# "*": "https://raw.githubusercontent.com/wefindx/schema/master/method/oo-item.yaml" # "base:title": "0oo - Mental Models for Human Experience" "og:title": "Mental Models for Human Experience" "og:description": "In User Experience (UX) design, a common approach to empathy research involves the persona as a design artefact to define the archetype for the end user of a product design. The problem with this form of generalization is that such stereotypes and abstractions distance designers from reality, perpetuating the problem at the core of the design industry. The categorization of people is based on statistical averages derived from a reductionist approach to understanding human behaviour. The media environment is a social construction that has been manufactured by a dominant elite to form relationships between corporations, governments, and other social institutions …" "og:image": "https://avatars0.githubusercontent.com/u/28134655" "og:url": "/method/52001/" "base:css": "/static/css/bootstrap.min.9c25540d6272.css" "base:extra-css": "/static/css/base.57997aeac1df.css" "base:favicon": "/static/favicon.acaa334f0136.ico" "base:body_class": "" "layout:logo": "/static/0oo.8d2a8bbef612.svg" "layout:index": "/" "layout:menu": "/menu/" "layout:categories": "/intents/" "layout:ideas": "/methods/" "layout:projects": "/projects/" "layout:users": "/users/" "layout:about": "/about/" "layout:help": "/help/" "layout:bug_report": "https://github.com/wefindx/0oo" "layout:login": "/accounts/login/" "layout:light-off": "/darken/?darken=true" "layout:set-multilingual": "/mulang/?mulang=true" "layout:lang": "语言" "layout:set-language-post-action": "/i18n/setlang/" "layout:csrf-token": "inL9CvlYQL40Q9UzdlKaGPSs1ngBe2PpDdaLhwW3isAb8he8X0IeNNEcsl2IozUf" "layout:input-next": "/method/52001/" "layout:languages": [{"code": "ja", "is-active": "false", "name": "日本語"}, {"code": "lt", "is-active": "false", "name": "Lietuviškai"}, {"code": "zh-hans", "is-active": "true", "name": "简体中文"}, {"code": "en", "is-active": "false", "name": "English"}, {"code": "ru", "is-active": "false", "name": "Русский"}, {"code": "oo", "is-active": "false", "name": "O;o,"}] # "item:parent:intents": [{"url": "/intent/1297/", "title": "How to discover people's desires, wants"}] "item:title": "Mental Models for Human Experience" "item:summary": "Understanding Human Values, Perceptions, and Behaviours" "item:voting": +2 "item:voting:add": "/admin/hlog/voting/add/?method=52001" "item:voting:csrf_token": "inL9CvlYQL40Q9UzdlKaGPSs1ngBe2PpDdaLhwW3isAb8he8X0IeNNEcsl2IozUf" "item:voting:submit-value-option": {"selected": "[-]", "value": "-"} "item:voting:submit-value-option": {"selected": "[+]", "value": "+"} "item:base-administration": false "item:body": | In User Experience (UX) design, a common approach to empathy research involves the persona as a design artefact to define the archetype for the end user of a product design. The problem with this form of generalization is that such stereotypes and abstractions distance designers from reality, perpetuating the problem at the core of the design industry. The categorization of people is based on statistical averages derived from a reductionist approach to understanding human behaviour. The media environment is a social construction that has been manufactured by a dominant elite to form relationships between corporations, governments, and other social institutions with large populations of citizens, markets, consumers, and users. Categories are founded upon racist, patriarchal, and hierarchical conceptions of human civilization that places each individual on a scale of value, based on race, gender, creed, class, status, and power. Ultimately, personas reinforce a colonial, capitalist perspective that dehumanizes people as little more than users of products for corporate profit. ### Mental Models How, then, can we begin to map the human experience? How we can design mental habits, social systems, and physical environments for resilience and symbiosis with the living processes and ecology that are the foundation of our biological support systems? To better understand our materials as experience designers, we need more holistic mental models of the human experience, as a way to understand what we are designing for. ### Unintended Consequences The design profession is currently facing a reckoning, similar to the revolutions in our understanding of class, race, gender, and religion. The 1700-year-old project of cultural imperialism that originated with the Roman Emperor Constantine and the integration of church and state finds its realization in the social, political, and economic institutions that have created monolithic monopolies of global power. The unintended consequences of the tools that we have designed to shape our environment are the weaponizing of those tools as the means for controlling and manipulating populations, protecting access to scarce resources, and eliminating threats to religious, national, and corporate prosperity and security. ## Story 1: Collaboration What we have learned from microbiological evolution, from scientists such as Lynn Margulis, and from the practices of Indigenous peoples, is that collaboration and cooperation are foundational to the successful adaptation and survival of networks of complex and diverse forms of life. ## Story 2: Competition The primitive limbic systems in our brains are designed to trigger the fight or flight response as a matter of survival in a world of physical threats. Senses are attuned to dangers in the environment and events perceived as threats will automatically trigger a physical and biological response of increased heart rate, a release of adrenalin, and a heightened state of awareness, along with emotions of anxiety, fear, and panic. When this intellectual, emotional, and physical state of anxiety is prolonged, we call this stress. People who live in this constant state of fear and scarcity will tend to engage in behaviours that are focused on survival and self-preservation. This interpretation of constant threat leads to isolation and aggression, as members of a group engage in a competition for scarce resources and demonstrations of strength and dominance to control the group, protect resources, and destroy enemies. However, such isolation and aggression has a tendency to undermine the survival of the group. "item:source-date": "" "item:permalink": "/method/52001/?l=cn" "item:owner": "bauhouse" "item:created": "2021-08-17T23:04:10.145352" "item:ownerlink": "/user/238/bauhouse" # "item:link:items": - "id": "l-15001" "url": "https://socialarc.com/models/" "text": "Mental Models for Human Experience" "note": "A condensed version of the original concept to explore and validate assumptions regarding an understanding of human values, perceptions, and behaviours." "owner": "bauhouse" "ownerlink": "/user/238/bauhouse" "permalink": "/method/52001/?l=cn#l-15001" "created": "2021-08-17T23:06:42.287511" - "id": "l-16001" "url": "https://www.youtube.com/watch?v=IZmDGksIvlc&t" "text": "Design Science Salon workshop exploring the Mental Models for Human Experience" "note": "During the Design Science Salon: Dissolve & Bloom, Stephen Bau hosted a workshop exploring a speculative design for a tool to understand perceptions, motivations, and behaviours. The workshop builds on concepts explored in two articles published to Medium in December 2019. - [Understanding Human Experience: Mental Models for Values, Perceptions, and Behaviours](https://bauhouse.medium.com/understanding-human-experience-98a9afcf103b) - [Mental Models for Human Experience: Understanding Human Values, Perceptions, and Behaviours](https://bauhouse.medium.com/mental-models-for-human-experience-98a5b5aaddbb)" "owner": "bauhouse" "ownerlink": "/user/238/bauhouse" "permalink": "/method/52001/?l=cn#l-16001" "created": "2021-08-19T03:41:23.905115" - "id": "l-17001" "url": "https://miro.com/app/board/o9J_lbBUF9I=/" "text": "Miro: Agora - Neo Bauhaus" "note": "This Miro board was created as a virtual museum for the Agora during the Design Science Studio salons in December 2020 and March 2021. It was conceived as a Neo Bauhaus, a vision for a design movement that draws inspiration from the Bauhaus school that launched in April 1919 in Weimar, Germany in response to the challenge of creating a pedagogy and a design process for building the modern world through creative experimentation in the midst of multiple systemic crises from the personal to the biological, social, economic, political, and ecological. The school was moved to Dessau, where the Bauhaus building designed by Walter Gropius became a prototype of the International Style of architecture. When the Dessau school was closed by the Nazis, the school moved to Berlin, but was again closed by the Nazis in 1933. Now, just over 100 years after the initial experiments of the Bauhaus, we again find ourselves in multiple systemic crises. Design has evolved from a focus on physical artefacts to a digitally networked technological environment that has shifted our attention to building the dominant global social, economic, and political system, where democracies are being threatened by the authoritarian power of governments and corporations. Design has evolved from physical artefacts to living systems. This is a shift from physical design to metaphysical design, the qualitative experience of being human that transcends the limits of scientific reductionism and industrial production. Humans are becoming more aware and mindful of the world of experience that transcends quantitative analysis and empirical data. Humans are realizing a shift toward the integration of the quantitative and the qualitative, the objective and the subjective, the rational and the emotional, the intellectual and the spiritual. The Mental Models for Human Experience help us to understand values, perceptions, and behaviours as social systems that extend human agency in the form of technologies as the digital and physical infrastructures and architectures of human civilization. Depending on the core values and metanarratives of the social system, we can drive human behaviour toward entropy or syntropy. In the story of competition, the core values are based on fear, scarcity, and dominance as human beings increase and accelerate entropy: division, death, decay, and disintegration. In the story of collaboration, the core values are love, abundance, and creativity as human beings nurture and steward syntropy: unity, life, reproduction, and integration." "owner": "bauhouse" "ownerlink": "/user/238/bauhouse" "permalink": "/method/52001/?l=cn#l-17001" "created": "2021-08-19T04:17:40.372438" - "id": "l-18001" "url": "https://youtu.be/OHAW8xDXDDo?t=1508" "text": "Stop Reset Go Meeting 1 – 2021-08-18" "note": "In this video, I walk through a model of cosmological, physical, chemical, biological, cultural, and metaphysical evolution that conceives of the universe as a holobiont that connects quantum physics to transcendent metaphysics. Time, energy, and matter are the medium for an iterative process of creative innovation as living beings explore how we imagine, design, and build the future together, in a search for belonging, purpose, and meaning that is realized through faith, hope, and love." 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