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    o p e n p 2 p d e s i g n . o r g _ 1 . 1

    M a s s i m o M e n i c h i n e l l i

    en Castellano:

    openp2pdesign.org

    in English

    in Italiano:

    openp2pdesign.org

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    o p e n p 2 p d e s i g n . o r g _ 1 . 1

    i n E n g l i s h

    M a s s i m o M e n i c h i n e l l i

    S o m e R i g h t s R e s e r v e d , 2 0 0 8

    h t t p : / / c r e a t i v e c o m m o n s . o r g / l i c e n s e s / b y - n c - s a / 3 . 0 /

    W r i t t e n a n d D e s i g n e d b y M a s s i m o M e n i c h i n e l l i

    w i t h S c r i b u s , O p e n O f f i c e , G i m p , I n k s c a p e , U b u n t u

    A n i v e r s , F o n t i n , F o n t i n S a n s T y p e f a c e s b y J o s B u i v e n g a

    h t t p : / / w w w . j o s b u i v e n g a . d e m o n . n l

    A c o p y o f t h i s b o o k a n d t h e I t a l i a n a n d S p a n i s h v e r s i o n s c a n b e d o w n l o a d e d h e r e :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g /

    h t t p : / / w w w . s c r i b d . c o m / p e o p l e / v i e w / 9 8 4 9 3

    h t t p : / / s t o r e s . l u l u . c o m / o p e n p 2 p d e s i g n

    i n f o @ o p e n p 2 p d e s i g n . o r g

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g

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    Table of Contents

    Introduction 11

    01 Design and Locality 13

    02 Design and Community 15

    03 Design, Community and Free Software / Open Source / Peer-to-Peer 17

    04 Design and Complexity for Communities 21

    05 Design and Complexity towards Sustainability 25

    06 Open P2P Communities 31

    06.01 An early definition of Open P2P Communities 31

    06.02 A loose definition, between many classifications 34

    06.03 An Open P2P Communities list (1.1) 37

    06.04 Open P2P Communities and Participation 40

    07 The activity of an Open P2P Community and Service Design 43

    07.01 Activity of a community and Activity System 43

    07.02 Activity and the structure of the Open Peer-to-Peer Communities 45

    07.03 Open Peer-to-Peer Communities described with an Activity System 47

    07.04 Activity Systems and Service Design 49

    08 Open P2P Communities and the Platform 53

    09 Open P2P Design: the designer as an enabler 59

    10 First examples of an Open and P2P Design 63

    10.01 Co-created Service Design: RED's Open Health 64

    10.02 Open Design, Open Source Software and Open Hardware: Openmoko 70

    10.03 Open Design and Open Hardware: VIA OpenBook 78

    11 First guidelines for an Open P2P Design 85

    11.01 Analysis 87

    11.02 Concept 87

    11.03 Parallel co-design / test / setting-up 87

    11.04 Self-organization 89

    12. Future development for Open P2P Design 95

    12.01 Design and research directions 95

    12.02 A research for a social knowledge discipline 97

    Bibliography 105

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 2 4

    In the last 7-6 years, the design community has started

    approaching the locality with growing interest. For the design

    community, the locality is to be intended as the whole

    characteristics of the territory where the project is developed

    and directed to. The territory of users and designers too: the

    territory of everystakeholder. Therefore, many initiatives have

    been developed in Europe and in Italy, with the purpose of

    redefining a relationship that (almost) have never been: therelationship between Design and Locality.

    Produced by the Industrial Revolution and its Modernity,

    Design could be an example of how we always tried to reduce

    the complexity of the local dimension to exploit it.

    Traditionally, most of the designers think about economies of

    scale and mass production, and not about small productionand local scale.

    Coming from modern activities and theories, Design follows

    their paths too: as they are becoming more interested in local

    dimension nowadays (maybe to manage globalization better),

    Design is now pretended to develop solutions (and/or new

    products and services) to local problems and opportunities.

    Therefore locality become the place where new commercialand sustainable solutions can be found (to the problems old

    01 Design and Locality

    D e s i g n

    L o c a l i t y

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    opportunities generated). Most of the economic theories, from

    the mainstream ones (development, and thus local

    development) to the more outsider ones (degrowth and thus

    localism), think of local dimension as the ideal place for every

    action in the future.

    Whether conformist or radical, the future has a local

    dimension.

    We should reflect more in the future on the relationships

    between Design and Economy (and between Economy and

    Locality, and Economy and Sustainability): but it is very

    important now to point out how the relationship between

    Design and Locality is growing. And what it is interesting the

    most are the opportunities that this relationship can bring to

    thesustainability issue.

    In order to understand this relationship, we can look at the

    map of the intersections between Economics, Marketing,

    Architecture, Urban Planning, Institutions and Design as they

    became interested in the local dimension. And then wen can

    see that the most important keyword in this map is

    p a r t i c i p a t i o n , as it is common to all the fields studied.

    Theferore we should become interested in communities too,

    in order to design for a locality.

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 0

    02 Design and Community

    As designers, why are we interested incommunities and so in

    participation to improve the qualities of a locality towards

    sustainability? The Design community has reflected upon the

    sustainability issue in the past years, why it is interested also

    in communityies now?

    For sure, the Design community has reflected upon

    sustainability, learning from successes and failures

    1

    . Now, weare at a point where we know that simply redesigning

    products (ecodesign) reducing materials number and quantity

    and proposing services (which are not so immaterial as we

    thought) its not enough to achieve sustainability.

    These attempts have brought to a completely opposite effect

    (rebound effect), an incredible growth of products and services

    on the market (and, as a consequence, a growth in the use ofresources).

    Maybe its better to propose (and improve the diffusion of)

    sustainable lifestyles, based on sustainable and fair use of

    resources. Lifestyles that could be proposed by designers or

    companies, but already exist in the society, though they are

    1. Manzini E., Jegou F. (2003)

    D e s i g n

    C o m m u n i t y

    S u s t a i n a b i l i t y

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    C o m m e n t s :

    h t t p : / / w w w . s u s t a i n a b l e - e v e r y d a y . n e t / m a n z i n i /

    not very well known and widrespread. Ezio Manzini calls

    these cases Creative Communities2, i.e. bottom-up

    communities that self-organize to solve local problems in a

    sustainable way.

    Design could support the emergence and diffusion of the

    Creative Communities, providing them products,

    communication tools, services and strategies that can help

    them doing their activities. But Design have (almost) never

    considered communities, how can it relate with communities

    in participative projects?

    Designers could learn something from Architecture, Urban

    Planning and Web Design, that usually deal with participation.

    Maybe the Design community could learn how to face the

    complexity of communities an of their local dimension,

    looking at whom have been capable to do it successfullyfor

    example, Open Source communities, P2P communities and

    similar communities

    2. Manzini E. (2006)

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 1

    03 Design, Community and FreeSoftware / Open Source / Peer-to-Peer

    Why should Design learn from F r e e S o f t w a r e , O p e n S o u r c e

    a n d P 2 P h o w t o r e l a t e t o a c o m m u n i t y ?

    Because Free Software, Open Source and P2P communities

    have developed some organizational forms and principles that

    can lead a community to self-organization, and potentially to

    high dimensions. In other words, they have developed an

    approach to a community-based organizational form that

    proved its usefulness. For this reason, even in other fields than

    software development, Open Source and P2P principles and

    organizational forms have been adopted explicitly by many

    organizations; moreover, many other organizations that have

    not been explicitly inspired by Open Source and P2P use some

    principles and organizational forms that come from them.

    As a consequence of their success, a general interest in

    community-based collaborative forms has been spreading:

    this has lead to the discovery of similar cases prior to the Free

    Software, Open Source and P2P phenomenon but that share

    some features.

    All these cases (inspired by, derived by, prior to Free Software,

    Open Source and P2P communities) can be grouped (at least

    D e s i g n

    C o m m u n i t y

    F r e e S o f t w a r e

    O p e n S o u r c e

    P e e r - t o - P e e r

    O p e n P 2 P

    C o m m u n i t i e s

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    temporarily) in Open P2P Communities, i.e. communities

    based on an Open and Peer-to-Peer participation. They can be

    grouped temporarily in Open P2P Communities as they are

    evolving so fast that new definitions rise often (and

    CrowdsourcingandWeb 2.0are just an example).

    This success proves that community-based organizational

    forms are promising ones and that they can be adopted in

    communities with an high number of participants, building

    short and long collaborative networks, with high

    probabilities of spreading and achieving success in the society.

    They represent, maybe, the only participation-based

    organizational forms with an high scalability: the more the

    participants, the faster they can achieve success.

    These organizational forms and principles could be used to

    support and spread the activities of the Creative Communities

    (or any community). Moreover, user-generated content and

    community-based organization represents strong business

    opportunities (like YouTube, for example), and so redefining

    the role of Design could lead to more business opportunities

    for designers too.

    The idea is to bring Open P2P principles and practices inside

    the design process, and to use the design process to spread

    them throughout society. Open P2P organizational forms and

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 2

    04 Design and Complexity forCommunities

    Why Design should learn how torelate to Complexity?

    Because the communities and the territories where they live

    are so complex that a design process dedicated to them must

    understand their complexity, to have greater probabilities of

    success. Understanding Complexity, for a designer, means to

    design in and for Complexity3. Therefore, in and for the

    complexity of a community and of its territory.

    The connection between Design and Complexity represents a

    an interesting field of research, now in its first steps: the

    Complexity Theories are relatively recent and still society (and

    therefore also in the Design community), tends to prefer more

    the reduction of the complexity, than its valorisation.

    We could spend so much time before we understand how to

    face the complexity of a community, but fortunately there is a

    very important consideration that can help us and comes from

    the phenomenon of Free Software/Open Source. According to

    Ko Kuwabara4 the Linux community has succeeded because it

    3. Pizzocaro S. (2004)

    4. Kuwabara K. (2000)

    D e s i g n

    S e r v i c e d e s i g n

    F r e e S o f t w a r e

    O p e n S o u r c e

    C o m p l e x i t y

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    C o m m e n t s :

    h t t p : / / w w w . m e d i a d i g i t a l i . p o l i m i . i t / d d d / d d d _ 0 7 / n u m e r o / w _ a r t i c o l i / 7 2 _ 0 5 _ s a n g i o r g i . p d f

    Every product has connections with the social dimension

    (who designs it, produces it, sells it, distributes it, uses it) and

    the local dimension (where these persons act and from

    where they get the resources needed) throughout its life

    cycle. Understanding these hidden connections can lead to

    design products, communication artifacts, services and

    strategies with greater probabilities of sustainability and

    commercial success.

    The realization of the Complexity dimension is not only useful

    for the Design process, but also in the understanding of the

    Sustainability issues

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 3

    05 Design and Complexity towardsSustainability

    Why Design should learn how to relate to Complexity to

    understand Sustainability?

    Because the lack of understanding the unsustainability of

    society is also a problem of lack of understanding the

    complexity of the natural, social and economic (complex)

    systems in which we live. The attempt of reduction (or

    overappreciation) of Complexity was born with Modernity,

    that has applied it to the social, natural and territorial

    systems (leading us towards the unsustainability we face

    now).

    For Rullani6 Modernity (and in especially the great fordist

    company) generates artificial environments with reduced

    complexity, in order to control the behaviour of the agents.

    And a modernity that proceeds reducing the complexity of the

    human and social dimension has few points of contact with

    the territory, that is a layered and localized synthesis of

    history, culture and of relations between men and the

    ecosystem. In the theory and the practice of the modern

    economy,the territory has disappeared.

    6. Rullani E. (2002)

    M o d e r n i t y

    S u s t a i n a b i l i t y

    C o m p l e x i t y

    D e s i g n

    O p e n P 2 P

    C o m m u n i t i e s

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    C o m m e n t s :

    h t t p : / / w w w . f i r s t m o n d a y . o r g / i s s u e s / i s s u e 4 _ 8 / m o g l e n / i n d e x . h t m l

    h t t p : / / b l o g . p 2 p f o u n d a t i o n . n e t

    h t t p : / / w w w . f r e e o s . c o m / a r t i c l e s / 4 1 3 3 /

    h t t p : / / w w w . n y t i m e s . c o m / 2 0 0 5 / 1 0 / 1 5 / o p i n i o n / 1 5 r o b b . h t m l ? e x = 1 2 8 7 0 2 8 8 0

    0 & e n = c 6 2 7 4 2 c 4 6 6 b 5 e d 1 e & e i = 5 0 8 8 & p a r t n e r = r s s n y t & e m c = r s s

    h t t p : / / w w w . t i m b o u c h e r . c o m / j o u r n a l / 2 0 0 6 / 1 1 / 0 5 / t e x a s - b o r d e r - w a t c h - w e b s i t e /

    The diversity is the main characteristic of the nature and the

    foundation of the ecological stability, and the Open P2P

    Communities introduce some suitable practices to valorize

    the diversity of their own participants, succeeding in the

    construction of acollective intelligence based on an open and

    tolerant peer-to-peer learning.

    Open P2P organizational forms and principles are very

    defined, but still loose, that there is someone that believes

    they representAnarchy, Communism, perfect free market and

    therefore Capitalism, or that they are not Communism (or

    something similar), or maybe a radically different

    phenomenon, that we should study better.

    Therefore, its possible to study how to modify and apply

    these community-based organizational forms, as they can be

    adapted to many situations: their flexibility has made them so

    widespread. We could use Open P2P organizational forms in

    order to diffuse questionable activities like military activities,

    control activities, oractivities that, with an increase of their

    scale, could lead to an increase pollution and the gap between

    rich and poor (representing an awful future). Or we could use

    them in order to diffuse sustainable activities from the social,

    economic and natural point of view.

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    C o m m e n t s :

    h t t p : / / w w w . b o i n g b o i n g . n e t / 2 0 0 5 / 0 1 / 0 5 / b i l l - g a t e s - f r e e - c u l t . h t m l

    h t t p : / / w w w . w i r e d . c o m / c u l t u r e / l i f e s t y l e / n e w s / 2 0 0 5 / 0 1 / 6 6 2 0 9

    h t t p : / / w w w . t h e o n i o n . c o m / c o n t e n t / n e w s / c h a n e l _ d e v e l o p s _ d u r a b l e _ l o w _ c o s t

    h t t p : / / w w w . n e x t b i l l i o n . n e t / b l o g s / 2 0 0 7 / 0 1 / 2 3 / b o p - s p o o f e d - b y - t h e - o n i o n

    We can see these organizational forms like a box: they have a

    shape (the values and practices), but it is the content that give

    them a sense and a direction. A content that must be adapted

    to the shape of the box, but we have seen that it is flexible

    enough: it is necessary therefore to decide which contents we

    should use. As this organizational forms are so suitable to

    manage complexity, it is possible to choose them for complex

    entities such as the territory and its sustainability, and

    therefore for a Design directed to this issues.

    Design, Locality, Open Source, P2P, Web 2.0 are therefore the

    center of this research, where they will be analyzed from the

    complexity and sustainability point of view. We are going to

    analyze all the cases that are not explicitly related to

    sustainabilty too, as they could be useful in order to

    understand how to spread sustainable activities.

    We should talk now a little bit more about Open P2P

    Communities and about how Design can approach them.

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 3 7

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 4 4

    06 Open P2P Communities

    06.01 An early definition of Open P2P CommunitiesBefore we take a look at the methodological part of my thesis

    and the conclusions to draw from it, it would be useful to say

    something more aboute those cases that have been defined

    Open P2P Communities. The methodology that I have

    developed in the thesis, in fact, has been developed taking in

    consideration some existing cases before, and later taking inconsideration which design tools and theories were suitable.

    Therefore, I searched for cases with a community-based

    collaborative organizational form, that can build short and

    long collaborative networks, reaching a potentially high

    number of participants with an important active role.

    This was still a vague definition, therefore I began searchingthose cases that were inspired by the Free Software / Open

    Source / P2P phenomenon, as already then (at the beginning

    of 2005) some believed they had developed organizational

    forms and principles that could be adopted in other fields with

    success8.

    8. Mulgan G., Steinberg T., Salem O. (2005)

    O p e n S o u r c e

    C r o w d s o u r c i n g

    P e e r - t o - P e e r

    W e b 2 . 0

    O p e n P 2 P

    C o m m u n i t i e s

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    Collaboration has always existed, but only today its

    importance has been amplified to such levels that it is now

    considered more promising than competition. Thanks to the

    ITC distributed infrastructures, collaboration is being diffused

    as an organizational form outside of the Free Software / Open

    Source / P2P Communities.

    To all these cases directly inspired by the Open P2P

    phenomenon9, we can add some other cases that, even if not

    explicitly inspired by Open P2P, share some of its features (and

    therefore they could have been influenced indirectly)10.

    We can also add some previous cases (and therefore without

    relations with Open P2P), but that had developed community-

    based organizational forms able to build long collaborative

    networks with an active role of the participants11.

    The existence of these last two categories is of fundamental

    importance: community-based organizational forms are not

    just for Open Source / Free Software / P2P software, but they

    are very important, and as they tend to develop some

    common characteristics, they can be used therefore for a

    9. For example: Thinkcycle, OSCar, Open Health.

    10. For example: BBC Action Network, Neubauten.org, Pledgebank.

    11. For example: Amul, Dabbawalla, Grameen Bank.

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    wide range of situations and disciplines, independently from

    the degree of technology used. The Open Source / Free

    Software / P2P phenomenon is therefore important because it

    made us aware of the importance of community-based models

    and inspired us to search for similar cases. Moreover, they

    have shown own scalable and innovative organizational

    forms, adapted to face the challenges of a knowledge society.

    All these cases represent community-based organizational

    forms, based on collaboration through the sharing of flows of

    information and sometimes of material resources. While

    traditional organizations are based on a vertical hierarchy that

    commands and controls, the Open P2P Communities are

    based on a horizontal network in which every participant

    commands itself and contributes to control the whole

    network. While in the vertical hierarchies the relationships are

    defined by power (top-down), in the Open P2P Communities

    they are defined by reputation (bottom-up).

    The structure is therefore an horizontal reticular one, where

    reputation becomes a centripetal force of infuence towards

    the other participants. These communities can assume forms

    that are localized or virtual; they share the ability of self-

    organization during the development of a main activity for the

    solution of a specific problem, that neither institutions neither

    the market had provided satisfactory solutions.

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    Their community nature allows the creation of social capital,

    that could generate further processes of improvement of the

    local dimension, through the connections that they

    potentially can bring between short networks (the interest for

    the local dimension) with long networks (that involve a wide

    number of participants).

    06.02 A loose definition, between manyclassificationsThis is therefore the concise definition of an Open P2P

    Community. Like every classification, there is the risk of

    excessive generalization and therefore to group cases that

    represents different things. And as I was approaching to Free

    Software, Open Source and P2P for the first time, there could

    be some ingenuous statements.

    And as one year has passed from the discussion of my thesis,

    the definition of an Open P2P Community maybe should be

    rethought and redefined. Probably in the future it could be

    convenient or necessary to make a distinction between those

    cases in which the community risks to be used in order to

    produce value with an activity, and those cases in which is the

    community itself that directs its activity.

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    C o m m e n t s :

    But for the moment I think it is better to continue to observe

    these phenomena, while they are living and developing,

    leaving any expectations of exaustive definitions for the

    future. Even so, this definition has been very useful for me, as

    it helped me to find a way between the wide number of cases.

    Lets remain, at least for the moment, with a loose and

    adaptable definition.

    But maybe its time to signal others two phenomena (or,

    therefore, also categories of definition) that became famous

    towards or after the end of my thesis, and that share relations

    with the Open P2P Communities. They are Web 2.0 and

    Crowdsourcing.

    My research started from existing cases, with a wide and

    flexilbe classification at the beginning, and its point of

    departure was the Free Software / Open Source / P2P

    phenomenon and its diffusion to others fields. At the time

    (March 2005) the term Web 2.0 already existed, but it had not

    become so famous (it happened in 2006, with the success of

    YouTube) and developed completely. Therefore it seemed to

    me more useful to focus on the Free Software / Open Source /

    P2P phenomenon. And the Crowdsourcing term was born in

    June 2006, when the thesis was already finished.

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    C o m m e n t s :

    h t t p : / / w e b . m i t . e d u / i s / i s n e w s / v 1 7 / n 0 3 / 1 7 0 3 0 1 . h t m l

    h t t p : / / e n . w i k i p e d i a . o r g / w i k i / W e b _ 2 . 0

    Therefore, the main reason for the lack of Web 2.0 and

    Crowdsourcing inside the thesis is mainly due for a temporal

    factor. The interest towards the organizational forms and the

    principles developed in the Free Software (and Open Source

    and P2P) Communities was born end of the nineties.

    However, we had to wait until 2003 for the first awareness of

    this possibility, thanks to the Goetzs article appeared on

    Wired12. The organizational methodology of the Open Source

    Communities are seen as the right infrastructure for a

    knowledge economy, just as the assembly line had been for

    the Fordist mass-production economy. The interest for Open

    Source / Free Software / P2P organizational forms was born

    therefore before the definition of Web 2.013.

    Moreover, I think they represent phenomena closely

    correlated between each other. Web 1.0 has been developed

    by communities, with bottom-up and P2P dynamics, through

    sharing and Open Source / Free Software. Therefore it wasnt

    Web 2.0 that introduced these dynamics, but they were

    already present since years in the computer science and

    programming sciene under the hacker ethic.

    12. Goetz T. (2003)

    13. For example, Thinkcycle started onMarch 2000, 4 years before

    the first definition of Web 2.0

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    C o m m e n t s :

    h t t p : / / w w w . p l e d g e b a n k . c o m /

    h t t p : / / w w w . m e e t u p . c o m /

    h t t p : / / w w w . s m a r t m o b s . c o m

    h t t p : / / w w w . i n d y m e d i a . o r g /

    h t t p : / / w w w . g l o b a l i d e a s b a n k . o r g /

    h t t p : / / e n g l i s h . o h m y n e w s . c o m /

    h t t p : / / w w w . k u r o 5 h i n . o r g /

    h t t p : / / s l a s h d o t . o r g /

    h t t p : / / c y b e r . l a w . h a r v a r d . e d u / o p e n l a w /

    h t t p : / / w i k i p e d i a . o r g /

    h t t p : / / c n x . o r g /

    h t t p : / / s t r i n g e r s . m e d i a . m i t . e d u /

    h t t p : / / c l i c k w o r k e r s . a r c . n a s a . g o v /

    h t t p : / / w w w . p g d p . n e t / c /

    h t t p : / / s e t i a t h o m e . b e r k e l e y . e d u /

    h t t p : / / w w w . g r i d . o r g /

    consider this directory, later on I will write about new

    interesting cases. The cases have been classified by the main

    activity these communities develop, gathering participants

    and building collaborative networks.

    Collaborative networks that reach a critical mass of

    participants

    PledgeBank

    Meetup

    Smart Mobs

    Collaborative networks that manage informations and

    knowledge

    Indymedia

    The Global Ideas Bank

    Ohmynews

    Kuro5hin

    Slashdot

    OpenLaw

    Wikipedia

    Connexions

    Silver Stringers

    NASA Mars Clickworkers

    Distributed Proofreaders

    SETI@Home

    Grid.org

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    C o m m e n t s :

    h t t p : / / w w w . h a p m a p . o r g /

    h t t p : / / w w w . t r o p i c a l d i s e a s e . o r g /

    h t t p : / / w w w . d n d i . o r g /

    h t t p : / / s n p . c s h l . o r g /

    h t t p : / / w w w . c a m b i a . o r g /

    h t t p : / / w w w . o s g v . o r g /

    h t t p : / / w w w . t h e o s c a r p r o j e c t . o r g /

    h t t p : / / o p e n s o u r c e . m i t . e d u / p a p e r s / m e y e r . p d f

    h t t p : / / w w w . t h i n k c y c l e . o r g /

    h t t p : / / w w w . i c o m p o s i t i o n s . c o m /

    h t t p : / / w w w . s o l a r o o f . o r g / w i k i

    h t t p : / / w w w . i n s t r u c t a b l e s . c o m /

    h t t p : / / w w w . z e r o p r e s t i g e . o r g /

    h t t p : / / n e u b a u t e n . o r g /

    h t t p : / / w w w . a m u l . c o m /

    h t t p : / / e n . w i k i p e d i a . o r g / w i k i / D a b b a w a l a

    h t t p : / / e n . w i k i p e d i a . o r g / w i k i / N a p s t e r

    h t t p : / / e n . w i k i p e d i a . o r g / w i k i / G n u t e l l a

    h t t p : / / w w w . a m a z o n . c o m /

    h t t p : / / w w w . e b a y . c o m /

    h t t p : / / w w w . p - g r i d . o r g /

    h t t p : / / t h e s i m s . e a . c o m /

    h t t p : / / w w w . b i o s . n e t /

    Collaborative networks that develop scientific research

    The International HapMap Project

    The Tropical Disease Initiative (TDI)

    The Drugs for Neglected Diseases Initiative (DNDi)

    The SNP Consortium Ltd

    The CAMBIA BIOS

    Collaborative networks that design

    Open Source Green Vehicle (OSGV)

    OSCar - The Open Source Car Project

    Episodes of collective technological innovations

    Thinkcycle

    iCompositions

    Solar Roof

    instructables

    Zeroprestige.org

    Collaborative networks that organize business activities

    Neubauten.org

    Amul

    Dabbawalla

    Napster

    GNUtella

    Amazon

    eBay

    P-grid

    The Sims

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    C o m m e n t s :

    h t t p : / / w w w . d e s i g n c o u n c i l . i n f o / m t / R E D / h e a l t h /

    h t t p : / / w w w . d e v e l o p m e n t g a t e w a y . o r g /

    h t t p : / / w w w . s u s t a i n a b l e - e v e r y d a y . n e t / E M U D E /

    h t t p : / / l a u n c h p a d . y o u n g f o u n d a t i o n . o r g /

    possible types of participation: there are three ways in which

    Open P2P Communities can self-organize. They can self-

    organize with:

    _a bottom-up participation: a community gather

    independently to fix a common problem (for example: Amul).

    The community forms in a bottom-up way;

    _a top-down participation: a (public or private) service that

    allows the formation of a community and bases on it its

    operation is offered. Participants operate in order to fulfill the

    enterprise's/local institution's goals/work (i.e. the participants

    depend from the enterprise/local institution) (for example:

    YouTube). The service is offered in a top-down way, and the

    participants act consequently;

    _a marketplace participation: a (public or private) service that

    allows the formation of a community is offered, and the

    participants gather in the community. Participants behave

    independently, forming relationships between each other in

    order to develop their own goals/works (i.e. they behave

    independently, in a true peer-to-peer way) (for example: BBC

    Action Network). The service is delivered in a top-down way,

    but the participants act in a bottom-up way within it.

    The fundamental point is: who takes the initiative and looks

    for persons in order to form a community? And with which

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    goals? And which type of relationships, and therefore social

    network, it enables? For example: Free Software is usually

    bottom-up, Open Source and P2P could be bottom-up or top-

    down, Web 2.0 and Crowdsourcing are very often top-down.

    Moreover, from this bottom-up and top-down distinction, we

    can ask another question: how much these communities are

    Open and P2P? Data, informations, processes, results are

    accessible in an Open and P2P way? This is a very important

    issue and should be studied more.

    As a consequence, as designers, we could design for a

    community in two ways: offering our professional

    capabilities to existing communities, or designing and

    developing (public and private) community-based services.

    Before we can get to the methodological aspects, let's

    consider how a designer can relate to an Open P2P

    Community (and therefore towards an Open P2P Design).

    How can we design for a community that gathers around a

    main collaborative activity? In a few words: through the the

    process of co-design of its activity (and the characteristics

    that allow it) like a complex collective service.

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    and through which the human action is mediated. The model

    of the Activity System, the unit of the dynamic analysis of the

    human activity, describes the main elements through which

    the human action is mediated, i.e. the artifacts (the

    instrumental mediation) and the community (social

    mediation) with which the subject, an individual or a

    collective one, interacts according to rules, implicit or explicit

    ones, and a division of labor, i.e. the organization of roles and

    tasks.

    The Activity System is an useful instrument to describe

    human actions, and can be used at different scales: the

    activity of one single person, of a group, of a community, of a

    society. Moreover, the single human action is not perceived

    like a discreet and isolated unit, but it receives a meaning

    from being part of a collective Activity System socially and

    historically generated; in its turn the individual action

    contributes in a bottom-up way to the continuous creation

    and reproduction of the Activity System.

    The Activity System represents then a systemic instrument of

    analysis of the complexity of the human activities. It is not a

    static truth, but it is in continuous movement and

    transformation as the single elements evolve and as the

    activity is negotiated over time.

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    These transformations are due to the fact that the activities

    are not isolated units, but are more like nodes inside networks

    formed of other interconnected Activity Systems. In fact, an

    Activity System is not isolated, but interacts with a network

    of other Activity Systems.

    07.02 Activity and the structure of the Open Peer-to-Peer CommunitiesTherefore the Activity Theory, through the model of the

    Activity System, can be used in order to analyze and to

    describe the behavior of the Open Peer-to-Peer Communities.

    object outcome

    rules community division of labor

    subject

    mediating artifacts

    Picture 01. Activity System (Source: Sangiorgi D. (2004))

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    Given the particular nature of these Communities, we should

    add the description of the structure of the community to this

    model. The Open Peer-to-Peer Communities in fact are not

    characterized by hierarchies, but that does not mean that

    there are no strong positions. But as an hierarchy relies on

    power (a top-down relationship), an Open Peer-to-Peer

    Community relies on reputation (a bottom-up relationship),

    that show the direction and the actions that could be more

    interesting to the community, giving place to an horizontal

    network-based layered structure.

    Many researchers14 have noted that the Open Source

    Communities (and therefore also the Open Peer-to-Peer

    Communities) organize themselves with an horizontal

    structure characterized by a gravitational center around which

    there is a gravitational force that moves the participants

    towards the center or outside the community: this force is

    reputation15 and not power. We have then an horizontal (not

    a hierarchy) network-based organizational form, similar to the

    one found by Lave and Wenger16 in the Communities of

    Practiceand calledLegitimate Peripheral Participation (LPP).

    14. Crowston K., Howison J. (2005); Madanmohan T.R. (2002);

    Nakakoji K., Yamamoto Y., Nishinaka Y., Kishida K., Ye Y. (2002)

    15. Watson A. (2005)16. Lave J., Wenger E. (1991)

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    Therefore, the Open Peer-to-Peer Communities have a radial

    structure, where there are different levels, characterized by a

    different amount of reputation and engagement.

    A determined role can correspond to a determined level (one

    role can be accessed only if in possession of one determined

    amount of reputation), or a same role can be seen with a

    centripetal structure based on the reputation (there are

    several levels of reputation inside of the role, characterized by

    different amount of engagement and different duties).

    It is therefore useful to reason in terms of reputation and

    engagement levels: going towards the center the participants

    increase their reputation and engagement. They move

    towards the center as their engagement increases their

    reputation, and they increase their engagement in order to

    maintain or to increase their own reputation. In this way we

    have a positive feedback that pushes the participants to

    engage with crescent intensity.

    07.03 Open Peer-to-Peer Communities describedwith an Activity SystemUsing an Activity System (and integrating it with a description

    of the reputations levels found in the community) it is

    possible therefore to describe such communities (table 01).

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    to give instruments and informations useful to citizens

    for organizing campaigns of public pressure in order to

    improve their local conditions

    activity

    Table 01: Example of one Open Peer-to-Peer Community described through an

    Activity System (Source: Menichinelli 2006)

    B B C A c t i o n N e t w o r k

    BBC, citizens who wish to resolve some local problems,

    local institutionssubject

    useful informations for the organization of campaigns of

    public pressureobject

    to enable citizens citizens who wish it to organize

    campaigns of public pressure in order to inform society

    about local problems

    results

    website (information, personal space for every citizen,

    search engine of other citizens)artifacts

    dont carry out political campaigns or commercial ones,

    dont insultrules

    British citizens, local institutionscommunity

    webmaster, coordinator of campaigns, organizer of

    group, public relation, coordination of the new

    members, treasurer, mentor

    division oflabor (roles)

    core group:BBC

    active participants:citizens trying to organize campaigns

    peripheral participants:citizens in search of campaigns

    already formed

    reputation

    levels

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    07.04 Activity Systems and Service DesignThe main importance of the activity, in an Open Peer-to-Peer

    Community, can give a useful role to the designer, thanks to

    some reflections carried out in the service design field, based

    around the study of the services as interactions before and the

    study of the services as interactions between Activity Systems

    later. A service in fact can be seen in many ways: like a

    performance, a process and an interaction, visions that bring

    to light its nature of human action and therefore of

    intangibility. If we look at them as interactions, their design

    therefore becomes traditionally the design of the interactions

    that occur between a customer and the company, subdivided

    infront office (the part of the agency with which the customer

    interacts) and back office (with which the customer does not

    interact).

    Interactionstherefore as the place of encounter between the

    customer and the company, the fundamental point in order to

    understand the quality of the service (service encounter), and

    where therefore the designer should address its attention.

    According to Pacenti17, the most important thing in the

    strategic design of a service is in fact the platform of

    interaction between the service and the customer.

    17. Pacenti E. (1992/1993), Pacenti E. (1998)

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    The platform of the interaction is the context (the architecture

    of the system) where the interaction between service and

    customers finds its place. In the construction of the platform

    we have the values proposed by the company, (materialized in

    its offer), and the co-production of such values by the

    customer, that participates with his engagement, knowledge

    and resources. The platform of interaction is the place where

    the offer of the service and the participation of the customers

    meet within a shared context of values.

    Considering services as interactions, we can find another

    study that can be really useful for designing for an Open Peer-

    to-Peer Community: Daniela Sangiorgi18 has connected service

    design with the Activity Theory, resolving a lack of an

    interpretation model of the service that holds in consideration

    its main elements that influence the perception and the

    behavior of the participants to the interaction. An

    interpretation model that can be used to consider high social

    complexity that characterizes a service.

    Therefore, a service can be described as an activity formed of a

    sequence of service encounters (or interactions), that can be

    described as systems of situated actions co-produced in the

    18. Sangiorgi D. (2004)

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    encounter between the customers Activity System and the

    enterprises Activity System (picture 02) (or, more in general

    terms, between all the participants of the service).

    The activity, therefore, can be seen like a network of

    interactions between participants, and can be considered as

    a service, and as such can be designed. In fact a service is

    made of a network of interactions between several

    participants, which assume the roles deriving from the

    division of labor.

    o b j e c t

    r u l e s

    c o m m u n i t y

    d i v i s i o n o f l a b o r

    s u b j e c t

    a r t i f a c t s

    o b j e c t

    p o t e n t i a l l y

    s h a r e d

    s u b j e c t

    d i v i s i o n o f l a b o r c o m m u n i t y

    r u l e s

    o b j e c t

    a r t i f a c t s

    Picture 02. Interaction between Activity Systems (Source Sangiorgi D. (2004))

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    For service design, therefore, the design object coincides with

    the same Activity System, that becomes the object of the

    project, but also an analysis and a design tool.

    We may think therefore that we can design the Open Peer-

    to-Peer Communities designing their activity. In reality it is

    still necessary to consider two aspects before we are able to

    reach an appropriated methodology, holding corretly in

    consideration the complexity of a community and of a project

    directed to it.

    Is it possible to design a community? Which of its

    characteristics can we design?

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 0 6

    08 Open P2P Communities and thePlatform

    What can we design in a community?

    We cannot think about designing the relationships and the

    complexity of a community (which are the features that make

    it a community). The disciplines that traditionally have been

    interested in communities (architecture, urban planning, web

    design) are not oriented to design the relationships but the

    characteristics that, once realized, enable and support the

    birth and the development of the relationships. The necessary

    infrastructure for the relationships, their platform.

    It is convenient therefore to talk about a platform19 as the

    object of the design process. It is possible to design and to

    supply those fundamental conditions that, shared inside the

    social networks of the participants, act as an infrastructure

    to the emergence of the community and its characteristic

    activity.

    A platform is present (and necessary) every time a community

    forms deriving from the interactions between a high number

    of agents. As it is part of the activty, the platform can

    therefore be described through the Activity Systems.

    19. Menichinelli M. (2006)

    S e r v i c e D e s i g n

    A c t i v i t y T h e o r y

    O p e n P 2 P

    C o m m u n i t i e s

    P l a t f o r m

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    The platform consists in a system of artifacts (materials,

    cognitive and communication ones), rules and division of

    labor (picture 03), which make possible the development and

    practice of the collective activity. As it is shared between the

    participants, it has a reticular and dynamic nature (pictures

    04, 05).

    If the platform is necessary for processes that demand an

    interaction between a high number of agents, then also the

    design methodology will demand a platform for being carried

    out. The platform exists previously to the design process, that

    has the goal of improving it in a determined direction, that

    comes from a design decision. It is therefore necessary, at the

    beginnig of the design process, to analyze the existing

    platform for the collective discussion; thanks to it is possible

    to establish a contact with the participants. The designers, in

    fact, enter in the wider design community: a community

    whose activity is an open and peer-to-peer design.

    But how the designers role change when he/she enters in a

    wider design community?

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    object

    rules community

    subject

    artifacts

    division of labor

    Picture 03. The Platform, described through an Activity System

    (Source: Menichinelli M. (2006))

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    C o m m e n t s :

    Picture 04. The Platform is distributed in the social network

    (Source: Menichinelli M. (2006))

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    Picture 05. Distributed nature of the Platform (Source: Menichinelli M. (2006))

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 0 7

    09 Open P2P Design: the designer asan enabler

    Once we define the platform, it is possible to understand

    what, effectively, a designer can design for an Open Peer-to-

    Peer community. It still remains to define how such a project

    can be developed considering the complexity of a community.

    We should try therefore to define a design methodology (or at

    least some guidelines) that can improve the open and peer-to-

    peer participation of the community and its complexity.

    A community is a complex system, and there is the need of a

    design methodology able to face its complexity without

    reducing it. As we have seen before, Open Peer-to-Peer

    organizational forms seem promising in supplying greater

    probabilities to face complex problems and to elaborate

    complex artifacts. That happens just thanks to their own

    intrinsic complexity:the complexity of the project reflects the

    complexity of the community, and both strengthen each

    other. Whe we design an activity, the community itself (a

    complex system) designs a complex project collectively (its

    own organization and the necessary conditions).

    Moreover, a project dedicated to a community must consider

    the characteristics of the context in which it lives, especially

    theterritorial characteristics that become resources once the

    community realize their importance.

    C o m p l e x i t y

    D e s i g n

    M e t h o d o l o g y

    E n a b l e r

    L i n u x

    O p e n P 2 P

    C o m m u n i t i e s

    I n s t i t u t i o n s

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    This is an ulterior reason for giving it a greater opportunity of

    direct participation to the design process, as a community can

    recognize the usable resources better than others. This is

    therefore a design approach that take advantage of the

    participation of a potentially elevated number of participants,

    through a complex process characterized by its specific path

    (path dependency), oriented to several the levels of interaction:

    between participants, participants and community,

    community and another community, communities and

    institutions, community and society. We should therefore

    adopt a design approach based on participation, in order to

    use the knowledge of the participants to getter better results.

    We can therefore say that a project directed to an Open Peer-

    to-Peer community should be itself Open Peer-to-Peer, based

    on the participation of the community to the design process

    (open: open to the participation), to whose members is

    recognized an equal and active role (peer-to-peer: the

    acknowledgment of other peoples competences and

    expertise). An Open Peer-to-Peer design process therefore

    becomes aco-design process, where designer and participants

    collaborate in a wider design community (which is a

    collective intelligence). The designer therefore assumes a

    specific role in the projects directed to Open Peer-to-Peer

    communities.

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    Thanks to his/her competences, a designer can supply the

    instruments for self-organization and the optimal conditions

    for an activity to take form, assuming a role ofan enabler and

    not of a provider (or supplier of defined solutions). No more a

    simple supplier of his/her own creativity, but an enabler of

    distributed creativity. No more a simple design process that

    produces definitive solutions, but a design process that

    support communities so that they can develop appropriate

    solutions to their own needs and characteristics.

    We can see that the same shift is happening in the local

    institutions too, where local government is transforming

    itself into governance. A redefinition of the role of the local

    institution that becomes an enabler of the participation and

    the coordination between public entities and private and

    social ones, and not a provider of rules and services20.

    A designer can be an enabler naturally, since his/her

    competences make him/her able to establish connections

    between customers and enterprises, therefore mediating

    between different interests. Thanks to his/her abilities to

    visualize in advance, a designer can at the same time manage

    multiple and discordant interests, remembering the

    20. Vicari Haddock S. (2004)

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    advantages that derive from a collective collaboration.

    Moreover, an enabler should supply support to reach the self-

    organization of the members in the short term, avoiding to

    render them depending on him/her in the long term. The goal

    of a designer is therefore the social enabler of the

    development of communities; the role that Linus Torvalds

    chose to assume in the development of Linux, avoiding the

    more traditional one of designer-provider21.

    21. Kuwabara K. (2000)

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 6 2

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 7 2

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 7 3

    10 First examples of an Open and P2PDesign

    In order to see how an Open P2P methodology has real and

    especially topical potentials for application, we can point out

    some first cases of design projects based on strategies of

    openness and user involvement in the project and usage stage

    of the product/service offered . These projects are the Open

    Health project developed by the design team RED (the first in

    chronological order, and even today one of the most

    innovative), the Openmoko mobile and the VIA OpenBook

    subnotebook. These three cases offer first reflections and

    attempts of Co-created Service Design, Open Design and Open

    Hardware initiatives: cases that share openness of the project

    through peer-to-peer dynamics and community building.

    The goal here is not to present a complete list of cases and

    their analysis, but to provide a starting point for discussion, a

    proof of the validity of the Open P2P methodology and its

    integration into the world of design. Before the presentation

    of the individual cases, we can notice how they present open

    or p2p dynamics, but never both at the same time. Openmoko

    and VIA OpenBook are projects whose source codes were

    opened, but where the building of p2p dynamics was not

    explicitly sought (they are Open Design projects): they were

    B u s i n e s s / S e r v i c e

    C o m m u n i t y - b a s e d S e r v i c e s

    M o b i l e

    O p e n S o u r c e F r e e S o f t w a r e

    C o - c r e a t i o n

    P r o d u c t D e s i g n

    S e r v i c e D e s i g n

    O p e n H a r d w a r e

    T e c h n o l o g y

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    C o m m e n t s :

    h t t p : / / w w w . d e s i g n c o u n c i l . i n f o / R E D /

    left to develop on their own. The Open Health project instead

    aimed at facilitating the emergence of p2p dynamics (P2P

    Design), but the project is not open (it was so only in a short

    period of confrontation during its initial development).

    An Open P2P project instead, covers both the opening of the

    project, of its source code, and the facilitation of the

    emergence of p2p dynamics: is not only about the publication

    of a code, but about the facilitation of a social system through

    the use of a project code. In the next chapter the proposal for

    a methodology for an Open P2P Design will be presented more

    in detail.

    10.01 Co-created Service Design: RED's Open Health

    Open Health is one of the first example of P2P-inspired

    Design. After a careful reflection, Hilary Cottam and Charles

    Leadbeater developed this experimental project of reform of

    public services within the RED design unit of the British

    Design Council, which, during its lifetime, proposed new

    approaches to economic and social problems through

    innovative uses of design.

    During its existence, RED eveloped its projects explicitly

    relying on the principles developed by the movement of Open

    Source software, i.e. developing concepts very rapidly and

    making them questionable even outside the division.

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    Cottam and Leadbeater, i.e. a community of users and

    professionals who work using all the resources already

    existing in innovative ways, based on a common platform that

    makes possible the activity of many participants without

    having the need for an hierarchy of control. Communities that

    are similar in some characteristics to the community of Open

    Source software, even if their activity depends on the

    characteristics of all stakeholders of the health system.

    The prevention and cure of chronic diseases can therefore also

    occur in the homes if we give people advice, technologies and

    services, particularly through support groups: the knowledge,

    skills and experience spread between people allow the

    construction of a network of relationships and collaborations.

    Solutions to deal with unhealthy lifestyles will be created only

    if a system of all actors, where resources, knowledge, advice

    and funding will be distributed outside of public institutions,

    between communities and individual citizens. In this way the

    same citizens and communities will be themselves

    protagonists in the elaboration of collective solutions careful

    tolocal conditions.

    Therefore we must distribute knowledge now found only

    within the institutions, use the resources that already some

    people have them become agents for the provision of support

    to other citizens (peer-to-peer).

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    C o m m e n t s :

    h t t p : / / w w w . a c t i v m o b . c o m

    h t t p : / / w w w . d e s i g n c o u n c i l . i n f o / m t / R E D / f i l e s / R E D A c t i v m o b s . p d f

    With these considerations in mind, the RED division developed

    two projects in collaboration with two localities, Kent and

    Bolton, as prototypes for testing future services which are not

    yet ready for introduction throughout the whole country.

    In the city of Kent the problem addressed was of an ageing

    population, while in the city of Bolton was addressed the issue

    of management of chronic diseases, in this case diabetes.

    The projects were developed in six months by the RED design

    team that consisted of designers, doctors, economists,

    anthropologists and politics experts, in collaboration with

    professionals, local services employees and residents of the

    two localities.

    The problem addressed in the city of Kent was to encourage

    people (initially aged between 50 and 70 years) to play physical

    activities in order to reduce the chances of problems related

    to old age, such as fractures, osteoporosis, diabetes, etc..

    The design team developed Activmobs, a service aimed at

    providing support for people who want to maintain their good

    state of health while carrying out physical activities and

    following their inclinations. A mob is formed by a group of

    acquaintances who, together, play a regular physical activity

    (such as gardening or walking with the dog).

    The service, whose communicative artefacts are a magazine

    and a website, allows the self-organization of the activities by

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    the mob, and their networking with trainers and resources.

    The magazine, the website, mob groups, the roles of "trainers"

    and "motivators" are part of the service system co-designed

    and co-managed by citizens and professionals.

    A group already formed can register through the website,

    choose its activities and build a timetable for the conduct.

    Through the website, individuals can look for mobs in their

    area, mobs looking for participants can reach a minimum

    number of participants or suggest an activity to form a mob

    (also taking inspiration from a special site section that gives

    advices and examples).

    When one of these mobs is formed, its founder (motivator)

    receives a special coupon, which can be used to cover the

    costs of organizing the mob or to attend courses to become a

    trainer for mobs. The trainers are chosen after an interview,

    and can help the mobs to choose their activities, to improve

    their effectiveness for the physical health, and help setting

    targets to be achieved through the activity, which will be

    rewarded. Targets may be based on the presence of

    participants, on a space distribution, on a time distribution or

    on a score achieved.

    The participants can also choose individual goals, and once all

    components of the mob have achieved them, the whole mob

    earns a reward. In this way the components of the mob

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    encourage each other in order to achieve the objectives, just

    as it happens in the microcredit services developed by the

    Grameen Bank.

    The magazine show ideas, interviews with mobs, list of

    existing mobs and recommendations, awards, instructions on

    how to organize the mob, interviews to trainers and

    motivators, list oftrainers divided by area, list of facilities that

    can be used and so on. The website shows all the information

    on the magazine, and also allows the mob to self-organize

    themselves keeping in contact and looking over personal and

    collective progress. The members of the mob compile fact

    sheets every three months on the website in order to monitor

    their progress, receiving in return a score and coupon for

    activities within the mob or for their family.

    In the second project, developed in the town of Bolton, the

    RED design team addressed patients suffering from diabetes,

    about one every ten families. In this case the team proposed a

    co-created service based on the encounter of top-down and

    bottom-up initiatives for the distribution of resources and to

    encourage patients to follow more healthy lifestyles.

    The service developed tries to provide an interface between

    citizens suffering from diabetes, so that they can support each

    other through peer-to-peer dynamics, and between them and

    doctors, encouraging the sharing of their knowledge.

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    C o m m e n t s :

    w w w . d e s i g n c o u n c i l . i n f o / m t / R E D / p u b l i c a t i o n s / p u b l i c a t i o n s c o n t a i n e r / m e 2 _ s t o r y . p d f

    The RED design team developed a service based on two

    approaches to resolve the problem. The first concerns the

    development of a set of cards (Agenda cards) that patients and

    physicians use during their meetings to improve their

    communication, because patients are not always able to

    communicate their feelings about diabetes. The advantage of

    cards is the easy and short prototyping and testing time, using

    the feedback of the participants to direct the further

    development of the project.

    The second approach consists in a consulting service called

    Me2Coach Service, where people with a long experience of

    living with the disease play the role of coaches of people

    affected by the problem only recently, who knows what

    changes are to be undertaken but are not quite willing to act

    yet. The coaches, with their long experience, provide valuable

    advices outside the public health service, thus constituting a

    not hierarchical service where participants are at the same

    level and have the same problems: on a peer-to-peer basis.

    10.02 Open Design, Open Source Software and Open

    Hardware: Openmoko

    The case of Openmoko plays a crucial role here, because it

    represents the most complete case of the first mass product

    completely open source. Therefore, this is the first example of

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    C o m m e n t s :

    h t t p : / / w w w . o p e n m o k o . c o m /

    h t t p : / / w w w . o p e n m o k o . o r g /

    h t t p : / / w w w . r o n e n - k a d u s h i n . c o m / O p e n _ D e s i g n . a s p

    h t t p : / / w w w . g u i x e . c o m / e x h i b i t i o n s / 2 0 0 3 _ m t k s - l i s b o a / i n d e x . h t m l

    a realOpen Design, not tied to individual experiments or niche

    markets (albeit very important): the first example of how open

    source philosophy can be adopted not only in areas different

    from programming and production of knowledge, but also in a

    production of physical goods, rival goods.

    It's the Openmoko organization, a project aimed at designing

    a completely open source smartphone, first for its software,

    and now also for its hardware and design. We can say that

    this is the first, true, open source mass product design, as the

    previous examples have not pursued completely the Open

    Source philosophy, or because they have had limited results,

    or, lastly, because the context was not ready for such

    initiatives.

    Thinkcycle, which is the first and most developed Open

    Design example (at least so far), was an experiment aimed at

    niche markets, and for this reason should deserve even more

    importance because it was aimed at helping disadvantaged

    contexts, but still limited in the results and in influence on the

    world of design as too ahead of the spread of Open Source

    awareness in society. Ronen Kadushin's initiative, although

    worthy, represents only a solitary experiment without broad

    appeal and development. Mart Guix's proposal takes the

    Open Source just as a metaphor and try to adopt some of its

    collateral features, i.e. that he looks for certain aspects of

    h t t p : / / w w w . t h i n k c y c l e . o r g /

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    C o m m e n t s :

    h t t p : / / w w w . o p e n m o k o . c o m / p r o d u c t s - n e o - b a s e - 0 0 - s t d k i t . h t m l

    h t t p : / / w w w . f i c . c o m . t w /

    h t t p : / / w i k i . o p e n m o k o . o r g / w i k i / N e o 1 9 7 3

    h t t p : / / d o w n l o a d s . o p e n m o k o . o r g / C A D /

    h t t p : / / w w w . o p e n m o k o . c o m

    open source software that he can apply to products too, but

    in substance this is not Open Design.

    The Openmoko initiative (in its first incarnation, Neo1973,

    produced byFIC) is so important because the adoption of the

    Open Source philosophy is not an experiment but a real

    initiative. We have gone beyond the stage of inspiration and

    experimentation for Open Design, to a stage where it is put

    into practice by big companies too. Of course,

    experimentation is not over and should be pursued further,

    but now we are talking about a product that the general

    public will see in stores and that is in competition with the

    most expected product of the moment, the Apple iPhone.

    And this referring to the freedom that this choice of opening

    may give the user, just like the philosophy of the Free

    Software: "If you cant open it, you dont own it. Our first key

    unlocked the software, unleashing the community to recraft the

    code. Now, we free the case and share the keys to Industrial

    Design. Developers who want to re-craft the case are set free".

    It is by no coincidence that we can buy an advancedversion,

    bearing all that is needed to open and edit the phone,

    enabling itshacking in order to customize and learn from it at

    the same time. The distribution of the design files is therefore

    a logical consequence; the files (IGES, STEP, ProE), have been

    published under a Creative Commons ShareAlike license.

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    Picture 07. Openmoko (Source: http://openmoko.com/)

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    Picture 08. Openmoko, Open Source Software (Source: http://openmoko.com/)

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    Picture 09. Openmoko, Open Hardware (Source: http://openmoko.com/)

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    Picture 10. Openmoko, Open Design (Source: http://openmoko.com/)

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    C o m m e n t s :

    h t t p : / / e n . w i k i p e d i a . o r g / w i k i / V I A _ T e c h n o l o g i e s

    h t t p : / / w w w . v i a o p e n b o o k . c o m

    The fact that a mobile phone of new generation, a

    smartphone, is the first true open source product, makes the

    event even more important, because mobile phones represent

    a huge potential for the development of community-based

    collaborative services. A tool that will enable us in the future

    to exploit, enhance and more easily spread the collective

    intelligence, because it has the ability to further break down

    the barriers of the services, as many more people have access

    to mobile phones and feel more comfortable with them than

    with computers and the World Wide Web.

    Therefore, with an Open P2P design methodology we could

    design with/for a community, mobile phones, their software

    and their services, according to their specific needs. We are

    then able to co-design with a community their collaborative

    services and the tools that allow their deployment, even for

    small contexts.

    10.03 Open Design and Open Hardware: VIA OpenBook

    After the first example of a real Open Design mass product, we

    have now another example like this, showing us how Open

    Business strategies are already understood and spread now.

    VIA Technologies, the world's largest independent

    manufacturer of motherboard chipsets, from Taiwan,

    published the CAD files of his last product:VIA OpenBook.

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    Picture 11. VIA OpenBook (Source: http://www.viaopenbook.com/)

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    Picture 12. VIA OpenBook (Source: http://www.viaopenbook.com/)

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    C o m m e n t s :

    h t t p : / / w w w . v i a o p e n b o o k . c o m /

    The CAD files of this subnotebook are available under a

    Creative Commons Attribution-Share Alike 3.0 Unported

    License.

    There are many reasons behind such strategies, but mainly

    two reasons are the most probable here. First, this move is a

    way to lay the foundation basis for the development of an

    hackers/modifiers/suppliers/manufacturers ecosystem around

    the product. Second, this is a strategic move in the

    subnotebook market, which is rising in these months (just see

    the Asus eeePC phenomenon). Indeed, an open design product

    gives more probabilities that innovation and competition will

    eventually shift in other areas: no more in the manufacturing

    of a subnotebook but in the construction ofan open peer-to-

    peer ecosystem of users and enterprises.

    Moreover, VIA is mainly a computer components

    manufacturer, not a notebook one: everyone could

    manufacture an OpenBook, but will most probably end using

    (and therefore buying) VIA's chipsets and motherboards.

    Releasing the "source code" of an open design product brings

    a positive side-effect that makes a little step further toward

    environmental sustainability. Open design products can be

    manufactured locally, avoiding therefore the need for long

    travel for the finished goods (unfortunately it is not the same

    for the raw materials) and fossil fuels consumption and CO2.

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    C o m m e n t s :

    h t t p : / / b l o g . p 2 p f o u n d a t i o n . n e t / h o w - o p e n - i s - v i a s - o p e n b o o k - d e s i g n / 2 0 0 8 / 0 6 / 0 7

    And as we know everything about this product (it is open) we

    can manufacture it and repair it in such a way it will last

    longer than other products and then there will be less need to

    change it frequently. Sure, these are not great steps toward

    sustainability, but we should consider these side-effects too

    for anopen and sustainable business.

    The openness of VIA OpenBook is considerably very limited

    (CAD files relate solely to the plastic shell, while hardware and

    its related software remain closed), especially if we compare it

    to the Openmoko initiative. Its importance lays therefore in

    being another proof that Open Design and Open Hardware

    products are a feasible business and that we should pay

    attention to the level of openness adopted. Here is an early

    analysis that Michel Bauwens of the P2P Foundation wrote

    about Open Hardware:

    Closed Hardware: is any hardware for which the creator of the

    hardware will not release information on how to make normal

    use of the hardware, in such a way that that information may be

    freely shared with others. A sure sign of closed hardware is

    requiring the signing of an NDA to receive documentation on how

    to make use of a device.

    Open Interface: In the case of Open Interface hardware, all the

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    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 0 8

    11 First guidelines for an Open P2PDesign

    Unlike a traditional, linear, design process, Open Peer-to-Peer

    Design is non-linear and characterized by multiple parallell

    processes because of the large number of agents and their

    interactions. An Open Peer-to-Peer design process thus

    provides the basis for developing more parallel projects, an

    ecosystem of designer agents with a memetic evolution of

    the projects that are more suitable to the community,whose selection will lead to better results.

    An Open Peer-to-Peer design process is characterized by

    openness and sharing of the project (the source code, in the

    software) of the platform and of the activities that it allows

    once provided to the community by the designers.

    The community will test and modify it several times and inseveral directions (in the software, compiling the binary

    code), until a satisfactory version is reached (the stable

    version of the software)and self-organization is ensured.

    The source code of the project (community source code)

    consists of tools coming from service design, with the

    introduction of a description of the reputation levels within

    the community, the license that governes cooperation and the

    C o m p l e x i t y

    D e s i g n

    M e t h o d o l o g y

    E n a b l e r

    P l a t f o r m

    O p e n P 2 P

    C o m m u n i t i e s

    S e l f - o r g a n i z a t i o n

    S o c i a l N e t w o r k

    A n a l y s i s

    P a r t i c i p a t i o n

    C o m m u n i t y

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    collectively discussed. Now begins a phase of co-design of the

    activity/platform, characterized by steady growth of

    commitment, energy and visibility from the participants.

    At this stage, the concept of activity is developed

    collaboratively to get a functioning project, a stable source

    code (version 1.0).

    The participants test the community source code of the

    community simulating the activity, in order to understand

    what are the weaknesses, errors (bugs in the community

    source code). The source code is subjected to a peer-review

    process, in which both the designers (who observe the

    simulation) and the participants report errors and the

    necessary changes. Once a bug is identified the source code is

    modified and again a testing begins with the new code.

    In order to simulate the activity, participants must share the

    conditions necessary to carry out the activity, represented by

    the platform. Rules and roles should be developed and

    adopted, and the artifacts that are not already present will be

    built or bought. This means that along with the continuation

    of the co-design / test process, the platform is implemented

    and when the project reaches the stable version, the

    participants can begin the regular activity, strengthening then

    the sense of community. Once the co-design / test ends, the

    project will already be done, there are no phases of production

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    nor execution. As in software, then the source code (the

    project) gives place to the binary code (the activity done by

    the participants).

    11.04 Self-organizationAfter the first stable version (1.0.0) of the source code is

    reached, the community will be largely formed: during the

    simulation / activity new social relationships will have formed.

    A stable version of the source code means that it can be

    compiled (ie, done) and used by anyone without the

    possibility of critical errors. At this stage, therefore, the

    community is able to carry out the activity and self-organize

    without the contribution of the designer: if his role was that

    of a facilitator (enabler), now the community is able to act

    successfully alone.

    At this point, ideally, the role of the designer is not needed

    anymore; however, the community will always need its

    contribution in the future: the designer has always knowledge

    and expertise useful to provide support to the community in

    response to changes in the outside world. Also, if the

    community activity is a design one, the desingers capabilities

    make them important in the community, and they will

    continue to be part of also during the self-organization phase.

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    N

    90

    C o m m e n t s :

    people withthe sameinterestsmeet eachother

    self-organization

    raise ofsocialawareness

    first dicussionsand proposalsabout commonproblems participants

    start to gather

    decision to

    form a community

    the minimumcritical massof participantsis reached

    analysis

    concept design

    conceptcommunication

    co-design /test /construction

    individual participants

    energy andvisibility

    potential coalescing stable

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    E N

    91

    C o m m e n t s :

    Picture 13. Open Peer-to-Peer Design timeline (Source: Menichinelli M. (2006))

    communities networks

    single communities

    stable version

    time

    self-organization and expansion decline

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    N

    92

    C o m m e n t s :

    Picture 14. Open Peer-to-Peer Design participation matrix

    indirect

    co-design

    conceptdesignanalysis conceptcommunication

    participationlevel

    none

    consultative

    sharedcontrol

    totalcontrol

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    E N

    93

    C o m m e n t s :

    (Source: Menichinelli M. (2006))

    co-design / test

    co-design

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    N

    94

    C o m m e n t s :

    h t t p : / / w w w . t i m e . c o m / t i m e / m a g a z i n e / a r t i c l e / 0 , 9 1 7 1 , 1 5 6 9 5 1 4 , 0 0 . h t m l

    h t t p : / / n o b e l p r i z e . o r g / n o b e l _ p r i z e s / p e a c e / l a u r e a t e s / 2 0 0 6 / p r e s s . h t m l

    These observations represent therefore an initial proposal (1.1)

    for an Open Peer-to-Peer design guidelines, in a broader

    process of studying a comprehensive methodology.

    And then, what are the future opportunities and directions for

    the application and study of these design guidelines?

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    95

    C o m m e n t s :

    h t t p : / / w w w . o p e n p 2 p d e s i g n . o r g / b l o g / a r c h i v e s / 1 1 2

    These Open Peer-to-Peer design steps should be considered

    more as guidelines than a complete methodology: we should

    apply them, test them, study them more (as in research as in

    practice).

    And this is the right time to study and tes