Here’s my short catalog essay that appeared in the 2010 01SJ Biennial Catalog. It’s just a little thing, but I want to mark it here for my own records for when something gets lost.
Design Fiction: From Props To Prototypes
Franz Joseph was an expert technical draftsman working in the aerospace industry in Southern California during the heady, Skunkworks days of the 1970s. He started a special project — so advanced that it taunted belief. To call it “high tech” missed the mark by a few hundred years. The designs he was creating were beyond anything that had been done before. Laboring without the aid of today’s sophisticated illustration and computer-aided design systems, Joseph created a set of technical documents from the future, diagramming the details of technology so advanced and of such sophistication that the possibility of its existence teetered between fact and fiction. In 1976, it was a New York Times best selling book.
Joseph’s Technical Manual was a DIY shop manual for the science fiction world of Star Trek. It was a service and repair guide for tricorders, warp drive engine rooms and phasers. Joseph used his practical skills as a draftsman to extend the science fiction of Star Trek, telling his own sorts of stories about Star Trek through diagrams and schematics. In his drawings he played with our minds, entertaining us by blurring the broad line between fact and fiction.
A world with a Technical Manual has complex, fragile technology like tricorders and communicators and captain’s chairs that gets used by people and breaks down and needs repair. This is where we begin to realize that even technical diagrams of science fiction props can help us imagine these devices in use. Like buried artifacts found in an archeological dig from the future, we are left to fill in the gaps and knit together the stories suggested by the peculiar objects he drew. This is precisely what the Star Trek Technical Manual does quite powerfully and evocatively — it provides fuel for the imagination, making one think of a workbench somewhere in the year 2300 where a scrawny technician is puzzling over an intermittently functioning anabolic protoplaser or universal translator. Even fantastic technology has its ordinary, broken down moments.
Making the extraordinary ordinary is a recurring genre convention for science fiction. Because of its creative elasticity, sci-fi is able to make strange, implausible ideas mundane and everyday. The Technical Manual does precisely this, making the unreal seem real, even routine and plain.
A favorite viral example of this sort of reality effect is Michael Horn’s short film “Death Star over San Francisco” in which the Empire visits San Francisco during Fleet Week. We see the almost banal spectacle of an Imperial Trooper, 10 meters up on an AT-ST, poking his head out of the hatch and coaxing a passerby to toss up something they’ve dropped on the street, perhaps the keys to start the walker. Elsewhere we see a transport making a landing on the roof of an apartment building, as ordinary as anything you might see around San Francisco. The footage is rough and un-produced, with off-camera banter about barbecues and the rustle of wind on a microphone, clearing the way for us to imagine this as the product of an everyday tourist out and about during a holiday weekend. Another example of a similar kind of reality effect is filmmaker Floris Kaayk’s fictional documentary “Metalosis Maligna.” Kaayk “documents” a disease that arises from the widespread proliferation of metal implants. Visually, it plays tricks on us, forcing us to consider the reality of this condition. By using the conventions of the documentary — talking head experts, dramatic footage of people suffering horrific metal lattices protruding from their bodies, reserved voice over commentary, and so on — we are drawn into the possibility of this slightly sinister malignancy. Our willingness to accept a strange, otherworldly circumstance is heightened by the visually compelling short story.
The simple brilliance of these short films are similar to Joseph’s specific kind of diagrammatic creative story telling. They all teeter playfully between fact and fiction. These design fictions stretch the constraints of reality by taking the genre conventions of holiday videos or technical drawing and using these conventions to unassumingly fill out the contours of a slightly real, slightly fictional world. They allows for a different kind of engagement with a speculative idea. They draw it out, specifying it “as if” it were part of the world already. The Technical Manual, like “Death Star over San Francisco” lives somewhere in between speculation and materialization, in between an idea and that idea put in the hand to ponder over and consider. The fiction comes off the screen just a bit and gets closer to reality. The props become imminent, forcing one to consider to look sideways and consider that things could be otherwise.
In this way, the Technical Manual makes me think about new ways of making, creating and prototyping. It would be useful in the design world to prototype things in a way that help us imagine and wonder, and consider unexpected, perhaps transformative alternatives. Rather than the canonical technical prototype that operates as an engineering proof of feasibility, what about prototypes that are more like props? Material things, off the page and in the hand that help tell a story or start a conversation
This kind of prototype has nothing to prove — they do not represent technical possibility. They are prototypes that give shape and form and weight to one’s imagined idea. This is a kind of prototyping that couples the speculation inherent in design with the creative license of fiction and the pragmatic, imminent reality of fact. Tangible, materialized props that live in between fact and fiction and are both speculative and possible. They aren’t specifications for making, but they are specifications for imagining. These are prototypes that express possibility more powerfully than either fact or fiction could do if they were each left to their own intellectual and creative provinces. This deliberate blurring of fact and fiction is what we have been calling “design fiction.” Fiction borrowing from fact and thereby rethinking and re-imagining what may be possible.
Design fiction is a way to speculate seriously. It’s not quite brainstorming, nor is it ideating. It is design that tells stories. It creates material artifacts that force conversations and suspend one’s disbelief in what could be. It’s a way of imagining a different kind of world by outlining the contours, rendering the artifacts as story props, then using them to imagine. The prototyping activates the idea, giving it a few material features and some density, and forcing the refinement that comes from making something.
That in-between is what Joseph captures in his design-fiction mechanical drawings. The sparseness of words contrasts with the drawing details in such a way that we are forced to wonder about the implicit sophistication of these devices. Are they real? Where and when did this manual come from? These questions are forced upon the reader to interpret. This is the seduction of design-fiction at its best. The reader has to fill in the gaps and in the filling-in of gaps, we are made to imagine and wonder. And with these questions evolves a conversation that does not stop simply at the pragmatic, and does not dismiss as silly or impossible the fruits of imagining.
References:
Mike Horn Death Star Over San Francisco
http://vimeo.com/2587071
Star Trek Star Fleet Technical Manual, Franz Joseph (short link to book)
http://amzn.to/9L8JBW
Floris Kaayk’s Metalosis Maligna
http://vimeo.com/1192666
Marjolijn Dijkman Wandering through the future (2007)
http://www.marjolijndijkman.com/projects/view/1/132
Bruce Sterling’s Design Fiction Category List:
http://www.wired.com/beyond_the_beyond/category/design-fiction/
Near Future Laboratory Design Fiction Chronicles Category List
http://www.nearfuturelaboratory.com/category/design/design-fiction/
Near Future Laboratory Design Fiction: A Short Essay on Design, Science, Fact and Fiction
http://www.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/
SXSW Design Fiction Panel Audio
http://audio.sxsw.com/2010/podcasts/031310i_designFiction.mp3
Julian,
I love this post. The idea of filling in the blanks for a fictionalized world is very interesting to me. Some years ago I saw an art exhibit containing detailed blueprints for the Flintstones’ house. I was very cool to see that someone had immersed him/herself in the episodes to such a degree that they could establish precise dimensions for the window in which the woolly mammoth that rinsed the dishes stuck his trunk.
Brilliant!
Thanks for the kind words John! Love the Flintstones example..any idea what that might’ve been?
Julian
Hi, Julian, sorry it took a while, but I located the artist who did that blueprint (and other related ones). His name is Mark Bennett and an image of the Flintstone house can be found here: http://www.buzzfeed.com/minjaeormes/blueprint-of-the-flinstone-house-ohu
Regards, John