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7 Rules of Low-Cost Design for Non-Profit – Amy Smith - Popular Mechanics
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7 Rules of Design From MIT's Guru of Low-Tech Engineering
Amy Smith, a senior lecturer at MIT and an editorial advisor to Popular Mechanics, is a leader in the appropriate technology movement, in which engineers from developed countries work with people in the developing world to create practical, affordable solutions to everyday challenges. Here are some of Smith's rules of thumb for design in the developing world.

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1. Try living for a week on $2 a day. That's what my students and I do when I teach my class about international development. It helps them begin to understand the trade-offs that must be made when you have only very limited resources. More broadly, it was in the Peace Corps in Botswana that I learned to carry water on my head, and noticed how heavy the bucket was; and I learned to pound sorghum in to flour and felt the ache in my back. As a designer, I came to understand the importance of technologies that can transport water or grind grain.
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2. Listen to the right people. Okay, so you probably don't know what it's like to carry fifty pounds of firewood on your head. Well, don't pretend that you do. Talk to someone who has done it. I believe that the key to innovation in international development is truly understanding the problem, and using your imagination is not good enough.
3. Do the hard work needed to find a simple solution. As Leonardo da Vinci said, “Simplicity is the ultimate sophistication”—and it is the key to this type of design work.
4. Create “transparent” technologies, ones that are easily understood by the users, and promote local innovation.
5. Make it inexpensive. My friend Paul Polak has adapted a famous quote to the following: “Affordability isn't everything, it's the only thing” and there's a lot of truth in that. When you are designing for people who are earning just one or two dollars a day, you need to keep things as cheap as you can and then make it even cheaper!
6. If you want to make something 10 times cheaper, remove 90 percent of the material.
7. Provide skills, not just finished technologies. The current revolution in design for developing countries is the notion of co-creation, of teaching the skills necessary to create the solution, rather than simply providing the solution. By involving the community throughout the design process, you can help equip people to innovate and contribute to the evolution of the product. Furthermore, they acquire the skills needed to create solutions to a much wider variety of problems. They are empowered.
…My heart’s in Accra » Innovation from Constraint (the extended dance mix)
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Here’s what I learned by failing out of art school: constraints are good.
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This, by the way, is how lots of innovation occurs in the real world. Eric Von Hippel at MIT’s Sloan School has written extensively about user-driven innovation. “Lead users” push the limits of what tools can do, and adapt them to solve the problems they’re facing. Companies that learn from these lead users can change their research and development cycle, building products that solve the problems their users actually face. Anyone who is interested in lead user theory could learn a lot from hanging out with African hackers.
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07 Aug 09
The Technium: Technophilia
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MIT sociologist Sherry Turkle calls a particular specimen of technology that is revered by an individual an "evocative object."
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Turkle says, "we think with the objects we love, and we love the objects we think with."
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06 Aug 09
The Technium: The Choice of Cities
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Cities are technological artifacts, the largest technology we make. Their impact is out of proportion to the number of humans living in them.
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As Stewart Brand notes in the City Planet chapter of his upcoming book Whole Earth Discipline, "Cities are wealth creators; they have always been." He quotes urban theorist Richard Florida who claims that 40 of the largest megacities in the world, home to 18% of the world's population, "produce two-thirds of global economic output and nearly 9 in 10 new patented innovations." A Canadian demographer figured that "80 to 90 percent of GNP growth occurs in cities." The raggedy new part of each city, its squats and encampments, often house the most productive citizens.
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The Technium: Chosen, Inevitable, and Contingent
- another great article by kevin kelly - eyalnow on 2009-08-06
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"human freedom actually exists within the limits set by the historical process. While not everything is possible, there is much that can still be chosen." And so as historian David Apter writes, "to be modern means to see life as alternatives, preferences and choices" in "a process of increasing complexity in human affairs within which the polity must act," that is within a course that is determined.
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the dozen or so attributes I describe as "what technology wants." These are: an increase in complexity, diversity, specialization, efficiency, consilience, socialization, structure, ubiquity, opportunity, beauty, sentience, and evolvability. All these values are increasing on average in sustainable systems like life, evolution, and the technium.
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05 Aug 09
The Technium: Triumph of the Default
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“and if you choose not to decide/you still have made a choice”
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The Technium: Reasons to Diminish Technology
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One reason to diminish technology is that technology tends to bring our attention mainly, if not only, to external inputs, giving less time and space for listening to our inner happenings. Technology, especially Internet, is feeding the infinite crave of the mind toward novelties, which reduces our clarity and awareness, as every meditator knows.
06 Jun 09
The Technium: The Arc of Complexity
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Each of those lines of code is the equivalent of a gear in a clock. The Windows OS is a machine with 50 million moving pieces.
05 Jun 09
The Technium: Increasing Specialization
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At the moment computers seem to be headed in the opposite direction. They seem to becoming evermore general purpose machines, as they swallow more and more functions.
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The portals into computation, or the net, will specialize to a remarkable degree. The keyboard, for one, will loose its monopoly. Speech and gesture input will gain a major role. Spectacle and eyeball screens will supplement walls and flexible surfaces.
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