Don’t hesitate to reinstitute use of the cues and the timer for a few weeks if your child stops initiating assigned chores or other tasks over a period of a month or more. Sometimes kids need a refresher course.
Involve your child as much as possible in the planning process once you’ve been providing models for a while. Ask, “What do you need to do first? And then what?” and so on and write down each step as the child dictates it to you.
Create plans for your child when young. Use the expression “Let’s make a plan” and then write it out as a series of steps. Better yet, make it a checklist, so the child can check off each step as it’s completed.
Once you and your daughter set up the desk as desired, make clearing off the desk part of the bedtime routine—initially, with on-site monitoring and supervision and eventually with reminders to start and check-ins when she’s finished. You may find it helpful to take a photograph of the space when you first set it up, so your child has a model to compare her work to. The last step in the process might be for your daughter to look at the photo and see how closely her desk matches it.
There are two sets of metacognitive skills that you can help your child develop. One set involves the child’s ability to evaluate her performance on a task, such as a chore or a homework assignment, and to make changes based on that evaluation. The second set involves the child’s ability to evaluate social situations—both her own behavior and others’ reactions and the behavior of others.
Remember that a child’s time horizon is much shorter than yours. For a plan like this to succeed, the end always has to be in sight for the child. So don’t get too ambitious in teaching this skill. Expectations that the child will save for months or put all his resources into savings are unrealistic. Remember that learning to save requires ongoing and long-term practice. Be prepared to use savings systems over an extended time period.
What all of these people had in common was a well-rounded curiosity, the good sense to know when something wasn’t working, and good social skills. Not only could they design well, they could write, think analytically; and they were curious about every job in the shop. If a job in the shop needed to be done, they’d volunteer to do it, even if (or maybe especially if) it meant having to learn a new skill.
A designer uses their expertise in the service of others without being a servant. Saying no is a design skill. Asking why is a design skill. Rolling your eyes and staying quiet is not. Asking ourselves why we are making something is an infinitely better question than asking ourselves whether we can make it.
“You may be hiring us and that may be your name on the check, but we do not work for you. We’re coming in to solve a problem, because we believe it needs to be solved and it’s worth solving. But we work for the people being affected by that problem. Our job is to look out for them because they’re not in the room. And we will under no circumstances design anything that puts those people at risk.”
For those of you not familiar with Ayn Rand, she wrote crappy books about the power of individual achievement while she collected social security and started some pseudo-philosophy called “objectivism,” which can be summed up in five words: I got mine, fuck you.
One of the judicial tests for fraud is intent. Intent is notoriously hard to prove, unless the company committing the fraud has put together a detailed Powerpoint presentation illustrating the purpose and function of the software—which Volkswagen had (apparently unaware of Stringer Bell’s admonition, “Is you taking notes on a criminal fucking conspiracy? The fuck is you thinking, man?” Your annoying friend is right; everyone needs to watch The Wire.)
In 1971, American philosopher John Rawls proposed an idea for determining the ethics of a situation, he called it a veil of ignorance. He later expanded on the idea in his book A Theory of Justice. In short, a veil of ignorance is a way of determining whether what you’re designing, be it a startup, a dinner plan, or a system of government, is just. It’s very simple: when designing something, imagine that your relationship to that system gets determined after you’ve made it. For example, if you’re designing a system of government that allows slavery, you might end up being enslaved. If you’re designing a ride-sharing service, you might end up as the driver or the rider.