Weekending 03112012

All Nicolas has time to say is, “A quick trip to Montpellier for a workshop about locative media.” Well..maybe he’ll add more when he lands in Geneva, immediately goes to teach a class and then (tries) to get on our monthly Design Fiction teleco.

So, in the meantime, Julian will fill in:

From Austin Texas, Nicolas and Julian put together a panel for SxSW called “Mind and Consciousness as User Interface” for the interactive component of the event. What we wanted to do was show the cultural and technical trajectory and pre-history of this idea that we can control aspects of the world with our mind. But we wanted to share more than just contemporary ideas around this and definitely more than just the technology. Rather, there was an emphasis on the agelessness of this diea that one can exert one’s will to effect the world through thought. From the spiritual, to things like Reiki and Jedi Mind Tricks and global consciousness movements and human potential movements and the emphasis on the hubris of this — that *my thoughts and will can make the world change — this is a very human and somewhat desperate aspiration that we have. We did not want to under emphasize this important cultural and historial element of all the weird monkey-controls-robot-arm experiments. These are subsets of a rather troubling desire to control things. So — there’s that. And besides, Nicolas showed some fantastic imagery of brains with wires, while Julian recounted the cultural record of these things through some important science fiction films such as Brainstorm, Star Wars (“..these are not the droids you are looking for..” & “release him Vader!”), Surrogates and Black Mirror.

Scientific American had a nice little write up about the brain control panel.

Julian was in Los Angeles for a few days last week after the fun Design Fiction event in Tempe. But, while in Los Angeles, there was continuing work — ranging from slight panic, to great triumph — for the Project Audio design effort I’m calling Marshall Stack. Hardware is meant to be done by the end of *this week, which is fantastic considering its a six week project and the hardware guys started basically two weeks ago. Once we get the hardware in hand in the model shop — that’ll be a tiny little ARM-based board with a number of wires dangling off of it leading to switches and antenna — there’ll be much hand work to CNC the compliment to that hardware as proper industrial design. That’ll take another two weeks, I reckon. Handwork and all..

That photo? That’s the Slavinator/Slavinbot/Slavin Head used by the New Aesthetic panel to represent Slavin..who was not in attendane but meant to be. It was weird. And so was the panel, in a weird, super-awesome, lovely-to-see-and-think-about-things-this-way sort of way. It was an *awesome anecdote to the otherwise rough, only-partially-inspiring, over-whelming, too-many-people-trying-to-give-me-free-beer-to-pitch-their-wares kind of experience. This’ll be the last time for quite some time, I suspect. I may focus on smaller, lightly curated gatherings rather than the #everyone-come-and-do-stoopid-stuff-they-think-is-creative-like-have-homeless-people-wifi-hotspots-as-if-that-could-ever-be-a-good-idea.

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Continue reading Weekending 03112012

A Few Things The Laboratory Did In 2011

LOS ANGELES

Projects
* It was a year of mostly audio creations ahead and around of Project Audio for Nokia. Some very exciting little bits of design, fiction and design, fact. These will continue into 2012 with some more public than others, necessarily. The over-arching theme of creating a renaissance of Audio UX across the board and to say — listen, we’ve been very screen-y over the last, what? 50 years. Our screens a nagging jealous things. What about our ears? Has design fallen short in this regard and actually is design incomplete insofar as it relies so heavily on what we see and what we touch, sit in and so forth without regard to the studied appreciation and elevation of what and how we hear? Effectively, sound is an under-appreciated and, from within the canon of even just UX and Interaction Design — basically ignominiously ignored.
* Made a couple of little electronic hardware things, but not as much as I would’ve liked. An incomplete portable audio mixer; an incomplete portable Ear Freshener. Those’ll go into the 2012 pile.
* We worked on a bit of Radio Design Fiction for Project Audio at Nokia. The conceit was to work with and understand radio as something that possibly everyone did and had — rather than centralized broadcasting, such as big commercial radio stations — everyone had a radio and possibly radio was a viable and successful alternative to personal communication such that point-to-point communication (e.g. cell phones) never took off because a bunch of powerful men met in a high-desert compound in New Mexico and conspired to make Zenith and RCA the largest corporations in the world. Cellular never takes off and AT&T becomes a little lump of spent coal in the global economic smelter.

Presentations & Workshops
* At the beginning of the year was the Microsoft Social Computing Symposium. I went, and mostly listened. I think I got happily wrangled into facilitating something.
* There was the 4S conference where I presented on a panel to discuss the relationship between science, fact and fiction. David Kirby was on the panel, so that was tons of fun. Discovered this book: Science Fiction and Computing: Essays on Interlinked Domains, but then realized I had it already.
* I participated in a fun panel discussion for the V2__ Design Fiction Workshop in Rotterdam
* I went to The Overlap un-conference outside of Santa Cruz
* I went to Interaction 11 to see about the world of interaction design.
* Australian Broadcast Corporation interview on Design Fiction — Transcript and here’s the actual audio and stuff.
* Interview on Vice – Talking to the future humans with Kevin Holmes.
* Interview on Steve Portigal’s The Omni Project
* UX Week 2011 Design Fiction Workshop
* Fabulous Project Audio workshop in London with the fine folks at Really Interesting Group.
* And there was Thrilling Wonder Stories event at the Architectural Association in London in October.

That’s all the stuff that I can remember right now. I’ll add to it for the Laboratory log as things return to my memory.

BARCELONA

Projects
Our main investigation line on network data (byproducts of digital activity) brought us in direct contact with the different actors of the urban environment (e.g. city authorities, service providers, space managers, citizens) jointly exploring the opportunities in exploiting this new type of living material. Our projects strategically split into self-supported initiatives initiatives and client works with a common objective to provide new tools to qualify the built environment and produce new insights for its actors. We experimented complementary approaches with observations and prototyping mutually informing our practice. For instance, along our investigations we like to employ fast-prototyped solutions (see Sketching with Data) to provoke and uncover unexpected trails and share insights with tangible elements such as interactive visualizations and animation. We found it to be an essential mean to engage the often heterogeneous teams that deal with network data around a shared language. Practically, we teamed up with:

* A real-time traffic information provider to produce innovative indicators and interactive visualizations that profile the traffic on key road segments.

* A multinational retail bank to co-create its role in the networked city of the near future with a mix of workshops and tangible results on how bank data are sources of novel services

* A large exhibition and convention center to perform audits based on sensor data to rethink the way they manage and sells their spaces.

* A mobile phone operator and a city council to measure the pulse at different parts of the city from its cellphone network activity and extract value for both city governance and new services for citizens and mobile customers.

* elephant path is a pet project to explore the actual implementation of a social navigation service based on social network data. Would love to develop it more, automate it and port it to mobile. It won the 2nd price at the MiniMax Mapping contest.

Product
The second part of the year was also dedicated to collaborating with our friends at Bestiario to land a product that provides tools for individuals and organizations to explore and communicated with (big) data. Our role consists in supporting Bestiario in matching market demand with product specifications, orchestrating the design of the user experience and steering the technical developments. Quadrigram has integrated now our data science toolbox.

Presentations
* After staying out of the stage for most of the year (expect a lecture at ENSCI in Paris), I entered the polishing phase on the work with data with a talk at the Smart City World Congress.

Publications
* Our friends at Groupe Chronos kindly invited us to participate to an issue of the Revue Urbanism. We contributed with a piece on the ‘domestication’ of the digital city. I also wrote a text for Manual Lima’s recent book Visual Complexity. The text was not published eventually, but I appreciated the opportunity to write about my domain for a new audience.

We have been actively collaborating with academic entities such as:

* Yuji Yoshimura at UPF on a follow-up investigation of our study of hyper-congestion at the Louvre. The first fruit of this collaboration that also involved Carlo Ratti at MIT has been published in the ENTER2012 conference proceedings: New tools for studying visitor behaviours in museums: a case study at the Louvre
* Jennifer Dunnam at MIT for which we collected Flick data used in her Matching Markets project.
* Francisco Pereira at MIT for the article Crowdsensing in the web: analyzing the citizen experience in the urban space published in the book From Social Butterfly to Engaged Citizen.
* Boris Beaude at EPFL who helped us run a the co-creation workshop on open municipal data at Lift11
* Bernd Resch at University of Osnabrueck who spent endless hours developing and run models for our specific needs for spatial data analysis

and studios and individuals:
* Urbanscale for their effective and beautifully crafted maps
* Olivier Plante who designed Elephant Path
* Bestiario, the team behind Quadrigram
* Brava, our german graphic designers

GENEVA

Projects
* Three field studies about the appropriation of various digital technologies: Shadow Cities (a location-based game), 3D interfaces on mobile displays, the use of head-mounted displays in public settings. While the first one has been conducted internally (and will result in a presentation at the pre-ICA conference), the two others have been conducted for a French laboratory in Grenoble. Although field research about this has been conducted in 2011, it’s quite sure that the insights we collected in these 3 projects will be turned into various deliverables (speech, articles, report…).
* Interestingly, the Geneva bureau has more and more request for projects out of the digital sphere. This year we worked with a cooking appliance manufacturer, a coffee machine company and a electricity utility on various things ranging from new product development (the near future of …) to co-creation workshops or training the R&D team to deploy design research approaches (based on ethnography).
* I also took part to the “Streets of BBVA” project with Fabien, contribution to the workshop series about the use of networked data for a spanish bank.
* My second book, about the recurring failure of digital products, has been released in French. It eventually leads to various interviews and speeches (See below).
* For Imaginove, a cluster of new media companies in France, I organized a series of lectures and workshops about digital technologies.
* The game controller project is slowly moving forward (discussion with editors, writing, drawings…). Laurent Bolli and myself not only work on the book but there will be also an exhibit at the Swiss Museum of Science Fiction (planned for March 2012).
* I wrote a research grant with Boris Beaude (Choros, EPFL) about the role of networked data in social sciences. It’s a quite big project (3 years long!) and we’ll have the answer by April 2011.

Various speeches and workshops
* Des usages au design: comprendre les utilisateurs pour améliorer les produits, Talent Days, December 1, Lyon, France.
* Panelist at Swiss Design Network Symposium 2011, November 25, Geneva.
* Mobile and location-based serious games? At Serious Game Expo, November 22, Lyon, France.
* Les flops technologiques, ENSCI, PAris, November 17.
* My interaction with “interactions” in interaction design, ixda Paris, November 16.
* User-Centered Design in Video Games: Investigating Gestural Interfaces Appropriation, World Usability Day, Geneva, November 10, 2011.
* Fail fast. Learn. Move on, Netzzunft, Zürich, October 27.
* Wrong is the new right, NEXT 2011, Aarhus, Denmark, August 31.
* Robot fictions: entertainment cultures and engineering research entanglements, Secret Robot House event, Hatfield,, UK June 16.
* Tracing the past of interfaces to envision their future, Yverdon, June 9.
* Traces and hybridization University of the Arts, London, June 19.
* PostGUI: upcoming territories for interaction design, Festival Siana, Evry, May 12.
* The evolution of social software, April 7, Lyon, France.
* De l’ethnographie au game design, Brownbag Tecfa, April 15, Geneva
* interfaces & interactions for the future” Creative Center, April 8, Montreux.
“The evolution of social software”, April 7, Lyon, France. Gamification Lift@home, March 3, Lyon.
* Smart Cities workshop with Vlad Trifa and Fabien Girardin, Lift11, Geneva, Switzerland
* Culture et numérique : la nécessité du design, L’Atelier Français, January 27, Paris, France.

Teaching
* At HEAD-Geneva, at masters level, I taught a semester-long class about user-centered design (how to apply field research in a design project) for two semesters. This fall, I also taught interaction design and acted as tutor for 9 masters students (which is obviously time-consuming!).
* At ENSCI, I conducted two week-long workshops/courses: one about reading in public places, one about the use of rental bikes with Raphael Grignani (from Method).
* At Zurich school of design, I gave a day-long course and workshop about locative media last June.
* At Gobelins Annecy, I gave a three day course about innovation and foresight, last June.
* At HEG Geneva, I also gave 3 lectures about innovation and foresight last fall.

At the Smart City World Congress

This week was dedicated to the Smart City World Congress in Barcelona. It was my first outing in a comfy Near Future Laboratory jumpsuit. With Nicolas, we are indeed slowly shutting down the mainframes at Lift Lab and relocating our immaterialities to the Near Future Laboratory facilities. These things take their good share of time and energy, but we are pretty excited to merging our operations with a new gang of scouts dispersed hither and yon. The event collided with two other important milestones of projects steered these past few months.

First our client BBVA, presented publicly some of the measures and indicators of commercial activities in cities we have been producing and investigating. The visual supports of this project take the forms of maps (pdf), dashboards, and tools that each reveal a city and its quantified streets under new spatio-temporal lights.

Second, my peeps at Bestiario have working endlessly to release Quadrigram, a tool for individuals and organizations that work intensively with data and information. We are now running in private beta. More on that later.

Captured preaching the word in the near future laboratory gear
Captured preaching the word and proudly exposing a near future laboratory jumpsuit

So, in the margin of the multiple discussions on the definitions of a *smart* city, I could not help but contribute to the congress with my experience on the field in making urban data work. My discoursed focused on the necessity to treat data as a living material that must be crafted and manipulated at the different stages of knowledge and service production. I name that “sketching with data” and as with any creative work with digital technologies, it comes with tools and an undisciplinary process. Here are the slide deck + notes of my talk:

Sketching with urban data (PDF 6.9MB) presented at the Smart City World Congress in Barcelona on 29.11.2011.

In the audience, Alexandra Etel Rodriguez, Partner at Connected Brains produced visual notes of my talk. Thanks Alexandra for sharing this graphic recording!

Visual notes of my talk at the Smart City World Congress in Barcelona

Thanks to the organizers for the invitation!

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 and Storytelling at AIGA Pivot

Back in 2010 at the University of Michigan Taubman School’s conference on “The Future of Technology” is where I first started thinking about the future as represented in graphs. I brought this visual graphical prop back again at the AIGA conference this last weekend in Phoenix. I guess I figured that a graphic of the future would be a good way to start a talk of the design professional society that at least started with a strong emphasis on graphic arts. (But it’s broadened itself, as I understand, which is good.)

I started with these hand drawn illustrations as a way to show that the future is contestable and malleable and one can make it and need not subscribe to the least-common denominator ideologies about what the future looks like. More than “disruption” — which has weird connotations with business, but just creating a future we imagine, not driven by forces that have typical measures of “future” that includes better battery life and larger screens and more brain-y smart devices.

I participated in a discussion on Design and Storytelling. It was a rehash of some existing material on Design Fiction and the various idioms and conventions that Design can learn from science fiction in order to do the work of design — and not just communicate design ideas, but actually *do design.

Parenthetically, I’ve only recently become a part of the AIGA and I’m still in a phase of my professionalization in design. I think it’s quite important to understand that being anything in any community means being a part of the community which means circulating oneself — ideas, conversations, listening and learning. It is a way of advancing oneself *and advancing that professional community. This is why I go to these things and why I try my best to be an active part of the conversations and discussions — contributing something in the form of a talk or a workshop. It’s not because I like to travel around. That part is actually hard on the body and the home. But it’s part of what it means to be “advanced” at whatever one does. Advanced Designers who do not Advance Design are just shift workers. And then they’ll come a time when they are obsolete because they never paid attention to the larger advances in their community and one day they’ll have befuddled looks when the generation or two “behind” them comes up and eats their lunch. It should be a formal requirement to participate at these levels, proactively. There’s a three step plan. I describe it here: http://www.nearfuturelaboratory.com/2009/04/29/follow-curiosity-not-careers/

Saturday October 15 10:49

Okay. Rant on Advanced Designers who don’t Advance Design is officially over.

Going to these things is hard, fun work — but, then you also learn *new things and meet *new people! One high-note for me was this fellow who I’m sure you all already know about and I may be the last one — Jackob Trollbäck. Here is a designer who I could admire right away as he finds the curious, little weird things full of possibility for expression and experimentation. There were a number of things he showed that were just almost incongruous studies and experiments, much of which was wrapped up in sound and rhythm (also topics of great interest to the laboratory these days) as well as curious visual studies and experiments. These were informal experiments — playing with images and videos from an iPhone that turn a technical failing into an aesthetic marvel. These sorts of unexpected things are very interesting to us here.

Also! There was a little bit of a confirmation for my own personal “that’s weird” study — things that happen and one notices them repeatedly. There’s no big theory explanation here, but I notice curious alignments of numbers on clocks — digital clocks. I was capturing them quite regularly and uploading them to a Tumblr. And then I stopped because people would say — no..that’s not weird. It’s just the time. But it seems Jackob Trollbäck has done the same. So — it was a bit of an affirmation of my weird observations.

Related, here’s the talk from the University of Michigan where I first showed these hand-drawn sketches of the future. I think there’s a t-shirt in here somewheres..

Continue reading Design and Storytelling at AIGA Pivot

Speculative Design: Blowup – The Era of Objects

Just a quick note to say — I’ll be at this event at V2__ in Rotterdam (V2_, Eendrachtsstraat 10, Rotterdam) Thursday September 29..so if you’re around, you should come. If you’re not — you should dial-in: ((This event will be streamed live at http://live.v2.nl))

Beyond the flying car: join top designers Julian Bleecker (Nokia, Near Future Laboratory), Alexandra Deschamps-Sonsino (Really Interesting Group), and Anab Jain (Superflux) in an exploration of speculative design.

We are rapidly entering (and perhaps even have already entered) an era where we are able to print 3D objects at our desks, make and share laser-cut gifts for friends, and use off-the-shelf tools to plug these creations into the web and have them send status updates on our behalf. We have some commonly-held visions of the future, but what could our very wildest dreams (and nightmares) look like, beyond the cliché of the flying car? What answers can we find in speculative design? Our expert guests will explore these questions in collaboration with the audience in a hands-on, “open think-tank” format.

Addressing this contemporary issue will be Julian Bleecker: designer, researcher at the Design Strategic Projects studio at Nokia Design and co-founder of Near Future Laboratory; Alexandra Deschamps-Sonsino: product designer, entrepreneur, and partner at Really Interesting Group (London); and Anab Jain: interaction designer, founder of Superflux, and recent TED Fellow.

Following a brief talk show with Julian, Alexandra, and Anab, the audience will have the unique opportunity to collaborate with our invited experts in an “open think-tank”: a guided speculative design session wherein we’ll address the product design challenges of the near and not-so-near future.

Continue reading Speculative Design: Blowup – The Era of Objects

Design Fiction Workshop at UX Week 2011

So — enough yammering. Time for some hammering. It’ll be workshops from here to fore. Getting to work. Shirtsleeves. Lab coats. Smocks. Aprons. Hammers.

I’ll be doing a workshop later this summer — August 24 from 2-5:30, to be precise — at the UX Week week-ish long conference in San Francisco brought to you by the fine folks at Adaptive Path. It’s got the didactic title: How the Practice of Design Can Use Fiction to Create New Things. We’re done with fancy, clever, snarky titles for workshops.

It looks like a swell line-up. Old friends. New ones. Fun sounding workshops and methoducation sessions.

Sign up. It’ll be fun.

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From Dick Fosbury to the guy who put wheels on luggage, creating disruptions to convention in positive ways has often meant looking at the world differently. Fiction, especially science fiction, is a way of telling a story about and then forcing one to think about the world by looking at it with a different lens.

Design can approach its creative and conceptual challenges to make things better, or to think differently or to disrupt convention by combining its practice with that of fiction.

In this workshop we will look at the practical ways of employing the rhetorical, creative and cinematic aspects of fiction to help think, act upon, design and create new things.

The principle is simple. If cinematic and literary fiction is able to help imagine and communicate things that may not be possible, how can these same forms of story telling help design practices create disruptive visions of the near future?

In the workshop will share a number of relevant case studies where design and fiction were brought together. The process and outcomes of these case studies will be discussed. Through these case studies we’ll discover approaches, techniques and principles for a pragmatic designing-with-fiction process.

Prerequisites:
An open mind, notebook, pen. Familiarity with science-fiction film, optional.

Outcomes:
A set of tools, approaches and processes for initiating practical design fiction in the studio.

Continue reading Design Fiction Workshop at UX Week 2011

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.
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Swiss Design Network Conference – Design Fiction Keynote

Figured

This is a notecard when I sort of figured out what I wanted to talk about at the Swiss Design Network conference held a few or four weeks ago.

I ended up with something a bit different, but I think carried on with the sentiments of these scrawled notes. The theme of design fiction continues, and what I wrote as a basis for the keynote talk and following discussions is derived a bit from the thinking that was scratched into this card. But, what I think I lost hold of was perhaps a stronger emphasis on the relationship between design, fiction and the making of knowledge — the epistemological aspects of making new things.

Tuesday November 23 08:19

Tuesday November 23 08:19

No clear way forward on that, but there are some elements yet to be explored.

In any case — I wanted to provide a link to the paper I wrote that accompanied the nicely designed conference proceedings. At the bottom of the post is a link to the PDF of my own paper submission.

I have some additional notes about the conference as well.

James Auger‘s talk was a clear description of his design/art/technology explorations that help describe why and how things/technologies become products. James is doing this from a wonderful perspective — the domestication of things, and the lineages of domestication. He provided this example — from the wolf to strange dogs dressed up like people, or with designer clothing on them. This to me is a simple, concise way of transforming the extraordinary into the ordinary, and everyday — domestication is one example of this. If you can imagine the most ferocious canine which was the great-great-great…grandfather of the variety of wierdly domesticated and kindred dogs (like the dogs people in Los Angeles carry around in their pocketbooks or in baskets) you can begin to imagine anything out of the ordinary becoming quite ordinary and even mundane. Nearly everyone can have a dog because that animal has been made normal and quotidian.

That path from extraordinary to everyday is an important process in the route to productization — making something that is almost illegible as a thing, and making it routine. James also showed the example of a computer from 1927 — and here you can imagine a complex, analog device overwhelming in its obscurity from our vantage point today — to the thing that is quite a number of homes around the world, as ordinary as you can imagine for many of us.

I found the simplicity of this point very compelling — and it is one of those conventions that I think can help in the communication and thinking-through of new ideas. Making the extraordinary ordinary. A convention of designing with fiction.

James also made the point that design fiction might be better stated as “design faction” — paraphrasing his point he said “calling it fiction you lose some of the reality of its ‘existence’ as a social object of some sort.”

Friday October 29 01:17

Saturday October 30 00:23

There were a number of other intriguing presentations — not all of which I could make as I had to decide between these and workshops which happened simultaneously. I would like to point out an intriguing talk whose paper appears in the proceedings. It is called “Spaceflight Settings as Laboratories for Critical Design” by Regina Peldszus and Hilary Dalke. (Regina and Hilary and Chris Welch also have a paper you’ll enjoy called Science Fiction Film as Design Scenario Exercise for Psychological Habitability: Production Designs 1955-2009 in which they look at the production design in Kubrick’s 2001: A Space Odyssey as a way to run through scenarios related to living in space for a long, long time.)

Overall, I enjoyed the conference and the variety of considerations about design fiction, when and where it operates were useful for my ears. It’s encouraging that design fiction could be taken up as a theme for an entire two days of an event with workshops and everything. That’s actually very encouraging. It’ll be interesting to see where and how far the idea evolves into a practice.

Design Fiction – Props And Prototypes, Swiss Design Network Conference ((PDF))
Continue reading Swiss Design Network Conference – Design Fiction Keynote

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