- 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.
- C
- collective resiliency #harmstf#hxwg
Collective resiliency is the ability of the digital identity ecosystem to detect, protect, defend and recover from indirect harm
- 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
- 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- 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
- 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)
- digital trust ecosystem #hxwg
See ToIP core terms digital trust ecosystem (DTE)
- 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.
- 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.
- 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.
- 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.
- H
- harms work #hxwg
Efforts to characterize, detect, prevent, intervene in, remediate, and learn from human harms rising from ToIP-related technologies.
- 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.
- 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.
- 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.
- 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
- 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.
- 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.
- 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.
- PESTEL #harmstf#hxwg
Political, Economic, Sociocultural, Technological, Environmental and Legal - a method of business analysis, see PESTEL Framework
- S
- self sovereign identity #hxwg
See Trust over IP self-sovereign identity
- 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
- 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.
- V
- vulnerability recognition #harmstf#hxwg
Vulnerability recognition is one of four harms mitigation strategies in the human harms framework. It is
- 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.
- 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.