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.

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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.
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Design Fiction @ Design Engaged 2008

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Design Engaged 2008 winds down with a series of quite enjoyable “wrap-up” presentations from some real-world adventures amongst four groups who went out into the field yesterday after the last of the presentations on Saturday. Thanks to everyone and especially Andrew, Boris, Mouna, and Jenn for their hard work and especially for the invitation! Now we wait for Ben’s wrap-up presentation with some discussion.

In the meantime, I’ll quickly post the slides from my really, really early-days presentation called “Design Fiction” where I look at various kinds of prototyping as kinds of prop-making whereby objects are speculations and “conversation pieces” helping to craft and author stories about what the world could be like. This work reaches back to my dissertation, or a chapter of it, where I investigate the role that special-effects play, particularly in sci-fi film, in heping create a convincing story. It goes deeper though — there’s a precedent for film props to be quite slippery in their cultural power, with the props serving as conduits between the “laboratory” and the “set” as locales of meaning-making.

Design is a kind of authoring practice (but different in important ways that have yet to be worked out in my mind from writing words on paper — writing is not the same as what design does when working with material, and the histories and specifics of the practices are quite distinct), crafting material visions of different kinds of possible worlds. Design’s various ways of articulating ideas in material to create social objects and experiences can be seen as a kind of practice close to writing fiction. This is a presentation about the relationship between design, science fiction and the material elements that help tell visual stories about the future — props and special effects. The questions here are this: How does design participate in shaping possible near future worlds? How does the integration of story telling, technology, art and design provide opportunities to re-imagine how the world may be in the future?

What are the ways we imagine and represent the near future? How can we use design and designed artifacts of various sorts to shift our representations of the future to encompass multiple futures? How can design become the prop-making craft for hopefully more habitable, sustainable near-future worlds?

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