Visualizing TV series

This month, I'm giving a workshop at HEAD–Genève with Frédéric Kaplan and Yannick Rochat about Information Visualization and TV-series. The idea is to show the students how to visually depict events, characters' network, geographical evolution, among other things in these shows... using various sources (scripts found in imsdb, subtitles, Wikipedia entries fan encyclopedia like wookiepedia, etc.). Some examples below we discussed in class:

ALL ABOUT TV SERIES by DH101 students EPFL

Production of various visualizations, like the one below (Game of Thrones)

TWIN PEAKS 1990 on moviegalaxies

LORD OF THE RINGS PROJECT by Emil Johansson

CORE-SAMPLE by Aurelien Farina:

This editorial and artistic project is based on the metaphor of "coring", a technique used for geological and industrial ground surveys. The project was elaborated as an application of the coring technique to a particular mass-culture production : the "Starsky & Hutch" TV series. The book consists in a number of chapters made of screenshots captured in the series' first two seasons (1975-1977) : all recurent scenes are gathered and accumulated in series of similar images.

Core sample

Core sample

Core sample

Core sample

Outline

Outline

"we need to talk" pages

"we need to talk" pages

Why do I blog this? Collecting examples for the coming days of the workshop: types of visualizations (social networks, maps), sort of data proposed (texts, images...), the type of analysis, etc.

“These machines can be a metaphor for whatever’s on people’s minds.”

A dialogue from Mad Men S07E04:

"Lloyd: These machines can be a metaphor for whatever's on people's minds.

Don Draper: Because they're afraid of computers?

Lloyd: Yes. This machine is frightening to people, but it's made by people.

Don Draper: And people aren't frightening?

Lloyd: It's not that. It's more of a cosmic disturbance. This machine is intimidating because it contains infinite quantities of information, and that's threatening, because human existence is finite. But isn't it godlike that we've mastered the infinite? The IBM 360 can count more stars in a day than we can in a lifetime.

Don Draper: But what man laid on his back counting stars and thought about a number?

Lloyd: He probably thought about going to the moon."

Why do I blog this? Just found this dialogue interesting as a metaphor for discussion in the 1960s about "computing" and the role of this machinery in society.

“Pop-up studio” manual

Studio D Radiodurans – Jan Chipchase's new boutique – just released an intriguing booklet called "Pop-up Studio: Designing The Design Experience".  It's basically a 43-pages guide that describes "how to run a pop-up studio, when and why it is appropriate, the trade-offs that need to be understood".

Popupstudio

 

Based on various examples coming from Jan and his current/former colleagues, it's full of insightful material for design researchers, field explorers and people interested in product/service/strategy development. The set of tools and the approach explained in this book are meant to show how to manage "rapid immersion" into new cultural forms, people's practices and use that material to surface new ideas and designs. Lots of details are provided about how to do that and what it means practically (studio duration, use of space, budgets, check-lists, ...). It seems like a great companion to the upcoming "the field study handbook".

Why do I blog this? Definitely because I'm interested in others' methods, guidelines, recommendations and informed opinions. It's always good to take them as inspiration and cases to create one's approach. Plus it's related with a current project that aims at describing how designers repurposed ethnography in their own work context (book to be released in few months).

Collection, accumulation, compilation

Coincidentally, I received two magazines today about a similar topic: collection and compilation. The first is the last copy of The Wire, the British music journal; and the second is FACTA, a fascinating Brazilian fanzine about "gambiologia" (the study of creative improvisation and electro-digital DIY).

Transient Transient Transient Transient

"What is a compilation but a collection of similarities and differences? To compile is to suggest or imply that everything within it has something in common, whether it be a sound, a time, a place or a theme. The remainder is difference: the varying species of that sound, other elements in that time or place, alternative angles on that themes" describes Adam Harper in his introduction to the special issue of The Wire on compilation.

Why do I blog this? I'm curious about the role of compilation, collection and selection, mostly with regards to the analytical mindset of designers/artists and ethnographers. There's something in common here that should be explored, beyond the type of artifacts and cultural content that is collected. I generally work using aggregation of various types of material and enjoy this type of process. For instance, the game controller project was based on collecting actual game pads that we explored in conjunction with patents, interviews with designers and players, books about the history of video games... the careful compilation of facts, anecdotes, pictures, opinions, statistics and hypotheses created a curious assemblage that helped creating various intermediary objects (diagrams, genealogy trees, installation in exhibits) and two books.

The Smithsonian on Science Fiction, the Future and design fiction

The May edition of the Smithsonian has an article on sci-fi, the Future (capital F) and design fiction. Based on interviews with various science-fiction authors (Kim Stanley Robinson, Cory Doctorow, William Gibson, Ursula Le Guin, Ted Chiang or Neal Stephenson), this piece by Eileen Gunn highlights how the genre acts as a sort of laboratory and "how the task of science fiction is not to predict the future. Rather, it contemplates possible futures."

Interestingly, this article describes classical debates about the mutual relationships between sci-fi, science and technological research: the opposition between utopian and dystopian futures (as well as the acknowledgment that this dualism is flawed), the "where's my flying car?" frustration that some authors want to move away from, the need to embrace new visions of the future, etc. The paper concludes with this sort of summary of the role of science-fiction for society:

Science fiction, at its best, engenders the sort of flexible thinking that not only inspires us, but compels us to consider the myriad potential consequences of our actions. Samuel R. Delany, one of the most wide-ranging and masterful writers in the field, sees it as a countermeasure to the future shock that will become more intense with the passing years. “The variety of worlds science fiction accustoms us to, through imagination, is training for thinking about the actual changes—sometimes catastrophic, often confusing—that the real world funnels at us year after year. It helps us avoid feeling quite so gob-smacked.”

This piece is quite interesting. However, I'm not sure about the current debate on the importance of reading science-fiction in research labs ("Brueckner laments that researchers whose work deals with emerging technologies are often unfamiliar with science fiction.") Of course, I'm convince about Delany's quote above but I'm unsure whether this applies to ANY book, film, video-game or comic-book related with "the Future". Would the Warhammer 40K series of book really help like a JG Ballard novel? Besides, one might also argue that poetry or other forms of literature might be helpful? And why limiting oneself to this? Perhaps there are other ways to get this "flexible thinking" promoted by the authors there: RTS games or Eve-Online situated in a distant future might be relevant too. This problem was recently address in another article in The Atlantic. Robinson Meyer commented on Google's process for selecting Google X projects: "lt must utilize a radical solution that has at least a component that resembles science fiction.", to which the author wrote:

When we imagine a “science fiction”-like future, I think we tend to picture completed worlds, flying cars, the shiny, floating towers of midcentury dreams. We tend, in other words, to imagine future technological systems as readymade, holistic products that people will choose to adopt, rather than as the assembled work of countless different actors, which they’ve always really been. The futurist Scott Smith calls these ‘flat-pack futures,’ and they infect “science fictional” thinking. Science fiction, too, can underestimate the importance and role of social change. For every feminist science fiction writer or Afrofuturist, there is a still better-known member of the genre’s far-right.

Why do I blog this? I'm currently writing a book (French) about these topics, and such articles offer interesting parallel to my current thinking and projects carried out at the Near Future Laboratory.

For people intrigued by such material, these pieces should be read alongside Julian's essay on design fiction, as well as "Better Made Up: The Mutual Influence of Science fiction and Innovation" (Caroline Bassett, Ed Steinmueller, Georgina Voss, Nesta, 2013) and "Imagining Technology" (Jon Turney, Nesta, 2013).

Design fiction: a bibliography

Some resources about design fiction I'm use to share with students. Note that the term itself is polysemic and covers different perceptions about its meaning.

Auger, J. (2011). Alternative Presents and Speculative Futures: Designing fictions through the extrapolation and evasion of product lineages., Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.

Auger, J. (2013). Speculative design: crafting the speculation, Digit. Creat., vol. 24, no. 1, pp. 11--35, 2013.

Bassett, C., Steinmuller, E. & Voss, G. (2013). Better Made Up: The Mutual Influence of Science fiction and Innovation”, Nesta Working Paper 13/07.

Bleecker, J. (2009). Design fiction: A short essay on design, science, fact and fiction, Near Future Laboratory, Los Angeles, CA,

Bleecker, (2011). Design Fiction: From Props To Prototypes, Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.

Bleecker, J. & Nova, N., (2009). A synchronicity: Design Fictions for Asynchronous Urban Computing. The Architectural League of New York, New York, NY.

Candy, S. (2010).  The futures of everyday life: politics and the design of experiential scenarios, PhD thesis. The University of Hawai.

DiSalvo, Carl. (2012). Spectacles and Tropes: Speculative Design and Contemporary Food Cultures. The Fibreculture Journal(20).

Dunne, A. & Raby, F. (2011). Design noir: The Secret Life of Electronic Objects. Basel: Birkhäuser, 2001.

Dunne, A. & Raby, F. (2014). Speculative Everything: design, fiction and social dreaming. MIT Press.

Forlano, L. (2013). Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?, Ethnography Matters.

Franke, B. (2011). Design Fiction is Not Necessarily About the Future, Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.

Galloway, A. (2013). Towards Fantastic Ethnography and Speculative Design, Ethnography Matters.

Grand, S. & Wiedmer, M. (2010). Design Fiction: A Method Toolbox for Design Research in a Complex World, DRS, 2010.

Hales, D. (2013). Design fictions an introduction and provisional taxonomy, Digital Creativity, 24:1, 1-10

Jain, A., Ardern, J. & Pickard, J. (2012). Design Futurescaping, Journal of Futures Studies. 

Johnson, B.D. (2009). “Science Fiction Prototypes Or: How I Learned to Stop Worrying about the Future and Love Science Fiction”, in Intelligent Environments 2009 – Proceedings of the 5th International Conference on Intelligent Environments, Callaghan, V., Kameas, A., Reyes, A., Royo, D., Weber, M. (Eds.), IOS Press, Barcelona pp. 3-8.

Johnson, B.D. (2011). “Love and God and Robots: The Science Behind the Science Fiction Prototype “Machinery of Love and Grace””, in Workshop Proceedings of the 7th International Conference on Intelligent Environments Augusto, J. C., Aghajan, V., Callaghan, V., Cook, D. J., O’Donoghue, J., Egerton, S., Gardner, M., Johnson, B. D., Kovalchuk, Y., López-Cózar, R., Mikulecký, P., Ng, J. W. P., Poppe, R., Wang, M. J., Zamudio, V. (Eds.), IOS Press, Nottingham pp. 99-127.

Kirby, D. (2010). The future is now: Diegetic prototypes and the role of popular films in generating real-world technological development. Social Studies of Science 40 (1), pp. 41-70.

Kirby, D., 2011 Lab coats in Hollywood: science, scientists and cinema. MIT Press, Cambridge, MA.

Morrison, A. (2014). Design Prospects: Investigating Design Fiction via a Rogue Urban Drone, In Proceedings of DRS 2014 Conference. Umeå, Sweden.: 16.06.2014–19.06.2014

Raford, Noah. (2012). From Design to Experiential Futures, The Future of Futures: The Association of Professional Futurists.

Shedroff N. & Noessel C. (2012). Make It So Interaction Design Lessons from Science Fiction. San Francisco: Rosenfeld.

Sterling, B. (2009), Design Fiction, Interactions 16 (3), pp. 20-24.

Ward, M. (2013). Design Fiction as Pedagogic Practice Towards a fictionally biased design education, Medium. 

Zeller, L. (2011) What You See Is What You Don’t Get: Addressing Implications of Information Technology through Design Fiction” Lecture Notes in Computer Science 6770  pp. 329-336.