Platform for Mumbai’s slum entrepreneurs


Springwise: “We recently saw an initiative that empowered startup talent in a Finnish refugee camp, and now Design Museum Dharavi is a mobile museum that will provide a platform for makers in the Mumbai neighborhood.

The initiative is a brainchild of artist Jorge Rubio and Creative Industries Fund NL. Taking the model of a pop-up, it will stop at various locations throughout the neighborhood. Despite being an ‘informal settlement’, Dharavi is famed for producing very little waste due to a culture of recycling and repurposing. The mobile museum will showcase local makers, enable them to connect with potential clients and run workshops, ultimately elevating the global social perception towards life in the so-called ‘slums’. Home to over a million people, Dharavi has the additional tourism pull from appearing on the film Slumdog Millionaire…..(More)”

Translator Gator


Yulistina Riyadi & Lalitia Apsar at Global Pulse: “Today Pulse Lab Jakarta launches Translator Gator, a new language game to support research initiatives in Indonesia. Players can earn phone credit by translating words between English and six common Indonesian languages. The database of keywords generated by the game will be used by researchers on topics ranging from computational social science to public policy.

Translator Gator is inspired by the need to socialise the 17 Sustainable Development Goals (SDGs), currently being integrated into the Government of Indonesia’s programme, and the need to better monitor progress against the varied indicators. Thus, Translator Gator will raise awareness of the SDGs and develop a taxonomy of keywords to inform research.

An essential element of public policy research is to pay attention to citizens’ feedback, both active and passive, for instance, citizens’ complaints to governments through official channels and on social media. To do this in a computational manner, researchers need a set of keywords, or ‘taxonomy’, by topic or government priorities for example.

But given the rich linguistic and cultural diversity in Indonesia, this poses some difficulties in that many languages and dialects are used in different provinces and islands. On social media, such variations – including jargon – make building a list of keywords more challenging as words, context and, by extension, meaning change from region to region. …(More)”

Idea to retire: Leaders can’t take risks or experiment


David Bray at TechTank: “Technology is rapidly changing our world. Traditionally, a nation’s physical borders could mark the beginning of their sovereign space, but in the early to mid-20th century airplanes challenged this notion. Later on, space-based satellites began flying in space above all nations. By the early 21st century, smartphone technologies costing $100 or so gave individuals computational capabilities that dwarfed the multi-million dollar computers operated by large nation-states just three decades earlier.

In this period of exponential change, all of us across the public sector must work together, enabling more inclusive work across government workers, citizen-led contributions, and public-private partnerships. Institutions must empower positive change agents on the inside of public service to pioneer new ways of delivering superior results. Institutions must also open their data for greater public interaction, citizen-led remixing, and discussions.

All together, these actions will transform public service to truly be “We the (mobile, data-enabled, collaborative) People” working to improve our world. These actions all begin creating creative spaces that allow public service professionals the opportunities to experiment and explore new ways of delivering superior results to the public.

21st Century Reality #1: Public service must include workspaces for those who want to experiment and explore new ways of delivering results.

The world we face now is dramatically different then the world of 50, 100, or 200 years ago. More technological change is expected to occur in the next five years than the last 15 years combined. Advances in technology have blurred what traditionally was considered government, and consequentially we must experiment and explore new ways of delivering results.

21st Century Reality #2: Public service agencies need, within reason, to be allowed to have things fail, and be allowed to take risks.

The words “expertise” and “experiments” have the same etymological root, which is “exper,” meaning “out of danger.” Whereas the motto in Silicon Valley and other innovation hubs around the world might be “fail fast and fail often,” such a model is not going to work for public service, where certain endeavors absolutely must succeed and cannot waste taxpayer funds.

The only way public sector technologists will gain the expertise needed to respond to and take advantage of the digital disruptions occurring globally will be to do “dangerous experiments” as positive change agents akin to what entrepreneurs in Silicon Valley also do….

21st Century Reality #3: Public service cannot be done solely by government professionals in a top-down fashion.

With the communication capabilities provided by smartphones, social media, and freely available apps, individual members of the public can voluntarily access, analyze, remix, and choose to contribute data and insights to better inform public service. Recognizing this shift from top-down to bottom-up activities represents the first step to the resiliency of our legacy institutions….

Putting a cultural shift into practice

Senior executives need to shift from managing those who report to them to championing and creating spaces for creativity within their organizations. Within any organization, change agents should be able to approach an executive, pitch new ideas, bring data to support these ideas, and if a venture is approved move forward with speed to transform public service away from our legacy approaches….

The work of public service also can be done by public-private partnerships acting beyond their own corporate interests to benefit the nation and local communities. Historically the U.S. has lagged other nations, like Singapore or the U.K., in exploring new innovative forms of public-private partnerships. This could change by examining the pressing issues of the day and considering how the private sector might solve challenging issues, or complement the efforts of government professionals. This could include rotations of both government and private sector professionals as part of public-private partnerships to do public service that now might be done more collaboratively, effectively, and innovatively using alternative forms of organizational design and delivery.

If public service returns to first principles – namely, what “We the People” choose to do together – new forms of organizing, collaborating, incentivizing, and delivering results will emerge. Our exponential era requires such transformational partnerships for the future ahead….(More)”

Design-Led Innovation in the Public Sector


Manuel Sosa at INSEAD Knowledge: “When entering a government permit office, virtually everyone would prepare themselves for a certain amount of boredom and confusion. But resignation may well turn to surprise or even shock, if that office is Singapore’s Employment Pass Service Centre (EPSC), where foreign professionals go to receive their visa to work in the city-state. The ambience more closely resembles a luxury hotel lobby than a grim government agency, an impression reinforced by the roaming reception managers who greet arriving applicants, directing them to a waiting area with upholstered chairs and skyline views.

In a new case study, “Designing the Employment Pass Service Centre for the Ministry of Manpower, Singapore”, Prof. Michael Pich and I explore how even public organizations are beginning to use design to find and tap into innovation opportunities where few have thought to look. In the case of Singapore’s Ministry of Manpower (MOM), a design-led transformation of a single facility was the starting point of a drastic reconsideration of what a government agency could be.

Efficiency is not enough

Prior to opening the EPSC in July 2009, MOM’s Work Pass Division (WPD) had developed hyper-efficient methods to process work permits for foreign workers, who comprise approximately 40 percent of Singapore’s workforce. In fact, it was generally considered the most efficient department of its kind in the world. After 9/11, a mandatory-fingerprinting policy for white-collar workers was introduced, necessitating a standalone centre. The agency saw this as an opportunity to raise the efficiency bar even further.

Giving careful consideration to every aspect of the permit-granting process, the project team worked with a local vendor to overhaul the existing model. The proposal they ultimately presented to MOM assured almost unheard-of waiting times, as well as a more aesthetically pleasing look and feel….

Most public-sector organisations’ prickly interactions with the public can be explained with the simple fact that they lack competition. Government bodies are generally monopolies dispensing necessities, so on the whole they don’t feel compelled to agonise over their public face.

MOM and the Singapore government had a different idea. Aware that they were competing with other countries for top global talent, they recognised that the permit-granting process, in a very real sense, set the tone for foreign professionals’ entire experience of Singapore. Expats would be unlikely to remember precisely how long it took to get processed, but the quality of the service received would resonate in their minds and affect their impression of the country as a whole.

IDEO typically begins by concentrating on the user experience. In this case, in addition to observing and identifying what goes through the mind of a typical applicant during his or her journey in the existing system, the observation stage included talking to foreigners who were arriving in Singapore about their experience. IDEO discovered that professionals newly arrived in Singapore were embarking on an entirely new chapter of their lives, with all the expected stresses. The last thing they needed was more stress when receiving their permit. Hence, the EPSC entry hall is airy and free of clutter to create a sense of calm. The ESPC provides toys to keep kids entertained while their parents meet with agents and register for work passes. Visitors are always called by name, not number. Intimidating interview rooms were done away with in favour of open cabanas….In its initial customer satisfaction survey in 2010, the EPSC scored an average rating of 5.7 out of 6….(More)”

Passive Philanthropy


PSFK: “What if you could cure cancer in your sleep? What if throwing out food meant feeding more people? What if helping coffee farmers in developing nations was as easy as a retweet? Today, businesses pay big money in order to reach the same audience as some viral tweets, and the same strategy is being applied to the reach and impact of social good campaigns. Nonprofits have also begun to leverage creative opportunities to spread awareness and raise funds to harness socially-aware citizens and rethink how social good is spread and executed. Take, for instance, an app that tracks exercise and donates to the charity of choice based on distance….

The DreamLab is a free app that turns smartphones into a research tool for cancer researchers in the Garvan Institute in Australia when their users are sleeping. Developed in conjunction with Vodaphone, the app uses the processing power of idle phones as an alternative to supercomputers which can be difficult to access. After downloading the app, participants simply open it and charge their phone. Once the phone reaches 95 percent charge, it gets to work, acting as a networked processor alongside other users with the app. Each phone solves a small piece of a larger puzzle and sends it back to Garvan.

If 1,000 people are using the app, cancer puzzles can be solved 30x faster.

As DreamLab researchers work toward finding a cure for cancer, Feeding Forward is working toward ending hunger. In America, hunger is not a problem of supply, but rather of distribution. Feeding Forward aims to solves this by connecting restaurants, grocery stores, caterers, or other businesses that are forced to throw away perishable food products with those in need.

Businesses simply need post their excess food on the platform and a driver will come pick it up to deliver to a food bank in need. Donors receive profiles of the people they helped and can also write off the donation as a charitable contribution for tax purposes. Since their launch in 2013, Feeding Forward has achieved a pick up rate of 99 percent, distributing 780,000 pounds of food saving business $3.9 million.

DreamLab and Feeding Forward are putting activities people are already going to do to use, while One Big Tweet harnesses the power of people’s social media accounts as a fundraising strategy. Cafédirect Producers’ Foundation are getting people to donate their Twitter followings for charity, asking people to sign up to post an automated tweet from a corporate sponsor who purchased the privilege at an auction for social good. The more people who donate their accounts, the higher the value of the tweet at auction. After four months, over 700 people with a collective reach of 3.2 mil followers, signed up to help make the One Big Tweet worth $49,000. While the charity is still in search of a buyer, Cafédirect promises the tweet that will be sent out through participants’ accounts will only happen once and be “safe enough for your Gran to read.” All money from the sale will go directly to continuing the work they do with coffee and tea farmers in Africa, Asia, and Latin America…(MoreMore)

Hacking the streets: ‘Smart’ writing in the smart city


Spencer Jordan at FirstMonday: “Cities have always been intimately bound up with technology. As important nodes within commercial and communication networks, cities became centres of sweeping industrialisation that affected all facets of life (Mumford, 1973). Alienation and estrangement became key characteristics of modernity, Mumford famously noting the “destruction and disorder within great cities” during the long nineteenth century. The increasing use of digital technology is yet another chapter in this process, exemplified by the rise of the ‘smart city’. Although there is no agreed definition, smart cities are understood to be those in which digital technology helps regulate, run and manage the city (Caragliu,et al., 2009). This article argues that McQuire’s definition of ‘relational space’, what he understands as the reconfiguration of urban space by digital technology, is critical here. Although some see the impact of digital technology on the urban environment as deepening social exclusion and isolation (Virilio, 1991), others, such as de Waal perceive digital technology in a more positive light. What is certainly clear, however, is that the city is once again undergoing rapid change. As Varnelis and Friedberg note, “place … is in a process of a deep and contested transformation”.

If the potential benefits from digital technology are to be maximised it is necessary that the relationship between the individual and the city is understood. This paper examines how digital technology can support and augment what de Certeau calls spatial practice, specifically in terms of constructions of ‘home’ and ‘belonging’ (de Certeau, 1984). The very act of walking is itself an act of enunciation, a process by which the city is instantiated; yet, as de Certeau and Bachelard remind us, the city is also wrought from the stories we tell, the narratives we construct about that space (de Certeau, 1984; Bachelard, 1994). The city is thus envisioned both through physical exploration but also language. As Turchi has shown, the creative stories we make on these voyages can be understood as maps of that world and those we meet (Turchi, 2004). If, as the situationists Kotányi and Vaneigem stated, “Urbanism is comparable to the advertising propagated around Coca-Cola — pure spectacular ideology”, there needs to be a way by which the hegemony of the market, Benjamin’s phantasmagoria, can be challenged. This would wrestle control from the market forces that are seen to have overwhelmed the high street, and allow a refocusing on the needs of both the individual and the community.

This article argues that, though anachronistic, some of the situationists’ ideas persist within hacking, what Himanen (2001) identified as the ‘hacker ethic’. As Taylor argues, although hacking is intimately connected to the world of computers, it can refer to the unorthodox use of any ‘artefact’, including social ‘systems’ . In this way, de Certeau’s urban itineraries, the spatial practice of each citizen through the city, can be understood as a form of hacking. As Wark states, “We do not lack communication. On the contrary, we have too much of it. We lack creation. We lack resistance to the present.” If the city itself is called into being through our physical journeys, in what de Certeau called ‘spaces of enunciation’, then new configurations and possibilities abound. The walker becomes hacker, Wark’s “abstractors of new worlds”, and the itinerary a deliberate subversion of an urban system, the dream houses of Benjamin’s arcades. This paper examines one small research project, Waterways and Walkways, in its investigation of a digitally mediated exploration across Cardiff, the Welsh capital. The article concludes by showing just one small way in which digital technology can play a role in facilitating the re-conceptualisation of our cities….(More)”

Humanity 360: World Humanitarian Data and Trends 2015


OCHA: “WORLD HUMANITARIAN DATA AND TRENDS

Highlights major trends, challenges and opportunities in the nature of humanitarian crises, showing how the humanitarian landscape is evolving in a rapidly changing world.

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LEAVING NO ONE BEHIND: HUMANITARIAN EFFECTIVENESS IN THE AGE OF THE SUSTAINABLE DEVELOPMENT GOALS

Exploring what humanitarian effectiveness means in today’s world ‐ better meeting the needs of people in crisis, better moving people out of crisis.

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TOOLS FOR DATA COORDINATION AND COLLECTION

 

Initial Conditions Matter: Social Capital and Participatory Development


Paper by Lisa A. Cameron et al: “Billions of dollars have been spent on participatory development programs in the developing world. These programs give community members an active decision-making role. Given the emphasis on community involvement, one might expect that the effectiveness of this approach would depend on communities’ pre-existing social capital stocks. Using data from a large randomised field experiment of Community-Led Total Sanitation in Indonesia, we find that villages with high initial social capital built toilets and reduced open defecation, resulting in substantial health benefits. In villages with low initial stocks of social capital, the approach was counterproductive – fewer toilets were built than in control communities and social capital suffered….(More)”

Social Media for Government Services


Book edited by Surya Nepal, Cécile Paris and Dimitrios Georgakopoulos: “This book highlights state-of-the-art research, development and implementation efforts concerning social media in government services, bringing together researchers and practitioners in a number of case studies. It elucidates a number of significant challenges associated with social media specific to government services, such as:  benefits and methods of assessing; usability and suitability of tools, technologies and platforms; governance policies and frameworks; opportunities for new services; integrating social media with organisational business processes; and specific case studies. The book also highlights the range of uses and applications of social media in the government domain, at both local and federal levels. As such, it offers a valuable resource for a broad readership including academic researchers, practitioners in the IT industry, developers, and government policy- and decision-makers….(More)

Playing ‘serious games,’ adults learn to solve thorny real-world problems


Lawrence Susskind and Ella Kim in The Conversation: “…We have been testing the use of role-playing games to promote collaborative decision-making by nations, states and communities. Unlike online computer games, players in role-playing games interact face-to-face in small groups of six to eight. The games place them in a hypothetical setting that simulates a real-life problem-solving situation. People are often assigned roles that are very different from their real-life roles. This helps them appreciate how their political adversaries view the problem.

Players receive briefing materials to read ahead of time so they can perform their assigned roles realistically. The idea is to reenact the tensions that actual stakeholders will feel when they are making real-life decisions. In the game itself, participants are asked to reach agreement in their roles in 60-90 minutes. (Other games, like the Mercury Game or the Chlorine Game, take longer to play.) If multiple small groups play the game at the same time, the entire room – which may include 100 tables of game players or more – can discuss the results together. In these debriefings, the most potent learning often occurs when players hear about creative moves that others have used to reach agreement.

It can take up to several months to design a game. Designers start by interviewing real-life decision makers to understand how they view the problem. Game designers must also synthesize a great deal of scientific and technical information to present it in the game in a form that anyone can understand. After the design phase, games have to be tested and refined before they are ready for play.

Research shows that this immersive approach to learning is particularly effective for adults. Our own research shows that elected and appointed officials, citizen advocates and corporate leaders can absorb a surprising amount of new scientific information when it is embedded in a carefully crafted role-playing game. In one study of more than 500 people in four New England coastal communities, we found that a significant portion of game players (1) changed their minds about how urgent a threat climate change is; (2) became more optimistic about their local government’s ability to reduce climate change risks; and (3) became more confident that conflicting groups would be able to reach agreement on how to proceed with climate adaptation….

Our conclusion is that “serious games” can prepare citizens and officialsto participate successfully in science-based problem-solving. In related research in Ghana and Vietnam, we found that role-playing games had similarly valuable effects. While the agreements reached in games do not necessarily indicate what actual agreements may be reached, they can help officials and stakeholder representatives get a much clearer sense of what might be possible.

We believe that role-playing games can be used in a wide range of situations. We have designed games that have been used in different parts of the world to help all kinds of interest groups work together to draft new environmental regulations. We have brought together adversaries in energy facility siting and waste cleanup disputes to play a game prior to facing off against each other in real life. This approach has also facilitated decisions in regional economic development disputes, water allocation disputes in an international river basin and disputes among aboriginal communities, national governments and private industry….(More)”