№ 115 | Copyright: The Card Game, Design Thinking Canvas, The Learning Matrix, “Moving From SWOT to SO WHAT? Analysis”, Prosocial Design Network, Lenny’s World… Remixed!, and Violence as a Contagious Disease

№ 115 | Copyright: The Card Game, Design Thinking Canvas, The Learning Matrix, “Moving From SWOT to SO WHAT? Analysis”, Prosocial Design Network, Lenny’s World… Remixed!, and Violence as a Contagious Disease

I'm back again, with your regular roundup of ‘playful things to think with’ and think about! (Two days later than usual, but… other priorities!)

Now this is how you design a learning card game! Take a confusing topic (in this case copyright law). Create a card for each unique concept (“Terms of Service”, “Adaptation”, “Distribution”, etc.). To clarify how these concepts relate to each other, assign suits to relevant concepts (“Works”, “Rights”, “Risk”, “Fair Use”, “Exceptions”, and “Licenses”). Then, use your experience to describe realistic challenges (“Scenarios”) that ask learners / players to identify, discuss, and determine which concepts are relevant. Boom!

This is exactly what you’ll find in Copyright: the Card Game (US version). And… the creators have made every effort to keep this open and editable.

Found via this post “Play the hand you’re dealt” which adds… 🥁 an additional AI copyright scenario.

Image of Copyright: The Card Game cards fanned out on a surface.

Design Thinking Canvas

I’m sharing this short LinkedIn post from David Townson for one simple—clever—idea: A canvas/framework designed to support an accordion fold! Paper version, of course. In this case, it’s a Design Thinking Canvas, a tool for navigating the planning and doing of strategic design work.

Two photos of a man holding an accordion folded piece of paper (photo 1) then showing the same paper opened up (photo 2).

FWIW, I prototyped something similar in the past, for a goal setting framework. I designed the layout such that while folded, you see only your current state and future (ideal) state; opening up the (paper) canvas reveals the reflection questions needed to guide you on your journey…

Mapping Games to Growth

Setting aside the AI-generated nature of this illustration, the 2x2 framework here is a solid one. The “TTRPG Learning Matrix” (LI) maps four learning territories created by analyzing learning intent (Implicit/Explicit) & time structure (Bounded/Sustained).

AI generated image of the "TTRPG Learning Matrix: Mapping Games to Growth", a 2x2 framework mapping tabletop role-playing games to educational growth. The vertical axis represents 'The Experience Axis' (Y) ranging from Implicit (learning emerges naturally) to Explicit (designed for specific, assessable outcomes). The horizontal axis represents 'The Learning Axis' (X) ranging from Bounded (single-session, discrete play) to Sustained (longitudinal, cumulative play over time). The four quadrants show: 1) Unstructured Roleplay (Implicit/Bounded) focusing on social/narrative development, 2) Applied Micro-TTRPGs (Explicit/Bounded) emphasizing targeted skills like problem-solving, collaboration, and communication, 3) Full 'Crunchy' Systems like D&D (Implicit/Sustained) for research and social-emotional learning with emergent literacy, and 4) Course-Arc/Questfolio (Explicit/Sustained) for identity and domain literacy. The matrix includes hand-drawn illustrations and annotations explaining implicit vs. explicit formats.AI generated image of the "TTRPG Learning Matrix: Mapping Games to Growth. a 2x2 framework mapping tabletop role-playing games to educational growth. The vertical axis represents 'The Experience Axis' (Y) ranging from Implicit (learning emerges naturally) to Explicit (designed for specific, assessable outcomes). The horizontal axis represents 'The Learning Axis' (X) ranging from Bounded (single-session, discrete play) to Sustained (longitudinal, cumulative play over time). The four quadrants show: 1) Unstructured Roleplay (Implicit/Bounded) focusing on social/narrative development, 2) Applied Micro-TTRPGs (Explicit/Bounded) emphasizing targeted skills like problem-solving, collaboration, and communication, 3) Full 'Crunchy' Systems like D&D (Implicit/Sustained) for research and social-emotional learning with emergent literacy, and 4) Course-Arc/Questfolio (Explicit/Sustained) for identity and domain literacy. The matrix includes hand-drawn illustrations and annotations explaining implicit vs. explicit formats.

I think a lot about how to make sense of various types of learning games; this framework—while designed for classroom-focused TTRPGs—could easily support a broader range of learning games.

Strategy Reimagined: Moving From SWOT to SO WHAT? Analysis

I’m in the camp of folks who are kind of “meh” about SWOT analysis. While interesting when I first discovered this tool (ages ago!), I’ve had mixed results using it. Back in Issue № 92, I shared NOISE analysis as a possible improvement over SWOT (swapping out “Weaknesses” and “Threats” for “Needs”, “Improvements”, and “Exceptions”).

Anyway, here’s another variation of SWOT Analysis that transforms the rigid matrix into a Venn diagram, to reveal actions you should take (in the overlaps). Hence the title: “Strategy Reimagined: Moving From SWOT to SO WHAT? Analysis.”

Two images. On the left we see the traditional SWOT matrix. On the right, we see the "SO WHAT? Analysis" which represents Strengths, Weaknesses, Opportunities, and Threats as overlapping shapes, creating actions in the overlaps (e.g. "Actions that Secure" for Threats and Weaknesses).

Found via this LI post from Helio.

Prosocial Design Network

Given the toxic nature of Facebook, LinkedIn, Twitter, and other social platforms, it’s easy to write off online spaces for their harmful effects. But… Can we design online spaces that foster healthy interactions? That’s the goal of Prosocial Design Network, which aims to connect “research to practice.”

Going back about 10 years ago, I recall learning about how Nextdoor introduced a bit of healthy friction in their comments form—asking users to share specific details—a change that resulted in a 75% reduction in racial profiling. If simple interventions like that one give you hope, then here is a catalog of 50 such interventions that can or have been shown to create healthy interactions.

Screenshot of the Prosocial Design Network web site.

See also Kind Games: Designing for Prosocial Multiplayer, a proposal from Daniel Cook that lists 37 prosocial game mechanics.

Lenny’s World… remixed

So, something interesting is happening… Lenny Rachitsky recently shared his podcast transcripts (300+ episodes) followed by his entire newsletter archive (350+ posts) as AI-friendly Markdown files, with the vague challenge to “build something.” Kind of a “let’s see what happens” experiment. Well… what has happened is…
First, someone turned the transcripts into LennyRPG, an RPG game to test your product knowledge.

Screenshot from LennyRPG, a retro-style pixel art video game.

Then, someone else created Lenny’s Comics, an interactive comic book store where you play as a PM navigating real startup scenarios.

A vibrant comic book store interior with shelves lined with colorful comics in pink, yellow, cyan, and purple tones. In the center is displayed a large comic book cover titled 'HOW TO PLAY - Your First Adventure' featuring a superhero character in a blue suit with red cape holding a glowing book, surrounded by space-themed elements including a rocket, money bag, heart, and stars. The top of the page shows 'LENNY'S COMICS' with the tagline 'Interactive adventures built from real podcast wisdom' and a button reading 'GET YOUR PERSONALIZED PLAYLIST.' A navigation progress bar appears at the bottom showing this is issue #0. The scene creates a perspective view down the comic shop aisle with overhead pendant lights.

Setting aside my usual concerns about AI, it does excite me to see this kind of playfulness and remixing of content. Not to mention the re-imagined formats for this content, both of which fit with my description of ‘playful things to think with’.

Violence as a contagious disease

Every now and then, you come across a simple reframing of a familiar topic that sends your brain musing in all kinds of (new) directions. For me, thinking of violence as a contagious disease has done exactly this! How do diseases spread? How do you treat a disease? Now, apply those same approaches to violence.

I happened upon this perspective in a radio interview with physician and epidemiologist Dr. Gary Slutkin, MD, author of the forthcoming book The End of Violence.

Image for the book The End of Violence: Eliminating the World's Most Dangerous Epidemic by Gary Slutkin, MD.

Coincidentally…

I just finished reading a rather curious (and comforting?!) book—Legends & Lattes by Travis Baldree. It’s a “cozy fantasy” novel about an orc barbarian, Viv, who retires from a life of adventuring to open a coffee shop. Why on earth would I be mentioning this, in relation to violence as a contagious disease? 🤪 Well… When the main character encounters the local mafia, ready for their cut of her business, there’s an urge to pick up her sword again and be done with them. She’s probably capable of violent ends. But, she knows that would destroy everything she’s trying to build—the community, the sense of belonging, her new identity… It’s an interesting interpersonal conflict. Anyway, connecting the dots as I see them, that’s all.


Random stuff

Until next issue… Cheers!

Read more

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Welcome to another edition of the Thinking Things newsletter, your regular dose of playful things to think with, and think about. 🫵A couple of things: 1/ ♥️ ♠️ ♦️ ♣️ I’m exploring a special edition of thinking things focused on… 🥁 playing cards. Specifically, any activity that uses a standard deck of playing cards

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