Image courtesy of Splash International

This webinar is part of our Impact by Design events series. In the face of the COVID-19 pandemic, we’re all experiencing new ways of communicating, collaborating, and problem-solving. At Artefact, we want to share the experiences and insights that we are learning as we navigate this new terrain with our partners. Join us in exploring how to use design to adapt to uncertainty.


International development organization Splash and Artefact partnered to facilitate a three-day strategy summit for their girls’ menstrual health programs in Ethiopia and India. Convening the world’s leading menstrual health experts, the original intention of the summit was to set a vision, strategy, and defined roadmap for Splash’s menstrual health interventions. Due to the evolving COVID-19 pandemic, Splash and Artefact pivoted the event into a virtual summit with clear, actionable next steps for all 30 participants across several different countries.

In this webinar, Artefact Design Director Hannah Hoffman sat down with Emily Davis, Program Manager for Menstrual Health from Splash, to share three principles that guided us in adapting design thinking methods for success in a remote environment. Learn actionable strategies for adapting your work that will serve you in our current remote reality – and the future to come.

March 13, 2020

Dear Clients, Design Community, and Artefact Family,

We have been closely monitoring the Coronavirus 2019 (COVID-19) pandemic and wanted to send out a note to our community about what we are doing and how we have been updating our procedures based on recommendations from the Center for Disease Control (CDC), as well as state and international agencies.  

As always, our first priority is to protect the health of our clients, employees, their families, and those in our community.

Additionally, we want to continue to pivot our working styles and collaboration methods so that we can do our part to slow community transmission of the virus while continuing to deliver the highest quality work.

In order to achieve this, we are following guidance for social distancing and beginning last Thursday, we recommended that all Artefact employees work virtually, from home until at least April 24, 2020. Pending changes in recommendations from the CDC and local public health organizations, this date will likely be extended. As a digital agency, we are fortunate that all our tools and services are cloud based and that we’ve experienced minimal disruption moving entirely to a telecommuting posture. We are encouraged to see our staff exercise considerable creativity in how they are utilizing tools in order to effectively collaborate, design, and run workshops while working remotely with our clients.

We also stopped all domestic and international work travel until further notice. Our studio is in the epicenter of the US outbreak and we find ourselves in a position of needing to make responsible choices to reduce the spread of COVID-19.

If you are a current client, you may have already seen or heard about these changes in how we are conducting business and we want to say thank you in advance for your adoption of these working styles given the volatile state we are all in.

We’ll continue sharing updates on the COVID-19 situation as they evolve. If you have questions, please reach out to shauna@artefactgroup.com.

Stay safe and healthy,

Rob Girling, Co-CEO

Gavin Kelly, Co-CEO

It started with the need to create space. Space to be yourself. Space to tell your stories. A place to find connections and build community.

This November, Artefact was delighted to partner with Womxn of Color in Tech to host a meetup for our community. We welcomed 65 women of color to the studio to talk tech and social justice – the first event of its kind for Artefact.

Womxn of Color in Tech is on a mission to cultivate spaces and programs that explore and design a world of technology that centers around womxn, grrls, and communities of color. I was thrilled to meet founder Janell Jordan, as one of my goals at Artefact this year is to help foster a community for women of color.

Working at Artefact is the first time in my career where I’ve had a woman of color as a mentor, and the first place I’ve worked where someone has advocated for me as a woman of color. It has changed how I see myself and how I show up in the workplace. I wanted to create a space for others to feel the same.

In the tech industry, women of color are often in environments where our peers or those at the leadership level don’t reflect us. We don’t have the space to talk about our shared experiences, reflect, and get advice from one another.

An understanding of “space” guided our intentions for the day – from opening with a moment of gratitude for the Duwamish tribal land we inhabit, to ensuring all participants were empowered to participate through accessibility support like ASL interpretation.

The meetup centered around creating a welcoming place for women in tech from different backgrounds and in different places in their careers to connect with each other. We shared experiences – positive and negative – and explored ideas around creating allyship and workplace support. The day was filled with inspiration, mentorship, and empowerment – all set to a soundtrack of strong women artists of color.

One of the topics we touched was on what brings you happiness and how you hold onto it. I’ve thought back to this meetup often as one of those moments. I think about the people I met, the stories shared, and the feeling of being able to show up as our true selves at that moment. In an industry where we often feel isolated, there are other women of color out there looking – and making space for – the community.

I look forward to continuing Artefact’s partnership with Womxn of Color in Tech and am particularly excited to support a youth program that will bring young women of color to our studio next year to job shadow women at Artefact.

Sheryl Cababa

It’s not every day that you get to meet an icon. I had the opportunity to speak with a personal hero of mine last week, indomitable tech journalist Kara Swisher, who was in town giving a talk Artefact organized in partnership with Seattle Arts and Lectures. As witty and wry as ever, her conversation revolved around the pertinent themes of technology usage, industry regulation, and some pointed commentary on Jack Dorsey’s beard.

In reflecting on Kara’s lecture and recent high-profile criticism of the tech industry, however, I got to thinking about the current all-or-nothing approach to technology in our culture. The general response to Big Tech’s many missteps has been to run away from it – be it by limiting our screen time or scrambling to #DeleteFacebook. This abstinence-only reaction is dangerous because it doesn’t help us understand how to relate to the ubiquitous technology in our lives. Rather than retreat from technology, we need to figure out how to coexist with it. I’ve been thinking about our evolving human relationship with technology in three ways:

1. Governance and technology need each other.

From airbags to the Internet, technological innovations often wouldn’t exist or thrive without government investment, subsidy or governance. When we look across the Pacific to China, we see a state that is investing heavily in tech and is extremely innovative. More often than not in unethical ways.

When it comes to tech oversight, Silicon Valley has long pushed the narrative that they are the good guys in a struggle between American tech interests and authoritarian foreign governments – “It’s Xi or me,” as Kara put it, in reference to Chinese President Xi Jinping. This fearmongering has scared politicians into thinking that we should not regulate the U.S. tech industry for fear of becoming the kind of Big Brother state we see elsewhere in the world.

Yet we can’t accept that logic at face value. We don’t want authoritarian states running the next information age, but we also must question ourselves and Silicon Valley on the products we create and how they impact society. The conversation won’t be easy for the tech industry or government. Throughout history, industry in the U.S. has been bad at regulating itself (we only need to look at how dangerous food used to be before regulation as an example). However, one thing we often forget is that government support and intervention often spurs innovation. Elon Musk, for example, received $5 billion in funding from the U.S. government to finance SpaceX, Tesla, and Solar City. The tension between Silicon Valley and regulatory bodies is only when they fear regulation will keep them from amassing huge concentrations of wealth.

2. Beware of “benign” organizational culture.

There’s an important connection between the perception of tech companies as having a “harmless” organizational culture and the lack of regulation in the tech industry. We don’t hear about this relationship as often as we should. Kara touched on the infantilization of Silicon Valley leadership and the misguided notion that they’re just a bunch of kids tinkering in garages. In truth, they are some of the most powerful individuals in the world making decisions that affect billions of people across the globe. Just because they wear hoodies and flip flops and don’t look like a Wall Street executive doesn’t mean they aren’t as powerful – or savvy.

In Artefact’s social media systems map, we identified how “organizational CULTure,” as we call it, affects the design of social networks. The idea that technology is neutral – and the lack of priority around fixing the problems facing social media – has to do with an organizational culture devoid of diversity at the leadership level. So many of tech’s decision-makers have not been personally touched by the negative impact of their products or suffered as much as other people have at the hands of their creations. Sri Lanka and Myanmar come to mind.

Of course, we need the skills and talents of tech leaders to work toward solutions, but they currently do not have an incentive to improve a harmful experience that they have not had – and will never go through – on their platform. In fact, they profit from this lack of intervention. We need to expand our definition of stakeholders. We need to bridge the gap between Silicon Valley and those who don’t have a seat at the table yet bear the brunt of its negative consequences. We also need to treat leaders in tech as the formidable industry titans that they are, and hold them responsible for the outcomes of their products.

3. Social media is not equivalent to climate change.

I’ll be the first to criticize social media for its negative consequences in the world, but I’m starting to feel fatigued by the vilification of social networks as the root cause of all of our problems. Particularly when this criticism comes from those who have a vested interest in cooperating with the tech industry.

The argument that all of the tech industry’s problems have to do with the attention economy are starting to become platitudes. Cable TV brought us ideological news programming. Traditional media were gatekeepers to information. We can’t forget that the world was imperfect before social media. These platforms are exacerbating existing problems, and it is dangerous to ignore the exogenous or underlying factors that are driving issues like bullying and disinformation campaigns online.

We start to discount our own arguments when we fail to acknowledge what might be positive about having social networks. Online communities have helped marginalized people find and support each other. Black Twitter, for example, is an important outlet that gives many people a voice they had not had before. I get value out of social networks that help me learn from people I don’t normally interact with in real life. I can’t invalidate the entirety of these social media experiences. It’s starting to feel like we’re throwing out the baby with the bathwater.

Rather than discount Big Tech altogether, let’s work to design products responsibly, embrace thoughtful regulation, and shape our individual usage in healthy and productive ways. Technology doesn’t have to downgrade humanity – unless we let it.

The Metaverse. The AR cloud. The Magicverse. Mirrorworld. Whatever you call it, the concept is coming: a digital layer of reality that coexists over the physical world. It’s been hailed as a new frontier in computing and the “next great digital platform,” according to WIRED. It may not be tangible at the moment, but 10 years from now this digital layer – I’ll call it the AR cloud – will be a fundamental piece of the computing landscape.

Despite all the potential of the AR cloud, such a radical shift in the human computing experience presents a very real possibility for negative consequences or even abuse. We’ve experienced firsthand how technology platforms can shift society in unintended ways, and it is our responsibility as designers and technologists to create the AR cloud responsibly.  

This got me thinking about what a Mirrorworld “Bill of Rights” would look like, and what protections people should have in the AR cloud. A disclaimer: these aren’t legal or political statements, but food for thought around a shared understanding of reality, privacy, ownership, and freedom. I hope these “rights” inspire conversation around how a future AR world can impact people and communities.

1. One Reality for All

Augmented reality will eventually be our only reality. The technology each person chooses to put on will mediate our consciousness and understanding of the world. Today, our screen-based digital services have already created filter bubbles that have ruptured a mutual understanding of fact and fiction. A shared, public reality between different AR systems must be the default experience.

AR is inherently private. Two people standing side by side cannot see each other’s content or activity. Without the ability to read the social cues that help us understand each other in the physical world, this uncertainty leads to miscommunication, social anxiety, and the “glasshole” effect. What’s more, companies making AR products have a track record of creating walled gardens that don’t allow sharing between platforms. Unless a bridge is engineered between competing devices, it would be impossible to share an experience in AR. People already hide behind cell phones, but at least you can easily look up or show the person next to you that cute dog photo. In AR, that’s impossible.

The AR cloud needs a simple, standard method for sharing experiences between devices that any headset can leverage. If sharing in AR requires effort or is harder than holding up a phone to someone next to you, it will train people not to engage. What if the AR world was shared by everyone using it? Think of it as a single massive multiplayer online game in the real world where everyone is playing together.

One reality for all doesn’t mean that two people next to each other would always see the same things. I love what sci-fi novelist and Magic Leap Chief Futurist Neal Stephenson proposed for the MagicVerse: layers you can turn on and off depending on task and mode. Perhaps there will be a public layer, a transportation layer, a learning layer, an Uber layer, a social layer, a private layer, etc.

Image Credit: Magic Leap

2. A World Public by Default

A single, shared AR world is important, but in order to connect and engage, we need to know how to act in this new medium. The AR cloud shifts the boundaries of physical possibility and allows for behavior in ways that can be disorienting and suspicious. In order to have a shared understanding of social and behavioral norms, we need an AR world that is public by default.

What does this mean? Take privacy, for example. Everybody wants to protect their privacy but interacting with invisible content or blocking people without their knowledge in the AR cloud creates divisive behavioral norms beyond what is possible in the existing, physical world. An AR world that is public by default doesn’t mean our actions in AR are always visible, but that we publicly signal to others that we want privacy in the moment – just like in the physical world. How do we do that? Meta AR suggests that users “design their own privacy within the rules of the shared space, not by breaking them.” This could mean using a virtual door or walls to signal that a private work session is in progress. This door could suggest the social cue to knock and join the private meeting. Using Torch’s iOS AR prototyping tool I mocked up this quick scenario to get a feel for privacy boundaries.

Made in Torch AR using free assets from Google Poly and Sketchfab.

Now let’s imagine you’re in the park and see someone walk by in a different AR layer than you. Your AR glasses let you know that they are in a “Pokemon layer.” You don’t need to see exactly what they are doing, but their activity status might reduce your suspicion and be an invitation to connect. You choose to join them, and their layer expands to surround you as well. Now you can see what Pokemon they are battling and choose to challenge them when they finish.

Created with Torch 3D on iOS using free Sketchfab assets.

Privacy veils and AR layers are not foolproof. What happens if they are overused or if a group uses them to spitefully exclude others? My guess is that existing social norms would dissuade this kind of behavior, but we can’t know for sure until people engage together in AR. Who will lead the charge on creating this open framework? Magic Leap? The W3C Immersive Web Group? Microsoft and their new open philosophy? There isn’t a solution yet, but the conversations are happening and companies like 6D.ai are starting to create the technical layers required. The bottom line is, it’s important that people can exist inside the AR cloud together and share the same experiences.

3. The Right to Digital Property

In order to create persistent and shared experiences, the AR Cloud requires maintaining a highly detailed 3D model of the world and everything in it. This will be created by cameras on the AR headsets we might all be wearing. Ubiquitous cameras and centralized control of the network have the all the ingredients for the ultimate surveillance state. We must protect the right to privacy and digital property in AR environments.

One idea is to apply the 4th amendment to the AR Cloud so that no government, individual, or corporation has the right to search the interior 3D model of your dwelling, workplace, audio, user location, and property without a warrant. If you own or lease the physical space, you should own the digital space as well.

How might that work? Instead of companies like Facebook, Amazon, Google, and Microsoft storing 3D maps of our homes and businesses, imagine if each home and business hosted their own device that stored this data. These edge computing devices would give individuals complete control over the data of their digital space. This personal data vault could also store 3D digital memories recorded in our private spaces, so you can replay that important meeting, baby’s first steps, or that winning ping-pong point.

In order to prevent surveillance and spamming of private spaces, we would need a public property ownership record. Organizations like Bitland are already making headway in decentralizing ownership records using blockchain. A record of private and public lands would protect private spaces while enabling a shared common space.

4. Freedom to Assemble

Public spaces like parks, streets, and airspace are equally important in the AR cloud. Should cities, counties, and countries maintain public AR spaces like they do public physical spaces? We’re a long way from an answer to these questions, but until then, creators and technologists will need to rely on good defaults to set the norm. We can start by drawing from the First Amendment: people must have the right to peaceably assemble in AR public spaces, regardless of borders.

This is exciting because AR makes public spaces more valuable and brings more people together in new ways. This physical and digital commons could be a bridge between different nationalities, cultures, and identity groups, helping us learn new things and gain new perspectives. People could travel around the world in an instant, “land” in a location, see others walking on the street in real time, and go have a conversation with them. Real-time translation could even allow you to talk with people who speak a different language.

Compilation of Google Earth VR, SketchFab and Sketchbox 3D.

It can also give people access to public spaces that would otherwise be impossible for them. For example, I could go on a walk in the park with my wheelchair-bound father or my family living in different city. I could play Fortnight in Central Park with my remote friends. I could even dogfight in and around the Eiffel Tower.  

Freedom to assemble applies to private spaces as well. My kids and I could build out a physical Fortnight level in the backyard using wood, dirt, and bricks. Once it’s constructed and scanned, we could share out that particular part of the yard publicly and invite players from around the world to play.

Moving forward

We’re only starting to understand the scope, complexity, and possibilities of the AR cloud, and the rules are still being set. I hope we can create a world that bridges the gaps between people, rather than simply strengthening the bonds we already have. Let’s create a world that promotes the ability to think for ourselves. A world where individuals have control and ownership over the reality they live in. A world where the public commons are a safe place where anyone can travel to learn, discuss, and play together.

I believe these “rights” are on the correct track, but they are thought experiments in an evolving medium. I don’t have it all figured out and would love to discuss further on Twitter @paulhoover.

Editor’s note: In partnership with Design for America, Artefact co-CEO Rob Girling moderated a panel discussion February 2019 at Airbnb’s San Francisco headquarters on trust and social impact. The event featured Alex Schleifer, VP of Design for Airbnb, and Valerie Casey, Head of Design at Walmart. Here, Rob builds on his opening remarks to highlight Artefact’s point of view on product trustworthiness as a component of responsible design.


At Artefact, we focus on designing digital products and services that are trustworthy. Trust is a complicated design challenge, but it can be meaningfully achieved through the practical application of ethics – here’s why it matters:

Machine learning algorithms hold vast potential, but with their great power comes significant responsibility. Over the last year, as perspectives around such algorithms continue to mature, almost all technology companies have endeavored to establish (with mixed effect) ethical principles, boards, and codes of conduct. Their goal? Get ahead of the implicit but very concerning risks associated with the algorithms going wrong for business, people, and society.

As a result, a once highly philosophical and impractical debate on ethics in innovation circles is increasingly relevant to tech – with deep implications for product design. Correspondingly, “responsibility” has begun to replace “desirability” as design’s primary value add, and a new focus on ethics has supplanted our discipline’s longtime focus on beauty and delight. This overall shift from a governance perspective on ethics to the practical awareness of ethics in the product development process represents a significant moment for the tech sector.

The business as well as moral imperatives could not be clearer.

In Artefact’s recent report, Can Social Media Be Saved?, we show that social media technology platforms do not inherently generate positive outcomes. Unchecked, they are also highly susceptible to manipulation and exploitation, which, as we’ve seen with Facebook, can degrade trust and profitability.

Strong ethical principles, policies, and practices are essential to any company that wants to build and maintain trust with its stakeholders – from employees, customers, and partners to governments and shareholders. At the center is a code of ethics that helps make real the organization’s mission and brand promise. When actions (or inaction) appear in conflict with the organization’s ethical code, the trust relationship is undermined and the estimation of the organization in the eyes of its stakeholders can be dramatically reduced, driving loss of share value, customer churn, slower market adoption, low employee morale, and even employee attrition.

As two of the world’s largest companies, Apple and Microsoft, increasingly view their brands and products through an ethical lens, consumer expectations around ethics are on the rise, helping to set new norms that are pushing aspiring organizations to follow suit. Additionally, competitive advantages exist for companies that choose to apply a strong ethical perspective into their product designs.

At Artefact, we help our customers envision and develop trustworthy technology products using a methodology that we call Responsible Design, which prioritizes long-term outcomes, the alignment of corporate mission with practical ethics, and deeply understanding and resolving competing stakeholder interests as much as great design execution. Throughout, we approach design challenges with a systems lens, asking hard questions about unintended consequences as well as net impact to ensure that the design solutions we deliver to market are positive for business, people, and society.

There are of course nuances to every client engagement, but Artefact’s commitment to product trustworthiness is unwavering. We believe designing for trust is a critical, increasingly competitive asset in today’s rapidly evolving marketplace and strongly encourage organizations to integrate ethics into their core product offerings. Responsibly aligning the potential of technology with its future impact is also fundamental to creating a better tomorrow for all of us.

From smart contracts in the homebuying process to swiftly and securely transferring money overseas, blockchain solutions are becoming increasingly common in sectors such as finance, real estate and the Internet of Things. Distributed web solutions like blockchain provide crucial security and accountability functions that transform our relationship with data. In other words, blockchain delivers trust and transparency – two things we at Artefact take very seriously when it comes to technology and its impact.

At Artefact, we’ve been exploring what role blockchain can play in wrestling with the many intractable, systemic problems facing our world. Moreover, as designers and technologists, how can we harness blockchain solutions in ways that contribute to accessible, equitable and sustainable outcomes?

One of our favorite companies working at the intersection of blockchain and social impact is Nori, a Seattle start-up creating a blockchain-based marketplace for removing carbon dioxide from the atmosphere. We sat down with Nori’s Founder and CEO Paul Gambill to talk distributed tech, social impact and seaweed.


What does Nori do and how did you get the idea for it?

Nori is on a mission to reverse climate change. We are building a marketplace that makes it easier for people to pay to remove carbon dioxide from the atmosphere. Climate change is a really straightforward arithmetic problem: there is simply too much greenhouse gas in the atmosphere. What we need to do is draw it out – undo the emissions – to restore the balance of the carbon cycle and ultimately reverse the effects of climate change. Most people working in the environmental space are trying to make climate change less bad, but nobody is trying to actually reverse climate change – until now.


Why do you think carbon removal isn’t more widely discussed as a solution for combating climate change?

People make a moral hazard argument against carbon removal. Many environmentalists don’t want a focus on carbon removal because they think that creating technologies and processes to remove carbon would give humanity a license to continue emitting carbon dioxide. What these environmentalists want to see is everyone reducing emissions.

The fact of the matter is, climate change is simply too far gone. Even if we halted all emissions tomorrow, the environment will not naturally recover to a place of balance without serious harmful impact. According to the math, we have to draw carbon dioxide down. There’s no other choice.


How does Nori use blockchain to help reverse climate change?

In the Nori marketplace, buyers pay to remove carbon dioxide from the atmosphere and suppliers remove the carbon dioxide. When a supplier in our marketplace removes carbon dioxide from the atmosphere, we have an independent, third-party verifier come in and assure that that carbon has been removed according to peer-reviewed standards. Nori then issues that supplier a Carbon Removal Certificate (CRC) that exists on the blockchain. The CRC can be sold to a buyer in exchange for one NORI token. One token always purchases one tonne of carbon dioxide.

We do this on the blockchain because proving who has removed carbon dioxide, who has paid for it, and who should get credit has been a longstanding problem in legacy carbon markets. We are eliminating those risks by putting the process on the blockchain, making it incredibly straightforward to prove who owns what and at what time.


The other half of your business is the NORI token. Why is a token necessary for your carbon removal marketplace?

Creating the NORI token as a separate asset from the CRC gives us the ability to create a global, market-driven reference price for carbon dioxide. One NORI token will always be used to buy one tonne of carbon dioxide. The price of the Nori token in the exchange markets – relative to the dollar or to bitcoin or any other currency – can be seen as a global reference price, sort of like Brent Crude or West Texas Intermediate pricing for oil.

A global carbon price is also useful for people who aren’t participating in our marketplace, like policymakers, economists, auditors and anyone else who needs to know how to value carbon. These groups have wanted a price for carbon for decades, and Nori does that by creating the cryptocurrency asset.


Why hasn’t carbon pricing worked in the past?

There are lots of problems with the legacy carbon markets. One major point is that when people talk about putting a price on carbon, what they’re often trying to do is create a cost for emitting carbon, like a carbon tax or the cap-and-trade market in the European Union. They’re putting a price on what it costs to emit. We think that’s a very negative action.

Nori wants to turn carbon dioxide from a waste product into a new value stream. The carbon price Nori is talking about creating is the value of removing one ton of carbon dioxide. Think about carbon dioxide like garbage, where for decades we’ve been throwing our garbage out in the street and nobody has been doing anything about it except try to throw less garbage out. The trash is still piling up out there. Nori makes it possible for the garbage collectors to get paid for coming around and picking up the trash.

We’ve discussed on our Reversing Climate Change podcast why carbon pricing has consistently failed in the past if you want to dig into the nuance.


What are some common concerns companies have with a blockchain-based carbon removal marketplace and what’s your response?

The cryptocurrency aspect of the Nori marketplace makes some people wary. They’re concerned about the volatility of the currency and what we at Nori are doing to ensure that the Nori token doesn’t fluctuate wildly which makes it difficult and unpredictable to use. There’s a lot more detail in our white paper, but the short version is that we are slowly releasing NORI tokens over time, so that we should as closely as possible tie the value of NORI to the value of removing one tonne of carbon dioxide.

They are also concerned about security. If you lose your bank account password you can get that reset, but if you lose your password to your cryptocurrency wallet, that money’s gone. Those concerns are valid and real, but there are plenty of tools and solutions out there that make this workable. Blockchain is just something new that companies must get used to. When talking about large sums of money, people are hesitant to commit to something that’s entirely novel. It’s similar to when credit cards were first used to make payments for websites. People were uncomfortable, but then tools were developed to make it safer. The same will happen and is happening with cryptocurrency.


Speaking of novel solutions, how do you design for and around blockchain infrastructure that your customers may not yet relate to or have as much trust in?

It’s true that existing blockchain applications are not user friendly at all. My background is in computer engineering, I worked in software development my entire career, I’ve been using bitcoin and blockchain technology since 2010, and even I find these applications incredibly difficult and confusing to use. There’s a lot of low-hanging fruit in terms of what designers can do to improve the ways people can interact with the blockchain.

Ultimately, the future I want to live in is where blockchain is something that simply runs in the background, just like how most people don’t know how HTTP works to load pages in your web browser or how SMTP works to send e-mails. These are protocols that don’t matter to the user experience. At the end of the day, just don’t make users think about it. They shouldn’t have to learn how blockchain or cryptocurrency works at a fundamental level. Only show them what they need to know in order to make responsible decisions about how they need to interact with the application.


What business opportunities do distributed web solutions like blockchain present?

Blockchain isn’t a cure-all solution for everything and there are many cases where a centralized database is still a better solution than blockchain. There are many fantastic use cases for blockchain, however. For example: issues of provenance (proving who owns what at what time, like with Nori’s CRCs); creating markets; and creating incentive structures to encourage people to make some kind of behavioral decision using a token.

The use of blockchain is often not going to be anything the consumer sees on the front end, but will instead power behind-the-scenes solutions, such as in the supply chain. Walmart, for example, tracks the movement of their produce from seed to sale using the blockchain so that if there is some sort of bacterial outbreak they can trace it to exactly where it came from and who’s responsible. T-Mobile uses blockchain for handling the audit trail for an internal identity platform.

Companies with operations that can use better tracking or could benefit from incentive structures can find the most opportunity in distributed web solutions. I can guarantee you that many large Fortune 500 companies are experimenting with blockchain solutions right now.


Last but not least, what does “Nori” mean, anyway?

There are lots of different ways to sequester carbon dioxide, and one really cool ecological approach is to grow kelp or seaweed. It’s very easy to do using just rope, water, and photosynthesis. “Nori” is Japanese for seaweed!

Learn more about Nori or invest in their mission.

April 18, 2017 wasn’t just any other Tax Day. Around this time one year ago, Artefact was knee-deep in numbers working on a unique feat of data visualization: USAFacts – the first comprehensive database of US government statistics illustrating where tax dollars go and why. In the year since USAFacts launched, close to one million people have visited the site, demonstrating a clear desire to better understand government data. Seeing the impact of the platform got me thinking about why USAFacts resonates with so many, when government data already existed in the public domain. The key? Making the data approachable, and placing it into context that ensures accuracy while encouraging exploration and understanding.

When creating data visualizations, it’s our responsibility as designers not just to make beautiful graphics, but to give users the tools to grasp the wider context of the information before them. Yet context can be a challenge, adding in complexity when we seek simplicity in our visualizations. After a year of working on USAFacts, I’ve learned three design approaches to help place data in context and create beautiful, accurate visuals that empower users to understand the complete picture.


Statistics lack meaning in isolation. If you show select numbers divorced from their larger context, at best people walk away with numbers without substance. At worst, you’ve introduced bias or implied causation where there is none. The solution: when showing parts of data, always ensure there is a view of the whole.

One of my favorite visualizations for USAFacts illustrates the impact of the federal budget. It can be difficult to grasp the practical implications of a budget that tosses around numbers in the trillions. To introduce context for the user, we added benchmarks for comparison by juxtaposing the plan against actual historic budget data and independent projections from the Congressional Budget Office. Then, we introduced controls for inflation and per-capita adjustment that allow users to understand the significance of the numbers in comparable terms.



Historic context is vital to painting a holistic data picture. Consider annual US foreign aid spending. On the one hand, $46.7 billion is a lot of money, but on the other hand, the figure is less than 1 percent of total federal expenditure. Moreover, annual foreign aid in aggregate increased for about a decade since 2000 but has been in decline again since 2012. Trends and cycles show the historic significance of a particular data set. Whether or not the numbers necessitate policy reform is for the user to interpret, but it is our role as designers to demonstrate how discrete data is part of a larger whole.


Designers often pare down data visualizations in the name of beauty, but oversimplifying information can strip away the very context that gives data meaning. One way to retain that valuable context in a digestible manner is to add information in layers. This allows users to navigate through related data that can help them gain a more holistic perspective.

USAFacts’ State of the Union visualization maps out how often a president mentioned certain topics in each State of the Union address, overlaid by related metrics for that year. For example, you can see how often a president used the words “budget” and “spending” in relation to total federal revenue and expenditure in the corresponding year. The issues are broken out into several categories such as education, jobs and healthcare, allowing users to toggle back and forth between topics. The visualization provides an intuitive understanding of which issues were paid lip service and which were prioritized.

Visualizations that thrill data enthusiasts can overwhelm others. One way to improve clarity is by creating pathways of discovery that let users choose their own adventure. This provides context while making the data digestible to a wide audience.

We designed USAFacts to encourage exploration, with a “simple first, detail upon interaction” process that progressively discloses information. In illustrating the impact of the Tax Cuts and Jobs Act of 2017, for example, we created an automated timeline that runs through projected changes in revenue and spending based on current policy compared to the new reforms. Casual users can start from a bird’s-eye view and let the visualization walk them through the data. Those seeking specific information have the ability to jump into the visualization and explore on their own.

We took a similar approach with the visualization for immigration statistics, starting with the broader question of, “Why do people come to the US?” Purposes for immigrating – such as tourism, work or safety – are color-blocked in one simple treemap chart. Users can then dive into their category of interest. For example, selecting “work” zooms into the types of work visas issued, with further detail on which countries of origin are most represented. In this way, users can quickly understand what broad forces drive immigration, while also having the capability to drill down to such granular figures as the percentage growth of agricultural workers immigrating from South Africa since 2011.




Cumbersome government reports discourage engagement. USAFacts makes the data approachable, dynamic and – dare I say it – even fun.

Lies, damn lies, and statistics

“There are three kinds of lies,” Mark Twain famously observed, “Lies, damned lies, and statistics.” Today more than ever, the sheer volume of data propelling our world makes extracting meaning from statistics difficult at best. Those of us entrusted with framing data have the opportunity to encourage data literacy. Designing context into data visualizations give numbers significance and help differentiate the “damned lies” of data from the valuable insights we all seek.

You’ve probably seen someone with a VR headset jump or lose their balance in reaction to their virtual surroundings. Although it may seem strange to the observer, VR is a highly persuasive medium capable of having a deep impact on the brain. Just how persuasive? VR experiences have the capacity to alter our emotions and behavior well after we unplug.

VR is still an evolving medium, but we know enough about its influence to give us pause. There is an ethical responsibility to explore the impact of VR experiences on users and empower them with awareness and control. Let’s look at how VR influences emotions, perceptions of self and behavior – and what we can do to support users along the way.

Social interactions in VR aren’t constrained to the hardware. Not only are the thoughts and emotions that bubble up during VR experiences genuine, we bring them back into the physical world with us long after the headset is gone. They affect us just as much as an in-person interaction, giving the emotions we feel in VR the healing power of a trusted friendship or the psychological stress of a bully.

The 360-degree short film Clouds Over Sidra is a compelling example. The video captures the perspective of a 12-year-old Syrian girl living in a refugee camp with thousands of others. As a viewer, you become fully immersed in her world – making eye contact with others in the camp, who in turn react to your presence. The experience often triggers emotions as if you were physically there. In fact, the same mirror neurons fire when we perform an action ourselves as when we observe someone else perform the same action. This makes VR experiences a powerful way to build empathy.


Of course, social interactions are far too often negative. I hadn’t considered the significance of bullying or abuse in VR until reading about one woman’s experience in a multiplayer game. Despite having the same non-gendered avatar body as other players, the author’s partner in the game mission recognized her female voice and proceeded to grab and pinch where her chest would be, virtually groping her. Although it didn’t look or physically feel like assault, remember the mirror neurons. Our brains can’t tell the difference. VR bullying and abuse have real, emotional repercussions.

How do we give users the opportunity to experience the emotional benefits of VR while protecting them from abuse? A good first step is to give victims the tools to protect themselves, such as the ability to evade and block other users. Platforms could require persistent bullies to undergo empathy training in VR, as well. Massachusetts preparatory school the Concord Academy created a VR project specifically to combat bullying. Users experience a bullying incident from multiple points of view: as a bystander, victim and perpetrator. In this way, VR can help people understand one another on a deeper level and decrease abusive behavior in the virtual and real world.

Ever wondered what it would feel like to live in someone else’s body? Taking on a virtual avatar may be the closest comparison. Research shows that inhabiting a virtual avatar alters your sense of self as well as your capabilities in the real world.

When our brains receive sensory, visual and perceptive feedback that align, it can be fooled into feeling ownership over another body. Several studies have demonstrated this body transfer illusion, notably the rubber hand experiment. In this investigation, participants hid one hand out of sight and a realistic, synthetic hand was put in front of them. Both real and artificial hands were stroked simultaneously. When later told to point to their other hand, participants reflexively pointed to the rubber hand rather than their actual, physical hand. The effects of body transfer illusion are even more powerful in VR. Another study gave participants VR avatars and then introduced physical threats in the VR environment. Not only did participants’ heart rates change in reaction to the perceived threat, they later reported feeling significant ownership over their avatar body.


Creating an illusion of body transfer can have great benefits, especially in training for dangerous or high-stakes situations. Virtual experiences trigger genuine emotional and physical reactions in users, making it a great tool for learning, confidence-building and communication. For example, a surgeon can practice open-heart surgery in VR and later use that retained muscle memory and visual feedback to perform the operation on a patient with confidence.

Creators of VR need to be aware of how much a user should embrace their virtual avatar. For example, individuals with avatars entering a high-stress situation should mentally prepare for the task ahead in the same way they would if performing it in the physical world. Depending on the application, it may be necessary to integrate environmental elements that remind the user of the virtual nature of their world. To prevent desensitizing a user playing violent video games, for example, VR could introduce a transition where the user “puts on” the avatar body, or crosses over a bridge or gateway into the virtual world. This helps compartmentalize where violence is acceptable and where it is not. In a VR application that is meant to be therapeutic or empathy building, a grounding element may detract from the experience. In this scenario, the user benefits from the long-term impact of fully embracing their VR avatar and experience as their own.

Imagine waking up to a flashy new sports car in your driveway. You get inside the vehicle for a virtual test drive, and your avatar is wearing swanky driving gloves. You’re really starting to feel like a luxury car owner now – the only thing left to do is sign your name on the purchase contract. Do you do it? Your decision might surprise you.


Studies show that VR experiences influence behavior and decision-making. Consider one study that gave participants avatars resembling aged versions of themselves. When interacting as their older avatars, participants were more likely to sacrifice immediate financial rewards for long-term benefits. Researchers concluded this experience opened up cognitive channels that increased real-world interest in saving for retirement. Another study gave participants VR avatars of differing heights and asked them to participate in negotiation exercises. Those with taller avatars behaved more confidently and negotiated more aggressively.

The heightened ability to persuade and influence decisions in VR makes it a powerful way to deliver advertising. Although there can be benefits – such as a higher fidelity means to test and better understand products – it can be difficult to identify where the environment ends, and advertising begins. The immersive nature of VR could lead users to lose control and make decisions that they wouldn’t in the real world.

Users should be able to recognize behavioral influencers like advertisements and have the opportunity to opt in or out. An ad callout and different visual treatments can help users distinguish promotions from other content. Furthermore, advertisements should take up no more than 20 percent of a user’s field of view to protect the user experience. Companies are starting to adopt policies and limits to VR advertising. For example, Unity – a VR development company – has an immersive advertising product called Virtual Room that requires users to opt in to see branded content. Their VR advertisements display for no more than two minutes each hour.

Power and peril

VR is still a “wild west” of sorts. Immersive virtual experiences, the role they play in our lives and the policies that govern them are evolving. It’s clear, however, that VR experiences have a tangible emotional, cognitive and behavioral impact on users. And the impact carries over into the real world.

For creators, this means the stakes are higher in VR than other digital mediums. We have the opportunity to help users harness the power of VR experiences while protecting them from harm. I believe that starts by creating VR experiences with a thoughtful, research-driven approach and ensuring users have awareness and control throughout their virtual experience. As designers, developers and even advertisers, it’s important to approach the VR medium with caution and remember to consider the full impact of VR experiences: who benefits, as well as who “pays.”

I first learned about Bertrand in a New Yorker article. Born with a mysterious, debilitating condition, his case stumped the medical community for years. Misdiagnosis after misdiagnosis, Bertrand and his family lived in constant angst, uncertainty, and neglect in pursuit of a diagnosis. Underlying the human story, however, were conflicting incentives and repeated failures among the doctors, researchers and other stakeholders that comprised the patient experience.

Motivated by Bertrand’s story, we decided to explore the challenges affecting patients with rare and undiagnosed conditions through a systemic lens in order to better understand the wider system patients face; identify relevant stakeholders and their relationships; and pinpoint opportunities to improve research, treatment, and ultimately, patient health outcomes.


What makes the system so complex?

The healthcare system is ill-equipped to deal with non-traditional paths to diagnosis. Unlike a typical 43-minute episode of House, M.D., the majority of rare medical conditions take an average of five to seven years to accurately diagnose. This often means delayed treatment, severely compromised quality of life, and mounting financial burdens.

Doctors initially motivated to help diagnose and treat Bertrand’s condition would lose interest as soon as they determined that his ailment was outside the scope of their specialization, while researchers studying a particular medical condition were hesitant to work with other, potentially competitive, research groups.

“It was really frustrating for us,” Bertrand’s mother told the New Yorker. “Our child hot-potatoed back and forth, nothing getting done, nothing being found out, nobody even telling us what the next step should be.”

Patients and their primary caregivers cope with their conditions in isolation, and are expected to be their own researcher, advocate, fundraiser, and data scientist. This fragmented population inadvertently leaves patient data underutilized and reduces the incentive for institutions or private businesses to invest in rare disease research.

A lack of concerted efforts at scale to collect, manage, and analyze patient data, in turn, creates a barrier to diagnosis. This negative feedback loop reinforces the incentives and behavior that make diagnosing and treating rare diseases so complex and challenging.

In Bertrand’s case, it took four years to finally diagnose him with a rare genetic condition known as the NGLY1 deficiency. At the time of diagnosis, doctors believed he was the only known case in the world. As patient zero, Bertrand didn’t have clearance from the FDA to try experimental treatments, nor would any pharmaceutical company or research agency work on finding a cure. It was only after Bertrand’s father posted a blog searching for other patients that he was able to connect with several others suffering from the same condition and together create an advocacy organization.

Complex problems often involve more than handful of stakeholders. As demonstrated in Bertrand’s story, the relationships and communication between dozens of individuals and organizations — from geneticists to health insurers — defined the discouraging patient experience.

To identify opportunities for design intervention in a complex system, we needed to understand stakeholder groups and their incentives in a more holistic manner. To do so, we created an Impact Continuum framework to assess stakeholders and their motivations, strengths, and weaknesses in a consistent manner. We generated profiles for the Impact Continuum by evaluating each stakeholder based on their power, expertise, interest and agility in the problem space.

Take Bertrand’s parents, for example. Despite being his primary caregivers, they initially lacked the ability to influence the system (power) or to self-diagnose (expertise). Yet their persistence in finding a diagnosis (interest) coupled with their resourcefulness and novel approaches — such as the viral blog post — demonstrate a high degree of nimbleness (agility).


Using the Impact Continuum above, we can begin to identify different opportunities for each stakeholder group. For example, how might we increase the sphere of influence for primary caregivers? How might we reduce the knowledge gap between primary caregivers and medical professionals? Taking it one step further, how might we augment the strengths of primary caregivers and mitigate their weaknesses through partnerships with other stakeholders?


With a greater understanding of each stakeholder and their impact, we can investigate their roles within, and relationship to, the greater system. To do this, we mapped key steps on the patient journey from undiagnosed to cured, then denoted their level of participation and impact for each activity. This brings to light steps that are well-supported by influential stakeholders — as well as steps that lack support from those with high potential for impact — so we can narrow our focus for optimal impact.


The cross-pollination of stakeholder and steps on the patient journey allows us to not only ask which touchpoints reveal opportunities for intervention, but quickly identify the stakeholders that should be engaged to fill those gaps.

In Bertrand’s journey, the exercise helped to reveal a general lack of investment in collecting and synthesizing data for undiagnosed patients amongst high-impact stakeholders such as secondary care providers and bioinformatics companies. Leveraging this insight, we can then identify targeted opportunities for each high-impact stakeholder. For instance, how might secondary care providers better engage patients in collecting meaningful data for rare or unknown conditions? Similarly, how might bioinformatics companies support the data collection and synthesis needs of undiagnosed patients?


Where do we go from here?

Bertrand is now 10 years old. Although a cure has not yet been found, multiple therapeutic treatments are now available to him and patients with NGLY1 deficiency. Over the years, his parents worked with other families facing NGLY1 deficiency to encourage collaborative research and knowledge sharing, and even compelled the National Institutes of Health to begin studying the condition.

While a lot of positive progress has been made since Bertrand’s initial diagnosis, countless other patients facing rare and undiagnosed diseases continue to live through the same challenges every day. To imagine a future where patients like Bertrand don’t have to live their lives in perpetual uncertainty, we must think beyond products and technology and take a systemic approach to systemic problems. Only then can we design a future where patients facing rare or undiagnosed conditions can begin to find answers and a roadmap to healing.

As designers, we have the responsibility to challenge our own paradigms. Let’s forge new paths not just in pursuit of more innovative solutions, but of more thoughtful approaches to get there.