Swiss Design Network Conference – Design Fiction Keynote

Figured

This is a notecard when I sort of figured out what I wanted to talk about at the Swiss Design Network conference held a few or four weeks ago.

I ended up with something a bit different, but I think carried on with the sentiments of these scrawled notes. The theme of design fiction continues, and what I wrote as a basis for the keynote talk and following discussions is derived a bit from the thinking that was scratched into this card. But, what I think I lost hold of was perhaps a stronger emphasis on the relationship between design, fiction and the making of knowledge — the epistemological aspects of making new things.

Tuesday November 23 08:19

Tuesday November 23 08:19

No clear way forward on that, but there are some elements yet to be explored.

In any case — I wanted to provide a link to the paper I wrote that accompanied the nicely designed conference proceedings. At the bottom of the post is a link to the PDF of my own paper submission.

I have some additional notes about the conference as well.

James Auger‘s talk was a clear description of his design/art/technology explorations that help describe why and how things/technologies become products. James is doing this from a wonderful perspective — the domestication of things, and the lineages of domestication. He provided this example — from the wolf to strange dogs dressed up like people, or with designer clothing on them. This to me is a simple, concise way of transforming the extraordinary into the ordinary, and everyday — domestication is one example of this. If you can imagine the most ferocious canine which was the great-great-great…grandfather of the variety of wierdly domesticated and kindred dogs (like the dogs people in Los Angeles carry around in their pocketbooks or in baskets) you can begin to imagine anything out of the ordinary becoming quite ordinary and even mundane. Nearly everyone can have a dog because that animal has been made normal and quotidian.

That path from extraordinary to everyday is an important process in the route to productization — making something that is almost illegible as a thing, and making it routine. James also showed the example of a computer from 1927 — and here you can imagine a complex, analog device overwhelming in its obscurity from our vantage point today — to the thing that is quite a number of homes around the world, as ordinary as you can imagine for many of us.

I found the simplicity of this point very compelling — and it is one of those conventions that I think can help in the communication and thinking-through of new ideas. Making the extraordinary ordinary. A convention of designing with fiction.

James also made the point that design fiction might be better stated as “design faction” — paraphrasing his point he said “calling it fiction you lose some of the reality of its ‘existence’ as a social object of some sort.”

Friday October 29 01:17

Saturday October 30 00:23

There were a number of other intriguing presentations — not all of which I could make as I had to decide between these and workshops which happened simultaneously. I would like to point out an intriguing talk whose paper appears in the proceedings. It is called “Spaceflight Settings as Laboratories for Critical Design” by Regina Peldszus and Hilary Dalke. (Regina and Hilary and Chris Welch also have a paper you’ll enjoy called Science Fiction Film as Design Scenario Exercise for Psychological Habitability: Production Designs 1955-2009 in which they look at the production design in Kubrick’s 2001: A Space Odyssey as a way to run through scenarios related to living in space for a long, long time.)

Overall, I enjoyed the conference and the variety of considerations about design fiction, when and where it operates were useful for my ears. It’s encouraging that design fiction could be taken up as a theme for an entire two days of an event with workshops and everything. That’s actually very encouraging. It’ll be interesting to see where and how far the idea evolves into a practice.

Design Fiction – Props And Prototypes, Swiss Design Network Conference ((PDF))
Continue reading Swiss Design Network Conference – Design Fiction Keynote

Design Fiction Workshop: Failures

Saturday October 30 05:04

I’ve been away for awhile so obviously I’m just now catching up with some notes for the events and activities of the last few weeks. One thing I want to make a note about is the fun workshop that Nicolas and I facilitated at the Swiss Design Network conference in Basel Switzerland late last month. The workshop was largely Nicolas’ organization and we took advantage of the conference theme of “Design Fiction” to consider the topic of failure in design — failure as a guide and approach and provocation together with the considerations that design fiction can offer.

Saturday October 30 02:02

Nicolas has posted the notes from the workshop

It was a relatively short workshop — a couple of hours in total. Initially I was nervous that there would be not enough guidance to allow the participants to grab onto the material enthusiastically. That proved to be wrong. After an initial presentation that went over the topic of design fiction and failures that Nicolas had prepared, we broke the approximately 30 or so participants into groups of four or five individuals. There were three assignments that we had prepared that each group was meant to conduct. After completing each assignment — which lasted from 20-25 minutes each — the group turned inward and shared some summary insights, results and conclusions. They didn’t know all the assignments ahead of time.

Saturday October 30 02:24

The first assignment was to consider where and when failure happens in design. Without a specific definition of what constitutes failure, the assignment was meant to warm things up by creating a debate and set of examples as to what failure was and when and how it occurs. From Nicolas’ notes (my notebook has escaped me temporarily):

  • #Wrong hair color, not the one that was expected
  • #Help-desk calls in which you end up being re-reroute from one person to another (and getting back to the first person you called)
  • #Nice but noisy conference bags
  • #Toilet configuration (doors, sensors, buttons, soap dispensers, hand-dryers…) in which you have to constantly re-learn everything.
  • #Super loud and difficult to configure fire alarms that people disable
  • #Electronic keys
  • #Garlic press which are impossible to clean
  • #On-line platforms to book flights for which you bought two tickets under the same name while it’s “not possible” from the company’s perspective (but it was technically feasible).
  • #Cheap lighter that burn your nose
  • #GPS systems in the woods
  • #Error messages that say “Please refer to the manual” but there is not manual
  • #Hotel WLAN not distributed anymore because hotel had to pay too many fines for illegal downloads
  • #Refrigerators that beep anxiously to indicate the door is open, but do so even when you’re busily loading groceries.

This assignment was useful to begin the thinking about failure. The goal was less about creating a definitive or definitional list and more about thinking beyond and using examples as motivators and things to think with.

Saturday October 30 02:39

The next assignment was essentially the first but to create examples that one might anticipate as a typical failure in the future — the design fiction failures. Things that could occur given that everything fails to meet our highest expectation or (as I’m particularly interested in) the highest of the hype that surrounds new designed stuff. Epic failures, or just routine annoyances were all open for consideration. How might the cloud computing promise fail in both the major disaster ways — as well as the small, wtf!? sort of ways.

Again, from Nicolas’ notes:

  • #Identity and facial surgery change, potentially leading to discrepancies in face/fingerprint-recognition,
  • #Wireless data leaking everywhere except “cold spots” for certain kind of people (very rich, very poor),
  • #Problems with space travelling
  • #Need to “subscribe” to a service as a new person because of some database problem
  • #People who live prior to the Cloud Computing era who have no electronic footprint (VISA, digital identity) and have troubles moving from one country to another,
  • #3D printers accidents: way too many objects in people’s home, the size of the printed objects has be badly tuned and it’s way too big, monster printed after a kid connected a 3D printer to his dreams, …
  • #Textiles which suppress bad smells also lead to removal of pheromones and it affects sexual desire (no more laundry but no baby either)…
  • #Shared electrical infrastructure in which people can download/upload energy but no one ever agreed on the terms and conditions… which lead to a collapse of this infrastructure
  • #Clothes and wearable computing can be hacked so you must now fly naked (and your luggage take a different flight)

I was particularly taken by the 3D printer example. There’s of course lots of excitement about the possibilities of 3D printers in the home so that everyone makes their own stuff that they need. But, making stuff is hard and inevitably open to all kinds of crazy failures such as described here. Also — what do people do with the materials when they mess something up? How is the plastic (or whatever it ends up becoming — maybe noxious nasty stuff) get recycled? Will there have to evolve an entire system of rematerializing the goop? What about the equivalent of the print failures we often experience where one document ends up printing one letter per page, after page after page and we don’t notice until fifty sheets of paper have been used? Or when we scale something wrongly and the machine blindly goes ahead and prints something at 3 meters when we meant 3 millimeters? All these sorts of things will happen — can we use these insights to help make decisions about what and how to design? Can we start to communicate these failures as a way to design not with the expectation that the world is perfect — but that the results of designs have chinks and kinks in them?

Saturday October 30 02:39

The final activity was to think about possible taxonomies for designed failures — what are the types and kinds of failures as we’ve discussed them in the previous two assignments?

  1. #Short sightedness/not seeing the big pictures
  2. #Failures and problems that we only realize ex-post/unexpected side-effects
  3. #Excluding design
  4. #Bad optimization
  5. #Unnoticed failures
  6. #Miniaturization that doesn’t serve its purpose
  7. #Cultural failures: what can be a success in one country/culture can be a failure in another
  8. #Delayed failures (feedback is to slow)
  9. #When machines do not understand user’s intentions/technology versus human perception/bad assumptions about people (”Life has more loops than the system is able to understand”)
  10. #Individual/Group failure (system that does not respond to individuals, only to the group)
  11. #System-based failures versus failures caused by humans/context
  12. #Natural failures: leaves falling from trees considered as a problem… although it’s definitely the standard course of action for trees)
  13. #Good failures: Failure need interpretation, perhaps there’s no failure… alternative uses, misuses
  14. #Inspiring failures
  15. #Harmless failures

Why do I blog this? Well — just mostly to get some notes from the workshop up to share. I’m learning quite a bit from Nicolas on the failures theme, and perhaps its a way to answer a question that Chairman Bruce has lofted — now that we “get” the idea of design fiction and it seems to be inspirational for folks and useful in that regard — witness the theme of the Swiss Design Network conference this year. But..okay. We get it. Now what? How does the idea of design fiction either operationalize or become part of specific sorts of design practices in some informal or formal ways? It’s happening of course — all over the place and not because of this idea of design fiction itself, either how I’ve discussed it over the last 18 months or so, or how it’s been described and enacted by many people and agents. It’s not just about science fiction of course — and this was the topic of a paper at the conference that I may have the energy to describe in an upcoming post. But it is useful in very direct ways with the activities and goals of design generally speaking, that much is clear.

Weeksendings 07302010 and 08062010

Friday July 23 12:01

Sketching in Hardware 2010

I can sum the last two weeks up briefly and, again — for my own record keeping. Nothing useful here, likely at all.

The week that ended on 08062010 had a couple of days off during which time I stayed here in LA and the super fun opportunity to photograph the X Games, ESPN’s blitz of extremely nutso sports.

The weekend before was the ThingM produced “Sketching in Hardware” event for 2010. It was held appropriately at the retro-future “Encounter” restaurant smack-dab in the middle of LAX. I presented a brief and generalized thoughts on the Design Fiction business. In the midst of it, I realized that this was an appropriate continuation of the previous three presentations at Sketching I had done. There was this theme of how making things is a way of answering questions, but pushing those questions beyond the pragmatic sort of prototyping — asking “wouldn’t it be cool if..?” and then answering that question by making something. I think this is a different approach from the more engineering-style prototyping which asks “I wonder if this put together with these other things will work?” The difference I was thinking about is that the former is closer to story, whereas the latter is more instrumental and less speculative. Or something.

I spent the weekend *trying to finish the 5000 words I was asked to put together for a keynote at this Swiss Design Network conference this fall. I think it sounds repetitive. I’m trying to find a way to write about design fiction genre conventions or, as Tim Dufree put it during the opening ceremonies for the Art Center’s “Made Up” summer studios “the lanugage of design fiction.”

Enterprise from Foam

Found during the studio pack-up! I think Andrew made this to test the new CNC tool-pathing procedures that were made infinitely easier with the Nikolaj’s hard work.

We packed up the studio so all our *stuff that had been hiding and unnecessarily accumulating so it could be moved aside for new furniture which was generally grumbled about before it even was installed for a variety of reasons, mostly having to do with the inertia that settles around what you think is best for you because it’s already there and works fine. I straddled the line and, if I’m honest with myself, used the opportunity to grumble only because I felt grumbly. Now that the new stuff has been in for a week, it’s an awesomely refreshing change. No over head storage (grumble..sour looks..) means more light (aaaaAAAAH..unicorn-y twinkle noises..) and I can actually see across the entire studio (hip-hip-hooray! my other studio mates!).

Last week was mostly a week of trying to design UIs back and forth from UI principles. It’s hard work, as in bailing hay hard work and by that I mean I feel this delicate balance between knowing what’s right and hearing in my head the voices of people who might be, like..that? It’s all wrong. Where’s the Augmented Reality Door Knob we’re meant to have attached to the side?

*shrug*

I looked over the original Drift Deck notes and spreadsheets — I need, need, need to write up another 20 or so cards to bring the deck for the digital edition up to 52. No big deal — it just needs to get done.

I got some new Laboratory work gear to make for some of our associates for putting in work on the Laboratory’s projects.

The Choreographed City - Mona Breede

Wonderful book of photography by Mona Breede, also found (never lost, just made apparent from beneath the overwhelming piles of stuff and shelves of books.)

Why do I blog this? I missed the week before, so I’m catching up. And I find it extraordinarily useful to have this running log of what I’ve been doing, when and with whom.
Continue reading Weeksendings 07302010 and 08062010