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Reflecting on Ethics - Intuit 2017

Cassini Nazir
December 08, 2017

Reflecting on Ethics - Intuit 2017

A talk given to designers at the Intuit campus in Plano, TX addressing how designers might more richly integrate ethics into their practice through the process of reflection. Thanks to James Helms for the invitation.

Cassini Nazir

December 08, 2017
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Transcript

  1. Your perspective depends on the angle from which you view

    ETHICS REFLECTIVE PRACTICE LET’S REFLECT CLOCKWISE COUNTER-
 CLOCKWISE
  2. WE’LL EXPLORE Why we need to constantly update our mental

    models How ethical decisions are enabled by reflection How to integrate reflective practice
  3. DARK PATTERNS Bait and Switch Disguised Ads Forced Continuity Friend

    Spam Hidden Costs Misdirection Price Comparison Prevention Privacy Zuckering Roach Motel Sneak into Basket Trick Questions darkpatterns.org
  4. copenhagenletter.org COPENHAGEN LETTER Tech is not above us Progress is

    more than innovation Build from trust Design open to scrutiny From human-centered to humanity-centered design
  5. fastcodesign.com/90152218/designers-its-time-to-move-slowly-and-fix-things MOVE SLOW AND FIX THINGS Designers and programmers are

    great at inventing software. We obsess over every aspect of that process: 
 the tech we use, our methodology, the way it looks, 
 and how it performs. Unfortunately we’re not nearly as obsessed with 
 what happens after that, when people integrate 
 our products into the real world. They use our stuff and 
 it takes on a life of its own. Then we move on on 
 to making the next thing. We’re builders, not sociologists. — Jonas Downey
  6. http://www.todayifoundout.com/index.php/2010/07/humans-have-a-lot-more-than-five-senses/ SIGHT SMELL TASTE HEARING TOUCH And these are associations

    with those senses. color odor sweet pitch pressure pain texture sour salty bitter umami timbre loudness amplitudeintensity envelope spectrum frequency motion space light depth of field gestalt memory flavor breath perspiration
  7. SIGHT SMELL TASTE HEARING TOUCH … except this is incomplete.

    color odor sweet pitch pressure pain texture sour salty bitter umami timbre loudness amplitudeintensity envelope spectrum frequency motion space light depth of field gestalt memory flavor breath perspiration
  8. Our senses are actually much more complex. 
 Humans have

    between 9 and 33 senses. sight smell taste hearing touch thermoception proprioception nociception chemoreceptors hunger thirst magnetoception chronoception equilibrioception tension sensors itch pressure stretch receptors balance acceleration kinesthesis interoception
  9. Which senses do designers usually design for? sight smell taste

    hearing touch thermoception proprioception nociception chemoreceptors hunger thirst magnetoception chronoception equilibrioception tension sensors itch pressure stretch receptors balance acceleration kinesthesis interoception
  10. sight smell taste hearing touch thermoception proprioception nociception chemoreceptors hunger

    thirst magnetoception chronoception equilibrioception tension sensors itch pressure stretch receptors balance acceleration kinesthesis interoception Which senses do designers usually design for?
  11. Higher order engagement requires designing for additional senses. sight smell

    taste hearing touch thermoception proprioception nociception chemoreceptors hunger thirst magnetoception chronoception equilibrioception tension sensors itch pressure stretch receptors balance acceleration kinesthesis interoception
  12. Are we really designing rich experiences if we’re designing for

    6%? sight smell taste hearing touch thermoception proprioception nociception chemoreceptors hunger thirst magnetoception chronoception equilibrioception tension sensors itch pressure stretch receptors balance acceleration kinesthesis interoception
  13. Christa Sommerer and Laurent Mignonneau: Nano-scape (2002) What if it

    were possible to experience atomic forces? youtu.be/hLPRb3jiQFo
  14. What if it were possible to experience atomic forces? hearing

    touch thermoception nociception magnetoception tension sensors pressure balance interoception Christa Sommerer and Laurent Mignonneau: Nano-scape (2002)
  15. SINGLE-LOOP LEARNING REAL WORLD DECISION FEEDBACK DECISION- MAKING RULES MENTAL

    MODEL DOUBLE-LOOP LEARNING REAL WORLD DECISION FEEDBACK DECISION- MAKING RULES MENTAL MODEL
  16. Even before I became CEO, I’d been working 
 to

    help our teams understand 
 what makes a product experience delightful. — Scott Cook hbr.org/2015/01/intuits-ceo-on-building-a-design-driven-company
  17. Even before I became CEO, I’d been working 
 to

    help our teams understand 
 what makes a product experience delightful. — Scott Cook ACTIVITY WHAT TWO BASE EMOTIONS 
 MAKE UP DELIGHT? hbr.org/2015/01/intuits-ceo-on-building-a-design-driven-company
  18. rage vigilance ecstasy admiration terror amazement grief loathing disgust boredom

    anger annoyance interest anticipation joy serenity acceptance trust fear apprehension distraction surprise sadness pensiveness remorse disapproval awe submission love optimism aggressiveness contempt Robert Plutchik 3D Model Exploded 2D Model
  19. rage vigilance ecstasy terror grief loathing disgust boredom anger annoyance

    interest anticipation joy serenity acceptance trust fear apprehension distraction surprise sadness pensiveness remorse disapproval awe submission love optimism aggressiveness contempt
  20. rage vigilance ecstasy terror grief loathing disgust boredom anger annoyance

    interest anticipation joy serenity acceptance trust fear apprehension distraction surprise sadness pensiveness remorse disapproval awe submission love optimism aggressiveness contempt
  21. rage vigilance ecstasy terror grief loathing disgust boredom anger annoyance

    interest anticipation joy serenity acceptance trust fear apprehension distraction surprise sadness pensiveness remorse disapproval awe submission love optimism aggressiveness contempt
  22. rage vigilance ecstasy terror grief loathing disgust boredom anger annoyance

    interest anticipation joy serenity acceptance trust fear apprehension distraction surprise sadness pensiveness remorse disapproval awe submission love optimism aggressiveness contempt
  23. The Emotions that Make Marketing Campaigns Go Viral Harvard Business

    Review hbr.org/2013/10/research-the-emotions-that-make-marketing-campaigns-go-viral
  24. optimism despair outrage conflict often felt sometimes felt seldom felt

    opposites primary dyads secondary dyads tertiary dyads
  25. optimism despair outrage conflict often felt sometimes felt seldom felt

    opposites primary dyads secondary dyads tertiary dyads anticipation joy fear sadness surprise anger trust disgust
  26. joy trust trust fear fear surprise surprise sadness sadness disgust

    disgust anger anger anticipation anticipation joy joy trust fear fear surprise sadness sadness disgust anger anger trust surprise disgust anticipation anticipation joy joy trust trust fear fear surprise surprise sadness sadness disgust disgust anger anger anticipation anticipation joy joy trust fear surprise sadness love submission alarm disappointment remorse contempt aggression optimism guilt curiosity despair ? envy cynism pride fatalism delight sentimentality shame outrage pessimism morbidness dominance anxiety conflict conflict conflict conflict disgust anger anticipation often felt sometimes felt seldom felt opposites primary dyads secondary dyads tertiary dyads
  27. If delight is joy accompanied by surprise, what questions might

    this raise? LET’S REFLECT hbr.org/2015/01/intuits-ceo-on-building-a-design-driven-company joy surprise
  28. Pathway options available to Arts and Technology students ATCM 2300

    Introduction to Technoculture ATCM 2301 Computer Imaging CE 1335 Computer Science I ATCM 2302 Design I ATEC Foundation ATCM 1316 Drawing Foundations ATCM 2303 Project Management for ATEC I ATCM 2305 Computer Animation Processes CS 2335 Computer Science II for Non-majors Animation ATCM 2320 Critical Media Research Foundations ATCM 2322 Media History ATCM 2321 Reading Media Critically ATCM 2335 Internet Studio I Critical Media Studies ATCM 2304 Exploration of ATEC or ATCM 2355 Survey of Digital Fabrication ATCM 2365 Game Design Fundamentals ATCM 2305 Computer Animation Processes ATCM 2303 Project Management for ATEC I ATCM 2322 Media History or ATCM 2322 Reading Media Critically ATCM 2335 Internet Studio I Design and Production ATCM 1316 Drawing Foundations ATCM 2303 Project Management for ATEC I ATCM 2365 Game Design Fundamentals CS 2335 Computer Science II for Non-majors Game Studies ATCM 2380 Communication and Social Science Theories PSY 2301 Introduction to Psychology ATCM 2385 Media and Communication Research Methods I PSY 2301 Statistics for Psychology Mediated Communication Every ATEC student takes these four foundational courses. 2 The student begins foundational work in one of the five ATEC pathways. 1
  29. Who students learn with is just as important as what

    they learn. Computer
 Science 112 students 2 sections Design I 240 students 8 sections Computer
 Imaging 267 students 9 sections Technocult ure 297 students 12 sections Data retrieved August 25, 2017
  30. SEEK FEEDBACK Ask "Can you give me some feedback on

    what I did?” 
 Ask yourself "What have I learnt today?" and ask others "What have you learnt today?" VALUE PERSONAL STRENGTHS Identify positive accomplishments 
 and areas for growth VIEW EXPERIENCES OBJECTIVELY Imagine the situation is on stage and you are in the audience EMPATHIZE Say out loud what you imagine the other person is experiencing KEEP A JOURNAL Record your thoughts, feelings and future plans; look for emerging patterns PLAN FOR THE FUTURE Plan changes in behavior based on the patterns you identified CREATE YOUR OWN FUTURE Combine the virtues of the dreamer, the realist, and the critic REFLECTIVE PRACTICE IN YOUR LIFE David Summerville and June Keeling
  31. MIND READING You assume that you know what people think

    without having sufficient evidence of their thoughts. FORTUNE-TELLING You predict the future negatively: things will get worse, or there is danger ahead. CATASTROPHIZING You believe that what has happened or will happen will be so awful and unbearable that you won’t be able to stand it. ALWAYS & NEVER You believe that an unpleasant situation that’s irritating you will always be that way and never change. NEGATIVE FILTERING You focus almost exclusively on the negatives and seldom notice the positives. “He thinks I’m a loser” “I won’t get that job” “It would be terrible if I failed” “Look at all the people who don’t like me” “I always make a fool of myself when presenting” 24 7
  32. MIND READING You assume that you know what people think

    without having sufficient evidence of their thoughts. FORTUNE-TELLING You predict the future negatively: things will get worse, or there is danger ahead. CATASTROPHIZING You believe that what has happened or will happen will be so awful and unbearable that you won’t be able to stand it. ALWAYS & NEVER You believe that an unpleasant situation that’s irritating you will always be that way and never change. NEGATIVE FILTERING You focus almost exclusively on the negatives and seldom notice the positives. “He thinks I’m a loser” “I won’t get that job” “It would be terrible if I failed” “Look at all the people who don’t like me” “I always make a fool of myself when presenting” 24 7 “I don’t know what he think, but it’s okay if he thinks I’m a loser” “I don’t know what tomorrow may bring, but I can do my best to prepare” “I’d rather not fail, but if I do I can handle it. I’ll learn from my mistakes.” “There are people enjoy my company” “I can prepare more to have an outstanding presentation”