Curious Rituals

Curious Rituals is a project about gestures, postures and rituals people adopt when using digital technologies. It’s both a book documenting gestures we observed, and a design fiction film that speculates about their evolution

Location: Los Angeles, USA
Years: Summer 2012
Leader: Nicolas Nova
Method: Ethnography and prototyping

Curious Rituals was a research project conducted at Art Center College of Design (Pasadena) in July-August 2012 by Nicolas Nova (The Near Future Laboratory / HEAD-Genève), Katherine Miyake, Nancy Kwon and Walton Chiu from the media design program.

The project was about gestures, postures and digital rituals that typically emerged with the use of digital technologies (computers, mobile phones, sensors, robots, etc.): gestures such as recalibrating your smartphone doing an horizontal 8 sign with your hand, the swiping of wallet with RFID cards in public transports, etc. These practices can be seen as the results of a co-construction between technical/physical constraints, contextual variables, designers intents and people’s understanding. We can see them as an intriguing focus of interest to envision the future of material culture.

The aim of the project was to envision the future of gestures and rituals based on:

  1. A documentation of current digital gestures in a book format
  2. The making of a design fiction film that speculate about their evolution

“Curious Rituals” was produced as part of a research residency in the Media Design Program at Art Center College of Design in Pasadena, California.

Corner Convenience // The Near Future // Design Fiction

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

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

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

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

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

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

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

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

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

Anyway. Enjoy our three design fiction films.

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

Background Talent
Nicole Williams
Muharrem Yildirim

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

2nd Unit Production
Byron Lahey & John Solit

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

Special Thanks To
Assegid “Ozzie” Kidane

Directed By Julian Bleecker
Produced By Nick Foster

A *Near Future Laboratory* Production

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

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]

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

More Peculiar Design Fiction Film

A recent post by @bruces sent me into a squirrel hole this morning, smoking out this NANOYOU project and its various techniques for helping people —particularly young people it seems, which is to say..the future — what the heck nanotech is. The one above is described thus:

**
An introduction to the strange new world of Nanoscience, narrated by Stephen Fry.

This film is non-commercial and funded by the EC for the NANOYOU project – nanoyou.eu – an education portal about all things nano.

This film was produced by Tom Mustill for the NANOYOU Project as a resource for young people, teachers and anyone interested to get a quick introduction to Nanoscience. Please feel free to download, embed it and pass it on!

The film was mainly shot at and with the assistance of the Nanoscience Centre at the University of Cambridge and features researchers involved in exploring the world of Nano.

**

This other one via @bruces (http://www.wired.com/beyond_the_beyond/2010/05/nanoyou-project/) depicting a neo-gangster noir pulling genre conventions from, like..*shrug* — All The President’s Men deep-throat-y vibes, CSI lab-geek-as-hero sensibilities, and tweeked out Minority Report gesturing on subway windows. A curious exploration with lots of Hockney-esque collage of little moments from films and what looks like 1980s adverts of the-future-is-the-printed-circuit-board whip-pans of surface mount electronics and reflections in lab goggles. Lovely, too.

***
Tramway Fantome

By Alexandre Simeray and Mehdi Brahamia

This film was made in the context of the NANOYOU project. http://www.nanoyou.eu

Scenario: Story of industrial espionage featuring an enigmatic, mysterious mode of transport that discredits banality.

Technology: Touch screen, augmented reality, creation of antimatter using special effects through a lens, nano-crystals, camera and 3D animation, sensor networks, positioning in existing networks.

Values: The desire to share the essence of our project in a more or less serious way. Our project is highly technical, to render it credibility without losing interest. This video is a prelude to the release of the project as if it would be an advertisement.

Design Fiction Pictures Presents: Earth to Luna

A suggestive and left-to-the-readers scrap of net-archeology found at http://desi-fi.posterous.com/earth-to-luna — a title card for a design fiction film? By Design Fiction Pictures? Lovely.
Continue reading Design Fiction Pictures Presents: Earth to Luna

Wandering through the future

@chriswoebken spied this one — an art film by Marjolijn Dijkman (NL, if you couldn’t guess) called Wandering Through the Future in which the artist takes 70 science fiction films and uses them to explore how they imagine the future. In an interview, there are some curious and relevant sentiments surrounding the production of the film — particularly this observation that the nearer in the future the film takes place, the more recent the film is. It’s as if we’re trying ever harder to imagine a possible near future, whereas in the earlier days of science fiction film, it was expected to imagine some time far, far in the future.

There’s also a timeline that goes along with it, evidently, of stand-out quotes from the films. I’m guessing this time line is also apparent in a recent book

When I collected all the scenes for this project I couldn’t find a single optimistic future scenario. It started as a timeline of the future along which I placed all the films I could find according to the fictional date when they are set. The distant future is mostly represented through films from the early days of science fiction cinema, and in general the closer you get to visions of the near-present, the more recent the film.

Scenarios change from Barbarella rocking in her space ship in 40,000 AD to almost hyper-realistic and feasible scientific models of the future in which nothing is playful at all.

I think in the 1960s and 70s culture you could still imagine far future scenarios, but nowadays people are already so afraid of the coming 30 years that they cannot think ahead. We live in a science fiction future already; the future of sci-fi has shrunk from the day after tomorrow to today. Yet we should think beyond science fiction and face the future in a different way. The films which comprise Wandering Through the Future often represent a worldwide apocalypse – the entire earth variously becomes frozen, a desert, flooded, contaminated by influenza, a single totalitarian state or taken over by robots. Cinema here does not think of local scenarios or the possibility that different phenomena might happen in different places and at different scales. It’s important to stress that we cannot only paralyse each other with fearful scenarios for entertainment but we should also think of possibilities and create new scenarios to be able to imagine a long term future again.

Continue reading Wandering through the future

The Week Ending 032610

Saturday October 03, 16.10.59

Well, see there. The trouble with writing weeknotes at the beginning of the week following when I was supposed to write them is that I don’t easily recall what happened in the week in which the week’s notes refer. Damnit.

Let’s see: there was a small accumulation of more suggested films from the week during SXSW. Nathan Moody of stimulant.io has had a history in film production and vfx and the films he suggested came in, but were not viewed mostly because there’s quite a rucous about and a moment to watch a movie closely was ne’er to be found. I also got Kill Bill vol. 1 legitimate mostly because of some curious horseplay with intra and extra diegetic production games — music moving in and out from the score into the dialogue and back out again and such all. I’m in an accumulation phase as pertains my explorations of genre conventions in film that move props, prototypes, dialogue, sound in and out and beyond the 4th wall and so forth. This all a way to activate some of the ideas that David A. Kirby writes about in his work on the *diegetic prototype in science fiction film. (Kirby will be visiting the studio a week from today to talk about these sorts of things..and I want to be as literate as possible.)

I also got this somewhat deceptively named add-on to the wonderfully middling and important science fiction film *Surrogates, which I will have to write more about at some point. The add-on was a book that turns out to just be a more fancy edition of graphic novel called The Surrogates Operator’s Manual. I wanted something closer to the Star Trek Star Fleet Technical Manual..but for these surrogate cyborgs. There is some curious design fiction going on in there — some product brochures and adverts from the near future. But, no operator’s manual in the more technical sense — like a service manual or warranty card or something. That would’ve been lovely. These technical manuals for things that don’t exist are another of the genre conventions that help kick speculation and provocation into high gear. Definitely another kind of prototyping — write your service manual to define the thing itself.

Speaking of Surrogates by *completely pre-ordained coincidence Mark Meadows and the lovely Amelie *happened to amble by the Friday evening with two six packs so, well — we got going on a wonderful discussion about material in Mark’s new book as well as the epic adventures on the boat, the Baja Bash and what happens when the head goes out. It was a perfect week’s end conversation and a chance to back fill on a few months of near radio silence. Mark was kind enough to drop off a draft of his book for me to poke and prod at — we’re tacking a similar course, clearly, at least as pertains the intermingling between science fiction and science fact, he with the more proto-cyborg material in particular and I think, as usual, my interest lies in the meta topic as to how fact and fiction swap properties in more general terms.

I wonder how much of Hiroshi Ishiguro’s participation in that film (he appears at the least in the opening credits, but I’ve heard word that he was a consultant on the film) would count as a science consultant in the same vein as Jack Horner in Jurassic Park and John Underkoffler in Minority Report. Perhaps Mark’s book will reveal some insights on this point.

I think that’s it for now.

Design Fiction Chronicles: The Dark Knight's Ubicomp Mobile Phone Sonar

Here’s that scene from The Dark Knight where Batman has secretly installed a surveillance system that traces the legal, moral and ethical contours iconic to ubiquitous computing networked devices of this sort. What’s going on — as explained in the short bit of dialog — is that all of the mobile phones used by all of Gotham’s citizens have been secretly connected to this rig that is able to produce sonar-like visualizations of their surroundings to such a level of resolution that one can *see and *hear everything. Batman is asking Lucius Fox / Morgan Freeman to man the rig and listen out for The Joker and direct Batman so he can capture him and end his felonious shenanigans. Lucius plays the moralist here, drawing issue to the fact that Batman would be invading people’s privacy and, moreover, misusing the system that Lucius constructed.

As pertains the Design Fiction motif, what I enjoy about this scene is how quickly it is able to center the pertinent extradiegetic debate on surveillance technologies. Whatever one feels about ubiquitously networked devices and their implications for issues such as the possibilities for over-arching surveillance, state control, and so on — this one scene and its spit of dialogue, together with a suggestive and fairly easily explained and dramatic apparatus — together all of this is able to summon forth the debate, frame its rough contours and open up a conversation. Nice stuff.

Listening Post

Parenthetically is this device shown above. Called, suggestively, Listening Post, one might be forgiven for mistaking it for a prototype of the surveillance device in The Dark Knight which it may be, or not, or may be both a *real prototype and a probe or a propmaster’s prototype for the film. Or something. In any case, it is a sculpture done by Mark Hansen and Ben Rubin. Listening Post “is an art installation that culls text fragments in real time from thousands of unrestricted Internet chat rooms, bulletin boards and other public forums. The texts are read (or sung) by a voice synthesizer, and simultaneously displayed across a suspended grid of more than two hundred small electronic screens.”

It’s quite curious and depending on what is going on in the world — lovely to listen to. When I first saw it at The Whitney in New York City it was in February of 2003 very shortly after the Columbia Space Shuttle disaster — and the tone of the snippets of chat room conversations were echoing the sentiments of that event. In a sense the device anticipates the aggregation of *chatter that comprises or can be cohered into *trends or *trending topics as the year of Twitter has made increasingly legible.

In any case, the similarity of these two devices — The Dark Knight apparatus and Hansen and Rubin’s “Listening Post” are clearly in some sort of conversation with one another, both provoking similar discussions and considerations, whether or not anyone except me is raising these points.

Why do I blog this? This is a useful example of the way a small, short scene — barely even a story — can help raise an issue to a more tangible and more legible level, making it perhaps more intriguing to grapple with abstractions like the ethics of surveillance. It provides a hook for these conversations in material form.