The Future is a Mod

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From 101 Things I Learned in Architecture School. In the epoch of the $23 paperback and self-help books disguised as design and camouflaged by Bruce Mau’s palid wisdom, this is the best $9 you’ll ever spend. EVER.

Friday January 01 16:38

A mod.

<a href="http://twitter.com/bruces/status/24029892488"?@bruces pointed out this curious paper called Modifiable Futures: Science Fiction at the Bench from Colin Milburn, who sits in the Program in Science and Technology Studies that our old UCSC History of Consciousness school chumJoe Dumit heads. The paper takes a go at describing the entangled, multivalent, contentious and complex relationship between science, fact, fiction and the future. The interplay between all of these — and throw in fan cultures, society at large, politics, money, power, knowledge and authority..heck, lets just say “technoscience” and be done with the litanies — is a tricky thing to describe and always seems to make people hot under the collar lest capital-s Science feel it looses its authority as the canonical, go-to guy for where knowledge about the world comes from.

What Milburn might say — what many who appreciate the fun to be found in the rich layer cake of knowledge production — is that the interplay between fiction and fact is actually a good thing. He would say that the assumption that scientist, their ideas and their divinations in the form of science facts about the natural world is not only wrong, but it does a disservice by discounting the productive contributions that other idea-generating mechanisms can bring to the game of knowledge-production. And for Milburn, curiously — games provides a fruitful framework for his way of describing the interplay between science fact and science fiction. He uses the game “mod” — or modification — as a metaphor for the way that science fact and science fiction produce knowledge and materialize ideas.

“In many ways, the day-to-day activities of laboratory science resemble some of these fan practices: sampling from and building on the work of others, taking what was successful in one experiment and applying it elsewhere, proceeding through imitation, eclectic opportunism, bricolage, and so forth. So with such fan practices in mind, I would like to suggest that our understanding of how science fiction works at the bench would be greatly improved by seeing scientists as cultural consumers like any culture consumers, perhaps even in some cases as science fiction fans like any science fiction fans, but having at their disposal the tools and the resources for making science fiction and other cultural materials actually usable for science — and vice versa.”

CirculationModel

A rough circulation model for the movement and influence of ideas between and amongst science fact and science fiction in entertainment. From A Survey of Human-Computer Interaction Design in Science Fiction Movies by Schmitz, Endres and Butz.

This is an intriguing perspective for its simplicity, which is good. The simplicity should be contrasted with the oftentimes baroque offerings of explanation delivered by critical theory (and worse..philosophy) when brought to bear on the world of science, or epistemology of science. By drawing from more contemporary ideas about fan culture and then saying — hey..scientists can be science fiction fans, too, Milburn is stating what would seem obvious. (Obvious, but breeching the perimeter of scientists’ secret lair can be dangerous — cf the “Science Wars
” — and “The Science Wars” that waged in the 90’s amongst about 300 people..it got down-right nasty! Seriously..you could write a movie script from the back-biting, the misrepresentations, the gaffs and punk’ngs — the whole FBI thing interviewing historians of science at their annual conference about the where-for of the Unabomer? But..only 300 people would go see the movie..still, exciting for a clutch of Ph.D.s.)

*Anyway.

Milburn is stating that scientists should not be exempt from fandom and the larger influences of the ideas that are heavily circulated in various forms of science fiction cultures, entertainment even as they are distilled and decanted through various means that themselves may not be categorized as “science fiction.” It’s not like they ignore their imaginations, which might have caught wind of — or even been inspired by — say..Star Wars or Minority Report or Raumpatrouille Orion or Space 1999.

Milburn then goes on to say that the idea of the “mod” — the modification like the game mod, or the music mash-up, “fanfic” style grassroot storytelling that responds to the desires of fans and so on — all of these *ways of circulating and generating new music/stories/conversations should perhaps suggest that the same can happen with science when fact and fiction engage each other. Milburn describes three kinds of mods for science fiction that make it fruitfully usable by technoscience (in other words — he’s not dissing science but rather seems to be suggesting that science fact becomes better for being able to push itself beyond its own institutional limits by engaging science fiction productively): blueprint mods, supplementary mods and speculative mods.

Blueprint mods translate a specific, discrete element of science fiction and attempt to materialize it as a technical reality. The relevant example he gives is of Linden Labs using Neal Stephenson’s Snow Crash as a model for their Second Life as described in the book Making Virtual Worlds: Linden Lab and Second Life. The blueprint mod goes beyond using the science fiction as an influence or inspiration — it wants to make something that is quite specific in the text, “extrapolating and inventing a distinct technical dimension..disregarding any necessary integrity or organicity of the fiction.” Milburn mentions the seemingly endless fascination of this form of “mod” with entire book series and Wiki pages devoted to “The Science of..” show/movie/book.

Supplementary mods attempt to approximate a science fiction concept. This means that what sounds cool but is taken to be technically impossible will be worked on to create a scientifically viable alternative. There has been work on invisibility shields that fall into this category of supplementary mods. For example, this invisibility cloak that is evocative of the cloak that P.K. Dick’s Agent Fred wears in A Scanner Darkly. I saw this device at Ars Electronica in 2008 — it is definitely an approximation but tips into this sort of supplementary mod. It seems to say — this is a very cool idea. We know it is technically intractable, but we’re going to push forward anyway with this project that begins to activate the imagination and inspire further modding.

Speculative mods is where science fiction is used in science writing and technical papers as a way of describing possible futures and the extrapolation of today into tomorrow. This is a form I find quite often — the “it’s like the ray gun in Lost In Space” sort of thing. Milburn acknowledges that that historians and cultural theorists of technoscience appreciate how science speculation, “forecasting”, futurological narratives, road mapping and so on play a role as “scripts” in the laboratory and R&D agendas. But, he says —

“..we have yet fully to take on the manifold ways these practices interrelate with the predominant mode of speculative narration in the modern era — namely, science fiction. Its generic traces can often be discerned where scientific probabilities or expectations for the future are rendered as discourse, as a now quotidian way of speaking about the consequences of scientific or technological change: the everydayness in postindustrial societies of what..has been called ‘science fiction thinking’..”

Why do I blog this? This is a great short essay that captures some of the themes of the design fiction conversations that are swirling about here and there. There’s some useful reinforcement of things that David A. Kirby has described as the “diegetic prototype” — which I think is kin to Milburn’s idea of the mod, insofar as it allows for the circulation of ideas and does not explicitly prioritize either fact or fiction.

What I find interesting is the use of the idea of the mod — a form of circulating and layering cultural forms to create something that builds upon some underlying stories and characters and worlds that are ostensibly fiction to make something material and tangible that is ostensibly fact. And then when you understand the rich ways in which ideas blur together and you stop prioritizing the fact/fiction binary — you begin to see new possibilities for imagining and creating and materializing ideas that avoids those silly cat fights over who done what first or who was the originator or an idea.
Continue reading The Future is a Mod

Construction of Things

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What was sticking in my mind, and has been recently, and especially after dinner conversation and the lecture which was on Design Fiction with an emphasis on the relationship between props, prototypes, and the normalization/everyday-making of provocative ideas.

A few notes on this point, as reading notes from Latour’s *Reassembling the Social*

Making normal and everyday serves a purpose, I am thinking, in design and in the communication of design ideas.

1. As to the point that it serves the purpose of design, I mean that it brings it into the realm of the familiar, putting something or an experience or a moment into the world and making the engagement *exist* as if it needs no explanation — it is here, and perhaps even it is the case that it is near-obsolete so we can tell a story about its entire life. We defetishize newness and glamour, retreating to the mode of familiar, reliable blandness, as most things go that have lived a full life in the world. If something has not become everyday, chinked on a corner, or experiencing a glitch, or booting a little slowly this time, or making an aged complaint, it has not had a good, long life in the world ((discounting a normative assessment as to what is *good*, or the point that perhaps “it” is new and just crappy and poorly made.)) Which basically suggests it was here for one failed Christmas push and then dropped off the edge of the Earth. Or has just become a cherished relic, or is simply old and worn, but still precious and useful.

2. In the communication, making something everyday is meant to suggest that it has become part of life — perhaps not everywhere, which is not always the goal, nor is ubiquity. But, ‘part of life’ suggests that it’s a good idea and the effect is to communicate as much as this — that it could have been here, around and with us. The communication normalizes the thing to the point of routine blandness. Whether this happens by association or more directly is significant. In the communication, don’t have people smiling with glee when operating/experiencing/discussing the thing, and don’t explain what is going on as if the communication is a features-and-functions list. Didactic and apologetic explanations are a poor substitute for a well-designed thing that expresses itself through a story or fits into everyday life without a list of “whys” or “whats.” Cinematically speaking — *show it, don’t tell it.* Let the communication describe if it needs to — but don’t explain. If you still need to explain something, you need to *explain* in the material — go back and iterate the design. The explanation should be the product of the design, not a way of substituting for an opaque object — the materialization of your ideas in the object/thing/service/widget should effervesce from the communication.

Dump of Crap

Once cool stuff

3. Rather than the design tactic of spectacle-making, what about making things normal so that designs move into their place in the world, perhaps even moved off to the utility drawer of the world to become either quaint or so routine and everyday that they are taken for granted. Like a AA battery. No one every made much of a spectacle of those things, except maybe Madison Avenue, once, together with a phalanx of Rabbit troubadours.

4. I am wondering about implementations and ideas that are two-way props/prototypes. A design tactic that is encouraged to go into the future by materializing new ‘near future worlds’ and then come back into the past, as in an archeological unearthing and investigation and un-constructing of what is around us today. On the one hand, forward-into-the-future design creating new worlds that are hopefully better than the ones we have today. On the other hand, taking what we have today and describing it in the way of sociology-of-associations, anthropology, science studies, &c. Dig something up that once existed and tell its story — or mis-tell it for the purpose of showing how a thing can be re-inscribed with unexpected contexts so as to remind us how significant the interaction and the experience is in making the object meaningful.

So..what? Why this strategy for design and communicating a speculation, or an idea, or something future-fictional?

**To help imagine what things will become and to defetishize the things that are normally elevated beyond themselves — like when new gadgets are oogled and ahhhhgle’d and beyond what they deserve because, ultimately, at some point, it all becomes crap that’s thrown out anyway. (The Near Future Laboratory Defetishization Bureau recently issued a Fatwah on all ‘unpacking’ blog posts and descriptions.)**

In plain English, to say something is constructed means it’s not a mystery that has popped out of nowhere, or that it has a more humble but also more visible and more interesting origin. Usually the great advantage of visiting construction sites is that they offer an ideal vantage point to witness the connections between humans and non-humans. Once visitors have their feet deep in the mud, they are easily struck by the spectacle of all the participants working hard at the time of their most radical metamorphosis. This is not only true of science but of all the other construction sites, the most obvious being those that are at the source of the metaphor, namely houses and buildings fabricated by architects, masons, city planners, real estate agents, and homeowners. The same is true of artistic practice. The ‘making of’ any enterprise — films, skyscrapers, facts, political meetings, initiation rituals, haute couture, cooking — offers a view that is sufficiently different from the official one. Not only does it lead you backstage and introduce you to the skills and knacks of practitioners, it also provides a rare glimpse of what it is for a thing to emerge out of inexistence by adding to any existing entity its time dimension. Even more important, when you are guided to any construction site you are experiencing the troubling and exhilarating feeling that things could be different, or at least that they could still fail — a feeling never so deep when faced with the final product, no matter how beautiful or impressive it may be.

Latour, Reassembling the Social [p88-89]

Also, consider failure and its opportunities. Cf. Nicolas Nova on failures. Failures are situations that reflect on the assembly of things — err – their disassembly or their accidental destruction in a perhaps inglorious fashion.

But still — why do we want to see the made-ness of things this way? Is there more to be seen below the surface that reveals..what? The possibility of reconnecting things in other ways? That reveals the contingency of the construction — who was involved? What they did? Where the principles and sensibilities and politics of the thing are? Why was this fastener chosen over another possible one? To make it more secure and stable? Or to make the BOM cheaper and more likely to fly apart when dropped? Can you point to a part and say something about the principles of the design?

One insight from Latour that reflects on the importance of revealing the in-progress, in-construction aspect of things — things disassembled, or in exploded-view. These sorts of indicators of construction, constitution, assembly suggest a made-thing — which we always know if pressed that everything must be. Showing the components in-assembly or in-explosion suggests to us that this could have been done differently.

Why is this important?

Momentary Visibility Ways of bringing the associations amongst things into view. “Social” is a fluid visible only when new associations are being made..a brief flash which may occur everywhere like a sudden change of phase.

Why make the social visible?

Develop and execute — is this the preferred pattern of constructing things? No? Rather, might a more considered approach that learns lessons all the way down be design as perpetual iteration?

A list of situations where an object’s activity is made easily visible

Fortunately, it is possible to multiply the occasions where this momentary visibility is enhanced enough to generate good accounts. Much of ANT scholars’ fieldwork has been devoted to trigger these occasions..

1. Study innovations in the artisan’s workshop, the engineer’s design department, the scientist’s laboratory, the marketer’s trial panels, the user’s home, and the many socio-technical controversies.

2. Second, even the most routine, traditional, and silent implements stop being taken for granted when they are approached by users rendered ignorant and clumsy by distance — distance in time as in archaeology, distance in space as in ethnology, distance in skills as in learning.

3. The third type of occasion is that offered by accidents, breakdowns, and strikes: all of a sudden, completely silent intermediaries become full-blown mediators, even objects, which a minute before appeared fully automatic, autonomous, and devoid of human agents, are now made of crowds of frantically moving humans with heavy equipment.

4. Fourth, when objects have receded into the background for good, it is always possible — but more difficult — to bring them back to light by using archives, documents, memoirs, museum collections, etc., to artificially produce, through historians’ accounts, *the state of crisis in which machines, devices, and implements were born.*

5. Finally, when everything else has failed, the resource of fiction can bring — the the use of counterfactual history, thought experiments, and ‘scientification’ — the solid objects of today into the fluid states were their connections with humans may make sense. Here again, sociologists have a lot to learn from artists.

Latour, Reassembling the Social [p.80-82]

What is relevant here – possible tactics for design, assuming something has been made, without making it, and back-tracing the ‘controversies’ of its assembly. Assume you have only fragments of ‘what the thing was’ or ‘what the thing will have been’ and unpack it as an investigator/sociologist-of-associations/anthropologist/archeologist-of-associations; track back through the associations and construct what it might have been.

However, we worry that by sticking to descriptions there may be something missing, since we have not ‘added to it’ something else that is often called an ‘explanation’. And yet the opposition between description and explanation is another of these false dichotomies that should be put to rest — especially when it is ‘social explanations’ that are to be wheeled out of their retirement home. Either the networks that make possible a state of affairs are fully deployed — and then adding an explanation will be superfluous — or we ‘add an explanation’ stating that some other actor or factor should be taken into account, so that it is the description that should be extended one step further. *If a description remains in need of an explanation, it means that it is a bad description.*…As soon as a site is placed ‘into a framework’, everything becomes rational much too fast and explanations beging to flow much too freely. The danger is all the greater because this is the moment most often chosen by critical sociology, always lurking in the background, to take over social explanations and replace the objects to be accounted for with irrelevant, all-purpose ‘social forces’ actors that are too dumb to see or can’t stand to be revealed. Much like ‘safe sex’, sticking to descriptions protects against the transmission of explanations.

Latour, Reassembling the Social [p. 137]

So..what? Why do I blog this?
Is there anything about the sociology-of-associations and Actor-Network Theory that can become a part of a design practice that does more than incremental innovation? Or, what does the sociology-of-associations and ANT have to say about design practice? Why might it? Because ANT concerns itself with the making of things — or, also, the un-making to implicate practice in the creation of stabilized systems. Here, at the Laboratory, we are makers of systems that stabilize and cannot see how it would not be beneficial to understand how these systems stabilize — or at least to have an articulate point of view on how an idea hatched in California plops off the end of an assembly line 15 times a minute, 11 months later, and then get buried in the ground 24 months after that. And, if you understand — or have one or two of many possible articulate points-of-view on this — you have a better grasp on how to do this better, or perhaps how to decide in particular situations how not to do this, or how to design differently so that we don’t drown in things coming off of assembly lines 15 times a minute..only to end up filling land 24 months after that.

Design Fiction / Science Fiction

Spied about while meeting-and-greeting Helsinki colleagues at Nokia House, some materials that I couldn’t help but recognize in the context of the early morning writing I’ve been trying to do, refining the last three presentations I’ve given last month on “Design Fiction.”

There’s a curious practice here that I don’t think is entirely new, but there are some exciting directions from whence the idea has circulated, drawing me back to the relationship between the science of fact and the science of fiction, and then to the old science-technology-studies principles, and Latour, who taught me to not have anything to do with clearly delineated boundaries between much of anything, particularly any kind of science. This is where it starts.

I can imagine a practice that can comfortably work in between and even be comfortable swapping properties between fact and fiction for the purposes of telling a story that is a materialization of an idea, or one’s imagination. It’s like science fiction made real, without the weight and burden of the whole truth.

Why science fiction? Because it’s a literary genre that can comfortably stretch the now out toward a possible near future world better than other ways of story telling. (I’m perfectly happy to accept that there are others — the symmetry though between the hubris of science fact and the imaginative whimsy of science fiction is too hard to resist.) That practice is some derivation of design probably.

Why design? Because so far it seems to be less inclined to be as disciplined as the other practices I’ve tried, it has a vocabulary that includes the word “people”, it can work with vernacular, everyday, even mundane practices quite well, it implies working with one’s hands and head and even risking a nicked finger, etc.

While a restless graduate student at the University of Washington I worked at a place called the Human Interface Technology Lab, or HITLab. The lab was working quite hard on virtual reality (VR), another (again) of a kind of immersive, 3D environment that, today, one might experience as something like Second Life. The technology had a basic instrumental archetype canonized in a pair of $250,000 machines (one for each eyeball) called, appropriately, the RealityEngine. With video head mount that looked like a scuba-mask, one could experience a kind of digital virtual world environment that was exciting for what it suggested for the future, but very rough and sparse in its execution. As I was new to the new HITLab (still in temporary trailers on a muddly slope by the campus’ steam plant), I went through the informal socialization rituals of acquainting myself to the other members of the team — and to the idioms by which the lab shared its collective imaginary about what exactly was going on here, and what was VR. Anything that touches the word “reality” needs some pretty fleet-footed references to help describe what’s going on, and a good set of anchor points so one can do the indexical language trick of “it’s like that thing in..” For the HITLab, the closest we got to a shared technical manual was William Gibson’s
“Neuromancer” which I was encouraged to read closely before I got too far involved and risked the chance of being left out of the conversations that equated what we were making with Gibson’s “Cyberspace Deck”, amongst other science fiction props. I mean — that’s what we said. There was no irony. It was the reference point. I’m serious. I mean..this is from a paper that Randy Walser from Autodesk wrote at the time:

In William Gibson’s stories starting with Neuromancer, people use an instrument called a “deck” to “jack” into cyberspace. The instrument that Gibson describes is small enough to fit in a drawer, and directly stimulates the human nervous system. While Gibson’s vision is beyond the reach of today’s technology, it is nonetheless possible, today, to achieve many of the effects to which Gibson alludes. A number of companies and organizations are actively developing the essential elements of a cyberspace deck (though not everyone has adopted the term “deck”). These groups include NASA, University of North Carolina, University of Washington, Artificial Reality Corp., VPL Research, and Autodesk, along with numerous others who are starting new R&D programs.

(PDF: http://tr.im/zoj)

There’s nothing wrong with this — it’s all good stuff. It’s a way of creating that shared imaginary that knits the social formations together. Latour would remind us that this is the socialization practices — this is an instance of the “how” and the “why” of technology. Technology is precisely the socialization of ideas.

It’s refreshing when you come across some good fiction — science or otherwise — positioned to be read, referred back to or just as a kind of badge to mark the contours of that shape and influence. Nothing literal — just literary, the edges of design fiction practices.
Continue reading Design Fiction / Science Fiction