







If the information and communications technology (ICT) industry was purposefully following a harmful agenda, these would probably be their design principles:
Open strategic questions for digital minds
My current takes on issues the field should focus on more

Technology is Not Values Neutral: Ending the Reign of Nihilistic Design
We fail to take tech seriously when we do not grasp its full impact on humans

Enshittification, Despotification, and the Open Internet
It’s not about whether technology is inherently good or bad, liberating or oppressive. Architecture shapes incentives; incentives shape outcomes.

Redressing the Balance: A Yin-Yang Perspective on Information Technology
Information is an essential aspect of how we interact with the world around us. We acquire information and then integrate it to build knowledge, understanding, and trust, which in turn serve in preparing actions. Information technology (IT) is supposed to support all these phases of information processing. But does it? An assessment of IT through the yin-yang lens from Chinese philosophy shows that over the last decades, support for the yin processes of building knowledge, understanding, and trust has been neglected, the focus of most research and development having been on the yang processes of acting. IT shares this imbalance with other aspects of Western and globalized culture. I discuss possible directions for re-establishing a yin-yang balance in IT, as a small contribution to redressing the balance in the world at large.

Opinion | These A.I. Policies Will Hurt Our Business. We Should Do Them Anyway.
The risks posed by A.I. are too great to forgo any regulation, even for those who stand to gain tremendously from the technology’s rise.

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.

12 Things Everyone Should Understand About Tech
Tech is more important than ever, deeply affecting culture, politics and society. Given all the time we spend with our gadgets and apps…

The web can be weaponised – and we can't count on big tech to stop it | Tim Berners-Lee
It’s dangerous having a handful of companies control how ideas and opinions are shared. A regulator may be needed

Appropriating Technology | Public Sphere Project — Liberating Voices Pattern Language
Dematerialization, Participatory Design, Techno-Criticism, Intermediate Technologies, Users' IT Quality Network, Wholesome Design for Wicked Problems, Labor Visions, Community Inquiry, Tactical Media
Appropriate Measures — Real Life
Changing the tech we use is not enough to mitigate the environmental and social harm of mass technology

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.

About Us
Around the world, building the internet’s operating system—and a better way to work. In a world of tech companies fighting for growth at any cost, imagine one that gives away its most successful pr…

Care at the Edge of Automation – Topos Institute
Technologies don’t just solve problems, they change us. We invent technologies, and they invent us in turn, shaping our lives and worlds. This is the phenomenon that Terry Winograd and Fernando Flores, in Understanding Computers and Cognition (1986), called “ontological design.” It matters now more than ever—along with a second lesson they saw clearly. Technological research is always guided (and sometimes misguided) by deep ontological assumptions about, e.g., the nature of cognition, agency, and communication. If we are to create technologies that truly serve human flourishing and care, we must bring these hidden assumptions into the open and question them at their roots.

Digital Strategy for Organisations
Digital power is created through the interplay of mobilizing and organizing. Open Social protocols bridge the gap.

The Public Interest Internet
What if the internet were public interest technology? Is that too wildly speculative? I think not. I am not talking about a utopian project here — a public interest internet would be a glorious imperfect mess and it would be far from problem-free. But while there is a lot of solid thinking about various digital issues or pieces of internet infrastructure (much of which I rely upon here), I have yet to read to an answer to this question: What global digital architecture should we assemble if we take seriously the idea that the internet should be public interest technology?
