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QUESTION
EVERYTHING
Designing more
effectively for 

social impact 


28 March 2018
RICHARD ANDERSON

riander@oestrategy.com
@riander
OE Strategy
www.oestrategy.com
ATX
Standard human-centered design practices are often well-suited for well-
structured problems, but fall short for considering the broader social
implications of solutions to well-structured problems and for attempting to
address ill-structured or so-called “wicked societal problems” (e.g., our broken
healthcare system, homelessness, addiction to social media or electronic
devices).
Richard will review many of the common characteristics of well-structured, ill-
structured, and wicked problems, and, with the workshop attendees, will
discuss their implications.
Then, by questioning everything about the standard design process for well-
structured problems, Richard will identify common process shortcomings,
present examples of projects that ignored such shortcomings as well as of
projects that didn’t, and provide attendees with the opportunity to experience
ways of how to address such shortcomings.
Attendees will emerge better able to target social impact intentionally and
better able to design for achieving that intentional social impact.
ABOUT THIS CLASS
WHAT IS SOCIAL IMPACT?
The effect of an activity
on the social fabric of the community
and well-being of the individuals and families.


http://www.businessdictionary.com/definition/social-impact.html
PlayPumps were going to harness the energy of children to provide
fresh water to sub-Saharan African villages. They didn't.
The “reductive seduction” is not malicious,
but it can be reckless. For two reasons. First, it’s
dangerous for the people whose problems you’ve
mistakenly diagnosed as easily solvable. There is
real fallout when well-intentioned people attempt
to solve problems without acknowledging the
underlying complexity.
There are so many examples. As David Bornstein
wrote in The New York Times, over four decades of
Westerners working on clean water has led to
“billions of dollars worth of broken wells and
pumps. Many of them functioned for less than
two years.”
One classic example: in 2006, the U.S.
government, The Clinton Foundation, The Case
Foundation, and others pledged $16.4 million to
PlayPump, essentially a merry-go-round pump
that produced safe drinking water. Despite being
touted as the (fun!) answer to the developing
world’s water woes, by 2007, one-quarter of the
pumps in Zambia alone were in disrepair. It was
later estimated that children would need to “play”
for 27 hours a day to produce the water
PlayPump promised.
…Second, the reductive seduction of other
people’s problems is dangerous for the people
whose problems you’ve avoided. While thousands
of the country’s best and brightest flock to far-
flung places to ease unfamiliar suffering and
tackle foreign dysfunction, we’ve got plenty of
domestic need.
Is ‘standard’ HCD

adequate
for designing for 

(positive) social impact?
Often: No!
POSTER CHILD FOR DESIGN THINKING
Stanford d.school
PHASES OF DESIGN
BASIC PROCESS FROM QUESTION TO ANSWER
https://medium.com/digital-experience-design/how-to-apply-a-design-thinking-hcd-ux-or-any-creative-process-from-scratch-b8786efbf812#.6cvmqimrf
HCD = iterated observation, ideation, and testing
https://www.codeforamerica.org/focus-areas/healthy-communities
https://www.codeforamerica.org/focus-areas/healthy-communities
https://youtu.be/lqTFi2U2Ebc
THE PROBLEM SPECTRUM
well-structured ill-structured ‘wicked’
standard HCD
today’s focus
well-structured ill-structured ‘wicked’
THE PROBLEM SPECTRUM
from Wikipedia
Rittel & Webber’s 1973 formulation of wicked problems:
vivifychangecatalyst.wordpress.com
George Aye
Main Projects This Year Focus on
Improving Civic Engagement
A FEW COMMON CHARACTERISTICS
Can’t fix, only mitigate
Can’t just throw 

it out there to 

see if it works
Old / legacy systems,

processes, policies, & laws 

impose constraints
Risk & change aversion
Those on the inside 

don’t understand the 

end-to-end journey
Lots of roadblocks and
previous failures
How might we adjust 

our approach to more 

effectively design for 

social impact?
must
A bit about

my journey
A bit about Richard Anderson
Usability/
Discovery
Adventures
vivifychangecatalyst.wordpress.com
Susan Wolfe
Me
A bit about

your journey
Introduce yourself to 

someone you don’t know.

What drew you to today’s class?
It’s not exhaustive.
We’re not going to solve world hunger.
It’s an opportunity to explore a number of
different aspects of how we do what we do.
It also provides pointers to some

online literature for you to continue 

your exploration of this topic.
TODAY’S CLASS
Questioning the
adequacy of 

standard HCD
EXERCISE IN
REFRAMING
INNOVATING ON WEARABLES
Wearables should not be defined primarily
through their form (technological objects one
can ‘wear’) or technical functions (tracking,
nudging, reminding). We can develop more
useful insights about the role of these
technologies in our lives are when we
conceptualize wearables in terms of the
relationship they have to our bodies, social selves,
and our personal identities. Every wearable and
object holds the promise and potential to
mediate the relation to the self as an embodied
being; social relations of belonging; and
autobiographical relations.
How might we think about designing wearables if we reframe its potential:
• as a tool for discipline and control?
• as technologies of belonging?
• as autobiographical objects?
Questioning the 

goal of 

reducing friction
A COMMON GOAL: REDUCING FRICTION
Poor design creates friction. … Whenever friction
occurs, someone becomes frustrated.
INTENTIONALLY DESIGNING FRICTION BACK INTO THE EXPERIENCE
Design for skill building
Design for self-reflection
Design for collisions
Design for confrontation
http://99u.adobe.com/videos/55963/steve-selzer-designing-for-friction
https://uxplanet.org/when-friction-in-design-is-good-for-ux-e2dd82cfab67
http://www.hbs.edu/faculty/Publication%20Files/11-091.pdf
EXERCISE IN
CONSIDERING
THE ROLE OF
FRICTION
CONSIDERING FOOD WASTE
What are some ways to change behavior by:

• reducing friction?
• adding friction?
https://foodsaving.weebly.com/food-waste-in-hong-kong.html
Questioning the
adequacy of 

not considering 

the entire ecosystem
https://il2cl4cblwb3ixgve3g3x9zk-wpengine.netdna-ssl.com/wp-content/uploads/2017/11/Impact-gaps-Canvas-Systems-copy.pdf
https://vimeo.com/193582920
http://www.dubberly.com/articles/connecting-things.html
EXERCISE IN
CONSIDERING
THE ECOSYSTEM
EXPLORING THE HEALTHCARE ECOSYSTEM
One of the biggest internal shifts in the healthcare industry in the recent past has been and
continues to be the systemic move from “fee-for-service” care to “value-based” care.
Practically speaking, “fee-for-service” was an easier revenue and innovation model to
understand. Things cost what they cost, and businesses were reimbursed for procedures
based in part on the number of them performed. The path from product to outcome was
clear—making the measurement of effectiveness straightforward. In the value-based world,
success is tied more closely to outcomes—how much a patient’s health has improved. As a
result of this shift, many medical device companies find themselves stuck at key points in
the innovation process, grappling with defining “What is the value? Who evaluates the
value? And, “How do we measure it?”



https://thrivethinking.com/2017/04/10/healthcare-innovation-seize-opportunity/
Identify the key stakeholders in the ecosystem and then:

• map the relationship between the entities (as you understand it today)
• speculate on the beliefs and values that each entity presently holds
Fee for service Fee for outcomes
EXPLORING THE FOOD SUPPLY ECOSYSTEM
Identify the key stakeholders in the ecosystem and then:

• map the relationship between the entities (as you understand it today)
• speculate on the beliefs and values that each entity presently holds
http://www.epd.gov.hk/epd/english/environmentinhk/waste/prob_solutions/food_waste_challenge.html
Questioning the
adequacy of 

typical exploration of
design ramifications
Every day as designers, we are contributing to creating a new world
– one filled with international social networks, virtual personal
assistants, and self-driving car fleets. In lieu of a long history of
shared culture with these technologies, we need new stories and
mythologies to address the societal implications of these
transformations.
Questioning the
adequacy of 

typical design research
not just “the neediest residents”
George Aye
How can design researchers avoid this?
EXERCISE IN
RECOGNIZING
YOUR OWN BIASES
ACKNOWLEDGING YOUR BIASES
“In 2011, team members from Design Impact (DI) and Tarsadia Foundation (Tarsadia) discussed
design’s role in addressing critical human needs.
“…designers often build relationships with outside organizations in order to take on social impact
projects. While these relationships may include business and government partners, more often that
not, designers work with non-profit organizations in some capacity.
We went on to discuss a critical gap at the intersection of the design and non-profit worlds; namely a
lack of understanding between each group for the other’s processes and models for change. These
two disciplines often speak different ‘languages,’ work at different speeds, and operate under
different incentives. This communication issue is a key factor that can hinder productive
collaboration. The DI and Tarsadia team identified a common goal: support productive
collaboration between designers and organizations working to address critical human needs.”
https://www.d-impact.org//wp-content/uploads/2015/06/guide_final.2.pdf
For each of the primary entities in your ecosystem:
• identify your personal beliefs and biases that could come into play
• explore how you might work to get around these
Questioning the
adequacy of 

fast-paced, lean work
GOOB vs. time to generate ideas
MVP vs. big picture
Scientific test & measure vs. empathetic
Speed vs. slow, conscious design
Questioning the
adequacy of 

project-framed
engagements
Questioning the
adequacy of 

typical commercial goals
LOOK TO MODELS OF SHARED VALUE
SOCIAL VALUE
CORPORATE VALUE
REFRAMING THE WHY
Questioning the
adequacy of 

designing for user
goals & feelings
QUESTION 

EVERYTHING
A few

key takeaways
GENERAL PRINCIPLES
Fall in love with 

the problem
Consider the 

whole system
Establish long-term
relationships
Be creative Follow-through
Reframe the problem
Change must 

be sustainable
https://www.wickedproblems.com/1_ryan_hubbard.php
Getting started

with designing for 

social impact
QUESTION
EVERYTHING
Designing more
effectively for 

social impact 


28 March 2018
RICHARD ANDERSON

riander@oestrategy.com
@riander
OE Strategy
www.oestrategy.com
ATX
http://designthinking-socialup.eu/en/about
QUESTION
EVERYTHING
Thoughts?
Questions?
Many thanks.
RICHARD ANDERSON

riander@oestrategy.com
@riander
OE Strategy
www.oestrategy.com
ATX
Question everything - Designing more effectively for social impact

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Question everything - Designing more effectively for social impact

  • 1. QUESTION EVERYTHING Designing more effectively for 
 social impact  
 28 March 2018 RICHARD ANDERSON
 riander@oestrategy.com @riander OE Strategy www.oestrategy.com ATX
  • 2. Standard human-centered design practices are often well-suited for well- structured problems, but fall short for considering the broader social implications of solutions to well-structured problems and for attempting to address ill-structured or so-called “wicked societal problems” (e.g., our broken healthcare system, homelessness, addiction to social media or electronic devices). Richard will review many of the common characteristics of well-structured, ill- structured, and wicked problems, and, with the workshop attendees, will discuss their implications. Then, by questioning everything about the standard design process for well- structured problems, Richard will identify common process shortcomings, present examples of projects that ignored such shortcomings as well as of projects that didn’t, and provide attendees with the opportunity to experience ways of how to address such shortcomings. Attendees will emerge better able to target social impact intentionally and better able to design for achieving that intentional social impact. ABOUT THIS CLASS
  • 3. WHAT IS SOCIAL IMPACT? The effect of an activity on the social fabric of the community and well-being of the individuals and families. 
 http://www.businessdictionary.com/definition/social-impact.html
  • 4.
  • 5.
  • 6. PlayPumps were going to harness the energy of children to provide fresh water to sub-Saharan African villages. They didn't.
  • 7. The “reductive seduction” is not malicious, but it can be reckless. For two reasons. First, it’s dangerous for the people whose problems you’ve mistakenly diagnosed as easily solvable. There is real fallout when well-intentioned people attempt to solve problems without acknowledging the underlying complexity. There are so many examples. As David Bornstein wrote in The New York Times, over four decades of Westerners working on clean water has led to “billions of dollars worth of broken wells and pumps. Many of them functioned for less than two years.” One classic example: in 2006, the U.S. government, The Clinton Foundation, The Case Foundation, and others pledged $16.4 million to PlayPump, essentially a merry-go-round pump that produced safe drinking water. Despite being touted as the (fun!) answer to the developing world’s water woes, by 2007, one-quarter of the pumps in Zambia alone were in disrepair. It was later estimated that children would need to “play” for 27 hours a day to produce the water PlayPump promised. …Second, the reductive seduction of other people’s problems is dangerous for the people whose problems you’ve avoided. While thousands of the country’s best and brightest flock to far- flung places to ease unfamiliar suffering and tackle foreign dysfunction, we’ve got plenty of domestic need.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14. Is ‘standard’ HCD adequate for designing for 
 (positive) social impact? Often: No!
  • 15. POSTER CHILD FOR DESIGN THINKING Stanford d.school
  • 17. BASIC PROCESS FROM QUESTION TO ANSWER https://medium.com/digital-experience-design/how-to-apply-a-design-thinking-hcd-ux-or-any-creative-process-from-scratch-b8786efbf812#.6cvmqimrf
  • 18. HCD = iterated observation, ideation, and testing
  • 19.
  • 20.
  • 23. THE PROBLEM SPECTRUM well-structured ill-structured ‘wicked’ standard HCD
  • 24. today’s focus well-structured ill-structured ‘wicked’ THE PROBLEM SPECTRUM
  • 25. from Wikipedia Rittel & Webber’s 1973 formulation of wicked problems:
  • 28. Main Projects This Year Focus on Improving Civic Engagement
  • 29.
  • 30.
  • 31. A FEW COMMON CHARACTERISTICS Can’t fix, only mitigate Can’t just throw 
 it out there to 
 see if it works Old / legacy systems,
 processes, policies, & laws 
 impose constraints Risk & change aversion Those on the inside 
 don’t understand the 
 end-to-end journey Lots of roadblocks and previous failures
  • 32. How might we adjust 
 our approach to more 
 effectively design for 
 social impact? must
  • 33. A bit about my journey
  • 34. A bit about Richard Anderson Usability/ Discovery Adventures
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43.
  • 44.
  • 45.
  • 46.
  • 47.
  • 48.
  • 49.
  • 51.
  • 53.
  • 54.
  • 55.
  • 56. A bit about your journey Introduce yourself to 
 someone you don’t know. What drew you to today’s class?
  • 57. It’s not exhaustive. We’re not going to solve world hunger. It’s an opportunity to explore a number of different aspects of how we do what we do. It also provides pointers to some
 online literature for you to continue 
 your exploration of this topic. TODAY’S CLASS
  • 58. Questioning the adequacy of 
 standard HCD
  • 59.
  • 60.
  • 61.
  • 62.
  • 63.
  • 64.
  • 65.
  • 66.
  • 68.
  • 69. INNOVATING ON WEARABLES Wearables should not be defined primarily through their form (technological objects one can ‘wear’) or technical functions (tracking, nudging, reminding). We can develop more useful insights about the role of these technologies in our lives are when we conceptualize wearables in terms of the relationship they have to our bodies, social selves, and our personal identities. Every wearable and object holds the promise and potential to mediate the relation to the self as an embodied being; social relations of belonging; and autobiographical relations. How might we think about designing wearables if we reframe its potential: • as a tool for discipline and control? • as technologies of belonging? • as autobiographical objects?
  • 70. Questioning the goal of 
 reducing friction
  • 71. A COMMON GOAL: REDUCING FRICTION
  • 72. Poor design creates friction. … Whenever friction occurs, someone becomes frustrated.
  • 73.
  • 74.
  • 75. INTENTIONALLY DESIGNING FRICTION BACK INTO THE EXPERIENCE Design for skill building Design for self-reflection Design for collisions Design for confrontation http://99u.adobe.com/videos/55963/steve-selzer-designing-for-friction
  • 76.
  • 80. CONSIDERING FOOD WASTE What are some ways to change behavior by: • reducing friction? • adding friction? https://foodsaving.weebly.com/food-waste-in-hong-kong.html
  • 81. Questioning the adequacy of 
 not considering 
 the entire ecosystem
  • 82.
  • 83.
  • 84.
  • 85.
  • 86.
  • 87.
  • 90.
  • 93. EXPLORING THE HEALTHCARE ECOSYSTEM One of the biggest internal shifts in the healthcare industry in the recent past has been and continues to be the systemic move from “fee-for-service” care to “value-based” care. Practically speaking, “fee-for-service” was an easier revenue and innovation model to understand. Things cost what they cost, and businesses were reimbursed for procedures based in part on the number of them performed. The path from product to outcome was clear—making the measurement of effectiveness straightforward. In the value-based world, success is tied more closely to outcomes—how much a patient’s health has improved. As a result of this shift, many medical device companies find themselves stuck at key points in the innovation process, grappling with defining “What is the value? Who evaluates the value? And, “How do we measure it?”
 
 https://thrivethinking.com/2017/04/10/healthcare-innovation-seize-opportunity/ Identify the key stakeholders in the ecosystem and then: • map the relationship between the entities (as you understand it today) • speculate on the beliefs and values that each entity presently holds Fee for service Fee for outcomes
  • 94. EXPLORING THE FOOD SUPPLY ECOSYSTEM Identify the key stakeholders in the ecosystem and then: • map the relationship between the entities (as you understand it today) • speculate on the beliefs and values that each entity presently holds http://www.epd.gov.hk/epd/english/environmentinhk/waste/prob_solutions/food_waste_challenge.html
  • 95. Questioning the adequacy of 
 typical exploration of design ramifications
  • 96.
  • 97.
  • 98.
  • 99.
  • 100.
  • 101.
  • 102.
  • 103.
  • 104.
  • 105.
  • 106.
  • 107. Every day as designers, we are contributing to creating a new world – one filled with international social networks, virtual personal assistants, and self-driving car fleets. In lieu of a long history of shared culture with these technologies, we need new stories and mythologies to address the societal implications of these transformations.
  • 108.
  • 109.
  • 110.
  • 111. Questioning the adequacy of 
 typical design research
  • 112.
  • 113.
  • 114.
  • 115.
  • 116. not just “the neediest residents”
  • 117.
  • 118.
  • 120.
  • 121.
  • 122.
  • 123.
  • 124.
  • 125.
  • 126.
  • 127.
  • 128.
  • 129. How can design researchers avoid this?
  • 130.
  • 131.
  • 133. ACKNOWLEDGING YOUR BIASES “In 2011, team members from Design Impact (DI) and Tarsadia Foundation (Tarsadia) discussed design’s role in addressing critical human needs. “…designers often build relationships with outside organizations in order to take on social impact projects. While these relationships may include business and government partners, more often that not, designers work with non-profit organizations in some capacity. We went on to discuss a critical gap at the intersection of the design and non-profit worlds; namely a lack of understanding between each group for the other’s processes and models for change. These two disciplines often speak different ‘languages,’ work at different speeds, and operate under different incentives. This communication issue is a key factor that can hinder productive collaboration. The DI and Tarsadia team identified a common goal: support productive collaboration between designers and organizations working to address critical human needs.” https://www.d-impact.org//wp-content/uploads/2015/06/guide_final.2.pdf For each of the primary entities in your ecosystem: • identify your personal beliefs and biases that could come into play • explore how you might work to get around these
  • 134. Questioning the adequacy of 
 fast-paced, lean work
  • 135.
  • 136.
  • 137.
  • 138. GOOB vs. time to generate ideas MVP vs. big picture Scientific test & measure vs. empathetic Speed vs. slow, conscious design
  • 139.
  • 140.
  • 141. Questioning the adequacy of 
 project-framed engagements
  • 142.
  • 143.
  • 144.
  • 145. Questioning the adequacy of 
 typical commercial goals
  • 146.
  • 147.
  • 148.
  • 149.
  • 150. LOOK TO MODELS OF SHARED VALUE SOCIAL VALUE CORPORATE VALUE
  • 152.
  • 153.
  • 154. Questioning the adequacy of 
 designing for user goals & feelings
  • 155.
  • 156.
  • 157.
  • 160. GENERAL PRINCIPLES Fall in love with 
 the problem Consider the 
 whole system Establish long-term relationships Be creative Follow-through Reframe the problem Change must 
 be sustainable
  • 162. Getting started with designing for 
 social impact
  • 163. QUESTION EVERYTHING Designing more effectively for 
 social impact  
 28 March 2018 RICHARD ANDERSON
 riander@oestrategy.com @riander OE Strategy www.oestrategy.com ATX
  • 164.
  • 165.
  • 166.
  • 167.
  • 168.
  • 169.
  • 170.
  • 171.
  • 173.
  • 174.