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Social Enterprise Outcome Mapping Framework - 3 stages, 12 steps
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Design phase - consensus on macro-level changes desired
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Step 1 - Why? - Vision
- the large scale development changes
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Step 2 - How? - Mission
- how the project will facilitate the changes
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Step 3 - With whom? - Identifying Boundary Partners
- the direct connections & influences
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Step 4 - What? - Prepare Outcome Challenges
- what qualities of change are sought in each boundary partner?
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Step 5 - What? - Defining Progress Markers
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a ladder for each output challenge
- expect to see
- like to see
- love to see
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Step 6 - How? - Develop Strategy Maps
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a map for each outcome challenge
- causal
- persuasive
- supportive
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Step 7 - How? - Describe Organization Practices (10)
- 7.1. Prospecting for new ideas, opportunities & resources
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7.2. Taking care of the business
- Attending to sweat equity resolution issues
- Ensuring sustainable and just remunerations across the earning partners
- Maintaining positive cash flow and sourcing adequate working capital?
- Attending to product and services costings to ensure value for money and a viable business
- 7.3. Seeking feedback from key partners
- 7.4. Establishing policies and boundaries with Policy Governance system
- 7.5. Obtaining support of next highest power
- 7.6. Assessing & (re)designing products, services, systems & procedures
- 7.7 Checking up on those already served to add value
- 7.8. Sharing best wisdom with the world
- 7.9. Experimenting to stay innovative
- 7.10. Engaging in organization reflection
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Outcome and performance monitoring
- Step 8 - Choose Monitoring Priorities
- Step 9 - Develop an Outcome Journal
- Step 10 - Customize a Strategy Journal
- Step 11 - Customize a Performance Journal
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Evaluation plan
- Step 12 - Develop an Evaluation Plan
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Design Web Template with Notes
- Xmind Map by: date created:
Design Web by Looby MacNamara, designedvisions.com
transposed to XMind Map by Ariane Burgess, arianeburgess.com, Gaia U advisor
Template created 130626
Use freely in your Integrative Ecosocial Design work.
- Vision
- Helps
- Limits
- Patterns
- Ideas
- Principles
- Integration
- Action
- Momentum
- Appreciations
- Reflection
- Pause
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Competence and attention for projects
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needs lots of help to do modest projects
- day laborer mode
- may get short term 'jobs'
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can handle doing modest projects for other people when they are well defined and thoughtfully supervised
- early contractor mode
- modest, variable earning capacity
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can handle doing complex projects that require iteration and definition with mentoring support
- professional contractor mode
- can earn a living at this and may hire others
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can design complex projects from goal and vision statements and can fold contingencies into the design with mentoring support
- capable consultant mode
- likely earn's own living and makes jobs for others
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can see what projects need to happen when scanning the complex/chaotic big picture, can garner the resources to bring these to fruition and can mentor allies when they provide help and support
- lead tracker mode
- likely earn's own living and makes jobs for others and provides space for intrapreneurs
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Need both competence and attention
- Can you? physical, emotional, skillset...
- Can you? time, determination, location...
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Interesting Randos:
- Vuja dé: feeling like never been in situation before (B.M.)
- Back0casting: telling stories as if from the future (use present tense in design, not future "I will")
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Meta-Context
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Old design techniques useful for simple situations.
- ADDIE (Small scale projects)
- LOG-frame (Large scale projects)
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Problem:
- Over-specified, pre-determined plans in COMPLEX situations
- Project manager/designer stressed
- Resources wasted (time, money, materials...)
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New design techniques more fluid, flexible--useful for complex situations.
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SAM (Successive Approximation Method)
- Small Scale
- iterative efforts; provides few "certainties" at prototype stage to avoid overcomplication
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Outcome Mapping
- Large Scale
- Looks at effect of project after completion--effect on BOUNDARY PARTNERS (neighboring companies, communities... those you are seeking to influence)
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Both recognize:
- There is very little control of post-implementation reaction by BOUNDARY PARTNERS
- Impossible to predict CAUSE and EFFECT; impossible to guarantee specific results (in COMPLEX)
- many components of design may never be used
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Definition
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A. Designed Intervention in a System
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Donella Meadows, Scale of Leverage
- 12. Numbers: Constants and parameters such as subsidies, taxes,
and standards
- 11. Buffers:The sizes of stabilizing stocks relative to their flows
- 10. Stock-and-Flow Structures: Physical systems and their nodes of
intersection
- 9. Delays: The lengths of time relative to the rates of system
changes
- 8. Balancing Feedback Loops: The strength of the feedbacks
relative to the impacts they are trying to correct
- 7. Reinforcing Feedback Loops: The strength of the gain of driving
loops
- 6. Information Flows:The structure of who does and does not have
access to information
- 5. Rules: Incentives, punishments, constraints
- 4. Self-Organization: The power to add, change, or evolve system
structure
- 3. Goals:The purpose or function of the system
- 2. Paradigms: The mindset out of which the system—its goals,
structure, rules, delays, parameters—arises.
- 1. Transcending Paradigms
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B. Anything that takes 2+ Actions
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David Allen
- we can create profound changes in the system by making small tweaks at strategic locations.
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Harvey Jackins
- small qualitative changes can make
large quantitative differences
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C. Any planned undertaking designed to achieve a goal of specified results with in a given time
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Dragon Dreaming
- a rightbrain (creative, intuitive, subjective) layer to techniques that might otherwise appear to be too left-brain (logical, ordered, calculated)
- celebration, acknowledgment of achievement
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Why
- Liberation
- Usefulness
- Needs-based Resilience
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Nothing about society is inevitable or fixed--all our "systems" (institutional/social) are invented by us... can be RE-invented, RE-designed.
- "Everything gardens"--Bill Mollison (everything actively changing the environment)
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How
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Design techniques
- Practice: 10 cycles rule (B.M.)
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Designing for projects requires understanding one's own process and the ability to articulate it, accommodate it, and mix it with others'.
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INTUITION
- artists' point of view; don't want "fun"/"unknowable-ness" of creativity to be lost with analysis
- Pitfalls:
- clouded by unresolved emotional issues
- whimsical designs that are impractical
- confusion of mystery with quality
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ANALYSIS
- engineers' point of view; goals' articulation, data collection and definitions are essential for relevancy and effect.
- Pitfalls
- think inside the box
- apply known solutions irrespective of appropriateness
- follow plans even when irrelevant
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Established flex design techniques
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GADIE
- Floating Topic
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GoSADIMET
- Subtopic 1
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O'BEDIMET
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Goals Articulation (Gaia U think and listen exercise):
- 1. What is going well in your life? (3 minutes)
- 2. What is challenging? (3 minutes)
- 3. What are your long term goals and visions? (6 minutes)
- 4. What are your next achievable steps towards these goals? (3 minutes)
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A+A
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Scale of Permanence (P.A. Yeoman)
- Subtopic 1
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Design
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Energy Efficiency Planning
- Elevational Planning
- Sector Planning
- Zone Planning
- Multiple Functions
- Multiple Elements
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Relationships Planning
- Patterns
- Subtopic 1
- Diversity
- Maximise Edge
- Succession
- Relative Location
- Microclimate
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Implement
- There is much need for flexibility and improvisational skills here. No
- context is ever accurately recorded in its entirety by the earlier analysis
- and assessment phase (hence the expression, 'the map is not the land' )
- and there are bound to be surprises and contingencies.
- Summary
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Evaluate
- we can look at the goals we derived from the goals
- articulation process that came at the beginning of our design process and
- ask: -
- 1. Which goals did we meet well and, which did we surpass?
- and
- 2. Which goals were difficult and challenging to meet and were there any
- we missed altogether?
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Tweak
- making those fine tuning changes to designs after seeing how
- they run - in complex situations it is impossible to predict all the
- outcomes and, once your design has been operating for a while you will
- see all sorts of lovely and unexpected opportunities turning up (that's how
- you can tell your design work has been good) and, of course, there will be
- some adverse results that you would like to eliminate.
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Survey
- mapping existing vegetation, soil types, movement
- of water, potential watershed surfaces, wind, fire, cold sectors, old
- records of mining activity, zoning restrictions, legal issues, peoples'
- attitudes, demographic of community and so on - unlimited inquiries
- really. This is covered in GADIE (in Analyze & Assess) but separating it
- out helps focus attention to the inquiring nature of this phase.
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Maintain
- all designs require maintenance and
- one that is designed for low maintenance is a boon - most people spend
- 80% of their time just keeping up with maintenance in their lives and,
- perhaps 15 to 20% on new developments.
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Observation
- (see A+A)
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Boundaries
- Physical, Legal, Skills
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Resources
- Physical, Human/Animal
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BOTH/AND
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Examples of Positive Integration:
- Jumping to conclusions with creative solution (INTUITIVE)
- set aside to analyzed after other designs have been evaluated
- wild-designs (creative hunches)
- save for later in a folder to be deployed where appropriate
- Let attention move between focus and reverie when doing a "sit-spot" at a site
- sensing emergent properties; concrete, hypothetical deductions from nature
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Preparation is 9/10's of the job
- "Deficit in inputs creates work whereas a deficit in output use creates pollution" (B.M.)
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Summary
- Evaluate everything
- Make sure design matches A+A
- Revisit goals after A+A
- Does implementation reflect design?
- Do goals fit in the design?