This blog is obsolete

Hello folks. This blog is obsolete. I have moved it to a new home on a WordPress web site. storycoloredglasses.com now goes to that new blog. I am leaving this site (storycoloredglasses.blogspot.com) up (for the time being) for archival purposes and because the blog's comments didn't copy over to the new web site.

Friday, December 23, 2011

Peaceful

It's a little thing, really. But I can't stop thinking about it.

Lately my son and I have been totally caught up in a new computer experience called Minecraft. Minecraft is a curious concoction. At its core it is a virtual world where an avatar that represents you walks around in a landscape of voxel blocks: dirt, grass, trees, rivers, caves, blue skies. What happens in that landscape is up to you. Some people use Minecraft to play a game of wits and skill. If you use the game in any of the "difficulty" modes (Easy, Medium, Hard) monsters come out at night and try to kill you as you try to survive and build shelter. But you can also "play the game" in Peaceful or Creative modes, the first in which there are no monsters and the second in which you can't be hurt in any way. In these modes the program is not really a game at all but a huge sculptural canvas.

For the most part we have "played the game" only in Peaceful and Creative modes, because we do not want to fight the monsters. Why? First, anything you practice you get good at, so does it make sense to practice hurting? Second, pretending to fight in a war is disrespectful to the thousands of kids who actually are fighting in wars. (I have in mind a social project that brings some kids who love pretending to fight in wars to spend a few days with kids who are actually fighting in wars. I wonder how much they would like the pretending after that.) Third, are we to take the word of the Minecraft creators that these monsters don't deserve to live? How do we know they aren't defending their homeland from invasion? Just because they look like zombies and skeletons doesn't mean anything. Don't lots of very nice children look like that on certain October nights? Fourth, and lastly, fighting is boring and repetitive. I did have my days playing Dungeons and Dragons as a teenager, but it didn't take me long to realize that destruction is just mostly tedium. Creation is where the fun is, in the wide open spaces of the imagination, not in the dull thuds of weapon on flesh.

So we have used Minecraft for the most part as a canvas and testing bed for imaginary worlds. For this it is an excellent system, because the program not only comes equipped with various building materials, simple machines and pseudo-electronic circuits you can recombine in endless ways, but is also extendable by writing your own Java modifications ("mods"). We haven't built a mod yet but we plan to. The problem is that you have to turn off all the cool mods you have downloaded while you build your own, and we are having too much fun with them to do that yet.

We have been using Minecraft to explore mathematics, logic, programming, engineering, architecture, art, cartography, history, archaeology, and so on. My son builds mostly elaborate contraptions: combination locks, musical instruments, alarm systems, factories, vehicles, buildings, transportation and distribution systems, mazes, automated farms. Here "he" is in front of one of his automated mining and processing facilities. We also enjoy downloading and exploring some of the many amazing creations other people have shared: castles, factories, puzzles, whole cities collaboratively built.

My explorations have been more whimsical and surreal. I've built a lot of symbolic structures: labyrinths, sculptures, temples, pavilions, meeting spaces. I have also built machines, but my machines all have Sisyphsus-like tasks, like a quarry that mines and fills the mine at once.

One joint project of which I am very fond is the creation of a Minecraft version of Jorge Luis Borges' "Library of Babel," which we have crafted in meticulous detail and on which we are writing out the short story on signs the visitor reads as they travel around the library puzzle (which we will eventually upload for other Minecraft users to enjoy). This is both a tribute to Borges and a creation in the spirit of his "Pierre Menard, Author of the Quixote" which is about a man who writes Don Quixote, word for word the same, centuries later. For this reason our Library must not contain one additional word that is not in the short story. Very cool.

I have been enjoying Minecraft so much that I considered writing a post about it here to recommend it, along the lines of the story games post I wrote last year about games that create useful storytelling and sensemaking materials for parents and kids. But a few days ago I thought of something that gave me another reason to write about Minecraft, as a cautionary tale about the stories sometimes invisibly embedded in the tools we use.

What lies within

Deep within this otherwise excellent learning system and fun game is a frighteningly dangerous story. You probably didn't notice it when I wrote about it above. I'll repeat it: "you can also "play the game" in Peaceful or Creative modes, the first in which there are no monsters and the second in which you can't be hurt in any way."

I'll say it a third time. In peaceful mode there are no monsters. Peace is not coexistence with the monsters: it is eradication of the monsters. It is genocide.

If you are using Minecraft in a mode that allows monsters, and then you switch to Peaceful mode, the monsters disappear. It was when I was watching this happen that I suddenly saw the story hiding inside the game. We had created a "behavioral observation world" with blinds from which we observed and discussed the behavior of the various types of monsters. My son wanted to make a change to the blind, so he pulled up the options screen and changed the game mode from Easy to Peaceful. Poof, the monsters all disappeared. It was so much like the eradication of a population, along with its culture and history, that I suddenly realized this was a perfect analogue for ethnic cleansing.

Even when the peaceful mode is set on, any "spawners" that normally create monsters still create something, as my son pointed out; it's just that the things created immediately poof out of existence again. So not only does peace mean all members of an ethnic class are eradicated, any new ones that manage to be born are essentially killed at birth.

That's a zombie in our behavioral observation laboratory, with the flame-filled spawner that made him in the background. I tried to get a screenshot of the little infanticide poofs but could not catch them; they are soon forgotten.

The creators of Minecraft could have called this mode "Alone" or simply "No Monsters" mode. Why did they call it peaceful? A truly peaceful existence would not eradicate enemies; it would transform them into friends, or at least neighbors. The more I think about this the more upsetting I find it. Millions of children, mostly in wealthy countries, are learning that peace can only come about when the people who don't look like us no longer exist.

What bothers me more than finding this story underlying an apparently harmless game is how long it took me to realize this. We discovered Minecraft four or five months ago. Why did I never notice that peace meant eradication before? I probably saw those monsters poof away in front of me ten times before I realized the contradiction between peace and removal.

In their defense I'm sure the Minecraft creators didn't realize they had told this story. Maybe it was a story hidden deep inside another story, one they had been told long ago. It's a story we've all heard before. Maybe we are telling it without knowing it.

I have been thinking about creating a "truly peaceful" modification that changes the underlying story presented by the game experience. In this mode the monsters would still exist; they just wouldn't be after you. They would live out their lives next to you in peace, only responding if you attack them. (There do currently exist some "neutral" monsters that do not attack unless provoked; but in "peaceful" mode they face the firing squad along with everyone else.)

Here's an interesting wrinkle I'm thinking about adding: an "inequality" mode. In this mode the monsters exist and don't bother you; but they have nicer stuff than you have. If you can barely put food on the table, they are feasting. If you manage to build a tiny one-room hut out of dirt, they have a castle next door made of gold. The challenge, the game of wits and skill, is to live next to the entitled monsters without letting the injustice and humiliation of the situation get to you to the extent that you lash out and bring their wrath (they would have superior weapons, of course) against your impoverished people. That would be a great learning experience, and of practical use in adult life, for the majority of people on this planet. That would be a different story hidden inside, wouldn't it?

What my son and I have done about this discovery, besides talking about building new mods for Minecraft, is to discuss the implications of such an underlying assumption and how such assumptions can seep into our perceptions and decisions and actions without our knowledge. We have asked what underlying assumptions lie under other favorite stories, like Wall-E (why did the humans feel no compassion for the earth?), Cars (why did the creators of Cars perfect representations of cars as emotion-filled personifications of people, only to claim that torture scenes in Cars 2 were all right for children to watch because "they are just cars"?), Rudolph the Red-Nosed Reindeer (why didn't Santa Claus protect Rudolph from abuse until after he proved useful?) and many other of the stories we are told today.

Stories will always be as dangerous as they are powerful and empowering. The biggest challenge never lies in the creation of stories, but in the uncritical, ignorant reception of them by audiences trained to suspend disbelief.

Thursday, November 10, 2011

What we see and what we build

So my son and I are reading this excellent book called Maps: Finding Our Place in the World, and so far I have found two elements that just beg to be connected to narrative sensemaking. They are both in the chapter by Denis Cosgrove on world maps.

First, Cosgrove talks about how we think of the words "world," "earth" and "globe" differently than people did in the past. To us, they all mean pretty much the same thing, but this is a new experience in human history.
"World" is a social concept. ... "Earth" refers today to the planet that sustains life; its reference is elemental rather than social.
This is a reference to an earlier statement about how people used to think "earth" meant only the element earth, as in earth, air, fire, water, aether. There was no "earth" concept as a planet, at least among most people. Cosgrove goes on:
"Globe" is a geometric term, another word for a sphere. ... The relationship between the globe and the modern world map is close. ... The modern, scientific conception of the world extends to the whole of the globe and encompasses the whole earth, which is why these three terms are now interchangeable. Any world is a totality and has spatial boundaries, but the coincidence of the world's boundaries with the planetary globe's is a modern conception, a consequence as much as a cause of maps.
I had not realized this before: that before (some) people knew half the planet's land masses existed, they still built globes, but those globes were not like ours. They were spheres built to represent their idea of what must have seemed a much smaller planet. To take one example, the globe created by Crates of Mallus, according to Wikipedia, ca. 150 BC, looked like this:


To me today, this globe looks like a sweater too small for its wearer: there is not enough fabric to cover the space.

The Hunt-Lenox globe, built around 1510, showed South America as one continent, but North America as a series of small islands, nothing more being known about it at the time. The globe belongs to the New York Public Library on whose site photographs can be seen; here is a drawing of it from the Encyclopedia Brittanica of 1874 (the image of which I found in this article).


What amazes me about these early globes is that people built a coherent representation of the world as a sphere even though they were missing part of it. They sewed together the edges of what they knew to be so as to make it into the shape they knew it had to take. This is a perfect analogue to sensemaking: we take what we know and form it into something that represents what must be. We give it coherence and form through our efforts to make sense of it. Imagine what it must have been like to build and use such incomplete globes, then find out about the New World in its entirety. It would be like us finding another earth, teeming with life, hiding behind the moon. How would our sensemaking cope with that? How would we change?

That leads into Cosgrove's second amazing (to me) statement about maps and sensemaking:
The 1972 photograph taken by NASA's Apollo 17 astronauts, unique as an eye-witness photograph of humans' home planet, ... is certainly not thought of as a "map," although it shares many technical aspects with world maps, and has influenced considerably the design of subsequent world maps -- for example the disappearance of the graticule (grid) of latitude and longitude, the "photographic" appearance, and the use of "natural" color on many wall and atlas maps today.
So our maps, our conceptual representations of the world we live in, have changed to more closely match our enlarged experience of the world.


If you are as old as I am or older, and you can remember your first sight of that first photograph of the planet, you can verify this fact. I remember globes and maps with stronger grids and less-natural colors, and I do now own and often look at maps that look more like the "real" earth, as we know it now. I had not noticed the difference! Have you?

To illustrate, this first example is from a 1925 encyclopedia, and the second is from the 2004 CIA World Factbook. I wanted to find a 1960s (or better, early 1970s) example but failed (probably because I was looking on Wikipedia's Wikimedia commons site for images I could legally copy).



Today we don't sew together what we know from maps to create a globe; we take apart what we know of the globe (meaning, today, the planet) to create maps. The grids and false colors that once helped us make sense of what we were piecing together now stand in the way of making sense of what we see. I guess the question is: what are we sewing together now?

I don't know exactly what to make of this idea -- yet -- but it has something to do with sensemaking and narrative. My mind has been clutching the idea, mumbling to itself and and running around in circles ever since I came across it a few days ago. I thought I'd tell you about it because it might spark some thoughts in your mind before my mind gets around to telling me what it wants to do with it.

Tuesday, November 1, 2011

Nail fungus infection is not a choice of yours.

I'm sorry! I was cleaning out the spam this morning and came across that gem of a title. I just had to use it.

What I mean by it is: here is a report on book writing progress. The book's content is between eighty and ninety percent done (hard to say exactly). The more I write the more I like it, but it is not yet done. Five of my closest colleague-friends, those who may see what I have written before anyone may see what I have written, have received "early-early" review copies of the incomplete book. All others on the reviewer list (and I thank each and every one of them for their patience) will receive the "early" version for review as soon as anybody may see it.

However I will show you the high-level table of contents, in case you have any feedback on the book's structure, and so you can see that I am still writing it. Color key:
  • new writing in red
  • writing from the blog (cleaned up and improved) in blue, blue for blog
  • writing from the original book (cleaned up and improved) in green, green for growth
  • parts yet to be finished in shocking purple
The contents:

Part One: Introduction and Evaluation
Chapter 1: Introduction
What this book is for
Why I wrote this book
This book and you
Notes on the book
Chapter 2: Why Work with Stories?
Why work with stories?
Why work with stories?
Why work with stories?
Summary
Resources
Activities
[Summary/Resources/Activities repeat in each chapter, some done some not]
Part Two: Fundamentals of Story Work
Chapter 3: What Is a Story?
The ant and the dove
Definitions of story, stories of definition
A working definition
Chapter 4: What Are Stories For?
Stories are maps of experience
Stories are sounding devices
Stories are elements of play
Stories are packages of meaning
Chapter 5: How Do Stories Work?
Stories in society
Stories in conversation
Stories in use
Stories in stories
Stories in personalities
Part Three: A Guide to Participatory Narrative Inquiry
Chapter 6: Introducing Participatory Narrative Inquiry
PNI definitions
PNI phases
PNI principles
Chapter 7: Project Planning
Mini-collection
Mini-sensemaking
Mini-return
Knowing your storytellers
Knowing your topic
Considering privacy
Chapter 8: Story Collection
Methods of story collection
Asking people to tell stories
Diverse questions for diverse motivations
How many stories to collect
Asking questions about stories
Facilitating group story sessions
Story collection exercises
Chapter 9: Narrative Catalysis
Chapter 10: Narrative Sensemaking
Chapter 11: Narrative Intervention
Chapter 12: Narrative Return
Part Four: Advanced Topics in PNI
Chapter 13: Advanced Introduction to PNI
PNI justified
PNI in context
PNI opportunities
PNI dangers
Chapter 14: Becoming a PNI Practitioner
The essential skills of a PNI practitioner
Breadth and depth in story work
Evaluations of story work
Chapter 15: Advanced Topics in Project Planning
Habits of story planning
Planning projects with the story uses triangle
Planning projects with stories in personalities
Transparency in PNI projects
Resolving tensions between needs
Practical ethics in story work
Chapter 16: Advanced Topics in Story Collection
Habits of story collection
Story collecting venues and story personalities
How not to ask too many questions about stories
When you can't ask questions about stories
Transcribing storytelling
What to expect when you're expecting stories
The story fundamentals questions expanded
Chapter 17: Advanced topics in Narrative Catalysis
Chapter 18: Advanced Topics in Narrative Sensemaking
Chapter 19: Advanced Topics in Narrative Intervention
Chapter 20: Advanced topics in Narrative Return
Part Five: PNI Stories
Chapter 21: PNI Stories from Other Lands
Collecting stories in a poor urban community (Jonathan Carter)
Helping a community market listen to its customers (John Caddell)
Evaluating effectiveness helping youth in foster care (Stephen Shimshock)
Using a specific narrative process to face conflictual situations (Stephane Dangel)
Chapter 22: PNI Stories from My Journey
Incorporating narrative into e-learning
Probing a wound gently
Holding up a mirror
We said, they said
Too much and too little
Contradicting ourselves
Shooting the messenger
The near miss
Discovering the obvious
10-15 more of these stories left to clean up
Appendices
Acknowledgements and biography
Glossary
Index

You could look at this and say, "What? You have so much left to do! All those shocking purple parts!" But of course the introduction, planning and story collection parts would be the longest. The other parts will be much shorter and faster to write, so I do see a sort of light at the end of the tunnel. I am working on the catalysis section now, writing by PNI phase, sorting into basic and advanced as I go.

The "PNI stories" should end up at between 20 and 25 when I'm finished: this will be a sort of (highly anonymized/fictionalized) "folk tale collection" of stories about things I've learned from projects I've done: not "case studies" or "best practices" but more like a trial and error parade. The format is the same as in the previous case studies, but there are just lots of them now. I have notes on all of these stories but about half remain to be cleaned up. Sort of like a nail fungus infection, which is no choice of mine or yours, just something that remains to be dealt with.

Why I am I telling you this? Because the blog was hungry; to let you know I'm still writing; because I wouldn't mind some feedback on the organization of the material; because winter is coming; because I found such an excellent spam title.

Saturday, September 17, 2011

PLA articles; Recruitment drive

Volume 63 of the journal Participatory Learning and Action has come out, and I am author or co-author in three of its articles. Click here, then on "Download PDF (free)" to read it. The volume is titled "How wide are the ripples? From local participation to international organisational learning" and its description is as follows.
Do you work with or in an international or northern office of an international non-governmental organisation (INGO)? Do you facilitate participatory processes at the grassroots? Have you ever wondered how wide an impact the process might have?

When a pebble is thrown in the water it creates ripples. But just as the ripples fade as they lose momentum, the strong local impact of good quality participatory grassroots processes also weakens as it gets further away from the original context. Yet the insight and analysis, evidence and stories generated and documented during participatory processes are just the kinds of information which are needed to inform good development policy and planning.

This issue shares reflections and experiences of bringing grassroots knowledge and information from participatory processes to bear at international level. It examines the possibilities and challenges involved – as well as strategies for strengthening practice. It aims to inspire other empowered activists working with INGOs to be a conscious and active part of change: to bring about more accountable, equitable and participatory development.
The articles I contributed to are as follows:
  1. "Bridges to understanding and action: using stories to negotiate meaning across community boundaries" by Cynthia Kurtz and Stephen Shimshock,  page 63
  2. "Telling stories: who makes sense of participatory communication?" by Hannah Beardon, Jasber Singh, Rose McCausland, Cynthia Kurtz and Clodagh Miskelly, page 77
  3. "Working with your community's stories" by Cynthia Kurtz, page 167
All of the articles in this journal are worth reading. They contain many inspirational stories and ideas for application in participatory work.

Meet me in the room of requirement 

I expect to deliver early copies of the greatly expanded third edition of Working with Stories by the end of this month to an eager army of skimmers/readers for essential feedback, to be incorporated as I finish the formatting. If you want to join the WWS army, send me an email and I will put you on the list to receive the manuscript.

Thursday, August 11, 2011

Hints of things to come

How is the book coming? I have nearly finished reviewing hundreds of books and papers and typing in must-have quotes from them, all so I can remove the unpleasant "sorry there are so few references here" bit I had in the book before. I have been having a wonderful time re-reading lots of things I first encountered a decade ago and finding parts I never noticed before and so on, but all good things must come to an end. This means that nothing remains now but to finish all the parts of the book not quite finished and pull it all together. Which will still take a while. But it is happening.

However I wanted to show you this nice little bit of coalescence: some new diagrams on the stages of a PNI (participatory narrative inquiry) project, which came popping out of somewhere onto paper the other day. I put a full description of this on the PNI page.



If you study this diagram you may find something exciting about it. (Well, I found something exciting about it.) The parts of the process inside the triangle are all emergent, unordered processes -- things that rely heavily on the meshwork of many connections and perspectives coming together. The parts outside the triangle feature stronger components of hierarchy, structure, order. So in a sense this shows how PNI brings together organization and self-organization into a dynamic interplay for the purpose of supporting collective narrative sensemaking. (If this makes no sense to you, read about the confluence framework. That may help ... or it may just make things worse.)

Feedback/encouragement accepted with wild enthusiasm.