An interesting read last week : the latest novel by Kim Stanley Robinson. And this list of what he calls “the good projects”, that can be seen as a sort of initiatives he believes in for a more habitable near future: “regenerative ag, landscape restoration, wildlife stewardship, Mondragón-style co-ops, garden cities, universal basic income and services, job guarantees, refugee release and repatriation, climate justice and equity actions, first people support”
sciencefiction
Culture Interface: digital interfaces and science-fiction
Back in December 2014, I've been contacted by Ludovic Noël, director of Cité du Design (Saint Etienne, France). He basically asked me whether I'd be interested in being a curator for an exhibit on "interfaces". I immediately said yes and realized it would be a great opportunity to explore the mutual relationships between design (in the context of digital technologies) and science-fiction, quite an important topic for us at the Near Future Laboratory. Here's a translation of the short text I wrote apropos the exhibit:
Minority Report, Back To The Future 2, Avatar, 2001, Iron man, Star Trek… Numerous science-fiction films and series depict technological objects. The interfaces – the ways to control or communicate with machines – are perhaps the most notable example of such phenomenon. So much so that some producers and directors collaborate with designers to improve the quality or the plausibility of these accessories. However, these fictional representations also influence the work of designers and engineers involved in interface design. To overcome the keyboard/mouse duo, virtual reality headsets, neworked gloves, mobile phones, gestural interfaces, smartwatches, and interactive surfaces, to name but a few have been reinvented in the last thirty years. Such examples highlight the fertile relationships between design and science fiction culture. They point out possible directions pursued by interface designers. Returning to the main archetypes of past and interfaces under development, Culture Interface addresses the reciprocal influences between Science Fiction and the design of digital interfaces. Alongside this historical return, the exhibition shows how designers overcame the stereotypes to offer unique creations, which, in turn, renew these great fictional models.
The exhibit, called "Culture Interface: interfaces numériques et science-fiction" opened last month, and it's going to last till Mid-August.
From a curatorial perspective, I selected seven "archetypes" which are constantly encountered in science-fiction culture: VR headsets, gestural interfaces, neuro-headsets, augmented reality, vocal interfaces, smartwatches, interactive surfaces. For each, I chose two science-fiction movies (e.g. "Johnny Mnemonic" and "Lawnmower Man" for the VR Headsets), five diagrams coming from patents and a selection of design projects both historical (e.g. the Famicom 3D System and the Virtual Boy) and recent (e.g. Oculus Rift with an intriguing game, Google Cardboard). My guiding principle here would be that these different elements would highlight the dialogue between fiction and design work. Sometimes of course, there are direct connections between fictional work and reality, as represented for example by a short excerpt of Dragonball Z (the infamous "it's over 9000 meme") and Google Glasses (“>9K” is printed on the PCB).
There's also an additional categories that consists in design projects that propose alternative visions to such archetypes: paper-digital hybrids, wood-digital hybrid, networked objects, soft interfaces, etc. Another important decision for me was to mix the different "flavors" of design, ranging from speculative design to projects conducted in big corporations, commercial products versus unique prototypes, projects made by students versus the ones done by agencies or R&D centers, etc. Mixing this with movie excerpts and patent drawings certainly is an intriguing choice but it definitely highlights the proximity between the design decisions at stake in the interfaces shown there.
A tremendous thanks to all the designers, and artists, who accepted to be part of the exhibit, the production and communication team who turned spreadsheets/emails/text files into an exhibit, as well as Ludovic for trusting me on this! Big up to Julian Bleecker, Fabien Girardin and Nic Foster at the Near Future Laboratory for their support and discussions about this.
Ursula Le Guin on Science-Fiction
Ursula K. Le Guin accepts the National Book Foundation's Medal for Distinguished Contribution to American Letters at the 65th National Book Awards on November 19, 2014. A quote I find stunning:
"we will be wanting the voices of writers who can see alternatives to how we live now and can see through our fear-stricken society and its obsessive technologies to other ways of being, and even imagine some real grounds for hope. We will need writers who can remember freedom, poets and visionaries, the realists of a larger reality."
Why do I blog this? It's moving this great author on stage stating this purpose so eloquently. The role of Science-Fiction as stated here is a direction i'm interested in; and a common issue at the Laboratory. Plus, the other bits about book writing and the market are important as well.
The Smithsonian on Science Fiction, the Future and design fiction
The May edition of the Smithsonian has an article on sci-fi, the Future (capital F) and design fiction. Based on interviews with various science-fiction authors (Kim Stanley Robinson, Cory Doctorow, William Gibson, Ursula Le Guin, Ted Chiang or Neal Stephenson), this piece by Eileen Gunn highlights how the genre acts as a sort of laboratory and "how the task of science fiction is not to predict the future. Rather, it contemplates possible futures."
Interestingly, this article describes classical debates about the mutual relationships between sci-fi, science and technological research: the opposition between utopian and dystopian futures (as well as the acknowledgment that this dualism is flawed), the "where's my flying car?" frustration that some authors want to move away from, the need to embrace new visions of the future, etc. The paper concludes with this sort of summary of the role of science-fiction for society:
Science fiction, at its best, engenders the sort of flexible thinking that not only inspires us, but compels us to consider the myriad potential consequences of our actions. Samuel R. Delany, one of the most wide-ranging and masterful writers in the field, sees it as a countermeasure to the future shock that will become more intense with the passing years. “The variety of worlds science fiction accustoms us to, through imagination, is training for thinking about the actual changes—sometimes catastrophic, often confusing—that the real world funnels at us year after year. It helps us avoid feeling quite so gob-smacked.”
This piece is quite interesting. However, I'm not sure about the current debate on the importance of reading science-fiction in research labs ("Brueckner laments that researchers whose work deals with emerging technologies are often unfamiliar with science fiction.") Of course, I'm convince about Delany's quote above but I'm unsure whether this applies to ANY book, film, video-game or comic-book related with "the Future". Would the Warhammer 40K series of book really help like a JG Ballard novel? Besides, one might also argue that poetry or other forms of literature might be helpful? And why limiting oneself to this? Perhaps there are other ways to get this "flexible thinking" promoted by the authors there: RTS games or Eve-Online situated in a distant future might be relevant too. This problem was recently address in another article in The Atlantic. Robinson Meyer commented on Google's process for selecting Google X projects: "lt must utilize a radical solution that has at least a component that resembles science fiction.", to which the author wrote:
When we imagine a “science fiction”-like future, I think we tend to picture completed worlds, flying cars, the shiny, floating towers of midcentury dreams. We tend, in other words, to imagine future technological systems as readymade, holistic products that people will choose to adopt, rather than as the assembled work of countless different actors, which they’ve always really been. The futurist Scott Smith calls these ‘flat-pack futures,’ and they infect “science fictional” thinking. Science fiction, too, can underestimate the importance and role of social change. For every feminist science fiction writer or Afrofuturist, there is a still better-known member of the genre’s far-right.
Why do I blog this? I'm currently writing a book (French) about these topics, and such articles offer interesting parallel to my current thinking and projects carried out at the Near Future Laboratory.
For people intrigued by such material, these pieces should be read alongside Julian's essay on design fiction, as well as "Better Made Up: The Mutual Influence of Science fiction and Innovation" (Caroline Bassett, Ed Steinmueller, Georgina Voss, Nesta, 2013) and "Imagining Technology" (Jon Turney, Nesta, 2013).
Design fiction: a bibliography
Some resources about design fiction I'm use to share with students. Note that the term itself is polysemic and covers different perceptions about its meaning.
Auger, J. (2011). Alternative Presents and Speculative Futures: Designing fictions through the extrapolation and evasion of product lineages., Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.
Auger, J. (2013). Speculative design: crafting the speculation, Digit. Creat., vol. 24, no. 1, pp. 11--35, 2013.
Bassett, C., Steinmuller, E. & Voss, G. (2013). Better Made Up: The Mutual Influence of Science fiction and Innovation”, Nesta Working Paper 13/07.
Bleecker, J. (2009). Design fiction: A short essay on design, science, fact and fiction, Near Future Laboratory, Los Angeles, CA,
Bleecker, (2011). Design Fiction: From Props To Prototypes, Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.
Bleecker, J. & Nova, N., (2009). A synchronicity: Design Fictions for Asynchronous Urban Computing. The Architectural League of New York, New York, NY.
Candy, S. (2010). The futures of everyday life: politics and the design of experiential scenarios, PhD thesis. The University of Hawai.
DiSalvo, Carl. (2012). Spectacles and Tropes: Speculative Design and Contemporary Food Cultures. The Fibreculture Journal(20).
Dunne, A. & Raby, F. (2011). Design noir: The Secret Life of Electronic Objects. Basel: Birkhäuser, 2001.
Dunne, A. & Raby, F. (2014). Speculative Everything: design, fiction and social dreaming. MIT Press.
Forlano, L. (2013). Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?, Ethnography Matters.
Franke, B. (2011). Design Fiction is Not Necessarily About the Future, Negotiating Futures / Design Fictions, Swiss Design Network 2011, Basel.
Galloway, A. (2013). Towards Fantastic Ethnography and Speculative Design, Ethnography Matters.
Grand, S. & Wiedmer, M. (2010). Design Fiction: A Method Toolbox for Design Research in a Complex World, DRS, 2010.
Hales, D. (2013). Design fictions an introduction and provisional taxonomy, Digital Creativity, 24:1, 1-10
Jain, A., Ardern, J. & Pickard, J. (2012). Design Futurescaping, Journal of Futures Studies.
Johnson, B.D. (2009). “Science Fiction Prototypes Or: How I Learned to Stop Worrying about the Future and Love Science Fiction”, in Intelligent Environments 2009 – Proceedings of the 5th International Conference on Intelligent Environments, Callaghan, V., Kameas, A., Reyes, A., Royo, D., Weber, M. (Eds.), IOS Press, Barcelona pp. 3-8.
Johnson, B.D. (2011). “Love and God and Robots: The Science Behind the Science Fiction Prototype “Machinery of Love and Grace””, in Workshop Proceedings of the 7th International Conference on Intelligent Environments Augusto, J. C., Aghajan, V., Callaghan, V., Cook, D. J., O’Donoghue, J., Egerton, S., Gardner, M., Johnson, B. D., Kovalchuk, Y., López-Cózar, R., Mikulecký, P., Ng, J. W. P., Poppe, R., Wang, M. J., Zamudio, V. (Eds.), IOS Press, Nottingham pp. 99-127.
Kirby, D. (2010). The future is now: Diegetic prototypes and the role of popular films in generating real-world technological development. Social Studies of Science 40 (1), pp. 41-70.
Kirby, D., 2011 Lab coats in Hollywood: science, scientists and cinema. MIT Press, Cambridge, MA.
Morrison, A. (2014). Design Prospects: Investigating Design Fiction via a Rogue Urban Drone, In Proceedings of DRS 2014 Conference. Umeå, Sweden.: 16.06.2014–19.06.2014
Raford, Noah. (2012). From Design to Experiential Futures, The Future of Futures: The Association of Professional Futurists.
Shedroff N. & Noessel C. (2012). Make It So Interaction Design Lessons from Science Fiction. San Francisco: Rosenfeld.
Sterling, B. (2009), Design Fiction, Interactions 16 (3), pp. 20-24.
Ward, M. (2013). Design Fiction as Pedagogic Practice Towards a fictionally biased design education, Medium.
Zeller, L. (2011) What You See Is What You Don’t Get: Addressing Implications of Information Technology through Design Fiction” Lecture Notes in Computer Science 6770 pp. 329-336.