170211 design fiction_0

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DESIGN FICTION a tool for exploring the future

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Transcript of 170211 design fiction_0

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DESIGN FICTION

a tool for exploring the future

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“A kind of halfway between fact and fiction (...) telling stories that appear real and legible (...) Offering some

sort of reflection on how things are, and how they might become something else.”

–JULIAN BLEEKER - near future laboratory

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DESIGN FICTIONS

• A way of exploring alternative approaches to making things

• A way of raising questions, provocations, innovating 

• A way of exploring new kinds of social interactions

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DESIGN FICTION OBJECTSthe icon

• Things or icon from an imagined reality

• Things which help us imagine other worlds or experiences

• Things around which discussions happen

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ScienceRESEARCHTechno

DiscoverPOSSIBLE

applications

EconomySELLABLE

prod.

MarketCONSUMED

goods

DiscoverPREFERABLE

applications

DesignSPECULATIVESexperiences

CulturalDISCUSSIONexperience

CulturalINFLUENCE

CulturalINNOVATION

InformCONSUMED

services

TRADITONALPROCESS

©STUDIO GOOD ONE! 2011

CRITICAL DESIGNPROCESS

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ART & SCIENCE COLLABORATIONS

–CRITICAL DESIGN

–DESIGN FICTION

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SHOCKING 2010

ANDREW FRIEND & SITRAKA RAKOTONIAINACollaboration with Nottingham UniversityDr. Yanqiu Zhu and Dr. Arthur Jones

Commissioned for the IMPACT! exhibitionby the Engineering and Physical Science Research Councilin association with NESTA

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NEPTUNE 2009

ANDREW FRIEND & SITRAKA RAKOTONIAINACritical design scenarios and publication

Exhibited at Microsoft Reasearch Lab.Cambridge, UK

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FANTASTIC 2010

ANDREW FRIEND Design Fiction, narratives devices and drawings

Selected exhibitions :WHAT IF, Welcome Trust, London, UKMADE UP, Design fictions, Los Angeles, USA

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CULTURAL EXPERIENCE

“Speculative design could be a valuable addition to public debate about the social, cultural and ethical impact

on everyday life of emerging and future technologies.” –

DUNNE & RABY

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CHALLENGING CULTURAL EXPERIENCE

• The way we relate to our environment

• The way our everyday is mediated 

• The way we filter and control our experience  of our surroundings

• The way we create our future 

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HUMAN ENHANCEMENT

a vehicle for debate surrounding  cultural experience

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SWIMMING IN THIN AIR

physical experience

• Does bodily experience offer an escape otherwise impossible?

• Through artefact and action can you create a sudo reality?

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BECOMING INVISIBLE

mental experience

• Does awareness of self define a preferable experience?

• If you free yourself from your physical and digital ties

   would you experience the ultimate freedom?

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LIVING FOREVER

future experience

• How can we adress and associate with the future?

• Can we control, anticipate, or even design our future?

• Can we judge preferable futures?

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MANIFESTATION

iconography to engage and engender discussion and debate

–Design fiction objects, narratives, interaction and media.

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STRATEGY

• Exhibition, talks, festival, conferences

• Publication (print and on-line)

• Consultancy for informed future services 

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Scenario B

Scenario A

PLATFORM

Scenario C

Client B

Client A

Input research areas/future ambitions

Speculative narratives/ethic

scenarios/iconic imagery

Sparkingdiscussiondebates/new & fresh perspectives

©STUDIO GOOD ONE! 2011