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.

Tag: storytelling

There are 3 posts tagged as storytelling.

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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remixing storytelling to do some good

These mornings when you wake up and the first thing you do is grab pen and paper to write down the epiphanies you had … 80% are rubbish. But sometimes they’re the bomb. Below is a list that I wrote down in a frenzy one morning: purposeful storytelling* as a remix of schools and techniques borrowing from

. architecture and design re design thinking
. coding re releasing and iterating beta versions
. hacking re disruption and disobedience
. design re open methodology and participation
. biz development re agile management and monetization
. diy culture re entrepreneurship and makerspaces
. gaming re mechanics and community building
. play re incentives and leveling hierarchies
. the arts re collaboration and significant objects
. music industry re distribution and revenue streams
. peer production re participation and crowdsourcing
. tech re platforms and experimentation
. academia re R&D labs
. education re experiential learning and curricula
. entertainment re storytelling and emotionality
. film-making re collaboration and dramaturgy
. marketing and PR re social reach and revenue streams
. positive psychology re ethos and leadership style
. jugaad and jua kali re frugal innovation
. the commons re mindset and share culture

I thought that morning was rather spectacular.

* As a result of researching open collaboration on Robot Heart Stories, I thought of open story mechanisms as purposeful storytelling, which are projects for social good that use story, game mechanics, collaboration, technology and design thinking to convey experiential learning outcomes for both participants and audience.

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changemaker conversation #1

We invited David Gravina and Lance Weiler to a conversation about their work at the cross-section between social innovation, collaboration and storytelling. They share how they use a combination of these three elements to leverage social innovation, and what collaboration and design thinking means for education, sustainability and entrepreneurship in the 21st century. Coming from an Australian and US American background, the two compare their local and global perspectives, sharing their passion for open design, open collaboration and networked economies.

Part One

Download Podcast
Dave and Lance introduce their projects and companies. Running Time: 9:47

Part Two

Download Podcast
A candid conversation about successes, pitfalls and conditions of social innovation, storytelling and design. Running Time: 21:53

David Gravina is the founder and CEO of Digital Eskimo, a Sydney based strategic design consultancy.
Dave’s links:
digitaleskimo.net
good.do
livelocal.org.au
compostrevolution.com.au
Agents of Change installation

Lance Weiler is a storyteller, experience designer and entrepreneur, founder of Reboot Stories, an innovation engine for digital literacy, cross-generational learning and social change.
Lance’s links:
rebootstories.com
robotheartstories.com
wishforthefuture.com
lanceweiler.com

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