About Learn Do Share

Learn Do Share (LDS) is a grassroots innovation engine; a combination of events, labs and peer production. We are a community for open collaboration, design fiction and social innovation.

The three words LEARN, DO and SHARE embody our philosophy: we learn from everyone. we do by prototyping. we share what we learn.

Our events and labs are gatherings for ad-hoc groups to meet, ideate and work out concepts for a common good.

Our peer production cycles help groups stay together to co-create prototypes of their collective imaginations. The most prominent are Caine’s Arcade, My Sky Is Falling, and The BUKE.

Our books, documentaries and projects are carried forth by our participants to inspire other people to do the same.

Our Learn Do Share methodology and framework, which we like to call an OS (operating system) is being adapted by Universities, organizations and makerspaces as a tool to help tackle wicked problems by harnessing storytelling, play, designing thinking and collaboration. Over the last four years, we’ve collaborated with Jorgen van der Sloot and FreedomLab to design and prototype a social innovation lab to explore solutions for complex problems. The Learn Do Share lab runs at our events as well as having been staged for Columbia University, the UN, the City of Los Angeles, UNICEF and the Danish Government.

Category: purposeful play

There are 5 posts published under purposeful play.

premiering the world’s first story-led open design game

At least we think it’s the first.

Imagine a neighbourhood being collectively evicted. Councils have tried and failed to come up with a solution that alleviates gentrification; urban planners have given up, other authorities shun responsibility. What if the answer can be found in a simple game that can be applied to any problem? A fun game that can be downloaded and printed at home, a collaborative game that ignites the greatest power we all have: our imaginence (imagination + intelligence). Could local solutions created by friends and neighbours trigger landslide change?

Screen Shot 2013-07-14 at 2.11.07 PMVivid Ideas in Sydney invited us to play the game with a groups of 19 participants from policy, social housing, and areas such as architecture, filmmaking, arts, media, and social work. They joined us in the ambitious endeavour to co-design solutions to developments issues in Australia’s social housing policy.

Inspired by 1-hour prototyping workshops, the game itself works like a handbook that guides players and can be applied to any problem. Combining storytelling, collaboration and game mechanics, the concept uses absurdity to inspire divergent thinking, and applies design principles to ensure realistic outcomes. By also creating a collective narrative that explains the solution, it can be easily explained to outsiders, so the ideas can travel. Results are creative commons and can be shared on a website to increase chances that solutions are implemented widely. We premiered in June 2013 at Vivid Ideas in Sydney.

The game was developed to help neighbourhoods, friends and other communities to come together for a social night to ideate and create around shared concerns. Therefore, the game itself is released under a non-commercial share-alike creative commons license, so you can download, print and play, no pay! (Warning: at the moment the game still needs facilitators, who know a bit about open design. We’re working on it.)

Prototyping vividThe concept was created by Ele Jansen and Lance Weiler, both Reboot Stories. Additional game mechanics were designed by Deepti Raavi and Purnima Iyer, Pinaka Interactive. Graphics by Northern Army (wishforthefuture logo) and Monique Coffey (game boards, moniquecoffey.com). The specific session at Vivid was co-created with Jordan Bryon, who works with members of Sydney’s housing communities in a participatory storytelling project called TURF.

How it works
This 90-minute rapid prototyping workshop is a hybrid between an app game, a card game and a board game that brings together design strategies and storytelling.
The premise is a wicked problem, ideally suggested by local social housing residents. We invite 1/3 stakeholders and 2/3 interested experts and lay people from economy, government and education. Together the group of maximum 18 strategizes a solution. The execution depends on the group of stakeholders that builds throughout the game.

Drawing on technology, game mechanics and experience design, the workshop differs from traditional design thinking approaches;

  • Three facilitators take the participants on a Hero’s Journey. They will encounter self-doubt, challenges, and opposition, blended with strategic stepping stones to start absurd and end on a pragmatic position.
  • There are 3 groups; the future sends cryptic messages from a dystopian future, the storytellers are in the present and rewrite history together with the designers who prototype a solution to turn dystopian into utopia;
  • To present a result, the design is of the solution is embedded in the story with it’s goal, strategy, resources and timeframe.
  • On top of delivering a model that can be executed, this session has proven to ignite tons of fun.

Audience
People interested in collaboration skills, transmedia producers, janitors, architects, painters, policy makers, creative technologists, designers, engineers, urban developers, landscapers, public housing residents. It takes a 100% to build sustainably.

Takeaways
– a solution to a local problem and a new path to find solutions together
– participants experience what agility and collaboration means in today’s global culture industry
– we test and refine storytelling as way to transfer knowledge, create empathy for content and call to action
– we R&D a system to evaluate and improve co-design methodologies using collaboration, game mechanics and story.

References
For references on earlier iterations of the design see
–    article on diy days
–    Learn Do Share #2
–    UTS u.lab’s book #3 “Crowd-Share Innovation

This game is part of Reboot Stories’ www.wishforthefuture.com and will be available on the site once it is ready to be played without a facilitator.

Download Game set: WishForTheFuture_Open Design Game_A Reboot Stories prototype

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new book

Screen Shot 2013-07-14 at 2.07.17 PMThe new edition of Learn do share is now available. This edition is produced in Gothenburg, Sweden, and it is free to download, flip through and share with anyone.

If you want to be part of the next edition, contact us at [email protected]

We start again at diy days New York City, April 27, and finish at re:publica in Berlin, May 4-8.

Enjoy!

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new learn do share book

Screen Shot 2013-07-14 at 12.03.21 AMWe’re all keen to LEARN, right ?

We love to roll up our sleeves and DO stuff.

And who doesn’t love to SHARE?

That’s how we run diy days, as a gathering for creatives to learn, do and share. It’s a tradition now that we run a booksprint after each event, in which we gather a few volunteers to harness what we learned. After diy days Ghent we ran our 2nd booksprint. The overall topic is “purposeful storytelling.” We asked speakers, participants and artists to share their big ideas and insights with us. The result is a book with short stories, small manuals and longer reflections.

We had a fantastic team of volunteers contributing their time and love. The design is by talented Ruben Denys (www.brandberries.be) from Ghent, Belgium. Many thanks for the help go out to:

Ruben Denys, Josephine Rydberg Lidén, Jordan Bryon, Sander Spolspoel, Karin Vlietsra, Michael Geidel, Bert Lesaffer, Nick Fortugno

DOWNLOAD BOOK: LEARN DO SHARE #2

The event series is held by Reboot Stories and the gathering in Belgium was organized by MEDIA Desk Belgium and idrops. http://diydays.creativemediadays.be

The next issue from Gothenburg is already in the making and will be released this month.

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how to run a transmedia storysprint

In the future, storytellers and media producers will tap more collaborative ways to co-create their projects with others, be it through crowdsharing, collective entrepreneurship or navigating interdisciplinary teams. This manual guides an experimental workshop for 8-30 participants to develop a transmedia storyworld in just 60 minutes.

This open design concept has been developed by Ele Jansen (www.learndoshare.net, Sydney) based on designs created with Lance Weiler (www.rebootstories.com, Philadelphia) and Jorgen van der Sloot (www.freedomlab.org, Amsterdam). It is an early prototype.

Here’s an article that describes the session.

Download manual [1.1 MB, pdf]
Download templates [3.3 MB, pdf]
Download creative commons tag [0.6 MB, pdf]

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to design a purposeful story by many

Researching Reboot Stories’ experiments with open design and story I came to think of it as Purposeful Storytelling. Stories have long been used for the purpose to inform, sell or persuade, but we’re onto something that involves story to ignite action and THEN do all of the above. I mean using storytelling to solve problems, to create a fun experiential learning environment and use it as a tool to convey a complex solution.

9_Ghent5Lance Weiler, Jorgen van der Sloot and I played a bit with designs and prototyping sessions. Our 60-minute Open Design Challenge (ODC) is a little bit different each time since we’re refining the process with each session. But we always use storytelling, game mechanics and collaboration to design around a Wish for The Future.

The ODC has three purposes.
1. participants experience what agility and collaboration means in today’s global culture industry
2. we R&D a system to solve problems by using collaboration, game mechanics and story
3. we test and refine storytelling as way to transfer knowledge, create empathy for content and call to action

We developed two versions, one to ideate solutions to complex problems and the other one to co-design a transmedia storyworld. Here’s a rundown of how we did the latter – a StorySprint – at DIY Days Ghent.

SGhent1tart absurd.
First, the entire group had 4 minutes to generate 100 wishes around the premise to make the world work for 100% of humanity. Yep. We broke the group down into eight categories (urbanization, economy, education, humanity, culture, health, sustainability, government) to have each group focus on one area. A couple of minute later, we read out the wishes and decided the best wish collectively by cheering. Then – in the same manner – we turned the wish into a design question and a theme for our story.

“Attempting the impossible widens the mind. Lateral thinking happens when you can’t possibly imagine an immediate answer to a question.”

Simulate interdisciplinarity.
Then we broke out into three groups: one would build a prototype that helps solving the design question; the storytellers craft a hero’s journey; the third group were the story architects. Their task was to communicate between the groups and to converge the outcomes on a storyboard. We gave every group a simple template that explained the basics of storytelling, design thinking and scribing.

IMG_1032“It was paramount that everyone had a task in the process to give a sense of agency and accountability.”

 

Utilize time pressure.
53 minutes left. Imagine everything happening at the same time: Some story architects started planning their storyboard while others chose a target audience aka stakeholders, which we communicated to the two other groups. Within the first 5 minutes the story architects received the main characters from the storytelling group, which they passed on to the prototypers after they had given their first pitch to the scribes (within first 10 minutes). Generally, nobody was allowed to talk without creating something with their hands at the same time. We provided play-doh, pens, butcher paper, paddlepops and other props. We like doing that because tactile activity enhances creativity by igniting both sides of the brain.

IMG_1069“Mayhem and confusion. The ODC leaves participants partly in the unknown to simulate how reality, too, only unfolds gradually. Chaordic time pressure requires us to adapt to change flexibly and creatively.”

Embrace confusion.
The idea was that prototyping and storytelling group couldn’t communicate directly, only through the story architects. This way we simulated how information gets filtered and re-interpreted – like in a collaboration between various teams in a company or creative collective.

To communicate between groups, we had storytellers and prototypers pitching to the story architects. This was combined with a narrative game, in which the answer could only be ‘yes, no or maybe’. This had the purpose that content had to be anticipated and interpreted: empathy in practice. We made sure that information didn’t always flow clearly in order to imitate real life situations. At certain points we appointed narrators to help clarifying crucial aspects, in case the scribes would get stuck.

IMG_2643“Everyone has to listen closely to the sparse information they get and through anticipation of the other groups’ objectives they would learn to interpret in integrate information in an agile way that leaves room for optimization and spontaneous change.”

Converge.
The 2nd pitch later on would allow the story architects to ask questions but no answers were allowed. This had the effect that the prototypers went back and refined their work according to what was still too complex for an audience to grasp. After ten more minutes the story architects got another brief to tweak and bend story and prototype into one coherent storyboard.

IMG_8976“The prototype is embedded as the structural bed of the story. It supports the narrative arc that marries content and platforms.”

 

Pitch.
The storytellers and prototypers explained their approaches while the story architects listened and converged both pitches with annotated drawings on the wall. Then we had the story architects tell how they saw the story play out using what they had gotten from the other groups. They pitched using their storyboard, which was a scripted wall, like an RSAnimate. The outcome was so creative and intriguing that 16 participants signed up to bring the project to life.

IMG_1080“We can simulate collective intelligence by ascribing each group one of the three fundamental human brain functions (cf. Peter Kruse): connect deep knowledge (storytellers) and spontaneous creativity (prototypers) by building new unexpected synapses (story architects).”

Genesis.
This session was developed by Ele Jansen (www.learndoshare.net, Sydney), Lance Weiler (www.rebootstories.com, New York) and Jorgen van der Sloot (www.freedomlab.org, Amsterdam). We’re refining the process further to develop a solid rapid prototyping model for experience design but also for kids as a playful approach to collaborate and to learn creative problem solving skills in conjunction with story. Results will be used on two levels: lessons learned about process feed into Ele’s PhD research and into our design for Lance’s Story Design Lab at Columbia University. They will also be published on www.learndoshare.net. The prototypes that are generated throughout each Open Design Challenge will be featured www.wishforthefuture.com for others to pick up on it and develop it further (launch end of October 2012).

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