Friday 24 February 2012

Tutorial Session 21/2/2012


Above: Tutorial notes

Feedback from the tutorial:

Go back to basics, do visual and media-based exploration. It is necessary to understand what this is fully, by getting a working title and paragraph description. This could help other people to understand the idea quickly.

The method of creating a 'design fiction' is a possible research technique. This is the creation of something that doesn't exist as if it does already exist. This can be brought to users to make the concept as real as possible and spark ideas from it.

Definitions of design fiction on the web:

'Design Fiction is making things that tell stories. It’s like science-fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, speculating bout the course of events; all of the unique abilities of science-fiction to incite imagination-filling conversations about alternative futures.' - Near Future Lab


ST-TechnicalManual_1

Fig 1. Star trek communicator circuitry & schematics/part list.

'Design fiction is an approach to design that speculates about new ideas through prototyping and storytelling. The goal is to move away from the routine of lifeless scenarios-based thinking. We will share design fiction projects and discuss related techniques for design thinking, communication and exploration of near future concepts.' -Julian Bleecker



Below is an example of a design fiction which has been filmed and set up as if it already exists. It quickly provides the viewer with a way of understanding the concept, and thinking about it as if it already exists and seeing its placement within the real world has made it easy for me to visualise different ways that it could function.


Below is an non-functional object which has been filmed in a way to give it the appearance of functionality. The concept is fascinating; the non-electronic appearance vs electronics functionality.



Both of these videos use a dummy prototype system to help explain the concept. They are both from http://postscapes.com/best-design-fiction-2011 However, the underlying 'driving concept'; which is a word i've used to describe the concept which turns into an outcome, isn't there.

For example my driving concept is that of 'transient memory': memories that only exist within an object for a short space of time.

It is a subversion of the way that they digital world works now (capacity for mass storage of everything) and came about through research into the way that human memory works and how we remember/recall things i.e. cognitive psychology. There was exploration of how objects can store/spark memories based on the understanding of cognitive psychology and how memories associated with/stored in objects can degrade over time.

'Transient memory' lead to the idea that despite the objects storing memories for a short period of time, the 'link' to them exists long after they have actually disappeared, and that this may increase the value of the memories (They are more treasured). This has lead to the idea that this short-term existence of memories creates a sense of presence by both users. Transient memory now also contains an aspect of communication: the idea of having a connection to another person (like a memento) that has been activated so that does not just store on set of memories; new ones can be created and shared. It is noted that 'transient memory' did not always have to be about communication between people: it could have been a reminder system that self-destructs after the date has passed, or an explanation of the way that analogue TV or the way that old radios work i.e. there is not potential to store data. The reason it manifested itself as a communicative device was due to exploration of the idea of the 'memento', and how it could be developed. This is a big concept, and the 'outcome concept' is the way in which the concept has manifested itself. Below is my 'outcome concept'.

Working Title: 'Uni-Sense'

Working description: The 'Uni-Sense' is a private communication system comprised of two devices that connects two users together. Users are made aware of each-others presence whenever they interact with the device, but can only communicate if they are both present. You cannot leave/retrieve messages, and the sense of 'presence' is intended to make the users feel more connected to each other than if they were picking up a message left in the past. Memories only exist momentarily i.e. can only be experienced as and when they occur, but the link to that memory and the person who created it remains after engagement with the device. Engagement with the device is a complete user experience that can be used in multiple contexts and in many different ways.

Julian bleecker who works a nokia design, has done a 20 minute talk on 'design fiction'.



He describes the link between science fiction storytelling and design production, and the ways in which we can visualise non-existing technology and the stories that 'fold into them'.

He has subverted the assumption that technology in the future will be faster in his device titled the 'slow messenger'. The messenger simply communicates slowly, and he imagines a world where where speed isn't the primary concern (as some people may assume) and he has devised a prototype to emulate how it would work. Another project is the measuring instrument, with quantities such as 'speed' and 'people'. Mixing science and storytelling. according to Blekker, enables us to think about things in a different way to that which we would imagine them. One great example was the touch screen system in the film 'Minority report' (at 13:30) which became a reference point when the idea of the 'touch screen' was first introduced. People were quickly able to understand the concept from the design fiction presented in the film.

It was also interesting that engineers from the Apollo space program were brought in to work on the film '2001', and the idea of the GUI (graphical user interface) was first seen here in the cockpit of the spaceship. They also introduced the zero-gravity toilet and the video telephone. Visualising these things on film helps users understand new concepts.


Matt Webb "Scientific fiction" (Lift09 EN) from Lift Conference on Vimeo.

A video by Matt Webb on 'Scientific Fiction'.

Mentions Matt Wards (from Goldsmiths Uni) drawing process for invention: Taking a single object and then drawing it in different contexts as many times as you can. Then you start evolving your drawing. Between each object, you cross-breed or create a hybrid. You take two features from both and see what other objects come up and repeat. You end up evolving away from what you thought your object was about. Drawing is not a storming, random process, it is methodical. What emerges is what about the original object that persists in spite of the violent evolution and by making a thousand drawing you can discover the 'human nature' of the object. Showing prototypes and drawing to people is a research method.

Another research process of 'fictionalising' and creating a different set of possible worlds is called 'counter-factuals' i.e. 'what would happen if JFK was never shot'. The focus is on circumstances that would affect the current state of the world.

An example is 'what would happen if everyone could make their own phone'. They made a prototype of a phone which melts at 47 degrees so anyone can remould their phone whenever they want to. I noticed that this is a form of customisation which exists currently through changing phone cases.

I could utilise this technique by providing users with modelling clay, and non-functioning parts like speakers, touch screens, buttons and asking them to put them together in a way that it would be useful to them and in a place that would be useful to them and then film it being used.


Being added to my Reading list is 'Nonobject' by Branko Lukic, foreword by Bill Moggridge

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