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.