Graphic Design Theory by Meredith Davis introduces the reader to looking at the processes of design in a very analytical and quantifiable way. Specifically, discussing modeling and models of communication shines a different light on how "physical models allow us to refine and communicate abstract concepts." Various different models of communication are discussed, such as that of the Shannon/Weaver and Emmert/Donaghy models, among others.
This cyclical form of communication shown in the Emmert/Donaghy model explains that "communication always takes place in a context" and that there is a "goodness of fit." What this model touches on that the Shannon/Weaver model doesn't is the concept of feedback. This then shows us the value of "co-creating" and how the role of the designer is that of an advocate for an audience.
This is particularly important to me in regards to designing for a non-profit and just Design for Good in general. I've been thinking a lot about participatory design recently and how taking part in a design project that focuses on participation really makes you feel a part of a community. I think co-creation is in that same realm. Being able to be a client but feel like you're having an actual hand in the creation of the artifact can really make you feel like a true part of the process, not just an outsider looking for someone else to complete the job. This closer relationship between designer can client can help create a stronger, more impactful artifact than that of one created separately. Minds work better together than they do apart.