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