Tom Sachs // Mars Program

So I have just returned from a multipurpose trip, one of whose purposes was to see the Tom Sachs exhibition at the Park Avenue Armory in New York City. This is the Tom Sachs show done in collaboration with NASA (and a crop of creative partners, like Creative Time, but that’s less typical than collaborating with NASA.) Much like his studio’s “Space Program” exhibition from a few years ago at the Gagosian in Beverly Hills, this exhibition takes as its theme space travel only this time instead of a mission to the moon, it’s a mission to Mars. The specifics of the work is mostly in the details of it’s preparation and a bit in its demonstration. The way Sachs’ studio runs — as best as I can discern from the artist talk — is quite thorough. The studio treats the mission quite playfully-seriously. So, much like astronauts may work quite hard on physical fitness and the like, the studio does as well — doing morning runs, coordinated limbering exercises, weights and the like. In the videos showing the preparation work, you see the studio in appropriate era fitness clothing doing exercises idiomatic of the sort you might see in the context of astronaut preparation. They’re doing it all with a playful spirit, but evidently it’s taken quite seriously.

The script to the exhibition was fairly close to the “Space Program” — at least insofar as the space travel bits. The exploration and excavation of the martian surface had some variations of course, but otherwise it was quite similar. It’s the same Saturn V rocket and the astronauts (again, both women) travel in the LEM — I suspect it’s the exact same one as “Space Program”, but it is a lunar excursion module, rather than some speculative martian excursion module.

The collaboration with NASA brings a very intriguing “design fiction” angle to the project insofar as the studio, according to the artist talk, worked quite closely with NASA scientists. To what ends, I’m not entirely sure of course, but the collaboration is there. In a way this is somewhat like Kubrick working with the rocket scientists of his era in order to understand the needs and constraints of rocket ships basically before there were rocket ships.

Sachs enjoys the patina of bricolage so his interpretations have a certain hand-made-ness and found-materials-that-are-perfectly-fine-ness to the work. This sculptural quality makes them deliberately playful. I find this more than simply playful though, but I can’t quite get to the bottom of it. It’s ingenious in a certain way. Ingenious craftwork. To use a basketball as the main living module of the Odyssey from 2001 is fun at the same time that is subverts the tendency I might have to make the model indiscernable from the real thing, at least as far as the material goes. This is just my own perception and interpretation of this choice, but I feel like it’s something I’d like to learn from. ((Oftentimes we’ll make thins with the same level of resolution and fidelity one would expect from a “real” object. I can think of various reasons and rationales for subverting this “reality” as a way to enter into a different set of conversations — perhaps to reflect more of the craftwork, the individuality of an idea or object, or to bring in a conversation about artisinal qualities.))

One thing Sachs said during the artist talk that was nice to hear — not a surprise, just something that brought into focus perhaps one of the reasons that I enjoy his work, aside from the fact that its about golden-era space travel — was this: “I see no problem synthesizing science with fiction”. So this statement explicates his own approach to the work and captures that relationship with ‘real scientist’ and the interpretative qualities of his demonstrations and sculptural constructions together with my own interest in designing with fiction.

Thrilling Wonder Stories..London Edition

Thrilling Wonder Stories

WONDER STORIES 3
Live in London and New York Oct 28th

Created by
Liam Young [Tomorrows Thoughts Today]
And Geoff Manaugh [BLDGBLOG]

In Association with the Architectural Association, Studio-X NYC, Popular Science

We have always regaled ourselves with speculative stories of a day yet to come. In these polemic visions we furnish the fictional spaces of tomorrow with objects and ideas that at the same time chronicle the contradictions, inconsistencies, flaws and frailties of the everyday. Slipping suggestively between the real and the imagined these narratives offer a distanced view from which to survey the consequences of various social, environmental and technological scenarios.

Wonder Stories chronicles such tales in a sci fi storytelling jam with musical interludes, live demonstrations and illustrious speakers from the fields of science, art and technology presenting their visions of the near future. Join our ensemble of mad scientists, literary astronauts, design mystics, graphic cowboys, mavericks, visionaries and luminaries for an evening of wondrous possibilities and dark cautionary tales.

For the first time, Wonder Stories will be simultaneously hosted in London and New York and Popular Science will join the Architectural Association and Studio X NYC in coordinating the event this year. Join us for the third event in the series as we chart a course from science fiction to science fact with talks, a hands on taxidermy workshop, animatronic guests, swarm robotics demonstrations, datascapes walking tour and live movie soundscapes.

Free to all. OCT 28 1200 – 2200 at the Architectural Association London and OCT 28/29 at Studio-X NYC

The event will be streamed live streamed here and you can follow the twitter feed with #tws3

Hosted by
LIAM YOUNG (‘Tomorrows Thoughts Today’ and the AA’s ‘Unknown Fields Division’)
MATT JONES (‘BERG London’, Design technologists)

VINCENZO NATALI
Director of Splice, Cube, and forthcoming films based on J.G. Ballard’s High-Rise and Neuromancer by William Gibson

BRUCE STERLING
Scifi author and futurist

KEVIN SLAVIN
Game designer and spatial theorist

ANDY LOCKLEY
Academy Award-winning visual effects supervisor for Inception,compositing/2D supervisor for Batman Begins and Children of Men

PHILIP BEESLEY
Digital media artist and experimental architect

CHRISTIAN LORENZ SCHEURER
Concept artist and illustrator for video games and films such as The Matrix, Dark City, The Fifth Element, and Superman Returns

JULIAN BLEECKER
Designer, technologist, and researcher at the Near Future Laboratory

CHARLIE TUESDAY GATES
Taxidermy artist and sculptor, to lead a live taxidermy workshop

DR RODERICH GROSS AND THE ‘NATURAL ROBOTICS LAB’
Head of the Natural Robotics Lab at the University of Sheffield,to lead a live Swarm Robotics demonstration

GAVIN ROTHERY
Concept artist for Moon, directed by Duncan Jones

GUSTAV HOEGEN
Animatronics engineer for Hellboy, Clash of the Titans, and Ridley Scott’s forthcoming film Prometheus

SPOV
Motion graphics artists for Discovery Channel’s Future Weapons and Project Earth

ZELIG SOUND
Music, composition, and sound design for film and television

RADIOPHONIC
Throughout the day we will be accompanied by electronic tonalities from Radiophonic

NEW YORK EVENT

Hosted by
GEOFF MANAUGH (BLDGBLOG, STUDIO-X NYC)
NICOLA TWILLEY (EDIBLE GEOGRAPHY, STUDIO-X NYC)
POPULAR SCIENCE

BJARKE INGELS
Architect, WSJ Magazine 2011 architectural innovator of the year, and author of Yes Is More: An Archicomic on Architectural Evolution

NICHOLAS DE MONCHAUX
Architect and author of Spacesuit: Fashioning Apollo

HARI KUNZRU
Novelist and author of Gods Without Men and The Impressionist

JAMES FLEMING
Historian and author of Fixing The Sky: The Checkered History of Weather and Climate Control

ANDREW BLUM
Journalist and author of Tubes: A Journey to the Center of the Internet

DAVID BENJAMIN
Architect and co-director of The Living

MARC KAUFMAN
Science writer and author of First Contact: Scientific Breakthroughs in the Hunt for Life Beyond Earth

DEBBIE CHACHRA
Researcher and educator in biological materials and engineering design

JACE CLAYTON AND LINDSAY CUFF OF NETTLE
Nettle’s latest album, El Resplandor, is a speculative soundtrack for an unmade remake of The Shining, set in a luxury hotel in Dubai

CHRIS WOEBKEN
Interaction designer

SETH FLETCHER
Science writer and author of Bottled Lightning: Superbatteries, Electric Cars, and the New Lithium Economy

SIMONE FERRACINA
Architect and author of Organs Everywhere

DAVE GRACER
Insect agriculturalist at Small Stock Foods

HOD LIPSON
Researcher in evolutionary robotics and the future of 3D printing

ANDREW HESSEL
Science writer and open-source biologist, focusing on bacterial genomics

CARLOS OLGUIN
Designer at Autodesk Research working on the intersection of bio-nanotechnology and 3D visualization

[Image credit ‘Inception’ dir. Christopher Nolan]

Design Fiction at UC Calgary's Environmental Design: A First Go At Design Fiction Genre Conventions

Friday November 19 07:02

From awhile ago, back at the end of last year I went to UC Calgary’s Environmental Design and presented a further iteration of the design fiction business. I realized I hadn’t put down on paper or on this blog some thoughts from the presentation — but mostly thoughts about what design fiction can do.

Just in terms of process, my basic routine is to extend the thinking in steps, using commitments to travel and give a talk or facilitate a workshop as the motivation to move the general thinking a bit further. Where it’s going is oftentimes vague sometimes — but generally it’s just a kind of extending conversation that helps me and I hope others think about the opportunities for collapsing design and science, fact and fiction together into a productive muddle.

In this talk I set the usual frame — placing science fiction alongside of science fact and leveraging David Kirby’s work on the diegetic prototype — the prototype that does more than an engineering or technical or instrumental prototype. ((That may be my emphasis to say that it does more — or a conceit on my part.)) The exemplary diegetic prototype is revealed through Minority Report — the film — and the role that John Underkoffler played in the technical design and technical production of the film’s gestural interface. Despite the challenges of such a system in practice, Underkoffler was able to work through technical issues pertaining to such an interface mechanism through the context of the film’s story. He had a basis upon which the interface would be employed in the future of P.K. Dick’s world of 2050. Moreover the film’s popularity and just its existence provided a way of circulating the concept of this specific kind of gestural interface. The film and the fictional technology that Underkoffler proposed and demonstrated in the film became a way of leveling-up the idea — giving it some exceptional circulation. In effect, the film became the logical extension of the M.I.T. Media Lab’s mantra of demo, demo, demo — or demo-or-die.

This is the stock presentation I’ve given on design fiction. Early on — I think the first time I explicated all this stuff was in Amsterdam where I gave a talk at the Sandburg Instituut Master Course during Halloween in 2008 — I was trying perhaps not successfully to integrate film clips as a way of describing the importance of the story, rather than just objects or props. That is — during that particular presentation in Amsterdam — I showed unusually long film clips. So — the first 3 minutes of Minority Report, for example. Let’s watch that and allow the cool technology to be part of a story that is more about humans as social beings and this lets the tech become social too — it’s not just a doorknob sitting by itself. It’s also a social-instrument, an artefact that has a role to play in this particular drama. What Spielberg is able to do is introduce the technology to us — it’s just a prop — without making the whole film *just about the gesture technology or even the pre-cogs, or the slick environmental advertising, or the jet packs. They are there, of course — but that’s not what the story is about, any more than the Maltese Falcon was about a statue of a falcon from Malta. The statuette was a prop — a way of spinning the story about a couple of crooked crooks.

The purpose was to give a larger context for the gestural interface rather than just its use in the 30 or 40 seconds we see it in the beginning of the film. I wanted to give the device a role and a purpose — an instrument that’s used routinely. I wanted to shift it from being a spectacle to being just an ordinary albeit sophisticated bit of technical kit. Just in the same way that a microscope in a forensics-heavy police procedural television show is not fetishized as a prop or device in that sort of story, neither should be the gestural interface in Minority Report — even though to our eyes as viewers, at least at the first screening, it is quite extraordinary. The point is that the film makes the device quite ordinary and routine. This is John Anderton just going about his business as a savvy, street-smart, afflicted cop. It just happens to be a future world to us, with all its trappings of things extraordinary.

From this I began thinking about the conventions, stylings, idioms and techniques that make the future seem like today. How do you make the extraordinary appear ordinary and quotidian? This seems to be an important way of depicting the future and making it seem possible. It’s just a way of designing — an understatement of perhaps novel, innovative and crazy ideas from the future. Why do this? Because in a way this is part of the work of design innovation. To make something spectacular routine, domesticated (to borrow from James Auger) and perhaps even boring and everyday. When you can do this, you’ve turned a corner into a new space that provides a setting for a kind of innovation that is chaste and modest and thereby, perhaps — entirely possible. This then communicates your innovative, crazy, off-the-hook idea as legible and something which can already be accomplished.

Thursday November 18 15:20

There’s much in the social, cultural and political history of science and innovation on the topic of modesty as a mode of conveying and communicating an idea. Scientists are especially guilty of this mode of communication — behaving only as unadorned and modest presenters of things-as-facts. Just revealing nature as it is. Simon Schaffer and Steven Shapin’s Leviathan and the Air-Pump: Hobbes, Boyle, and the Experimental Life and especially Schaffer’s A Social History of Truth: Civility and Science in Seventeenth-Century England (Science and Its Conceptual Foundations series) speak much on this topic. I think here I’ve internalized their insights and tried to find ways to leverage the modest proposal of a new, speculative idea — as was the air-pump in its time — as a way to communicate it convincingly. In part design fiction is about communicating a new idea, but of course it is also, perhaps mostly, about actually doing design through the modes and idioms of science fiction.

This way of presenting an idea and enrolling people in it is described quite convincingly by Shapin and Schaffer. It’s really an important read in this regard. It’s a great historical book. I seem to re-read it every few years because it’s almost tactical in its description of how ideas become materialized and circulated. It’s certainly much more thorough and convincing than popular surveys of how ideas evolve and develop — I kept thinking about how loosey-goosey Stephen Johnson’s Where Good Ideas Come From: The Natural History of Innovation end up being for its lack of rigor and its desperate hunt for a simple one-liner — this whole adjacent possible. It reads like a nursery rhyme that forgets that its okay that the world is an intractable complex and entangled place. ((G’aah. I’m all riled up now. I’ll get back to that one later.))

Thursday November 25 09:30
Thursday November 25 09:31

Cinematic Storytelling: The 100 Most Powerful Film Conventions Every Filmmaker Must Know. It sounds very vocational, but I find the idea of a catalog of ways of telling visual stories compelling. It would be nice to create a similar sort of thing for design fiction, I think. This is what is next.

Anyway — so what I’m trying to do now with the whole design fiction business is catalog a series of genre conventions — ways in which one can describe an idea or an object or a bit of thinking. How do we show ideas as they would be in the world? Or as they come to be? I’m thinking about mostly visual stories — little films or proper films, but mostly little films because they can be produced, we have a pre-existing language of visual story telling and now I’m convinced that that language can be used to also do the work of designing. What I and others are talking about is using film/visual explications as a means of prototyping and, perhaps more importantly — designing. It shouldn’t be just a way of showing a concept but also a way to feedback into the design process — or it should be a part of the design process, not just a final demonstration. They should be made in such a way that thinking is going on while they are being made. One should pay attention to lessons being taught by the little filmmaking process because effectively, then — you are also doing design, just with fiction which allows more freedom in the explorations.

Why do I blog this? Well — I’m doing a few design fiction workshops later this summer and fall and it seems like film is a viable way to think through how to set the scene for a near future world, or little moment of that world. It would be quite nice to do a workshop that included film making as the “hands-on” work part of the workshop. It actually takes a lot to think through things if you’re making a little movie, even a super little one. But, things get even more intriguing when the making of the film is actually part of the design process itself — allowing the extra work to be more than communicating the idea, but actually informing it quite directly. Some of the little films we’ve made in the studio were exceptionally useful to shape and challenge notions that work quite well in conversation, or on the screen or on big posters. It’s when things go in the hand and become materialized that you start to discover something about the design that needs more help to make its way into people hands.
Continue reading Design Fiction at UC Calgary's Environmental Design: A First Go At Design Fiction Genre Conventions

Lab Coats In Hollywood

At long last David A. Kirby’s book Lab Coats in Hollywood: Science, Scientists, and Cinema will hopefully actually finally be released this March 2011. For those of you who haven’t followed the Design Fiction citational and bibliographic rabbit hole, you’ll be delighted to find out that one of the cornerstone insights — the idea of the “diegetic prototype” — was inked by Kirby in his essay “The Future Is Now: Diegetic Prototypes and the Role of Popular Films in Generating Real-world Technological Development”

I introduce the term ‘diegetic prototypes’ to account for the ways in which cinematic depictions of future technologies demonstrate to large public audiences a technology’s need, viability and benevolence. Entertainment producers create diegetic prototypes by influencing dialogue, plot rationalizations, character interactions and narrative structure. These technologies only exist in the fictional world — what film scholars call the diegesis — but they exist as fully functioning objects in that world. The essay builds upon previous work on the notion of prototypes as ‘performative artefacts’. The performative aspects of prototypes are especially evident in diegetic prototypes because a film’s narrative structure contextualizes technologies within the social sphere. Technological objects in cinema are at once both completely artificial — all aspects of their depiction are controlled in production — and normalized within the text as practical objects that function properly and which people actually use as everyday objects.

In this book is the chapter that cornered in my mind the relevance of Kirby’s work to the practice of design. Which is awesome as it’s a kind of closing-of-the-circle between earlier interests of the Laboratory in the study of science, technology and society (a field of study of which Kirby is associated) and are more recent activities trying to understand and practice and advance what design can do to make things better.

The book is an study of the relationship between science and technology consultants and their role in helping Hollywood tell science-based, typically fictional visual stories — sci-fi film! Their role is one that ultimately shapes the way larger movie-going publics come to understand what science and technology is capable of, and even influences desire, hope, aspirations and fears. Think of the ways that sci-fi film becomes part of a larger collective conversation about how the world works, what the future holds (both hopeful and apocalyptic), the viability of space travel, cyberterrorism, new paradigms for computing — so much.

In this book, I’m certain Kirby walks through these topics in what I am sure is a thoughtful, engaging and entertaining read. Anyway — I’m super looking forward to this book and, well — I’ll just go ahead and preorder mine.
Continue reading Lab Coats In Hollywood

Primer: Inexplicable Ideas In Design Fiction

Something that the almost inscrutable science-fiction film Primer does quite well is to paint enough of the contours of its science and technology to give the viewer the sense that *something is going on that should make perfectly good sense..if I was only a bit more techo-literate in the arcane minutia of quantum mechanics, time travel and so on.

Early on we see the DIY garage tinkerers/hackers/engineers working on a proof-of-concept of…something. They’re in their *garage, and that’s where weird, misunderstood, works-of-passion happen, at least in the American suburbs _ like garage bands, garage science is populated in the cultural imaginary as where real, dyed-in-the-wool innovation happens. (Much like the time-travel science/design-fiction in How To Live Safely In A Science Fictional Universe, as it turns out.)

The scene above is a favorite. We watch a device of some sort — small, exposed printed-circuit board, with a LCD numerical display that changes on a little bit. Car batteries for power; roughly hewn bread boards. Shaking assemblies; slight bits of panic and confusion. Something is happening here, and you can only watch the visual story as it unfolds to fill in the gaps. The setting makes it all seem much more possible — garage, a couple of guys discussing their work in the vernacular of…whatever they’re working on. And somehow this makes it seem honest — it’s not didactic like some techoscience-based science-fiction — or even documentaries. We’re not meant to completely understand the quantum physics here, even if it were understandable. When the story telling becomes too didactic, it loses something. It should be as complex as it would be, and possibly completely impossible for anyone to understand but the six people in the world who are working on it, like String Theory or some such.

In an interview with the director:

From the start, he wanted his dialogue to sound absolutely authentic. The only way to accomplish this goal was to immerse himself in the study of physics — the shared fixation of his characters — until he became “conversant” in it. “I had never taken a physics course,” recalls [screenwriter/director/co-star] Carruth. “but I read a lot about it and consulted graduate student research projects I had found online.” In the movie, conversations among the characters are extremely realistic: they talk to each other using the kind of techno-speak that would come naturally to work-obsessed scientists.

The film itself is intriguing for its story and how its told on the screen, but also for the production. Shane Carruth — writer, director, film score, co-star, &c. — is an engineer who wanted to tell a story and so learned how to do so by teaching himself filmmaking. Done on the cheap — $7000 according to IMDB — it won the Grand Jury Prize at Sundance in 2004 and a $20,000 prize from the Alfred P. Sloan Foundation for films dealing with science and technology. (That’s cool.)

Further in the interview, he describes an insight on the aesthetic of new ideas and innovation, which is of course much more rough-hewn then was typical for the canon of science-fiction. It’s all about the DIY finish — things bought at the local hard-goods store, or McMaster and cobbled together as best as one can with, oftentimes, low-budgets. Perhaps something like what Google’s first server looks like.

The inspiration for PRIMER came to Carruth at a time when he was reading books about discoveries. He observed that “whether it involved the history of the number zero or the invention of the transistor, two things stood out. First, the discovery that turns out to be the most valuable is usually dismissed as a side-effect. Second, prototypes almost never include neon lights and chrome. I wanted to see a story that was more in line with the way real innovation takes place.”

Why do I blog this? To add some additional notes to the design fiction chronicles and their attendant style conventions.

Late Edition: Nicolas Nova has pointed us to a Time Line!

primer_timeline

Continue reading Primer: Inexplicable Ideas In Design Fiction

How to Live Safely in a Science Fictional Universe

Wednesday November 10 13:07

From the Laboratory’s Blog All Kindle ‘Dog-Earred’ Pages Desk, I bring you a few call-outs, quotes and passages from the brilliant bit of chronodiegetic gooeyness called “How to Live Safely in a Science Fictional Universe” by Charles Yu. Great good barely science-fictional novel here. Really a story about loss and our human nature to regain what has gone and re-do and re-play our lives. Its about travel through time but along the way you get to enjoy some good design fiction swerves and curves. A few good things to think about, ponder over and imagine. I particularly enjoy the way that time-travel is intimate with story-telling in the novel’s world — its a kind of technology and industry (military-industrial-narrative-entertainment complex) that goes along with it: conceptual technology, chronodiegetics and diegetic engineering! I’d say this is a strong-recommend. Pretty much no spoilers below.

On the subway, the guy next to me has his head in a news cloud. Paradox is up 16 percent. If I lean in a couple of inches, I can just make out what it says. Up 16 percent in the fourth quarter on a year-over-year basis...
The guy reaches his stop and gets off, leaving his news cloud behind. I love watching the way these clouds break up, little wisps of information trailing off like a flickering tail, a dragon’s tail of typewriter keys and wind chimes, those little monochrome green cloudlets, a fog of fragments and images and words. On busy news days, the entire city is awash in these cloudlets, like fifty million newspapers brought to breathing, blaring life, and then obliterated into a sea of disintegrating light and noise.

The air above our heads is a smoggy miasma: mostly a vaporous fog of news and lies, mixed in with gaseous-form gossip, meme-puffs, and as always, the mists of undirected prayers. Men on corners whisper about secret shows upstairs.

Chrono-Adventurer Survival Kit
There were no exclamation points or any squiggly lines indicating weirdness or jokiness, or any other graphics to signify, This is for kids, this is a toy, this is just make-believe. It just had those words, and it was dead serious..For five dollars and ninety-five cents, plus a self-addressed stamped nine-by-twelve envelope, sent to a PO box somewhere in a faraway state, the good people at Future Enterprises Inc. would send you a survival kit “of great use and convenience for any traveler who finds himself stranded on an alien world.”
Half of me knew it was stupid. I was old enough to know better, but on the other hand, that font! Those letters in all-caps. It didn’t look attractive and well formatted, the kind of thing a kid’s eye would be drawn to; it looked like it came from a typewriter, unevenly spaced, like there was too much text, too many ideas and words and things that someone had to say, had to let people know about, it looked like it came from the mind of a brilliant, lonely, forty-year-old man, sitting somewhere in a basement in that faraway state, half crazy, sure, but on to something.

Up the street a song cloud floats by, sagging a bit, but still intact. I walk faster and catch up with it just in time to hear the ending, a symphony orchestra, the sound full and resplendent, and it is one of those times, you know those times every so often when you hear the right piece of music at the right time, and it just makes you think, This music didn’t come from here, it was given, it fell from some other universe..

It is well established within the field of diegetic engineering that a science fictional space must have an energy density at least equal to the unit average level of a Dirac box, multiplied by pi.

Then Ed farts and its not good. TAMMY’s still crying but starts to giggle, and I’m gagging a little, and then TAMMY starts laughing so hard she almost crashes herself. Ed saves the day again.

We’re going to meet an important man, the director at the Institute of Conceptual Technology, a gleaming black building, behind gates, that sits on top of University Road, up the hill half a mile above town, where they worked on the hard problems. The big ones, like how to keep paradox from destroying the sci-fi world. They were the people my father aspired to be, this man in particular, they lived the lives he longed for, they drove up to those gates every morning and checked with the security guard and showed their ID badges and the gates opened for them, and they drove behind them, up into the compound, the castle of secrets and ideas that only a hundred people in the world knew about, ideas that only a dozen people understood.
Today is the day, that one glorious day in my father’s life. After waiting half a lifetime, half a career, his moment. Today is the day they come calling for him. They, the world, the outside institutional world of money and technology and science fictional commerce. I remember the call. Sometime after our first wobbly orbit and before he was completely sure he knew what he was doing (or rather, before he realized he would never be completely sure about what he was doing), someone had taken notice. They found him, the military-industrial-narrative-entertainment complex, and they wanted to hear his idea.

In Minor Universe 31, quantum decoherence occurs when a chronodiegetic system interacts with its environment in a thermodynamically irreversible way, preventing different elements in the quantum superposition of the system + environment’s wave function from interfering with one another.

Why do I blog this? To keep track of notes from this book. Some are good ideas for some design fiction experiments. In addition — since I read the Kindle edition (a reasoned alternative to buying the bulky hard cover — which I rarely ever buy — and reading it while on a long trip). I’m confident enough that a Kindle book will not likely be around for as long as a normal book that I feel I must spread my notes around the datasphere.
Continue reading How to Live Safely in a Science Fictional Universe

I Quote: ….

Friday October 08 13:37

Integrity, clarity and honesty.

And Warren schooled me about SciFi writers – they don’t do prediction, they do extrapolation. And he should know, he’s one of the best.

The only thoughts that have occurred to are these:

1. Warren is, of course, right. But SF Writers saying they don’t do prediction is like Leonard Nimoy saying he’s not Spock. It’s factually true, but it’s not culturally or emotionally true. It’s not true enough to overturn the fact that we take them as predicitions, however they actually generate them. And we want predictions.

2. The SF I really like (recently: Makers or The Caryatids, eternally: Neuromancer or Planetary) shows me a world I can believe in and imagine being in. They’re worlds full of recognisable people, however much they’re not like today’s people. And they’re worlds I can imagine building. Sort of. When there’s an absence of those worlds, set a few years off, I think culture gets a bit thinner.

3. I bet this somehow connects to ideas about Design Fiction, Gear Porn and Concept Products. Our fictional itch is being scratched by actual technology companies but they’re not that good at it. (Not really sure about this one, might be another red herring, NOT like rugby league.)

((via @russelldavies from his post here.))

..They are not that good at it.

This remarks gets to the substance of one thing at least — technology companies are technology companies. They are burdened by an inability to think about people who are no longer concerned with feature lists and scales of things that continually go up and to the right, like the endless chase for more better and bigger or smaller.

I get Russell’s metaphor here, but maybe it goes the other way — technology companies are like mosquitoes nipping at us, causing us to itch, which feels satisfying at first but gradually becomes not such a good idea. The momentary glee of imagining a better little corner of experience that has been fictionally cast in the form of an advertisement about a new glowing thing but that lacks the integrity and honesty that most advertising lacks in that it’s just the vision of some marketing wonk who has no connection to the principles and logics that are embedded in the design and engineering work. Advertising is probably the worst kind of SciFi in this regard. No integrity. No expectations that what is being presented has any relationship to possibility. Maybe SciFi as it was has switched places with advertising: Warren Ellis says SciFi does extrapolation. Advertising-as-SciFi does..what? Dishonest predicting? When it isn’t connected to the principles of the thing, when it’s just that marketing guy who dreams up a selling point, then it is certainly lacking in honesty, whatever the sincerity of that marketing guy’s dream of what he’d like.

((c.f. Timo’s remarks.))
Continue reading I Quote: ….

Representations of the Future with Graphs

Graphs of the Future

I collected some graphs that attempt to represent how the future comes to be while I was preparing for a talk at the University of Michigan’s “Future of Technology” conference, from which I’ve just returned. The graphs are simple ways to represent the path from now into the future and what makes “then” the future and different from “now.” I drew what I had in mind as you see above while I was teasing out something interesting to say for the talk. All along the way I was hoping to be able to show some film clips that I’ve been gathering — film clips of speculative futures and science-based fictions. The talk — it was only 15 minutes exactly — was called 9 Ways of Seeing the Future.

Here they are.

Idea, Prototype, Product

One. The future starts with an idea, and you try it out and test it, and then when it works that means you’ve accomplished something new and then you’re in the future. James Dyson is the exemplar of this kind of future-making because he prototypes his stuff insanely. ((How else do you make vacuum cleaners that suck so much?))

Up and to the Right

Two. The future starts at the origin and then goes up, and to the right, which is better/brighter/smaller/bigger/longer/faster than the origin, so it’s in the future.

Exponentially Better

Three.I got the scale on the left wrong, but this is the Moore’s Law future which goes up and to the right like Two, but it does so exponentially faster, so you get an intensely better future when compared to the normal up-and-to-the-right future.

Gartner Hype Curve

Four. The Gartner Hype Curve, where whatever the future is, it is sure to be oversold and overpromised, leading to the *trough of disillusionment and despair, after which the future sort of becomes more reasonable than the hype and slowly productizes itself. ((I’m still waiting for the Jet Pack future.))

Future Is Distributed

Five. The future that distributes over space and time — William Gibson’s *sandwich spread truism that says the future is here already, but it’s just not evenly distributed. Presumably it starts in places like Silicon Valley, although he might argue that it also starts in the back alley bar in Mogadishu or some other shit hole, seeing as how things are going these days.

Auger Possible Product Futures

Six. James Auger‘s drawing of the product future where there are many possible *technologies that will anchor themselves into a future present, as well as alternative futures that may lie off-axis somewhere. I’m still trying to figure this one out. Maybe I’ll get the chance at the Design Fiction conference.

graphs-of-the-future-923185617-0008

Seven. From A Survey of Human-Computer Interaction Design in Science Fiction Movies which describes the future as a collaboration/circulation of ideas between engineers/scientists and film makers. It’s a curious, provocative paper, thin on synthesis (it’s a survey, after all). I like the diagram most of all. Even in its simplicity it provides a nice appetizer for capturing some of the rich stew of David A. Kirby’s diegetic prototypes.

Eight. Colin Milburn’s Modifiable Futures: Science Fiction at the Bench is perhaps graphed dynamically in which he describes the future as particular kinds of “mods” or modifications to things that exist in the here and now. You know you’re in the future when the normal, plain thing has become kitted-out and enhanced, perhaps on the street. (link to video)

And so then I noticed that these are representations of the future that are rather flat instrumental and parametricized visions of the future and the route to it. And I’m wondering — rather than parametric and numerical and quantified representations of the futures — don’t use graphs — what about stories that avoid the problematic time-goes-from-left-to-right, or that there is only one coordinate for a specific future. An easier way of acknowledging multiple simultaneous futures, and multiple possible futures and that the future is a lived, embodied situation rather than the result of miniaturization or optimization. The future is for us and we live in experiences and stories — not in aspirations for technologies themselves.

Seeing as representations prescribe what we consider possible and even reasonable, having a richer, thicker, more lived representation to help imagine other sorts of futures — and not just bigger/brighter/smaller/lighter ones with new products that we buy to replace the old, perfectly good ones we bought six months ago — we might look toward stories about the future that you can’t graph on a piece of paper.

This is where the Ninth representation comes in — science fiction film. This of course does not exclude other strong representations of the future like science fiction writing, science and technology journalism, and all other kinds of literature I’m sure you’re thinking about. Just happens that right now I’m excited by science fiction film (err..have been for quite some time) and I’m focusing on that.

So, to close out my 15 minute talk and my 1000 word blog post, I shared a short excerpt from Volume 7 of a collection of annotated DVDs the Laboratory’s Media Theory department is creating based on representations of the near future in science fiction film. In this one I look at some of the signs and signals about The Future that are represented in some favorite films.

Why do I blog this? The main point of the talk was, for me, to think through another reason why I see design fiction as a useful idiom for doing design. What I concluded is that choosing how we imagine and represent the future is crucial — and not peripheral — to our ability to solve problems. Graphs are good, but I wanted to establish that there are other ways of productively and fruitfully representing what can be in order to materialize ones ideas. So — science fiction as much more than a distraction from the hassles of figuring out where your idea is on the productization scale, or determining when transistor counts will go up to the next order of magnitude and then never really wondering why that might be useful in a save-the-planet sort of way.

We seem to be pattern recognizers and so the templates and processes and frameworks in which our imaginations live determine to a large extent the possible things we can think of and the measures by which we judge them. ((Which, parenthetically, may be that the best thing one can learn to do is learn see the world through different lenses and from different perspectives — but maybe even more importantly is to know how and when to establish those different perspectives and then help others see — and then think — differently.))

Thanks to everyone at the Taubman College of Architecture and University of Michigan for the invitation and for enduring my hand drawn slides in a sea of luscious, expertly and painstakingly rendered 3D models of parametric architectures.
Continue reading Representations of the Future with Graphs

The Future is a Mod

photo.JPG

From 101 Things I Learned in Architecture School. In the epoch of the $23 paperback and self-help books disguised as design and camouflaged by Bruce Mau’s palid wisdom, this is the best $9 you’ll ever spend. EVER.

Friday January 01 16:38

A mod.

<a href="http://twitter.com/bruces/status/24029892488"?@bruces pointed out this curious paper called Modifiable Futures: Science Fiction at the Bench from Colin Milburn, who sits in the Program in Science and Technology Studies that our old UCSC History of Consciousness school chumJoe Dumit heads. The paper takes a go at describing the entangled, multivalent, contentious and complex relationship between science, fact, fiction and the future. The interplay between all of these — and throw in fan cultures, society at large, politics, money, power, knowledge and authority..heck, lets just say “technoscience” and be done with the litanies — is a tricky thing to describe and always seems to make people hot under the collar lest capital-s Science feel it looses its authority as the canonical, go-to guy for where knowledge about the world comes from.

What Milburn might say — what many who appreciate the fun to be found in the rich layer cake of knowledge production — is that the interplay between fiction and fact is actually a good thing. He would say that the assumption that scientist, their ideas and their divinations in the form of science facts about the natural world is not only wrong, but it does a disservice by discounting the productive contributions that other idea-generating mechanisms can bring to the game of knowledge-production. And for Milburn, curiously — games provides a fruitful framework for his way of describing the interplay between science fact and science fiction. He uses the game “mod” — or modification — as a metaphor for the way that science fact and science fiction produce knowledge and materialize ideas.

“In many ways, the day-to-day activities of laboratory science resemble some of these fan practices: sampling from and building on the work of others, taking what was successful in one experiment and applying it elsewhere, proceeding through imitation, eclectic opportunism, bricolage, and so forth. So with such fan practices in mind, I would like to suggest that our understanding of how science fiction works at the bench would be greatly improved by seeing scientists as cultural consumers like any culture consumers, perhaps even in some cases as science fiction fans like any science fiction fans, but having at their disposal the tools and the resources for making science fiction and other cultural materials actually usable for science — and vice versa.”

CirculationModel

A rough circulation model for the movement and influence of ideas between and amongst science fact and science fiction in entertainment. From A Survey of Human-Computer Interaction Design in Science Fiction Movies by Schmitz, Endres and Butz.

This is an intriguing perspective for its simplicity, which is good. The simplicity should be contrasted with the oftentimes baroque offerings of explanation delivered by critical theory (and worse..philosophy) when brought to bear on the world of science, or epistemology of science. By drawing from more contemporary ideas about fan culture and then saying — hey..scientists can be science fiction fans, too, Milburn is stating what would seem obvious. (Obvious, but breeching the perimeter of scientists’ secret lair can be dangerous — cf the “Science Wars
” — and “The Science Wars” that waged in the 90’s amongst about 300 people..it got down-right nasty! Seriously..you could write a movie script from the back-biting, the misrepresentations, the gaffs and punk’ngs — the whole FBI thing interviewing historians of science at their annual conference about the where-for of the Unabomer? But..only 300 people would go see the movie..still, exciting for a clutch of Ph.D.s.)

*Anyway.

Milburn is stating that scientists should not be exempt from fandom and the larger influences of the ideas that are heavily circulated in various forms of science fiction cultures, entertainment even as they are distilled and decanted through various means that themselves may not be categorized as “science fiction.” It’s not like they ignore their imaginations, which might have caught wind of — or even been inspired by — say..Star Wars or Minority Report or Raumpatrouille Orion or Space 1999.

Milburn then goes on to say that the idea of the “mod” — the modification like the game mod, or the music mash-up, “fanfic” style grassroot storytelling that responds to the desires of fans and so on — all of these *ways of circulating and generating new music/stories/conversations should perhaps suggest that the same can happen with science when fact and fiction engage each other. Milburn describes three kinds of mods for science fiction that make it fruitfully usable by technoscience (in other words — he’s not dissing science but rather seems to be suggesting that science fact becomes better for being able to push itself beyond its own institutional limits by engaging science fiction productively): blueprint mods, supplementary mods and speculative mods.

Blueprint mods translate a specific, discrete element of science fiction and attempt to materialize it as a technical reality. The relevant example he gives is of Linden Labs using Neal Stephenson’s Snow Crash as a model for their Second Life as described in the book Making Virtual Worlds: Linden Lab and Second Life. The blueprint mod goes beyond using the science fiction as an influence or inspiration — it wants to make something that is quite specific in the text, “extrapolating and inventing a distinct technical dimension..disregarding any necessary integrity or organicity of the fiction.” Milburn mentions the seemingly endless fascination of this form of “mod” with entire book series and Wiki pages devoted to “The Science of..” show/movie/book.

Supplementary mods attempt to approximate a science fiction concept. This means that what sounds cool but is taken to be technically impossible will be worked on to create a scientifically viable alternative. There has been work on invisibility shields that fall into this category of supplementary mods. For example, this invisibility cloak that is evocative of the cloak that P.K. Dick’s Agent Fred wears in A Scanner Darkly. I saw this device at Ars Electronica in 2008 — it is definitely an approximation but tips into this sort of supplementary mod. It seems to say — this is a very cool idea. We know it is technically intractable, but we’re going to push forward anyway with this project that begins to activate the imagination and inspire further modding.

Speculative mods is where science fiction is used in science writing and technical papers as a way of describing possible futures and the extrapolation of today into tomorrow. This is a form I find quite often — the “it’s like the ray gun in Lost In Space” sort of thing. Milburn acknowledges that that historians and cultural theorists of technoscience appreciate how science speculation, “forecasting”, futurological narratives, road mapping and so on play a role as “scripts” in the laboratory and R&D agendas. But, he says —

“..we have yet fully to take on the manifold ways these practices interrelate with the predominant mode of speculative narration in the modern era — namely, science fiction. Its generic traces can often be discerned where scientific probabilities or expectations for the future are rendered as discourse, as a now quotidian way of speaking about the consequences of scientific or technological change: the everydayness in postindustrial societies of what..has been called ‘science fiction thinking’..”

Why do I blog this? This is a great short essay that captures some of the themes of the design fiction conversations that are swirling about here and there. There’s some useful reinforcement of things that David A. Kirby has described as the “diegetic prototype” — which I think is kin to Milburn’s idea of the mod, insofar as it allows for the circulation of ideas and does not explicitly prioritize either fact or fiction.

What I find interesting is the use of the idea of the mod — a form of circulating and layering cultural forms to create something that builds upon some underlying stories and characters and worlds that are ostensibly fiction to make something material and tangible that is ostensibly fact. And then when you understand the rich ways in which ideas blur together and you stop prioritizing the fact/fiction binary — you begin to see new possibilities for imagining and creating and materializing ideas that avoids those silly cat fights over who done what first or who was the originator or an idea.
Continue reading The Future is a Mod

Design Fiction Studio for Young Minds

Friday July 23 18:16

The Innovation Center for Young Minds as an enviable-sounding studio for Fall 2010:

In “Design Fiction Studio,” we will focus on experimental ways to combine science fiction story telling with new forms of media production. The students will be asked to write a short science-fiction story and expected to illustrate it in an experimental book. We will explore ways to combine alternative materials –such as very basic electronic elements, conductive inks, phase- and color-changing materials– with new kinds of fabrication and production techniques to learn both about the materials and the way they can be used in different kinds of fictional products.

Topics to be covered:
– Basic science fiction writing skills to develop a short story or concept that will address a problem we may have in the near future.
– Experiment with new kinds of smart materials, design and interaction techniques to build an interactive book to illustrate the story.
– Discuss how writing fiction and building fictional objects can contribute to our thinking and allow us to bring into attention problems before they may even emerge.

Why do I blog this?Curious to see the ways science-fiction is used in design to think, write and make speculative new stuff. And I’m looking for good examples of design-fiction beyond the theory and principles behind it. Also — this is one of the first times I’ve seen the design-fiction stuff connected so directly to science-fiction writing — I mean, besides those folks who are already science-fiction writers. The idea that basic science fiction writing skills are taught as well as the gooey, arduino-y making-of-things.
Continue reading Design Fiction Studio for Young Minds