to disclose it publicly yet but it correlates with the idea described in this article, even more, it broadens the perspective and provides the missing knowledge, practical and pragmatical thinking leading to solutions that Xenodesign aims to achieve.
As designers, we currently lack a framework for strategically including perspectives of the “other” developing more inclusive, multi-perspective design practices, taking the complex entanglements of humans and other entities into consideration.
We have a limited perspective, and about expanding audiences — both human and nonhuman — within the conceptual product and interaction design.
It becomes critical to look for engagement with experiences and perspectives beyond the human and an understanding of all entities on an equal level.
The difficulty with a human-centered approach to design is that it often fails to look beyond the immediate user, toward the ‘‘other’’ that might be affected by a design — not only other humans, but other-than-humans: ecologies, bacteria, air, soil, artificial intelligences, etc.
This is supplementary to Papanek’s approach and the idea of human design as a meaningful link between man [read humans] and environment.
Considering and criticizing the negative impact of some multi-national corporations and their design and marketing strategies on community cohesion and both human and environmental health.
Design can create unsustainable modes of production and consumption, leaving ecological or non-human perspectives unaccounted for.
The societal and social consequences are clear: a destabilization of the family, new eating patterns that frequently result in obesity and dietary deficiencies, a debasement of the human palate forced to find the lowest common denominator, and finally a ready acceptance for horrendous garishness and visual pollution.
(Papanek, 1985, p.25) It is challenging for people to imagine contexts and consequences beyond their own. Radical, imaginative, and poetic ideas may benefit from the expertise of designers, who are trained in carefully dissecting givens to imagine what could be, outside of the existing normal.
Design centered on human cognition
Seeking to expand philosophical thinking to consider perspectives and notions of the “other,” including that which lies beyond human experience and perception.
This means all objects — living and nonliving entities, sometimes even fictional objects — are considered to have the same degree of being-ness in the world. Object-centered techniques reframe our perspective as being one of many, creating cross-entity empathy by engaging with perspectives of the other-than-human in design processes and outcomes. Concept of the hyperobject by philosopher Timothy Morton, or perspective descriptions by game designer IanBogost and ontography by both Bogost and Harman provide techniques to encourage future exploration.
There needs to be a disruption or difficulty in an object’s use in order to create an alienating shift in perception that triggers a process of reflective thought.
An inclusive, multi-perspective approach to design, and acknowledges our place, and design’s place, in a complex and entangled world.
Our attitudes toward design and human-centeredness need to be reexamined.
Questioning and exploring the alternatives to Human-centred design, Speculative design, Circular design, Metadesign (and other) leads us to what Johanna frames as Xenodesign. Giving this design approach a name and beginning to frame, describe, and define it surely can foster its development. However we’re going to call it, it’s important that we develop attitudes toward cross-audience sensitivity, multi-entity empathy “Becoming-with each other”.
Source: https://jods.mitpress.mit.edu/pub/6qb7ohpt
[READING] Metadesign
“Whereas user-centered and participatory design approaches ... have focused primarily on activities and processes taking place at design time, and have given little emphasis and provided few mechanisms to support systems as living entities that can be evolved by their users, metadesign is an emerging conceptual framework aimed at defining and creating social and technical infrastructures in which new forms of collaborative design can take place.” How can we consider assignment prompts as metadesign briefs between student and instructor?
“Design is better defined today as an inquiry and experimentation in the activity of “making.” That is design is conceived as a humanistic enterprise in which the subject matter is not fixed, and is meant to envision possibilities...” How is the writing process similar?
“Metadata addresses the following challenges: coping with ill-defined problems, supporting reflective practitioners, design as a collaborative process.” How might we use metadesign thinking to work through vague assignments and consider our writing with sources as a collaboration?
“Metadesign provides the foundation for an unselfconscious (or spontaneous) culture of design, in which the failure or inadequacy of the system and unexpected opportunities lead directly to an action to change or improve the design.” Instructors constantly redesign syllabi to adjust to experiences in the classroom. How can students approach revision as metadesign?
“In user-centered design, designers generate solutions that place users mainly in reactive roles. Participatory design approaches seek to involve users more deeply in the process as co-designers.” Metadesign plans for evolution “to fit emergent needs...[and] account for changing tasks.”
“Software systems must evolve; they cannot be completely designed prior to use.” Think about all of the software updates you get for your technology. How could your writing also be revised and modified to take into account new information? Think of textbook versioning.
“Systems must evolve at the hands of the users.” Consider how anyone can contribute changes to Wikipedia.
“Systems must be designed for evolution.” How might it be helpful to plan for revision of all class assignments, not just writing?
“Meta as Behind: At this level, metadesigners play an important role in setting the conditions that will allow users to become designers in turn by anticipating both their needs and the potential changes that will occur at use time.” Again, syllabus design is about anticipating student needs.
“Meta as Together: At this level, metadesigners and users play fluid roles in the collaborative design activity.” Assignments are then designed for back and forth between student and instructor.
“Meta as Among: At this level, users are crucial in opening up the system to unintended and creative uses.” How do you the student find unintended possibilities from the assignment prompt?
Social Creativity for Transcending the Individual Mind: How does peer review and group work improve your writing?
Co-Creation for Engaging in Meaningful Activities: How can students give the instructor feedback?
Co-Evolution for Coping with Experience: What are you really learning through writing assignments?
“Courses-as-seeds: courses as communities of learners in which participants shift among the roles of learners, designers, and active contributors. An essential element of learning in such an environment is peer-to-peer; the teacher acts as a ‘guide on the side’ rather than as a ‘sage on the stage.’ Courses are reconceptualized as seeds that are jointly evolved by all participants rather than as finished products delivered by teachers. The role of technology is to form and sustain active communities of learners who contribute ideas from their own unique perspectives and connect them in new ways. The active participation inherent in courses-as-seeds contrasts to mere access to existing information and knowledge...” This is why it is so important that students attend and participate, you yourself are a peer teacher, you bring a unique perspective and knowledge base that someone else might not have and can build off of someone else’s discussion point.

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Erik Spiekermann - Putting Back the Face into Typeface
Design_V02
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Rapport de stage suite aux 6 semaines passées au sein du collectif Bam.
Pour une discipline engagée et engageante, pour un monde souhaitable.
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