Week 10 · overview
Positive Interaction Project
Weeks 7 to 9 focused on failures and safeguards.
Week 10 asks a different question:
Can we deliberately design a better interaction and then test whether it works?
Synthesis model
Communication
+
Conflict response
+
Digital citizenship
->
Positive community interaction
Positive does not mean fake cheerfulness.
Strong communities can still include disagreement, direct feedback, losses, and pressure.
The design goal is improving what happens between people during those moments.
Interaction points
Potential design targets include:
- joining a team
- practice routines
- pre-match interaction
- live-match communication
- post-match recovery
- team chat
- public posting
- spectator participation
The design move is to change system conditions, not simply tell people to behave better.
Lesson 1: Designing Positive Community Interaction
Choose one interaction point, define participants and friction, then build Version 1.
Lesson 2: Reviewing an Interaction Plan
Another group stress-tests your design for clarity, realism, inclusion, privacy, and unintended consequences.
Lesson 3: Positive Interaction Project
Revise to Version 2, simulate with users, capture evidence, and defend design choices.
Week 10 artifact
Your final artifact is a Positive Interaction Prototype with visible progression:
Problem
-> Interaction point
-> Desired experience
-> Design
-> Test
-> Feedback
-> Revision
Learning targets
By the end of Week 10, you should be able to explain:
- why positive interaction is more than avoiding harmful behavior
- how environments influence behavior
- how interaction systems can be deliberately designed
- how participants experience systems differently
- how to identify unintended consequences
- why peer review should test mechanisms, not aesthetics
- how evidence improves a design
- how Weeks 7 to 9 connect in one system
First design rule:
Do not start with people should.
Start with the system will.