Online Conference, 25-26 March 2021 | SDN Symposium
SDN Symposium
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10:30 - 12:00


Co-Creation, Open Design, Digital Collaboration, Virtual Community

Collaborations have the potential to be “transformative encounters” to notice, to think with others, to address public matters and to make us capable with others. In current times those collaborations are more and more taking place online in virtual spaces with online communities. Collaborations are key for addressing common good. As such Design faces the challenge to better understand, facilitate and create those spaces for more diverse digital collaboration. In this session panelists will discuss these questions through a series of case studies of online collaborations. Beyond the presentation of the cases, participants are invited to virtually contribute and collaborate through an interactive activity in each panel.

Panel speakers

Presented papers

  • Open Design as an Approach for the Commoning of Design. The Collaborative Experience of Openly Defining Open Design with an Open Source Process

    by Massimo Menichinelli, Serena Cangiano

    As Open Design is an emergent phenomenon, both practitioners and researchers have tried to both develop it and take a picture of it. Beyond the only apparent simplicity of Open Design as an “openly accessible design documentation”, it has been lacking a clear definition that instead Open Source Software and Hardware have established quickly in their path. This paper contributes to this gap with a literature review and the analysis of a case study of a community-based initiative for defining Open Design through an open online discussion. As a result, insights about how to define Open Design and its common elements and how to consider the collaborative process in the task are outlined.

  • The Tridea Project: Designing Conditions to Foster Culturally Diverse Co-Creation in a Virtual Space

    by Lisa Winstanley

    Contemporary design practitioners must adapt to the challenges of creative problem solving in an increasingly dynamic and transient commercial sphere. Accordingly, it is necessary for design (and designers) to address the need for new and innovative methods, which cogently respond to the complex and evolving sociocultural needs of present-day society. Therefore, this paper discusses the development of The Tridea Project, an ongoing, multifaceted creative project which provides a platform for virtual co-creation as a means to reposition creative practice towards inclusion and diversity. Through the pluralistic lenses of cultural diversity and co-creation, several methods to encourage a more egalitarian approach to creative practice in virtual spaces are discussed. Initial interpretations suggest that the Tridea Project may serve as a workable example of what virtual, ethical co-creation might encompass; alongside contributing to the discussion about re-thinking inclusivity in design by creating optimum conditions to encourage cultural diversity.

  • Digital Collaborations for the Common Good: Key Learnings from Four Community Projects

    by Alejandro Salas Prada, Giovanny Arbelaez Garces, Ferney Osorio, Laurent Dupont

    In this research we are concerned with how to make people collaborate for the common good in digital platforms, how to raise empathy, how to create, motivate or manage initiatives for common good, how to encourage responsibility to engage people with problems. To investigate this, we analyzed four digital collaborative projects found in the literature to understand how the collaboration is mediated and to examine their opportunities and challenges. The four online communities investigated are collaborations as and for common good: the first is a time-bank (Case 1: C1), a platform where the unit of exchange is not money, but time. The second is about Wikipedia (C2), where users are building an open encyclopedia by indexing information and making it available to internet users. The third has to do with users’ participation in open-source software (C3), designing together and making it openly available. And the fourth is about some crowdsourced science platforms that involve people in species digitalization of irreplaceable data (C4), given the unprecedented biodiversity loss. The analyses of the cases were done through the lenses of a theoretical framework for collaboration in immersive environments which helps us to better understand the different factors affecting the collaboration. Revealing how those factors play a role in each case allows us to understand how to encourage and facilitate digital collaborations.