Design fiction, “anticipatory ethnography” and “ethnographies of the possible”

My interest in design fiction has always been related to my ethnographic practice (see for instance this piece about it) which is why I find it interesting to run into these two notions :

"Ethnographies of the possible", coined by Joachim Halse (2013):

"are a way of materializing ideas, concerns and speculations through committed ethnographic attention to the people potentially affected by them. It is about crafting accounts that link the imagination to its material forms. And it is about creating artifacts that allow participants to revitalize their pasts, reflect upon the present, and extrapolate into possible futures. These ambitions lie at the borderland between design and anthropology. For designers involved in this type of process, it is a new challenge to craft not beautiful and convincing artifacts, but evocative and open-ended materials for further experimentation in collaboration with non-designers. For anthropologists, it is a new challenge to creatively set the scene for a distorted here and now with a particular direction as a first, but important step toward exploring particular imaginative horizons in concrete ways."

Halse, J. (2013). "Ethnographies of the possible", in Gunn, W., Otto, T. & Smith, R.C. (eds). Design Anthropology: Theory and Practice, Bloomsbury, pp. 180-196.

"Anticipatory ethnography", proposed by Lindley and Sharma:

"Anticipatory ethnography suggests that the properties of the traditional inputs to design ethnography (situated observations) are analogous with the ‘value adding’ element of design fictions (diegetic prototypes). [...] Assuming that these suppositions are correct, then we can infer that combining the exploratory and temporally independent techniques of design fiction, may allow design ethnography to glimpse the future. Conversely, design ethnography’s established tools for sense making and analysis can be applied to explorations in design fiction. Can anticipatory ethnography lend speculative, the gravitas of hindsight?"

Lindley, J. & Sharma, D. (2014). An Ethnography of the Future. Paper presented at ‘Strangers in Strange Lands’ – An anthropology and science fiction symposium hosted by the University of Kent, Canterbury.

Why do I blog this? These definitions echo with my own research interests. More specifically, a project like Curious Rituals is based on a dual movement : a field research phase that aimed at designing a fictional representation of everyday gestures with digital technologies. To some extent, it is close to the two concepts defined above... and I see design fiction as a sort of "downstream user research" approach to test scenarios about the future... for instance by running focus groups with users and project stakeholders, generating a debate about pieces of technologies by taking concrete instances/scenarios (videos, catalogues, user manuals, etc.).

These definition also reminded me of Laura Forlano's text on Ethnography Matters. Called "Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?", it dealt with similar issues and ended up with this insightful remark:

"As ethnographers, it is not enough to describe social reality, to end a project when the last transcripts and field notes have been analyzed and written up. We must find new ways to engage and collaborate with our subjects (both human and nonhuman). We need better ways of turning our descriptive, analytical accounts into those that are prescriptive, and which have greater import in society and policy. We may do this by inhabiting narratives, generating artifacts to think with and engaging more explicitly with the people formerly known as our “informants” as well as with the public at large."

Probable Possible Preferable Futures

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Futures research, foresight and speculative design often use the notion of "possible", "potential", "plausible" and "preferable" future. See for instance the work by Stuart Candy who uses the diagram above based on the work of different researchers. This typology is described in more details in these two articles:

Hancock, T. & Bezold, C. (1994). Possible futures, preferable futures. Healthcare Forum Journal, vol. 37, no. 2, 23–29

Voros, J. (2001). A Primer on Futures Studies, Foresight and the Use of Scenarios, prospect, the Foresight Bulletin, No 6, Swinburne University of Technology

Why do I blog this? It seems that this graph spread like an internet meme, and it's relevant to get back to how it has been produced, why and how.

“Teacher of algorithms”: the IoT equivalent to goldfarmers

"Teacher of Algorithms" by Simone Rebaudengo and commissioned by thingtank.org/ is an highly intriguing project "built with Cardboard and a lot of randomness". It's basically an exploration of algorithm training, how "smart/learning objects" are not finished entities and can evolve by observing contextual data such a people's habits.

Why do I blog this? A fascinating speculative exploration of an important topic; i love the notion of "teach of algorithm" based on the fact that people might be too lazy to train their so-called smart things. It's the "internet of things" equivalent to goldfarmers to some extent. Besides that, the future mundane flavor is great in there.

Design fiction workshop with ESA at Lift15

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Last week at Lift 15, I ran a 2-hours workshop with José Achache from the European Space Agency. The idea was to discuss emerging technologies (geopositioning, telecommunications, image capture from satellite) developed by ESA and look at the near future worlds in which they exist: what kind of experiences would come to pass if the world were to be filled with such technologies? What kinds of services may appear? How would they be sold, to whom? What kinds of objects may be designed for everyday use?

With a group of engineers, entrepreneurs and designers, we created a list of service concepts that we described as catalogue items (we re-used here the same template we had for the TBD catalog project). One can see this as a wrap-up of some of the ideas we generated. Each concept is based on a combination of existing technology and we described them as if they were real product sold with a name, a short description, a reference point, and – of course – a price.

In such a small amount of time, it is definitely tricky to produce things like this. Mostly because: participants do not all know each other, we had different "culture" that need time to adjust to one another, it's hard to go from technological potential to service concepting, etc. But overall, the groups did pretty well and some of the ideas we kept seem quite pertinent and plausible I think.

Thank to all the participants (M. Pache, C. Chalas, E. Ndiaye, B. Kerspern, M. Mollon, C. Brand, G. Castrati, E. Hary, P. Tarbouriech, F. Ronse, P. Kiernan, A. Grant, E. Rosenberg, Y. Akhtman, E. Montanari, G. Reboud, N. Huebner, G. Martin de Mercado, D. Tomassini). Thank Constance Delamadeleine for the graphic design help. Plus, thanks José Achache, ESA, the Lift team and Sylvie Reinhard for this opportunity to collaborate.

Digital Creativity on design fictions

Constellations: design fiction about objects from the past Constellations: design fiction about objects from the past

For people interested in design fictions, the latest issue of Digital Creativity is a special issue about design fiction. It features papers by people like James Auger or Andrew Morrison, Ragnhild Tronstad and Einar Sneve Martinussen. As proposed by the editor of this issue, Derek Hales, in his introduction entitled "Design fictions an introduction and provisional taxonomy":

"In crafting this issue we were interested in reflecting on design fictions as a methodology and on the ways in which fictional constructs, such as future scenarios and ‘diegetic prototypes’ (D. Kirby 2009), might open design discourse. As much as we might perhaps simplistically suggest that the fictions of non-linear narrative, the achronological and asynchronous, have been central to contemporary media design and to media art, we might also say that the convergence of narrative and technology is central to design fictions: as we will see, design fictions exploit the power of media design to craft and deploy compelling visions of the future. Further than this, though, design fictions have become a significant means through which designers are exploring the ‘present’ condition of interface culture."

Why do I blog this? Gathering material about design fiction for the upcoming Laboratory retreat and for next Friday's workshops in Annecy, France.

Digital Creativity on design fictions

Constellations: design fiction about objects from the past For people interested in design fictions, the latest issue of Digital Creativity is a special issue about design fiction. It features papers by people like James Auger or Andrew Morrison, Ragnhild Tronstad and Einar Sneve Martinussen. As proposed by the editor of this issue, Derek Hales, in his introduction entitled "Design fictions an introduction and provisional taxonomy":

"In crafting this issue we were interested in reflecting on design fictions as a methodology and on the ways in which fictional constructs, such as future scenarios and ‘diegetic prototypes’ (D. Kirby 2009), might open design discourse. As much as we might perhaps simplistically suggest that the fictions of non-linear narrative, the achronological and asynchronous, have been central to contemporary media design and to media art, we might also say that the convergence of narrative and technology is central to design fictions: as we will see, design fictions exploit the power of media design to craft and deploy compelling visions of the future. Further than this, though, design fictions have become a significant means through which designers are exploring the ‘present’ condition of interface culture."

Why do I blog this? Gathering material about design fiction for the upcoming Laboratory retreat and for next Friday's workshops in Annecy, France.

"One thing you seem to have got scarily accurate is the way advertising is weaved into the world…"

One thing you seem to have got scarily accurate is the way advertising is weaved into the world around. Is that something that you foresaw coming, or just a good, estimated guess?

Well, you know it was actually a direct result of our process. The thing that triggered it was that Spielberg wanted, not to make a science fiction film, but a film about a future reality. And what that meant for us that we did a whole other kind of research.

It was really important that we could say, to the best of our knowledge, this is a pretty fair guess at what will happen. More than a guess. A well informed decision based on research that just having Spielberg at the helm gave us access to. Technology departments, CEOs in big corporations who were able to say confidently to us that touchpad technology was going to be big in the future because they were developing it.



- Interesting interview of Alexander McDowell, producer for Minority Report and Avatar.

Sketching From Ideas to Material

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Digital Designers Rediscover Their Hands is an important piece on the ways that “sketching” in hardware can become a way to invigorate a relationship between creativity and materiality. It features some friends from the Sketching ’08 workshop that I was at a few weeks back at RISD. (Link to some stuff.)

The highlight here (besides the nice quotes from Mike Kuniavsky and Dale Dougherty) is the interesting reversal implied. Rather than CAD (computers used to aid design, or computer aided design), we’re seeing some motivation to use physical design as a way to evolve and shift the meaning of computation. The Montessori-like tinkering with hard, material objects that are somehow “energized” through simple electronics (lights, motors, gears, all kinds of electronic sensing devices, switches, accelerometers, etc) can create richer insights into what computation can be. It’s more than just the excitement around a new programming language, or a new operating system. Those are the things that, more often than not, one ends up doing a bit of a shrug after the initial excitement with an updated version of Photoshop or something. The shift is quite a bit more fundamental in the sense that one begins to re-imagine what the machine is and what it can be — what “computation” means begins to shift subtly when it’s no longer just a keyboard/screen/mouse/network assemblage. When a data processing entity is able to have some sense of the physical world around it, more than the sliding of a mouse, or even more than accumulating or dispersing bits of data hither-and-yon across a network, you begin to imagine a world that’s differently invigorating.

The fundamental relationships here are between the digital and physical, or 1st Life and 2nd Life and finding the sliding-scale of in-betweenness. Typically, we might consider “digital” stuff to be things that are somehow ephemeral, on a screen exclusively or in a database. Neglecting the actual physical character of this stuff anyway (it’s all atoms when it comes down to it), thinking this way is a convenient design trope — it makes it easy to construct a binary. Digital stuff is in the computer. Physical things? Well, they’re out in the “real world.”

What this kind of hardware sketching is able to do is create some good trouble for this binary. As soon as you start connecting your computer up to lights and motors and such all, and writing simple programs that allows your program to whir some motors, you’ve created a bridge from the digital to the physical. Your mind wanders away from the binary. Where does it wander too? Well — that’s the exploration. And thinking too hard about where you’re going kind of ruins the fun.

There’s a conceit here that working with your hands (more than punching little plastic squares and pointing at pixels on screens) produces a transformative kind of design. I tend to agree. It’s hard sometimes but mostly because those are muscles (in the hands, as well as the brain) that are little exercised in the world of computer-related stuff. We’re more flexible with the soft, brainiac world of computer creativity. But the world of hand-craft is less flexible. The tools are still infantile in relationship to where the folks living in the near future would like, and need — although many fold more complete, easy-to-use and much less expensive than they were about a dozen years ago when I was more of an electrical engineer than I am now.

Another very interesting note is that the tools are made by the community of practice. It’s like building your own saw and hammer to make your own house. This is important. It has the ring of real barn-raising sensibilities, with the meta-upside being the way the tool-building knits together the community of practitioners who become more able to construct their own visions of what the future looks like. (It’s not for everyone, but reading the Adruino developers’ list can be fascinating if only for the various negotiations and compromises that are shaping what these hammers and saws do, for whom and why.) The tools are open-source, so the process if proactive and engaged, rather than distanced relationships to proprietary tool builders. You can be the future you want, rather than waiting around for someone else’s vision of a closed, stymied future.
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