Just A Note: Design Fiction Is Not Design You'd Do Anyway + Motion Graphics

Just a thought and a note which is not an edict — just to say that Design Fiction can work as a way to have a thorough, sensible story that represents what could be. Yes, certainly it can. I’d argue that the work represented above called The Golden Institute and this other work called Super California: Forever Future by Sascha Pohflepp use Design Fiction to play around with what could have been and what could be in lovely, seductive visual narratives. Along with them go some fantastic exemplars and artefacts of those designed fictions. Those things — the artefacts and the films — are the design fiction itself. It’s more than the visual story, but the thoroughness of the stories with the artefacts that make them compelling and engaging. The films alone are great — but the projects come together in the coupling of the material with the visual documents.

There is a fine line between speculation in a way that throws things a bit off their track — gives some new, unexpected, perhaps illogical food for thought on a topic. The Golden Institute assumes that President Jimmy Carter’s ambitions for a comprehensive energy plan for the United States came to fruition. In the visual narrative we are given a documentary style government/corporate video of the plan and its possible outcomes. The objects help tell the story. Forever Future follows a rocket scientist as he explains how the hopes and ambitions for a future were not able to come about. He laments the failed ambitions but tirelessly archives new plans and new ambitions for future space programs — both those that succeed and those that feel.

The future when it arrives is more often than not as annoying, mentally stressful, mundane, boring and *blah as the present is. There’s lots to marvel about the today, about the present. But as much to ruefully shake one’s head about or decide — okay, this isn’t the future the zealous future pundits and moonbase architects said we’d get.

Okay. That may just be *me, but I prefer to think about what I consider truly novel, unexpected things rather than the same thing only done with a different brand on an existing object. That goes for failures as much as things that come to fruition, but often times in a different-than-expected form. Jet Packs exist — they’re just not commonplace or cheap or even safe. Doing Design Fiction is just as much about isolating unexpected outcomes — for example, the inevitable porn that will sustain any augmented reality future..it certainly won’t be mapping applications and city tours as the current augmented reality planners suspect to be that technology future’s economic lifeblood.

Doing Design Fiction as the normal, boring possibilities that are basically just visual narratives about the boring aspects of a new, provocative idea misses the grit and grime and disappointments and banality of most futures. That in my mind is closer to just doing traditional design — same stuff, different client; same stuff, only on the iPad instead of just the Web; same stuff, only with a different UI modality. Etc.

There are good reasons to use little films plus some motion graphics and, like..Mocha or SynthEyes or your favorite prosumer special effects package to make something look like it belongs in the scene and all that. I *get that. But in the case of doing normal design work, those little films are best suited to contributing to the refinement and iteration and exploration of a design project. It’s a perhaps more thorough way of figuring out how a UI should work because you have to go through the trouble of making a more resolved version than you might with static wireframes. That’s all. But, in this case — with due respect to what I am sure are fine, thoughtful, creative folks at Hotstudios — that ain’t Design Fiction in my book. That’s just good Design Prototyping with a little film.

Continue reading Just A Note: Design Fiction Is Not Design You'd Do Anyway + Motion Graphics

Sound Should Just Come Out Of It

I think going forward I should do a better job of talking around what we’re working on from a technical point of view, until such time as it’s okay to talk about what we’re doing from a principles, rituals and practices point of view. And, also — sometimes in the thick of a design-making-schematic-and-hot-air-baking fire-fight, I do something that I”ll likely have to do again, but without a good, thorough practice of writing things down to remember I, like..forget.

Here’s the thing. I’m making a little tiny audio device. It’s tiny and meant to be simple to use. Like Russell taught me — the thing about audio? You should be able to just turn it on and sound comes out.

I like that rule. That’s what radios used to do before all the knobs, settings, configuration preferences, long vertical scrollable lists and Internet connections fucked things up. You turn the little serrated rotary dial and *click* — radio sound. At worse? Static. But sound started. No swipes. No multi-finger gestures. No tyranny of the 10,000 hours of music & sound in the palm of your hand..and no idea what you want to hear.

There’s something lovely about that that is just pragmatic from an IxD and UX design point of view. I’m not being nostalgic.

So — translating this principle and making it active and not just a sweet, essentialist sounding statement into the guts of the things we’re making, I spent most of yesterday pondering how to make Ear Freshener exhibit and embody and be an exemplar of this design rule. Even to the point of saying, okay..no on-off switch.

Huh?

Yeah, well — the Ear Freshener has the advantage of being a plug-y thing. No speaker. It’s an intimate audio headphone thing. You’d only expect sound out of it when you plug in your headphones. Otherwise — it’s just a little thing that’s quite opaque. There’s only the tell-tale 3.5mm hole that indicates — audio/sound/plug-in-y-ness.

So — simple enough. I decided that plugging-in should equal sound-coming-out. That means that the plug action should turn the actual electronics on. In the world of audio connectors, CUI, Inc. is the go-to operation — along with what I’m sure is a thriving, teeming “ecosystem” of knock-off competitors who may even produce a superior product. They make all sorts of audio connectors for the world of audio devices. There’s a collection of them that have more than the three connectors that are necessary for a Tip Ring Sleeve style stereo audio signal, including the SJ-43614 which is a 3.5mm plug with four signals. The extra one switches from floating (not connected to anything) to ground (or the “sleeve” of the connector, which is normally connected to ground) when you plug a plug into it.

Brilliant. Something changes when you plug the plug into the SJ-43614. One of those signals on that connector gets shorted to the GND rail of the circuit.

Now..what to do with that state change in order to turn the whole circuit on and make sound come out of it with no fuss, no muss.

I pondered and scritched and screwed my face and looked for the answer somewhere on the ceiling over there. I thought of lots of overly-complicated things (as it turns out..in hindsight..) like using a low-power comparator to activate the chip-enable pin of the little 200mA step-up switching regulator I’m using so I can run the circuit off a single 1.5V battery cell.

In that over-designed scenario the NCP1402 step-up regulator is effectively the power supply for the circuit, which wants at least 3.0 volts to operate properly (and draws about 40mA). I can get an NCP1402 hard-wired to output 3.3v, although I may get the 5v version to have a bit more headroom with volume. In any case, this chip is fab cause you can take a little 1.5v cell and it’ll tune up the voltage. Of course, it’s not 100% efficient. Nominally, it’s about 80-ish% efficient at 40mA. So..you lose a little, but you can’t get something (5v) for nothing (1.5v) without giving up something in the trade.

NCP1402SN50T1 efficiency versus output current


So, I have a 1.5v battery of some sort which sits behind the NCP1402. The NCP1402 has an active high chip-enable (CE) pin that turns the chip on — effectively powering the rest of the Ear Freshener circuit. In my overly-complicated scenario, I figured I could use a comparator to sense when the 3.5mm plug had been plugged-into because that one switched pin would go from floating to ground. If I had a simple little 10k resistor between the positive 1.5v side of the battery, the comparator inputs could go on either side of that resistor, with the IN- of the comparator on the side of the resistor that would get shorted to ground when the plug is plugged in. And then the IN+ of the comparator would go on the side of the resistor that is connected directly to the positive side of the 1.5v battery. When the plug goes in, the IN- of the comparator goes to GND, the 10k resistor has a little, negligible-y minuscule current draw and the voltage difference between IN- and IN+ causes the output of the comparator to saturate to pretty close to IN+, or +1.5v. The NCP1402 chip enable would trigger (specs say anthing about 0.8v means “enable” and anything below 0.3v means “disable”) and the whole thing would turn on.

Click the image to expand it and make it easier to read. This is the lousy, over-designed circuit.


How convolutedly and moronically clever is that, especially when you stop to think (as I did, after proudly building the schematic) that you could just use that pin from the plug shorting to ground as a way to close the GND rail of the whole circuit. I mean..if you disconnect the NCP1402 from GND, it should turn off. Basically, it’d have no complete, closed, power supply circuit. It’s as if you pulled the battery out — or half of the battery out. Or ripped out the ground wire.

Anyway. It was clever to get all busy with a comparator and stuff. Simple’s better, though.

This is the simple, no-brainer one that eliminates the need for several additional components.


That’s it. I like the principle and I like even better the fact that I can translate a lovely little design principle into action — materialize it in a circuit that exhibits a fun little unassuming behavior. I can imagine this’d be a bit like wondering if the light stays on in the fridge after closing the door, you know?

So sound stops coming out, the circuit powers down and you no longer need an on-off switch. Stop listening? Turn off. So much nicer than long-press, id’nt it?

Why do I blog this? Cause I need to capture a bit more about the production of this little Ear Freshener-y gem.

Update


Here’s my update on the power circuit. I hope it works. I added two transistors in place of the comparator. The idea here is that the transistor on the right would switch the CE of the step-up switching regulator. When the base goes low — i.e. when the 3.5mm plug is plugged in — the switch opens and CE gets switched to roughly VBATT and enables the step-up regulator. For the transistor on the left, plugging in opens the transistor and VBATT gets connected to the step-up regulator and it, like..steps-up VBATT to VCC. When the plug gets pulled out and floats at VBATT, the two transistors saturate and are on. So on the right, CE is at Vce or effectively ground and shuts the step-up regulator off. The transistor on the left does similar and VBATT drops over R6 and VBATT_SWITCHED is at GND and there’s no longer any supply to step-up, even if the step-up regulator were enabled.

That’s the idea.

We’ll see. I haven’t computed the values for the discretes around the transistors as of yet.

Related — I’ve just sent off the PCB to get fabricated. It’ll be a 2-off prototype. I’m using AP Circuits for the first time because my usual go-to guys Gold Phoenix are off for the Chinese New Year and I need to get this done for some building & testing next week.


But I think I mucked up the CAM data files I sent them, which appear to be slightly different from Gold Phoenix. They want other stuff, like the NC Tool list which I’ve never sent to Gold Phoenix. I guess we’ll see what they say.
Continue reading Sound Should Just Come Out Of It

Weekending 10232011

Okay. Maybe we will get back into the swing of the weekending note. This one won’t be comprehensive, but a note nonetheless to note a few things.

First, something I found while flipping through the Internet that got me thinking about using creative tension and inversion in the design fiction process and also connected to this Anthem Group, which has curious dispatches related to object-oriented ontology (which I barely understand) and Bruno Latour: this was an interesting post on the reason for having “intellectual fiends”. It helps me understand why, when I was studying Science and Technology Studies and just, you know…academic-y “theory” broadly, there was always this impulse to set ideas or discussions in opposition. To find ways to be critical of anything. Which gets annoying and I’m sure is the reason for general pissy-ness in the academic world.

It turns out it has its usefulness, if you stay optimistic and hopeful. It can be a way to move discussions always in some direction rather than allowing them to sit still and suffer the tyranny of undisputed acceptance. Of course, these things would always get quite squirrely — debates and the perpetual state of “crisis” over some theoretical position. That all becomes quite tiresome and you wind up with folks who are never, ever satisfied and always finding an argument to be had.

But, related to present work, it provides a logic for designing by inversion — taking the initial instinct or common assumption and then turning it on its head. I guess things like making physical, “embedded”, full-electronic prototypes rather than “apps” is one way of seeing this. Or doing the creative-opposite of something to really get into the *why of the natural, assumed, expected thing.

For example, when we made the social/trust alarm clock it was a way to invert commonly held assumptions about about the rituals of waking up in the morning. They don’t get inverted because we think the world should be hung upside down by its shoes — at least not routinely. But one can put “the normal” in relief by looking at things from the downside looking back up. Looking sideways. And it’s not until you actually *look at things through an unusual lens and make the assumption that the abnormal is actually “normal” — then you start seeing new curious opportunities and stories to explore that can then evolve and cause creative — rather than typical — disruptions that hopefully make the normal more engaging, fun, creative and curious.

Continue reading Weekending 10232011

SuperCollider: A Class at LA Public School

Sunday October 16 16:21

I’m taking a class through the LA chapter of The Public School on the SuperCollider, like..application, I guess it is. It’s more of a programming environment for making and processing sound. Good fun stuff. I really want to invest more time and energy towards the audio project and this seemed like a good way to start on that goal.

Ezra Buchla is teaching it.

SuperCollider is a rather terse programming environment with a kinda curious set up that requires services/servers to actually run the programs you write — or that are interpreted. I’m making assumptions that this was done so as to allow a distributed model of processing when things get hairy or maybe its just a fetish of the network and its possibilities for elastically distributing processing. In any case, what I’m most interested in is being able to real-time process sound and a little less interested in generative sound synthesis.

I never thought (just without even checking) at how rich and sort of — overwhelmingly weedy the SuperCollider API was. I mean — there’s tons there. I wish that some embedded hardware-y stuff could actually consume/interpret it somehow so that I could have really portable sound processing capabilities. What I’d like is a way to do process sound but I don’t want to have to do it on a laptop or something — should be able to do it in something the size of a 1/4″ stereo audio jack or something.

Sunday October 16 16:26

Sunday October 16 14:19

But, to contradict myself, I may in fact be also somewhat interested in generative sound synthesis — making sounds with things, objects and algorithms. It’s on the @2012 list of things to be some kind of music maker of some sort and meeting up with Henry Newton-Dunn (who made BlockJam a precursor and prior art of Siftables/Sifteo by a good 6 or 7 years) at the AIGA Pivot conference a couple of days ago was fortuitous because I remembered that he was a DJ back there in Tokyo. We had some excited conversations about sound and audio and DJ’ng and software to do all that. I feel a collaboration in the near future!

In fact, here’s Henry himself — this is probably when we first met in, like..2005 in Tokyo. Some hepcat spot. Check out that Hi-Fi “Set” in the background!

Henry

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 Workshop: The Era of Objects at V2_

Thursday September 29 22:14

Last week I was at V2_ in Rotterdam to participate in the event “Blowup: The Era of Objects”. It was a brief visit — too brief, of course — but well worth the time to help facilitate this workshop along with Alexandra Deschamps-Sonsino, Anab Jain and curated by Michelle Kasprzak.

There was an EPUB produced for the event containing short essays by Bruce Sterling, Ilona Gaynor, Anab, Alex, myself and others in this: The Era of Objects

The event started with Alex, Anab and myself giving a rapid-fire presentation to lay out some of our own perspectives and work on the theme of “speculative design” — which is an area of design akin to design fiction.

Parenthetically I think it would be worth spending a little bit of time excavating some of the distinctions and contrasts between these various ways of doing design — speculative design, design fiction, critical design — if only to be more specific and open a dialogue about the utility and techniques of these ways of seeing the world a bit differently in order to create new perspectives, principles, points-of-view and the resultant outcomes.

The presentations were short — 20 slides I think was the requirement, done almost pecha kucha style with automatic slide changing after about 30 seconds a slide, so I think we violated pecha kucha trademark rules.

In any case, I cobbled together a perspective on speculative design/design fiction that blurred the boundaries between the two, but also got me started thinking about how the two are distinct.

To start, I outlined three perspectives on what the future is and how it is useful as a way of thinking about what come to be. This is crucial insofar as it’s super important to think from a slightly different angle on what could come to pass. The future isn’t always bigger, brighter, better, better battery life or taller, &c.

To reinforce this I shared several of my “graphs of the future” — some crude hand drawings I made that show various ways in which the future is depicted — linear, logarithmic, a three-dimensional “spread”, a bumpy road of hype curves, &c. This helps reinforce this idea that the future is a point-of-view, which is crafted and created by humans based on a set of ideologies — not in a mean, evil way, but just plainly for the sake of framing what is understood as possible or desirable. Oftentimes though these sorts of points-of-view embedded in graphs are ideological in the sense that they are taken as “law” handed down from somewhere. They’re just points-of-view, like politics and therefore entirely flexible and free to be altered, subverted, re-interpreted and re-graphed.

I then presented what I consider three principles for speculating while designing with fiction:

1) It’s okay to let the imagination wonder — science, technology, design, fact and fiction are all knotted up anyway. By this I mean that once you are working in the broad territory of design, one should not be concerned about steering away from the austere pragmatics of “reality” — one should vector to-and-fro into weird, unexpected territory and flex the realm of what is considered possible. At the same time, be prepared to find that small components of the larger design problem are what one is really after — not so much space-age, fantastical luggage for the future but, in fact — just adding wheels to luggage may be the most significant outcome of getting a “future of luggage” design brief.

2) Realize that stories (and storytelling) are more significant than specifications, feature sets and engineering. As an engineer, this is hard to say, but I believe it more and more every time I’m forced to communicate. The list of sucks. The story, where you can take someone along a path and communicate to them in a way that is engaging and compelling — even if ultimately the base-level of what you are saying is a set of features and the engineering involved — is *much better than just saying what the features are. Show the experience of the design concept in a small story/film/animation/comic book. The hard thing is that telling good stories if really, really difficult. It requires practice and failure and refinement and iteration. I mean — there really aren’t that many good story tellers in the world, but it’s worth aspiring to be at least a satisfactory design storyteller. (Also, parenthetically — I’ve grown weary of the mantra that designers are storytellers. Not because I don’t believe it but because I’d rather see evidence of it, even to the point of workshops and curricula and all that. Maybe I’m overlooking something..a few are; most of course make fast-looking tooth brushes and over plastic-y bits and bobs of landfill.)

3) Science fiction/speculation can do things that science fact/pragmatic reality cannot. It’s more robust to speculate than to cordon off.

Then for the remaining few slides I gave some examples of HOW to speculate with design. These are three approaches/techniques/creative idioms..pastiche, re-enactment/re-imagining, making little films.

1) Pastiche is something I’m quite curious about — a way of moving in and out of reality and fiction, such as turning the reality of the Apollo 11 lunar lander into the cornerstone of an imaginary “owner’s manual” — as if normal humans might own Apollo 11 lunar landers and need to service them in their driveways like normal vehicles rather than highly specialized, hand-built space vessels.

2) Re-enactment/re-imagining, in the particular example I offer of the Tom Sachs project/art-piece “Space Program” is a form of pastiche — replaying an event but altering it subtly to explore alternative futures/pasts.

3) Making little films. I find it extremely useful to make small visual stories that capture the essential characteristics of a design idea. Done quickly without too much preciousness is a great way to iterate on a concept. It forces one to work through many of the aspects of a design fiction/speculation that are very easy to overlook in a static sketch or even a discussion. You have to figure out a number of the important albeit subtle aspects of the design problem. It’s a form of design work, definitely — the film is not just the final communication of an idea; it is design work itself..at least it should be.

Finally, I concluded with two WHY statements..Why speculate with design? Why do design fiction? First, to imagine and see the world from a different perspective. And then of course — speculating and fictionalizing things allows one to imagine and see the world from a non-dominant point-of-view..run against the grain..do the unexpected to nudge things into the realm of new possibilities. Like Dick Fosbury or the guy who decided to bolt some wheels onto the bottom of his barely luggable luggage and thereby roll free around the world.

*shrug.

Following our presentations we entered into a bit of a talk-show style discussion and thence onto the workshop itself. We had three “briefs” for a rapid-iteration design session that was only meant to last about 40 minutes total. Very quick, but these are where interesting things happen. Here were the briefs:

1) The Netherlands. Everyone knows the dikes are going to break and the North Sea is going to begin to cover Holland’s land mass. Despite the best efforts of Dutch engineering prowess, there are “preppers” who want to be sure to be prepared. One is Ries Von Doren — a rich guy who has the resources to do what he wants. In this case, he consults with a design agency to create a disaster communications device because he knows the existing infrastructure (cell phones, emergency networks, etc.) are going to fail. How will he and his family stay in touch?

2) China. Aging population. Robots. How will the robots support the needs of the aged when the numbers reach into the many hundreds of millions?

3) The EU. Things really fall apart in a few months. Deutche Bank takes ownership of Greece. Tensions rise. Travel becomes highly restricted so that engineers from one country cannot get into other countries and so conversations and meetings related to setting and evolving technical standards and interoperability are not able to happen. Soon, systems that connect one country to the other fail to work properly — some countries evolve their internets, others are not able to and very quickly the internet fails to cross borders. The network becomes heavily balkanized. What arises out of this sequence of events? How do people communicate across geographical borders?

I made up the Balkanized Internet one so I listened in on that group. It was good fun. The outcomes were varied but I particularly latched onto this idea that existing infrastructures and systems might be used to facilitate communication — and it may in fact not be the visual internet as we are presently used to. For example, the quaint old RF radio would come back into use, with people using voice and perhaps rudimentary modulation to communicate data/text. DIY low-earth orbit satellite, even buoyed by helium/lighter-than-air systems to set up comms networks. Tapping on rail lines to send low-bandwidth morse-code signals across borders. Slow communication over long-wave. Things like this were all very interesting to imagine.

Why do I blog this? Merely to capture a few points on the week I spent mostly traveling with a few hours doing a workshop. Well worth it, though. I also want to think about a schema of these design approaches — speculative, fiction, critical — to help formalize the distinctions in a useful way.

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.

====

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

What Mike Said

Sunday November 14 13:06

In the lead-up to Kicker Studio’s Device Design Day coming up on August 5th 2011 in San Francisco, the Kicker Studioites asked Mike Kruzeniksi, who’s giving a talk there, their Six Questions..

Kicker Studio: What is the most cherished product in your life? Why?

Mike Kruzeniski: This is one of those questions that you feel like you’re supposed to have an answer to, but nothing comes strongly to mind. Maybe I’m stuck on the word “cherished.” I do have a lot of products that I really like. Some that I might even say I love, in that way the word love gets thrown around design. I love my Prius. I love watches, Alessi and Nixon in particular. I have a lot of shoes…but love my Converse All-Stars and John Fluevog’s the most. I have a pair of classic Tom Ford sunglasses that I love. I love my Eames furniture. I have a large collection of mobile phones, and as far as products go, I spend more time with my phone and PC than anything (and maybe anyone) else. I just bought a new camera and so far that relationship is off to a very good start. But, I don’t think of any of these things as “cherished.” The emotional connection with them isn’t strong enough to deserve that. Maybe that’s being too literal with the question, but all of these things can be replaced. They will be replaced, eventually.

When I think about the objects in my life that I do actually feel a sense of “cherishing” for, there are two, but they aren’t really products. The first is a painting that my wife and I bought together on our first vacation, in Bangkok. We met the artist and ended up drinking all night with him and his friends, despite neither us being able to speak Thai, or them English. The second is the ring that I proposed to my wife with, which I folded out of paper. Yes, paper. Both of these objects have great stories surrounding them and make me happy just thinking about them—and always will. Both are fragile, by their nature won’t last, and are the only things in my apartment that I would actually feel a strong sense of loss for if they were damaged or lost. Both represent a lot more to me than just what they physically are. There is no newer or better version of those objects. And unlike a lot of other things their impermanence only increases their value, at least to me.

As a product designer though, that sort of sentimentalism and interest in stories often finds its way in to my approach toward design. I’ve always been interested in experiences where meaning unfolds, and products that aren’t “done” but leave opportunities for a relationship and a story to take place. I’m still not sure it’s something that can really be designed in, but it’s worth trying.

What’s the one product you wished you designed?

The Nokia 3310 and Twitter. What I like about both of them is that they reduced emerging trends of their time (mobile communication and social networking) to an almost absolute clarity and simplicity.

Though the 3310 wasn’t actually my first mobile phone, I tend to remember it that way. At least it was my first mobile phone that really felt right. Like all technologies in their early stages, mobile phones had mainly been comprised of complicated experiences and were sold on feature specs. But the 3310 was an impressively clear expression of what a mobile product should and could be. It was the kind of product that was so pleasant to use that you form some emotional attachment to it. It was one of the best selling phones ever, it was inexpensive, and was very early in the mobile market, so it was the first mobile phone for A LOT of people. I imagine that most of them probably look back on that product with a smile as well.

Similarly, Twitter took existing communication, interaction and networking concepts and reduced them to a very clear and simple experience. I respect their focus and how they’ve confidently avoided layering on extra features over the years. I really admire how they’ve grown around the the behaviors of their users but also elegantly guided users where they’ve evolved the experience. I love their approach to openness and how they’ve built Twitter to feel more like a platform than a product. I think that Twitter has become the most important evolution of communication since the mobile phone.

And their brand is just fun.

Both products are/were simple, focused, meaningful, have a sense of humor, well-made, beautifully designed and accessible. These are all attributes that admire and hope to bring to my own work.

What excites you about being a designer? Why do you keep doing it?

From the very beginning when I was just learning what design was, I’ve always liked the way design influenced my way of looking at and understanding the world. Once you learn it, you can’t turn it off. Everything is at once a problem and an opportunity. I like the always optimistic mindset that design provides when approaching problems. I like the constant questioning and I like the attitude that most designers have of wanting to make everything around them better. I like the opportunities that design continues to bring: I feel like every project I find myself working on is more exciting than the last. As I grow, the opportunities for influence and impact in my work increases. And as a discipline, I feel like design is continually finding its way in to more interesting industries and settings. Our collective influence and impact is increasing. Of course design itself can’t fix everything, but I do think that there is a role for designers in any of the hardest societal and industrial problems. The boundaries of what design is and does is always expanding. That’s exciting.

When do you first remember thinking of yourself as a designer.

I took to the idea of being “a designer” very quickly in school. Design wasn’t a profession that I had ever heard of growing up, but I went to Emily Carr University (an Art and Design school in Vancouver) right after high chool. My love for painting, sculpture and drawing led me there. But as much as I loved art, I didn’t believe that I’d ever make a profession out of it. I didn’t really know what I was going to do at Emily Carr. In the second semester of my first year though, I stumbled upon an introduction to Industrial Design class. I had to beg my way into the class since I had missed the sign-up date. When that didn’t work, I showed up to the class anyway and eventually the Prof let me stay. As a kid, I was never very fond of math, but I always loved physics. So, the combination of applied problem solving, making and aesthetic discourse in design struck a chord immediately. At the same time came this almost painfully naive realization that EVERYTHING around me had—in varying degrees of success—been designed by someone somewhere. It was fun to explain that to friends and family, and even more fun learning to see that there were opportunities to improve and invent things everywhere. I think that’s what eventually led me to the Interaction Design space. For products at the time, it seemed to me like the biggest problem that needed solving.

What’s the most important lesson you’ve learned, and who taught it to you?

I first studied industrial design, then went to Umeå in Sweden to study interaction design. In between my two years at Umeå I took an internship at Microsoft. My first love for design came very firmly through the perspective of industrial design and products. Though I was really excited about interaction design, as a design discipline it still wasn’t really clear what it was and I definitely had some trouble with the idea of not being an industrial designer anymore. During that summer at Microsoft I was really starting to struggle with what direction to take as a designer: Basically, was I an industrial designer or an interaction designer? Microsoft arranges mentors for their interns, and mine happened to be Horace Luke, who is now the Chief Innovation Officer at HTC. I remember explaining my career dilemma to Horace one day, and him asking me very simply: “What’s wrong with just being a designer?” At first it was hard to believe that it could be that simple, but soon after, it melted down all mental blocks I had that defined or separated those disciplines. Discussions around concretely defining design disciplines started to seem like a waste of time. It’s pretty clear that most great designers don’t care about those divisions, and are happy to play in any space that catches their interest. That idea has guided my outlook on most things since then—first in trying to bridge interaction and industrial design, then graphic design. And more recently, working for Albert Shum at Windows Phone, we spend a lot of time thinking about Design in close relation to business and engineering. I’ve been very lucky to have a few managers now that are very open minded about what design is, and are always looking for ways to expand what we do. In a few years, I’m not sure that I will really even define myself as a designer anymore.

What are the 5 things all designers should know?

1. How to tell a great story
2. How to influence, inspire, and lead others
3. How to manage projects
4. How to critique, ask questions, and brainstorm
5. The basics: form, shape, composition, hierarchy, grids, color, type…

Why do I blog this? I like Mike. He’s smart and he has porcupine hairstyles. And enormous, medievally-large wrist watches. And he makes stuff, too. And besides that, I really like his answer to the one about what kind of designer one might be — and the response from his mentor that, like..you can just be a designer and the specialization and all that seems besides the point. Disciplines suck. They’re for the feint of heart, the nervous barrier minders and those who enjoy knowing they are in..while all the others are out. Good stuff. Thanks Mike.

((For my record, this is what I said last year: http://www.kickerstudio.com/blog/2010/07/six-questions-from-kicker-julian-bleecker/

1. What is the most cherished product in your life? Why?

My most cherished product right now is my Nikon camera — or my modest Nikon camera collection. It’s what’s on my mind quite a bit these days as I spend more and more time with learning a new kind of photography. It’s easy to obsess over the gear and accessorize your accessories’ accessories and all that, which isn’t necessarily a quality I cherish — that’s a functional obsession, like being a functional drunk or something.

But, I appreciate the clarity that’s expressed in the design of a well-built camera. The camera is also something that’s been around for enough generations to comprehend what is is and where it’s going. You can also see these changes in behaviors surrounding photo-taking machines and then the camera becomes a useful prop for talking about the ways objects talk to us and inform us and shape our behaviors and expectations. I’ve been spending lots of time in skateparks near home here and sometimes I bring a crap SLR with me and give it to one of the teenage skaters to take some photos. Often enough they try to look “through” the LCD on the back of the camera, not really getting this idea of looking through a glass viewfinder. They’ll hold the whole thing at arms length and try to sort it all out, and then I’ll show them how this old-fashioned sort of photography works. They get it of course, but as a signal of evolving practices and so on, these sorts of generation-gap things reminds me that things are always changing and change is good because it means things can be otherwise.

I also cherish my bicycle. It’s one of the last USA built Cannondale’s — a black anodized Bad Boy. The other day its voice just dropped: it became a single-speed.

2. What’s the one product you wish you’d designed, and why?

One day, someone had the imagination and clarity to put wheels on luggage. I’m sure there’s a business case study somewhere on that one. I prefer that it be told like a designer’s fairy tale because the path to that simple stroke of insight seems so simple, but then materializing that idea and making it part of the world is magical.

Sadly, good ideas can be stymied by the misalignment of goals and aspirations. The misalignment happens in-between design sensibilities to do good in the world and business priorities to make business. Together, those two things make up a maelstrom of entanglements that is often referred to, in polite company, as product design.

For me, “wheels-on-luggage” has become like an incantation to raise the spirit of design clarity in the studio. It’s a signal of a kind of perfection in design: one thing done exceptionally well that makes the world a little bit better than it used to be. Wheels on luggage is also a simple idea that somehow took 50,000 years to materialize in a widespread fashion. It’s simple, but not this capital-s “Simplicity” thing, which somehow needed a book to remind people of the idea, which ironically makes the idea more complex. The wheels on luggage thing is a wonderful marker that stands for a kind of design that makes the everyday quotidian things a little better, rather than obsessing over deeply complex, baroque mishegoss that makes things so barnacled that they just tips over and sink the whole design. So, generally speaking? When I see a product of someone’s imagination that materializes this “wheels-on-luggage” simplicity, I get a collegial, healthy jealousy and wish I had made that.

3. What excites you about being a designer? Why do you keep doing it?

I’m excited by the expectation that a designer should reflect on his practice and redesign the way the design is done. This seems to happen with quite good energy and spirit and commitment in the studio I’m in, which makes it a great place to get your design-on. That sort of self-reflection is something I learned more about studying scientists and engineers in grad school when I was learning how scientists make knowledge. The tricky thing there is that scientists and engineers couldn’t really be reflexive about what they were doing or they’d get in trouble with the knowledge cops. They couldn’t look at themselves and do the Bill and Ted thing of stopping suddenly and saying, “Dude. We’re, like..making science that’s going to change the way people understand the world. How fucked up is that?” Unlike science, Design can question itself routinely — asking about itself, questioning its assumptions and practices and redesigning itself in the midst of the design work.

The other thing that makes me excited is that one makes-to-think and thinks-to-make. There’s no hard line between wondering about something and making that thing in the machine shop. The two go together without a hard distinction between thinking it up and making it up. In a design studio — or, I should say, the one I’m in because it’s the only one I’ve been in — the making is also the thinking. We don’t figure everything out and then just build it. Both of these materialization rituals are the same and interweave in a simple, clarifying way. It seems impossible to just divorce design from either thinking or making and that translates nicely into a ruthless commitment to simultaneously do, for example, UI design at precisely the same moment as the industrial/object design. I love that sort of stuff. It tickles the generalist in me and teaches me everyday about the craft of design.

4. When do you first remember thinking of yourself as a designer?

It couldn’t have been more than a year ago — a colleague here told me to stop excusing myself for not being a properly trained designer. And he’s a designer’s designer so I did as I was told. I never went to design school and never had those sensibilities schooled into me in a formal way. I’m an engineer with a doctorate in history of ideas — with that it almost seems like I could only but be a designer, if I think about it. That or a rueful, contemplative barfly.

5. What is the most important lesson you’ve learned and who taught it to you?

Follow your curiosity, even if the weather smells like rapture, everyone around you is loosing their heads and the creek is rising pretty quick. Instinct rules out over any sense of rationality or attempts at an objective view on things. I learned this from my dad. He never said that directly — that’s a translation of decades of a good father-son relationship. But — doing what you know in your gut is right by you? That kind of sensibility and clarity is something I continue to learn from, even in the mistakes.

6. What are 5 things all designers should know?

1) Humility.
2) Listening skills.
3) How to find 3 positive, thoughtful observations about something that you dislike.
4) Designers should be more adamantine about saying “no” to PowerPoint.
5) You’re not the only one to have thought that up, ever.
Continue reading What Mike Said

Why Good Design Isn't Eye Candy

Sunday November 28 11:58

An acquaintance of The Laboratory I met while in London that last time is a design consultant guy who told me this story about Eye Candy. Him and his studio/team were offered a commission of work. It was design work, or at least that was the premise of the offering. A high-profile team of well-meaning technologists of various stripes — engineers, engineer marketers, chest-thumping Valley types — were in the midst of preparing a presentation of some work to finance guys. The finance guys were, like.. money men who make decisions and were hopefully going to throw money at their project idea before they hopped off on their flying jet aeroplanes that I guess one of the hubris-y entrepreneur Valley guys actually flew, or used to fly as a fighter jock or something. ((You get the personality profile here.))

The engineer-y team had some ideas that basically took a very hot trend and doubled and tripled it — the up-and-to-the-right extrapolation of today and made it *more..which I understood to mean not necessarily better…just more of the thing that exists today. Maybe two or three buttons instead of one; or 7 inches instead of 3.5 inches and we’ll blow the competition out of the water. Something. It might’ve been something like making quad axle wheels for luggage, or a tablet with a car battery so it lasts a full *week without a recharge or something. I have no idea, but this is the image that comes to mine for the story I heard. Well-meaning, but not well-thought-through stuff.

Wednesday February 09 16:16

Anyway, the guy who the engineers approached is a guy with a depth and breadth of design experience. He’s a creative guy, and his studio has a really good sense of strategy and ways of communicating..and he can make stuff for real, like — model making; deep CAD expertise, mechanical and electronic prototypes. Really incredibly thoughtful, experienced guy and as I understand it, a designer with integrity who would turn something down based on his instinct about whether or to what degree the work will build his credibility as a designer and that credibility is directly tied to how much the work will make things better. He’d be the last to do something that’d just be landfill fodder, or work that is, like — just poorly thought-through, or lacking in depth and consideration.

And then here come these entrepreneur-engineer guys who I was told asked integrity-designer guy to help them with their presentation by giving them some “eye candy” to put in the PowerPoint. This went on for half a day. The engineer-y team shared their idea and then explained that they had this pressing meeting coming up and — would his studio be able to just pull something out of their inventory of cool physical models and CAD renderings to put into the presentation deck? What they needed, they said — was Eye Candy. Some seductive treats on their dessert cart of a good idea that would have the finance-y jet pack guys licking their chops, slobbering capital all over the models.

Even in retelling this story, my brow perspires from frustration because – I know the tendency to consider the work of design as either providing cool looking stuff absent the integrity of its intent; or thinking of design as styling to the point of absurdity.

But — what’s the big deal? Why *not make some eye candy? I mean, if it satisfies the eyes and makes people ooh-and-aah, isn’t that a good thing? People don’t ooh-and-ahh about something they don’t like, and making people ooh-and-ahh is a goal in some entertainment circles, so — what gives? Why does this story make my head want to explode all over the place?

Well, firstly — it’s a bad precedent for design, generally speaking, if I can speak for “design” for a moment. It’s design without integrity, in the service of surface glitz and glam. It’s design that only exists on the surface, like styling that says not too much about the intent. It lacks thinking beyond the “what looks good” sort of thinking. It’s *thin — you can’t dig into the thing itself because there is nothing behind it except a desire to wow someone. There’s no logic or reasoning behind it, except to wow someone. It’s pure Id, pure instinct — not that instinct is something that should not inspire design, but by itself it’s selfish in a way. It accounts for nothing but what something looks like, rather than the larger context of where, when, why, for what.

In a word, just doing something to pad a page in a presentation or to put on a table is dishonest. Pulling something from another project out of a drawer that *looks like it could be the thing these guys were trying to sell, is dishonest. There’s no integrity — you can’t tell the story of this thing and why it has come to be or what principle informs the action or contours or IxD of the thing. You have to lie, basically. Or not say anything about it at all which makes one wonder — why put it there to begin with.

No, right? That’s just a bad way of going about things. It’s not quite as bad as industrial designers making toothbrushes that look like they should be moving fast because they *really wish they were designing cars, but it’s pretty bad to do eye candy designs on their own when such eye candy would be disconnected from the initial vision. Or even question that initial vision by running a more proper, considered design process that *might lead to something with integrity, and with the satisfaction of being complete and thorough. Something that would be the result of a superlative, principle-led design practice. And that takes time — or at least more time than digging around for something that looks like it could belong to the idea these guys had.

Bleech.

Why do I blog this? It’s a good story, with a good lesson in it. Integrity is crucial for design to continue doing what it’s able to do. Eye candy is dishonest and lacks the integrity that connects it to good, thoughtful work. And it means the work is crap, poorly considered and fails to make things better. It’s the equivalent of doing design “’cause” — or worse.
Continue reading Why Good Design Isn't Eye Candy

Quiet But Not Quiescent

Judge not the less yammer-y state of the studio blog to indicate that there is nothing worth yammering about. It’s just that the clang of steel caressing code has been going on and that in great measure, too. Some of you may have glimpsed and grinned at the fantastic electronified edition of the paper Drift Deck that we developed a couple of years ago. That’s right. We’ve added *batteries to the Drift Deck and it’s fallen into the *app well..it’s an app which is fantastic because it means the last remaining physical card editions can become properly *artisinal and the electronic battery editions can spread the sensibility of the Drift Deck concept to the rest of the world.

Release is imminent. Prepare ye iPhones. Hop expectantly from foot-to-foot. More news in a short while, including linkages to downloadables. In the meantime, check out the new Drift Deck webified “page” and the fantastic roster of hammererers that batteryified the ‘deck.

..And then — onto the next thing here. It’ll be quiet a little, but good things are baking in the kiln, rest assured.

*Willow next. The superlative friendregator for the discerning social being.
Continue reading Quiet But Not Quiescent