recentpopularlog in

robertogreco : speculativedesign   63

Anne Galloway 'Speculative Design and Glass Slaughterhouses' - This is HCD
"Andy: You’ve got quite an interesting background. I’m going to ask you about in a second. I wanted to start with the quote from Ursula Le Guin that you have on your website. It’s from the Lathe of Heaven. “We’re in the world, not against it. It doesn’t work to try and stand outside things and run them that way, it just doesn’t work. It goes against life. There is a way, but you have to follow it, the world is, no matter how we think it ought to be, you have to be with it, you have to let it be.

Then on the More Than Human website, you have these three questions. What if we refuse to uncouple nature and culture? What if we deny that human beings are exceptional? What if we stop speaking and listening only to ourselves? The More Than Human lab explores everyday entanglements of humans and non-humans and imagines more sustainable ways of thinking, making, and doing. Anne, let’s get started by first talking about what do you mean by all of that?

Anne: The Ursula Le Guin quote I love mostly because a critical perspective or an activist perspective, anything that says we ought to be changing the world in any way, it always assumes that we need to fix something, that the world is broken and that designers especially are well-suited to be able to solve some of these problems. I like thinking about what it means to respond to injustice by accepting it, not in the sense of believing that it’s okay or right, because clearly, it’s been identify as unjust. I love Le Guin’s attention to the fact that there is a way to be in the world.

As soon as we think that we’re outside of it, any choices or decisions or actions that we take are, well, they sit outside of it as well. I like being embedded in the trouble. I like Donna Haraway’s idea of staying with the trouble. It’s not that we have to accept that things are problematic, but rather that we have to work within the structures that already exist. Not to keep them that way, in fact, many should be dismantled or changed. Rather, to accept that there is a flow to the universe.

Of course, Le Guin was talking about Taoism, but here what I wanted to draw attention to is often our imperative to fix or to solve or to change things comes with a belief that we’re not part of the world that we’re trying to fix and change. It’s that that I want to highlight. That when we start asking difficult questions about the world, we can never remove ourselves from them. We’re complicit, we are on the receiving end of things. We’re never distant from it. I think that subtle but important shift in deciding how we approach our work is really important."



"Andy: Yes, okay. I was thinking about this, I was reading, in conjunction, this little Le Guin quote, I was trying to think, it’s unusual in the sense that it’s a discipline or a practice of design that uses its own practice to critique itself. It’s using design to critique design in many respects. A lot of what speculative design is talking about is, look what happens when we put stuff into the world, in some way, without much thought. I was trying to think if there was another discipline that does that. I think probably in the humanities there are, and certainly in sociology I think there probably is, where it uses its own discipline to critique itself. It’s a fairly unusual setup.

Anne: I would think actually it’s quite common in the humanities, perhaps the social sciences, where it’s not common is in the sciences. Any reflexive turn in any of the humanities would have used the discipline. Historiography is that sort of thing. Applied philosophy is that sort of thing. Reflexive anthropology is that sort of thing. I think it’s actually quite common, just not in the sciences, and design often tries to align itself with the sciences instead.

Andy: Yes, there was a great piece in the Aeon the other day, about how science doesn’t have an adequate description or explanation for consciousness. Yet, it’s the only thing it can be certain of. With that, it also doesn’t really seem to come up in the technology industry that much, because it’s so heavily aligned with science. Technology, and you’ve got this background in culture studies and science and technology and society, technology is a really strong vein throughout speculative design. Indeed, your work, right? Counting sheep is about the Internet of Things, and sheep. Do you want to tell us a little bit about that and why I am talking to you from the picture things to the Lord of the Rings, it basically looks like you’re living in part of the Shire in Middle Earth?

Anne: I do live in a place that looks remarkably like the Shire. It’s a bit disconcerting at times. The science and technology question in speculative design I think is first of all a matter of convenience. Science fiction, speculation, they lean historically, habitually towards science and tech. It becomes an easy target for critique. Not that it’s not necessary, but it’s right there, so why not? There’s that element to it. It has an easier ability to be transformed into something fanciful or terrifying, which allows for certain kinds of storytelling through speculation, that I think people, both creators and audiences or readers really enjoy.

Now, the irony of all of this, of course is that arguably one of the greatest concerns that people have would be tied to technological determinism, the idea that we’re going to have these technologies anyway, so what are we going to do about it? Now, when you speculate using these technologies, what you’re doing is actually reinforcing the idea that these technologies are coming, you play right into the same technological determinism that you’re trying to critique. In fact, one of the counting sheep scenarios was designed specifically to avoid the technology. It was the one that got the most positive responses."



"Andy: With all of this, and I may this pop at the beginning, just before we were recording, that there’s a sense of, because of everything going on in the world, that if only designers could run the world, everything would be fine, right, because we can see all of the solutions to everything. What would you want designers to get out of this kind of work or this kind of perspective?

Anne: Humility. That simple. I am one of those people. It’s because of being an ethnographer as well and doing participant observation and interviewing many people and their ideas about design. I’ve run into far more people who think that designers are arrogant than ones who don’t. This has always really interested me. What is it that designers do that seems to rub non-designers the wrong way? Part of it is this sense of, or implication that they know better than the rest of us, or that a designer will come in and say, “Let me fix your problem”, before even asking if there is a problem that the person wants fixed.

I actually gave a guest lecture in a class just the other day, where I suggested that there were people in the world who thought that designers were arrogant. One of the post-graduate students in the class really took umbrage at this and wanted to know why it was that designers were arrogant for offering to fix problems, but a builder wasn’t, or a doctor wasn’t.

Andy: What was your answer?

Anne: Well, my answer was, generally speaking, people go to them first and say, “I have this problem, I need help.” Whereas, designers come up with a problem, go find people that they think have it and then tell them they’d like to solve it. I think just on a social level, that is profoundly anti-social. That is not how people enjoy socially interacting with people.

Andy: I can completely see that and I think that I would say that argument has also levelled, quite rightly, a lot of Silicon Valley, which is the answer to everything is some kind of technology engineering startup to fix all the problems that all the other technology and engineering startups that are no longer startups have created. It’s probably true of quite a lot of areas of business and finance, as well, and politics, for that matter. The counter, I could imagine a designer saying, “Well, that’s not really true”, because one of the things as human-centred designers, the first thing we do, we go out, we do design ethnography, we go and speak to people, we go and observe, we go and do all of that stuff. We really understand their problems. We’re not just telling people what needs to be fixed. We’re going there and understanding things. What’s your response to that?

Anne: Well, my first response is, yes, that’s absolutely true. There are lots of very good designers in the world who do precisely that. Because I work in an academic institution though, I’m training students. What my job involves is getting the to the point where they know the difference between telling somebody something and asking somebody something. what it means to actually understand their client or their user. I prefer to just refer to them as people. What it is that people want or need. One of the things that I offer in all of my classes is, after doing the participant observation, my students always have the opportunity to submit a rationale for no design intervention whatsoever.

That’s not something that is offered to people in a lot of business contexts because there’s a business case that’s being made. Whereas, I want my students to understand that sometimes the research demonstrates that people are actually okay, and that even if they have little problems, they’re still okay with that, that people are quite okay with living with contradictions and that they will accept some issues because it allows for other things to emerge. That if they want, they can provide the evidence for saying, “Actually, the worst thing we could do in this scenario is design anything and I refuse to design.”

Andy: Right, that and the people made trade-offs all the time because of the pain of change is much … [more]
annegalloway  design  2019  speculativefiction  designethnography  morethanhuman  ursulaleguin  livestock  agriculture  farming  sheep  meat  morethanhumanlab  activism  criticaldesign  donnaharaway  stayingwiththetrouble  taoism  flow  change  changemaking  systemsthinking  complicity  catherinecaudwell  injustice  justice  dunneandraby  consciousness  science  technology  society  speculation  speculativedesign  questioning  fiction  future  criticalthinking  whatif  anthropology  humanities  reflexiveanthropology  newzealand  socialsciences  davidgrape  powersoften  animals  cows  genevievebell  markpesce  technologicaldeterminism  dogs  cats  ethnography  cooperation  human-animalrelations  human-animalrelationships  slow  slowness  time  perception  psychology  humility  problemsolving  contentment  presence  peacefulness  workaholism  northamerica  europe  studsterkel  protestantworkethic  labor  capitalism  passion  pets  domestication 
11 weeks ago by robertogreco
‘San Diego 2049’ offers a glimpse of possible futures - San Diego CityBeat
"AI presidents and VR border workers are envisioned at the yearlong UC San Diego program"



"A local needs to get to their job taking care of a wealthy La Jolla socialite who plans to “go under” for a lengthy stay in virtual reality. But they can’t get to that job because the dedicated scooter lane on Interstate 5 has been compromised due to flooding. To make matters worse, the collective AI who was just elected the U.S. president hasn’t yet announced his (her? its?) infrastructure-funding plan.

Welcome to San Diego in 2049, as imagined by students and affiliates of UC San Diego. The yearlong program, known simply as “San Diego 2049,” is an exercise in “speculative design for policy making,” according to organizers. It is sponsored by the UCSD’s Center for Human Imagination and just wrapped up with its culminating event: A competition between three teams of graduate students tasked “to design a vision for the San Diego border region in 2049 and create an intervention into that future.”

If the submissions to the competition are any indication, the future of the San Diego region is inextricably linked to the future of the rest of the planet. Noted the event’s keynote speaker and best-selling science fiction author, Kim Stanley Robinson, “You can’t talk about the fate of San Diego 30 years from now without talking about the fate of the rest of the planet 30 years from now. It’s a global fate and there’s no such thing as a pocket utopia.”

Robinson, a UC San Diego alumnus, should know. He’s the winner of the trifecta of literary science fiction prizes (the Hugo, Nebula and Locus awards) and an expert at world-building, one of the three criteria for the student competition. The other two criteria are “rhetorical strength of the intervention” and “successful realization of the intervention within its given medium” (it is academia, after all).

The results of this theoretical exercise in world-building could be summed up by what Robinson described as an “attenuated peninsula.”

“We’re going to fall one way or another,” he added. “We can either fall into a mass extinction event caused by human action, or we can rally our resources and our expertise and our community and grow together a quite prosperous and glorious future.”

Somewhere in between lies the student submission known as “Fronteras”, a choose-your-own-adventure-style game created for the online platform Twine by a team of UCSD graduate students in varying departments. The game imagines the San Diego border region as a technological playground, an amalgam of “the tourism, caregiving and transportation industries changing immigration policy driven in part by climate change,” said Literature Ph.D. student Jeanelle Horcasitas.

In the game, people called “transfronterizas” are able to cross the U.S.-Mexico border, but only if they are VR workers who take care of the bodily needs of “patrons” while they’re immersed in idyllic virtual reality worlds. Meanwhile, ContraVR radicals have begun meeting at the putrid beaches of Baja California, wearing Aztec-style masks to protect themselves from toxins. The radicals are planning to infiltrate SeAR, a virtual reality version of Sea World.

Whether there will even be beaches and sea ports in San Diego 30 years from now is still up for debate. Robinson noted that even with a five-centimeter sea-level rise, “the beaches will be in deep trouble, and with a one-meter rise, they’ll be gone.” As research for one of his novels, Robinson said he consulted with geoengineers to determine if excess water could be pumped back onto sea ice using oil industry pumping technology (an irony that tickles him, he admitted).

And it can be done, he said. There’s just one catch.

“It would take 10 million windmills and use seven percent of all electricity generated worldwide,” Robinson said.

“This is one way of saying this is a fantasy,” he added. “It’s not going to happen, and that’s true of many geoengineering ideas.”

One solution, according to Robinson’s geoengineering sources, might be to drill through the remaining ice and pump the water out until the glaciers bottom out on rock and slow down again, preventing their slide into the ocean. He proposed that the U.S. Navy (a major employer in San Diego) and all the world’s militaries should “shift their wars on nation states to helping people” instead.

But that requires leadership. Intelligent leadership. So what’s more intelligent than artificial intelligence?

That’s the conceit behind “The Intelligent Governance Network”, a second student project (and the winner of the San Diego 2049 competition). It begins from the premise that a massively crowd-sourced artificial intelligence becomes President of the United States 30 years from now. Among the website’s elements is an excerpt from a televised debate between human and AI presidential candidates in 2049.

“We are able to use the wisdom of the crowd in the best way imaginable and grow together as one,” claims the fictional IGN candidate (which looks a little like a fire hydrant with a brain). “The idea of strong leaders is an idea that has led to countless wars and an endless amount of suffering… The time has come for humans to fully trust in the altruistic infrastructure that the Intelligent Governance Network was built on.”

But will San Diegans be motivated to trust in leadership and make the changes necessary to protect the world as we know it? The students behind the third project, Goose and Gander, seem to have their doubts. Inspired by satirical and absurdist approaches to speculative design, students James Bruce and Joaquin Reyna wrote a work of short fiction that imagines a world where people are motivated to address pressing social concerns in order to protect their most cherished belonging: A goose. In their world, waterways are protected to provide habitats for geese, and transportation is improved because it’s better for the planet, and therefore better for the geese.

“We wanted to make a really annoying satire,” admitted student James Bruce, “and the premise is that a lot of policy is based on the stupidest reasons.” Noting the move toward wide-scale implementation of self-driving cars, for example, Bruce pointed out that among the touted benefits of a self-driving car is that it “lets you not have to worry about driving and talking to the person next to you.”

“Yeah, we have that already,” he pointed out. “It’s called a bus.”

One thing everyone at the San Diego 2049 seemed to agree on was, in Robinson’s words, “we’re in the fight of our lives” when it comes to addressing the challenges of San Diego 30 years from now.

“California is in a good position to lead the way,” he added. “It has the political will to do the right things. I see such an amazing number of skillful creative collaborative people working together, and UC San Diego is one of the greatest intellectual centers on this planet. When I come here, I see this place and I think it could happen.”

And, as Robinson pointed out, it’s important to remember that “at every moment in history what humans were facing was unprecedented.”

“Maybe that doesn’t make us particularly unusual. What I can say is what we’re facing is more unprecedented than ever before.”"
sandiego  ucsd  specialization  designfiction  speculativedesign  2049  border  borders  us  mexico  2019 
11 weeks ago by robertogreco
SpeculativeEdu | Superflux: Tools and methods for making change
"Anab Jain and Jon Ardern of Superflux (“a studio for the rapidly changing world”) talk to James Auger about their approach, their recent projects, and their educational activities.

Superflux create worlds, stories, and tools that provoke and inspire us to engage with the precarity of our rapidly changing world. Founded by Anab Jain and Jon Ardern in 2009, the Anglo-Indian studio has brought critical design, futures and foresight approaches to new audiences while working for some of the world’s biggest organisations like Microsoft Research, Sony, Samsung and Nokia, and exhibiting work at MoMA New York, the National Museum of China, and the V&A in London. Over the last ten years, the studio has gained critical acclaim for producing work that navigates the entangled wilderness of our technology, politics, culture, and environment to imagine new ways of seeing, being, and acting. The studio’s partners and clients currently include Government of UAE, Innovate UK, Cabinet Office UK, Red Cross, UNDP, Mozilla and Forum for the Future. Anab is also Professor at Design Investigations, University of Applied Arts, Vienna.

[Q] You practice across numerous and diverse fields (education, commercial, gallery). Does your idea of speculative design change for each of these contexts? How do you balance the different expectations of each?

We don’t tend to strictly define our work as “Speculative Design”. Usually we say we are designers or artists or filmmakers. Speculative Design is gaining traction lately, and we might have a client of two who knows the term and might even hire us for that, but usually they come to us because they want to explore a possible future or a different narrative, or investigate a technology. We think our work investigates a potential rather than speculating on a future. Speculation is an undeniable part of the process but it is not the primary motivation behind our work. Our work is an open-ended process of enquiry, whilst speculation can at times feel like a closed loop.

[Q] There is a tendency, in many speculative design works, towards dystopian futures. It seems that as with science fiction, apocalyptic futures are easier to imagine and tell as stories. Focusing on your CCCB installation, Mitigation of Shock, how would you describe this project in terms of its value connotation? What is the purpose of such a project?

For us, Mitigation of Shock is actually not apocalyptic at all, but instead a pragmatic vision of hope, emerging from a dystopian future ravaged by climate change. On a personal level, it can be difficult for people to imagine how an issue like global warming might affect everyday life for our future selves, or generations to come. Our immersive simulation merges the macabre and the mundane as the social and economic consequences of climate change infiltrate the domestic space.

The installation transports people decades into the future (or perhaps even closer on the horizon), into an apartment in London which has been drastically adapted for living with the consequences of climate catastrophe. Familiar, yet alien. A domestic space alive with multispecies inhabitants, surviving and thriving together in an indoor microcosm. Climate projections from the beginning of the century have unfurled into reality, their consequences reverberating across the globe. Climate catastrophes shatter global supply chains. Economic and political fragility, social fragmentation, and food insecurity destabilise society.

Rather than optimistically stick our heads in the sand, or become overwhelmed with fear, we decided to catapult ourselves and others directly into a specific geographical and cultural context to experience the ripple effects of extreme weather conditions. Hope often works best alongside tools for proactively tackling future challenges. Which is why, in this year-long experimental research project, we explored, designed and built an apartment located in a future no one wants, but that may be on the horizon. Not to scare, or overwhelm, but to help people critically reflect upon their actions in the present, and introduce them to potential solutions for living in such a future. The evidence in the apartment may reflect a different future, but all the food apparatus was in fully working condition, no speculation there. We wanted to demonstrate that we have the tools and methods we need to make the change today.

[Q] We are living in complicated times – politically, environmentally, culturally. After several years of speculative and critical design evolution, do you think that it can have a more influential role in shaping futures/alternatives beyond the discussions that typically take place in the design community?

We wrote a little bit about this here: https://medium.com/superfluxstudio/stop-shouting-future-start-doing-it-e036dba17cdc.

[Q] Could it adopt more political or activist role? If so, how could this aspect be incorporated into education?

Yes definitely. Our latest project Trigger Warning explores this very space: https://mod.org.au/exhibits/trigger-warning. And then a completely different project: http://superflux.in/index.php/work/future-of-democracy-algorithmic-power/#temp.

[Anab] Also my students at the Angewandte will be exploring the theme of “futures of democracy” in the upcoming semester.

[Q] Coming from India but educated at the RCA, what was your take on the “privilege” discussion via Design and Violence? More specifically, what can we learn from this debate? How can it push speculative design forwards?

[Anab] I sensed an underlying assumption in that debate that anybody from the West was seen as “privileged” and anyone from any other colonised country is not. Whilst there is a long and troubling history to colonisation in India, I do bear in mind that India was always a battleground for clans and dynasties from other countries long before the West came and colonised it. These issues are very complex, and I think the only way we can attempt to understand them is by avoiding accusations and flamewars, but instead opening up space for everyone’s voice to be heard.

As things stands today, even though I come from India, a lot of people would argue that, within India, I am privileged because I had the opportunity to choose my education path and the person I want to marry. On the other hand, I know lots and lots of people in the West (white/male even) who are disempowered because of systemic privilege within the West. So discussions of race, gender expression and privilege are much more granular than simplistic accusations, and I strongly believe that designers who address complex issues, whilst battling student loans and rents, should be applauded, not condemned.

[Q] How can we resist or overcome the situation where avant-garde design practices, established as a resistance to the dominant system, ultimately become appropriated by the system?

If we successfully overturn capitalism, the rest will follow."
superflux  2019  anabjain  jonardern  jamesauger  design  designfiction  speculativefiction  speculativedesign  capitalism  democracy  climatechange  education  marrtive  film  filmmaking  art  artists  potential  inquiry  open-ended  openendedness  hope  globalwarming  future  politics  activism  india  colonialism  colonization  complexity  privilege  openended 
february 2019 by robertogreco
Refiguring the Future Conference | Day One - YouTube
The Refiguring the Future conference convenes artists, educators, writers, and cultural strategists to envision a shared liberatory future by providing us with ideas that move beyond and critique oppressive systems. Participants in the conference will address concepts of world-building, ecologies, disability and accessibility, biotechnology and the body.

The conference kicks off the opening weekend of the Refiguring the Future, a new exhibition offering a politically engaged and inclusive vision of the intersection of art, science, and technology, organized in partnership with the REFRESH collective and Hunter College Art Galleries,

The Refiguring the Future conference is curated by Eyebeam/REFRESH Curatorial and Engagement Fellow Lola Martinez and REFRESH member Maandeeq Mohamed.

10:00 AM – 10:15 AM | Opening Remarks

Dorothy R. Santos and Heather Dewey-Hagborg, Co-Curators of Refiguring the Future

10:30 AM – 11:30 AM | World-building

Exploring the settler ontologies that govern technoscientific inquiry, this panel will engage technology towards a liberatory, world-building politic.

shawné michaelain holloway, Artist

Rasheedah Phillips, Artist and Co-Creator of Black Quantum Futurism

Alexander G. Weheliye, Professor, Northwestern University

Moderated by Maandeeq Mohamed, Writer


11:30 AM – 12:30 AM | Keynote Lecture


12:30 PM – 02:00 PM | Lunch


02:00 PM – 02:30 PM | Keynote Performative Lecture

In this performative lecture, artist Zach Blas offers critical investigations on issues of the internet, capitalism, and state oppression.

Zach Blas, Artist

Keynote Introduction by Heather Dewey-Hagborg, Artist


02:30 PM – 03:30 PM | Symbiotic Ecologies

Narratives of colonial legacy, migration, and extinction have shifted our cultural imagining of ecologies. Beginning by acknowledging our existence in unsustainable climates, this panel brings forth artistic and activist practices which provoke and foster symbiotic relationships for new understandings within environmental predicaments.

Sofía Córdova, Artist

Jaskiran Dhillon, Associate Professor, The New School

Sofía Unanue, co-founder and co-director of La Maraña

Moderated by Kathy High, Artist.


03:30 PM – 04:00 PM | Coffee Break

04:00 PM – 05:00 PM | Speculative Bodies: A Shell to be Surpassed

Technological biases categorize individuals according to markers such as race, gender, sexuality, and citizenship, and in turn undermine how we live and navigate our present and future worlds. This panel collectively examines how the fields of health, genomics, and technology are reinforced by Western scientific discourses and speculate new insights for alternative systems of knowledge.

Ruha Benjamin, Associate Professor, Princeton University

micha cárdenas, PhD, Assistant Professor, University of California, Santa Cruz

Dr. Pinar Yoldas, Artist

Moderated by Dr. Kadija Ferryman, Researcher at Data and Society.

05:00 PM – 06:00 PM | Keynote Lecture

In this Keynote lecture, Keeanga Yamahtta-Taylor examines the politics of social liberation movements. Author of #BlackLivesMatter to Black Liberation, Taylor offers an examination of the history and politics of Black America and the development of the social movement Black Lives Matter in response to police violence in the United States.

Keeanga Yamahtta-Taylor, Assistant Professor, Princeton University

Keynote introduction by Dorothy R. Santos, Curator and Writer"

[See also:
Refiguring the Future Conference | Day Two
https://www.youtube.com/watch?v=oCa36fWJhyk

"The Refiguring the Future conference convenes artists, educators, writers, and cultural strategists to envision a shared liberatory future by providing us with ideas that move beyond and critique oppressive systems. Participants in the conference will address concepts of world-building, ecologies, disability and accessibility, biotechnology and the body.

The conference kicks off the opening weekend of the Refiguring the Future, a new exhibition offering a politically engaged and inclusive vision of the intersection of art, science, and technology, organized in partnership with the REFRESH collective and Hunter College Art Galleries,

The Refiguring the Future conference is curated by Eyebeam/REFRESH Curatorial and Engagement Fellow Lola Martinez and REFRESH member Maandeeq Mohamed.

See the full schedule here: https://www.eyebeam.org/events/refiguring-the-future-conference/

In the Annex:

Talks | Refiguring Planetary Health, Building Black Futures

We cannot have a healthy planet that sustains all human beings as long as the systemic oppression of Black and Indigenous peoples continues. And yet, prominent environmental science institutions concerned with conservation and climate change often fail to address this oppression or their role in perpetuating it. In this talk, we will explore how histories of scientific racism and eugenics inform current scientific policies and practice. Cynthia Malone will work with various forms of freedom practice, from hip hop to science fiction to scholarship in the Black Radical Tradition, to consider alternative visions for planetary health that advance both environmental stewardship and liberation from oppressive ideologies and systems.

Cynthia Malone, Activist, Scholar, and Scientist
---
The Spirit of the Water Bear

In this talk, Claire Pentecost will give an introduction and reading of Spirit of the Water Bear, a young adult novel set in a coastal town in the Carolinas. The novel’s protagonist, Juni Poole, is a 15-year-old girl who spends much of her time exploring the natural world. Inevitably, she finds herself confronting the urgency of a crisis that has no end, namely climate change and the sixth great extinction. Through experiences of activism, she finds comrades who feel environmental and political urgency much as she does, and learns that she has a place in the ongoing struggle for environmental justice. The book is a work of “Cli-Fi” or climate fiction, featuring Juni’s adventures, but it is also a work of “Cli-Phi” or climate philosophy, featuring conversations and musings on the nature of our existential predicament.

Claire Pentecost, Artist

Speaker Introductions by Lola Martinez, Eyebeam and REFRESH Curatorial and Engagement Fellow
---
Roundtables and Talks | Visible networks: Community Building in the Digital Arena

As notions of accessibility are being rendered visible on networks and digital medias, disability and chronic illness communities are utilizing networks to provide resources and representations. Yet what does it mean to build community within these platforms? This roundtable discussion offers reflections by artists working to provide new insights into biomedical discourses which reinforce apparent and unapparent representations of disabled bodies.

Hayley Cranberry, Artist

Anneli Goeller, Artist

Yo-Yo Lin, Artist
---
#GLITCHFEMINISM

Legacy Russell is the founding theorist behind Glitch Feminism as a cultural manifesto and movement. #GLITCHFEMINISM aims to use the digital as a means of resisting the hegemony of the corporeal. Glitch Feminism embraces the causality of ‘error’ and turns the gloomy implication of ‘glitch’ on its ear by acknowledging that an error in a social system disturbed by economic, racial, social, sexual, cultural stratification, and the imperialist wrecking-ball of globalization—processes that continue to enact violence on all bodies—may not be ‘error’ at all, but rather a much-needed erratum. The digital is a vessel through which our glitch ‘becoming’ realises itself, and through which we can reprogramme binary gender coding. Our ‘glitch’ is a correction to the machine—f**k hegemonic coding! USURP THE BODY—BECOME YOUR AVATAR!

Legacy Russell, Curator and Writer

Speaker Introductions by Lola Martinez, Eyebeam and REFRESH Curatorial and Engagement Fellow"]

[See also:
"Eyebeam presents Refiguring the Future: an exhibition and conference organized by REFRESH, produced in collaboration with Hunter College Art Galleries."
https://www.eyebeam.org/rtf/

EXHIBITION
Curated by REFRESH collective members Heather Dewey-Hagborg and Dorothy R. Santos, the exhibition title is inspired by artist Morehshin Allahyari’s work defining a concept of “refiguring” as a feminist, de-colonial, and activist practice. Informed by the punk ethos of do-it-yourself (DIY), the 18 artists featured in Refiguring the Future deeply mine the historical and cultural roots of our time, pull apart the artifice of contemporary technology, and sift through the pieces to forge new visions of what could become.

The exhibition will present 11 new works alongside re-presented immersive works by feminist, queer, decolonial, anti-racist, and anti-ableist artists concerned with our technological and political moment including: Morehshin Allahyari, Lee Blalock, Zach Blas*, micha cárdenas* and Abraham Avnisan, In Her Interior (Virginia Barratt and Francesca da Rimini)*, Mary Maggic, Lauren McCarthy, shawné michaelain holloway*, Claire and Martha Pentecost, Sonya Rapoport, Barak adé Soleil, Sputniko! and Tomomi Nishizawa, Stephanie Syjuco, and Pinar Yoldas*.

Names with asterik denotes participation in the conference. ]
eyebeam  dorothysantos  lolamartinez  maandeegmohamed  liberation  art  events  2019  heatherdewey-hagborg  shawnémichaelainholloway  rasheedahphillips  alexanderwehelive  zachblas  ecology  ecologies  sofíacórdova  sofíaunanue  jaskirandhillon  lamaraña  speculativefiction  designfiction  keeangayamahtta-taylor  michacárdenas  blacklivesmatter  gender  race  sexuality  citizenship  future  inclusions  inclusivity  health  genomics  speculativedesign  design  arts  pinaryoldas  kadijaferryman  glitchfeminism  feminism  clairepentecost  heyleycranbery  anneligoeller  yo-yolin  cyntihiamalone  climatechange  globalwarming  eugenics  racism  science  scientificracism  oppression  systemsthinking  activism  climatefiction  junipoole  accessibility  legacyrussell  technology  digital  disability  worldbuilding  bodies  biotechnology  morehshinallahyari  queer  decolonization  anti-racist  ableism  abti-ableism  leeblalock  abrahamavnisan  virginiabarratt  francescadarimini  marymaggic  lauranmccarthy  marthapentecost  sonyarapoport  barakadésoleil  sputniko!  tomominishiz 
february 2019 by robertogreco
Scratching the Surface — 86. Anab Jain
"Anab Jain is a designer, futurist, filmmaker and educator. As Co-founder and Director of Superflux, she hopes to realise the vision of the Studio as a new kind of design practice, responsive to the challenges and opportunities of the twenty-first century. She also teaches at the University Applied Arts in Vienna and gave a TED Talk last year on design’s role in imagining new futures. In this episode, Anab and I talk about Superflux’s blend of client and speculative work, her background in filmmaking, and pushing up against disciplinary boundaries."
anabjain  jarrettfuller  2018  jamescscott  simonedebeauvoir  superfluc  speculativefiction  speculativedesign  design  andreitarkovsky  film  filmmaking  education  teaching  transdisciplinary  crossdisciplinary  jean-lucgodard  criticaldesign  designeducation  kellereasterling  infrastructure  lcproject  openstudioproject  camerontonkinwise  scratchingthesurface 
august 2018 by robertogreco
Critical Design Fictions CSPL 225
"Design fiction involves the deliberate use of diegetic prototypes to suspend disbelief about change. Through practices of estrangement and defamiliarization, and through the use of carefully chosen design methods, this course experiments with the creation of provocative scenarios and imaginative artifacts that can help us envision different ways of inhabiting the world. The choices made by designers are ultimately choices about the kind of world in which we want to live--expressions of our dreams, fantasies, desires, and fears. As an integrated mode of thought and action, design is intrinsically social and deeply political. In conversation with science fiction, queer and feminist theories, indigenous discourses, drag and other performative interventions, this course explores speculative and critical approaches to design as catalysts for imagining alternate presents and possible futures. We examine a number of environmental and social issues related to climate change, incarceration, gender and reproductive rights, surveillance, emerging technologies, and labor."



"Readings include: Anthony Dunne & Fiona Raby, SPECULATIVE EVERYTHING: DESIGN, FICTION, AND SOCIAL DREAMING and Patrick Parrender (ed.) LEARNING FROM OTHER WORLDS: ESTRANGEMENT, COGNITION, AND THE POLITICS OF SCIENCE FICTION AND UTOPIA, along with selections from Carrie Lambert-Beatty, Julian Bleeker, Paul Preciado, Bruce Sterling, Darko Suvin, Samuel Delany, Elizabeth Grosz, José Esteban Muñoz, Ursula LeGuin, and Octavia Butler, among others.

Examination and Assignments:
Participation and collaboration, short assignments in conversation with readings, midterm and final projects. Students will design and prototype a series of objects, scenarios, and characters as devices to explore alternate presents and possible futures."

[see also:
https://www.are.na/barbara-adams/
https://www.are.na/barbara-adams/channels
https://www.are.na/barbara-adams/speculative-design-1519962911
https://www.are.na/barbara-adams/misc-design-1519956499
https://www.are.na/barbara-adams/sensory-ethnography
https://www.are.na/barbara-adams/ethnographic-design-films
https://www.are.na/barbara-adams/design-methods-1519961030

http://www.wesleyan.edu/academics/faculty/baadams/profile.html
http://newsletter.blogs.wesleyan.edu/2017/10/23/taylor-07-teaches-design-thinking-workshop-at-wesleyan/
http://wesleyanargus.com/2018/02/02/fellow-barbara-adams-talks-design-ideas-minor/
http://www.wesleyan.edu/ideas/faculty.html
http://www.wesleyan.edu/ideas/index.html
http://www.gidest.org/barbara-adams/
https://www.bloomsbury.com/uk/design-as-future-making-9780857858399/
https://nssr.academia.edu/BarbaraAdams ]
barbaraadams  design  designfiction  2018  classes  anthonydunne  fionaraby  patrickparrender  carrielambert-beatty  paulpreciado  brucesterling  darkosuvin  samueldelany  elizabethgrosz  joséestebanmuñoz  ursulaleguin  octaviabutler  speculativefiction  speculativedesign  scifi  sciencefiction  utopia  julianbleecker  dunne&raby  wesleyan 
may 2018 by robertogreco
GhostFood on Vimeo
"GhostFood explores eating in a future of and biodiversity loss brought on by climate change. The GhostFood mobile food trailer serves scent-food pairings that are consumed by the public using a wearable device that adapts human physiology to enable taste experiences of unavailable foods.

Created in collaboration with Miriam Songster. Commissioned by the Robert Rauschenberg Foundation for Marfa Dialogues/NY, with additional support provided by Takasago, NextFab Studios and Whole Foods. Marfa Dialogues/NY is a collaboration between the Robert Rauschenberg Foundation, Ballroom Marfa and the Public Concern Foundation. GhostFood was presented by Gallery Aferro in Newark, Rauschenberg Project Space in New York and by SteamWorkPhilly in Philadelphia."
2014  food  miriamsimun  miriamsongster  climatechange  speculativefiction  speculativedesign  physiology  taste  smell  senses  ghostfood  extinction  cod  fish  peanuts  cocoa  flavor  multisensory  flavors 
may 2018 by robertogreco
Impakt Festival 2017 - Performance: ANAB JAIN. HQ - YouTube
[Embedded here: http://impakt.nl/festival/reports/impakt-festival-2017/impakt-festival-2017-anab-jain/ ]

"'Everything is Beautiful and Nothing Hurts': @anab_jain's expansive keynote @impaktfestival weaves threads through death, transcience, uncertainty, growthism, technological determinism, precarity, imagination and truths. Thanks to @jonardern for masterful advise on 'modelling reality', and @tobias_revell and @ndkane for the invitation."
https://www.instagram.com/p/BbctTcRFlFI/ ]
anabjain  2017  superflux  death  aging  transience  time  temporary  abundance  scarcity  future  futurism  prototyping  speculativedesign  predictions  life  living  uncertainty  film  filmmaking  design  speculativefiction  experimentation  counternarratives  designfiction  futuremaking  climatechange  food  homegrowing  smarthomes  iot  internetofthings  capitalism  hope  futures  hopefulness  data  dataviz  datavisualization  visualization  williamplayfair  society  economics  wonder  williamstanleyjevons  explanation  statistics  wiiliambernstein  prosperity  growth  latecapitalism  propertyrights  jamescscott  objectivity  technocrats  democracy  probability  scale  measurement  observation  policy  ai  artificialintelligence  deeplearning  algorithms  technology  control  agency  bias  biases  neoliberalism  communism  present  past  worldview  change  ideas  reality  lucagatti  alextaylor  unknown  possibility  stability  annalowenhaupttsing  imagination  ursulaleguin  truth  storytelling  paradigmshifts  optimism  annegalloway  miyamotomusashi  annatsing 
november 2017 by robertogreco
An Ikea Catalog From The Near Future – Design Fictions – Medium
[Never bookmarked?]

"In September, the Near Future Laboratory conducted a workshop with the Mobile Life Center and Boris Design Studio in Stockholm. Our workshop brief was to consider an Internet of Things future, but with a twist: the Internet of Things seen through an Ikea Catalog.

Why did we chose an Ikea catalog? Because it is one of the more compelling ways to represent normal, ordinary, everyday life in many parts of the world. The Ikea catalog contains the routine furnishings of a normative everyday life. It’s a container of life’s essentials and accessories which can be extrapolated from today’s normal into tomorrow’s normal.

The process of our workshop was to use Design Fiction, a practice we’ve developed at the Near Future Laboratory that combines pragmatic hands-on production of material assets — in this case, graphic design production of a print catalog — with micro-scale science, technological and social fictions contained in the product descriptions, ancillary texts, disclaimers, footnotes and annotations.

The Design Fiction approach requires one to follow a series of claims about the world through as deeply as possible. For example, our claims to say that the near future world we were representing would have ‘smart’ ‘connected’ technologies needed to be as thorough as possible given our 1-day schedule. We needed to propose dozens of representations of such, throw out most, iterate on the one’s we found compelling and then find a plausible, visually engaging way to represent them with all of the constraints and rules one applies to catalog production. Each proposition from each of the working groups had to ‘stand up’ to our own scrutiny. Names of things weren’t enough. Each group had to describe the artifact or service as if they were pitching a new product. This is the work that seems to be rarely done when an IoT future is trumpeted in vague, hyperbolic press releases, keynotes and ‘reports.’ A bad PowerPoint slide with some loose text about ‘a future of connected kitchens’ and $1 trillion market for IoT simply would not work.

For example, our extrapolation of an Ikea kitchen has the things you might imagine (and have been “demo‘d”) in a near future IoT world. Cooking instructions appear dynamically on countertops, complete with anecdotes meant to keep the cooking experience lively — and likely complete with subtle opportunities to make a purchase of a fancy cutting knife, or book a reservation to the country from which the recipe is derived. The micro-fictions embedded in the catalog are where our Design Fiction makes subtle suggestions about how the near future may be a bit different from today.

For example, implying new economic contexts that were an aspect of the design brief can be done in subtle ways, such as peculiar regional disclaimers, odd explanatory iconography, subscription pricing models for furniture as the ‘new normal’ — in our near future, an Ikea kitchen is ‘self-subscribing’, a peculiar, eyebrow-raising neologism meant to suggest a new weird context of exchange dreamed-up by some near future product people in which our near future selves are comfortable with smart technologies that somehow know what’s best for us.

In the end, our Design Fiction Ikea catalog is a way to talk about a near future. It is not a specification, nor is it an aspiration or prediction. The work the catalog does — like all Design Fictions — is to encourage conversations about the kinds of near futures we’d prefer, even if that requires us to represent near futures we fear. While we’re fans of the ‘catalog’ as a Design Fiction Archetype (cf TBD Catalog), we’ve also done Quick-Start Guides, Newspaper Supplements, Reports on Modern Life & Rituals, bespoke Design Fiction Field Reports for clients, all as ways to enter into a discussions about our future."

[available here: http://mobilelifecentre.org/sites/default/files/Design_Fiction_IKEA_2015.pdf ]
2015  ikea  designfiction  speculativedesign  speculativefiction  internetofthings  iot  nearfuturelaboratory 
february 2017 by robertogreco
Speculative Ethnography | Ethnography Matters
"This month’s theme is about the relationships between ethnography and fiction. It is not necessarily something that we explored a lot here at Ethnography Matters, which is why it seemed an interesting topic for this September edition. Another reason to address this now is because of recent experimental ways of “doing ethnography” (e.g. the work by Ellis & Bochner or Denzin), as well as curious interdisciplinary work at the cross-roads of design, science-fiction and ethnography (e.g. design fiction)."

[Includes:
September 2013: Ethnography, Speculative Fiction and Design"
http://ethnographymatters.net/blog/2013/09/17/september-2013-ethnography-speculative-fiction-and-design/
"This month’s theme is about the relationships between ethnography and fiction. It is not necessarily something that we explored a lot here at Ethnography Matters, which is why it seemed an interesting topic for this September edition. Another reason to address this now is because of recent experimental ways of “doing ethnography” (e.g. the work by Ellis & Bochner or Denzin), as well as curious interdisciplinary work at the cross-roads of design, science-fiction and ethnography (e.g. design fiction).

Of course, in Anthropology, the border between ethnography and fiction has always been very thin. Consider how ethnographers have written fictional novels or made speculative films, more or less based on field research. Also think about “docufictions” by Jean Rouch, a blend of documentary and fictional film in the area of visual anthropology. There are lots of reasons for using fictional methods, but there’s a general interest in going beyond scientific format/language by making ethnographic accounts more “engaging, palatable, and effective“."

"What Would Wallace Write? (if he were an ethnographer)"
http://ethnographymatters.net/blog/2013/09/29/what-would-wallace-write-if-he-were-an-ethnographer/

"Ethnography and Speculative Fiction"
http://ethnographymatters.net/blog/2013/09/27/ethnography-and-speculative-fiction/

"Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?"
http://ethnographymatters.net/blog/2013/09/26/ethnographies-from-the-future-what-can-ethnographers-learn-from-science-fiction-and-speculative-design/

"Towards Fantastic Ethnography and Speculative Design"
http://ethnographymatters.net/blog/2013/09/17/towards-fantastic-ethnography-and-speculative-design/ ]
ethnography  speculativeethnography  2013  annegalloway  lauraforlano  clareanzoleaga  jan-hendrikpassoth  nicholasrowland  nicolasnova  speculativedesign  speculativefiction  fiction  ethnographicfiction  anthropology  visualanthropology  documentary  fantasy  docufictions 
march 2016 by robertogreco
UCSD, Parsons and the Cooper Hewitt: Institutions of education and culture making a commitment to design's intellectually-oriented practice - Core77
"Last week we mentioned how governments were dabbling in discursive design, and this week three major educational and cultural institutions weighed in with different forms of support for this intellectual arm of design practice.

Perhaps the biggest news was the announcement by the University of California San Diego (UCSD) starting a new undergraduate major, Speculative Design. Within the Department of Visual Arts, known for an emphasis on experimental art and the resistance of commercial art and even commercial fine art, the inclusion of design to its offerings was not without some initial resistance. As its Chair, Jack M. Greenstein reflected upon the genesis of the program three or four years ago: with "design so closely related to product and marketing…we couldn't really foresee how this would work."

This rejection of design due to its relationship with commerce has long been a point of tension within schools of art, sometimes resulting bad blood, formal schisms, and even banishment. The same reason that UCSD eventually found that speculative design made sense for them—that it is ultimately idea-based and shares many of the same goals as experimental art—is precisely why it can be discounted by mainstream design.

Just as it has taken the good part of a century for schools of design to emerge (rather than having industrial design, for example, located in schools of architecture, schools of engineering, and schools of art) discursive design has not found a singular home in academia. But similar to corporate product development processes where design is seen as the link between marketing, manufacturing, and engineering, discursive design can be the bridge between art, technology, and more traditional design education.

As opposed to UCSD's seeming emphasis on discursive design's more artistic capacities, the MIT Media Lab stresses its value in the technological sphere. Their Design Fiction Group, under the leadership of Hiromi Ozaki (a.k.a. Sputniko!) is particularly interested in prospective students "with a strong interest in emerging technologies" and with "backgrounds in synthetic biology, bioengineering, and electronics." And certainly many industrial design programs are looking at discursive design projects and courses as a way to extend the cultural reach of design as part of an expanded notion of 21st century practice.

As part of UCSD's launch event for the program, Fiona Raby gave the keynote speech, presenting the many and influential projects of her co-run studio, Dunne and Raby. This occurred just a day after The New School's Parsons School of Design publicly announced that she and Anthony Dunne were beginning a "new gig" within their School of Design Strategies.

In moving from their celebrated positions at the Royal College of Art, Parsons can offer them a broader collaborative community. Raby says, "In joining The New School, I will be able to not only work with faculty and students to explore new forms of socially engaged practice in relation to emerging technology, but also collaborate with some amazing people in disciplines like anthropology and political theory, which Anthony and I haven't been able to connect with before."

While their positions include teaching, they are also going to be driving collaborations with other universities, notably the MIT Media Lab. The hope, says Tim Marshall, The New School's provost, is that "their inspiration and insight will help our students to not only prepare for but also help shape our social and technological futures."

And it is this question of social and technological futures that Forbes contributor Johnathon Keats questions in, "Can the Cooper Hewitt Design Triennial Save Us from the Next Global Die-Off?" Published a day after Raby's keynote and in anticipation of the Triennial's February 12th opening, Keats discusses several discursive design projects to be exhibited that deal with synthetic biology and questions of its relationship to how we might (have to) live our lives. Designers Daisy Ginsberg, Neri Oxman, and Ana Rajcevic exhibit objects and images of hypothetical creatures, synthetic organs, and animal-inspired prosthetics for humans.

These uses of current and future synthetic biology and bioengineering are of course not predictions, but provocations. As UCSD professor, Benjamin Bratton stated in his insightful (and perhaps incite-ful) lecture just prior to Raby's keynote: "These technologies are Pharmakon [Socrates' term]: remedy and poison. Any perspective that emphasizes their positive or negative potential without assuming the inverse is incomplete or dishonest." The Cooper Hewitt as a cultural institution is trying in this way to keep us a little more honest.

In regard to this week's events from the UCSD program announcement, to Dunne and Raby's gig at Parsons, to the kickoff of the Triennial, we turn to Keats' for a helpful summation: "While more frequently found in art, this philosophical turn belongs equally in the realm of design, where it can problematize product development before manufacturers remake society in their own image. Moreover, design is the universal language of the modern world. Using design speculatively brings philosophy to everyone."

The "everyone" is certainly an ethnocentric oversight, given that discursive design is currently a product of and for the privileged world. But all of this is a start. In order to responsibly, substantively, and extensively deliver on this promise, we need even further academic emphasis, even more visionary practitioners, and even greater public engagement in discursive design's future.
Designers! Help future a future."

[via: https://twitter.com/annegalloway/status/705497337502642176

See also discussion here: https://twitter.com/annegalloway/status/705497387586842624 ]
speculativedesign  design  ycsd  cooper-hewitt  parsons  brucetharp  stephanietharp  jackgreenstein  discursivedesign  benjaminbratton  mitmedialab  hiromiozaki  designfiction  designfictiongroup  sputniko!anthonydunne  fionaraby  dunne&raby  newschool  speculation  daisyginsberg  nerioxman  anarajcevic  medialab 
march 2016 by robertogreco
crap futures — counter-constraint #1: non-progress dogma
"The world’s fairs also offer their insights into this dichotic system. For example, Futurama’s hidden agendas are strikingly revealed in E. L. Doctorow’s novel World’s Fair (1985). As a family leaves the exhibit, the father says: ‘“When the time comes General Motors isn’t going to build the highways, the federal government is. With money from us taxpayers.” He smiled. “So General Motors is telling us what they expect from us: we must build them the highways so they can sell us the cars.”’

Bel Geddes’s vision of super-highways largely came true, but so did various dystopian imaginaries that were generated out of the Futurama vision. In ‘Futurama, Autogeddon’, Helen Burgess describes the way in which ‘a messy, always-under-construction, polluted highway system, beaming cheerfully forward into the future, is reflected back to us in the second half of the century as a degraded landscape in J. G. Ballard’s Crash and The Atrocity Exhibition. In these tales,’ Burgess writes,

Bel Geddes’ optimistic narrative of the Interstate has collapsed … because the Interstate system is unsustainable - both narratively and ecologically. The ghosts of the highway call back to us from these future narratives, reminding us that death is just around the next bend.

Progress dogma as an eternally recurring phenomenon

The progress boosterism in the West of the 19th century was followed by two highly regressive world wars. Yet the postwar period saw an almost immediate return to … optimism! Progress dogma was reborn! America, isolated from the worst ravages of the two World Wars, kept blowing the trumpet for progress, and the other western countries followed. The lessons of history continued, and continue, to fall on deaf ears.

Designing counter-constraints

We realise now that we’ve not set ourselves an easy task. These are massive, complex systems that are more easily identified and critiqued than challenged with alternatives. But inaction is no solution. So we’ll go on, inspired by historical examples of how critical approaches have impacted on specific research directions and undermined progress dogma. The public inquiry into genetically modified food development in Europe and the consequent demonising of an entire scientific area (‘Frankenstein foods’) led by certain newspapers is one example of technology being steered away from its intended trajectory. In that case, however, the approach was problematic because the debate was simplified as a contest between good and evil, dystopia vs. utopia, rather than being an open and constructive dialogue. As this article suggests, the reality is often more nuanced and complex than a simple binary opposition can express.

So how do we move toward a more constructive approach to counter-constraints?
Here, as a discussion starter, are some first steps:

1. Stop assuming that, through technology, the future will be better than the present.
2. Be wary of too-positive presentations of technological future solutions.
3. Don’t assume that any of society’s problems will be solved by technology alone.
4. Do assume that for every benefit a new technology brings there will be unforeseen implications.
5. Remember to ask: ‘Progress for whom?’
6. And: ‘What in this specific case does progress actually mean?’
7. Remember that progress is easily confused with automation. Or efficiency.
8. Watch Adam Curtis’s The Century of the Self (and then watch it again).
9. Find ways of encouraging a critical perspective in others, without being a dystopian dick about it.
10. Actively start building the future you want, with or without technology.

One approach where we have first-hand experience and that begins to address point 10 is speculative design, which aims to facilitate a more critical and considered approach to future-formation. By countering the constraints that limit normative design to slavishly serving the market, speculative design is free to present futures that are neither explicitly utopian or dystopian. Using this approach we can explore possible scenarios when specific emerging technologies collide with everyday life. Or we can see what happens when we apply alternative configurations of contemporary technologies or systems to generate fresh perspectives on particular problems (a counter-constraint to constraint no. 2: legacies of the past, which we’ll return to in a future post). Speculation is time well spent.

We’ll give further thought to counter-constraints over a game of ping-pong on our rough-hewn autoprogettazione table, followed by coffee and toast. More, much more, to come. "
crapfutures  counter-constraints  futures  speculativedesign  design  2016  technosolutionism  technology  progress  progressdogma  automation  efficiency  normanbelgeddes  eames  productification  utopia  dystopia  resistance  richardbarbrook  processfatigue  eldoctorow  helenburgess  interstatehighways  cars  history  optimism  sustainability  boosterism  adamcurtis  thecenturyoftheself  statusanxiety  bladerunner  pollution  traffic  futurama  world'sfairs  1939  1964  ibm 
february 2016 by robertogreco
Digital Manifesto Archive: Design Fiction's Odd Present vs. Science Fiction's Near Future
"Julian Bleecker's "Design Fiction's Odd Present vs. Science Fiction's Near Future" proposes that Design Fiction supplant typical Science-Fiction narratives with diegetic prototypes--actual objects that test an idea."



"If there is anything to be gained from these Design Fiction practice it is the playful optimism that comes from "making things up." Making things up is playful and serious at the same time. It's playful in that one can speculate and imagine without the "yeah, but," constraints that often come from the dour sensitivities of the way-too-grown-up pragmatists. It's serious because the ideas that are "made up" as little design fictions - formed into props or little films or speculative objects - are materialized things that hold within them the story of the world they inhabit. There is the kernel of a near future, or a different now, or an un-history that begins the mind reeling at the possibilities of what could be. When an idea is struck into form we have learned to accent that as proof - a demonstration that this could be possible. The translation from an idea into its material form begins the proof of possibility. Props help. Things to think with and things to help us imagine what could be.

This is how the world around us is made, by people who imagine what could be and then go forth and make it material. Wheels did not suddenly appear on luggage, but they are and its hard to imagine that it didn't happen sooner.

Playfully, seriously making things up is how the world around us comes to be. Don't sit around and wait. Make up the world you want. Believe it. Tell its story. Inhabit it and it will become.

Design Fiction strides alongside of Science Fiction, obligating itself to fashion representation of what could be - whether that's a different present, a reassessment of the recent past, or a future likely to be obtained, it may be a reaction to a sense that Science Fiction has given up on the future, or ceded its remit to imagine the future. Perhaps Science Fiction has shifted to envisioning the differently present or the recently past. Ridley Scott recently said, "We have done all we can for Science-Fiction. After 2001 A Space Odyssey, Science-Fiction is dead."

Design Fiction mucks around in this odd present in which we live. Every year the future is held aloft in the hand at widely publicized consumer electronics trade shows. The press eats it up. It's the new science fiction. This is how we imagine the future. Through 100 million dollar trade shows. Through the trade's hand-held technologies and their odd mash-ups of telephone fitness devices brain wave TV remote controls. (No wonder the science-fiction literary has thrown in the towel. They'd do better as consulting engineers. What a great idea.) Our future is shown to use as made things - prototypes, or evocative objects that suggest, MacGuffin like, what they do. Objects that take batteries and have screens that goad us to massage them. Objects that cycle every 12-18 months and thence end up in a discard drawer or in a closet under last year's crap. Or on the Internet's close, Craigslist.

Design Fiction's commitment is to create a legible, tangible, material representation of alternatives. it uses designed objects - props, prototypes, fakes, punks, speculative consumer electronic objects, evocative ingots of color, material and precision manufacturing, prompts, provocations, little films, atmospheres and visual moments - to start conversations about the future. Design Fiction embraces the cycles of obsolescence, that banal next-new-thing - but it does so in order to find chinks in the iron-clad cycle and find innovative alternatives to the mediocre experiences they inevitable deliver.

The emphasis of Design Fiction is on alternative world as represented through the things. These props are called diegetic prototypes." They are objects that test an idea. The fact that they exist as material objects imply their existence in the same way an objects existence in a movie or play makes the object come to life. In some cases, those props spread ideas more effectively than could a laboratory prototype. Diegetic prototypes serve to tell a story about an object and start conversations, sometimes even before technical possibility has been considered. Diegetic prototypes implicate themselves as things that people would live with, rather than operating solely as technological, scientific or engineering possibility. They are designed, evocative, desirable, ineffable and imbued with a sense of imminent possibility, even necessity. They come across as things that actually make sense.

Design Fiction creates these things because they can help tell the stories about the worlds they occupy, without the stories being told in a typical narrative - and because telling good stories is hard. Making suggestive, evocative, compelling, curious objects is a designer's way of telling stories about worlds that could or should become."
manifestos  designfiction  speculativefiction  speculativedesign  design  sciencefiction  scifi  julianbleecker  optimism  making  play  playfulness  prototyping  tinkering  criticalmaking 
february 2016 by robertogreco
English 508 (Spring 2016)
[See also: https://jentery.github.io/508/notes.html ]

[From the description page:
https://jentery.github.io/508/description.html

"In both theory and practice, this seminar brushes against four popular assumptions about digital humanities: 1) as a service to researchers, the field merely develops digital resources for online discovery and builds computational tools for end-users; it does not interpret texts or meaningfully engage with “pre-digital” traditions in literary and cultural criticism; 2) digital humanities is not concerned with the literary or aesthetic character of texts; it is a techno-solutionist byproduct of instrumentalism and big data; 3) digital humanities practitioners replace cultural perspectives with uncritical computer vision; instead of privileging irony or ambivalence, they use computers to “prove” reductive claims about literature and culture, usually through graphs and totalizing visualizations; and 4) to participate in the field, you must be fluent in computer programming, or at least be willing to treat literature and culture quantitatively; if you are not a programmer, then you are not doing digital humanities.

During our seminar meetings, we will counter these four assumptions by examining, historicizing, and creating “design fictions,” which Bruce Sterling defines as “the deliberate use of diegetic prototypes to suspend disbelief about change.” Design fictions typically have a futurist bent to them. They speculate about bleeding edge technologies and emerging dynamics, or they project whiz-bang worlds seemingly ripped from films such as Minority Report. But we’ll refrain from much futurism. Instead, we will use technologies to look backwards and prototype versions of texts that facilitate interpretative practice. Inspired by Kari Kraus’s conjectural criticism, Fred Moten’s second iconicity, Bethany Nowviskie and Johanna Drucker’s speculative computing, Karen Barad’s notion of diffraction, Jeffrey Schnapp’s small data, Anne Balsamo’s hermeneutic reverse-engineering, and deformations by Lisa Samuels, Jerome McGann, and Mark Sample, we will conduct “what if” analyses of texts already at hand, in electronic format (e.g., page images in a library’s digital collections).

Doing so will involve something peculiar: interpreting our primary sources by altering them. We’ll substitute words, change formats, rearrange poems, remediate fictions, juxtapose images, bend texts, and reconstitute book arts. To be sure, such approaches have vexed legacies in the arts and humanities. Consider cut-ups, constrained writing, story-making machines, exquisite corpses, remixes, tactical media, Fluxkits, or détournement. Today, these avant-garde traditions are ubiquitous in a banal or depoliticized form, the default features of algorithmic culture and social networks. But we will refresh them, with a difference, by integrating our alterations into criticism and prompting questions about the composition of art and history today.

Instructor: Jentery Sayers
Office Hours: Monday, 12-2pm, in CLE D334
Email: jentery@uvic.ca
Office Phone (in CLE D334): 250-721-7274 (I'm more responsive by email)
Mailing Address: Department of English | UVic | P.O. Box 3070, STN CSC | Victoria, BC V8W 3W1

Philosophers have hitherto only interpreted the world in various ways; the point is to change it. —Karl Marx"]

[via: "when humanities start doing design without designers because design's too self-absorbed to notice being appropriated"
https://twitter.com/camerontw/status/700175377197563904
includes screenshot of Week 7 note from https://jentery.github.io/508/notes.html ]
jenterysayers  text  prototyping  digitalhumanities  speculativedesign  design  english  syllabus  maryanncaws  johannadrucker  wjtmitchell  jeffreyschnapp  evekosofskysedgwick  technosolutionism  brucesterling  fredmoten  karenbarad  jeromemcgann  marksample  bethanynowviskie  fluxkits  detournement  poetry  exquisitecorpses  algorithms  art  composition  rosamenkman  anthonydunne  fionaraby  dunne&raby  syllabi 
february 2016 by robertogreco
Design Futures in Sub-Saharan Africa: Post-Western Perspectives
"Design Futures in Sub-Saharan Africa: Post-Western Perspectives is a forum for pioneering technologists, curators and scholars from Accra, Nairobi, Cape Town, London and New York to discuss developments in digital design – robotics, gaming and computer imaging - on the African continent.

We tend to think about our world’s future as being discovered in the high-tech laboratories of American scientific research institutes, or debated in elite business and political forums held in the Alps - but less often in the West, do we think about our future as being designed by local tech communities in Sub-Saharan Africa.

In what is being called a transformative Digital Revolution, the African continent now hosts one of the fastest growing tech hubs in the world (the East African ‘Silicon Savannah’), a Pan-African robotics network (AFRON), burgeoning space programmes and a proliferation of digital innovation hubs.

The symposium analyses two major forces shaping the 21st century – innovations in digital technology and the ‘rise of Africa’ – through the lens of material culture and its interpretation. It also marks the official launch of an international network ‘Design Futures in Sub-Saharan Africa’ lead by Cher Potter, developed through a core partnership between London College of Fashion and the Victoria and Albert Museum.

Some of the questions that will be examined are:

• What challenges and opportunities do a ‘digital revolution’ combined with unprecedented city and population growth on the African continent present for designers today?

• How is the combination of computer coding and digital fabrication resulting in new typologies of design in Sub-Saharan Africa?

• What composite communities are organising themselves around these new digital models?

• Are gaming environments based on local history and folklore heralding a wider move from European/US-centric worldviews to local ones?

• How might technology open up new ways for reading and categorising objects, both ancient and contemporary?

• How might we describe and test the term ‘postwestern’ in the context of design and curating?

Speakers:

Cher Potter
Cher Potter is V&A/LCF Senior Research Fellow. Her research interests include contemporary design on the African continent, and ‘post western’ models of curating and research. Prior to joining the V&A, she curated the 2013 European Impakt Arts Festival which explored ‘post western’ futures; and lead global cultural research at WGSN, the world’s largest design and fashion trends bureau, coordinating research into design tendencies across 22 countries including 8 African capitals. She was recognized as one of twelve ‘Future Visionaries’ by the 2013 Wellcome Trust Visioneers series.

Jonathan Ledgard
Jonathan Ledgard is Director of the Afrotech Initiative at the Swiss Federal Institute for Technology, Lausanne, established to help pioneer advanced technologies in Africa. He is a leading thinker on risk, nature, and technology in near future Africa and spent the last decade as the Africa correspondent for The Economist, reporting extensively on Africa's mobile phone revolution. A founder of The Economist's Baobab blog, covering politics, economics and culture on the continent of Africa, he continues to contribute to the paper as well as to The New Yorker and other journals.

Ayorkor Korsah
Dr Ayorkor Korsah is Head of the Computer Science Department at Ashesi University College and Co-founder of the African Robotics Network, a community of institutions, organisations and individuals engaged in robotics in Africa. She is also a member of the Carnegie Mellon Robotics Institute and a TED Global Fellow. Her research interests include design at the intersection of algorithm design, artificial intelligence, and robotics; educating technologists for development in Africa; exploring the potential for participatory design in Africa; information, computing, and communications as keys to sustainable global development.

Kristina Van Dyke
Kristina Van Dyke is an independent scholar and curator. She was Director of the Pulitzer Arts Foundation in St. Louis from 2011 to 2015 and Curator for Collections and Research at the Menil Collection in Houston from 2005 to 2011. She curated the exhibition ‘Kota: Digital Excavations in African Art’ currently on display at the Pulitzer Arts Foundation, which examines nearly 50 Kota guardian figures using a new digital database created by Belgian computer engineer Frederic Cloth to study and reveal the hidden histories of Kota reliquaries.

Wesley Kirinya
Wesley Kirinya is one of the first games developers in Africa and founder of Leti Arts gaming studio in Nairobi and Accra. As such, he operates within one of the world’s fastest growing tech and design hubs, the East African ‘Silicon Savanah’. He is pioneering the use of local African history in digital gaming environments, and developing a toolbox of African superheroes based on characters from African mythology – heralding a potentially wider move from European/US-centric worldviews to local ones.

Paula Callus
Paula Callus is a Senior Lecturer in Computer Animation at Bournemouth University and is completing her PhD at SOAS on Digital Animation in Sub-Saharan Africa. As an advocate for the role of Sub-Saharan animators within the broader history of ‘moving’ image, she has delivered papers on ‘Reading Animation through the eyes of anthropology’ at the Animation Studies Symposium 2010; ‘Locating Sub-Saharan African Animation within the ‘moving’ image’ at the Film and Television Screen Studies Conference 2013; and curated the Africa in Motion animation programme in Edinburgh.

Mugendi M’Rithaa
Mugendi M’Rithaa is Professor of Industrial Design at Cape Peninsula University of Technology and the President of the International Council of Societies of Industrial Design (Icsid) - the world organisation for Industrial Design. His research interests include Participatory Design which incorporates the needs of end-users/clients; Universal/Inclusive Design; Design for Social Innovation and Sustainability; and design's potential in promoting equity and quality of life in Africa and beyond. He has coordinated workshops on ‘Designing a Prosperous Nation’ (Gaborone, 2004), and ‘Designing for New Realities’ (Helsinki, 2012).

Elvira Ose
Elvira Ose is Lecturer in Visual Cultures at Goldsmiths, and curator of the Göteborg International Biennial for Contemporary Art 2015. She was Curator International Art at Tate Modern (2011 – 2014). At Tate, she took a leading role in developing Tate’s holdings of art from Africa and its Diaspora and working closely with the Africa Acquisitions Committee. She was responsible for Across the Board (2012–2014), a two-year interdisciplinary project that took place in London, Accra, Douala and Lagos. She recently co-curated Ibrahim El-Salahi: A Visionary Modernist (2013).

Chairs:

David Pratten
Dr David Pratten is a Professor at the University of Oxford, specialising in the Social Anthropology of Africa. He was Director of the African Studies Centre from 2009-2013, one of the world’s leading centres for African Studies. His research interests include West African issues of youth, democracy and disorder; contemporary models of sociality, and colonial history. He is Co-Editor of ‘AFRICA: Journal of the International African Institute’ Cambridge University Press, which is the premier journal devoted to the study of African societies and culture.

Bill Sherman
Professor Bill Sherman is Head of Research at the Victoria and Albert Museum and Professor of Renaissance Studies at the University of York. He has published widely on the history of books and readers, the interface of word and image, and the relationship between knowledge and power. At the V&A, he is leading the development of the V&A Research Institute (VARI), which is testing new models for collaborative research that draws on history, theory and practice, and new ways of using collections to bring together the museum, the university and the creative industries.

Jane Harris
Dr Jane Harris is Associate Dean of Research at London College of Fashion, University of the Arts London and Professor of Digital Design and Innovation. An advocate for the role that creative and transdisciplinary research in HE can play in the development and advance of design, science and industry, her own practice navigates physical material and technology interfaces. A recipient of the National Endowment for Science Technology and the Arts Fellowship (NESTA) her pioneering CGI work has been internationally exhibited and publications include the co-authored book Digital Visions for Fashion+Textiles: Made In Code. "
designfuturism  speculativedesign  adrica  via:anne  designfiction  africa  2015  cherpotter  jonathanledgard  ayorkorkorash  kristinavandyke  wesleykirinya  paulacallus  mugendim'rithaa  elviraose  davidpratten  billsherman  janeharris  future  speculativefiction  design  robotics  gaming  comuterimaging  digital 
november 2015 by robertogreco
Radical Sensing - Selwa Sweidan
"Radical Sensing is a speculative design project rooted in the sense of smell. Radical Sensing imagines a future in which people have chosen to replace their noses with a "super smelling" neuroprosthetic or a "post-nose” that amplifies, isolates, decodes and records scent with simple gestures and downloadable customizations.

Radical Sensing poses questions about the future of prosthetics. Can the voluntary removal of body organs, in favor of augmented replacements, become normative?

Radical Sensing proposes a rearchitecting of the body, externally (though a wearable nose) and internally (through the neurological and experiential changes that arise when ehancing and even sharing the act of smelling).

Through performative prototyping, 3D modeling, user interviews, and a smell recording device - Radical Sensing raises questions about what it means to experience an enhanced sense of smell in the future, and what arises when we "live in our nose" in the present."

[See also:
https://vimeo.com/122488780
https://vimeo.com/124908121
https://vimeo.com/136255169 ]
smell  senses  speculativedesign  selwasweidan  prosthetics  neuroprosthetics 
august 2015 by robertogreco
CTheory.net: Conversations in Critical Making: 6 Critique and Making
"GH: What useful things can be taken from the concept of critical design as established by Anthony Dunne and Fiona Raby?

AG: Critical design is a bit silly. Designers have always been great at branding, and this is no exception. Design is a fundamentally critical process from the get-go. That's what the design process means. Design is an iterative process in which one revisits ideas, refashions them, recalibrates them, and produces multiple versions. That's why people say "everyone is a designer" today. We live in the age when everyone is a curator, everyone is a DJ, and everyone is a designer. We need to take seriously the notion that, whereas a generation ago critique was more or less outside mainstream life, today critique is absolutely coterminous with the mainstream. Hence a designer might engage with a so-called critical design project on Monday, but on Tuesday produce client work for IKEA. It's normal.

GH: Do you have the same response to speculative design?

AG: I'm interested in communism. And love. And darkness. I'm interested in smashing the state. And the total elimination of petroleum. I'm interested in the end of racism. I'm interested in the next 44 presidents being women--fair is fair! Speculation is mostly harmless, I suppose. But speculative thinking has been affiliated with idealist philosophy and bourgeois thought for so long--think of Marx's aversion to Hegel--that it's difficult for me to see much hope there. I've said it many times before: we don't have a speculation deficit; we have a motivation deficit. We should keep imagining new worlds, yes absolutely! But it's supplemental. Any child can tell you how to make the world just and fair and joyful. This is not to denigrate the creative work of Dunne and Raby, who are very talented at what they do. But rather to direct the focus where it should aim. The problem is not in our imagination. The problem is in our activity."
alexandergalloway  garnethertz  speculativedesign  criticaldesign  communism  motivation  capitalism  economics  makers  making  makermovement  2015  anthonydunne  fionaraby  dunne&raby  christopheralexander  geertlovink  matthewfuller  tizianaterranova  criticalartensemble  mckenziewark  guydebord  gilledeleuze  digitalculture  diy  culture  richardsennett  matthewcrawford  markfrauenfelder  phenomenology  karlmarx  kant 
august 2015 by robertogreco
Tomorrow Today: Design, Fiction and Social Responsibility | DisegnoDaily
"Here they seemed to allude to criticisms of critical design – or the acronym SCD (speculative critical design) by which it has also become widely known – in the sixteen years since the term first appeared in Dunne’s 1999 book Hertzian Tales. If at its best, critical design is held to spark public debate about the ramifications of science, technology and policy, the field has also been lambasted for its limited reach and efficacy. John Thackara, for instance, recently mounted an attack on what he termed its “infantile science fictions” and Susan Yelavich, Associate Professor at Parsons School of Design charged it for ‘only preaching to the choir’.

At the symposium, keynote speaker, design curator Paola Antonelli – who has spent much of the past decade promoting Critical Design to a wider audience through exhibitions at MoMA in New York – diagnosed the moment in her presentation. In the evolution of movements she outlined “a tendency where pioneers are doubted; after a period of drunkenness, the boat capsizes and follows with fatigue.” Antonelli used the online exhibition she co-curated on Design and Violence as evidence of critical design’s enduring potential. The website uses both mass-produced and conceptual design artefacts to provoke discussion on issues such as the death penalty and euthanasia. Antonelli then went to on to call for the scrutiny of standards in Critical Design."



"The afternoon ended fittingly with a performance by urbanist, designer and futurist Liam Young. His vision of the future came in the form of a story told against a backdrop of dystopian, computer-rendered urban landscapes.

Such stylistic probing and cross-pollination of genres were evidence of critical design’s constant scrutiny of ever-evolving codes. These are necessary to straddle the present and the future, reality and fantasy, the ordinary and the extraordinary, the feasible and the strange, the negotiation of which, according to Dunne and Raby, is essential to critical design’s power and success. As the pair conclude their 10-year tenure at the Royal College of Art at the end of this academic year, it was clear from Tomorrow Today that the future of both critical design and otherwise rests on a knife edge."
anthonydunne  fionaraby  dunne&raby  2015  speculativefiction  speculativedesign  designfiction  design  criticaldesign  future  paulgrahamraven  daisyginsberg  liamyoung  onkarkular  johnthackara  susanyelavich  paolaantonelli  catharinerossi  portiaungley  alexandradaisyginsberg  via:anne 
july 2015 by robertogreco
more-than-human lab - On anthropology, not ethnography, and design
"“Let me begin by restating what, I think, anthropology is. It is, for me, a generous, open-ended, comparative, and yet critical inquiry into the conditions and potentials of human life in the one world we all inhabit. It is generous because it is founded in a willingness to both listen and respond to what others have to tell us. It is open-ended because its aim is not to arrive at final solutions that would bring social life to a close but rather to reveal the paths along which it can keep on going. Thus the holism to which anthropology aspires is the very opposite of totalisation. Far from piecing all the parts together into a single whole, in which everything is ‘joined up’, it seeks to show how within every moment of social life is enfolded an entire history of relations of which it is the transitory outcome. Anthropology is comparative because it acknowledges that no way of being is the only possible one, and that for every way we find, or resolve to take, alternative ways could be taken that would lead in different directions. Thus even as we follow a particular way, the question of ‘why this way rather than that?’ is always at the forefront of our minds. And it is critical because we cannot be content with things as they are.

[…]

Like participant observation, design offers anthropology a way of working that avoids the schizochrony of ethnographic inquiry, and a viable alternative to traditional anthropology-by-means-of-ethnography. The observations, descriptions and propositions of design anthropology are not retrospective but prospective: their purpose is not to interpret but to transform. Design, in short, is not and cannot be a practice of ethnography; it is rather an alternative way to ethnography of doing anthropology – a way that releases the speculative and experimental possibilities of the discipline that the traditional appeal to ethnography has suppressed.”

—Tim Ingold: Design Anthropology Is Not, and Cannot Be, Ethnography (.doc) [https://kadk.dk/sites/default/files/08_ingold_design_anthropology_network.doc ]"
timingold  design  designanthropology  ethnography  anthropology  listening  criticalinquiry  inquiry  speculativedesign  experimentation  observation  holism  criticaldesign  open-ended  unfinished  comparison  via:anne  openended 
june 2015 by robertogreco
Critical Design Critical Futures - Critical design and the critical social sciences: or why we need to engagem multiple, speculative critical design futures in a post-political and post-utopian era
"We, anxious citizens of the affluent global North have some rather conflicted attitudes to futuring. In the broad realm of culture, "futures" have never been more popular. In the realm of politics, it is widely believed that those who engage in utopian speculations, are "out to lunch or out to kill[1].""



"Thoughtful reflections on widening inequality, class struggle, climate crisis, human-animal-machine relations, trans-humanism, the future of sexuality, surveillance and militarism can all be found in all manner of places. Consider Ronald Moore's Battlestar Galactica, the sci-fi novels of Ursula LeGuin, the Mars trilogy of Kim Stanley Robinson, films such as District 9, Gattica, Elysium or Snowpiercer, the graphic novels of Alan Moore or Hayao Miyazaki's stunning retro-futurist animations. All these currents – and many others – have used futures as a narrative backdrop to open up debate about worlds we might wish to inhabit or avoid.

In the "real world" of contemporary politics, no such breadth of discussion can be tolerated.

"Futures" once played a very significant role in Western political discourse. Western political theory: from Plato onwards can reasonably be read as an argument about optimal forms of institutional configuring.

For much of the twentieth century, different capitalisms confronted different vision of communism, socialism, anarchism, feminism, black liberation, fascism. Rich discussions equally took place as to the possible merits of blended systems: from the mixed economy and the welfare state to "market socialism", mutualism to populism, associationalism to corporatism. Since the end of the Cold War, it would be hardly controversial to observe that the range of debate about political futures that can occur in liberal democracies has dramatically narrowed.

Of course, it would be quite wrong to believe that utopianism has gone away in the contemporary United States. Pax Americana, The Rapture, or a vision of the good life spent pursuing private utopias centered around the consumption-travel-hedonism nexus celebrated by "reality TV" is all alive and well."



"Design is important for thinking about futures simply because it is one of the few remaining spaces in the academy that is completely untroubled by its devotion to futures. Prototyping, prefiguring, speculative thinking, doing things differently, failing… and then starting all over again are all core component of design education. This is perhaps why Jan Michl observed that a kind of dream of functional perfectionism [4] has haunted all matter of design practice and design manifestos in the twentieth century."



""Utopian thought is the only way of speculating concretely about a projective connection between architecture and politics. To design utopias is to enter the laboratory of politics and space, to conduct experiments in their reciprocity. This laboratory – unlike the city itself – is a place in which variables can be selectively and freely controlled. At the point of application of the concrete, utopia ceases to exist". [8]

Moreover, if we think of the utopian imaginary as disposition, as opposed to the blueprint, we might well get a little further in our speculations. Sorkin makes a plausible case for the centrality of a utopian, ecological and political architecture of the future as a kind of materialized political ecology. His intervention can also remind us that hostility to design utopianism or any discussion of embarking on "big moves" in urban planning, public housing, alternative energy provision and the like, can itself function as a kind of "anti-politics". It can merely re-enforce the status quo, ensuring that nothing of substance is ever discussed in the political arena."



"Whilst Wright never actually uses the word design to describe what he is up to in his writings, his demand for concrete programmatic thinking resonates with John Dryzek's call for a critical political science concerned with producing and evaluating discursive institutional designs.

Further points of convergence between design and the critical social sciences open up when we recognize that design is not reducible to the activities of professional designers. As thinkers from Herbert Simon, to Colin Ward have argued, if we see design as a much more generalizable human capacity to act in the world, prefigure and then materialize, the reach and potential of future orientated forms of social design for material politics can be read in much more interesting and expansive ways.

The writings of Colin Ward and Delores Hayden can be fruitfully engaged with here for the manner in which both of these critical figures have drawn productive links between design histories of vernacular architectures and the social histories of self built housing, infrastructure and leisure facilities. Both demonstrate that there is nothing particularly new about the current interest in making, hacking or sharing. There are many "hidden histories" of working men and women embarking on forms of self-management, building co-operative enterprises and networks of mutual aid. In doing so they have turned themselves into designers of their own workplaces, communities and lives [12]. Such experiments in what we might call "worker centred design" continue to resonate. Attempts by trade unionists to define new modes of ownership with socially useful production (as represented by the Lucas plan), and the recent spate of factory takeovers in Argentina, all indicate that workers can be designers[13].

All manner of interesting potential convergences between critical design, futurism and social critique can additionally be found in the many experimental forms that contemporary urban-ecological activism has given rise to. Consider experiments in urban food growing, forms of tactical or pop-up urbanism, guerrilla gardening and open streets, attempts to experiment in solidarity economies, experiments with urban retrofitting or distributed energy systems or experiments with part finished public housing (that can be customized by their residents). All these currents have the potential to draw design activism and design-oriented social movements into direct engagement with critical theory, political economy and the critical social sciences."
damianwhite  2015  design  speculativedesign  speculativefiction  designfiction  futures  future  futurism  socialsciences  colinward  deloreshayden  herbertsimon  criticaldesign  designcriticism  kimstanleyrobinson  ursulaleguin  hayaomiyazaki  achigram  ronherron  utopia  utopianism  capitalism  communism  socialism  anarchism  feminism  sociology  politics  policy  maxweber  emiledurkheim  patrickgeddes  designfuturism  anthonydunne  fionaraby  dunne&raby  tonyfry  erikolinwright 
may 2015 by robertogreco
Lisa Ma - Human Invasives Interaction on Vimeo
[also here: https://www.youtube.com/watch?v=v-VADQ-NG4E ]

[See also:

“Designer Lisa Ma wants us to eat grey squirrels”
http://www.wired.co.uk/magazine/archive/2014/01/play/pests-on-a-plate

http://www.lisama.co.uk/

“The future of activism isn’t loud. There’s a world of innovation in the field of activism that we are wasting away.”

"Lisa Ma socializes activism. Combining ethnographic research and speculative design, Lisa Ma creates platforms of engagement from surprising insights and processes that deeply resonate with the global technological community.

Placing herself as a critical explorer, Lisa Ma has built, for the city of Ghent - a political culture of consuming the invasive species that the vegetarian town would otherwise pay to poison; for a joystick factory in Shenzhen - coined the scheme of Farmification to save the worker community through technology innovation; for London Heathrow Airport - gather opposing communities between planning historians, activists to construct heritage tours of the surrounding villages under threat from the airport expansion. Through sweet storytelling of unlikely events, Lisa Ma bridges organisations with communities and through everyday clashes of values between what we do and what we believe in to make us think deeper about the future.

Lisa Ma holds a MA in Design Interactions at Royal College of Art in London and BA from Central Saint Martins. She worked as a designer/strategist with Pentagram and Deutsche Telekom's Creation Centre before making collaboration projects with Ted Global in Edinburgh, Kanvas TV in Belgium and Broadway with Arts Council."]
lisama  invasivespecies  animals  multispecies  geese  human-animalrelationships  human-animalrelations  belgium  gent  diversity  vegetarianism  vegetarians  birds  food  diet  activism  speculativedesign  farmification  bioluddism  squirrels 
march 2015 by robertogreco
Anab Jain, “Design for Anxious Times” on Vimeo
"As 2014 rushes past us, a venture capital firm appoints a computer algorithm to its board of directors, robots report news events such as earthquakes before any human can, fully functioning 3D printed ears, bones and guns are in use, the world’s biggest search company acquires large scale, fully autonomous military robots, six-year old children create genetically modified glow fish and an online community of 50,000 amateurs build drones. All this whilst extreme weather events and political unrest continue to pervade. This is just a glimpse of the increased state of technological acceleration and cultural turbulence we experience today. How do we make sense of this? What can designers do? Dissecting through her studio Superflux’s projects, research practice and approach, Anab will make a persuasive case for designers to adopt new roles as sense-makers, translators and agent provocateurs of the 21st century. Designers with the conceptual toolkits that can create a visceral connection with the complexity and plurality of the worlds we live in, and open up an informed dialogue that help shape better futures for all."
anabjain  superflux  2014  design  future  futures  via:steelemaley  criticaldesign  speculativedesign  speculativefiction  designfiction  designdiscourse  film  filmmaking  technology  interaction  documentary  uncertainty  reality  complexity  algorithms  data  society  surveillance  cloud  edwardsnowden  chelseamanning  julianassange  whistleblowing  science  bentobox  genecoin  bitcoin  cryptocurrency  internet  online  jugaad  war  warfare  information  politics  drones  software  adamcurtis  isolation  anxiety  capitalism  quantification  williamgibson  art  prototyping  present 
february 2015 by robertogreco
New book on 'Design Ethnography' — pasta and vinegar
"Here's the book blurb:
"What do designers mean when they say they’re going to do “ethnography” and “field research”? What are the relationships between observing people and designing products or services? Is there such a thing as a “designerly” way of knowing people? This book is a report from a research project conducted at HEAD – Genève that addressed the role of people-knowing in interaction/media design. It describes the wide breadth of approaches used by designers to frame their work, get inspiration or speculate about plausible futures. This book presents practitioners’ tactics and illustrates them with several cases. Unlike many resources on user-centered design, it takes a broader approach to design by considering cases in which design is not only a problem-solving activity, but a tool to speculate about the near future, reformulate problems or propose a critical discourse on society. In doing so, this book helps designers, students and consultants to challenge their own perceptions and update their approaches."

The book is a collective effort, with texts from John Thackara, Julian Bleecker, Sara Ljungblad, Gilles Baudet, Anab Jain and Jon Ardern, James Auger, Virginia Cruz and Nicolas Gaudron, Liam Young, Fabian Hemmert, Steve Portigal, Gordan Savičić and Selena Savić, Anne-Catherine Sutermeister and Jean-Pierre Greff. 

It can be purchased online here at we-make.it [http://we-make.it/shop/ and http://wemakeitberlin.tictail.com/product/design-ethnography ]"
design  ethnography  designethnography  nicolasnova  johnthackara  julianbleecker  saraljungblad  gillesbaudet  anabjain  jonardern  superflux  jamesauger  virginiacruz  nicolasgaudron  liamyoung  fabianhemmert  steveportigal  books  gordansavičić  selensavić  anne-catherinesutermeister  jean-pierregreff  futurism  speculativedesign  disign  nearfuture  fieldresearch  research  observation 
january 2015 by robertogreco
JosieHolford on Twitter: "It's a way - an expanding set of thinking practices @MrBlendy for getting from where we are now to where we want to be. #dtk12chat"
“[Design thinking] It's a way - an expanding set of thinking practices @MrBlendy for getting from where we are now to where we want to be.”

“So basically - is design thinking about strategizing our collective futures? #dtk12chat”
https://twitter.com/JosieHolford/status/553016235374686208
josieholford  designthinking  utopia  speculativefiction  speculativedesign  future  futures  2015  howwethink  education  learning  schools  design  thinking 
january 2015 by robertogreco
NEW SURVIVALISM: Alternative 'Bug Out Bags' - Parsons & Charlesworth
"New Survivalism: Six Alternative 'Bug Out Bags' commissioned for Istanbul Design Biennial, 2014

Parsons & Charlesworth present a new body of work entitled New Survivalism - a speculative design approach to survivalism that asks “what alternative scenarios of survival are there that avoid the bunker mentality and respond to currently emerging research into technological change, environmental conditions and belief systems?”

Exhibited as a range of six mini-manifestos, New Survivalism uses designed objects and storytelling to explore the survival strategies of a disparate set of protagonists, each with a very different take on what they “need”. The projects consist of six fictional protagonists and their six alternative survival kits alongside six story texts. Each one contains a mixture of found and designed objects that suggest what each protagonist would have in their kit.

To accompany the bug-out bags, New Survivalism includes a tool for assessing what might be valuable to us in the not-too-distant future. A choose-your-own-adventure-style questionnaire, (designed with Christopher Roeleveld) this adaptive manifesto guides us to reflect on who we are as individuals and what a crisis might mean for our interests.

Commissioned by the Istanbul Foundation For Culture and the Arts(IKSV) for the 2nd Istanbul Design Biennial and curated by Zoë Ryan and associate curator Meredith Carruthers, the biennial entitled “The Future Is Not What It Used To Be”, hosts 53 projects that ask: “What is the future now?” By rethinking the manifesto as a platform to frame pertinent questions, the projects question the role of design, its relationship to society, and its ability to be an active agent for change.

2nd Istanbul Design Biennial
The Future Is Not What It Used To Be
1 November - 14 December

-----------------

“We see that the world is entering an age of ecological collapse, material contraction and social and political unraveling. We don’t believe that responses to this global reality can be confined, as they currently are, to the political, scientific or technological: they need to be cultural too.“
-The Dark Mountain Project

Since the threat of nuclear cataclysm in the mid twentieth century “survivalism” has embedded itself in the public consciousness as an attitude and a body of knowledge for those intent on planning for the worst-case scenario. Typically survivalists pursue extreme self-sufficiency, squirreling food, medical supplies and weapons, undertaking related training and identifying safe havens. The focus is on reverting to tried and tested means, and as such, it is anything but progressive.

Conventional survival kits address only the bottom of Abraham Maslow’s famous Hierarchy of Needs (the physiological and safety needs of food, water, shelter etc.). Rather than replacing such kits, the alternatives proposed here represent the higher concerns of our protagonists; the protection of culture, the ability to make good decisions, the facility to plan and dream, the provision of access to cheap power, among other things.

As thought experiments intended to broaden debate about how we approach the concept of post-disaster scenarios in our culture, these alternative survival kits are intended as a starting point for you to engage with the question “what would you pack for the future?""

[See also: https://www.youtube.com/watch?v=ENNalkIV_IE
http://parsonscharlesworth.com/NEW-SURVIVALISM-What-s-In-Your-Bug-Out-Bag ]
2014  timparsons  jessicacharlesworth  speculativefiction  designfiction  speculativedesign  survivalism  future 
november 2014 by robertogreco
MDP: Media Design Practices MFA at Art Center College of Design
"Welcome to Media Design Practices. We are dedicated to defining new practices in design. Our graduates are prepared for a lifetime of invention.


Our vision is to educate designers not for the world as it is, but as it is becoming, to think hard about what it means to use our agency as designers to make the world as we may want it to be.

To take this on, we offer two tracks: Lab and Field. Each track, in its own way, orients the designer toward the challenges of the future and the changing role of design.

In the Lab track, students work in a studio context, using design to pose questions through applied and speculative projects that engage with emerging communication technologies and cultural practices. We move beyond the problem-solving paradigm to position the designer as a researcher with a distinct point-of-view who uses design to understand and engage with the world. We are expressly preparing media designers to take high performing roles in domains that are future-oriented and whose effects are far-reaching: information and communication technology, foresight units, industry R&D, scientific research labs, communication media, knowledge production, infrastructure and policy-making, and entrepreneurial or independent practices.

In the Field track, run in collaboration with Designmatters, students work in a real-world context where social issues, media infrastructure, and communication technology intersect. With the Field track, we take on the ethics, politics, and practices of design in the realm of social change (including the rhetoric of “good”). Our students experience the power dynamics of high-, low-, and no-tech communications in a social context firsthand. We are preparing designers to take an active role in the creation of new models for international development and civic engagement through work in communities, institutions, governments, and entrepreneurial endeavors. Our graduates build viable lifelong design practices that engage directly with the human condition.

------------------------

Both tracks share a commitment to inquiry through design, disciplinary and cultural hybridity, and a belief that critical reflection is at the core of an engaged design practice.

Students in both tracks share the same studio, workshops, facilities, and a weekly colloquium, all of which creates a healthy dialogue between the work that is created for two very different contexts. The juxtaposition of the tracks creates a unique situation among graduate programs, one that encourages vital issues to arise.

By necessity, we work incredibly hard. We believe it's not worth it unless there is a contribution to be made; we are not the least bit interested in replicating the status quo. If this sounds like the kind of design you'd like to be part of, we invite you to join us — as a student, a partner, or a guest.

— Anne Burdick, Chair"

[See also: https://vimeo.com/84281017
http://www.artcenter.edu/accd/programs/graduate/media_design.jsp ]
accd  artcenter  design  education  media  webdev  designeducation  altgdp  speculativedesign  designmatters  ethics  crticaldesign  anneburdick  inquiry  lcproject  openstudioproject  interdisciplinary  transdisciplinary  webdesign 
november 2014 by robertogreco
Improving Reality 2013 - Paul Graham Raven - YouTube
"Paul is going to talk about infrastructure, about what we mean (or think we mean) when we say that word, and about why infrastructure is not so much invisible as illegible: omnipresent, ubiquitous, but almost always Someone Else's Problem. He will compare the Someone Else's Problem problem to the "hypnosis of normality" which Anab Jain (designer at Superflux) suggests design fiction is intended to dispel. Paul proposes that the tools of design fiction and critical theory can, and should, be turned outward upon the complex, interdependent and surprisingly fragile metasystems on which our lived reality is utterly dependent."

[See also: http://arcfinity.tumblr.com/post/60164228912/paul-graham-raven-someone-elses-problem ]
2013  paulgrahamraven  infrastructure  designfiction  speculativedesign  speculativefiction  criticaltheory 
october 2014 by robertogreco
Future Fictions | z33
"With Future Fictions, Z33 continues the debate about our future, exploring how contemporary artists, designers and architects relate to future thinking and imaging: from mapping, questioning and criticizing, to developing complex visions about the structures and systems that may shape our life in the future.

Z33 wishes to draw attention to what future thinking and imaging can be. Not pretending to know what our future will be, nor which inventive solutions will solve our present-day problems, we rather aim to explore a set of different visions/fictions that artists, designers and architects put forward using different methods and tools for future thinking and visualizing.

In doing so, Z33 wishes to shift the debate away from what is possible, plausible and probable towards what is preferable: Future Fictions therefore is essentially a project about ideas and ideals, about dreams beyond hope and fear.

Can we learn to critically assess the future visions presented? Which criteria would be valid in doing so? In other words, can we learn to become ‘future literate’?

The proposed visions/fictions presented aim to engage us both intellectually as well as emotionally in a quest to consider exactly what kind of future we might want. In this, we all have a role to play: ‘After all, the future still has to be made today.’  - Anne Galloway*

The proposed visions/fictions presented aim to engage us both intellectually as well as emotionally in a quest to consider exactly what kind of future we might want. In this, we all have a role to play: ‘After all, the future still has to be made today.’ - Anne Galloway*

With: Neïl Beloufa (FR), Nelly Ben Hayoun (FR), Blueprints for the Unknown (UK), Bureau Europa (NL) / Lara Schrijver (NL), Dept. Architectuur UHasselt (B), Theo Deutinger (AT), Dunne & Raby (UK), FoAM (BE), El Ultimo Grito (ES), Arne Hendriks (NL) / Monnik (NL), Shane Hope (US), Speedism (B/DE), Near Future Laboratory (CH/SP/US), Hans Op de Beeck (B), Pantopicon (B), The Extrapolation Factory (DE/US), Atelier Van Lieshout (NL), Chris Woebken (DE), The Xijing Men (JP/CN/KR), Liam Young (AU)

Curator: Karen Verschooren, Z33

Quote *Anne Galloway in Sentient City. Ubiquitous computing, architecture, and the future of urban space, p.223"
speculativefiction  speculativedesign  future  designfiction  annegalloay  2014  karenverschooren 
september 2014 by robertogreco
The Novel and the Future of the Near Future | Hazlitt Magazine | Hazlitt
"Writers hoping to transport readers only a short distance into the future are in danger of being outfutured by reality itself. So-called “design fiction” may present creators with a more viable alternative."



"Of course, in the world of fiction a “minimum viable future” is more commonly referred to as a “shitty first draft.” It’s no surprise that Bruce Sterling is a fan of design fiction, and I can easily picture digitally-savvy Margaret Atwood hunched over a 3D printer. But an iterative approach to the future is often at odds with the slow, deliberate process of creating and populating a fictional universe. And given the clumsiness of the physical world, it’s easy to understand why writers would prefer to craft perfect sentences instead of generate imperfect vending machine novelties.

Still, if you want to see what happens when design fiction gets a bigger budget and a mass audience, check out the uncanny and discomforting BBC show Black Mirror. Featuring glimpses of our terrible (and terribly plausible) near future(s), it’s not a show that lends itself to binge watching, even with only two seasons, at three episodes per.

That’s because each episode of Black Mirror hits the reset button, taking place in a unique future universe with a fresh set of actors. Creator Charlie Brooker likes to start with a provocative but recognizable piece of design fiction and then guides the viewer toward a trapdoor labeled unintended consequences. In the episode “The Entire History of You” we watch a jealous husband unable to stop himself from discovering a secret he might be better off not knowing. It’s an effective critique of where lifelogging and Facebook might take us, in part because Brooker is able to make such a vivid emotional argument. Meanwhile, in “Be Right Back,” the dead are able to speak with the living thanks to an artificial intelligence service that scrapes the emails, tweets and Facebook posts of the deceased.

Instead of the overbearing technological determinism common to many speculative novels, Black Mirror tends to favour “slight futures”—the term Wired recently used to describe the film Her. As in, “technology hasn’t disappeared … it’s dissolved into everyday life.”

I acknowledge there’s a danger that design fiction could become another buzzword ruined by overzealous ad agencies. And by its very format, design fiction subconsciously reinforces the object fetish of the Kickstarter generation. It’s hard to attack the pernicious logic of planned obsolescence when your critique is delivered in the form of yet another gadget.

But I would insist that any novelist contemplating the near future invest in some foamcore and Post-it Notes. Because I refuse to wait another half-decade for the definitive novel about the Oculus Rift."
ryanbigge  designfiction  speculativefiction  speculativedesign  blackmirror  2014  brucesterling  charliebrooker 
september 2014 by robertogreco
The Extrapolation Factory
"The Extrapolation Factory is an imagination-based studio for design-led futures studies. We focus on developing future scenarios, embodied as artifacts in familiar, present-day contexts. The studio proposes a method for collaboratively envisioning possible futures with diverse participants, experts and non-experts, and doing so in a variety of accessible ways. With this work, the Extrapolation Factory is exploring the value of rapidly imagined, prototyped, deployed and evaluated visions of possible futures on an extended time scale.

Co-founded by Elliott P. Montgomery and Chris Woebken"
hriswoebken  elliottmontgomery  extrapolationfactory  designfiction  design  futures  future  speculativedesign  speculativefiction 
september 2014 by robertogreco
Cheat Sheet for a Non (or Less) Colonialist Speculative Design — Medium
"Earlier this year Luiza and I published a text here on Medium where we, apparently, said a few things that resonated quite well among design practitioners and researchers alike. In that text, we pointed out a general disregard for issues of race, class and gender privilege within Speculative and Critical Design projects and publications. For us, it was a serious problem we felt the need to call out.

Naturally, a good number of other design practitioners and researchers claimed we were exaggerating, being unfair or “augmenting” the facts so as to fit our own purposes, whatever they were. However, questions very similar to ours were raised by others during this year’s Design Research Society Conference in Umeå, Sweden, and we were also invited to speak about our positions in July at the Open Design Conference in Barcelona, Spain. In the meantime, other essays that echoed our concerns showed up, mostly from other designers that were actually catalysts of the discussion that originated our text in the first place. All in all, there is an elephant in the room that demands some attention, and these texts elaborate and expand considerably what our own writing left off.

Still, those texts and the subsequent reactions to them only showed us what we expected: (1) these are issues that are still in need to be acknowledged and dealt with as serious concerns and (2) what we initially set off to challenge lies well beyond “representation” or the danger of tropes and tokenism – unlike most of the criticism we received seem to think. Notwithstanding, SCD projects and publications are still letting plenty of “narrow assumptions” sneak in, and they will only continue to reinforce the status quo of colonialism and imperialism rather than effectively challenging it.

To try to make things a bit easier, we developed this very simple and straightforward “Cheat Sheet” you, Speculative and/or Critical Designer, should consult when developing new projects. This is (very) loosely based on Sandrine Micossé-Aikins’ “7 Things You Can do To Make Your Art Less Racist” – which is a strongly recommended read for before and after you get through this cheat sheet of ours – as well as María del Carmen Lamadrid’s “Social Design Toolkit”, also a mandatory read. Ready?

Cheat-Sheet for a Non (or Less) Colonialist Speculative Design

1. Acknowledge the Truth. This one we’ll borrow straight from Sandrine. If you were born in Europe, there is a good chance your country had (or has) colonies and gave (or gives) them a very, very bad time. It is not your fault, and no, #NotAllEuropeans are like that. We also know that the USA, though a former British colony on its own, has given itself the task to treat other parts of the world as if its own backyard, something we call imperialism. Indeed we all know this, but so should you – it is a fact you cannot and will not change. So acknowledge that part of your privilege comes from the very fact that your society has built – and still builds – its wealth upon the disaster of others.

2. Check Your Facts: ask yourself “does my dystopia happen already in other ‘invisible’ (sic) places of the World?” It is good to know if what would be terrible for you and your audience isn’t already reality for others. Before asking “what if…?” ask “is there…?” Particularly if you consider how colonialism helped shape the power inequalities and uneven economic relations we currently live in.
(Tip: Wikipedia is a good starting point, but be creative and don’t stop there.)

3. “Am I developing more ‘civilised’, ‘highbrow’ or ‘educated’ solutions for ‘endangered’ places in the world?” It might be that you already know the answer to this, but double-check it. Constantly challenge your design decisions and see if they do not reflect narrow-minded views of how aesthetics could or should be. Minimalism and clinical asepsis are not the only aesthetically pleasant values of design.

4. “Is my scenario/story/object somewhere else’s local aspect/culture, appropriated as to fit my own?” If yes, please refer to point 2 and check if your culture/country did not already do that a few years ago by the use of violence and other less friendly means.
(Tip: start from the basics of Cultural Appropriation. Yes, it is a very controversial topic and there is no consensus about it. Yes, you have to read it anyway.)

5. “Does my dystopian scenario contain the following:”
a) Slaves or any depiction of middle-class (white) people suddenly turned into slaves;
b) People of Color in the role of Robots, Subaltern or others in general;
c) Objects coming from places that are or were colonies, whose aesthetics look invariably “recycled” or “kitsch”.

6. Is my research biased by my own privileged views of how society could or should be? Or in other terms, “am I b(i)asing my research exclusively on authors and references that come exclusively from colonialist countries?” This is very important, because as Raewyn Connell explains in her Southern Theory (2007), much of the so-called “canons” of social sciences come from northern, metropolitan authors whose work inquiries the “primitiveness” of the colonies.

7. “Does my textual production contain any of the following words:”
a) “global” for economic models;
b) “neutral” for cultural models;
c) “universal” for theoretical models;

8. In case you succeed on all of the above and will most definitely go on portraying your dystopia, the final question is: “have I consulted myself with other people, designers or not, from other places of the world to check if this is not a #firstworldproblem?”

We strongly believe that following these simple steps may positively contribute to not only Speculative and Critical Design projects becoming more powerful in their line of questioning, but also avoiding the mishaps it sets itself up so boldly to criticise.

To be once again very clear, we are also not advocating that every single SCD Project should talk about, tackle or depict issues of colonialism and imperialism. Rather, we say “know where you come from and know where your privileges are.” If “all design is ideological”, as Dunne says, do take that statement seriously.

Giving yourself the task to stop navel-gazing and to always second-guess your own decisions is not a shame. It is for the better, trust us."

[See also: https://medium.com/@luizaprado/questioning-the-critical-in-speculative-critical-design-5a355cac2ca4 ]
speculativedesign  criticaldesign  luizaprado  pedrooliveira  2014  colonialism  designcolonialism  imperialism  dunne&raby  designfiction  speculativefiction  fionaraby 
september 2014 by robertogreco
A PAREDE ツ hello[at]a-pare.de
"Oh Hai! We are A Parede, a brazilian design research practice in Berlin.
Our research interests are in Speculative and Critical Design, Gender and Sound Studies."
luizaprado  pedrooliveira  criticaldesign  speculativedesign  designresearch  gender  sound  berlin  brazil  brasil  aparede  designfiction 
july 2014 by robertogreco
Reflections on the Utility of the Poetic Imagination — Medium
"The key in using and adapting methods like Design Fiction and Science Fiction Prototyping is to keep in mind that what appears to be a final product-a story, video, object-is actually a step in a process, it is not the end. “Prototypes are not the thing, they are the story or the fiction about the thing that we hope to build.” And it is not just about technology or creating products, it is also about generating insights into the human experience, leadership, strategy, institutional innovation, the experience of coming home from war, civil-military relations and more. In fact, it’s probably more important to apply the poetic imagination to these areas than to technology.

Certainly this isn’t this only way to approach this. It leads me to a lot of questions that I don’t yet have answers for. With these ideas in mind can we think of the development and updating of the color-coded war plans in the decades leading up to WW2 as a form of “strategy fiction prototyping”? Can you teach people to tap in to the poetic imagination? How do you create an environment within an organization that is open to this kind of playful, hypothetical thinking? The next step is to go deeper into the poetic or aesthetic imagination and try to develop some of these techniques in a practical way and see whether or not this is indeed a job for poets."
designfiction  speculativedesign  criticaldesign  speculativefiction  2014  prbeckman  process  imagination  creativity  prototyping  sciencefictionprototyping 
june 2014 by robertogreco
Designing the Future — Medium
"Posts on Design Fiction, Critical Design, and Speculative Design"
designfiction  criticaldesign  speculativefiction  speculativedesign 
june 2014 by robertogreco
studio : lab : workshop | Abler.
"I’ve been saying for some years now that my wish is to be as close to science-making as possible: that is, not merely teaching complementary art and design practices for young scientists in training, but to be in the formative stages of research and development much further upstream in the process. Asking collaboratively: What research questions are worthy questions? What populations and individuals hold stakes in these questions? Are there important queries that are forgotten? Could parallel questions be pursued in tandem—some quantitative, others qualitative? And how do we engage multiple publics in high-stakes research?"

To put it another way: What happens when extra-disciplinary inquiry lives alongside traditional forms of research—especially when those traditional forms occupy the disciplinarily privileged status of the STEM fields? Inviting both generalist and specialist approaches starts to hint at what a “both-and” disposition could look like. As here in David Gray’s formulation of specialists and generalists:

[image]

Breadth, he says, is the characteristic of the generalist, and depth the characteristic of the specialist. A thriving academic research program surely needs both: but not just in the forms of symposia, scholarly ethics, or data visualization to (once more) “complement” or even complicate the science. It’s the last note of Gray’s that I’m particularly paying attention to, because it’s what good critical design and hybrid arts practices often do best: They act as boundary objects.

Gray says those objects can be “documents, models, maps, vocabulary, or even physical environments” that mark these intersections of broad and deep ideas. Well, I’d say: especially physical environments and phenomena. At the scale of products or screens or architectural spaces, these objects can act as powerful mediators and conduits for ideas. They can become modes of discourse, opportunities for public debate, sites of disciplinary flows.

It’s these kinds of objects that I’d like to be a feature of the studio/lab/workshop I’ll bring to Olin: An ongoing pursuit of ideas-in-things that live at all the various points along a continuum between practical use, on the one hand, and symbolic or expressive power on the other. Two poles in the manner still most accessibly captured by Anthony Dunne and Fiona Raby—both of which I’d like to be present.

And what does this mean for the habits of mind we cultivate? I return often to the ideas of Jack Miles in this essay—also about generalists and specialists, with a key useful heuristic: that specialists tend to embody the disposition of farmers, while generalists tend to embody the virtues of hunters. Both are necessary, and both need each other. The careful tending to a field whose needs are more or less known, protected, and nurtured further, on the one hand. And the more landscape-crossing, round-the-next-bend pursuit of the not yet known and its promised nourishment, on the other.

I want students to try out and value both operative modes, no matter where their own career paths take them. Knowing that others are also asking valuable questions in different disciplinary ways ideally breeds humility: a sense that what one has to offer could be enriched when conjoined in conversation with others whose expertise may not be immediately legible from within a silo.

And not just humility: I want students in engineering to know that their practices can be both private and public, that their status as citizens can be catalyzed through making things. Things that may be practical, performative, or both.

In practical terms, we’ll be looking at labs like Tom Bieling’s Design Abilities group in Berlin, Ryerson’s EDGE Lab, the Age and Ability Lab at RCA, and the newly-formed Ability Lab at NYU Poly. But we’ll also be looking methodologically at Kate Hartman’s Social Body Lab at OCAD, at the CREATE group at Carnegie Mellon, and of course Natalie Jeremijenko’s Environmental Health Clinic.

Possible paths to pursue: A “design for one” stream of prosthetic devices made for one user’s self-identified wish or need. An ongoing partnership with any of a number of schools or clinics in the Boston area where provisional and low-tech assistive devices could make education more responsive to children’s up-to-the-minute developmental needs. Short-term residencies and workshops with critical engineers and artists working with technology and public life. Public, investigative performances and installations that address issues of ability, dependence, and the body in the built environment.

These things will take time! I can’t wait to begin."
sarahendren  2014  olincollege  design  specialization  specialists  generalists  interdisciplinary  transdisciplinary  engineering  stem  davidgray  research  academia  extra-disciplinary  ability  dependence  audiencesofone  jackmiles  anthonydunne  fionaraby  dunne&raby  ablerism  events  nataliejeremijenko  tombieling  kateharman  prosthetics  abilities  disability  designcriticism  criticaldesign  speculativedesign  humility  crossdisciplinary  crosspollination  accessibility  assistivetechnology  discourse  conversation  openstudioproject  lcproject  howwelearn  howweteach  disabilities 
june 2014 by robertogreco
Failed States: A Tactical Design Workshop | superflux
"In early May, Jon and I were invited by the HEAD MEDIA DESIGN faculty in Geneva to lead a week long design futurescaping workshop for the first-year students on their postgraduate Media Design programme. Having not previously encountered speculative design, futurescaping, or design fiction, we were tasked with finding a way to drag this bundle of themes and techniques into the participants’ familiar everyday lives. We could easily have spent a week exploring different processes and methods, but, instead, we chose to develop a challenging context-specific brief, through which the HEAD students could start to grapple with some of the questions we ourselves have been exploring through our lab and studio activities.

Drawing on our recent work, talks, and ongoing personal encounters with immigration and the contemporary nation-state, we were drawn to a central theme of political complexity – challenging students to probe notions of borders, territories, and the fragile, increasingly precarious relationship between people and their governments. Developing the brief in collaboration with Justin Pickard, our spooky, mostly virtual studio associate, we wanted to leave workshop participants fully primed and poised, ready to develop their own original work on these and similar issues."



"We kicked off the workshop with a presentation expanding on the initial brief, describing how the workshop would use the notion of ‘failed states’ to ‘explore how political visions of the future fail to account for the complexity of the world, and in doing so, struggle to consider unforeseen events and uncertainty.’ We showed real-world examples of the ways in which unanticipated events – the collapse of the USSR, the Great Depression, etc. – have triggered paradigm shifts in national and international politics, the consequences of which we continue to experience in our everyday lives today, in 2014.

With this as background and context, we confronted the workshop participants with a future Switzerland of the mid-2020s; a small, federal state in a world where an increasingly powerful Chinese state holds controlling shares in a number of critical Swiss infrastructure projects, a network of surveillance UAVs have been deployed to monitor and pre-empt civil unrest, widespread food shortages have been met by the nationalisation of many Swiss food companies, and the persistent overuse of antibiotics has led the world into an era in which even minor infections can prove terminal.

Sharing our timeline of events from 2013-2025 based on current trends and weak signals, we tasked participants with digesting the interplay of a range of future developments, considering their implications for the everyday experience of future Swiss citizens and inhabitants, and designing a response to the challenges and consequences of this future world. We asked them to engage, critique and infiltrate the dominant political and economic order through a proposed service, product, experience, movement, campaign, or anything else that felt appropriate.

After the initial splash presentation, participants ran through a series of discussions and initial brainstorms, touching on the recent immigration referendum, the incipient anxieties of French students, and the visual language of Swiss political propaganda. The students were asked to consider the elements of this future world that resonated with their own passions and personal politics; what their own lives – and those of their friends and family – might look like in this proximate future; and alternative roles for their own design practice in an unexpected or divergent environment. Over the first few days, participants made extensive use of mapping and fiction and they sought to orient themselves in relation to a series of much larger, interlocking social and technical systems.

After a round of early brainstorms we suggested the students write short stories, that situate them or their loved ones, within this world. This became a great mechanism to create deeper connections with the things that they otherwise did not consider.



Participants’ work explored the various ways in which they might be able to either infiltrate the system, or design for it from within it. As workshop convenors, we found it emotionally and personally challenging to see how far they were willing to push themselves beyond their comfort zones, in order to explore new thematic and design territories.



The set of final presentations was inspiring and rewarding, and the students who took the opportunity to engage with this complex and chaotic bundle of issues did remarkably well in such a short period of time. "We learnt how to ask questions" was possibly one of the best feedback we could have asked for. Many thanks to Daniel Schiboz, Nicolas Nova and Marion Schmidt for the hospitality, we hope to be back at HEAD soon. "
superflux  anabjain  failedstates  speculativefiction  speculativedesign  designfiction  speculativecriticaldesign  criticaldesign  justinpickard  immigration  migration  future  government  switzerland  design  complexity  uncertainty  prediction  2014  surveillance  networks  danielschiboz  nicolasnova  marionschmidt 
june 2014 by robertogreco
DRS 2014: Privilege and Oppression: Towards an Intersectional Critical Design
"Though critical and speculative design have been increasingly relevant in discussing the social and cultural role of design, there has been a distinct lack of both theory and praxis aimed at questioning gender oppression. Departing from an intersectional feminist analysis of the influences and origins of speculative and critical design, this essay questions the underlying privilege that has been hindering the discussion on gender within the discipline and its role in propagating oppression; it then goes on to propose the concept of a "feminist speculative design" as an approach aimed at questioning the complex relationships between gender, technology and social and cultural oppression."
luizaprado  speculativefiction  designfiction  criticaldesign  speculativedesign  design  2014  privilege  oppression  gender  technology  culture 
june 2014 by robertogreco
Alexandra Daisy Ginsberg and the problem of design fictions | Features | Disegno Daily
"Confusion is one of the results that typically arise from design fictions like those Ginsberg creates. The discipline seems to suffer from a problem of how exactly its fictions are to be read. It is sometimes difficult to know how tongue-in-cheek its proposals may be or how seriously we are meant to take them, and consideration of related disciplines makes the point clear. We know that art, for instance, is often oblique, non-literal or metaphorical; it cannot always be taken at face value. Yet literality is precisely what we expect of design, a discipline we are near hard-wired to think of as problem solving and practical. Qualities like humour, provocation, politicisation or subversion are common in art, yet their presence in design is rare. Just as when a designer presents a chair we assume that it must be to sit on,5 so too when a designer suggests growing a Maui’s dolphin in your womb there is a temptation to take it is an order."



"If industry characterised the 19th century, and information technology the 20th, it is tempting to look at biotechnology and synthetic biology as strong candidates for the 21st. The capacity to grow non-consumable products – as Suzanne Lee has done with her Biocouture project – or to create low-emission fuels or cheap pharmaceuticals is clearly appealing, while notions of programming DNA like computer code hold obvious attractions (as well as generating obvious fears) for areas such as agriculture. If farming is the practice of coercing nature into producing desirable results, biotechnology presents a development of this idea: nature rewired to produce these same results “naturally". It is a point writer H.G. Wells made 119 years ago in his essay The Limits of Individual Plasticity: “We overlook only too often the fact that a living being may also be regarded as raw material, as something plastic, something that may be shaped and altered."

Such an idea understandably resonates with designers, yet also raises questions about how design as a discipline will adapt in the the future. What role do designers play if synthetic biology becomes a dominant production mode? Biology is not an equivalent material to wood or metal; a new matter that can be easily subbed into the design process and subjected to the designer’s expertise. Rather, it is a substance that, at least for the foreseeable future, requires the knowledge of a biologist to manipulate.6 It is a point to which Ginsberg is sympathetic. “I think synthetic biology presents an interesting area for designers because it makes you ask what designers will be doing if biologists are designing,” she says. "My question is 'What does design become in that space?' I’m curious to see if design can reflect on itself by working in a very unfamiliar space. Is there an opportunity to think about what we make, and what we should or shouldn’t be making?”

These are some of the questions addressed by Synthetic Aesthetics, a book that documents an ongoing research project of the same name. The project was initiated by the University of Edinburgh and Stanford University in 2010, and paired synthetic biologists with artists and designers to generate residencies that examined crossover between the disciplines. While not all of the resultant projects are fictions, many are.7 Biologists Wendell Lim and Reid Williams for instance collaborated with IDEO designers Will Carey and Adam Reineck to propose drinking vessels formed from dormant bacteria that, when awakened by water entering the glass, would activate to mix and form a probiotic drink. "The book in a way was laying out what we’ve learned from the residencies, but it asks questions as well,” says Ginsberg. "What is synthetic biology, what is design, what do we want design to be in synthetic biology, and how do we bring its ideas of ethics, innovation and sustainability together?”

Such open-ended questions however feed back into the problem of design fictions. As a field, design fictions is not interested in providing definite answers or pursuing clearly defined goals (à la a brief to design an affordable, ergonomic aluminium stacking chair) and that’s where confusion enters in. Rather than problem solving – as conventional design is typically seen as being –8 it seems most contented when simply probing, holding a mirror up to debates that have no easy answers. "There is an understanding that design can only make stuff to sell, that it translates technology into things to consume,” says Ginsberg. "I think there is room for design practices that challenge and expand that. In a way, my practice is a design-based think tank."

Yet it is a state of affairs that makes the publication of Synthetic Aesthetics significant. Books about design fictions are comparatively rare, a fact that in part contributes to many people’s uncertainty with the discipline: it is simply not well-known enough yet for the process of acclimatisation to have taken place. Prior to Synthetic Aesthetics, the most visible texts in the field have been Dunne’s Hertzian Tales9 and his subsequent collaboration with Raby on 2014’s Speculative Everything. Writing about this latter title, the design scholar and director of London’s Design Museum Deyan Sudjic remarked that "design is about asking questions, as well as answering them” and it is true that the emergence of design fictions is not the first occasion in which design has acted as provocateur. The Italian design avant-garde of the 1970s were highly critical of the society in which they operated for instance and such precedent suggests that there is nothing conceptually confusing in design acting in the way that it does in design fictions. Design fictions aren’t confusing in and of themselves any more than a projection of a train is confusing in and of itself; all that is lacking is familiarity with the discipline.

Publications like Ginsberg's Synthetic Aesthetics are an important step in the acclimatisation process. As we become more used to the notion of design fictions, it becomes easier for them to do the work they were intended for. Rather than prompting confusion and misapprehension, they can begin to spark debate, generate ideas and inspire research. It is a similar process to that which L'arrivée d'un train en gare de La Ciotat would have gone through more than a century ago. What initially provoked terror was actually a marvel – a train’s arrival preserved on camera; a moment in a Marseillaise town bottled and unstopped in a Parisian theatre. On a second viewing the film’s audience would have seen that."
designfiction  speculativedesign  alexandradaisyginsberg  daisyginsberg  biology  2014  biotechnology  via:anne  anthonydunne  dunne&raby  fionaraby 
may 2014 by robertogreco
Twitter / annegalloway: Compiling a list of non-sci-tech ...
"Compiling a list of non-sci-tech based speculative/critical design projects and it’s remarkably short. What are some of people’s favourites?"
speculativedesign  criticaldesign  designfiction  annegalloway  2014  design 
may 2014 by robertogreco
Instead of futurists, let’s be now-ists: Joi Ito at TED2014 | TED Blog
[Update 8 July 2013: video now at http://www.ted.com/talks/joi_ito_want_to_innovate_become_a_now_ist ]

"Remember before the internet? Ito calls this period ”B.I.” In this stage of the world, life was simple and somewhat predictable. “But with the internet, the world became extremely complex. The Newtonian laws that we so cherished turned out to be just local ordinances … Most of the people who were surviving are dealing with a different set of principles.”

In the B.I. world, starting a business had a clear timeline: says Ito, you hired MBAs to write a business plan, you raised money, and then you built the thing you wanted to build. But in the AI world, the cost of innovation has come down so much that you start with the building—and then figure the money and business plan. “It’s pushed innovation to the edges, to the dorms rooms and startups, and away from stodgy organizations that had the money, the power and the influence.”

During Nicholas Negroponte’s era at the MIT Media Lab, the motto he proposed was: “Demo or die.” He said that the demo only had to work once.But Ito, who points out that he’s a “three-time college dropout,” wants to change the motto to: “Deploy or die.” He explains, “You have to get it into the real world to have it actually count.”

Ito takes us to Shenzhen, China, where young inventors are taking this idea to the next level. In the same way that “kids in Palo Alto make websites,” these kids make cell phones. They bring their designs to the markets, look at what’s selling and what others are doing, iterate and do it over again. “What we thought you could only do in software, kids in Shenzhen are doing in hardware,” he says.

He sees this as a possibility for the rest of us, too. He introduces us to the Samsung Techwin SMT SM482 Pick & Place Machine, which can put Samsung machine can put 23,000 components on an electronics board, something that used to take an entire factory. “The cost of prototyping and distributing is becoming so low that students and software can do it too,” says Ito. He points to the Gen9 gene assembler. While it used to take millions and millions of dollars to sequence genes, this assembler can do it on a chip, with one error per 10,000 base pairs. In the space of bioengineering. “This is kind of like when we went from transistors racked by hand to Pentium, pushing bioengineering into dorm rooms and startup companies,” he says.

Of course, this new model is scary. “Bottom-up innovation is chaotic and hard to control,” he says. But it’s a better way. It’s a way that lets you pull resources—both human and technical—when you need them rather than hoarding what you think you’ll need before you start. And we need to educate children to think along on these lines. “Education is what people do to you and learning is what you do for yourself,” says Ito. “You’re not going to be on top of mountain all by yourself with a #2 pencil … What we need to learn is how to learn.”

Ito urges us to follow a compass rather than a map. Instead of planning out every exact points before you start, allow yourself to make the decisions you need as you go in the general direction of where you need to be.

“I don’t like the word ‘futurist,’” he says. “I think we should be now-ists. Focus on being connected, always learning, fully aware and super present.”"
connectedlearning  fabrication  making  joiito  2014  education  learning  unschooling  deschooling  justintime  openstudioproject  lcproject  hardware  software  demos  demoing  now-ists  futurists  future  speculativedesign  glvo  teams  bottomup  chaos  control  resources 
march 2014 by robertogreco
Design Futurescaping | superflux
"We presented our work on 'Design Futurescaping' at the Yeditepe International Conference on Futures & Foresight and Rotterdam's V2_Institute for Unstable Media.

'Complexity, Narrative, Participation, and Images of the Future'
What opportunities do traditional arts, digital media, and social networks create for foresight and futures? What new approaches do these media and digital platforms provide for engaging people in creating and exploring alternative images of the future? How can group-sourced futures creation and exploration put chaos and complexity theories in service to basic futures theory? How can they enhance experiential engagement in the futures dialogue?

These questions set the premise for the Poster Session at the Yeditepe International Conference on Foresight and Futures, Istanbul, Turkey. Curated by Dr. Wendy Schultz, the poster session included contributions from Wendy Schultz, Noah Raford, Justin Pickard and Jake Dunagan. 

We presented a poster outlining some of our work on 'Design Futurescaping', describing some our tools and methods, grounded in examples from 'Little Brinkland' and 'Power of 8'."

"Expanding on this poster, our short essay 'Design Futurescaping' appeared in the free e-reader Blowup: The Era of Objects, published by Rotterdam's V2_ Institute for Unstable Media."

[PDF: http://v2.nl/files/2011/events/blowup-readers/the-era-of-objects-pdf ]
superflux  toolkit  futurescaping  design  designfuturescaping  process  digitalmedia  art  socialnetworks  powerof8  littlebrinkland  future  speculativedesign  speculativefiction  designfiction 
march 2014 by robertogreco
anthropology + design: anne galloway. | Savage Minds
"[This post is part of a two-week series featuring interviews with designers reflecting on anthropology and design.]

ANNE GALLOWAY. designer. ethnographer. archaeologist.

ANTHROPOLOGY + DESIGN.

My sense of anthropology is very materialist so I think it made a lot of sense for me to gravitate towards design. I originally trained as an archaeologist and did ethnographic fieldwork on Andean textile production, so I’ve always been interested in the things that people make. Of course, as anthropologists we’re taught the importance of context and I think that bringing anthropology and design together really stresses contextual meanings. For me, the most interesting connection between anthropology and design can be found in how each practice enhances the other. Anthropology provides a kind of thick description that contextualises design processes and products, and design offers anthropology creative means of exploring and representing what it means to be human. I also enjoy the explicit combination of thinking, doing, and making—of blurring boundaries between analytical and creative practice, between rational and emotional experience.

Sometimes, in design, we talk about research about, for, and through design—and I think that anthropology is well suited to contribute to each endeavour. As we know, ethnography (including material, visual, and discursive culture) can tell us a lot about the roles of design in everyday life. Ethnography also provides us with valuable information that can be used to design “better” things—or to design nothing at all. And although research through design is perhaps less obviously related to anthropology, I think that every kind of anthropological research could create and employ objects and images with as much nuance as we’ve come to use words.

PEDAGOGY.

My teaching is focussed on issues-based design, which means that my students have proposed everything from community recycling services and conservation activities to publicly curated museums and stray animal sanctuaries. My students also often work in the tradition of critical design, where they create object and image-based interventions or provocations into more culturally fraught issues, like euthanasia and immigration.

WHAT I DO.

My recent research has focussed on seeing how speculative or fictional design can be used as a public engagement strategy. Critical design has sometimes been criticised for a lack of nuanced politics and failure to engage audiences outside of gallery settings. So I began to wonder: what might happen if I applied my background in anthropology and science studies to practice? My “Counting Sheep: NZ Merino in an Internet of Things” research project was conceived as a means to explore possible human-livestock-technology futures, and each fictional design scenario currently exhibited on our Counting Sheep website is based on actual hopes and concerns voiced by research participants.

Inspired by cultural interests and artistic provocations rather than corporate or government forecasting activities, we created a series of speculative “everyday” objects, images, and narratives that we hope will challenge people to critically examine common assumptions and expectations about livestock animals and near-future technologies. (If you’ll forgive me for getting a bit more academic here—) By making the familiar strange, and the strange familiar, we were interested in learning how “what if…? ” scenarios might act in the present, especially in terms of constructing multiple publics and co-producing knowledge. We were also interested in better understanding how these scenarios might support and hinder understanding assemblages of people, places, animals, and technologies as moving processes rather than as static things.

invitro.culturedlamb invitro.meatballs

HOW I SHARE.

In addition to grounding our creative work in substantial empirical research, one of the things we wanted to do was systematically assess people’s responses to our designs—to see if and how they resonate. Since the scenarios were designed as prompts for reflection and discussion, we’ve created an anonymous online survey that anyone can take (Please take our survey!) before the end of April 2014. We’re also following up with our earlier research participants to have more in-depth discussions about the different content, our intentions, and their expectations. The project winds up at the end of June 2014, so we’ll be writing up our research results for both academic and popular publications after that. What I can say now is that things are looking pretty interesting—and not least because of disengaged or disinterested publics!

MY TOOLKIT.

It turns out that I’m compelled to get out and witness the goings on of the world, so despite working in design for the past five years, I still consider my primary tool to be fieldwork through participant observation. And, like all fieldworkers, I have a set of things that I use to collect what I see and do.

These days I never do fieldwork without my iPhone, iPad, an extra camera, a notebook and set of pens. I tend to use my phone’s camera as a sort of external memory device, and my other camera for presentation and publication-quality shots. To be honest, I’ve always found that cameras interfere with my ability to be present (and that’s a real problem during participant observation), but photos help me catch things I miss or to see things a bit differently, and that’s very helpful.

I record all my interviews with an app called Highlight, which I like because I can flag interesting points during the conversation and return to them later, without interrupting the flow. I do a lot of note-taking, using a regular paper notebook or an app called iA Writer (because that’s where I do most of my writing these days, including right now). I also try to post regular field reports to my research blog (http://designculturelab.org), but that’s not always possible or practical. I have quite limited drawing skills but I always map where I am and make sketches that are too ugly to share with anyone but are useful to me. Design work is much more varied and collaborative, and the tools we use are highly dependent on whether we’re creating objects or images.

METHODOLOGY.

I think I’ve already touched on where I see the most potential for design and anthropology to come together. In terms of more academic methodologies, I’m quite inspired by Celia Lury and Nina Wakeford’s 2012 edited volume, “Inventive Methods: The Happening of the Social,” because they point out clear paths already being taken by interested researchers. I also hold out hope that speculative design can be stretched and strengthened by more explicit engagement with empirical research—not least because it may make it easier for us to explore a less anthropocentric anthropology, or tend to the nonhuman in new and exciting ways. I’ve also written about a bit about this recently—”Towards Fantastic Ethnography and Speculative Design“–and there’s more to come!

RESOURCES.

Galloway, Anne. 2013. Towards Fantastic Ethnography and Speculative Design. Ethnography Matters Blog. September 17.

Lury, Celia and Nina Wakeford, eds. 2012. Inventive Methods: The Happening of the Social. London: Routledge.

ME.

Anne Galloway (@annegalloway) is Senior Lecturer at the School of Design(Victoria University of Wellington,) and Principal Investigator at Design Culture Lab. Her research brings together social studies of science and technology, cultural studies, and design to explore relations between humans and nonhumans. She is particularly interested in creative research methods for understanding—and supporting public engagement with—issues and controversies related to science, technology and animals. Her current research, supported by the Royal Society of New Zealand Marsden Fund, combines ethnography and speculative design to create possible future scenarios for the use of wireless technologies in the production and consumption of NZ merino."
annegalloway  2014  anthropology  design  ethnography  speculativedesign  methodology  fiction  observation  fieldwork  howwework  making  craft  friends  research  fictionaldesign  speculativefiction  criticaldesign  everyday  objects  provocations  context  pedagogy 
february 2014 by robertogreco
Questioning the “critical” in Speculative & Critical Design — Designing the Future — Medium
"In the past few days I’ve been following this excellent and profoundly enlightening discussion [http://designandviolence.moma.org/republic-of-salivation-michael-burton-and-michiko-nitta/ ] on MoMA’s Design and Violence page. The conversation, initiated by John Thackara’s comments on Burton Nitta’s project “Republic of Salivation” [http://www.burtonnitta.co.uk/repubicofsalivation.html ], was further developed in the comment section. The issue at stake was the presumed naivety of the project while dealing with a subject that might be dystopian to some, but in some other parts of the world it has been the reality for decades. During the — still ongoing — debate, one of the most pressing issues to emerge was the political accountability of Speculative and Critical Design (from now on, referred to as SCD) or its lack thereof.

When questioned on the validity of a discipline that consistently dismisses and willingly ignores struggles other than those that concern the intellectual white middle classes — precisely the environment where SCD comes from — designer James Auger [http://www.auger-loizeau.com/ ] responded:
What is this obsession with class systems? The UK may have its financial problems but most of us stopped obsessing about these divides in the distant past.

As a brazilian designer based in Germany struggling to understand her position in the blindly privileged environment of SCD, Auger’s reaction sounds all too familiar. Being able to ignore things like class, gender and race is the clearest demonstration of privilege: you don’t notice it (or rather, sometimes knowingly choose not to) precisely because it doesn’t affect you. As a discipline theorised within the safe confines of developed, northern european countries and practiced largely within an overwhelmingly white, male, middle class academic environment, SCD has successfully managed to ignore, or at best only vaguely acknowledge, issues of class, race and gender (with few [http://superflux.in/ ] exceptions [http://sputniko.com/ ]). Instead, the vast majority of the body of work currently available in the field has concentrated its efforts on envisioning near futures that deal with issues that seem much more tangible to their own privileged crowd. Projects that clearly reflect the fear of losing first-world privileges — gastronomical, civil or cultural — in a bleak, dystopic future abound, while practitioners seem to be blissfully unaware (or unwilling to acknowledge, in some cases) of other realities.

The visual discourse of SCD also seems interestingly devoid of people of color, who rarely (if ever) make an appearance in the clean, perfectly squared, aseptic world imagined by these designers-researchers. Couples depicted in these near-future scenarios seem to be consistently heterosexual; there is no poverty, there are no noticeable power structures that divide the wealthy and the poor, or the colonialist and the colonised; gender seems to be an immutable, black-and-white truth, clearly defined between men and women, with virtually no space for trans* and queer identities (let alone queer and trans* voices speaking for themselves). From its visual discourse to its formulations of near-future scenarios, SCD seems to be curiously apathetic and apolitical for a discipline that strives to be a critical response to mainstream perceptions of what design is, and what it should do.

So answering Auger’s pressing question — “What is this obsession with class systems?” —, well: we are obsessed with class systems because we can’t help it. Because, in contrast to most of the practitioners in the field of SCD, we do not have the privilege of not thinking about issues of race, class and gender. Because your dystopia is happening to us right now. It’s happening when we get harassed because of our gender, our class or our ethnicity. It’s happening when a brazilian citizen is killed by british police with no explanation, apology or reason other than being a foreigner [http://www.theguardian.com/uk/menezes ]. It’s happening because where I come from, the reality suggested by The Republic of Salivation isn’t so far-fetched [http://thebrazilbusiness.com/article/cost-of-living-in-brazil-ndash-cesta-basica ]. And because if we don’t call out your privilege — though you dismiss it as “misguided suggestions of privilege” — this is what will keep on happening: SCD will never evolve past a discipline stuck in its own little universe of weather forecasts and smart fridges, incapable of seeing how shallow its own speculations are, and how much more relevant and inclusive they could be.

Right now, SCD’s preoccupations are directed towards nothing more than an alleged “lack of poetic dimensions” in our relationship with electronic objects. The “social narratives” and “criticism” so advertised by the great majority of its practitioners seem to only apply to the aesthetic concerns of the intellectual northern european middle classes. Those dystopian “critical futures” forget (or oversee it for a lack of empathy toward the subject matter) that the very electronic objects that they are talking about not only are — and will continue to be — accessible to a minimum percentage of the world’s population, but also that those who won’t have access to it will likely be exploited to make that reality happen, one way or another. It is extremely frustrating to observe how SCD practitioners depict a dystopian universe where technology comes to paint a world in which their own privileges of their own reality are at stake, while at the same time failing to properly acknowledge that design is a strong contributor to the complete denial of basic human rights to minorities, right here, right now. Those sleek, shiny gadgets and sentient objects and robots SCD designers are keen to portray come only to the aid of white, middle class, cisgendered heterosexual citizens. But no SCD dystopian scenario takes into account that this pervasive “technological menace” will most probably be manufactured in China, Indonesia or Bangladesh (as suggested by Ahmed Ansari [https://twitter.com/aansari86 ] in the comments section in the original post). And I cannot help but reinforce that SCD is a practice whose origins and current developments, so far, happen within colonialist countries.

Despite all of its shortcomings, I do believe that SCD has something necessary and valid to offer to society. I do believe that design is a powerful language, one that it is perfectly positioned to provide relevant social and cultural critique, and that envisioning near future scenarios might just help us reflect on the paths we want to take as a society. In order to truly achieve these goals, however, SCD needs to be held accountable for its political and social positions; it urgently needs to escape its narrow northern european middle class confines; it needs to talk about social change; it needs more diversity, both in its visual representations and in the practitioners in the field. A first step, perhaps, would be to acknowledge that these issues are at stake instead of just dismissing them as useless concerns. Speculative Design can only earn its “Critical” name once it leaves its own comfort zone and start looking beyond privilege, for real.

After all, as brilliantly described by Ahmed in the thread:
The political, economic, social and cultural implications of technologies are never local but always global and systemic — they ripple out and affect people you may never know or see in your lifetime. It’s great to believe in the promise of technological progress when you belong to a class and a society that will directly get to reap its benefits in the end.
via:anne  2014  luizaprado  pedrooliveira  criticaldesign  speculativefiction  speculativedesign  designfiction  priviilege  designimperialism  criticism  design  art  johnthackara  burtonnitta  class  gender  race  speculation  ahmedansari  jamesauger  michaelburton  michikonitta  humanitariandesign 
february 2014 by robertogreco
doisedois
"Luiza Prado
Rio de Janeiro, Brazil, 1985.
Currently living in Berlin, Germany.

I'm a designer, researcher, artist and all-around curious person interested in the intersections of feminism, critical and speculative design, technology and our perceptions of our bodies and identities. I am currently a Design Research PhD candidate at the Universität der Künste Berlin; the working title for my dissertation is "Body extensions and the politics of designed artifacts". If you're curious you can check out my dissertation-related rants and reflections here.

Inquiries, stories, questions and general friendliness are always welcome! Say hi: hello@doisedois.net "

[via https://medium.com/designing-the-future/5a355cac2ca4 via @annegalloway]
luizaprado  design  criticaldesign  brasil  feminism  art  speculativedesign  designfiction  bodies  identity  body  berlin  research  brazil 
february 2014 by robertogreco
Why Her Will Dominate UI Design Even More Than Minority Report | Wired Design | Wired.com
"In Her, the future almost looks more like the past."



"Jonze had help in finding the contours of this slight future, including conversations with designers from New York-based studio Sagmeister & Walsh and an early meeting with Elizabeth Diller and Ricardo Scofidio, principals at architecture firm DS+R. As the film’s production designer, Barrett was responsible for making it a reality.

Throughout that process, he drew inspiration from one of his favorite books, a visual compendium of futuristic predictions from various points in history. Basically, the book reminded Barrett what not to do. “It shows a lot of things and it makes you laugh instantly, because you say, ‘those things never came to pass!’” he explains. “But often times, it’s just because they over-thought it. The future is much simpler than you think.”

That’s easy to say in retrospect, looking at images of Rube Goldbergian kitchens and scenes of commute by jet pack. But Jonze and Barrett had the difficult task of extrapolating that simplification forward from today’s technological moment.

Theo’s home gives us one concise example. You could call it a “smart house,” but there’s little outward evidence of it. What makes it intelligent isn’t the whizbang technology but rather simple, understated utility. Lights, for example, turn off and on as Theo moves from room to room. There’s no app for controlling them from the couch; no control panel on the wall. It’s all automatic. Why? “It’s just a smart and efficient way to live in a house,” says Barrett.

Today’s smartphones were another object of Barrett’s scrutiny. “They’re advanced, but in some ways they’re not advanced whatsoever,” he says. “They need too much attention. You don’t really want to be stuck engaging them. You want to be free.” In Barrett’s estimation, the smartphones just around the corner aren’t much better. “Everyone says we’re supposed to have a curved piece of flexible glass. Why do we need that? Let’s make it more substantial. Let’s make it something that feels nice in the hand.”"
her  spikejonze  design  ai  film  technology  ui  future  minorityreport  diller+scofidio  elizabethdiller  lizdiller  dillerscofidio  designfiction  speculativedesign  speculativefiction 
january 2014 by robertogreco
Anab Jain: Designing the future
"Anab Jain talks about design in a future world of insect cyborgs, mass surveillance, DNA monetization and guerilla infrastructure. "This sort of speculative work explores the remarkable potential of technology and its new experiential aesthetics.""

[See also: http://www.superflux.in/work/staying-with-the-trouble ]

[Alt video link: https://www.youtube.com/watch?v=-stunrZcB24 ]
anabjain  superflux  design  future  cyborgs  surveillance  infrastructure  speculativedesign  designfiction  biotech  biotechnology  genetics  science  nearfuture  robots  bostondynamics  23andme  2013  drones  jugaad  thenewnormal  bees  humanism  bodies  humans  vision  blind  prosthetics  memory  consciousness  supervision  film  storytelling  speculativefiction  shanzai  china  innovation  resilience  ingenuity  poptech  body 
november 2013 by robertogreco
ANAB JAIN - LECTURE
"Anab Jain is a designer, filmmaker, founder and director of the London-and-India-based design studio Superflux, which runs in partnership with Jon Ardern. The studio consistently produces inventive and critical work exploring the limits of emerging technologies and their implications on society and culture. In her lecture at Fabrica, she explores the vision of their studio as a new kind of design practice — one that is responsive to the unique challenges and opportunities of the 21st century. Recent work includes the design of prosthetic vision for the visually impaired, alternate autonomous weather systems, ecological domestic robots, large-scale devices visualizing quantum computing, pirate networks for autonomous UAVs, speculative narratives investigating illegal markets for synthetic biology and community-enabling services for urban India."
anabjain  superflux  design  research  openstudioproject  2013  fabrica  consulting  thenewnormal  lcproject  projectorientedorganizations  howwework  speculativedesign  technology  complexity  narrative  storytelling  jonardern  future  designfiction  criticaldesign  internetofthings  data  mutability  mutation  uncertainty  implications  iot 
november 2013 by robertogreco
Towards Fantastic Ethnography and Speculative Design | Ethnography Matters
"So how do I teach ethnography to design students? First, I tell them that if they’ve ever wondered why people do things, or how things got to be the way they are, then they’re already part ethnographer. I say that my job is to help them get better at asking and answering social and cultural questions, because understanding and building entire worlds is a huge challenge that no single discipline can accomplish on its own. And I tell them that I believe the best designers are those who understand that what they’re doing is cultural innovation, which requires them to move beyond both personal impression and expression, as well as any self-righteous desire to ‘fix’ the world. My approach to design ethnography binds us to others, and I place a lot of emphasis on the need to develop a social ethics, rather than relying solely on personal interests and beliefs.

Over the years I’ve observed that design students often have much better observation and documentation skills than sociology and anthropology students do, but they appear to struggle greatly with how to interpret the information and represent this knowledge to other people. On the other hand, anthropology and sociology students often have superior analytical skills but are terribly limited in their desire or ability to communicate in anything other than the written word—even when their topic is visual or material culture. Consequently, I’ve come to think that ethnography makes design better as much as design makes ethnography better, and in that sense I believe we can serve each other equally.

Design ethnography, in the context of our classroom, is about trying to understand how people use words, images and objects to build worlds—and creating new combinations of words, images and objects that help us, and others, understand these worlds in different ways. All of our projects involve empirical fieldwork and analysis, along with the production of creative works that critically engage the subject of fieldwork. Because so many students attempt to do the creative work first, and use their ethnographic work to justify their ‘solution’ to a perceived (but rarely demonstrated!) ‘problem,’ I tend to be a bit more dogmatic about doing the ethnographic work first than I would otherwise advocate. The important thing I’ve learned, though, is that the best work always treats design and ethnography as complementary activities that are done in an iterative fashion that actually makes them difficult to separate in the end.

In teaching design courses, particular ethnographic methods became unappealing to me. Take auto-ethnography, for example: at its best the students continued to privilege their own thoughts and experiences; at worst it became a self-serving exercise in psychoanalysis or confession. And although performance ethnography can be interesting, I lack the expertise to assess it and worried that the students would again turn design into a form of privileged self-expression that could be difficult for others to understand. I needed something more accessible, that could more effectively trouble the opposition between subjective experience and objective fact—and I found it in fiction, which I think is rather beautifully both and neither."



"I think that the research environment for exploring these ideas has been crucial to their development. For the past few years, I’ve been working on a project that re-imagines NZ merino sheep in the (imagined) context of an Internet of Things. Note that I’ve not been tasked with designing possible software applications, but rather to imagine how different technologies could shift relations between livestock production and animal-product consumption. For this research I’ve combined traditional ethnographic methods of participant observation and qualitative interviews, with speculative design practices including fictional object and image-making—and I’ve given them both ‘life’ through creative writing. We’re about to launch these design scenarios, and will spend the next six months following up with more participant observation, interviews and online surveys to see how different audiences interact—or do not interact—with them.

For me, creating ethnographic fiction and speculative design has most often been a matter of material choice: both literally and figuratively. When the research subject matter is wool and meat-producing livestock, it was easy to start by imagining weird and wonderful things made of wool and meat! All the contexts for these fictional things (a government ministry and public programme, a host of consumer products and services) are plausible because they’ve been based on ethnographic research of people’s actual interests and concerns—but none of them are possible or even particularly realistic. To be honest, I really felt I was on the right track when I started talking about getting inspiration from contemporary urban fantasy novels—especially favourites by Ilona Andrews and Patricia Briggs—and both my design and ethnography colleagues just laughed. (It was like Joanna Russ had never written How To Suppress Women’s Writing!) But the important bit is that I came to understand that although fantastic ethnography and speculative design don’t have to derive their plausibility from realism or rationality, they should move people—because the space of the fantastic and the speculative is, after all, affective space, or the space of potential."

[Related (lined within): http://www.hastac.org/blogs/cathy-davidson/2011/08/28/why-you-need-read-designing-culture-anne-balsamo
and http://www.designculturelab.org/2012/08/17/on-fantasys-green-country-and-the-place-of-the-nonhuman/ ]
annegalloway  2013  ethnography  designethnography  fiction  designfiction  writing  speculativedesign  design  ursulaleguin  margaretatwood  interdisciplinary  multidisciplinary  ilonaandrews  patriciabriggs  plausibility  rationality  realism  research  speculativefiction  worldbuilding  imagery  words  images  objects  fieldwork  noticing  observation  listening  wondering  ethics  documentation  interpretation  autoethnography 
september 2013 by robertogreco
School Days — Lined & Unlined
[Now here: https://linedandunlined.com/archive/unbuilding ]

Quotes highlighted by Allen on Reading.am:

"It is not simply the unexamined life here that is not worth living, but the unnarrated life — and far from a nostalgic examination, that narration is increasingly essential and increasingly likely to occur in real time."

"Instead of the dismantling and overtly critical strategy employed by postmodernism, the reflexively modern society seeks to examine and correct itself in order to keep placing itself continually back on track. The result is a heightened sense of self-awareness and self-preservation leading all the way back to the individual. "

"Whether overtly biographical or simply self-referential, design remains even today in the peculiar position of having its history and criticism written largely by and for its own practitioners."

[This is a link-rich article that points to many other articles worth reading.]

[Manifesta 6's Notes for an Art School is available in PDF here: http://a.nnotate.com/docs/2011-11-11/iVdeoOj9/NFAAS%20fire%20inside%20copy.pdf ]
designcriticism  altgdp  manifesta  via:litherland  via:tealtan  whitneyispprogram  mountainschoolofart  josephbeuys  freeinternationaluniversity  skowhegan  blackmountaincollege  bauhaus  manifesta6  self-involved  art  criticalautonomy  andrewblauvelt  lorrainewild  wiggerbierma  karelmartens  graphicdesign  gunnarswanson  criticaldesign  speculativedesign  fionaraby  anthonydunne  helenwalters  brucenussbaum  dextersinister  raymondwilliams  antonvidokle  waltergropius  paulelliman  nowinproduction  designeducation  writing  education  criticism  2012  self-preservation  self-reference  unnarratedlife  examinedlife  unexaminedlife  self-awareness  design  robgiampietro  bmc  designfiction  dunne&raby 
november 2012 by robertogreco
ICON MAGAZINE ONLINE | Design Fiction | the most comprehensive archives of architecture and design content on the web
"process in which they’re working is a bit like a scientific process where you have a hypothesis & you try to experiment not knowing what the outcome is going to be."

"…how can I say anything which someone will be able to see in 20 years in the form in which it was created…serious…new contemporary problem, how do we make something work in a situation where the means of production are in a maelstrom or things are politically or financially falling apart? I don’t expect bookstores…libraries…Google, Facebook, Yahoo or Twitter…Microsoft to survive 20 years, I don’t expect NATO to survive. I don’t know about the EU. This is not like a gospel of despair or anything I just really think we could do something magnificent by just rising to the scale of the actual problem."

"Experience design is the first school of design that can actually encompass literature as a wing of itself."

"[I]t would be a shame if everything was virtual or written in a way that precludes the tangibility of things."
sciencefiction  speculative  research  future  culture  speculativedesign  ephemerality  uncertainty  process  imagination  creativity  literature  tangibility  permanence  futurism  dunne&raby  fionaraby  anthonydunne  interviews  2012  experiencedesign  designfiction  design  brucesterling  ephemeral 
april 2012 by robertogreco
Teaching: Cultures of Design, Or Design and Everyday Life | Design Culture Lab
"Original and world-changing design was long considered the product of solitary geniuses, masters and heroes, but recent research has argued that cultural innovation is often the result of everyday actions by ordinary people. This course critically and creatively examines the dynamic and collaborative networks that characterise professional and amateur design today, and prepares students to face the challenges and opportunities that lie ahead."

[Course aims, course content, course assignments (4 of them) follow, all worth reading]

To get started, students are required to complete the following task (adapted from The Exercise Book) for the first tutorial:

1) Go for a walk with a notebook and pay close attention to what’s going on around you.

2) Compose one written page with three sections. Start the first section with “I see…”, the second section with “I remember…” and the third section with “I imagine…”."
culturalphenomena  socialphenomena  place  objects  social  future  present  past  culture  innovation  creativity  cocreation  speculativedesign  amateurism  ethics  aesthetics  everydaylife  anthropology  classideas  criticalpractice  noticing  2012  annegalloway  teaching  ethnography  design  designfiction 
february 2012 by robertogreco
Small Wooden Shoe: Upper Toronto
"Upper Toronto is science fiction design proposal to build a new city in the sky above Toronto.

Imagine a city resting on the Bay Street towers or the CN Tower as a walk up restuarant.

Once Upper Toronto is finished, Lower Toronto will be abondoned and turned into a combination of national park, farmland and intentional ruin.

This is, of course, a terrible idea.

But it’s a terrible idea that allows us to imagine a new city. To ask what would happen if, knowing what we now know, we could start fresh.

While clearly infeasible, it is important that all the proposals that make up Upper Toronto are good ones, even if forced relocation to the sky is not.

This has to be a city that we, the people planning it, want to live in."
toronto  uppertoronto  activism  green  speculativedesign  design  architecture  urban  urbanplanning  cities  timmaly  jacobzimmer  designfiction 
july 2011 by robertogreco
Utopia - Charlie's Diary
“…we badly need more utopian speculation. The consensus future we read about in the media and that we’re driving towards is a roiling, turbulent fogbank beset by half-glimpsed demons: climate change, resource depletion, peak oil, mass extinction, collapse of the oceanic food chain, overpopulation, terrorism, foreigners who want to come here and steal our <strike>women</strike> jobs. It’s not a nice place to be; if the past is another country, the consensus view of the future currently looks like a favela with raw sewage running in the streets. Conservativism — standing on the brake pedal — is a natural reaction to this vision; but it’s a maladaptive one, because it makes it harder to respond effectively to new and unprecedented problems. We can’t stop, we can only go forward; so it is up to us to choose a direction.”

[via: http://magicalnihilism.com/2010/12/05/work-as-if-you-lived-in-the-early-days-of-a-better-nation/ ]
future  utopia  scifi  politics  design  sciencefiction  conservatism  optimism  speculativedesign  speculation  futures  peakoil  collapse  climatechange  overpopulation  terrorism  economics  doomandgloom  pessimism  progress  designfiction 
january 2011 by robertogreco
RORY HYDE PROJECTS / BLOG » Blog Archive » ‘Know No Boundaries’: an interview with Matt Webb of BERG London
"we attempt to invent things and create culture. It’s not just enough to invent something and see it once, you have to change the world around you, get underneath it, interfere with it somehow, because otherwise you’re just problem solving. And I wont say that design has an exclusive hold over this – you can invent things and change culture with art, music, business practices, ethnography, market research; all of these are valid too – design just happens to be the way we do it…our things should be hopeful, and not just functional…beautiful, inventive and mainstream…you could see our work as experimental, or science-fiction, or futuristic…our design is essentially a political act. We design ‘normative’ products, normative being that you design for the world as it should be. Invention is always for the world as it should be, and not for the world you are in…Design these products and you’ll move the world just slightly in that direction."
mattwebb  berg  berglondon  design  invention  hope  culture  change  purpose  innovation  scifi  sciencefiction  designfiction  beauty  future  inventingthefuture  speculative  speculativedesign  fractionalai  ai  brucesterling  evolutionarysoup  storytelling  isaacasimov  arthurcclarke  argoscatalog  schooloscope  behavior  evocativeobjects  collaboration  functionalism  technology  architecture  people  structure  groups  experience  interdisciplinary  tinkering  multidisciplinary  play  playfulness  crossdisciplinary  flip  gamechanging 
january 2011 by robertogreco
The Do Lectures | Matt Webb
"Matt Webb is MD of the design studio BERG, which invents products and designs new media. Projects include Popular Science+ for the Apple iPad, solid metal phone prototypes for Nokia, a bendy map of Manhattan called Here & There, and an electronic puppet that brings you closer to your friends.

Matt speaks on design and technology, is co-author of Mind Hacks - cognitive psychology for a general audience - and if you were to sum up his design interests in one word, it would be “politeness.” He lives in London in a flat with a wonky floor."
mattwebb  design  designfiction  computing  ai  scifi  sciencefiction  berg  berglondon  future  futurism  retrofuture  space  speculativedesign  2010  dolectures  books  film  thinkingnebula  nebulas  history  automation  toys  productdesign  iphone  schooloscope  redlaser  mechanicalturk  magic  virtualpets  commoditization  robotics  anyshouse  twitter  internetofthings  ubicomp  anybots  faces  pareidolia  fractionalai  fractionalhorsepower  andyshouse  weliveinamazingtimes  spacetravel  spaceexploration  spimes  iot 
october 2010 by robertogreco

Copy this bookmark:





to read