Spark Card: The Big World of Possibilities
First, to answer the question, "What is a Spark Card?"
A Spark Card is a tool for perturbing imagination, furthering ideas, and seeing with fresh eyes.
Gail and I began developing them for our Collaboratory at Sonoma Mountain Village that we share with the Livability Project. We have a set of 12 and have sketched out as many more. Spark Cards are part of the Collaboratory’s way of working. With this post, we'll begin publishing them in journal form. Look for a downloadable deck in the near future.
These cards can help you facilitate yourselves -- a task which is often very difficult. Even high performance teams and groups get so focused on immediate tasks at hand that they forget to reach out, to explore an idea from different vantage points. Think of Spark Cards as a Creative Whack Pack for collaboration. Use them to begin your meeting, or at a point where you feel stuck or stale. They can also help you take a last look at your work. They serve as a check to what really matters about your enterprise and the immediate next steps.
In our haste to succeed with deliverables and goals, we tend to race to the finish line. These Spark Cards are meant to entice you to “make haste slowly”. They have been proven to save time and enrich the products and services being developed.
Happy perturbing! May you have meaningful, rich, worthy conversations!
Without further adieu, our first card...
THE BIG WORLD OF POSSIBILITIES
Designing Design: The Weeble Principle

If you're an American between the ages of 5 and 50, or the parent of children within this demographic, chances are you are familiar with Weebles®, and their catchy slogan:
"Weebles wobble but they don't fall down!"
And sure enough, try as you might to knock one over, inevitably it will right itself. Well, it turns out these little guys not only provide youngsters with hours of fascination, they also provide a valuable principle for process & event designers:
Create a design that won't fall apart when it takes an unexpected hit.
Designing Design: Take 3 SiPs
Maintain at least 3 Systems-In-Play throughout the process you are designing. Generally speaking, I'll call these "metasystem," "system-in-focus," and "nested system."
The system in focus is the system we intend to most directly engage and influence. It is through this system that we expect to form the basis for the decisions and actions that the design process evokes in the participants.
A metasystem is one that contains the system in focus as well as others in an integrated fashion. Wikipedia offers a useful description:
"A metasystem is formed by the integration of a number of initially independent components, such as molecules, cells or individiduals, and the emergence of a system steering or controlling their interactions. As such, the collective of components becomes a new, goal-directed individual, capable of acting in a coordinated way. This metasystem is more complex, more intelligent, and more flexible in its actions than the initial component systems."
A nested system is, of course, a system that is one of many component systems that are all integrated into the system in focus.
In essence, what I'm saying here is engage with your design as if it were a matryoshka, albeit probably not quite at the depth of pictured above.
from the blogosphere, 8 oct 07
Why is design important?
Arthur C. Clarke looks back on fifty years in space
A new handbook for charrette designers
These are a few of the interesting reads I've had this morning.
Designing Design: RISK everything
4 qualities to imbue in your next collaborative, participatory or collective design process:
Recursion
Iteration
Simultaneousness
Knodality