HXWG Glossary
B
balance of power #harmstf#hxwg

A balance of power in a digital identity ecosystem is that 1) no single party or group of parties has control, authority or influence over all other parties or actors in the digital identity ecosystem and, 2) all parties in the digital identity ecosystem have a legitimate power base within the jurisdiction of the digital identity ecosystem.

version 2, commit 4a6050c, created 2022-11-21, last modified 2022-11-21, contributors Nicky Hickman

C
collective resiliency #harmstf#hxwg

Collective resiliency is the ability of the digital identity ecosystem to detect, protect, defend and recover from indirect harm

version 2, commit 516d562, created 2022-11-21, last modified 2022-11-21, contributors Nicky Hickman

complex adaptive system #harmstf#hxwg

A group of semi-autonomous agents who interact in interdependent ways to produce system-wide patterns, such that those patterns then influence behaviour of the agents. In human systems at all scales, you see patterns that emerge from the interactions of agents in that system. Can be applied to ecological, social, biological and technical systems. See Human Systems Dynamics Institute

version 1, commit d10fef2, created 2022-11-21, contributors Nicky Hickman

contingent harm #harmstf#hxwg

Contingent harms arise in the digital identity ecosystem and are harms that are experienced as a consequence of transactions or decisions made by other actors who are also members of the digital identity ecosystem.
Sources of contingent harm are the misalignment of objectives or incentives between parties in the digital identity ecosystem; loss of digital access, and a failure of governance or technology to function as expected. Impacts of contingent harms are ecosystem decay affecting all parties in the ecosystem and breakdown of relationships leading to loss of interoperability with other digital identity ecosystems

version 1, commit 35d23ca, created 2022-11-21, contributors Nicky Hickman

D
digital identity #essif#harmstf#hxwg#sovrin

Digital data that enables a specific entity to be distinguished from all others in a specific context. Identity may apply to any type of entity, including individuals, organisations, and things

version 1, commit 43b5d9c, created 2022-11-21, contributors Nicky Hickman

digital identity ecosystem #harmstf#hxwg#toip

A set of at least two (autonomous) parties (the members of the ecosystem), whose individual expressions of digital identity are recognised by other members, and whose individual work is of benefit to the set as a whole. Also see digital trust ecosystem (DTE)

version 1, commit 80416c5, created 2022-11-21, contributors Nicky Hickman

digital trust ecosystem #hxwg

See ToIP core terms digital trust ecosystem (DTE)

version 1, commit df8dd1b, created 2022-11-21, contributors Nicky Hickman

direct harm #harmstf#hxwg

Direct harm is the intentional or unintentional harm that is inflicted by one peer actor on the other in the P2P decision context. Sources of direct harm are an imbalance of power between the peer-parties in the business transaction or conflicting objectives of the parties (e.g., one is a bad actor), or a failure of governance or technology. Direct harms result in a failure of asset or value exchange, unintended loss of assets for the harmed party, intended or unintended asset gains for the other party in the transaction.

version 1, commit 9adab6e, created 2022-11-21, contributors Nicky Hickman

E
edge agency #harmstf#hxwg

Edge agency is the ability of all parties at the edge of digital identity ecosystem (especially those who typically lack power or those who are operating outside of their normal social structure, or who are in a minority), to autonomously and intentionally make decisions.

version 1, commit 8f56aa9, created 2022-11-21, contributors Nicky Hickman

external life context #harmstf#hxwg

Other: The world outside the digital identity ecosystem including the physical and natural world, other people, organisations or things. The harms experienced in the external life context are indirect harms. Note that a digital identity ecosystem of which a party is not a member is a part of the external life context.

version 1, commit 055dc9c, created 2022-11-21, contributors Nicky Hickman

F
felt harm #harmstf#hxwg

Felt harms affect the physical and mental health and wellbeing of the harmed party in their internal life context. Sources of felt harm are vulnerabilities e.g. a physical or mental health condition, dislocation and dissociation, e.g. for refugees. Felt harms have negative physiological, social, behavioural, emotional, spiritual, religious or psychological impacts on the harmed party.

version 1, commit c02fde5, created 2022-11-21, contributors Nicky Hickman

H
harms work #hxwg

Efforts to characterize, detect, prevent, intervene in, remediate, and learn from human harms rising from ToIP-related technologies.

version 1, commit ca87ce5, created 2022-07-08, contributors Phil Wolff

I
indirect harm #harmstf#hxwg

Indirect harm is the intentional or unintentional harm that is experienced by one or more members of the digital identity ecosystem as a result of events or decisions outside the jurisdiction of the digital identity ecosystem, i.e. in the external life context. Sources of harm include shocks and trends or changes, such as pandemics, deforestation, war, an unexpected regulatory or legislative change, or climate emergency. Indirect harms often have physical or infrastructural impacts on all the members of the digital identity ecosystem. The harmed parties have no influence or power over the circumstances or events that lead to that harm.

version 1, commit c825b9e, created 2022-11-21, contributors Nicky Hickman

internal life context #harmstf#hxwg

Self: The world inside human beings as individuals and as social groups. The physiological, psychological and spiritual world, of thoughts, stories, memories and emotions across space and time which is inside the minds and bodies of human beings who are parties in the digital identity ecosystem. The harms experienced in the internal life context are felt harms.

version 1, commit 7f0bef0, created 2022-11-21, contributors Nicky Hickman

M
man made thing #harmstf#hxwg#sovrin

From Sovrin Foundation Glossary V3. A Thing generated by human activity of some kind. Man-Made Things include both Active Things and Passive Things. Mutually exclusive with Natural Thing. Active Things are the equivalent of non-human actors in the eSSIF-Lab mental model Parties,Actors, Actions. Also see Appendix B and Appendix C of the Sovrin Glossary.

version 1, commit 7f7410b, created 2022-11-21, contributors Nicky Hickman

Minimum Virtuous Product #harmstf#hxwg

A method of product development that tests for the effects on stakeholders and builds in guards against potential harms. Defined by Hemant Taneja, The Era of Move Fast & Break Things is Over, Harvard Business Review, 22 January 2019

version 1, commit 9028520, created 2022-11-21, contributors Nicky Hickman

N
natural thing #harmstf#hxwg#sovrin

From Sovrin Foundation Glossary V3. A Thing that exists in the natural world independently of humans. Although natural things may form part of a man-made thing natural things are mutually exclusive with man-made things. Natural things can be parties but never actors in the eSSIF-Lab mental model Parties,Actors, Actions. Also see Appendix B and Appendix C of the Sovrin Glossary.

version 1, commit 5eaa4fa, created 2022-11-21, contributors Nicky Hickman

P
P2P Decision Context #harmstf#hxwg

Single or chained peer-to-peer interactions or transactions that may be online or offline. The P2P decision context is inside the jurisdiction of the digital identity ecosystem. A single digital identity ecosystem contains many P2P decision contexts in spacetime. The harms experienced in this context are direct harms.

Sources of harm in this context are an imbalance of power between the parties in the transaction or conflicting objectives of the parties, e.g. one is a bad actor, or a failure of governance or technology.

version 1, commit 858b814, created 2022-11-21, contributors Nicky Hickman

peer to peer #hxwg

Peer to Peer originally used to describe computer networks where each participant acts as both a client and server. Can also refer to any 1:1 relationship between human beings, organizations or things.

version 1, commit 71f417b, created 2022-11-21, contributors Nicky Hickman

PESTEL #harmstf#hxwg

Political, Economic, Sociocultural, Technological, Environmental and Legal - a method of business analysis, see PESTEL Framework

version 1, commit cf451bd, created 2022-11-21, contributors Nicky Hickman

S
self sovereign identity #hxwg

See Trust over IP self-sovereign identity

version 1, commit d8a270c, created 2022-11-21, contributors Nicky Hickman

socio technical system #harmstf#hxwg

An approach to complex organizational work design that recognizes the interaction between people and technology in workplaces. The term also refers to coherent systems of human relations, technical objects, and cybernetic processes that inhere to large, complex infrastructures. Social society, and its constituent substructures, qualify as complex sociotechnical systems. See Wikipedia

There are six aspects of a socio-technical system. Goals/Metrics People Infrastructure Technology Culture Processes/Procedures

version 1, commit ebaa0b3, created 2022-11-21, contributors Nicky Hickman

T
thing #harmstf#hxwg#sovrin

From Sovrin Foundation Glossary V3. An entity that is neither a human being nor an organization and thus cannot be a party. A thing may be a natural thing or a man-made thing. Also see Appendix B and Appendix C of the Sovrin Glossary.

version 1, commit 9370040, created 2022-11-21, contributors Nicky Hickman

V
vulnerability recognition #harmstf#hxwg

Vulnerability recognition is one of four harms mitigation strategies in the human harms framework. It is

  1. the capability of the digital identity ecosystem to recognise that there are P2P decision contexts where some parties or actors could be vulnerable (e.g. they are a child, they are a person living with dementia, they are a refugee) in the digital identity ecosystem and in some or all P2P decision contexts.
  2. the operational practice of the digital identity ecosystem to carry out differentiated risk assessments to determine the likelihood of those P2P decision contexts occurring, and the impact on those parties, and 3) the ability to recognise the characteristics of parties who may be vulnerable in those P2P decision contexts.

version 1, commit 60b3b8a, created 2022-11-21, contributors Nicky Hickman