Kari-Hans,
Thanks.
> I see lots of these kinds of things to consider, especially in the field of digital design (software, services, devices), but one question is to what extent the consequences are intended or not.
It’s interesting but, as in the AI examples, it almost doesn’t matter. I’m not sure that getting a longer prison sentence within a clear pattern of longer prison sentences for people of your race is a happier outcome if you know that nobody intended that to happen.
This, by the way, gets into some of the miscommunication about racism and misogyny we’ve seen on this list and elsewhere. Some people assume racism means some specific person has specific intent while others talk about racism as a system. This often results in parallel and separate arguments (like many of our "nature of design" and "art vs. design" discussions on this list.)
> I know that this is probably not the direction most people think about when talking about “manufacturing inequality”
I almost used a subject line of "Rational Bigotry" or something like that. I doubt many graphic designers sit around saying "I’m going to make life really miserable for people with poor eyesight," they just do it (for whatever probably good reasons they had for their choices.) As we turn more design decisions over to design systems (electronic or otherwise), many such questions can get swept under the rug.
> My two cents for principles would be:
> - Design for designability, i.e. consider the end-users as designers of their own lives and try to empower them and expand their design space with your own designs. Design to give them potential to create further designs you may not be able to imagine yourself.
> - Design for complex ecosystems: Take into account that their design ecosystem, where your design will have to live, is more complex than you can imagine (now and in the future, as it continually evolves) and design for robust tolerance and ecosystemic awareness for survival and reliable performance within such complex circumstances.
Both your principles seem to come down to a sort of modesty. It’s too easy as a designer to decide that you know *exactly* what other people should be stuck with (and to assume that you’re the last really good designer who’ll ever come in contact with your project.
Gunnar
Gunnar Swanson
East Carolina University
graphic design program
http://www.ecu.edu/cs-cfac/soad/graphic/index.cfm
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Gunnar Swanson Design Office
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Greenville NC 27858
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http://www.gunnarswanson.com
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