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4. Sharing and Giving
Sharing is about offering what you have to others. Giving means being generous — with time, space, resources,
or kindness — even when you are not expected to.
Many problems in shared spaces arise because people don’t share or
consider others. Design that encourages sharing promotes empathy,
equality, and care.
Example: Designing a “Donation Box Wall” in school where students can
give away gently used books, toys, or clothes to those who need them.
How to Choose the Right Attribute
Before you start your design, think about what the people in your shared space truly need. You can choose
one or even two social attributes—Interpersonal, Collaborative, Co-operative, or Sharing & Giving—based on
the behaviour or change you want to encourage.
Ask yourself:
• What problem do I want to solve?
Are people feeling left out, unorganised, or disconnected?
• What behaviour do I want to encourage?
Do you want them to talk more, take turns, help each other, or share
resources?
• Which attribute(s) best match the space and people?
You may find that two attributes are needed together. For example:
◦ A library may need both Co-operation (for taking turns) and Interpersonal (for quiet communication).
◦ A festival stall may need Collaboration (teamwork) and Sharing (giving materials or time).
◦ A classroom reading corner may need Interpersonal (listening and support) and Sharing (books and
stories).
Once you decide, let these attribute(s) guide your entire design process—from empathy to final solution—so
that your space becomes more inclusive, meaningful, and helpful.
Understanding Primary and Secondary Research
To design better social spaces, you need to collect information about the people and problems involved. This
is where Primary and Secondary Research come in.
Primary Research
This is the first-hand information you collect directly
from users or people involved.
You do this by:
• Talking to people (interviews)
• Observing their behavior (watching how people EXPLORATORY
RESEARCH
use a space)
• Taking surveys or polls
• Using empathy maps or user journey maps
Example: You interview ten students and observe
how they use the school canteen. You notice that
students skip lunch because the queue is too long. This insight helps you define a real problem.
Design Project: Design for Social Spaces—Through Empathy Building
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