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Design Futures through Design FictionProfessor Paul Coulton
Chair of Speculative and Game Design, Lancaster University, UK
@ProfTriviality
Research PracticeR r
Research into Design Research through Design Research for Design
Process Artifact
New Knowledge
research questions emerge from context and criteria
The What If?
Bel GeddesFuturama 1939
Vapour Fiction
VapourwareVaporware is a term
commonly used to describe software and hardware
that’s is announced, and sometimes marketed, but never actually produced
ATARII 2700
Radical Design
Continuous MonumentSuperstudio
Radical Design
Archigram
Future
Present FutureTime
Probable Plausible Possible
Josepth Voros
Impossible - based on current scientific knowledge
Possible
Present FutureTime
Probable - likely to happen
Plausible - could happen
Possible - might happen
Future
Critical Design
Present FutureTime
Probable Plausible PossiblePreferable
Preferable to who?
PREFERABLE SHOULD BE A QUESTION WE ASK OURSELVES NOT SIMPLY THE AIM
Speculative Design
Auger
use fiction no commercial constraints
prototype driven
Speculative Design
use fiction no commercial constraints
prototype driven irreverant
Auger Coulton
Design Fiction“deliberate use of diegetic prototypes to
suspend disbelief about change... It means you’re thinking very seriously
about potential objects and services and try to get people to concentrate on those – rather than entire worlds or
geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
Design Fiction“deliberate use of diegetic prototypes to suspend disbelief about change... It means you’re thinking very seriously
about potential objects and services and try to get people to concentrate on those – rather than entire worlds or
geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells
worlds rather than stories”
Bruce Sterling
Diegesis
mimesis and diegesis describe ways of presenting a story. In mimesis, the story is acted out. In diegesis, the story is narrated. Mimesis is show. Diegesis is tell.
Diegetic Prototypes
“have a major rhetorical advantage even over true prototypes: in the fictional world – what film scholars refer to as diegesis – as these technologies exist as real objects that function properly and that people can actually use.” Kirby 2009
Present
adapted from James Auger
Present
Future
Domestication
EmergingTechnology
Speculative FuturesDesign FictionsVapour Fiction
Past
���
Speculative FuturesDesign Fictions
Vapourware
Alternate Presentsor Lost Futures
Present
Present
History, Reality,and Fiction
Past
Future
Gonzatto, R. F., van Amstel, F. M., Merkle, L. E., & Hartmann, T. (2013). The ideology of the future in design fictions. Digital creativity, 24(1), 36-45.
Past
“We look at the present through a rear-view mirror. We march backwards into the future”
Marshall Mcluhan
Multiple Realities
PresentFuture
Time
Plausible
Possible
Past
Plausible
Possible
Point of Focus
Design Fiction“So a design fiction is
(1) something that creates a fictional world, (2) has something being prototyped within that fictional world, (3) does so in
order to create a discursive space.” “Although this definition appears straightforward, complexity
arrives when we consider what something may be”
Lindley and Coulton
Near Future Domestication
World Building
In response to the recent European Directive the UK government sanctioned the use of drones by commercial providers subject to pilots holding an approved Drone Pilot Proficiency Certificate (DPPC). As the government anticipated the main use has been in providing services to local authorities that aid in the enforcement of local by-laws. Whilst many commercial providers have followed the traditional path of employing dedicated enforcement officers to pilot the drones, in this paper we present on-going research that 'gamifies' the enforcment activities to allow members of the local community to act as enforcement officers. In particular we have worked with retired members of the police and armed services as drone pilots in relation to the enforcement of by-laws relating to parking offences and dog fouling in a small UK city. The initial results indicate that not only does this age group find the game-like activity enjoyable they feel that they are providing an important service to their community.
World Building
World Building
Voigt-Kampff A MACHINE FROM THE FUTURE
World Building
World Building
World Building
World Building
Suspend Disbelief
allowing players to consider alternate presents and plausible futures
Games as Speculative Design
Critical Games
thus far the focus of the critical games created has primarily
been either: critiques of current events or practices; or critiques
of games themselves
Critical Games
Phone Story - Mollie Industria giant joystick - Mary Flanagan
Persuading through Games
Persuasive TechnologyProcedural Rhetoric(Gamification) VS Persuasive Games
liminal liminoid
Persuasive Technology
B.J Fogg
Captology - reduce a problem so that it can be addressed through the promotion of minor behavioural change for easily understood and uncontroversial goals.
Persuasive Technology
HighAbility
LowAbility
HighMotivation
LowMotivation
TargetBehaviour
Desire
d Traje
ctory
of Use
rs
FACILITATOR
SPARK
SIGNAL
SIGNALThe Facilitator is a trigger
that also makes the desired behaviour easier
to perform.
The Signal is a trigger that identifies an appropriate time to perform a
particular behaviour for those already motivated to perform that behaviour.
The Spark is a trigger that provides the initial
inspiration to change behaviour.
B.J Fogg
Rhetoric
Pathos(empathy)
Ethos(credibility)
Logos(logic)
CONTEXT
Aristottle
Logos - would utilise facts, statistics, analogies, and
logical reasoning.
Ethos - would draw upon credibility, reliability, trustworthiness and
fairness.
Pathos - would appeal to our emotions and draw
upon feelings of fairness, love, pity, or even greed,
lust, or revenge.
Rhetoric of Design
Rhetor Audience
Speech
Intent
Expectations
Rhetoric
Graphic Designer Audience
Image
Inte
ntExpectations
Visual Rhetoric
Rhetoric of Design
Designer Users
Product
Inte
ntExpectations
Design as Rhetoric
Rhetoric of Design
Richard Buchanan
Game
Game Designer Player
Rule
sInteraction
Game Design as Rhetoric
Rhetoric of Designthe basic representational mode of videogames is “procedurality”, enacted through rule- based representations and interactions and, when used to reveal processes or concepts of another system, present the player with a procedural rhetoric
Ian Bogost
Interactive System
Interaction Designer User
Syst
em L
ogic Interaction
Interactive Systems as Rhetoric
Rhetoric of Design
Coulton
Developing In-Game Rhetoric
Mudlark
Climate Change
Weather
Flow
Storage
Scale
Charles and Ray Eames Powers of 10
COLD SUN
Games as Speculative Design Should:
Enable a Plurality of Futures
Be Plausible
Enable both Mimesis and Diegesis
Be Iterative
Not Resort to Reductionism
Perpetual Beta
Questions
Banksy