Tagged: design fiction

BETA SYMPOSIUM 0.1

The week’s ‘nothing like a lecture’ Symposium was a welcome gear change. Student devised questions posed as prompts for tutors, who then unpacked important ideas from readings and made them relevant. I took many notes. It was productive.

Once again, the question of Design Fiction and how it relates to us at university, popped up. Brian Morris made it clear that Design Fiction is more about the broader ways of making stuff. Design Fiction is an approach to making stuff with motivation and a sense of play:

Design Fiction doesn’t rely on being evidence-based, but makes you re-think what counts as evidence (material you can make use of to speculate about the future but also as much about contemporary worlds we inhabit).

Adrian chimed in saying that large corporations are paying people lots of money to think like designers, like a kind of Speculative Play Time. Currently, it is thought that designers have the right kind of forward-thinking toolkit for dealing with ‘wicked problems’ – the kinds of problems that only create more with every solution, if there is even a solution. Problems facing me, in this context include the rapidly changing nature of media industries, the disruptive nature of the internet and consequently, the continually fragmented engagement with media texts of consumers and audiences. Design Fiction with it’s playful approach to speculation as a practice, provides:

…a robust, simple way to start to think through complexity and those sorts of probelms. Tools to confront the nature of the world we’re going into.

And further on this point, I liked the term imagined futures that came up. It’s almost a better description for Design Fiction. It’s a way to think through possible futures I may be going into. Adrian practices this thinking often in classes – he possesses that ability to think through complex scenarios in an agile (quick and light) way. It’s creative hypothesising. It’s speculative practice.

It was also encouraged in the Symposium to think of ourselves not as content producers, but as knowledge creators. To be an experience designer; to make interactions between users as an experience different to other services. I know this is an important note, and I’m sure the gravity of it will settle on me soon enough.

On the blog, Adrian posed this question:

Simple. What do you think you want to do. (Direct, run a media company, design web sites, invent a reality TV franchise, write screenplays). Got something? Now, it is 2020. Write a design fiction. What do you do in your job in 2020? how do you get paid? what stuff do you make? for what/who? where?…That’s a design fiction question.

Our Wicked Problem

The thought that we as students do not have the agency to pick a DSLR and create content of a decent standard is a lie. Uncle George can do this for free. Why would I put myself in debt to end up on par with Uncle George? It’s our wicked problem. But it also means I should stop being all, “I’m not arty enough to walk around this cool campus with a DSLR around my neck,” and put on a  fucking beret…and that DSLR.

AN IDEA: DESIGN FICTION

Design fiction has been usefully defined as:

…an approach to design that speculates about new ideas through prototyping and storytelling.

There’s that word again! Speculate. The concept and practice of design fiction lives in the space of conventions where artists and scientists get together. One of design fiction’s original mutations is the science-fiction genre novel. In an interview with sci-fi author Bruce Sterling, the whole concept of suspending belief in order to imagine change (in terms of potential objects and services) is interrogated.

What I can glean, is that design fiction is a literal presentation of The Future of Objects. I can see how artists and scientists alike are engaging. Sterling explains that the main way this is done is through video presentations containing a series of vignettes of people interacting with objects and services, as opposed to straight out science-fiction feature films. The emphasis is on participating in the creation of future gadgets, literally designing for the future, rather than telling futuristic stories with ‘Avatar-style heroics’:

It’s not a kind of ficiton. It’s a kind of design. It tells worlds rather than stories.

Clearly, there’s never been a shortage of science-fiction cinema. I just watched Blade Runner (1982) for the first time last night – I hope that’s not what 2019 will look like. Matthew Ward’s article on design fiction in design education roots these ideas in a more relevant context. His reading is a direct follow on from Adrian’s ideas on speculation, of looking forward. Literally, how has design fiction been left out of educational practice and, how has the activity of speculation been left out of education?

It makes a lot of sense it terms of design:

Whether a week, month, year or decade away, designers produce propositions for a world that is yet to exist.

How does this relate to me? Well, in some ways I guess I am a designer too. Strip that title of its general connotations to graphic, interior, fashion, app, architect, industrial: in my Professional Communications trajectory, I am a designer of words, media, communications strategies and ideas into meaningful wholes. Wow – liberating in the Dziga Vertov kinda way! The term designer in this sense lends itself to connotations in the ruminative fields of re-arranger, bricklayer, or projectionistI like how this course is encouraging me to come to terms with my eventual, yet impending graduation and what happens then. Yes, my thoughts are legitimate contributions but only if I use them in the right way.

I sense I have detected a mindset of Model I behaviour, the very act of discovery lending itself to Model II behaviour.

Photo: By author