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Designing for Belonging, Safety, and Dignity
Social Impact Design

Designing for Belonging, Safety, and Dignity

Jess Watson's profileDecember 08, 2025โ€ขJess Watson

What it means to treat these three principles not as values to aspire to but as structural design decisions to make before anything else.

Most design processes are not designed to make people feel unsafe. That would be the charitable reading. The more accurate one is that most design processes are not designed for safety at all. They are designed for efficiency, for output, for the completion of an agenda. The question of whether the people participating feel genuinely able to contribute is an afterthought, if it is asked at all.

The result is rooms that produce the right documents and the wrong outcomes. Consultations where the people with the most relevant knowledge said the least. Workshop walls covered in post-it notes written by the same four people while the others watched. Processes that called themselves participatory because the community was present, without acknowledging that presence and participation are not the same thing.

Celine Waters, a somatic facilitator and designer who works at the intersection of trauma-informed practice and participatory design, has developed a framework for thinking about this. Safety, belonging, and dignity are not, in her practice, aspirational values. They are design principles. Structural considerations that shape every decision made about a process before it begins. They are the architecture that makes genuine participation possible, or impossible.

Understanding what these three principles actually require of a design process is the work this piece does.


Safety

Safety in a design context does not mean comfort. Comfortable rooms are often deeply unsafe, in the specific sense that they are comfortable for some people precisely because others have learned not to say anything that might disturb that comfort.

Psychological safety, in the sense that organisational researchers like Amy Edmondson have defined it, is the belief that a person will not be punished or humiliated for speaking up with ideas, questions, concerns, or mistakes. In a design facilitation context, it is the felt sense that this room is one where the real thing can be said. Not the diplomatic version. Not the answer that reads the power dynamics in the room and adjusts accordingly. The actual thought.

Creating that felt sense requires intentional design work before the session starts. Who is in the room, and what histories do they bring with each other? What power dynamics exist between participants, and how will those dynamics shape what people feel they can offer? Is the facilitator genuinely unknown to all participants, or do they have existing relationships that some participants will navigate carefully? How will disagreement be handled when it arises?

These are not philosophical questions. They have direct, practical implications for the design of the process. A design process with a history of power imbalance between the commissioning body and the community being consulted needs explicit acknowledgment of that history before proceeding. Without it, the process imports the imbalance into the room and then wonders why people are not participating freely.

Diletta Legowo, design partner at Small and Scale and a practitioner focused on culturally competent collaborative processes, names this as power naming. Power is always at play in any design process โ€” positional, historical, cultural. When it goes unacknowledged, the unsaid emotion it generates creates its own kind of tension in the room: people adjusting what they say based on what they sense cannot be said, rather than speaking from their actual experience. Naming power dynamics explicitly, at the beginning rather than when they erupt as a problem, is not a political act. It is a practical one. It changes what people feel they can contribute.

Jax Wechsler, whose work with Social Design Sydney focuses on trauma-informed and relational design, describes safety as the prerequisite that cannot be shortcut. Designers who attend to all the other elements of a participatory process but skip genuine safety work are building on unstable ground. The outputs will reflect not what people think but what people feel safe saying. In communities that have experienced institutional harm, those are almost never the same thing.

Safety is structural, not atmospheric

Creating a psychologically safe room is not about warmth, humour, or a comfortable venue. It is about making deliberate structural decisions โ€” who facilitates, how power is named, what agreements are made at the outset, and what happens when something difficult surfaces. These are design decisions. They deserve the same rigour as every other design decision in the process.


Belonging

Belonging is related to safety but distinct from it. Safety is the absence of threat. Belonging is the presence of genuine welcome. A person can feel safe in a room and still feel entirely peripheral to it โ€” tolerated rather than essential, present but not counted.

In a design process, belonging is the felt sense that a person's presence actually matters to the outcome. That the knowledge they hold is not incidental but necessary. That the process would be genuinely different without them, not just demographically different but substantively different. This is a high bar. It requires the designer to have done enough preparation to understand what each person in the room actually brings, and to have designed the process in ways that actively draw it out.

Belonging is also communal. It is not enough for each person to feel individually welcomed. The group itself needs to feel like a coherent community of inquiry rather than a collection of individuals who happen to be in the same room. Building that communal sense requires time, and it requires process design choices that prioritise it over efficiency.

This sits uncomfortably against the dominant logic of design facilitation, which tends to treat the opening of a session as overhead โ€” time spent before the real work begins. Belonging work is the real work. The connections formed, the mutual recognition developed, the communal sense of purpose established in the opening of a process determine the quality of everything that follows. Rushing through them to get to the content is a false economy.

Waters describes belonging as one of the dimensions she is actively designing for from the moment she begins thinking about a process. Not as a warm-up activity but as a structural intention that shapes the sequence, pacing, and format of the entire session. The question is not "how do I open the workshop?" The question is "how do I create a room where every person present feels genuinely counted?"

Legowo frames preparation for belonging through two lenses that are useful for any designer approaching community facilitation. The first is deep upfront research: who is in the room, and equally, who is not. The knowledge, histories, and contexts participants carry into a session are never fully visible until genuine listening begins โ€” but a facilitator who has done the preparatory work arrives with considerably more capacity to create genuine welcome for each of them. The second lens is how the facilitator shows up into the shared space itself. Like an athlete preparing for a performance, the preparation is not only intellectual. It is embodied. Legowo describes this as "facilitate thyself first" โ€” a principle she encountered through advanced facilitation training that has become central to her own practice. All the strategy and knowledge is in place. What matters in the room is the quality of presence in this particular moment, with these particular people.

The difference between present and counted

Most people have been in rooms where they were physically present but professionally invisible โ€” where their knowledge was not drawn on, their perspective not sought, their contribution not shaped into the work. That experience is not neutral. It confirms a belief about whose ideas count. Belonging design works against that belief, deliberately and persistently, through the structure of the process itself.


Dignity

Dignity is the most complex of the three principles because it operates at a different level than safety and belonging. Safety is about what people feel they can say. Belonging is about whether people feel they matter to the outcome. Dignity is about whether the entire design process treats people as full human beings rather than as research subjects, stakeholder categories, or sources of data to be extracted.

A process can be safe and create genuine belonging while still failing the test of dignity. Dignity failures in design processes often look like this: a community is consulted in depth, their stories are gathered carefully and with sensitivity, the designers are thoughtful and the facilitation is skilled โ€” and then those stories appear in a presentation deck, stripped of context, anonymised into themes, shaped into insights that the design team uses to make decisions the community has no further input into. The consultation was dignified. The extraction that followed it was not.

Dignity requires designers to think about what happens to the knowledge people share in a process. Where does it go? Who uses it? How is it transformed between the moment it is offered and the moment it shapes an outcome? Is the community able to recognise their knowledge in what gets produced? Do they have meaningful input into how it is used? These are not afterthoughts. They are design decisions with real ethical weight.

The Australian Indigenous Design Charter speaks to this in the specific context of First Nations knowledge โ€” about the protocols that govern how Indigenous knowledge is gathered, held, attributed, and used in design contexts. The principles extend beyond that specific context. Any design process involving communities whose knowledge and stories are being drawn upon carries responsibility for how that knowledge is treated. Dignity requires the designer to be accountable for that responsibility not just during the process but after it ends.

In practice, this means building in feedback loops. Sharing outputs with participants before they are finalised. Creating genuine opportunities for communities to correct, add to, or contest how their knowledge has been shaped. Sometimes it means acknowledging that certain knowledge cannot be gathered and used in the way the design brief assumes, because the dignity cost of doing so is too high.


What These Principles Ask of Practice

Taken together, safety, belonging, and dignity ask something specific of design practice. They ask designers to do more preparation than they usually do. To think harder about who is in the room and what they carry. To design processes that begin earlier and move more slowly than is typically budgeted for. To stay in relationship with communities after the formal process ends, rather than treating handover as the conclusion of responsibility.

They also ask something of the designer personally. Waters describes the practitioner's own nervous system as relevant information about the room. A designer who is themselves anxious, rushed, or performing competence rather than genuine presence will create a room that reflects those states. Legowo's framing โ€” "facilitate thyself first" โ€” applies equally here: the facilitator who has not attended to their own safety, belonging, and sense of dignity in the work is a limited container for those things in others. Attending to safety, belonging, and dignity in a process requires the facilitator to have attended to those things in themselves โ€” not as a prerequisite completed once but as an ongoing practice.

Before designing the process, design the conditions

For any facilitation that involves community participation: before developing the session structure, spend time identifying the specific safety, belonging, and dignity risks this particular group, in this particular context, carries. Name them explicitly. Then design the process specifically to address them. The session plan follows from that analysis โ€” not the other way around.

Social Design Sydney runs regular practitioner conversations about exactly these questions, for designers working in relational and participatory modes who want to think through the practical implications of trauma-informed facilitation alongside others doing the same work. The community it has built is one of the most valuable resources available to Australian designers working in this space.

There is no version of participatory design that is serious about its own claims without attending to safety, belonging, and dignity as structural concerns. The design field is slowly building the language and the practice to do that well. Celine Waters, Jax Wechsler, Diletta Legowo, and the community of practitioners around Social Design Sydney are among the people making that language available โ€” each from a distinct angle, each grounded in genuine practice rather than theory.

#participatory design#trauma-informed design#co-design#facilitation#community design#social design