







You can't always predict who will use your products, or what emotional state they'll be in when they do. But by identifying stress cases and designing with compassion, you'll create experiences that support more of your users, more of the time.
To build gentler technology, practice trauma-informed design
Understanding trauma helps craft gentler user experiences.

By Humans, For Humans – Mindful Design
Now, more than ever, we need to consider the real, human impact of the work we do. This is a fundamental principle of Mindful Design.

Home | Humane by Design
Guidance for designing humane digital products and services focused around digital well-being.

Product Design Psychology by Wouter de Bres
Understand the minds you design for and the mind you design with.

Read the Principles — Design Justice Network
Design mediates so much of our realities and has tremendous impact on our lives, yet very few of us participate in design processes. In particular, the people who are most adversely affected by design decisions — about visual culture, new technologies, the planning of our communities, or the structure of our political and economic systems — tend to have the least influence on those decisions and how they are made.

Mindful Design Products – Mindful Design
Mindful Design products are forever–free products designed from the ground up to be calm, opinionated, and lovely to use.

Making the Case for Actionable Prosocial Design Research
Regulating harmful design is only half the equation — attention must also go toward how platforms can build prosocial design, and toward the research that shows them how.


HCDE Distinguished Lecture with Laura Forlano | Designing Consequences: On Living Well with Machines
Design System | TanStack
The TanStack Design System — living design tokens and components.

Welcome to the Relational Design Lab | LX Cast | 19 comments
Today I am VERY excited to share with all of you about my new home, Relational Design Lab! This R&D studio brings together a number of projects and will, I hope, grow to encompass many more. I imagine this lab as a gathering place for curious people who want to think about systems, and not in the typical mechanistic way they are described and implemented in technology. Instead, we'll feel into living systems, fractal ways of being, where the how is as important as the what. Over time, I hope the Lab will be a home or a waypoint for designers, researchers, community organizations, artists, storytellers, and technologists to explore togetherness together. Our 'theory of change' focuses on paradigm shift. Big change takes practice and possibility. Paradoxically, paradigm shift is a result of many small changes and repetitions in our behaviour and belief systems. We embrace emergence, mutual support, collective practice, and storytelling. One thing feels pretty clear, we need technology that is designed in solidarity with mutual care, does not depend on the whims of big corporations or its surveillance, and is joyful to use. To live in this reality, we also need to consider how business, funding, governance, scale, and context affect our work. We need embodied ways of knowing and sharing knowledge alongside our technical reasoning. And we need to face the reality of the consequences of our actions and those of our ancestors. This is not a project that aims to solve all the world's problems, but instead, to nurture the capacity for doing things together. We support and practice responding with curiosity and care, not with answers or attachment to ideals that no longer make sense amid collapsing systems. We are not "hiring" for this project now but there are many ways to get involved and would welcome opportunities to collaborate. Some of the projects we're holding include Folk Tech, Spacious, SEED Founding, and Relational Source License. We're also developing a very cool workshop process to help other organizations explore relational design through a community-driven futurism process. As ecosystem supporters, we are developing relationships with many aligned groups and projects as well. There will be more communications coming! If this all sounds like something you would like to support, contribute to, keep track of, or develop relationship with, for now you can subscribe to our calendar here https://lnkd.in/gPRFW7zC and message me directly! | 19 comments on LinkedIn
Design From the Margins
In an age of virtual connectivity and increased reliance on the internet for daily functions, including by marginalized groups, can companies and technologists reframe their features or standards to support the most marginalized users’ needs? Can the modes of resilience within digital spaces from some of the most marginalized groups be listened to, learned from, and centered when creating technology? Design from the Margins (DFM), a design process that centers the most impacted and marginalized users from ideation to production, pushes the notion that not only is this something that can and must be done, but also that it is highly beneficial for all users and companies. For this to happen, consumer interest conversations need to be framed outside the “biggest use case” scenarios and United States and European Union-centrisms and refocused on the cases often left in the margins: the decentered cases. This report outlines how the DFM method can be used to build our most well-known and relied-upon technologies for decentered cases (often deemed “edge cases” which is atypical or less common use case for a product) from the beginning of the design process, rather than retrofitting them post-deployment to cater to communities with what are perceived to be extra needs.

Design From the Margins
In an age of virtual connectivity and increased reliance on the internet for daily functions, including by marginalized groups, can companies and technologists reframe their features or standards to support the most marginalized users’ needs? Can the modes of resilience within digital spaces from some of the most marginalized groups be listened to, learned from, and centered when creating technology? Design from the Margins (DFM), a design process that centers the most impacted and marginalized users from ideation to production, pushes the notion that not only is this something that can and must be done, but also that it is highly beneficial for all users and companies. For this to happen, consumer interest conversations need to be framed outside the “biggest use case” scenarios and United States and European Union-centrisms and refocused on the cases often left in the margins: the decentered cases. This report outlines how the DFM method can be used to build our most well-known and relied-upon technologies for decentered cases (often deemed “edge cases” which is atypical or less common use case for a product) from the beginning of the design process, rather than retrofitting them post-deployment to cater to communities with what are perceived to be extra needs.

The New Science of Designing for Humans (SSIR)
The rise of behavioral science and impact evaluation has created a new way for engineering programs and human interactions. <meta property=
Jenny Wen: The design process is dead. Why Designers can no longer trust it.
An design provocation: A big reason people love atproto is because of the feelings of empowerment it offers. These feelings don't translate to end users. We're not building things that give non-technical people atproto creative experiences. How do we design to give feelings of atproto empowerment?