What does it mean to make to think? In what ways can design be used as a tool to make sense of the world? How can we describe or reimage our worlds by using design interventions? Good Interventions Exhibition aims at addressing these questions by bringing together the powers of design and social sciences to address questions of power...
Good Interventions is an economic and strategic design exhibition that aims at bringing together new and exciting work of designers who approach economies, societies and politics in new ways.
Selected from 70 design projects created by more than 85 designers, the exhibition’s 15 projects that display Good Interventions have one thing in common: Deploying design, arts, and social sciences together to address pressing problems of our times.
From a dance choreography to perform the everyday life of a platform economic worker, to a feminist speculative design in money making; from metaverse financial space-making to attention deficit economies, from taqueria banks to macrame accounting, the 15 winning projects give a hand to the hands that open a door to new thinking about economies.
Exhibition commentary by Sharon Counts, Associate Executive Director of Programs, 14Y/Educational Alliance, Doctoral Candidate Educational Leadership & Innovation.
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A core principle of the Parsons mission and vision is that design can be used to change the world, and address pressing social issues. Throughout every school and program within Parsons, students are regularly challenged to think about the critical role design plays in our society, and how it can improve our everyday lives.
What is the price we pay when the price is right? The right to vote is one of the most essential parts of a well-functioning democracy. In the Philippines, however, illegal practices have posed a threat to its integrity. One, in particular, has long persisted: Vote-Buying. Those who give in don't immediately realize its consequences, which the designer attempts to visualize.
ANT to EAT is an ideation tool to create a unique and futuristic food service, which explores the nature of design thinking and ideation through an opportunity map. There are two purposes: the food industry has provided more tangible services and organizations, it is time to explore opportunities created by intangible offers; and create an ideation tool for everyone that is accessible, easy to use, and visually organized.
In the pursuit of material aspirations, we often forget to acknowledge the little things that make life worth living. Behold is a reflective game that encourages people to introspect on their choices, fosters awareness about the intangibles they sacrifice and transact, and catalyzes dialogue about what is truly worthwhile to them.
CURA is a feminist speculative design that fundamentally shifts how we value care in private and public domains. CURA reimagines city investments towards empowering caregivers and nurturing digital and physical caring infrastructures. The CURA tokens and platform make it easy to distribute personalized care allowances, adapt services in real-time, and direct spending towards local care economies.
This project is hosted on feministeconomies.com along with a curation of other contextual projects.
Recent peaks in racial tensions & social justice movements call for more effective accountability and transparency measures to address the systemic design issue in our justice system. Police brutality disproportionately affects communities of color, leading to unresolved conflict regarding police efficacy. Utilizing artificial intelligence, our model is designed to repair trust between police and the communities they are meant to protect.
Exploration of the bias, complexity, and dysmorphia of the actual world that is seeping into the Metaverse, a virtual-realm in which identity serves as both a mirror and a determinant of social capital. Differential value for digital avatars leads to the question: You can be whatever you want to be?
This game is an artistic depiction that exaggerates the conditions and predispositions of informal workers in order to strike an emotional response from the players. By imagining financial systems as structures, it also provides a macro view of our institutions and how they fall short in protecting the most vulnerable.
Further, by identifying how the informal workers manage their finances and highlight the information asymmetry existing in the society, this project opens the conversation on strategies to incentivize formalization.
The game Jenga was designed by Leslie Scott in 1970s.
As an interactive representation of how I see economies - interdependent, designed in collaboration, fragile, and ever-evolving, this piece of Jenga captures elements that have affected the Ghanese economy from the 1950s. I think economies are not tightly organized systems, have different undertakings, and only some cluster around market transactions, just like Gibson and Graham mentioned. Play a game of Jenga Economies - who knows which slab will topple down the economy today - another pandemic, an asteroid, or just the rise of the dinosaurs?!
High-risks, fragility, and a lot more.
In this map of Languages, a future is imagined/projected wherein, considering the current rate of languages dying out, a point of a single global language is reached. This language, over the course of thousands of years, continues to be reduced and abbreviated to a point where the spoken language is dead altogether. Gestures are left and sound is removed. This journey of starting with no spoken language to ending with no spoken language gave rise to a map that is circular, representing a continuum.
Pay attention!- is one of the word combinations we hear frequently; however, not many people think about the actual meaning. We have access to incalculable information, and everyone is fighting for our attention. The attention economy has supported the formation of internet celebrities, who can expose themselves and share their ideas with wider audiences, which further fostered the term digital labor.
Care work is largely invisible in mainstream economics because it is done primarily by women, at home, for no wages. To recognize the critical care work of women everywhere and its fundamental role in the functioning of society, we set out to design an artifact that visually represents economic models of care work of the past and propose alternatives for the future.
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