design

Design fiction, "anticipatory ethnography" and "ethnographies of the possible"

My interest in design fiction has always been related to my ethnographic practice (see for instance this piece about it) which is why I find it interesting to run into these two notions :

"Ethnographies of the possible", coined by Joachim Halse (2013):

"are a way of materializing ideas, concerns and speculations through committed ethnographic attention to the people potentially affected by them. It is about crafting accounts that link the imagination to its material forms. And it is about creating artifacts that allow participants to revitalize their pasts, reflect upon the present, and extrapolate into possible futures. These ambitions lie at the borderland between design and anthropology. For designers involved in this type of process, it is a new challenge to craft not beautiful and convincing artifacts, but evocative and open-ended materials for further experimentation in collaboration with non-designers. For anthropologists, it is a new challenge to creatively set the scene for a distorted here and now with a particular direction as a first, but important step toward exploring particular imaginative horizons in concrete ways."

Halse, J. (2013). "Ethnographies of the possible", in Gunn, W., Otto, T. & Smith, R.C. (eds). Design Anthropology: Theory and Practice, Bloomsbury, pp. 180-196.

"Anticipatory ethnography", proposed by Lindley and Sharma:

"Anticipatory ethnography suggests that the properties of the traditional inputs to design ethnography (situated observations) are analogous with the ‘value adding’ element of design fictions (diegetic prototypes). [...] Assuming that these suppositions are correct, then we can infer that combining the exploratory and temporally independent techniques of design fiction, may allow design ethnography to glimpse the future. Conversely, design ethnography’s established tools for sense making and analysis can be applied to explorations in design fiction. Can anticipatory ethnography lend speculative, the gravitas of hindsight?"

Lindley, J. & Sharma, D. (2014). An Ethnography of the Future. Paper presented at ‘Strangers in Strange Lands’ – An anthropology and science fiction symposium hosted by the University of Kent, Canterbury.

Why do I blog this? These definitions echo with my own research interests. More specifically, a project like Curious Rituals is based on a dual movement : a field research phase that aimed at designing a fictional representation of everyday gestures with digital technologies. To some extent, it is close to the two concepts defined above... and I see design fiction as a sort of "downstream user research" approach to test scenarios about the future... for instance by running focus groups with users and project stakeholders, generating a debate about pieces of technologies by taking concrete instances/scenarios (videos, catalogues, user manuals, etc.).

These definition also reminded me of Laura Forlano's text on Ethnography Matters. Called "Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?", it dealt with similar issues and ended up with this insightful remark:

"As ethnographers, it is not enough to describe social reality, to end a project when the last transcripts and field notes have been analyzed and written up. We must find new ways to engage and collaborate with our subjects (both human and nonhuman). We need better ways of turning our descriptive, analytical accounts into those that are prescriptive, and which have greater import in society and policy. We may do this by inhabiting narratives, generating artifacts to think with and engaging more explicitly with the people formerly known as our “informants” as well as with the public at large."

"a Pop-Up Sensor Nail Salon"

"The Future of Wearable Services: A Proposal for a Pop-Up Sensor Nail Salon" is an intriguing design studio project conducted by Kristina Ortega at Art Center College of Design in Pasadena, in the Media Design Practices program. It addresses the adoption of wearables, which shouldn't rely on a "one size fits all" approach as "context and specificity matter". Such starting point led the team to focus on nail art and how to embed sensors into layers of a gel manicure.

Useless Wearables (Photo: Kristina Ortega)

Useless Wearables (Photo: Kristina Ortega)

The website described the process they adopted:

For the first part of the lab we designed wearables with the idea that they would be "useless". This was our first version of our nail service, which we called "ritual nail". We experimented with form, 3D printing cats with LEDs embedded in them and embedding a nano pixel into the nail. [...] After our first round of making we decided to take a research trip to a nail art salon. While we were there we were fascinated by the process and negotiation that took place between the technician and the client. We really discovered the place of the service in the process. What would technicians look like in a electronically embedded salon service? The process of making prototypes, some with "sensor extensions" others made extremely brittle from the z corp 3D plaster printer. [...] We tested out five sensored options during a workshop/ user test [...] After user testing our early prototypes we decided that our project wasn't so much about the electronics embedded into nails, but more about the new services that will grow out of the need for wearables that can be specific and customizable. The new question is: who are the technicians in a new electronic fully customizable salon? We stopped looking for a solution and started looking for scenarios.

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Why do I blog this? The topic (wearables) and the way it's addressed via nail art is interesting. I take the project as a relevant counterpart to lots of boring-and-utilitarian products or prototypes. Plus, the design process (with the useless-to-useful move) is curious, and somehow typical as an assignment.

 

 

"Pop-up studio" manual

Studio D Radiodurans – Jan Chipchase's new boutique – just released an intriguing booklet called "Pop-up Studio: Designing The Design Experience".  It's basically a 43-pages guide that describes "how to run a pop-up studio, when and why it is appropriate, the trade-offs that need to be understood".

Popupstudio

 

Based on various examples coming from Jan and his current/former colleagues, it's full of insightful material for design researchers, field explorers and people interested in product/service/strategy development. The set of tools and the approach explained in this book are meant to show how to manage "rapid immersion" into new cultural forms, people's practices and use that material to surface new ideas and designs. Lots of details are provided about how to do that and what it means practically (studio duration, use of space, budgets, check-lists, ...). It seems like a great companion to the upcoming "the field study handbook".

Why do I blog this? Definitely because I'm interested in others' methods, guidelines, recommendations and informed opinions. It's always good to take them as inspiration and cases to create one's approach. Plus it's related with a current project that aims at describing how designers repurposed ethnography in their own work context (book to be released in few months).

Design fiction: a bibliography

Some resources about design fiction I'm use to share with students. Note that the term itself is polysemic and covers different perceptions about its meaning.

Auger, J. (2011). Alternative Presents and Speculative Futures: Designing fictions through the extrapolation and evasion of product lineages., Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.

Auger, J. (2013). Speculative design: crafting the speculation, Digit. Creat., vol. 24, no. 1, pp. 11--35, 2013.

Bassett, C., Steinmuller, E. & Voss, G. (2013). Better Made Up: The Mutual Influence of Science fiction and Innovation”, Nesta Working Paper 13/07.

Bleecker, J. (2009). Design fiction: A short essay on design, science, fact and fiction, Near Future Laboratory, Los Angeles, CA,

Bleecker, (2011). Design Fiction: From Props To Prototypes, Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.

Bleecker, J. & Nova, N., (2009). A synchronicity: Design Fictions for Asynchronous Urban Computing. The Architectural League of New York, New York, NY.

Candy, S. (2010).  The futures of everyday life: politics and the design of experiential scenarios, PhD thesis. The University of Hawai.

DiSalvo, Carl. (2012). Spectacles and Tropes: Speculative Design and Contemporary Food Cultures. The Fibreculture Journal(20).

Dunne, A. & Raby, F. (2011). Design noir: The Secret Life of Electronic Objects. Basel: Birkhäuser, 2001.

Dunne, A. & Raby, F. (2014). Speculative Everything: design, fiction and social dreaming. MIT Press.

Forlano, L. (2013). Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?, Ethnography Matters.

Franke, B. (2011). Design Fiction is Not Necessarily About the Future, Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.

Galloway, A. (2013). Towards Fantastic Ethnography and Speculative Design, Ethnography Matters.

Grand, S. & Wiedmer, M. (2010). Design Fiction: A Method Toolbox for Design Research in a Complex World, DRS, 2010.

Hales, D. (2013). Design fictions an introduction and provisional taxonomy, Digital Creativity, 24:1, 1-10

Jain, A., Ardern, J. & Pickard, J. (2012). Design Futurescaping, Journal of Futures Studies. 

Johnson, B.D. (2009). “Science Fiction Prototypes Or: How I Learned to Stop Worrying about the Future and Love Science Fiction”, in Intelligent Environments 2009 – Proceedings of the 5th International Conference on Intelligent Environments, Callaghan, V., Kameas, A., Reyes, A., Royo, D., Weber, M. (Eds.), IOS Press, Barcelona pp. 3-8.

Johnson, B.D. (2011). “Love and God and Robots: The Science Behind the Science Fiction Prototype “Machinery of Love and Grace””, in Workshop Proceedings of the 7th International Conference on Intelligent Environments Augusto, J. C., Aghajan, V., Callaghan, V., Cook, D. J., O’Donoghue, J., Egerton, S., Gardner, M., Johnson, B. D., Kovalchuk, Y., López-Cózar, R., Mikulecký, P., Ng, J. W. P., Poppe, R., Wang, M. J., Zamudio, V. (Eds.), IOS Press, Nottingham pp. 99-127.

Kirby, D. (2010). The future is now: Diegetic prototypes and the role of popular films in generating real-world technological development. Social Studies of Science 40 (1), pp. 41-70.

Kirby, D., 2011 Lab coats in Hollywood: science, scientists and cinema. MIT Press, Cambridge, MA.

Morrison, A. (2014). Design Prospects: Investigating Design Fiction via a Rogue Urban Drone, In Proceedings of DRS 2014 Conference. Umeå, Sweden.: 16.06.2014–19.06.2014

Raford, Noah. (2012). From Design to Experiential Futures, The Future of Futures: The Association of Professional Futurists.

Shedroff N. & Noessel C. (2012). Make It So Interaction Design Lessons from Science Fiction. San Francisco: Rosenfeld.

Sterling, B. (2009), Design Fiction, Interactions 16 (3), pp. 20-24.

Ward, M. (2013). Design Fiction as Pedagogic Practice Towards a fictionally biased design education, Medium. 

Zeller, L. (2011) What You See Is What You Don’t Get: Addressing Implications of Information Technology through Design Fiction” Lecture Notes in Computer Science 6770  pp. 329-336.

ETHICAL AUTONOMOUS VEHICLES

ETHICAL AUTONOMOUS VEHICLES by Matthieu Cherubini is a stunning project I ran across tonight:

"Many car manufacturers are projecting that by 2025 most cars will operate on driveless systems. While it is valid to think that our roads will be safer as autonomous vehicles replace traditional cars, the unpredictability of real-life situations that involve the complexities of moral and ethical reasoning complicate this assumption.

How can such systems be designed to accommodate the complicatedness of ethical and moral reasoning? Just like choosing the color of a car, ethics can become a commodified feature in autonomous vehicles that one can buy, change, and repurchase, depending on personal taste.

Three distinct algorithms have been created - each adhering to a specific ethical principle/behaviour set-up - and embedded into driverless virtual cars that are operating in a simulated environment, where they will be confronted with ethical dilemmas."

Why do I blog this? This definitely counts as a project related to my interest towards algorithms and how their use influence everyday life.

"Post-Western" cultures

A quick update on the Laboratory front. The Geneva bureau collaborated with Joel Vacheron and the Swiss Graphic design magazine ID Pure on their annual edition. It's focused on "Post Western" cultures and you can get a preview of this publication here. We basically helped them in the "research" phase of the project, by selecting inspiring content (Bruce Sterling, Edouard Glissant among others) for their nice booklet:

Why do I blog this? This was a good opportunity to discuss various topics and upcoming projects.