The Future Silicon Valley’s Billionaires Don’t Want You To See

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I want to share with you the latest book project from the Near Future Laboratory. It’s called TBD Catalog — the Design Fiction product catalog for the normal ordinary everyday near future.

You can get your own copy of TBD Catalog here in our own shop. We’re also a publisher now, in the modern sense.

TBD Catalog contains 166 products, 62 classifieds and advertisements to tell little stories about the world we are likely to inhabit if the exuberant venture capitalist handlers and computer programming day laborers of Silicon Valley have their way.

It’s a future quite different from the perfect, seamless, integrated, one-touch, Cloud-based advertising fakery used to make your pupils dilate with “wantfulness” — a want for cute connected family robots, software and plastic dongles ‘made with love’ and self-driving cars with impish earnest eager bumper faces and $9 drip coffee made with algorithmic precision and ordered ahead from an App.

The future represented in TBD Catalog starts with Silicon Valley’s breathless visions — and plops it down on the counter of your corner bodega. This is the future that comes in party colors. It’s the 3/$1.00 and buy one get one free future. Got your iPhone stolen? In the TBD future, if you’ve got ‘Find My Phone’ enabled, just use your Call For Backup App — we’ll send some licensed and disciplined toughs fresh back from Spec-Ops to knock on doors, fold their arms and growl imposingly if necessary. It’s the Uber of semi-private personal security.


 

Design Fiction


 

Design Fiction


 

With TBD Catalog our technique for employing Design Fiction was to follow today’s major “tech” trends and see where their hyperbole might likely wind up in some likely normal ordinary everyday near future — 3D Printers; Internet of Things; the Algorithmic Life; The Cloud; Machine Intelligence; New Funding Models; Mass Customization; Etcetera.

The TBD Catalog future is the near future ordinary. The constant low power and exploding battery future. The bad firmware bricked $800 device future. The lousy customer service phone menu UX and busted algorithms that send a hundred emails to the same customer and shift-reload doesn’t clear the error future. The bad monopoly network service conglomerate run like an accounting firm future.

That world. The one when ‘now’ becomes ‘then’ — after all the glitzy wearables/internet-of-things/self-driving car Kickstarter advertising TechCrunch blogger promises dull to their likely normal.

We did TBD Catalog because no one else has done so much to tell a story about the likely future beyond excruciating, mind-numbing white papers, link-bait blog posts and breathless “insights” from strategy agency reports that read as though they’re in league with the pundits who all basically work for the startups anyway. We wanted a perspective that was engaging, entertaining and probable while also insightful, generative and provocative.

Take a look around amongst the strata of futurists, insights reports, strategy assessments, TED Talks and the like. There is little to go on to ruminate about these trends beyond the vague “imagine a world..” fantasy scenarios and dreamy video pitches with earnest mandolin soundtracks. There are scant stories about a world when these trend-things are fully-vested within our lives in a way that doesn’t seem like the boom-cycle perfect world advertisement where we 3D print fresh licensed Opiline knife sets. The stories we get are either perfect utopia futures or the robot-zombie apocalyptic busted future with fascist jetpack cops chasing down malcontents.

TBD Catalog cuts through the middle to tell stories from a world where Nobel Prize winning technology is sitting on the counter of your corner liquor store in 23 different colors, all with a keychain and instructions on how to entertain your cat. This “ordinary” story is the one we’re working towards. These are the stories that are in short supply. Stories about our world when the extraordinary idea makes its inevitable journey to become the ordinary commodity thing that occasionally needs repair or a software patch for a security flaw.

TBD Catalog creates these sorts of stories by hinting at the implications of today’s ‘disruptions’ — by representing the kinds of products and services we might imagine in the near future and implying little corners of that near future world and the social lives around it. In TBD Catalog each product, service, classified advertisement and customer review is a bit of Design Fiction — a mix of trending topic plus designed object plus a small evocative story-description. Each Design Fiction is a little story about life in our likely near future world.

What are some of the stories in TBD Catalog?

TBD Catalog tells a story about a world in which every household has as many 3D printers as they now have electric toothbrushes, and a lease-licensed 3D printer material waste disposal unit.


 

Design Fiction

 

 


 

Algoriture Design Fiction


TBD Catalog reveals a world with bland “Algoriture” algorithmic literature optimized for trends, tastes and expectations and written by Amazon’s data analytic-fed intelligent bots rather than normal, human authors.

What about a world in which algorithms are so trusted, we allow them to find a playmate for our children, or the perfect “soul mate” for ourselves when we turn 18.

Internet of Things Design Fiction


 

MeWee Monitor hints at what an Internet of Things world might look like if everything — the glass you drink with, the bar stool you sit on, and the bathroom door you lock behind you and the chamber pot you sit upon  — is connected to everything else, and lets the world know what it’s doing.

Why did we do a product catalog from a likely future? The Near Future Laboratory is of the opinion that whatever “comes next” should be prototyped not just in hardware and software (which we do, and enjoy) but through compelling, engaging, tangible moments that play out near future scenarios. Not only the spot-on-perfect advertiser-scripted scenarios, but the more likely and realistic moments as well. This sort of prototyping has imminent value as a means of shaping an idea, reflecting on contingencies, making things better and feel more full-vested in the world.

Design Fiction is a form of prototyping an idea. It’s a way of  reflection that can take an idea, trend or concept and intimate it in a more material form that can generate conversations that then reshape the idea into something better. Design Fictions have a remarkable ability to make that materialized concept come to life in a much more embodied way than specifications, one-pager or items in a PowerPoint bullet list. TBD Catalog’s Design Fictions take the promise of extraordinary and weird Silicon Valley aspirations and turn them into the normal and ordinary props that come to life as part of our everyday lives.

Design Fictions have exceptional value from a pragmatic perspective. They are more than entertainment. Design Fiction can operate as a viable approach to design itself — a form of exercising hunches without committing to full-blown execution. Design Fiction can find the tangential implications and alternative possibilities of your instincts — and then show a path forward towards sketching, testing and materializing your ideas. As a catalog in which your idea might exist in the future. As a fictionalized quick start guide. As an instruction manual or bug report. As a blogger’s review or customer service script.

Design Fiction is a creative instrument. It is truly a form of prototyping. It is an approach to design and strategic foresight that is actually generative. Design Fictions provide the basis for viable ideas, even in the idiom of satire. In their second reads, they become more — each of the 166 products has a “..huh” moment. There are dozens and dozens of Kickstarters in here, surely. And a few things in TBD Catalog we here at the Near Future Laboratory have actually prototyped — for real. Even some we’re pursuing after having our own “..huh..that could work..” revelation.

Let me be clear — we here are not opposed to the “next new thing.”  We are eager to entertain. But also — we focus on creating ‘next new things’ everyday. TBD Catalog is meant to remind us that every cool trend, every ‘wow’ gadget, and even some Nobel Prize-winning technologies become entertainment devices for our house cats or a faster way to stream crappy online ads. We need those kinds of likely near future representations — as alternative as they are to the glowing reports in your favorite trends blog — to focus ourselves on the challenges this world faces in light of rapidly changing behaviors, expectations, desires, rituals and algorithms.

Welcome to your near future normal ordinary everyday.

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Buy TBD Catalog
Check out the work kit we used to create the products
Read more about Design Fiction

Green Pages

Nick and I came back again to the Emerge 2013 event at Arizona State University to workshop an issue of “Green Pages”, the Laboratory’s ‘Quarterly Design & Technology Fiction Almanac.’

For those of you who haven’t subscribed, or don’t know about it, Green Pages is Design Fiction operationalized. Green Pages makes Design Fiction into something the entertainment industry can use directly.

In Part 1 of each issue we curate a careful selection of imminent and emerging technologies, provide a brief on each. In Part 2 we select a number of these and provide authored narrative and cinematic elements that are one-page diegetic prototypes, elements of fictions, Macguffins, props, prototypes, conceits, etc.

An example of Part 2 would be a one page plot synopsis, or a bit of production design for a prop informed by one of the technologies introduced in the issue.

The stories in Part 2 for this issue are especially good. They do not make the technical element central, but rather use it as stimulus for a proper narrative. We spent a lot of time unearthing good, dramatic, character-driven stuff that wasn’t ham-fisted techno-thriller fodder. I’m excited by these stories — they’re quite compelling, evocative moments of larger dramas that could easily see their way to being produced in some form — film, pilot, novel, etc.

Since this is the first time we’ve mentioned Green Pages here on the blog, I should say that it is a trade publication — it’s not an art project, or flight of design fancy. It’s an edited journal for a specific trade audience — producers, agents, writers, production designers, directors, etc. It’s not a PDF — we print it, authenticate each copy of each issue, and mail them out like normal, human print publications.

There has been interest beyond Hollywood for a publication like this. That’s partially because of the content but also some interest in the approach we take to translating raw technology ideas into compelling narratives — scenarios, they’re called in other domains.

For the workshop here at Emerge 2013, we thought the general approach to creating these Design Fictions and diegetic prototypes would be a worthwhile learning experience for folks at a large research university like ASU. For example, engineers and scientists who perhaps could learn how to translate technical stuff into compelling stories that help them round out the purely technical idea (wireless power distribution, for example) with issues and implications in a broader sense. Working in a room with engineers, policy gurus, creative writers all at once — everyone with their game-face on — was truly exciting and extremely productive. We had some excellent, exciting starters .We managed to get a solid bit of work on them the first day. Then on the second day we had some super exciting creative work — a screenplay excerpt, page one of a novel, a film synopsis, character casting notes and production design for a key prop of eco-thriller.

We’ll be working over the next weeks to clean up the material — in one and a half days it’s difficult to really complete a full issue, printing and binding and all that. But we were able to get the core done and hand out a few to the Emerge participants.

Good stuff.


Arizona, February 2013

From the desk of The Editors

Welcome to Issue 7 of Green Pages.

This is a milestone issue for a number of reasons.

Firstly, our subscriptions have more than doubled since we first launched — and that happened entirely by word of mouth. This kind of growth is unprecedented in the trade journal world.

We’ve also received an unprecedented number of recommendations from you, our subscribers, recommending colleagues for a complimentary issue. Thank you for the suggestions. We are working hard to follow through and vet your nominations.

We’re also excited because this issue was done in collaboration with the Arizona State University’s Center for Science and the Imagination. This is the first time we’ve worked directly with a major research university. We hope this will set a new precedent for the way we create and curate our content.

Inside this issue you’ll find a diverse collection of our front pages containing concepts that range from biotech to counter-surveillance to prosthetic enhancements. There’s Swarm Robotics, Encoded Ballistics, Image-based Diagnostics, Foliage Penetrating Radar, Lab Grown Bone, Afterlife Cells, Surveillance Drone Mitigation, Depression Detection Systems, Lighter Than Air Vehicles, Billion Pixel Camera, Digitigrade Prostheses, Tracheal Scrubbers, Data Magnets, Predictive Vaccines, Nanoturbine Surfaces, Organ Printing, ‘Miracle Salt’, Svalbard Gene & Seed Bank, Vortex Ring Gun, and more. There are some very exciting, provocative research projects that are easily extended into the realm of story telling — and not all as purely techno-thrillers. We’ve developed several of these into one pages conceits and précis both cinematic and traditional narrative-based. We have some evocative production design as well.

Overall, we’re quite happy with this issue. We hope you enjoy it.

Dr. Bleecker and Mr. Foster (Eds.)

News from the Executive Suite, Los Angeles Bureau

Amongst the projects we publicly declare here on the Laboratory blog, there are probably x2 others that we don’t. We plan to change that ratio henceforth.

These are our “non-battery” powered projects. By that I mean that they are not traditional technocultural things — those things that have come to define the laboratory, from Flavonoid engineered prototypes to industrially fortified data vizualization software to game controllers for pets to studies in curious interaction rituals.

But, they are projects and they reflect the more complete aspects of the Laboratory as a practice. They are a reflection of our additional interests, curiosities and explorations. Some of them are exercises of a more proto-professional nature, to explore ways of studying the world around us, short probes into a field of practice about which we want to understand by doing rather than by idle observation. In sum, they represent ways that the Laboratory is always curious, always learning, never set or fixed in what it does and how it does it. This makes me understand the Laboratory as a practice. A bit like a studio. But, I understand now even more as we grow and as more people join in, that it is better to communicate the multivalent character of the Laboratory through more aspects of what we here do.

There are no “side projects” in this practice. There are we all who are always following our curiosities.

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.

Weekending 03062012

Um. Well, here in Los Angeles it’s been lots of fun/frustrating days getting back into programming the computer. I’ve been getting a bit overwhelmed by the growing list of “ideas” that I thought would be good ways to get back into it. They’re mostly exercises that I thought would be better than following on in the usual lot of slightly mundane book exercises. The one I’m most curious about is a sort of social browser that, like Windows Phone 7’s live tiles, lets me flip through my friends social service “updates” and the like — but do so without having to go to the services, search for my friend, and then see what they’ve done. So — people first, rather than service first. Nothing brilliant there in that, but more a personal preference. Plus, also being able to see stuff from ancient history (many months or even a year ago) along with the latest stuff.

Some folks have mentioned that Path does this in some fashion. I’m still trying to see how. Right now? Path seems as noisy as Twitter. I’m looking for something a bit more — calmer. And the fact that Path is a kind of mobile Facebook status update yammery thing makes me want to enforce a simple rule that limits the number of slots for people. Or puts individuals in a special “Joker’s” slot based on which of your chums are being more yammer-y. Something like this. But, a couple week’s usage of Path leaves me thinking that there’s something that I want that is missing yet still. It’s still everyone. And sometimes you don’t want to share with or hear from everyone.

I also spent a bit of time preparing for a workshop at the Walker Art Center, where the staff is doing some work on the possibilities of speculation and interdisciplinarity for their own internal work. Looking forward to that a bit — especially to try some of the techniques we use in the studio on a group of people who I basically know nothing about.

Oh, that photo? That’s me programming a networking app while flying in an aeroplane. I know it’s not a big deal, but it sorta is for me in a nostalgic sorta way. I think the last time I did that I was heading to the Walker Art Center in, like..2003. Programming in an airplane, that is. Certainly there was no networking going on at the time — but still. It’s sorta nostalgic and fun to get back to that sort of work.

On my side (Nicolas), the beginning of june is packed with different talks in Europe, the organization of a 3-days conference about video-games, preparing the Summer in Los Angeles and the writing of the game controller book… hence the quiet participation to the weeknotes here.

New Aesthetic // OOO // Future of Things

It’s very gratifying to see how the #newaesthetic discussions are popping and percolating across the networks. There’s something to it, I think. Specifically the observations that something here under the New Aesthetic rubric is worth considering, thinking-through, working-towards.

What is that *something? It is perhaps an aesthetic thing. Perhaps it is symptomatic of the whole algorithmic life thing. Perhaps quite a good bit of articulate insights and cleverly stated things by some smart fellas. Also, perhaps those fellas having the *gumption to get up and say some things in a highly entertaining way. Perhaps it’s the thing of a bit of well-deserved very vocal network meme pot-stirring. Certainly some combination of all of these and likely more, you know..things.

Giving a name to an observed phenomena to muster hunches and instincts and observations and focus the meaning-making of things helps to organize thinking around it. That’s the upside.

The downside is that the thing sort of reifies in a way that isn’t always helpful. Or, you know — when things get a bit too academic. Too yammery..less hammery.

Another downside? The art-tech wonks claiming they’ve been doing it all along — of course they have..of course they have..It’ll get worse when it gets theorized as an aesthetic. Then it’ll get all ruined. An aesthetic about the cultures we live in? How do you get to such a thing? Do you use a really tall ladder?

And there’s some linkage to the #OOO // Object-Oriented Ontology world. Ian’s book Alien Phenomenology, or What It’s Like to Be a Thing points towards the inexplicable (as of yet) dark matter // God Particle // elusive ionized Bogoston particle behind it all, I suspect.

The questions that loosely link #OOO // New Aesthetic // Future of Things in my mind are still quite loose and inarticulate. THere’s something amongst them if only because they each point to “things” as having a sort of uncanny role in our networked world. They’re idiotic things, like Siri and algorithmic Cows. They’re the Long Follow Droid. They’re P.K. Dick style Dazzle Camouflage .

I’m trying to nail down the un-nail-downable. Clarity comes whilst in the middle of a night cycle when I’m utterly convinced of my lucid train of thought, which inevitably disappears into a “what? that makes *no sense” recollection after putting the bike away. But here goes..Questions that somehow wrangle these things:

* What are the ways our things of (presumably) our creation begin to express/articulate themselves in unexpected and weird ways? What is the catalyst for these differently animated, chatty things? Sensors? Networks? It’s been done before — talismans, tea leaves, idols, urns. We talk to thing and let them talk back to us, guide us from beyond. What different now? A bathroom scale that tweets your weight. Plants that yammer for water. I tried to figure this out a fistful of years ago when I wrote a short essay called Why Things Matter (The blog post was called A Manifesto for Networked Objects.) I’m not much further along in understanding why, but I think Alien Phenomenology is helping.

* What are these new things? They seem to be articulate enough to express themselves across the digital-physical barrier, in whatever way, with whatever assumptions one might make about the capabilities of the network+algorithms+human+imagination to produce collectively. When architecture expresses digital sensitivities in a physical way, should we be rolling our collective eyeballs at the irony? Or take it as a weak signal of systemic brake pads weeeing and screeching?

* Something is going on in the world of bespoke things, I think. Things made that capture sensibilities that are far away from what can be made en masse. What is that something-going-on? Is it an aesthetic? Is it new again? Is Kickstarter (uh..) equally #newaesthetic and #thefutureofthings an indicator that massively made is old fashioned and highly particular // nearly custom // curated is fun again?

* Things that live in the networked age and with the sensibilities and expectations we have now for what things are capable of, suggest something new is going on. Drones, wondering, autonomous, robotic vision (absent HAL-like autonomous / artificial intelligence), bots, droids, listening things. That’s weird. It’s uncanny. Unsettling and seductive all at once. Look at that droid following that dude. He can’t get away. I mean — if it’s lugging crap for me, cool, I guess. If it’s following me like a hungry, zealous, huge, disgustingly fast man-eating Possum..not so cool..

I think the #newaesthetic is best left as it is for the time being. A simmering stew of lightly curated matter scrolling by with a giant *shrug across James’ New Aesthetic Tumblr. Inexplicable, by definition. Lightly joked about. Sought out, hunted for, skinned and stuffed and mounted on the Tumblr by the rogue curious.

Please, don’t make me throw wet cabbage at you. It’s the symptom of the algorithm. It’s what comes out of the digital-political-economy of cultures that live by networks and the machinary (soft/hard/hashtag-y) that underpin it all. All this #newaesthtic #ooo #futureofproduction stuff is the excess. The unexpected, unplanned for result. It’s the things that happen without one self-consciously *going after* #newaesthetic / object-oriented ontological / future of network connected things sensibilities.


You can’t force this one. You can’t “do” New Aesthetic. It’s a Zizekian-Lacanian symptom of the networked world smushed up with overzealous design-technology and real aspirations to get things done. It’s horrifyingly beautifully unappeallingly seductive. It’s the nostril that must be picked. It’s the *shrug of bafflement upon seeing connected porn vending machines on a Lisbon Alto Barrio street corner with a screen built-in for watching right there. It’s what results from kooky, well-meaning stuff that gets connected, gets digital and gets inexplicable and comes out weird.

3Difficult

Bleecker has been pestering me to write this for a while now, but I’ve been wrestling with my point of view. Matt Webb has written a lovely piece here about the evolving notion of “product”, which has spurred me on, so let’s give it a go.

Matt Ward recently reminded me of an awkward conversation I had with BERG’s Matt Jones (there are a lot of Matt’s in here) about what constitutes a “product”. I steadfastly defended the tangible, but Jones was more fluid with his definition including services, content, the digital and the physical. I’m happy to admit that in retrospect I was wrong – clearly wrong, but why was I so inflexible? Why was I so dogmatically fixated on objects as the be-all and end-all definition of a product? My defensiveness began to bother me until I realized recently that I wasn’t defending an idea, I was defending my trade.

I like things, I make and draw things, things you can touch, hold, sit in or on. Things made of stuff, things hewn from bigger lumps of other stuff or molten stuff squeezed into holes. I’m an industrial designer at heart, and I’m saddened by what’s happened to my craft. We were once the kings of things, but for a variety of reasons I think we’re in danger of being left behind. As Bueller said “life moves pretty fast, if you don’t stop and look around once in a while you could miss it”.

In the early years of the 21st century, the Industrial Design world fell to sleep. Whilst it slept a new breed of digital designers emerged, keen to render their ideas in three dimensions. Tools developed quickly, became cheaper and more ubiquitous, and whilst the industrial designers gazed into their huge screens to interrogate the acceleration of a curve across a surface, other things began to appear. Real things made of plastic and metal, with blinking lights and power cords. But these things weren’t from the hands of industrial designers, they were from the hands of the Bay area startups, the digital design labs, hell even the ad agencies.

Making became the talk of the town, and to some extent it still is. We’re in the first stumbling days of the Internet of Things, and are increasingly seeing the paper thin definition between digital and tangible falling away. It’s all up for grabs, and some are grabbing more than others. The more groovy folks I know from the digital world fully understand the difficulties and realities of shipping products, and appreciate the unique skills of a good industrial designer, but there are many who don’t. They see a world of instantly printed, maker bot-ed, 3D sintered, laser cut products, and see no need for a separate skilled individual.

Let’s take a little step back. Remember Flash when Macromedia had the reins? Remember how excited everyone was? A generation of graphic designers found they were able to simply make things move on screen, in a browser, online. Many of them made a mental and professional leap and began referring to themselves as ‘web designers’. Some made the leap successfully, but for many the romance was short lived. The reality of actually producing content for the web was way more complex than getting text to float across the screen or making an intro animation. It was hard. It required serious programming chops, it was like a whole different profession. For this reason, many of the graphic designers I knew returned to their poster design, font development and annual reports, leaving web development to those more experienced and capable of delivering it.

Today’s emergent manufacturing tools are tantalizing indeed, and have given designers of all ilks access to manufacturing techniques hitherto out of technical or financial reach. It’s now simple for a couple of fairly inexperienced guys to feasibly produce products for sale, which is fantastic, but let’s take a critical look at a few of these products. How many of you have invested in a cool thing on Kickstarter only to receive constant emails about how expensive tooling is, or how hard it is to source PSU’s, or how the team massively under-budgeted the production? There have been many projects which simply ground to a halt because the Matter Battle was just too tough, before we even get into the debating the dubious legal position of these devices (CE mark anyone?)

Rapid prototyping techniques are to real products what the play-doh fun factory is to real manufacturing. Things need to exist with integrity rather than just to exist, there are standards which need to be maintained. A rapid printed thing is cool, but to produce a product for mass consumption requires a whole new level of thinking and experience. A good industrial designer can provide this.

Before we get carried away, this needs to be a two way deal. Industrial designers need to wake up and embrace the ebullient folks in the digital world, and work together to deliver real things well. Industrial designers have tended to shy away from the scary worlds of UI, UX, web development and programming, as if they were some alien entities. I see industrial design moving from an experimental realm and into a delivery function, where surfaces are created to ‘skin’ the doohickey spat out from an engineering or development center. That’s not good enough. As industrial designers we need to understand that what we know how to do is golden. We should join in, get involved, build ideas together with digital designers rather than steadfastly holding our corner. We need to do this soon, because the digital guys are keen, and we’re the dinosaurs.

If industrial design is to survive beyond a word of styling and surfaces it needs to embrace the joie de vivre of our digital design brethren, and if you are an Arduino tinkering, web-centric designer, I’d encourage you to look beyond those white dusty 3D things your friends are all excited about. I fully embrace the emergent era of the post-disciplinary designer, but we have to be honest with ourselves and understand specialisms.

Making things is hard. Really hard. Don’t let anyone tell you anything different.

A Screen-y FutureScape-y 2025

[pullquote author=”FutureScapes”]FutureScapes is all about imagining what the world of 2025 will look like and the role technology could play in our lives.[/pullquote]

Sony put up these FutureScape videos — little design fiction films that introduce us to a conflicted world in the year 2025. This is design fiction par excellance at least insofar as we are effectively transported to this world as best as can be done for a little film. There is narrative punctuation that leads us through various epic events that have happened — we don’t need to know the intimate details of these events. Suffice it to say that political, economic and other struggles have swerved things as they always do. There are events, loosely referred to as “2021” — that are this future’s “9/11”. Etc.

As narrative, this sort of thign works. It does something to gradually get me out of the contingent moment and into the fun bits of the story so I can take it all in and see what that world might be like.

And, of course — it’s Sony so there’s going to be some technology. That part sorta sucks, I have to say. The technology is a bit much. It’s more than a prop; it’s a demo. And it’s all screens. Screens screens screen screens screens. Touch touch touch touch touch.

Okay. Fine. I’m the guy who’s looking for the other, other near futures. The one’s where we’ve moved along or took a swerve towards other interaction modalities. The future of UX and UI design seems to be stuck on a rail and no one is looking for anything else. I’m not saying that there *has to be something else; but what good is design if it doesn’t explore other interaction idioms? If it just makes fonts bigger and puts interactions on cupboards and walls? Seriously? Doesn’t that sound like fun? To challenge the existing dominant paradigm, if only to explore uncharted, unknown unknown territories?

I think the technology is fetishized way too much here. The tools are easy *and optimized for rendering and animating a specific kind of technology — touch screens/surfaces/planes. That optimization determines what will go into these design fictions. The tools predetermine the technological surround of these near future worlds that FutureScapes has produced.

But..that’s me. I’m sensitive to these sorts of things — the lineages of outcomes like this, where you wonder — how’d we get to this world of touch interaction? Was it because some films made it possible to cohere a speculative idea because some decision makers were enthralled with a visual spectacle and decided — hey, that’s the strategy. Touch-interactive cupboards and shelves!

You find this all the time. Poorly considered ideas that find their way in the world *somehow — and investigating the *somehow is useful. So too is realizing that you’re complicit in crap ideas if you get enthralled by a tool and over use it to the degree that someone assumes that this is the way things should be. I had a call with an engineer who thought our interaction design was too simple — one button — and should be ‘made better’ by adding a mobile phone interaction where you touch the mobile to the thing and, using NFC, the phone and the thing would connect and then a browser window pops open on the mobile and then you interact with the thing using the browser on the mobile to control the thing over Bluetooth so that anyone can do it.

*shrug.

Nip that sort of thing in the bud. What are the alternatives to consider besides what you see everywhere, or what you take for granted, or what is considered “hygiene” in your industry, or what cool new drop-down feature AfterEffects CS12 has, or what everyone else is doing, or what you think Steve or Sir Jony would do because you can get off their teet.

The other thing to say here is that the VFX amateurs are going bonkers with planar tracking. They love to track something in a scene and then put some semi-transparent animations of UI’s on it. They LOVE it. And then they move the camera a bit so it looks *real — like the UI is actually there in the thing and maybe it’s compelling enough that people think — huh, wow..is that real? At some point the VFX animation of planar tracked surfaces simply jumped the shark and now people do it cause they can. The VFX have determined the design. That’s bad design. Doing it cause you can, not cause you should.

And that, friends, is why we end up with a world of screen-based interactions. Because the folks at Imagineer System made the wonderful and wonderfully over-used Mocha Pro — a relatively inexpensive tool that anyone can use and — lo! — comes bundled with AfterEffects. There’s a criteria in there — when a tool becomes a *tool, rather than a bespoke, handcrafted workflow, then it’s sorta jumped the shark. I don’t blame them – Imagineer Systems. Maybe I blame Adobe a little. But, either way — I would expect more from those who use it to pull back a bit from making everything a planar interactive surface.


Continue reading A Screen-y FutureScape-y 2025

Corner Convenience // The Near Future // Design Fiction

We did a Design Fiction workshop as a kind of follow on to the Convenience newspaper. Our idea was to take the observation that the trajectory of all great innovations is to asymptotically trend towards the counter of your corner convenience store, grocer, 7-11, gas station, etc. Discerning the details as to why this occurs isn’t our primary concern. It’s an observation that tells some stories about convenience as a cultural aspiration of some sort, broadly; it’s a way of talking about industrialization, capital, the trajectory of “disruptive innovations”; it’s a way of talking about the things we take for granted that we wouldn’t were convenience to go away in some sort of puff of apocalyptic dust; it identifies the net present value of things as 99¢ and buy 1 get 1 free.

But that was the newspaper version that took the things today and made them plain. (You can get a PDF of it here.) It also serves as the conceptual set-up for what we did next which was for Nick Foster and I to tramp to Tempe Arizona to the Emerge event at ASU in order to run a workshop that would take the Corner Convenience as our site to do a bit of Design Fiction gonzo filmmaking. We imagined the Corner Convenience in some Near Future.

A couple of notes about the production of these films, but also the production of Design Fiction films generally. As the genre progresses — and it is progressing like crazy, which is fantastic — and evolves as a way to do design and make things rather than just film them, systems and structures and processes get informally put into place. I’m talking about things like styles and conventions and the visual language of Design Fictions. I’m attentive to these because it becomes useful in a Bruce Block sort of way to make use of the developing visual language and genre conventions.

One thing I notice is the way that now, early on in evolution of Design Fiction, tools have determined, or perhaps over-determined, what gets made to count as Design Fiction. Contemporary visual effects tools and software are incredibly sophisticated at what they do. I think they may have a tendency to over-determine the filmmaking. By that I mean to say that, now that we can do desktop motion capture, planar tracking, and animation in scenes — we end up with Design Fiction of surfaces as screen interfaces as if that’s the future of interaction. Which it might be, but seriously — what else? At the same time, things like green screen which is effectively a drop-down menu item in AfterEffects, or the insertion of CAD rendered objects composited seamlessly into scenes with (almost) drop-down menu item workflows, etc. That’s all a bit of the tool leading the ideas, which is generally disconcerting especially if you don’t realize or take notice of the way an algorithm is determining one’s thinking about what could be.

Don’t get me wrong — they are seductive eyeball candies. The Corning one is particularly enjoyable as pure visual experience. So is that Microsoft Office future fiction film. But these don’t feel real except for the degree of finesse in the visual effects. It almost feels like someone found the tools to do this and then the tools over-determined the diegetic prototyping. The tool was the door knob and then the designers or marketing people or whoever was behind this took the door knob and tried to build a house around it. And, in any case — they are so clean and almost fascistic in their fetish of the slick, glamorous, gleaming and super pricey stuff we’re being told we’ll live with in the near future.

What about the forgotten underbelly of the mundane futures? The ordinary and quotidian. The things that are so tangible as imminent as to be almost ignored. Like the things one would find in the Corner Convenience store but were once fantastic, extraordinary, mind-boggling disruptive stuff.

Using the Corner Convenience as our design fiction site directed us to consider things that were once amazing and are now 99¢ or $1.99 or 3 for 99¢. They’d be available *everywhere, which is as important to consider as some sort of silly ersatz coffee table that has a touch screen built into it. A thing that 1% of the world cares about, or can even comprehend or conjure some half-baked rationale to own and use before it gets tossed out when its planned obsolescence means it won’t show the antique JPEG format anymore without a firmware upgrade that probably won’t upload to it because of some byzantine tech issues that frustrates you to the point of not even caring about the thing anymore. You know? I’m still trying to get my brand new $99 5-star reviewed Brother laser printer (which replaced the 10 year HP I had that just stroked out and died) to run the crappy configuration software so I can use its built-in WiFi features. But, like..I’ll always be able to flick the flint-y scroll of a BiC lighter and make fire.

That was an aspect of the design principles that shaped these three films we made. We were deliberate in designing the production and the things in such a way that they were whiz-bang-y iPhone things with touch screens and surfaces. It was real stuff that would tip into that realm of convenience without missing a beat, and without Wieden+Kennedy running a campaign that seduces the 23-year-old bearded, skinny, waifish, Williamsburg/Brick Lane/SOMA hipsters into bending their knee — again — to the Palace of Apple.

In this Near Future Corner Convenience Store, Snow Leopard is a variety of synthetic meat jerky, not an operating system.

Anyway. Enjoy our three design fiction films.

The Players
John Sadauskas — Ersatz Shoplifter
Julie Akerly — Clerk
Dan Collins — Caffeinated Drunk/Hangover Guy
Joshua Tanenbaum — Panda Jerky Porno Trucker Guy

Background Talent
Nicole Williams
Muharrem Yildirim

Workshop Props & Make Stuff Team
Alex Gino
Joshua Tanenbaum
Adiel Fernandez
John Sadauskas
Nicole Williams
Muharrem Yildirim
Byron Lahey
John Solit

2nd Unit Production
Byron Lahey & John Solit

Thanks To Tops Liquor Staff
Greg Eccles — Owner
Matt Bannon — Manager & Nametag Maker

Special Thanks To
Assegid “Ozzie” Kidane

Directed By Julian Bleecker
Produced By Nick Foster

A *Near Future Laboratory* Production