Designing interventions within a large, Transition Design project will require transdisciplinary teams working over long periods of time in a co-design process with stakeholders themselves. How can continuity be maintained over long periods of time when actors are continually changing?
What are some of the dominant narratives and frames that are connected to wicked problems in your country, region or city? In what ways are they contributing to/exacerbating the problem or keeping it entrenched?
Can you think of counternarratives and frames that might destabilize the problem and help to resolve it?
Try to think of both material and non-material interventions; some interventions might involve new technologies, new narratives/communications, new policies etc., while other interventions might involve changing behaviors, practices, assumptions, cultural norms or even worldviews (non-material). For non-material interventions, how can Transition... See more
In the modern era, the satisfiers for needs have often been appropriated by large centralized organizations such as the nation-state or multinational corporations. Such satisfiers are decontextualized — they are not unique to place and culture and their ownership, management and control is not embedded in the communities who depend on them.... See more
How can you imagine balancing the implementation of multiple ‘interventions’ with periods of observation and waiting? Should this process be staggered, so that transition designers are observing the results of some interventions, while implementing others? How can this process be choreographed and adjusted quickly when necessary?
place based satisfiers, embedded in community are likely to satisfy multiple needs simultaneously, and are referred to as ‘synergistic satisfiers’. ‘One size fits all’ satisfiers that are centrally created undermine social and cultural diversity and have likely to have a homogenizing effect on everyday life; satisfiers that are decentralized and... See more
Satisfiers that are centrally created and therefore decontextualized are often designed to satisfy a single need in a simplistic way. Max-Neef argues that such satisfiers are often inadequate or even damaging, and categorizes these along a spectrum of ‘singular’ ‘inhibiting’ ‘pseudo’, or ‘destroyer’ satisfiers. By contrast, place based satisfiers,... See more
Non‐material culture refers to the nonphysical beliefs, values, rules, norms, morals, language, organizations, rules, laws, protocols and informal “ways of doing things” that comprise our culture. Communications, symbols, narratives, frames, stories and scripted behaviors (such as service design) are also important non-material factors that can be... See more