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We all want better social systems! We want social networks rich in meaningful relationships, organizations which allow for great individual agency, political institutions that produce great collective decisions, and so on.

But to get there, we must face two big challenges: one is about design criteria, the other is about imagination.

Better Criteria

When designing for an individual, it might be enough to focus on their goals (Jobs to Be Done), feelings (“calm” design, “delightful” interactions, and most UX design), or life situation (Personas).

This isn’t good enough for social systems. To design a good social environment, you need to understand how people want to live and relate with others. In our terminology, you need to understand their values. You need to know what they find meaningful.

Many designers can guess others’ goals and feelings, can empathize about them, and can design for them. But few can see other people and social environments in terms of values. Doing this often requires a shift in how you see yourself—if you see yourself mostly in terms of goals, or in terms of feelings, learning to see yourself in values can be life-changing. And you need to do this, to collect good values from users.

We tackle this problem in Quest 1 at The School for Social Design.

Broader Imagination

Most people, even leading designers (inventors of voting systems, social networks, etc) can only imagine changing their designs in certain ways. Other changes don’t occur to them.

So, when designers at Facebook think about harassment or spam, they mostly think about exclusion (“Bad Actors”). They miss other kinds of changes, because they haven’t trained their design imagination. For instance

What’s true for social networks is just as true for dinner parties or voting systems. Dinner hosts think about setting, but not — for instance — how topics get picked. Designers of voting systems think about incentives, but not about the settings which would lead to more thoughtful votes, or about relationship types aside from voter and proposer.

In Quest 2, we overcome this lack of imagination with specificity and breadth of prototypes.

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