Design Fiction Sparking the collective imagination of the future tirsdag den 15. september 15 Status... tirsdag den 15. september 15 Merge the insight cluster 1 cluster 2 tirsdag den 15. september 15 John Heskett From “Design: A Very Short Introduction” “Design is to design a design to produce a design.” tirsdag den 15. september 15 John Heskett From “Design: A Very Short Introduction” noun (2) verb “Design is to design a design to produce a design.” noun (1) noun (3) tirsdag den 15. september 15 John Heskett From “Design: A Very Short Introduction” noun (2) verb “Design is to design a design to produce a design.” noun (1) noun (3) tirsdag den 15. september 15 Buuuuuuuuuuuuut… Design in praxis always have one important alteration “Design is to design a design to produce a design.” tirsdag den 15. september 15 Buuuuuuuuuuuuut… Design in praxis always have one important alteration “Design is to design designs to produce a design.” tirsdag den 15. september 15 The process Data tirsdag den 15. september 15 Concept The process Data tirsdag den 15. september 15 Concept The process Data tirsdag den 15. september 15 Concept Iterative, explorative, but terminal CC CG FR Pro t o t y p ing im p le me n t ! Concept Selected Further addition (FA) CG S k e tch ing FA Further reduction (FR) Re s e a rch New ones added Initial number reduced Initial number of concepts based on PDS Concept Generation PDS Front-end Design Work ...we cycle in a funnel between concept convergence and concept generation CC = Controlled Convergence CG = Concept Generation tirsdag den 15. september 15 CC CC CG CC Steve Pugh 1990 Design as translation Design seeks to generate meaning from chaos “A designer begins to act as a translator. Both visualizing ideas as they are developed and refined and also translating vague descriptions, gestures, or references to new ideas, into more actionable concrete representations that can be explored further (...) “ Jon Kolko (2011) tirsdag den 15. september 15 Design as translation Design seeks to generate meaning from chaos “ (...) The medium that a designer manipulates is human behavior and experience, and the material is the digital fabric: bits, bytes, pixel and processors. Jon Kolko (2011) tirsdag den 15. september 15 It’s a tough balance... From Buxton’s “Sketching User Experiences” (2007) “Design is compromise.” bet ween tirsdag den 15. september 15 forms functions styles problems solutions stakeholders knowledge domains The challenge qua Buxton The hard part of working with reflective design problems Getting the right design... ...and getting the design right tirsdag den 15. september 15 The challenge qua Buxton The hard part of working with reflective design problems do we solve the right problem? Getting the right design... ...and getting the design right do we solve the problem appropriately? tirsdag den 15. september 15 why is this important tirsdag den 15. september 15 Design is about products! Everything designed by humans can essentially be called a ‘product’ “By ‘product’ I mean a range of phenomena that is very broad, including information, artifacts, activities, services, and policies, as well as systems and environments” “We are focusing on how human beings relate to other human beings through the mediating influence of products.” Richard Buchanan 2011 ‘Design Research & The New Learning’ tirsdag den 15. september 15 Design is about products! Everything designed by humans can essentially be called a ‘product’ “We regard the form of a products as a synthesis of what is useful, usable, and desirable - that is, the content and structure of performance, human affordances, and product voice.” UTILITY UTILITY ‘product’ USABILITY ‘product’ DESIREABILITY USABILITY DESIREABILITY Richard Buchanan 2011 ‘Design Research & The New Learning’ tirsdag den 15. september 15 okay why are products different tirsdag den 15. september 15 Local hill climping The first idea gives us a space to explore... I got an idea! Greenberg et al 2011 tirsdag den 15. september 15 Local hill climping After some time and work we reach ‘the local maxima’ ...we iteratively climb the hill ? a e d i d o o g But is it a Greenberg et al 2011 tirsdag den 15. september 15 The problem is quite clear The local maxima is not always equal to the global (optimal) maxima Greenberg et al 2011 tirsdag den 15. september 15 ...history has a lot of examples So get ‘the right design’ before working to get ‘the design right’ tirsdag den 15. september 15 The inertia of innovation We need tools that allow us to avoid the pit fall of local hills “In terms of stifling innovation, good ideas are more dangerous than bad ones. They take hold, assume momentum, and therefore result in intertia” Buxton 2007 ...intertia must be avoided tirsdag den 15. september 15 ...and Buxton won’t shut up! Billy Boy makes a clear summary of why exploration matter “Without informed design - technology is more likely to do bad than good” Buxton 2007 tirsdag den 15. september 15 ERGO... We need a new model ...of how to explore ideas and problems outside the local hill tirsdag den 15. september 15 multiple stories? Greenberg et al 2011 tirsdag den 15. september 15 ...once upon a possible world A theoretical framework som poetics may be our beginning In order to embrace fiction as a central practice in design as well as in art and literature an alternative theory of fiction has been developed more recently within poetics. The so-called possible world theory (or possible world semantics) is based on the assumption that fictions can be properly understood as ‘possible worlds’, which can be either easy or difficult to access from our real world. Accessibility can be characterized, for instance, in terms of basic ontological laws that enable and constrain entities’ behaviour in a possible world as compared to the real world. tirsdag den 15. september 15 ...once upon a possible world A theoretical framework som poetics may be our beginning Possible world 1 Possible world 2 You and I Here and now Possible world 3 Science fictional world tirsdag den 15. september 15 ’ s d l r o w ‘ e r u Possible fut The Future is kinda messy - but it’s also ‘hand made’ tirsdag den 15. september 15 Design + fiction “A kind of halfway between fact and fiction (...) telling stories that appear real and legible (...) Offering some sort of reflection on how things are, and how they might become something else.” – JULIAN BLEEKER - near future laboratory tirsdag den 15. september 15 a formal definition exist "Design fiction is the deliberate use of diegetic prototypes to suspend disbelief about change." Bruce Sterling, 2012 tirsdag den 15. september 15 One at a time The deliberate use of diegetic prototypes? "Deliberate use" means that design fiction is something that people do with a purpose. "Diegetic" is from film and theatre studies. A movie has a story, but it also has all the commentary, scene-setting, props, sets and gizmos to support that story. Design fiction doesn't tell stories -- instead, it designs prototypes that imply a changed world. "Suspending disbelief" means that design fiction has an ethics. Design fictions are fakes of a theatrical sort, but they're not wicked frauds or hoaxes intended to rob or fool people. A design fiction is a creative act that puts the viewer into a different conceptual space -- for a while. Then it lets him go. Design fiction has an audience, not victims. Bruce Sterling, 2012 tirsdag den 15. september 15 Let me try giving it a go Design fiction uses techniques of fiction and drama to test the future, to see what future technologies or systems might work, on how they might be received and what their impact might be. It presents a series of alternative possible futures and shows which path might be preferable (or the opposite) ...that’s what this week is about tirsdag den 15. september 15 it’s all in the ‘what if ?’ tirsdag den 15. september 15 What if X condition(s) were true? What if? “A proposable good solution to a design problem, within a certain context ” Professor Jon Kolko, 2009 tirsdag den 15. september 15 ...a lot of design fiction comes from real past science fiction tirsdag den 15. september 15 tirsdag den 15. september 15 tirsdag den 15. september 15 75 years of imagining a concept tirsdag den 15. september 15 tirsdag den 15. september 15 Minority Report tirsdag den 15. september 15 tirsdag den 15. september 15 tirsdag den 15. september 15 tirsdag den 15. september 15 ...and head on to 2012 tirsdag den 15. september 15 Remember the diegesis “Filmic depictions of future technologies are actually ‘diegetic prototypes’ that demonstrate to a larger audience a technology’s need, benevolence, and viability. Diegetic prototypes have a major rhetorical advantage over true prototypes: in the diegesis these technologies exist a ‘real’ objects already implemented, which people actually use.” David A. Kirby “The Future is Now” ...stories matter a lot in terms of domesticating an idea tirsdag den 15. september 15 Props & Prototypes Think of design as prop-making for the near future. Design makes objects (non-humans) around which stories/conversations ensure, and imaginary worlds come into being. ...the same goes for the ‘immateriality of services’ tirsdag den 15. september 15 A good example tirsdag den 15. september 15 ...and it can be very rough Which lead’s us to why design fiction is also sketching tirsdag den 15. september 15 Advertise the future design fiction as diegetic informercials tirsdag den 15. september 15 75 years of imagining a concept tirsdag den 15. september 15 tirsdag den 15. september 15 it’s all in the ‘what if ?’ tirsdag den 15. september 15 ...t wo tools for today tirsdag den 15. september 15 First let’s build a concept scenario tirsdag den 15. september 15 FACT Histories Signals Lessons Necessities (example) (data) PAST FUTURE Myths Scenarios Dragons Possibilities (misconceptions) (design fiction) FICTION tirsdag den 15. september 15 Vistisen, 2013 FACT Histories Signals Lessons Necessities (example) (data) PAST FUTURE Myths Scenarios Dragons Possibilities (misconceptions) (design fiction) FICTION tirsdag den 15. september 15 Vistisen, 2013 FACT n g ag e e o t rd a h re a rs e g a n Te e h e zo o t o t it is v ir e h t g in r u d n de n t Th e zo o is h ighly de p e as on e s d n a r e h t a e w e h t on Histories Signals Lessons Necessities (example) (data) f u ll t o It h a s b e e n u n s uc c s e s gh re ach t h e g ue s t t h ro u mo bile a pp s PAST FUTURE Myths Scenarios Dragons Possibilities (misconceptions) (design fiction) FICTION tirsdag den 15. september 15 Vistisen, 2013 FACT n g ag e e o t rd a h re a rs e g a n Te e h e zo o t o t it is v ir e h t g in r u d m ite d li is o o z e h t r o f g in d Fu n in t h e ne x t five ye a rs n de n t Th e zo o is h ighly de p e as on e s d n a r e h t a e w e h t on No e c o n om ic a l ro om f s t af f h ire s Histories o r ne w Signals Lessons Necessities ue s t w il l In 2020 90% o f a ll g ga us e dig it a l me dia du r in v is it f u ll t o It h a s b e e n u n s uc c s e s gh re ach t h e g ue s t t h ro u mo bile a pp s (example) (data) PAST FUTURE Myths Scenarios Dragons Possibilities (misconceptions) (design fiction) FICTION tirsdag den 15. september 15 Vistisen, 2013 FACT n g ag e e o t rd a h re a rs e g a n Te e h e zo o t o t it is v ir e h t g in r u d m ite d li is o o z e h t r o f g in d Fu n in t h e ne x t five ye a rs n de n t Th e zo o is h ighly de p e as on e s d n a r e h t a e w e h t on No e c o n om ic a l ro om f s t af f h ire s Histories o r ne w Signals Lessons Necessities ue s t w il l In 2020 90% o f a ll g ga us e dig it a l me dia du r in v is it f u ll t o It h a s b e e n u n s uc c s e s gh re ach t h e g ue s t t h ro u mo bile a pp s (example) (data) PAST FUTURE t o v is it Te e n age rs do n’t wa n t m il ie s t h e zo o w it h t h e ir f a Myths Scenarios Dragons Possibilities (misconceptions) (design fiction) t urbs is d y g lo o n h c te l a it ig D ce of t h e ph ys ic a l e x p e r ie n t h e zo o e n a ble l il w f f a t s re o m ly n O ie n c e s mo re in v o lv ing e x p e r f o r t h e v is it o rs tirsdag den 15. september 15 FICTION Vistisen, 2013 FACT n g ag e e o t rd a h re a rs e g a n Te e h e zo o t o t it is v ir e h t g in r u d m ite d li is o o z e h t r o f g in d Fu n in t h e ne x t five ye a rs n de n t Th e zo o is h ighly de p e as on e s d n a r e h t a e w e h t on No e c o n om ic a l ro om f s t af f h ire s Histories o r ne w Signals Lessons Necessities ue s t w il l In 2020 90% o f a ll g ga us e dig it a l me dia du r in v is it f u ll t o It h a s b e e n u n s uc c s e s gh re ach t h e g ue s t t h ro u mo bile a pp s (example) (data) PAST FUTURE t o v is it Te e n age rs do n’t wa n t m il ie s t h e zo o w it h t h e ir f a c ame e b rs e g a n e te if t a h W o? re s p o n s ible f o r t h e zo Myths Scenarios Dragons lle nge Possibilities Wh at if we c o u ld ch a fle x ible t urbs is d y g lo o n h c te l a it ig D ce of t h e ph ys ic a l e x p e r ie n t h e zo o t h e f am il ie s in g ad ve n t u re - c om bin in ph ys ic a l a n d dig it a l? (misconceptions) e n a ble l il w f f a t s re o m ly n O ie n c e s mo re in v o lv ing e x p e r f o r t h e v is it o rs tirsdag den 15. september 15 (design fiction) FICTION ye r wa s la l a it ig d e h t if t a h W o us? mo re o r le s s au t o n om Vistisen, 2013 next up is you first sketch of this workshop (which is not a video sketch) tirsdag den 15. september 15 Storyboards Depict your design space as a pieces of a visual story “Scenarios keep the designer of computer systems and applications in the swamp, but by their very nature also provide scaffolding to get a view of the design situation from at bit higher up.” Carroll, 1999 tirsdag den 15. september 15 Storyboards Depict your design space as a pieces of a visual story tirsdag den 15. september 15 Storyboards Using different sketching patterns we may also add a little depth tirsdag den 15. september 15 Storyboards ...or mix it up through multiple modalities tirsdag den 15. september 15 Assignment 1) Map out your problem space in the the design fiction matrix 2) Begin to discuss ‘what if scenarios’ that could exist and how this possible world might look like from the user view point. State your ideas by actually asking ‘What if X’? 3) Sketch out a detailed storyboard putting placing this possible world into a narrative piece of design fiction 4) Try to make at least 3-5 different scenarios with different ideas tirsdag den 15. september 15 Remember the web-page! 1) You must write up your groups reflections in order to reach 80% participation 2) Aim for at least 250 words about each method (including reflections from you meeting with the clients) 3) Use the framework presented by Ramesh tirsdag den 15. september 15 Remember tomorrow! tirsdag den 15. september 15 suitedupsince1997 ...any questions? tirsdag den 15. september 15 One more thing... ...not a watch (promise!) tirsdag den 15. september 15 Animatics Taking a simple storyboard and making it into a video ...animatics tirsdag den 15. september 15 (low-fi) Animatics Taking a simple storyboard and making it into a video tirsdag den 15. september 15
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