Antifragile Communication Design

What the courses are built on

Every work the three courses assign, in one place. The handbooks carry these as well, where a student meets them — this page is for the person deciding whether to run the programme, who should not have to open three documents to find out what is underneath it.

The two source theses

Instrument wordings and band thresholds are quoted from these rather than paraphrased, so a reading taken in one course is comparable with one taken in another.

Media as Universe: An Antifragile Framework for Communication Design in the Attention Economy.

The master's thesis. Supplies course one entire, the pact argument at §2.1 and the restoration instrument at §5.6, and the five questions and three postures that course two uses. Built as a dossier and as a working reader.

Di Patre, P. (2025). New Technologies in Storytelling and Gamification for Education and Mental Health. Pantheon Institute of Design and Technology.

The bachelor's thesis, and course three's spine: its self-determination chapter, its critique of player archetypes as marketing segments, its Story of Misery chapter, and the three projects it documents — VALLAE, Cloudy Horizons and Coil Hibiki. The third test is this thesis's own observation about Cloudy Horizons.

Shared — assigned by more than one course

These four do the structural work. A student taking any one course meets at least two of them.

Williams, J. (2018). Stand Out of Our Light.

The attentional environment as structural rather than conspiratorial; impulsive against reflective will; agency as the measure of a technology. Assigned by all three courses.

Kahneman, D. (2011). Thinking, Fast and Slow.

The two systems, loss aversion, the availability heuristic, and why a statistical profile collapses on a named individual. With Tversky, the heuristics and biases set course three works through.

Cialdini, R.B. (1984, 2016). Influence; Pre-Suasion.

The principles, and the engineering of the moment before the message — which is what notification timing is.

Kaplan, S. & Kaplan, R. (1989). The Experience of Nature.

Attention restoration theory, directed attention fatigue, and the four properties. The source of the design criteria and of the delta instrument.

Eagleman, D. (2011, 2015). Incognito; Doidge, N. (2007). The Brain That Changes Itself.

The unconscious architecture and what behavioural data can therefore never capture; neuroplasticity, and why a design decision is also a decision about the architecture a person brings to everything afterwards.

Sunstein, C.R. (2016). Fifty Shades of Manipulation; The Ethics of Influence.

The manipulation criterion — influence that does not sufficiently engage the capacity for reflection — and the publicity principle behind it. Short, and the two criteria course two uses most.

Course one — Media as Universe

The attention economy: naming the mechanics, and finding where the model that uses them breaks.

Taleb, N.N. (2012). Antifragile.

Fragility as dependence on a counterparty's stability, and why systems optimised for short-term efficiency go blind to their own fragility.

Simon, H.A. (1971). Designing Organizations for an Information-Rich World.

Attention as the scarce resource. Short, and the origin of the content budget.

Course three — Alternative Storytelling

Narrative and play: the pact, the three tests, and building the alternative.

Deci, E.L. & Ryan, R.M. — Self-determination theory.

Autonomy, competence and relatedness: the criteria behind test one. Read an overview rather than the full literature.

Csikszentmihalyi, M. — Flow.

The four conditions, and the reason this course treats flow as a hazard as well as a goal.

Isbister, K. (2016). How Games Move Us.

Emotion by design: how constructed atmosphere nudges players toward introspection and connection.

Zak, P.J. — Why inspiring stories make us react: the neuroscience of narrative.

The dramatic arc, oxytocin, and the behavioural consequence.

Brockington, G. et al. — Storytelling with hospitalised children.

Oxytocin, cortisol, pain perception. The measured case for narration, and the evidence behind the Transport Test.

Jenkins, H. — Transmedia storytelling.

The systematic distribution of a narrative across platforms, each contributing to the whole.

Zichermann, G. & Cunningham, C. (2011). Gamification by Design.

How storytelling gives rewards meaning. Read it critically: it is the field's own manual.

Coleridge, S.T. (1817) — on the willing suspension of disbelief.

One passage, and the origin of the pact. It turns up in both source theses.

Telfer, S. — Innovation, Integration & Education Through Storytelling (TEDx University of Bolton).

Conversation theory, narrative pedagogy, and the distinction between narrative teaching and narrative learning.

Haidt, J. — on adolescent mental health and the arrival of the platforms.

The figures behind week three.

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