social movement

Media Intervention

Pattern ID: 
427
Pattern number within this pattern set: 
132
Douglas Schuler
Public Sphere Project
Version: 
2
Problem: 

Corporate media exists to make as large a profit as possible; responsiveness to the public interest is secondary at best. Like a drumbeat, its endless repetition presents an unremitting pulse to our lives. Corporate media is scripted by people far away from the "ordinary" people who spend their time with it. Alternatives to corporate media exist of course, but the audiences are substantially smaller; the alternatives generally have lower "production values" (due to fewer resources) and are much harder to find. Consequently they are enjoyed only by the more intrepid among us. People and organizations who struggle to interject alternative messages into the public consciousness via the media — even with paid ads — will be soundly rebuffed. For example, the AdBusters Foundation has repeatedly attempted to get their "Buy Nothing" piece aired on television in the US. only to be turned down by the major networks. MoveOn's "Bush in 30 Seconds" was also rejected by the networks. Environmental organizations have trouble getting their messages aired but corporate ads on the same themes are aired without questions.

Context: 

When access to media is blocked...

Discussion: 

Until fairly recently, it was a commonly held notion in the United States that "the people owned the airwaves." Although that notion has apparently vanished from the minds of many politicians and government regulators, people periodically reassert this right when other routes have failed.

With few exceptions, access to media is generally blocked to citizen and, especially, alternative viewpoints. The choices of media often boil down to state-run media (often propaganda) or purely commercial (or a combination of the two) or none at all.

In the US particularly but in other countries as well people are bombarded with images and ideas that are generally cut from the same cloth. Whether news, "reality" shows, police dramas, talk shows, or commercials television is a seamless and impenetrable wall that is assiduously protected from invasion. Media Intervention is one tactic to fight this particular and ubiquitous form of censorship. In this case, the media truly is the message: while the content itself is commercialistic, addicting, intellectually and psychologically (and emotionally? and politically?) stultifying (debilitating?), the sheer immensity and second order effects of the media as a societal phenomenon make it impossible to ignore. It's a problem for everyone when the "vast wasteland" grows vaster.

Media intervention comes in many guises and new approaches are devised fairly frequently. There are vast differences in the ways that this pattern is employed — all the way from the most polite and prescribed to the most overt and officially prohibited. This pattern is general enough to encompass Culture Jamming (Lasn, ____), Textual Poaching (Jenkins, ____), subvertisements, "disciplining the media" and "Billboard Adjustment."

Randolph Sill carried out a brilliant Media Interventio with aplomb in Seattle in the summer of 2003. He attended a televised Mariner's baseball game with a sign that was adorned with the number of Mariner star player, Ichiro Suzuki, and some writing in Kanji. Unbeknownst to the non-Japanese speakers at the game and, in particular, the people who were televising the game who captured Sill and the sign that he enthusiastically brandished whenever Ichiro was at bat, the Kanji on one side read, "President Bush is a monkey's butt" which was complemented on the other side with the claim that "Americans are ashamed of their corrupt president" (Jenniges, 2003).

In the late 1990's, the Barbie Liberation Organization engineered a similarly clever caper which ultimately was covered with bemusement on the television evening news in a number of U.S. cities. The intervention began with the purchase of several ultra-feminine "Barbie" dolls and the ultra-masculine "G.I. Joes" "action figures" (not dolls). Back in their secret laboratory, the BLO surgically altered the dolls, performing a gender swap (or "correction" as they called it) of the voice boxes of the two stereotypical avatars. Then the dolls were repackaged and placed ("reverse shoplifting") on various toy store shelves around the country where they were purchased by unsuspecting shoppers. Back at home, the young recipients of the dolls were surprised when the he-man Joe professed a love for shopping while the wire-thin Barbie newly masculinized wanted to "take the next hill" presumably with a hail of hot lead. One intriguing postscript was that at least some of the recipients of the transformed doll/action figure preferred the new version to the old.

Finally, the techniques of (1) trying hard to get one's issue injected into the media and (2) disciplining the media for content that people find objectionable (and, less frequently, praising the media for appropriate coverage), form the traditional "bread and butter" core of this pattern and are not expected to go away or lose their importance in the face of the other approaches discussed earlier.


NY Act Up Activists Make an Unscheduled Visit to the CBS Evening News.
More information can be found at: http://www.actupny.org/divatv/indexN.html

Solution: 

Sometimes it becomes necessary to intervene in the media to nudge it into new avenues that it might not have taken without the intervention. This can be done cleverly and effectively but it's not easy. The tactic and campaign should be carefully tied to the aims and the particulars of the situation — but it still might not work!

Verbiage for pattern card: 

Whether news, "reality" TV, police dramas, talk shows, or commercials, corporate media is a seamless and impenetrable wall that is protected from citizen intrusion. People and organizations who struggle to interject alternative messages into the public consciousness via the media are often ignored or rejected. By nudging the media into new directions, Media Intervention is one tactic to fight this particular and ubiquitous form of censorship.

Pattern status: 
Released
Information about introductory graphic: 
Photo bombing a Russian newscast protesting Ukrainian invasion

Tactical Media

Pattern ID: 
781
Pattern number within this pattern set: 
131
Alessandra Renzi
OISE/ University of Toronto
Version: 
2
Problem: 

Activist information campaigns and protests aimed at sensitizing the public to issues of social justice and politics often fail to reach an audience. In some cases, this is due to a reticence on the part of the mainstream media to tackle controversial issues. However, this can also simply happen because inadequate communication tactics prevent the public from identifying with or understanding the language used to convey the intended message. In other words, many actions organized by activist organizations go unnoticed, either because they do not succeed in showcasing their cause through means that cannot be ignored by the media, or because their lines of argument cannot be easily connected with the ways non-activist audiences experience the world.

Context: 

Tactical Media (TM) are a loosely defined set of practices that can be used by activists and community groups seeking to engage with the production of counter-information, as well as with its modes and possibilities of dissemination. In fact, the tactical circulation of information is a fundamental aspect of political intervention in the informational environment.

Discussion: 

"Tactical media are media of crisis, criticism and opposition. This is both the source of their power, and also their limitation. Their typical heroes are the activist, Nomadic media warriors, the pranxter, the hacker, the street rapper, the camcorder kamikaze..." (the ABC of Tactical Media)

Because of their ad-hoc character and their adaptability to different contexts, TM are hard to define. Hence, instead of “what is TM?” a more useful question is “how does TM work?” The following three examples are helpful to illustrate some of TM’s possible uses and outcomes.

Example one: During the last US presidential campaign Bush’s official website was cloned, with the alternative site featuring a critique of Bush’s agenda to become president. This site was set up by the Yes Men, a group of actors who impersonate representatives of important organisations at official meetings in order to subvert their messages in the mainstream media. Their stunt prompted Bush to announce on television that “there ought to be limits to democracy”.

Example two: Several labour activist groups in Europe, fighting against unstable working conditions use TM for their campaigns. The Italian group Chainworkers invented Saint Precario, the patron saint of precarious workers. His statue appears at demonstrations, public events and in public spaces, constructing “precarity” through familiar symbols, and leading the public to make its own connections between the procession, common people’s problems and today’s world market. Through San Precario and other similar games and actions, the issue of precarious labor has gained visibility within the EU and is now being discussed even outside of its borders--while more sustainable forms of social struggle against precarity are the background on which such actions rest.

Example three: Telestreet is a network pirate television stations run by activists and community groups who use free UHF frequencies and simple, low-cost technological devices to broadcast their video productions into Italian households. Telestreet programming is not solely aimed at counterbalancing Berlusconi’s monopoly on the mainstream media with alternative content, but also at experimenting with the medium of television as a space for cultural production and community building.

Generally, TM rely on artistic practices and "do it yourself" (DIY) media, created from readily available, relatively cheap technology and means of communication. A tactical medium is devised according to the context where it is supposed to function. This means that it is sensitive to the different sets of communicative genres and resources valued in a specific place, which may vary from street theatre and banner-dropping to the internet or radio. For this reason, TM actions they are very effective and can take on a wide variety of forms. For instance, they can mimic traditional means of information while circulating alternative content; they can subvert the meaning of well-known cultural symbols; and, they can create new outlets for counter-information with the help of new media.

In many cases, TM practitioners borrow from avant-garde art practices (e.g. linguistic sabotage and detournement), politics and consumer culture to trouble commonly held beliefs about every-day life. Such techniques–also called culture jamming–involve an appropriation of the language and discourses of their political target, which is familiar to the non-activist audience. Therefore, the subversion of the message’s meaning pushes the audience to notice where some strategies of domination are at work in a given discourse, raising questions about the objectivity of what is believed to be “normal.” TM actions creatively reframe known discourses, causing the public to recognize their limits. According to TM theorist David Garcia “classical TM, unlike agit-prop, are designed to invite discourse” (Garcia 2006), they plant the seeds for discussion by operating a fissure in what is considered to be “objective reality,” requiring a form of engagement to decode their message.

Despite many successes, TM practices like the Yes Men impersonations have often been criticized because their short-term interventions expose the weak points in the system but do not attempt to address them. However, TM should not be seen or employed as an isolated form of protest but as one tool for groups to reach wider audiences in a broader network of political struggle. In fact, even when they hijack the attention of the mass media, the Yes Men stunts and Saint Precario do not constitute an emancipatory practice in itself. Yet, they are a great example of how to bring topics to debate. As part of an organized campaign centred on a specific issue, such stunts can give resonance to voices otherwise unheard, and hopefully open up some space for a dialogue between minority and majority groups–or between minorities.

Moreover, TM practices can help make transversal connections between context-related social, cultural and political problems, and various organized sites of resistance. For example, the Telestreet network enables different activist groups and coalitions to use their space to support or showcase their own cause. Similarly, TM practices can be useful to create new memes that raise awareness of unjust social conditions, as in the case of Saint Precario.

Ultimately, it is important to maintain TM’s emphasis on experimentation, collaboration and the exchange of knowledge as part of a broader cartography of organized social struggle. For these reasons, there is a need to create more conditions where TM exploration of new possibilities for resistance can take place. Such projects can range from media literacy teaching to culture jamming workshops in schools, to festivals and temporary media labs where people can come together and develop creative ways to engage in protest and critique of the systems which govern their lives from an ever-increasing distance.

Solution: 

TM practices are marked by an ongoing attempt to experiment with the dynamics of media dissemination of information, searching for the most effective way to bypass the obstacles created during the diffusion of such information, in order to reach an audience. Thus, TM actions can help activists attract the attention of the mainstream media, as well as enable them to convey their message in a way that is intelligible to the audience.

Creative Commons Photo Credit: www.insutv.it

Verbiage for pattern card: 

The circulation of information about social struggles is a fundamental aspect of successful political interventions and deserves careful planning. Tactical Media are practices that engage with the production of counter-information and with its modes and dissemination possibilities. Examples of TM range from Do-It-Yourself radio shows to humorous pranks used to spark discussions about social issues.

Pattern status: 
Released

Citizens' Tribunal

Pattern ID: 
610
Pattern number within this pattern set: 
129
Douglas Schuler
Public Sphere Project (CPSR)
Problem: 

Powerful countries — such as the US or the UK or others — are seemingly free to ignore international law and other recognized norms of acceptable behavior when it suits their government. If other countries and international organizations are impotent against such transgressions, NGOs and other civil society groups (who have even fewer resources) face almost insurmountable hurdles for legally challenging these actions.

Context: 

Non-governmental organizations or other citizen groups with few to no means by which to challenge what they perceive to be moral wrongs are the main users of this pattern. Unfortunately the use of this pattern is limited generally to democratic societies or other places where its confrontational approach is tolerated. There are countries, for example, where a tribunal directed at the United States could be convened, while a tribunal directed against the government of the host country would be strictly prohibited. Unfortunately there are few, if any, public or legal means where citizens of countries like North Korea, Uzbekistan and other countries that are isolated from the network of international relations, can challenge their government's policy without fearing for their life and liberty.

Discussion: 

Civil Society faced with what they perceive as serious crimes that are being perpetrated by governments, has devised the concept of a "Citizen's Tribunal." Part legal proceedings, part theater, part publicly speaking "truth to power", the concept has been expressed most strongly with the World Tribunal on Iraq (WTI) condemning the invasion of Iraq by the United States.

According to Richard Falk, professor emeritus from Princeton University, "The WTI was loosely inspired by the Bertrand Russell tribunal held in Copenhagen and Stockholm in 1967 to protest the Vietnam War, which documented with extensive testimony the allegations of criminality associated with the American role in Vietnam. The Russell tribunal featured the participation of Jean-Paul Sartre, Simone de Beauvoir and other notable European left intellectuals. It relied on international law and morality to condemn the war but made no pretension of being a legal body, and its jury contained no international law experts." The World Tribunal on Iraq had its specific roots in a session of the Permanent Tribunal of the People that was held before the war in Rome. The sessions of the WTI began in Brussels in March 2004 and finished in June 2005 in Istanbul. Sessions were also held in Berlin, Stockholm, Hiroshima, Rome, New York, and Barcelona.

The work of the WTI was divided into a Panel of Advocates and a Jury of Conscience. The role of the Panel of Advocates was to document the charges against George Bush, Tony Blair, and others through analysis and testimony. This body would then present the case to a Jury of Conscience which was "composed of distinguished moral authority personalities from around the world, to pass judgment on the actors and their actions from the perspective of international law."

One question is how does the "other side" participate — if at all? Can they submit evidence or provide testimony? In other words, how does a tribunal differ from a trial? For one thing, the U.S., for example, the U.S. would undoubtedly skip a Citizen's Tribunal since it has declined to appear before the World Court as a defendant. A Citizen's Tribunal is not a court (it obviously has no powers of enforcement, for example) and is not obligated to emulate one. At least in the case of the WTI, a Citizen's Tribunal "is self-consciously an organ of civil society, with its own potential enforcement by way of economic boycotts, civil disobedience and political campaigns." It is not designed to find the truth but to bring the truth to light. As Falk points, out, the WTI as an instrument of civil society: "proceeds from a presumption that the allegations of illegality and criminality are valid and that its job is to reinforce that conclusion as persuasively and vividly as possible.

Legitimacy, however, as in the legal system, is a very big issue. If the tribunal does not seem legitimate, it can more easily be portrayed as a charade. Legitimacy can be maximized by providing unimpeachable authorities and by providing strong corroborating evidence including documentation and expert testimony.

As a direct and public challenge to power and authority the Citizen's Tribunal faces numerous challenges in addition to difficult task of establishing legitimacy. One of the most important of these challenges is irrelevance. The unequivocal repudiation of the powers-that-be is unlikely to be covered in any serious way by the media. Additionally, the possibly marginal nature of the group sponsoring a Citizen's Tribunal places it far from the centers of power and is thus questioned about the legitimacy of its actions.

Since the power of a Citizen's Tribunal relies on its symbolic nature, publicity is important. One approach is to bring in a broad coalition to organize the Tribunal. It is important to get people to the event and to send out publicity afterwards (through, for example, the web and DVDs). The WTI submitted its report to the United Nations. On the other hand, exposure and publicity can be risky — counter demonstrations, arrests, intimidation and thuggery, in addition to media condemnation, might be in store for the conveners.

Many challenges present themselves while organizing and conducting the event: Who will participate? How is the agenda organized? Where will the funding come from? How will security issues be handled? And of course, the idea of multiple venues, however attractive the idea is, increases the magnitude of the logistical challenges considerably.

Although Falk's statement below (from a WTI press release) is associated with the World Tribunal on Iraq, the basic approach and philosophy of that effort can serve as a basic model (that can be modified) for another tool for people without extensive resources who are struggling with issues of state violence and other urgent issues of our times.

"The WTI is opposing aggressive war, war crimes, and crimes against humanity. It is not opposing the governments or the United Nations. Indeed it hopes to create pressure from below that will encourage law-abiding governments and the UN to do their proper job of protecting weaker countries and their populations against such illegalities. And beyond this protection we are promoting a world movement of peoples and governments to realize a humane form of globalization that is equitable with respect to the world economy, legitimate in upholding the human rights of all, and dedicated above all else to creating the conditions for sustainable peace based on justice for every nation on earth."

Solution: 

In certain situations, civil society organizations are moved to protest perceived crimes of sovereign nations. The Citizens' Tribunal has the potential to become a powerful tool to raise issues to more visible levels than governments or the media are likely to do on their own.

Verbiage for pattern card: 

Powerful countries sometimes ignore international law and other norms of acceptable behavior. NGOs and other groups face tremendous hurdles when challenging these actions. Citizens' Tribunals, such as the World Tribunal on Iraq condemning the US invasion of Iraq, are part legal proceedings, part theater, and part publicly speaking "truth to power." In spite of many challenges, a Citizens' Tribunal can be a powerful tool.

Pattern status: 
Released
Information about introductory graphic: 
Session at the People's Permanent Tribunal, Mexico, 2013

Open Source Everything

Pattern ID: 
614
Pattern number within this pattern set: 
127
John Thomas
IBM Research Hawthorne
Version: 
2
Problem: 

Commercial interests in the form of large multi-national corporations strive to fulfill only the most profitable needs or wants. In many cases, the highest or easiest profit aims at wants that may not ultimately be in the interests of the targetted consumers (let alone the workers or the environment). For instance, many food companies focus on high fat, high sugar, high salt products that humans find tasty based on an evolutionary history in which these substances were difficult to find. For people in the developed world, however, having access to such foods is unhealthy. Furthermore, the way these foods are produced, transported and marketed involves unaccounted for costs to humanity. This is just one example. In general, corporations are not only motivated, but legally required to maximize profits, not meet actual human needs.

Furthermore, the economies of scale lead large companies to focus efforts on those wants that are best met by mass-produced goods and services. There are a huge range of very specific needs that much smaller groups or individuals have which do not provide suffficient inducement for large companies to provide.

Thus, the corporately created world both fails to meet many human needs and even when it does produce value, it tends to focus on wants rather than needs and do so in a way that has many undesirable side-effects.

Context: 

In a variety of arenas, including publishing scholarly work, the development of educational materials, and the development of useful, robust software, an "open source" process has shown itself to be very effective. There are a variety of reasons why such a process is now timely. First, there are a large number of people globally with access to the Internet. This allows global communities with common interests to work together without the necessity of physical travel (which can be expensive in time and money). Second, there are worked examples of people from many fields volunteering their efforts to create value for the common good of their community. These examples serve, in turn, as models for other communities. Third, there are a critical mass of people with time and knowledge to add value to such collective efforts. Fourth, although it has been common in the past for those in power to use their power to keep their power, in modern times, a series of social and legal processes have been put in place to consolidate power into structures that are no longer effectively regulated by countervaling forces such as local governments or community pressure. The first three factors make the use of Open Source feasible and the last makes it manditory. In addition, Open Source has the capacity to personalize and customize value to much smaller groups than is feasible for large companies. Thus, by offering Open Source materials, people may collectively fulfull a greater proportion of human needs and wants. This is currently referred to as "the long tail." There are a very large number of people wanting a few common things and a very small number of people each wanting something different. Open Source is much better positioned to fulfill those different things wanted by only a relatively few.

Discussion: 

Perhaps the most articulate introduction to the general concept of open source is the introduction to Eric von Hippel's Democratizing Innovation:

"When I say that innovation is being democratized, I mean that users of products and services -- both firms and individual consumers -- are increasingly able to innovate for themselves. User-centered innovation processes offer great advantages over the manufacturer-centric innovation development systems that have been the mainstay of commerce for hundres of years. Users that innovate can develop exactly what they want, rather than relying on manufacturers to act as their (often very imperfact) agents. Moreover, individual users do not have to develop everything they need on their own: they can benefit from innovations developed and freely shared by others. The trend toward democractization of innovation applies to information products such as software and also to physical products. As a quick illustration of the latter, consider the development of high-performance windsurfing techniques and equipment in Hawaii by an informal user group."

Probably the most notable and widespread success story of "open source" is the development of open source software. The "source code" of any computer program is the complete set of instructions that the computer follows to provide its functions. There are two competing philosophies that determine the rules regarding the distribution of software "source code."

The basic business orientation dictates that, above all, the source code should be kept private and that only people who are allowed to make changes to it -- either to add functionality or fix bugs -- are the people who are authorized by the company that owns it. Although there are several variants, the "free software" or "open source" model if more-or-less the opposite of the corporation model in nearly all respects. Anybody can obtain the source code without cost. Anybody can make changes to the source code. And anybody can distribute the code without restriction to anybody.

Besides its desirable price (nothing!), the open source model offers many advantages over the closed, corporate model. One is that many eyes can identify and fix many bugs. Software flaws such as bugs or security holes are more readily found and exposed. (This is the reason why fair voting advocates are generally in favor of open source voting software.) Another reason is that the open source model promotes innovation by allowing anybody to implement new functionality. Although many of the modifications may be unwanted, some may provide a foundation for desirable features. Although the open source approach has its own disadvantages (as do all approaches), it offers surprisingly stiff competition against deep-pocketed corporate behemoths. Linux, for example, is more robust, less buggy and on a faster release cycle than well-funded corporately engineered operating systems.

Although computer programmers have been at the forefront of this intellectual revolution, computer programs are certainly not the only complex artifacts that could be designed, built, maintained and improved through an open-source collective effort.

One obvious artifact to think about moving into open source development is the development of vaccines and other medicines. And in this arena, medicines that could reduce suffering caused by the worldwide HIV-AIDS epidemic come to mind readily. Of course, in so-called "primitive" societies, knowledge of how to find, prepare and use medicinal plants was a precious gift handed down from generation to generation.

With oil prices skyrocketing, open source automobile developers could work together on developing automobiles with super high mileage and other environmentally friendly features. Already (NY Times August 2005) hobbyists are modifying Priuses and other hybrid vehicles to pump up the mileage.

Because corporations are driven primarily to maximize profits, they tend to focus efforts on the very popular and tend to ignore small niche interests. For example, the open source music movement now allows individuals to create music collaboratively and globally. Probably the most popular of these, adding 200 users per week is MacJams. (See links below for general home page and to see what an individual's entry looks like). Albums can be built and distributed on a one-off basis without the high up-front costs of using a recording studio.

Similar avenues exists for poetry, stories, photographs, video and artwork. Examples may be seen at lulu.com, Xlibris, and publishamerica.

Solution: 

Use the mechanism of Open Source to meet needs that are not well-met by large institutions and corporations as well as areas where the social and environmental costs of market-driven competition outweighs the value provided.

Verbiage for pattern card: 

High profits for corporations can mean low benefits for consumers, workers, and the environment. In many areas, including scholarly publishing and the development of educational materials and software, an "open source" process can be an effective alternative. Open Source Everything can be used to meet needs where the social and environmental costs of market-driven competition outweighs the benefits.

Pattern status: 
Released
Information about introductory graphic: 
Ligeti Stratos

Socially Responsible Video Games

Pattern ID: 
605
Pattern number within this pattern set: 
126
Douglas Schuler
Public Sphere Project (CPSR)
Version: 
2
Problem: 

Video games are frequently violent, sexually explicit and exploitive and commercialistic. Whether their use leads inexorably to social exclusion or anti-social behavior and attitudes, the fact that their use occupies the minds of millions of people for billions of hours in a given year might make anybody question whether this is wise.

Context: 

Video games draw people in but people don't get much in return. Is it possible that this medium can be re-engineered to good purpose? Gamers and game designers should explore these possibilities as should policy-makers, NGOs, and other people interested in new educational possibilities.

Discussion: 

The idea of using computer games for socially responsible purposes has some intriguing arguments in its favor. One is that people are already spending enormous amounts of time doing mindless virtual driving (at least they're not wasting gas!) and shooting virtual villains, etc. If they're going to spend that much of their time gaming why not have them do something of value? (or so that argument goes.) On the other hand, it's not clear that it would work. Perhaps shooting is more fun than learning for some (or many or most?) people (but then according to the Harper's discussants, you can always trick them by giving them points or the right to use the virtual laser guns only after they did the "educational" thing, like adding the numbers or spelling the word.) But it's not obvious that even if people like playing an educational or socially responsible game that it would have any positive lasting effects.

Models and simulations provide ways for people to explore situations that can't be experienced directly — like the future. At the same time we must acknowledge that these tools aren't as compelling as they could be. Well-designed interactive games have the potential to be educational in that people learn about the world as well as compelling — they thrust the gamer into the scenario.

Certain types of video games are, on some level, not unlike simulations in which the computer extrapolates certain plausible outputs — both expected and unexpected — based on user selections or decisions. Simulations, however, are "serious" while games by their very nature are frivolous — or so it would seem.

What, in theory, could socially responsible video games achieve? One possibility is that they could improve cognitive skills including memorization of spelling and multiplication tables, as well as deeper skills such as analysis, interpretation, or evaluation. Another possibility is that one could learn a general feel or understanding from the games; just as people get some type of general knowledge from visiting foreign countries. One could, for example, get an impression of what it would be like to, say, deliver relief food to refugees in a remote war zone.

A video game, like a movie, book, or, even, a story told aloud, is not "real." It's a creation of a parallel artificial world, or a world "once removed" from "reality." In the early 1960s Yale psychology professor Stanley Millgram conducted a bold experiment that demonstrated (or was widely perceived as having demonstrated) how people were naturally inclined to follow orders from perceived authority figures, however illegitimate and immoral the orders might be. In those experiments, a "doctor" with official-looking garb tells the subject (misleadingly) that he or she are going to be involved in a memory experiment. In the course of this experiment, the subject will push buttons that purportedly deliver increasingly powerful electric jolts to an unseen person in the next room, a confederate who doesn't seem to be able to master the memorization of a few words at a level that sufficiently pleases the experimenter. After the hapless person with the poor memory cries out in [feigned] pain, the real subject understandably balks at delivering more pain to the person in the next room. After the authority figure explains that they "must continue" with the experiment, the vast majority of the subjects elected to continue their regiment of electrical shocks to the unseen victim. A notable exception to this excursion into a morally dubious zone were people who had spent time in German concentration camps during World War II. Many of them simply refused to deliver the punishment.

One plausible explanation is that the survivors who had actually witnessed situations in which blind obeisance to power led to barbarity, learned about its pitfalls, while those who had not been in such a situation had not. This suggests that video games could provide a type of rehearsal for situations that might arise in the future, serving much the same role as it is believed that play does for children.

It is the possibility that video games could provide meaningful instruction that inspired Paul Rogat Loeb to propose a video game based on former U.S. Vice President Al Gore's "Inconvenient Truth" movie that explores the looming prospect of global warming and massive climate change: "The game could build on Gore’s existing movie, slide show, and website, adapting whatever elements were useful, but also making the process more interactive, more engaging for an audience for whom games are a prime language. Why not put people in the role of climate scientists assessing the evidence, governmental and corporate decision makers, citizens trying to keep our society from driving off a cliff? Why not let them try out different ways of acting? (Loeb, 2006).

Video games could (at least theoretically) help society learn how to deal with various problems that people might encounter: emergencies, stolen elections, loss of civil liberties, etc, The fact is that our globalized, mediated, interconnected world thrusts a multitude of issues into our face that reveal our impotence: although they demand a response, individually we have nothing in our experience that helps us truly grapple with it ‐ let alone determine what that should be done about it.

Several video games have been released, and several more are in planning, that are intended to teach people about real-world issues in ways that television new reports and formal education are unlikely to emulate. One game, "Food Force" developed by the United Nations World Food Program, puts players in the middle of a dangerous food relief mission on Sheylan, a fictional island in the Indian Ocean suffering from drought and civil war. Players airdrop food, drive down mine-infested roads, buy and distribute food and help rebuild. Surprisingly, the game has been downloaded by over three million of people and is second in the number of free downloads only to "America's Army," another "serious game," this one a recruiting tool for the US Army (Rosenberg, 2006).

There are several new games with socially responsible orientations. One is called "A Force More Powerful" and designed to teach non-violent strategy. Others are based on the Israeli-Palestinian conflict (PeaceMaker), genocide in Darfur, and Adventure Ecology in which two kids, Dash and Bay fight eco-threats and villains like Agent Waste and Professor Ignorance and the environment is represented as a "a highly complex and interdependent system in which every life-form, air molecule and pebble plays a part" (Snoonian, 2006).

While video games are often damned because of their total disconnect from the "real world," this separation may also have its virtues. According to Raph Koster (Wasik, 2006), there is a " magic circle" surrounding games and "it has to be a circle games of no consequence." Formal education, on the other hand, generally does not have a "magic circle of no consequence." In other words, failures — both small and large — at school have consequences that vary from minor annoyances and embarrassment to not being able to attend college or find meaningful employment after high school.

Solution: 

Will Wright, the designer of SimCity and other simulation games, commented on the goals he has for Spore, a new video game now in development: "I want people to be able to step back five steps, five really big steps. To think about life itself and its potential-scale impact. I want the gamers to have this awesome perspective handed to them in a game. And then let them decide how to interpret it" (Johnson, 2006). While we can't know how valid this perspective is and how his new game will promote those ways of thinking, it's clear that it represents a step up in relation to the majority of the other games that people play.

Verbiage for pattern card: 

Video games can be violent, sexually explicit, exploitive, and commercialistic. Whether or not they lead to anti-social behavior and attitudes, the idea presents intriguing possibilities. Ideally they could help teach people about real-world issues in compelling ways. And models and simulations provide ways for people to explore situations that can't be experienced directly — like the future.

Pattern status: 
Released
Information about introductory graphic: 
http://commons.wikimedia.org/wiki/File:Faust_und_Mephisto_beim_Schachspiel_19Jh.jpg

Environmental Impact Remediation

Pattern ID: 
603
Pattern number within this pattern set: 
124
Douglas Schuler
Public Sphere Project
Jim Gerner
Free Geek Olympia
Version: 
2
Problem: 

Although information and communication are often conceived as abstract, intangible and immaterial, the systems that maintain them are, of necessity, constructed with solid things such as paper, lead, concrete, rubber, glass, mercury, cadmium and silicon which are fabricated into the delivery trucks, wires, library buildings, computers, chips and CDs. The manufacture (and ultimate retirement) of all of these things is often accompanied with environmental damage, as the 23 "Superfund" sites in Silicon Valley will attest, In 2005, 63 million computers in the U.S. were replaced with newer models. Up to 80% of the waste is then sent to developing countries where it often contributes to environmental and health hazards. Additionally, energy is consumed — often in immense quantities — throughout every stage in the life-cycle of a product. As devices are made with shorter and shorter life-spans and the uses of ICS increases worldwide, this problem will become more critical unless something is done.

Context: 

Vast numbers of people are affected by the increasing "informatization" of the world. This includes people who are fortunate enough to capitalize on the new technology and those who are unfortunate enough to live with the refuse. This pattern can be used by people who have some control over the situation, including those who are in a position to develop laws and policies, producers who can lessen the effects of their products entering the waste-stream, and local communities who can develop policies and programs for responsible treatment of discarded technology. Community activists, health professionals, local governments, and neighborhood organizations will need to organize and work together in this effort. Other possible participants include computer geeks, social activists, environmental activists and those wanting to learn more about computers and new technology.

Discussion: 

The use of information and communication systems is expanding enormously in countries like the US as well as in countries like China and India. This is causing immense demands on their infrastructure and on the environment. Computer technology has grown increasingly more sophisticated in a very short period of time. During that same time, the costs have dropped in relative and absolute terms, thus resulting in a massive number of obsolete computers and other technology much of which has been dumped somewhere where toxins like lead, cadmium and mercury can leach into the soil and water.

In addition to the new intellectual and social spaces that the new technology helps provide, we need to think about the impact that information and communication systems are having on the environment. Although we associate physical spaces like libraries and auditoriums with energy and resource use, the creation, storage, and distribution of information requires energy and resource use as well. Some of this use doesn't square with conventional wisdom. Computer use, for example was supposed to lower the consumption of paper because everybody would simply read the computer screen. The amount of travel was also going to decline because business could be conducted electronically, thus substituting communication for transportation. The electronics industry was also celebrated as an environmentally friendly industry yet there are 19 "superfund" sites associated with high-tech industries slated for environmental remediation in Santa Clara county, home to more of these sites that any other county in the U.S. IBM and Fairchild Electronics were disposing their waste products in underground tanks which subsequently leaked trichloroethane, trichloroethylene, Freon and other solvents into the drinking water of 65,000 people. There also seems to be an unhealthy link between the waste producers and the people who must deal with it, specifically prison inmates who work with inadequate protection and no health insurance working in for profit prisons.

Why pick on information and communication systems? After all, other sectors use energy and cause pollution. One reason is that "electronic waste is the fastest growing part of the waster system," according to the Silicon Valley Toxics Coalition. Another reason is that it's important for people to realize that information and communication technology is not a utopian, magical answer to all problems. Obviously we need to consider the entire life-cycle of all products — including those related to information and communication. (While this task is not trivial, thinking about the "second order" effects while extremely important, is even more difficult to do meaningfully. The effects of the automobile on all aspects of life, including attitudes on sex, as well as the effects of the size of the weapons industry in the U.S. on foreign policy are both intriguing examples of unforeseen side-effects.) Understanding the entire "cradle-to-grave" (and beyond! as in the case of toxins that can reach out from the grave to poison air and water) is critical, but what should be done with the information? It may be easiest to require that every manufactured or imported product is covered under an ecologically-sound "Take-it-Back" (SVTC, 2005) policy that requires the manufacturer or importer to pay for recovery or safe sequestering of hazardous materials.

Free Geek was started in Portland, Oregon in 2000 by members of the open source software community to bring resources to bear on the problems of e-waste and the digital divide by helping "the needy get nerdy." The Free Geek approach combines participatory education and environmentalism. Free Geek addresses the problem of discarded computers and other electronic e-waste can be diminished by reusing and recycling. Free Geek uses volunteer labor to give new life to discarded technology. Volunteers are eligible to receive a computer after finishing a tour of service which educates the volunteer about computers and about the environmental impacts of ICT. The city government in Portland, as part of their effort to reduce e-waste helps support the project. A broad range of people are working together to cross the economic and social divides by working towards a common goal. The Free Geek concept has quickly spread to other areas including Washington, Indiana, Ohio, Pennsylvania and Illinois.

The Free Geek approach is not the only way to address the problem of lacking a community recycling program. There are many similar projects throughout the country that may or may not use open source software. But Free Geek is worth mentioning here for many reasons. First, Free Geek was developed by civil society; second, Free Geek is a partnership between several sectors and thus helps bring all sectors of the local community into a common struggle; and, third, Free Geek is an innovative approach that deftly addresses a multitude of issues within a common set of principles, assumptions and actions.

Starting and running a Free Geek or similar program requires a variety of skills and activities. The pattern can only be implemented by a group of people. To start that group one would post meeting announcements and invite members from local Linux users groups, college students and others. Since the overall environment for this approach will vary from community to community it's important to find out what's happening in your community and who's involved. The success of the project is likely to depend on how well you understand your community and can work with people in the community. Beyond that, there are many "nuts and bolts" issues including finding space and funding and developing programs. Associating with Free Geek is probably a good idea because of its network of dedicated people, useful documents and software for running an community recycling project.

The environmental problems associated with information and communication technology are severe and no mutually agreed-upon long-term, sustainable solution has been identified. People are developing a variety of creative and thoughtful responses to the problems of ICT-related pollution but more are needed. Information and communication technology can probably be part of the solution — but part of this involves stopping be part of the problem.

Solution: 

As a necessary part of stewardship and responsibility, it's essential to come to terms with the environmental impact of information and communication systems and devise suitable strategies towards minimizing their negative effects. Some combination of policy, consumer education, habits of consumption, social and technological innovation and recycling will probably be necessary for this take place effectively.

Introductory graphic located at http://freegeek.org/volunteer.php

Verbiage for pattern card: 

Although information and communication may seem abstract and immaterial, the systems that support them are built with solid things whose manufacture and disposal is often accompanied with environmental damage. We must acknowledge the environmental impact of these systems and devise strategies towards minimizing their negative effects. One group, Free Geek, uses volunteer labor to give new life to discarded technology by reusing and recycling.

Pattern status: 
Released

Community Inquiry

Pattern ID: 
724
Pattern number within this pattern set: 
122
Ann Bishop
University of Illinois at Urbana-Champaign
Bertram (Chip) Bruce
University of Illinois at Urbana-Champaign
Version: 
2
Problem: 

Communities face a wide variety of challenges in areas of health, education, economic development, sustainable environments, and social order. But regardless of the difficulty of these challenges, a necessary condition for addressing them is for communities to find ways for members to work together. Too often, community members work at cross purposes and fail to develop what Jane Addams (1912, Nov. 2) called "the capacity for affectionate interpretation," resulting in what John Dewey (1927) called "the eclipse of the public." Community inquiry is what Addams and Dewey called their theory and practice for reshaping communities and, thus, society at large.

Context: 

The challenges for constructive communities are as old as humanity and there will never be an absolute or universal solution to them. One reason is that every member of a community has unique experiences in life and thus unique perspectives, beliefs, and values. This diversity can be a source of strength within communities, but it can also lead to frustration, disappointment, conflict, and even violence. Diverse institutions have been created to address community challenges, including public libraries, public schooling, procedures for democratic governance, and venues for free expression. Often, however, these institutions are reduced from their idealized conception. With community inquiry, diversity becomes a resource and institutions are knit together productively.

Discussion: 

As Jane Addams pointed out in founding Chicago's Hull-House, the first settlement house in the U.S. (Addams, 1912), and Dewey examined through the creation of the University of Chicago Laboratory Schools, democracy has been more realized in its political than its social expression. That is, even when formal procedures are established and maintained, meaningful participation is by no means guaranteed. For example, a public library might offer a large collection of books available at no charge to members of the community, but meaningful use of those materials depends also on available public transportation, broad-scale development of literacy skills, and a social organization that makes people feel welcome. In this and many other examples, it is clear that the problem goes beyond institutions, structures, and procedures, requiring instead the means by which every member of the community comes into the process of authority.

Community inquiry provides a theoretical and action framework for people to come together to develop shared capacity and work on common problems in an experimental and critical manner. The word community signals support for collaborative activity and for creating knowledge that is connected to people's values, history, and lived experiences. Inquiry points to support for open-ended, democratic, participatory engagement.

Consider the case of East St. Louis. Its widely noted dissolution and destruction (Kozol, 1991) resulted from many factors, both internal and external. The integration of housing in neighboring cities had the perverse effect of East St. Louis losing most of its middle class and professional workers. Racism, both within and towards the city, was a key factor that led to its failure to get the resources it needed to maintain a vibrant community. Problems compounded as elements within the city began to pull in different directions, often serving their own ends at the expense of the larger community. For example, companies dumped hazardous waste and landlords allowed buildings to become dilapidated and dangerous. From a community inquiry perspective, East St. Louis exhibited a failure for democratic, participatory engagement and demonstrated little evidence of people within the city or larger entities—state and national—coming together with shared values and goals.

At the same time, East St. Louis has survived and in some aspects has developed the capacity to thrive. Community members have come together to address the severe problems they faced. Substantial assets, such as the talent and dedication of Katherine Dunham, have taken enduring form in her museums and international dance workshops for children (http://www.eslarp.uiuc.edu/kdunham/). The community collaborates with other organizations, such the University of Illinois; their joint East St. Louis Action Research Project (http://www.eslarp.uiuc.edu) has helped improve conditions in the city by setting up, for example, community technology centers, new housing, a light rail station, and a youth-driven community theater. At the same time, ESLARP has provided new opportunities for university students, staff, and faculty who have worked in the community.

A key element of the work in East St. Louis is that it reflects continuing inquiry by people who are invested in the community in a variety of ways. That is, successes to date have not come from outsiders dictating and delivering solutions, but by bringing together participants from diverse perspectives to work together. Moreover, this work, while it addresses very practical problems of jobs, environment, health, education, cultural preservation and enrichment, and so forth, does not stop there. Instead, local action becomes a means through which the residents and those outside learn more about the community and its possibilities. In that sense, inquiry is both action and understanding. The lesson from East St. Louis, and similar communities, is that the process of community inquiry is ultimately of greater importance than the solving a specific problem.

We see many additional examples around the world of the power of community inquiry. In the domain of community development and learning, for example, a National Science Foundation study carried out in rural villages around Bangladesh related the finding that material from well-worn saris supplied a filtering material that worked better in reducing cholera than the nylon mesh that microbiologists had developed (Recer, 2003). In Reggio Emilia, Italy, with few of the resources found in affluent and advanced communities, families and teachers developed an innovative approach to education, now heralded throughout the world, that recognizes the potential of all children to learn and grow “in relation with others, through the hundred languages of doing, being, reflecting, and knowing” (http://www.reggioalliance.org). Community inquiry can also be manifested in the development of information and communication technology. See, for example, the culturally situated design tools developed collaboratively between Renssalear Polytechnic Institute and its community partners (http://www.rpi.edu/~eglash/csdt.html) and the Community Inquiry Laboratory software created collectively by the University of Illinois and its partners around the world, who come from all walks of life (http://ilabs.inquiry.uiuc.edu).

Solution: 

Therefore: When a community faces some problem, think of it not simply as something to be fixed but rather as an opportunity for the community to come together, to build capacity, and to learn about itself and its situation in a manner that can be joyful and intellectually stimulating. Recognize that every member of the community has knowledge that may be critical to solving that problem but can be discovered only if that individual has a voice and a say in what the community does. Recognize also that most problems are not solvable in one step and even when they are, may recur in the future. Thus, it is critical for the community to not only fix its problems but to become an organism capable of further inquiry. The community’s knowledge about how to deal with challenges is not in fixed procedures but rather in the capacity to learn through ongoing action, or what Dewey called experimental knowing.

We have created a diagram to represent this cycle of ongoing community inquiry (see below): a spiral of asking questions, investigating solutions, creating new knowledge as we gather information, discussing our discoveries and experiences, and reflecting on our new-found understanding.

Verbiage for pattern card: 

Communities face challenges in areas of health, education, economic development, sustainable environments, and social order. But regardless of the difficulty of these challenges, a necessary condition for addressing them is for communities to find ways for members to work together. Community Inquiry provides a theoretical and action framework for people to develop shared capacity and work on common problems in an experimental and critical manner.

Pattern status: 
Released
Information about introductory graphic: 
Emily Barney

Soap Operas with Civic Messages

Pattern ID: 
860
Pattern number within this pattern set: 
120
Douglas Schuler
Public Sphere Project (CPSR)
Version: 
2
Problem: 

Poor people in the developing world and elsewhere have high infant mortality rates and deaths from diseases that are preventable or readily treatable (as well as a host of social ills, such as wife beating). Moreover , lack of information coupled with inflexible or outmoded social traditions and superstition can perpetuate cycles of needless suffering for people of all economic sectors. Unfortunately the need for accurate health information is often addressed by ineffective public service announcements that seem preachy or uninteresting or otherwise fail to reach the entire “audience” or particular nexus of people who must be involved in important decisions.

Context: 

People all over the world face important life decisions with inadequate information that is often accompanied with overwhelming social pressure to behave in certain ways. Policy makers, media producers and community activists are faced with the challenge of presenting that information to the people who need it, in a form that is accessible and acceptable.

Discussion: 

The concept of Soap Operas for Social Change, developed by Mexican television producer Miguel Sabido, deftly weaves health and other socially responsible information into “traditional” soap operas to raise consciousness without compromising the compelling everyday drama that the genre exemplifies. Although this type of soap opera (called Telenovelas in Latin America) is not in the majority, there are examples of its use throughout Latin America, Asia, and Africa.

In 1967, the Peruvian telenovela “Simplemente Maria” that chronicles twenty years in the life of a maid working through the travails of the day as a single mother preparing for a career as a fashion designer was launched. It was this show apparently that opened up the possibility of social messages intertwined with popular culture. According to Hanna Rosin whose New Yorker article, “Life Lessons” helped inform this pattern, “Peru’s working-class women identified deeply with Maria; they saw her story less as a Cinderella fantasy then as a future that was possible for them, too. Thousands of maids wrote to the station to say that they were going back to school.”

The hero or heroine of a "Sabido soap" is a “transitional” character in the drama, a "fallible character who struggles to behave decently" (Rosin, 2006). In fact, the most important aspect of the telenovela is the barrage of giros (twists of fate), trials and tribulations, that continually tests the protagonist’s perseverance. In China, the program “Bai Xing,” or “Ordinary People” in English, features Luye, an unmarried rural Chinese girl who has a baby and moves to the city. This perfectly “ordinary” story is filled with the the real-life drama that people routinely face but is rarely portrayed. In recent episodes Luye discovers that two of her acquaintances have AIDS, a subject that is generally not found on Chinese television.

The non-governmental organizations Population Communications International and Population Media Center has been involved in socially responsible soap operas for many years. The focus is on usually related to population issues although this frequently involves health, sustainable development and environmental issues as well. Both are involved in the development of television and radio shows as well as work in other media, media leadership issues, and communication strategy and theory as well. The PMC web site explains that, "The advantage of using long-running, entertainment serial dramas include their huge audience appeal and the emotional bonds that are formed between the audience members and characters, which can lead to strongly positive influences of the characters on attitudes and behaviors by audience members." Sabido has developed a methodology that was informed by the integration of several key communication theories.

Ideally the social messages in the soap operas and telenovelas are presented in the form of choices that can be consciously made – not injunctions or instructions which must be obeyed. The best of these soap operas are probably more like this although the protagonist ultimately will make a choice and that choice is likely to be the one favored by the producers of the program. For many reasons, everybody who is involved in formulating a response to a given situation would be party to the dilemma played out on the television screen and weigh all the relevant factors individually and collectively. In Nepal, for example, the mother-in-law and husband are key players in decisions involving childbirth and must therefore be part of any approach to offer new choices for life decisions. Because soap operas in developing countries are shown in prime time (rather than during the day as, for example, in the U.S.) and are, therefore, seen by people across the spectrum of the population and because a high percentage of the viewers, are illiterate or are otherwise unable to gain access to relevant information, Socially Responsible Soap Operas make ideal vehicles for the propagation of useful information on such topics as family planning, domestic violence, nutrition, home management and emergency preparedness.

Socially Responsible Soap Operas are clearly subject to challenges from many sources. In Burma, for example, the radio show “Thaby e gone Ywa” (Eugenia Tree Village) was broadcast illegally over shortwave radio because Burma’s military dictatorship declared the program illegal. In the examples discussed above the creators of the programs are aware of the dangers of using the media for propaganda. As William Ryerson, president of PMC, explains, "Unlike brainwashing, PMC’s approach is to show a range of options—to broaden rather than to narrow the perspective of the viewing audience with regard to the choices available to them. For each of the options, the programs show realistic consequences."

On the other hand, the desire to fiddle with the content of popular shows could prove irresistible to overzealous governments that were intent in spreading their messages. Put in this context the practice of inserting message into soaps seems positively Orwellian. Yet commercial message are increasingly commonplace and “product placements” in Hollywood films, television shows, and, even books, while the society at least seems unfazed. Recently in the U.S. a spot in a book for teenager girls was sold to the highest bidder, a glossy lips makeup manufacturer. Also, of course, subtle and not-so-subtle messages thoroughly permeate much of the mass media, some of which is explicitly designed (for “mass appeal,” government appeasement, or as an expression of personal ideology) while others are unconsciously added to the mix, the atmosphere of commercialization is seemingly too ubiquitous to be resisted.

Although many of the people who are likely to get involved in this pattern are policy-makers or media producers, other people can help promote this idea by entering into a dialogue with people who are better positioned to make changes. Although strong challenges exist, this pattern has rich potential as a tool for positive social change.

Solution: 

Information about family planning and other important life decisions can be integrated into soap operas in ways that strengthen the dramatic impact of the show while leading to beneficial social effects at the same time.

Verbiage for pattern card: 

People all over the world face important life decisions with inadequate information and social pressure to behave in certain ways. Policy makers, media producers and community activists must present that information in forms that are accessible and acceptable. Soap Operas with Civic Messages weaves health and other socially responsible information into soap operas without compromising the compelling everyday drama that the genre exemplifies.

Pattern status: 
Released
Information about introductory graphic: 
Population Media Center

Great Good Place

Pattern ID: 
470
Pattern number within this pattern set: 
119
Douglas Schuler
Public Sphere Project (CPSR)
Version: 
2
Problem: 

People often don't have access to places in their neighborhoods that are outside their home or workplace. People need places where they can feel at home and hang out for extended periods without the need to spend lots of money. Unfortunately there is a scarcity of what Ray Oldenburg calls "great good places" that are convenient and welcoming. In many regions of the world people have forgotten how to "hang out" with friends, a lost art that refreshes the spirit and — sometimes — leads to social action as well.

Context: 

This pattern is applicable to any place where people live. Whether a community is rich or poor, it needs "third places" where people comfortably congregate.

Discussion: 

"The right of free assembly is the most natural privilege of man." Alexis de Tocqueville (1963)

This pattern makes the case that probably shouldn't even need to be made; that people need the physical presence of others and that virtual spaces however important and vibrant they can be, have not made physical meeting places obsolete.

Although situations are different in different locations, the fact remains that communities need what sociologist Ray Oldenburg calls a "great good place" or "third" place which is a physical location, more-or-less public place, where people can "hang out" and talk about whatever they need to talk about. Unfortunately these locations are threatened in many places. Many factors can contribute to the decline in great good places. Some neighborhoods may be dangerour or have a mistrusting atmosphere. Some may be too economically disadvantaged to be able to afford a safe place with a roof overhead. Moreover in the era of television and the car, the art of spending time around people that might be strangers may be dying. Other locations may have such high rents that it becomes necessary to cycle customers quickly to increase the "efficiency" of the cafe.

Oldenburg discusses many instances of the role of the "great good place" in history. These include German beer gardens in the US in the early 1990s, Viennese coffee shopts, French cafe society and the like. It also discusses the fascinating role of taverns etc. in the development of the journalism, the media, business practices, and social change — including the American revolution against the British. Oldenburg quotes Sam Warner (1968) who states that the informal tavern groups "provided the underlying fabric of the town, and when the Revolution began made it possible to gather militia companies quickly, to form effective committees of correspondence and of inspection, and to organize and to manage mass town meetings."

Bradie Derrenger makes the important point that the "great good place" might not always be a traditional coffee or donut shop. From the seat that he takes every day while waiting for the ferry that takes him to work he can engage with people he sees every day and with those who may be crossing Puget Sound for the first time. And if and when other people started congregating there it might just happen that others would also do so.

Interestingly it may be the case that communities with more "third places" are more politically and economically active. Whether this is always the case, a "third place" often contributes to a community's "social capital" which, as Robert Putnam has shown generally provides a wide range of benefits, including economic.

Solution: 

Communities need to ensure that "third places," which are neither the home nor the workplace exist where anybody in the community is free to go and stay for as long as they want. These places can be cafes, plazas, community centers or simply places with chairs or benches. These locations can be privately owned but their de facto policies must support the needs of the community for them to serve as genuine third places.

Verbiage for pattern card: 

Around the world people have forgotten how to "hang out" with friends, a lost art that refreshes the spirit and sometimes leads to social action as well. People need places other than their home or workplace where they feel comfortable without spending much money. They can be cafes, plazas, community centers or simply places with chairs or benches. They can be privately owned but they must support community needs for them to serve as Great Good Places.

Pattern status: 
Released

Thinking Communities

Pattern ID: 
782
Pattern number within this pattern set: 
118
Aldo de Moor
CommunitySense
Version: 
2
Problem: 

In the modern Information and Communication Age, people no longer have time to think. Creative thinking is a human activity essential for self-realization, and for providing sustainable solutions to the myriad problems of our ever more complex global society. Three main factors prevent Thinking Communities from developing: lack of suitable locations for "semi-solitary" deep thought, lack of affordable communications infrastructure for such communities to develop, and too many social, professional and financial constraints preventing people from breaking out regularly for a sufficient period of time.

Context: 

This pattern supports creative individuals and small groups with a pressing need for finding the time and concentration to work on a major project, but who lack access to locations, and are inhibited by many personal constraints. The pattern helps them to connect with individuals and organizations interested in providing affordable thinking facilities, and then to design and build their Thinking Communities. These communities allow their members to concentrate deeply, while also to meet peers who are working on their own projects. This semi-solitary mix of deep thought and social interaction should significantly increase individual and societal creative thinking capacity.

Discussion: 

Thinking, resulting in new knowledge, is an essential human activity. Most related community research has focused on knowledge management and knowledge construction communities, often in an organizational or educational setting. For example, a typical corporate knowledge management community acts as a custodian for a Knowledge Domain, nurturing the sharing and creation of practices and knowledge that is key to the achievement of both company and personal objectives (Von Krogh et al., 2001). Similarly, an educational knowledge building community is a group of learners committed to advancing the group's knowledge of some shared problem through collaboration knowledge (Chai and Khine, 2006). However, when shifting from such an institutional to a more individual-oriented type of knowledge community, not much is known. In such a community, not organizational goals but individual thinking requirements, preferences, strengths, and weaknesses predominate. The resulting communities have much more of an emergent nature, and can be realized in a wide variety of forms. Thinking Communities, even more so than other communities, cannot be fully designed in every detail. Instead, developers should provide the right conditions and just enough guidance for such communities to get started, then let them evolve (Preece, 2000). A Thinking Community pattern can help outline such conditions and guidelines, while leaving each community enough freedom to develop its own unique values, norms, structures, and processes.

Thinking Communities require the right physical locations for individuals to reflect deeply by themselves, while also being able to interact on their thoughts with peers. They need an electronic communications infrastructure to organize and coordinate their community and communicate between locations. Social, professional, and financial constraints need to be minimized.

With location, communication, and personal constraints satisfied, Thinking Communities should start to be established and grow. A great variety of communities, ranging from loosely connected, semi-solitary individuals to large groups intensely focusing on solving a joint problem, will develop. Thinking Communities could thus become catalysts of creative thinking processes urgently needed to deal with some of the many pressing problems facing our globalizing world.

Examples

Thinking Communities can manifest themselves in numerous forms. Each of the dimensions identified in the pattern can have many possible values. The pattern acts as an analytical lens to help identify successful combinations of values, and possibly new types of Thinking Communities. To give some idea of the breadth and depth of Thinking Communities, here are some of many possible examples:

- A researcher is totally overworked, overwhelmed by the continuous stress of teaching, the publication rat race, and projects. She decides to recharge by taking a two month sabbatical after a conference she attended on the other side of the world. Since semester is over, she can plan it in between two academic years. She looks up the country she is visiting in the ReCharge researchers community web site, and discovers a scenic location close to the conference site, in the middle of a National Park. They offer long-term accommodation, for low monthly rent rates. They also have Internet connections, provide meals, and have a common room where she can meet fellow researchers. After two months of deep thinking and discussions with colleagues who provide fresh angles on her research, since they are not in her field, she goes back home. She is full of fundamental, new ideas that will sustain her in the stressful years to come.

- Many people are inspired by the ways of living and thinking of indigenous peoples. However, it is often hard to establish relationships with such communities. A First Nation, however, hosts a simple hostel with a limited number of rooms on its domain, allowing thinkers to work on their projects, while inviting them for a selected set of meetings and activities with the local community. This offers visitors a low-intensity, non-intrusive opportunity to get a realistic sense of the values, problems, and strengths of these communities, much beyond the understanding provided by the usual, shallow touristic visit to a reservation arts center. Simultaneously, it offers these local communities an alternative source of income and access to a world of ideas and contacts provided by visitors sincerely interested in building bridges between cultures.

- Two countries go to war. Enlightened individuals from both sides want to discuss their differences in order to stop the madness, but discussions on an open electronic forum dedicated to the conflict inevitably derail into emotional rants and diatribes. Meetings in either country obviously do not work for political and security reasons. Forum members from another country, which has managed to successfully negotiate a peace agreement between its feuding factions in the recent past, invite a number of the most reasonable discussants to come to a resort in their country. A private foundation, sponsoring the discussion forum, pays most of the travel expenses. In the resort, the discussants gather in a number of group sessions, but also get ample opportunity to break out, go for walks, and have one-on-one discussions. Their meetings are structured by electronic meeting room software. Although in the short time frame available they cannot reach agreement on a “Roadmap to Peace”, they do agree on the most important issues to be worked out. In a closed electronic forum, supported by the same software, they continue their discussions upon return to their respective countries. The bonding and face to face meetings in a peaceful environment have created the conditions to start building a Thinking Community across political borders.

Solution: 

A finely meshed, worldwide network needs to be created of affordable locations where people can concentrate and work on their individual creative projects, while simultaneously being able to meet up with peers working on their own acts of creation. The Web will provide the communications infrastructure to develop the concepts of Thinking Communities and match supply and demand of Thinking Locations. Social, professional, and financial constraints need to be addressed by developing concrete guidelines and solution patterns.

Verbiage for pattern card: 

Creative thinking is essential for self-realization and for finding sustainable solutions to the problems of our complex global society. A worldwide network of Thinking Communities needs to be created that links affordable locations where people can concentrate and work on individual — as well as collective — creative projects. These would allow members to concentrate deeply, while allowing them to meet peers who are working on other projects.

Pattern status: 
Released
Information about introductory graphic: 
Aldo de Moor
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