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    <title>(un)disciplinary tactics</title>
    <dc:date>2026-01-12T22:15:15+00:00</dc:date>
    <link>https://nearfuturelaboratory.com/library/2024/12/beatriz-da-costa-undisciplinary-tactics/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Beatriz da Costa: Undisciplinary Tactics offers a comprehensive overview of da Costa's work, from her early robotic installations to her later projects in tactical media, environmental monitoring, and public health. The book features contributions from scholars, artists, and activists who reflect on da Costa's legacy and its relevance to contemporary discussions about art, technology, and social change. With its rich visual documentation and critical analysis, this volume provides a valuable resource for anyone interested in the intersections of art, science, and activism."]]></description>
<dc:subject>beatrizdacosta designfiction julianbleecker 2026 undisciplinary activism publicengagement interdisciplinary art technology socialchange tacticalbiopolitics</dc:subject>
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<item rdf:about="https://nearfuturelaboratory.com/newsletters/2025/w48-y25/">
    <title>Near Future Laboratory Newsletter</title>
    <dc:date>2025-11-27T06:30:15+00:00</dc:date>
    <link>https://nearfuturelaboratory.com/newsletters/2025/w48-y25/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Date: November 28, 2025

Summary: This issue explores *hyperstition* — which is the Cybernetic Culture Research Unit's peculiar notion that fiction can become real through circulation—and reframes it as a precursor and companion to Design Fiction. The essay weaves through CCRU lore, Mark Fisher’s cultural theory, and Julian’s own early academic encounters with ideology, technology, and media. It argues that Design Fiction is a practical way to operationalize hyperstitional dynamics inside organizations by turning ideas into artifacts that behave *as if* they arrived from an adjacent future. Issue w48y25 also includes upcoming events, reflections from recent travel, film notes, and a curated collection of cultural signals from the NFL Discord—from Slow AI to AI-generated gospel music, financial malfeasance models, and Gen Z sartorial shifts. Plus, Office Hours, Patreon community news, and links worth your time.

Essentially: Hyperstition is fiction becoming real; Design Fiction makes that dynamic deliberate, tangible, and organizationally useful.

But why? In a moment where narratives shape markets, culture, and technology as much as data does, organizations need disciplined ways to prototype the futures they want—before those futures are defined for them. Hyperstition shows how ideas take root in culture; Design Fiction turns that insight into a repeatable capability: making artifacts that generate strategic clarity by manifesting possibilities in the present. This issue connects the theory to practice and shows the value of cultivating an imagination infrastructure for teams and institutions."

...

"Hyperstition

The CCRU (Cybernetic Culture Research Unit) was a peculiar collective situated at the University of Warwick in the 1990s. Amongst very many other things, the CCRU popularized the term ‘hyperstition’ to describe the phenomenon where fictional ideas or narratives can influence reality by being believed and acted upon.

Consider this a kind of precursor to Design Fiction in that the concept suggests that certain ideas, when circulated and embraced, can manifest in the real world, effectively making fiction real through its impact on culture and society. In this context, Design Fiction is like the operationalization — the deliberate deployment of ideas in a particularly grounded fashion, but doing so not through the medium of prose-based storytelling but through designed artifacts, experiences, and scenarios that exist very much as if.. — that feeling that this thing (the artifact) is extant and real..just from a slightly near future or ‘adjacent now’

Here's the way the CCRU put it:

“Hyperstition: [An] Element of effective culture that makes fiction in itself real, through fictional quantities such as as time-travelling potentials. Hyperstition operates as a coincidence intensifier, effecting a call to the Old ones.” - Abstract Culture Digital Hyperstition 1999 [https://monoskop.org/images/f/f1/CCRU_Abstract_Culture_Digital_Hyperstition_1999.pdf ]

Hyperstition is a combination of “hyper” (as in ‘above’, ‘beyond’, ‘over’, but I also wonder about “hype” as in ‘exaggerated’) and “superstition”, referring to ideas or narratives that, through their circulation and belief, bring about their own reality. It suggests that certain beliefs or stories can influence the future by shaping perceptions and actions in the present. Hyperstition is often discussed in the context of speculative fiction, philosophy, and cultural theory, where it explores how fictional concepts can manifest in real-world outcomes.

<blockquote>This reflection was prompted by Episode 006: The Rumour That Cost Thirty-Five Billion Dollars and Created A Data Center Radar [https://podcasts.apple.com/us/podcast/006-the-rumour-that-cost-thirty-five-billion-dollars/id1829175205?i=1000732105524 ] from Radha and Tobias' “Futurish” podcast which gets into hyperstition in the context of a real-world rumor. Give it a listen!

Oh, and parenthetically, if you want a weird “Wayne's World”-like podcast on Mark Fisher you might be interested in these guys who are like Brick and Brack arm chair interpreters of Fisher's work: Lost Futures: A Mark Fisher Podcast [https://podcasts.apple.com/us/podcast/lost-futures-a-mark-fisher-podcast/id1685663806 ]. These guys are as infuriating as they are entertaining, perhaps without knowing they are either.</blockquote>

“Popularized” might be overstating things a bit as the CCRU was always a bit of an obscure, anonymous and underground affair. More punk that trad academic, I would say. But the idea of hyperstition has since been taken up by various thinkers and writers interested in the intersections of culture, technology, and speculative fiction. It's relevant to the kinds of discussions we have here and a pathway to connecting material reality to fiction — or how to begin becoming future.

For those who are Fisherarians, as in Mark Fisher-arian, the late cultural theorist and writer who explored themes of capitalism, culture, and ideology, hyperstition is a concept that resonates with his work. Fisher often discussed how certain cultural phenomena and narratives could shape societal beliefs and behaviors, aligning with the idea of hyperstition as a force that can influence reality through its circulation and acceptance.

I was certainly influenced by Fisher's writing and lectures, introduced to him indiretly during my studies at UCSC in the early 1990s where and when I was trying to develop some kind of scaffolding that could be erected such as to contain the kinds of cultural objects I was boyishly fascinated with — computers, software, games, etc. — and their meaning beyond “whoa..cool!”. An engineer encountering the often in my mind abstract cultural theories of Deleuze and Guattari, Zizek, Haraway, Jameson and others, this seemed a fun and challenging way to ground them to popular discourse. Fisher's exploration of how culture and ideology intersected with capitalism and technology provided a framework for understanding the dynamics of contemporary society, and undergirded a batch of work I did on the video games SimCity™ and Daryl Gates' Police Quest IV: Open Season

The structure of this combination of hype and superstition is a useful way to think about how certain ideas or narratives can gain traction and influence reality. It suggests that when a concept is widely circulated and believed, it can create a feedback loop that reinforces its own existence and impact. This can be seen in various cultural phenomena, such as conspiracy theories, urban legends, or even technological trends, where the belief in the idea itself contributes to its manifestation in the real world.

Understanding the pheneonmon of hyperstition can provide insights into how cultural narratives shape our perceptions of reality and influence our actions. It highlights the power of belief and storytelling in shaping the world around us, and the ways in which fiction can become intertwined with reality through collective acceptance and action.

Beyond understanding the pheneomenon, we might want to operationalize the principles, right? I mean — if this is a kind of lever or monkey wrench how might we use it to our advantage? How can you tell stories about worlds you want to inhabit, or engage in, or debate and discuss? And how can you do that if your primary gifts and medium are not prose-based story telling? Can you do this through design, through objects, through events, through experiences?

These are questions that the Near Future Laboratory has been exploring for decades now through design fiction, speculative design, and other practices that seek to create tangible representations of possible futures.

This goes beyond abstraction speculation because I actually prototype in material. Not just ideas but things that can be held, used, experienced, and that form the basis for product design, concept development, and strategic foresight.

By crafting artifacts, scenarios, and experiences that embody speculative ideas, we can help ourselves and our organizations see the unseen opportunities and test new concepts in a way that is more engaging and impactful than traditional methods of ideation or brainstorming.

Want to discover more about how this approach to design fictional prototyping can help your team and organization gain a bit of future sight? Get in touch and let's have a conversation about how we can work together to explore the futures you want to create."]]></description>
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    <title>Not Here, Not Now: Speculative Thought, Impossibility, and the Design Imagination, by Anthony Dunne and Fiona Raby (2025)</title>
    <dc:date>2025-04-09T21:56:53+00:00</dc:date>
    <link>https://mitpress.mit.edu/9780262049665/not-here-not-now/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["What it means to design at a time when, for many people, the future seems to have become an impossibility.

When reality fails us, what can designers do? Question design’s relationship to reality, as Anthony Dunne and Fiona Raby do, in this exhilarating, yet thoughtful, journey to the edges of science, philosophy, and literature to find new ways of thinking about the possible—and about the meaning, function, and place of design in that speculative world of “not here, not now.” A conceptual travelogue of sorts, Not Here, Not Now brings together words, images, and objects that capture, in design form, some of the ideas encountered along the way. Itself a design experiment, the richly illustrated book explores ways to bring these ideas into conversation with objects through imagined archives, libraries, glossaries, taxonomies, lists, tales, and essays.

The design responses in Not Here, Not Now—to a stone raft, for example, or a vegetable lamb, swatches of imaginary colors, a pocket universe in the home, objects undergoing space-time collapse—are, like the most compelling utopias, impossible by design, aiming instead to nourish the creative, intellectual, and imaginative ground from which new possibilities, still unknown, might begin to emerge."]]></description>
<dc:subject>speculativedesign designfiction 2025 anthonydunne fionaraby design</dc:subject>
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<item rdf:about="https://remakepod.org/episode/070-che-wei-wang-and-taylor-levy-the-design-practice">
    <title>070. Che-Wei Wang and Taylor Levy: The Design Practice | Remake Podcast | Design, Systems, and Society</title>
    <dc:date>2024-01-20T21:39:12+00:00</dc:date>
    <link>https://remakepod.org/episode/070-che-wei-wang-and-taylor-levy-the-design-practice</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Today, we talk about the practice of design, and how designers who learn to work with and understand technology can bring a humanistic, creative perspective to technology that can truly transform our understanding of what it can do. I've long believed that advanced technology can be beautiful, poetic, and philosophical in nature. In fact, that's what's called for in an age where tech shapes our lives, takes an increasingly greater part in creative work, and even makes decisions for us.

That's why it was so rewarding to sit down with Che-Wei Wang and Taylor Levy, the married couple behind CW&T. They've managed to carve out the space for their own creative, almost contemplative practice.

Their studio, CW&T, is an award-winning design practice creating mind-bending products. Over the last 13 years, their work has spanned from interactive software to human scale tools that enhance our relationships to work, life, and time. They center around an iterative process of sketching, prototyping, testing, writing code, machining parts, and building each addition themselves to assess their intuitions around improving everyday experiences. Their projects range from devices that alter the perception of time, an electronics curriculum for artists, an astrological compass for space travelers, to objects engineered to last multiple generations.

Wang and Levy lecture extensively, and they teach courses on time, electronics, hardware, programming, inflatables, and morphology at Pratt Institute, New York University, and the School for Poetic Computation. In 2022, they won the National Design Award for Product Design from Cooper Hewitt.

We spoke in mid-November 2022, and I was excited to talk to them after I saw some of their more thought-provoking pieces engaging with time. I was a little concerned with my ability to interview two people at the same time. Usually, I tend to go deep with one person and I wasn't sure how the format would work, but as usually happens with creative people, the conversation took a life of its own and was a delight.

EPISODE SUMMARY

In this conversation we talk about:

- Being a couple who works together.
- Balancing parenthood with business and creative design work.
- The gratitude they feel for being able to have an ongoing creative practice.
- Their creative principles.
- Why they insist on building what they want to see.
- What does the phrase "buy lots of lottery tickets" mean to them?
- Their origin story.
- What did Che-Wei learn while fixing his dad's typewriter as a kid?
- What did Taylor realize about The Beatles?
- How did they meet and become a couple?
- Their creative projects, including Time Since Launch and Solid State Watch.
- The School for Poetic Computation.
- Generative design, and how it can change designers' work.
- The importance of learning to understand time.
- And how to make room for your creative practice.

TIMESTAMP CHAPTERS

[8:09] Life in the Present
[12:17] Early Childhood Lessons
[16:00] A Journey to Design
[23:09] Love at First Sight
[27:42] CW&T
[31:22] Time Since Launch
[38:13] Solid State Watch
[42:21] Project Principles
[47:46] The School for Poetic Computation
[51:49] Generative Design
[56:18] A Short Sermon"

[also here:
https://podcasts.apple.com/il/podcast/che-wei-wang-and-taylor-levy-the-design-practice/id1526176825?i=1000595404862

https://open.spotify.com/episode/3F4N8H4powItjfcJa2bPa4

https://www.youtube.com/watch?v=C4_68cJqk94 ]]]></description>
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<item rdf:about="https://www.chrbutler.com/personal-machines-and-portable-worlds">
    <title>Personal Machines and Portable Worlds - Christopher Butler</title>
    <dc:date>2023-07-09T19:58:31+00:00</dc:date>
    <link>https://www.chrbutler.com/personal-machines-and-portable-worlds</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["A lifelong fascination with technology begins with a single object.

Think back to when you were a child, to when you first encountered something you could hold in your hand that held you in awe. Perhaps you thought to yourself, “Wow, this does that?!”"

...

"There’s something about the personal device that I have always found fascinating and now find to be almost mysterious. But to be personal it has to be a certain kind of device — the kind that balances access to another world with the kinds of limits and boundaries that make a thing private. That balance is something I’ve always been able to point to in particular objects — this has it, but that does not — but describing it on its own, as a set of rules or characteristics, has always eluded me. But, for me, a personal device is defined by this balance, not by virtue of being the thing in my pocket and not the one in yours.

I think this notion of a personal technology is deeply meaningful. So I’d like to find a way to explain it.

Nearly everyone I asked returned the question — That was the gadget for me… So, what was yours?

I can point to my own origin-objects — gadgets like the Fisher Price Movie Viewer, the Pocket Rocker, the Etch A Sketch Animator, or, from a bit later, the Arion Hot-Watt II — and describe why they had that thing. Besides being quirky, niche products, they all let me enter another world that, at times, seemed both bigger and smaller than this one. It was as if that world was outside of this one, made accessible by the push of a button and, at the same time, that it sprang into existence as a me-sized bubble universe, Population: 1. This is the paradox of the personal device.

The tension between knowing that the world a personal device creates has boundaries defined by its code and materials and not knowing exactly what they are is one that, when kept in balance, activates the imagination. It allows for exploration, both of the object and through the object.

People of a certain age who remember spending hours exploring Hyrule, the world of The Legend of Zelda, will immediately understand this feeling. You could explore the world, and you could play the game. I’m not sure I ever tired of exploring enough to actually play the game.

The most magical of personal devices are those which offer access to the experience of infinitude without measuring it for you. The unknown is the stuff of imagination.

That is the opposite of our most common device-based experiences today. Whether you use a phone, tablet, laptop, or any other computer, the digital “world” today is always defined by an acute awareness of measure. Of more. But more is the easiest way to obstruct the imagination. Persistent input keeps cognition at its lower levels — maintaining attention, storing memory, applying perception, and processing language — without allowing a transition to thought and learning.

The best personal device supports thought — with it, within it, and most importantly, within you. Carl Jung once wrote that “in each of us there is another whom we do not know.” The purpose of introspection, for Jung, was to become acquainted with that person — to deepen our understanding of ourselves so that we may be more fully ourselves.

What if technology had the same purpose?

What if personal technology saw imagination — open, unresolved, interior, and subjective as it is — not just as a byproduct of use but as a purpose for it; as equal to utility, communication, or entertainment?"

...

"Kyle Chayka is working on a book that sounds like it may make a good case for my invisible mechsuit world. In a post titled, “The dream of the personal machine,” [https://kylechayka.substack.com/p/the-dream-of-the-personal-machine ] Chayka writes:

<blockquote>“My book is so much about how technology dictates culture. The devices that we use aren’t just accessories to culture or windows that we consume things through; they are collaborators, gateways, and molds…the idea of a personal computer had to be invented, manufactured, and marketed. We had to imagine computers as personal machines.”</blockquote>

This is an important point. We could live in a world where computing is a public works — where terminals to central processing work like telephones used to. You can pick them up or put them down, but nothing inside of them is yours. But we don’t live in that world. As soon as the first computer booted up in the first home, the computer became a personal object. And when an object becomes personal, it is difficult to leave it behind. We want it with us.

Perhaps that one thing — a simple desire for a personal machine — set us on the course we have followed since. Not Moore’s Law, not Capitalism, but personhood.

Later, in the same post, Chayka writes of the Palm Pilot — an early attempt at portable computing — that, despite it not providing much in the way of “fun” features for a kid, there was still an “ineffable appeal to holding a gateway to a digital world in your hand.”

A world. There’s that word again.

Why a world? There is a sense of dimensional transcendence to computers. As C.S. Lewis wrote of the wardrobe, “It’s inside is bigger than its outside.” In the early days of mobile computing, it was hard to not compare the capaciousness of a computer you could carry with you to something like a book. Of both you could say their insides were bigger than their outsides, but when it came to information, you’d have to settle for figurative capaciousness in a book; their actual contents are literally cover to cover. A digital machine’s contents are an entirely different thing.

In the time of the Palm Pilot, a tiny door to a vast digital world was more powerful as an idea than a tool. The digital world just wasn’t as big back then as it is now. But to Chayka’s first point, we built the digital world using these little devices that didn’t do very much. We made it worth the journey. And meanwhile, the object was our companion, and inside was a tiny, personal digital world — our notes, our messages, our few digital texts. It was not much, but it was ours."

...

"Many of the examples I’ve looked at so far align with my ideas of what makes a machine personal because they were designed with limitations imposed upon them, and many of the examples I’ve discussed that no longer feel personal have been designed to surpass those limitations. If machines were designed to be more personal, we’d have very different machines.

Sometimes it feels like it is simply a matter of whether a machine is connected to the internet or not. But of course it’s more than that. It’s as much about what we do with our machines as it is about what they were designed to do.

I think we can still experience the personal machine by choosing to experience a machine that way.

In a way, the continued popularity of vinyl is a good example of this. For the same price as a single record, you can get several months of access to more music than you could ever hear in that time. Still, some people choose records over digital files. It’s too easy to dismiss this as an affectation. It’s a choice to experience music in a particular way. It’s also a choice of a personal machine — a record player rather than a phone.

One benefit of personal technology reaching the maturity it has is the abundance of choices. It may seem like you must use an iPhone — perhaps everyone you know and care about is group messaging with iMessage — but you can choose something else. Every choice has benefits and costs. Ten years ago, I chose to leave Facebook. The benefits were many; the costs were not having easy access to where people I cared about shared information I wanted to know. A few years ago, I stopped using an e-reader — I had used a Kindle, and then a Kobo, both great machines. The cost was no longer being able to send articles from the web to my machine and reading them, as well as books, in bed. The benefit was not having too many choices in front of me when I just want to read one thing. I went back to the printed book. You could say that’s as much of an affectation in 2023 as playing a vinyl record. Maybe. But it’s a choice.

I haven’t owned a laptop for many years. My primary machine is a Mac Mini set up in my home office. The cost is I can’t work from my couch or the local coffee shop. The benefit is I have some separation in my life between work and not work.

For me, these choices turn using the same machines everyone uses into a more personal experience."

...

"I also notice that when I look at these older machines and the old media they use, I often find myself feeling like I’m looking at a door to a world. I look at a book — there’s a world. Every playable disc in our house — each a world.

Once you become accustomed to worldspotting, you can see them in anything. Every object is a world.

In the World; of the Worlds

Perhaps the days of personal machines are over. Maybe the complexities that Mau and his cohort wrote about are not safely reducible. Maybe we can’t decomplexify the world of things. Maybe. And if we can, I wouldn’t dare imagine it could happen quickly.

But if we can, where do we start? What do we look at? What do we use again, despite there being sleeker, faster, frictionless options available? What limits do we embrace so that we can re-balance the human with the machine?

I have spent the last few years slowly disconnecting in various ways. I’ve chosen to use things that only do a part of what readily available alternatives do and more. I’ve chosen to stop using some things altogether. I have found that these choices have enhanced my experiences because they’ve supported true insight; they’ve helped me be more aware of what I’m doing, why I’m doing it, and who I am becoming. I have found that they change the world because they change my world.

Jung said that in each of us is another. I think that in each of us is another world. A good personal machine reveals that world and helps us shape it."]]></description>
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<item rdf:about="https://podcasts.apple.com/us/podcast/n-069-dr-delfina-fantini-van-ditmar-a-not-too/id1546452193?i=1000614770313">
    <title>Near Future Laboratory Podcast: N°069 - Dr. Delfina Fantini van Ditmar — A Not Too Comfortable Future on Apple Podcasts</title>
    <dc:date>2023-06-04T18:02:17+00:00</dc:date>
    <link>https://podcasts.apple.com/us/podcast/n-069-dr-delfina-fantini-van-ditmar-a-not-too/id1546452193?i=1000614770313</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Dr Delfina Fantini van Ditmar is a biologist, design researcher and Senior Lecturer. Her practice is concerned with ecological thinking, reflective practices, epistemological paradigms and alternative futures.

https://www.rca.ac.uk/more/staff/dr-delfina-fantini-van-ditmar/

["Dr Delfina Fantini van Ditmar is a biologist, design researcher and Senior Lecturer. Her practice is concerned with ecological thinking, reflective practices, epistemological paradigms and alternative futures.

Delfina has a BA Biology and completed a year of an MFA at Konstfack University in Stockholm. She holds a PhD from the RCA with a thesis entitled 'The IdIoT'.

In 2021 she was selected as one of the Future Observatory Design Researcher in Residency (DriR) at the Design Museum in partnership with the Arts and Humanities Research Council (AHRC).

Driven by her interest in ecological thinking, reflective practices and inter-relations as a systemic response to the environmental collapse, Delfina's critical practice examines material ethics of care and the necessary paradigm shift in design.

In her teaching practice, Delfina encourages students to reflect on epistemological paradigms, envision alternative futures, think systemically and critically analyse the broader implications of their decisions.

Delfina participates in the School of Design transdisciplinary module The Grand Challenge. Previously Delfina worked as a tutor at the Design Products + Futures programme and has been a Visiting Lecturer on the Information Experience Design (IED) programme, MRes RCA Communication Design, MRes RCA Healthcare Design, and the MRes RCA Design pathway.

Delfina has been a crit and Visiting Lecturer in several institutions, including The Bartlett, Architectural Association, Manchester School of Art, University of Brighton, University for the Creative Arts, Liverpool University, École Nationale Supérieure des Arts Décoratifs (ENSAD), Syracuse University, Rice University, Critical Media Lab Basel and TU Berlin, among others."]"

[See also:
https://futureobservatory.org/delfina-fantini-van-ditmar/

"Delfina is a design researcher and lecturer at the Royal College of Art (RCA), Design Products + Futures Programme. Delfina has a transdisciplinary background linking design research, critical algorithmic studies, architecture and ecology. She has been a visiting lecturer and critic at several institutions, including The Bartlett School of Architecture, Architectural Association, Goldsmiths, Uniersity of London, Canterbury University, Liverpool University, Critical Media Lab Basel and TU Berlin. She holds a BA in Biology and completed a PhD at the RCA in 2016.  

Responding to environmental collapse from a systemic perspective, Delfina’s research will examine dematerialisation – an act of removing unecological behaviours and materiality from the world – as a necessary paradigm shift for the design sector. She will explore dematerialisation by considering ecological, political, social and ethical issues regarding manufacturing, production, and end-of-life use by collaborating with design practitioners who will respond through critical design experimentation. Delfina is interested in investigating how this design-led system-level change can influence government policy."

https://asc-cybernetics.org/2014/?page_id=937

"Biographical Info: I grew up in south America. I studied biology and completed one year of a MFA at Konstfack University, Stockholm. Currently I am a PhD candidate in Innovation Design Engineering (IDE) at the Royal College of Art (RCA).

«No sé si se me entiende. Lo que quiero decir es otra cosa»
«La realidad tiende a desaparecer»
Nicanor Parra

“I do not know if you understand me. What I mean is something else. ”
“The reality tends to disappear”
Nicanor Parra" ]]]></description>
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</item>
<item rdf:about="https://urbantechnology.substack.com/p/urban-technology-at-university-of-287">
    <title>Urban Technology at University of Michigan week 140</title>
    <dc:date>2023-04-09T03:39:18+00:00</dc:date>
    <link>https://urbantechnology.substack.com/p/urban-technology-at-university-of-287</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[See also:

"Talk with Julian Bleecker" (Domus Academy)
https://www.youtube.com/watch?v=DWAboMb08Cs

"Julian Bleecker, Designer, Engineer and Creative Leader, has been the guest of the latest Domus Academy Open Talk, moderated by Gabriele Ferri. Enjoy the video!"

"DesignFiction at AIGA 2022 Annual Conference."
https://www.youtube.com/watch?v=Y-KeTvzTL_s

"Julian Bleecker's Design Fiction Presentation at AIGA 2022 Annual Conference."

"Design x Technology Lecture Series | Julian Bleecker" (LTU_CoAD)
https://www.youtube.com/watch?v=YrBFK3ZXBsE

"The College of Architecture and Design at Lawrence Technological University, LTU_CoAD, offers degrees in architecture, interior design, graphic design, game design, transportation design, and industrial design.   It is is dedicated to a pedagogy of “theory and practice”, the original motto of Lawrence Technological University, advocating not one or the other, but both, integrated and coherent. "]]]></description>
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<item rdf:about="https://podcasts.apple.com/us/podcast/n-063-imagining-the-future-of-the-imagination/id1546452193?i=1000600664067">
    <title>Near Future Laboratory Podcast: N°063 - Imagining the Future of the Imagination Academy with Will Richardson on Apple Podcasts</title>
    <dc:date>2023-03-01T18:59:22+00:00</dc:date>
    <link>https://podcasts.apple.com/us/podcast/n-063-imagining-the-future-of-the-imagination/id1546452193?i=1000600664067</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Will Richardson is a life-long educator and co-founder along with Homa Tavangar of The Big Questions Institute, was was created to help educators use 'fearless inquiry' to make sense of the complex moment and uncertainty felt around the future. In this episode we focus specifically on the ebook he and his co-founder recently created called 'One Foot In The Future' containing new frameworks, tools, and lenses to help educators imagine what comes next.


https://bigquestions.institute/


https://bigquestions.institute/onefootebook/


Please consider supporting the podcast over on Patreon at https://patreon.com/nearfuturelaboratory. Your support goes a long way towards keeping these episodes going, largely by signaling to me that you find value in what's being discussed in here. Support is pretty easy, and generally affordable — there are two tiers at the moment: $8/month ($2 per week!) or $25 for those who can afford more. Every patron gets an invitation to the Near Future Laboratory Discord, where the magic seems to happen daily!

Thanks!

Julian"]]></description>
<dc:subject>nearfuturelaboratory julianbleecker willrichardson solarpunk edupunk covid-19 coronavirus pandemic designfiction designthinking schools schooling children education learning howweteach howwelearn 2023 creativity imagination change transformation unschooling deschooling antidisciplinary transdisciplinary optimism punk statusquo bigquestionsinstitute multispecies morethanhuman economics midjourney ai artificialintelligence activism organizing narrative publishing selfpublishing zachstein liminality discord compulsory agency internet self-directed self-directedlearning youtube tiktok margaretmead self-organizing zakstein zacharystein drélabre future futurism books ebooks futuree futurists sciencefiction scifi cyberpunk neuralimplants indigenous indigeneity self-publishing liminal</dc:subject>
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<item rdf:about="https://www.darklaboratory.com/">
    <title>Dark Laboratory</title>
    <dc:date>2020-11-07T14:20:06+00:00</dc:date>
    <link>https://www.darklaboratory.com/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[“Dark Laboratory 
Black X Indigenous Media Ecologies

survivance 
“an active sense of presence over historical absence, deracination, and oblivion.”   
-Gerald Vizenor (Anishinaabe )

Dark Laboratory’s philosophy is to assert survivance of communities—human and non-human animals, plant life, microorganisms—in relation to nature. Through immersive technology (VR, AR, sound design, films, video games) we are bringing the symbiotic histories of Black and Indigenous coalition to the surface in order to build future worlds of co-production and co-existence in the face of ongoing conquest. 

Constellations of Afro-Indigeneity 
What does it mean to be Indigenous? Founded by two Cornell professors, Tao Leigh Goffe and Jeffrey Palmer, the laboratory is dedicated to answering this question by charting the convergences of Black and Indigenous survivance. Beginning with hemispheric indigeneity and telescoping towards the global and planetary frames, we examine the intersection between stolen life and stolen land. The Dark Laboratory centers embodied modes of storytelling in the experience of the Indigenous Americas and Indigenous African traditions, 

We ask, how ‘blood memory’ plays a role in the transmission of intergenerational trauma? How is storytelling a mode of redress, recitation, and potential healing? Using creative technologies (virtual / augmented reality, DJ’ing, film, animation ), Dark Laboratory promotes storytelling as a bridge between town and gown, so that those in the academy can listen and learn from local practitioners. 

The Rural Landscape of Abolition in Upstate New York
Inspired by charting the invisible routes of the Underground Railroad, Dark Laboratory centers the geography of abolition in Upstate New York. We look to burial grounds of enslaved Africans and Indigenous people. Positing the landscape as a storyteller, we listen to what the soil narrates. With attention to signage, we consider how certain signposts and monuments misdirect. In what ways is racial presence named and simultaneously erased?  (Cayuga Lake, Seneca Falls, Montezuma Wildlife Reserve) Considering what Tao Leigh Goffe calls “Citation as Erasure,” the Dark Laboratory meditates on the urgency of the Black Lives Matter movement and the significance of #SayTheirNames as political citation in contrast to the performance of Land Acknowledgements. The Dark Laboratory is working with students to create an Ethical Land Acknowledgement Guide, Decolonial Glossary, and Black and Indigneous Relationality Syllabus, 


The rule is love.
— Sylvia Wynter

No Racial Ecological Justice.
No Peace.

Philosophy

Dream.
The Dark Laboratory is an engine for collaboration, design, and study of Black and Indigenous ecologies through creative technology. Co-founded by Tao Leigh Goffe and Jeffrey Palmer, assistant professors at Cornell University, the Dark Laboratory is a collective funded by generous sponsors including the Rural Humanities, a Mellon initiative at Cornell University. We are situated at the intersection of scholarship, artistic praxis to examine Indigenous forms of storytelling by centering local and global non-profit community institutions as educators.

Design.
For the Dark Laboratory the question of rural life involves a deep meditation on how the land is a storyteller. We consider Black and Indigenous grounds of burial and the haunting of empire in the landscape. With an eye toward personal geographies and the layered, sedimented presences of Black and / or Indigenous peoples in the United States, the co-founders look to our Kiowa and African heritage. 

Grow.
As a laboratory devoted to humanistic inquiry, we examine entangled debates regarding stolen lands and stolen life at the crossroads of the University in relation to surrounding ecologies and communities. Dark Laboratory centers the relationality of town and gown to reframe the production of knowledge. How might embodied forms of storytelling such as, weaving, cooking, ceremonial dance, and even singing lullabies be forms of knowledge?

Sustain.
We consider the centuries-long deep and clandestine itineraries of Native and Black people in coalition across the Americas at the edges of the plantation. How, we ask, does nature continue to function as refuge for these coalitions? Of deep interest to the Dark Laboratory interest is the Underground Railroad in Upstate New York as an ongoing site of and monument to Black fugitivity and resource.

Code.
As professors and artist practitioners, we are training and hiring a cohort of undergraduates, graduate students, and community members in research methods. Dark Laboratory provides consulting services and data-driven dossiers on the ethics of cultural representation in Hollywood cinema, corporate mascots, and institutional histories. 

Learn.
Our philosophy is to learn from Black and Indigenous traditions about how to tell a good story. Good has meaning to us as founders in the sense of the “common good,” ethical grounds, and the value of being an engaging storyteller using multimedia. We begin our inquiry in Upstate New York and the soil of Cornell University to ask difficult questions about the layers of Native dispossession and African enslavement as foundational to and entangled in the story of the United States. 

Origin Story

Co-founders Tao Leigh Goffe and Jeffrey Palmer first met at a Board of Trustees dinner during orientation for new faculty at Cornell University in 2019. They happened to be assigned to the same table where flanked by alumni the pair soon realized their shared interest in sonic and visual storytelling. Learning of each other’s kindred investment in race, ecology, and how the land narrates personal geographies of colonialism, they began to meditate on what it means to teach at an institution that is both an Ivy League and Land Grant institution, Prof. Goffe and Prof. Palmer set about reading together, forming a list of texts critical to Black Studies and Indigenous Studies. The seed for Dark Laboratory has germinated to bloom into an inclusive network for all who are invested in study, and how Black and Indigenous histories are distinct, overlapping, and entwined, but also not mutually exclusive categories of being. “

[See also:

“Dark Laboratory, A Virtual Launch Block Party”
https://www.youtube.com/watch?v=8ry6aKeQwiA

https://twitter.com/laboratorydark
https://www.instagram.com/darklaboratory/ ]]]></description>
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    <title>More-Than-Human Lab. » What I mean when I talk about more-than-human design</title>
    <dc:date>2020-03-13T20:47:21+00:00</dc:date>
    <link>http://morethanhumanlab.org/blog/2020/02/07/what-i-mean-when-i-talk-about-more-than-human-design/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["I was recently asked a few questions and some of you might be interested in my answers  :-)

[image: "Curious brown tabby cat Enid Coleslaw perches on the wood fence in her first encounter with the sheep on the other side."]

The More-Than-Human Lab arose from my life with nonhuman animals, alongside the work of multispecies ethnographers and cultural geographers grappling with what is at stake in more-than-human worlds.

<blockquote>I’m not trying to say that anyone is “more” or “less” (than) human, but explicitly recognising that the world has never been a place made only, or even primarily, of or for humans.</blockquote>

While this isn’t a radical notion for many researchers, I’m trying to teach design from an anthropological perspective and I like that it encourages me to poke at both anthropology and human-centred design and see what falls apart.

I found my way to design through my archaeological and anthropological experience with material, visual, and discursive culture, and the recognition that culture is actively created and recreated by persons in these more-than-human worlds. I’m not fond of professional design’s problem-solving imperative or reliance on technoindustrial metaphors, but I am utterly captivated by world-building and thing-making. 

My favourite design tool is speculation. It isn’t required for more-than-human design but I have a lifelong love of speculative fiction, and to design within that general framework appeals to me in many ways. Besides its obvious capacity to imagine different ways of being with others, I find it well-suited for intervening in difficult or messy relations between people and nonhuman animals.

<blockquote>Fiction affords people space to think or act differently without the terribly fraught ethics of designed — through expectation or force — behaviour change.</blockquote>

While I’ve spent the last five years doing ethnographic fieldwork and re-thinking human-livestock relations, the design courses I teach have moved further and further away from human-centred approaches. For example, last year I taught a course in multispecies design ethnography and although our “client” was Wellington Zoo, I stressed the importance of designing with the otters and for otter-human relations (and questioning what that actually means). In my speculative design course, students were tasked with re-imagining kinship in ways that explicitly include, and so ethically bind us to, nonhumans.

While some excellent design/researchers use the phrase “more than human” to refer to a range of technologies, my interests remain in the multispecies or environmental realm. This doesn’t mean that technology is irrelevant; it’s important for me to assess the political and ethical implications of any technology that attempts to mediate human relations with other forms of life. My research simply focusses on farmed animal life because I think that how we relate to, and with, these animals have an enormous impact on their well-being, human well-being, and the well-being of the Earth.

<blockquote>Agriculture is also one of humanity’s most heavily designed activities, which should remind us that it can be re-designed, and needs to be re-designed when it stops working for all of us.</blockquote>

But I’m not a believer that technology under capitalism will be the planet’s salvation, and I tend to part ways with (commercial?) designers and technologists who aim to design more “precision” agriculture through “intelligent” machines, and I’m constantly watching for bad omens. The ethos of the More-Than-Human Lab draws on Donna Haraway’s “staying with the trouble” and tries to go beyond the design of human-nonhuman interactions to reimagine human-nonhuman relations. For me, this means not trying to “fix” the world, and resisting both purity and progress to live well together through uncertain and difficult circumstances.

The deep irony (?!) is that indigenous cultures all around the world and many non-Western religions have always understood that nature and culture aren’t separate, and that humans aren’t superior in our abilities or experiences. Western intellectual history and industrial capitalist societies have not allowed this kind of thinking to take hold except for amongst a fringe few, and I think this has played a pivotal role in the current climate crisis and the impoverished range of corrective measures on offer.

<blockquote>I’m inspired by anyone who is trying to figure out how more vital, embodied, and inter-dependent traditions can be brought into situated practice.</blockquote>

Right now I’m drawing sustenance from ecological and political theology, cosmopolitics and animism. When it comes to design, I’ve long admired the work of Superflux (amongst many others!) and I’ve most recently enjoyed Arturo Escobar’s Designs for the Pluriverse. 

Laura McLaughlan – in her paper at the most recent Australian Anthropological Society conference – said that “Ethnographers walk through landscapes both soft and hard.” I noted it because it struck me as both literally and metaphorically true. We do walk through a lot of landscapes, and both the going and the ground are often so much harder than expected. And yet along the way there are always spaces and moments of gentleness or softness that provide relief and comfort. I don’t know anyone who suggests that tenderness is our only viable option, but many of us refuse to hand it over to those who would render it weak.

I’m committed to using ethnography and everyday design to restore and support more situated, intimate, and vulnerable relations between humans and farmed animals. In a world dominated by the mass production and consumption of nonhuman animal life, these kinds of relations are often dismissed as sentimental or naïve. But in my experience they require a great deal of strength and a practical willingness to both hurt and be hurt. This is central to my personal committment to be with the world, instead of against it. 

I also believe that a full, rich experience of humanity in more-than-human worlds is already being lived by billions and I wish that even more could experience it. But please don’t mistake this for an attempt to convert you! In dire times it may be tempting to conjure all too familiar utopias and dystopias, but I’m interested in reconnecting with violence, suffering, decay and death as part of life, entangled with all the love, beauty, and wonder.

As humanity, and the planet, face the climate crisis I’m interested in protecting (and, if necessary, reclaiming) the kind of ethical relations with animals and lands that can take us down a different path. No one knows if this path will avoid the same end, but I’m hopeful. 

Our small farmstead is my living experiment in what kinds of relations are possible with the animals I care for, and sometimes eat. Watching a lamb take her first breath, and a year later holding her with love as I kill her has profoundly changed the way I see myself and the world around me—not to mention how others see me! 

<blockquote>The sheep have taught me to slow down, and to look and listen more carefully. They’ve taught me humility and patience and strength, both physical and emotional. That there is such a thing as caring too little, and too much. The sheep have taught me to fight more playfully, and to always choose kindness.</blockquote>

And I bring all of this experience to my understanding and practice of more-than-human design.

Many thanks to our cats Enid Coleslaw and Beatrix Lemonade, the sheep Ursula, Grace, Mercy, Emmaline, Victoria, Glory, Melvin & Mingus, Edith, Ulla & Ulrich, Gus, Max & Murray, Esther and Eddard (Ned), Maeve, Godric and Gregor Samsa, and to all the ducks and ducklings."]]></description>
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<item rdf:about="https://www.technologyreview.com/s/615190/how-big-tech-hijacked-its-sharpest-funniest-critics/">
    <title>How big tech hijacked its sharpest, funniest critics - MIT Technology Review</title>
    <dc:date>2020-02-25T12:08:32+00:00</dc:date>
    <link>https://www.technologyreview.com/s/615190/how-big-tech-hijacked-its-sharpest-funniest-critics/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Without design fiction, critical hits like Black Mirror would look very different."]]></description>
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    <title>Calling for a More-Than-Human Politics - Anab Jain - Medium</title>
    <dc:date>2020-02-25T06:12:23+00:00</dc:date>
    <link>https://medium.com/@anabjain/calling-for-a-more-than-human-politics-f558b57983e6</link>
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<item rdf:about="http://blog.nearfuturelaboratory.com/2019/10/23/on-design-fiction-close-but-no-cigar/">
    <title>On Design Fiction: Close, But No Cigar - Near Future Laboratory</title>
    <dc:date>2020-01-10T21:53:40+00:00</dc:date>
    <link>http://blog.nearfuturelaboratory.com/2019/10/23/on-design-fiction-close-but-no-cigar/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[also here: https://mailchi.mp/nearfuturelaboratory/seldom-dispatch-6-from-the-near-future-laboratory-2969593 ]

“We are super excited and thrilled that the term “Design Fiction” is being heard beyond the relatively small community of designers who have been practicing it over the last decade or so. More organizations and teams are now coming to us looking for a fresh and different approach to addressing their needs, concerns, fears, failures and ambitions that the old PowerPoint and Post-it Design Processes simply cannot handle.

This is encouraging for us as we believe the practice of Design Fiction has enormous potential.

We are also concerned — concerned for the many perspectives that present a misconstrued perspective on Design Fiction.

We appreciate the take on Design Fiction by IDEO in their Prototype the Future of Your Business With This 4-Step Design Exercise podcast. We’re fans of their work and have many friends there, so this is encouraging for us as we believe the practice of Design Fiction has enormous potential.

However, IDEOs discussion and description do not embrace the sensibilities of the canonical Design Fiction treatise, “Design Fiction: A Short Essay on Design, Science, Fact and Fiction.” We feel the need to add a few notes to rectify some of the most common confusion about Design Fiction.

[image]

Note #1: Design Fiction is about understanding implications of decision making. Design Fiction is like a design-based A/B test.

— Have an idea or a range of possible ideas?

Run it through the Design Fiction process to understand how these ideas might play themselves out. Design Fiction allows you to engage the implications of your ideas deeply by creating some possible/probable outcomes. In those engagements you are actually creating artifacts that exist in those possible/probable futures. The artifacts you create are things from the future. When you do Design Fiction, you are like some kind of time traveling anthropologist bringing back things you’ve found. When you create these artifacts, you are engaging the context of its existence — why does this exist? what kind of world surrounds it? who are the people and what are their goals and ambitions?

In this kind of Design Fiction process, the discussions with your team and other stakeholders are bound to yield new ideas. The primary activity though, is to work with your team and stakeholders to understand the implications of decision making. Implications come first. New ideas follow.

Yes, we know that organizations often want to be told the solution to their problems and Design Fiction can certainly help here, as just described. Design Fiction is about studying possible implications — not all of them ‘preferred’, but they are always pragmatic and aligned with reality — not reality distorted.

— How do we do this?

Through the Design Fiction process we create design-based tangible artifacts that represent those implications. Sometimes we refer to these artifacts as props, as if they were the objects from that future, brought back to today to be considered, discussed, mulled over, debated and reflected upon.

With Design Fiction so may get your ’new possibilities’, but you will get something more valuable: a richer understanding of the results of your ideas, good, bad, normal. This ultimately better prepares you for what happens when your idea is in the world. It allows you to de-risk based on the unexpected outcomes (which always happen). 

Design Fiction does something no other design process does — it analyzes the outcomes of decision making today, so you have a clearer perspective and understanding of your possible/probable futures.

[video: TBD, A Design Fiction Intervention https://vimeo.com/107034605 ]

Note #2: The Design Fiction process produces tangible future artifacts. It does not produce written stories about a future state. This is a common and understandable misconception, probably based on the fact that the word “Fiction” is in the name.

Design Fiction is not a literary style, nor a purely dystopian visual style, despite its roots in Science Fiction and more specifically the important work of Near Future Laboratory Ambassador, His Eminence, Bruce Sterling, one of the founding fathers of the cyberpunk genre and aesthetic.

If you end up with a draft of a short story or a few paragraphs of a typical UX interaction scenario, or a storyboard, or a little film of someone swiping on a screen to show how your App idea would work — you have not done Design Fiction. 

What you’ve done is write a short story, which can only possibly be read as a short story. You haven’t created a designed artifact that is the result — an implication — of a set of decisions, current conditions and other inputs, and wrote something down about it.

What you should ideally produce is something a casual observer may mistake for a contemporary artefact, but which only reveals itself as a fiction on closer inspection. It should be very much “as if..” this thing really existed. It should feel real, normal, not some fantasy. Nor should it be construed as a representation of the future — like a short story, or an illustration of some kind of interaction. (My favorite example of an artifact based on a recent workshop? A pizza menu — from the near future. An actual menu that describes a future state of food tastes, ingredients, means of payment, etc.)

[image]

Note #3: Creating an artifact forces you to get into the details of your future world in a way that writing a story does not. When writing, it is easy to skip over uncomfortable details in favor of the “big picture”. Design Fiction makes you sweat the details. For example, if you create a Quick Start Guide for a Self Driving Car there are myriad topics that would need to be addressed to describe how to activate, switch into Uber mode, upgrade firmware, etcetera.

 — What should you do then if Design Fiction is more than writing stories? 

You should be creating artifacts from that world and going through the work of actually making them — not writing about them. 

If you’re exploring a future of self-driving cars and the implications for urban policy, create a physical map for a city as might be given out to the local public, or tourists. What would be in the map and why? Have debates with stakeholders about the challenges that would be faced, the failures that might occur, the brand names of services, new kinds of signage, etcetera. Now you’re doing Design Fiction. 

[image]

[video: #m3k – Design Museum Design Fiction https://vimeo.com/305574698 ]

Note #4: Creating artifacts happens early.

Design Fiction is called Design Fiction because it adheres to the principle of making-things-with-which-to-think. If you do this at the end, you’ve missed the point of Design Fiction. You have missed the opportunity to discuss, discover with your team and stakeholders the implications of decision making.

[image]

[video: Lost AI Notice – Design Museum Design Fiction https://vimeo.com/305574970 ]

Note #5: Design Fiction does not bias towards “perfect” or preferred outcomes — not because we wouldn’t like these, but because we’re pragmatic.

We are skeptical optimists. We have been doing this long enough to know that such things are always mired in the intractably complicated ways in which earnestly naive ideas (particularly from Silicon Valley) are disconnected from the way they are received and reacted to in the real world.

Most design processes fail to indicate the risks and challenges of decision making today. They are all “Blue Team” exercises that can only imagine the perfect outcomes. The world does not work this way. Decisions today never lead to ideal outcomes. Design Fiction allows you to run through multiple perspectives, multiple outcomes (Good. Neutral. Bad. Ugly.) It’s your “Red Team” exercise that goes along with the hopeful, optimistic outcome that explore a rich, wide, fulsome set of outcomes represented in tangible artifacts — Instagram Stories, YouTube Unboxing Videos, Customer Testimonial Videos (good ones, bad ones), a lower-thirds chyron crawl describing some epic fail of your idea as shown on Fox News, A Quick Start Guide that forces you to figure out how your “idea” would actually work so you can discover that even you can’t (yet) describe how it would actually work. These truly tangible futures help decision makers assess not only their “ideal” outcomes (which we always hope for and, if you’re honest, rarely get perfectly) but the neutral and completely failed outcomes.

This is also one of the reasons why we have pioneered a perspective on the future that we call “The Future Mundane”. There’s too much richness to summarize here but you can hear Nick Foster talk about Future Mundane at dConstruct. Here is Nick’s original essay on the Future Mundane.

[video: The Future Mundane https://vimeo.com/139358108 ]

3 Main “Take Aways”: 

1. Design Fiction isn’t a literary form. 

2. Design Fiction creates a range of possible future implications of decisions made today. 

3. If you want to do Design Fiction, you should come to the folks who pioneered it — the Near Future Laboratory.”
]]></description>
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<item rdf:about="https://www.youtube.com/watch?v=4tf7T2TySG0">
    <title>Anab Jain | Imagining What the Future Looks Like | SkollWF 2019 - YouTube</title>
    <dc:date>2020-01-09T21:35:40+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=4tf7T2TySG0</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Anab Jain, Co-Founder and Director of Superflux, presented an imagined future as both a cautionary tale and a provocation for the possible. “Bring the future close enough to feel,” she urged the gathering. “Together we can find the tools to transform our greatest challenges into our greatest triumphs.”

Anab Jain is a filmmaker, designer and futurist. She creates worlds, stories and tools that provoke and inspire us to engage with the precarity of our rapidly changing world. Following an extensive career in the design and foresight industry, working for some of the world’s biggest organisations such as Microsoft and Nokia, she co-founded Superflux, an experimental design, foresight and technology studio in London, UK. Alongside her practice, Anab is Professor and Programme Leader for Design Investigations at the University of Applied Arts in Vienna. Over the last 15 years, 

Anab has gained international recognition for her work and commentary on design, innovation, emerging technologies and complex futures. She is the recipient of the Award of Excellence ICSID, UNESCO Digital Arts Award, and Grand Prix Geneva Human Rights Festival, as well as awards from Apple and the UK Government’s Innovation Department. Her work has been exhibited at MoMA New York, V&A Museum, Science Gallery Dublin, National Museum of China, Vitra Design Museum, and Tate Modern. Anab has delivered talks and keynotes at several conferences including TED, MIT Media Lab and MOMA’s first design summit ‘Knotty Objects’, PICNIC, NEXT, WCIT2010, LIFT, SIGGRAPH, Global Design Forum, EPIC, Design Engaged and FuturEverything. 

About the Skoll World Forum:
Each year, nearly 1,000 of the world’s most influential social entrepreneurs, key thought leaders, and strategic partners gather at the University of Oxford’s Saïd Business School to exchange ideas, solutions, and information. The Skoll World Forum on Social Entrepreneurship is the premier international platform for advancing entrepreneurial approaches and solutions to the world’s most pressing problems."]]></description>
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<item rdf:about="http://sdcitybeat.com/culture/features/%E2%80%98san-diego-2049%E2%80%99-offers-a-glimpse-of-possible-futures/">
    <title>‘San Diego 2049’ offers a glimpse of possible futures - San Diego CityBeat</title>
    <dc:date>2019-06-02T22:37:12+00:00</dc:date>
    <link>http://sdcitybeat.com/culture/features/%E2%80%98san-diego-2049%E2%80%99-offers-a-glimpse-of-possible-futures/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["AI presidents and VR border workers are envisioned at the yearlong UC San Diego program"

…

"A local needs to get to their job taking care of a wealthy La Jolla socialite who plans to “go under” for a lengthy stay in virtual reality. But they can’t get to that job because the dedicated scooter lane on Interstate 5 has been compromised due to flooding. To make matters worse, the collective AI who was just elected the U.S. president hasn’t yet announced his (her? its?) infrastructure-funding plan. 

Welcome to San Diego in 2049, as imagined by students and affiliates of UC San Diego. The yearlong program, known simply as “San Diego 2049,” is an exercise in “speculative design for policy making,” according to organizers. It is sponsored by the UCSD’s Center for Human Imagination and just wrapped up with its culminating event: A competition between three teams of graduate students tasked “to design a vision for the San Diego border region in 2049 and create an intervention into that future.”

If the submissions to the competition are any indication, the future of the San Diego region is inextricably linked to the future of the rest of the planet. Noted the event’s keynote speaker and best-selling science fiction author, Kim Stanley Robinson, “You can’t talk about the fate of San Diego 30 years from now without talking about the fate of the rest of the planet 30 years from now. It’s a global fate and there’s no such thing as a pocket utopia.”

Robinson, a UC San Diego alumnus, should know. He’s the winner of the trifecta of literary science fiction prizes (the Hugo, Nebula and Locus awards) and an expert at world-building, one of the three criteria for the student competition. The other two criteria are “rhetorical strength of the intervention” and “successful realization of the intervention within its given medium” (it is academia, after all). 

The results of this theoretical exercise in world-building could be summed up by what Robinson described as an “attenuated peninsula.”

“We’re going to fall one way or another,” he added. “We can either fall into a mass extinction event caused by human action, or we can rally our resources and our expertise and our community and grow together a quite prosperous and glorious future.”

Somewhere in between lies the student submission known as “Fronteras”, a choose-your-own-adventure-style game created for the online platform Twine by a team of UCSD graduate students in varying departments. The game imagines the San Diego border region as a technological playground, an amalgam of “the tourism, caregiving and transportation industries changing immigration policy driven in part by climate change,” said Literature Ph.D. student Jeanelle Horcasitas. 

In the game, people called “transfronterizas” are able to cross the U.S.-Mexico border, but only if they are VR workers who take care of the bodily needs of “patrons” while they’re immersed in idyllic virtual reality worlds. Meanwhile, ContraVR radicals have begun meeting at the putrid beaches of Baja California, wearing Aztec-style masks to protect themselves from toxins. The radicals are planning to infiltrate SeAR, a virtual reality version of Sea World. 

Whether there will even be beaches and sea ports in San Diego 30 years from now is still up for debate. Robinson noted that even with a five-centimeter sea-level rise, “the beaches will be in deep trouble, and with a one-meter rise, they’ll be gone.” As research for one of his novels, Robinson said he consulted with geoengineers to determine if excess water could be pumped back onto sea ice using oil industry pumping technology (an irony that tickles him, he admitted).

And it can be done, he said. There’s just one catch.

“It would take 10 million windmills and use seven percent of all electricity generated worldwide,” Robinson said. 

“This is one way of saying this is a fantasy,” he added. “It’s not going to happen, and that’s true of many geoengineering ideas.”

One solution, according to Robinson’s geoengineering sources, might be to drill through the remaining ice and pump the water out until the glaciers bottom out on rock and slow down again, preventing their slide into the ocean. He proposed that the U.S. Navy (a major employer in San Diego) and all the world’s militaries should “shift their wars on nation states to helping people” instead.

But that requires leadership. Intelligent leadership. So what’s more intelligent than artificial intelligence?

That’s the conceit behind “The Intelligent Governance Network”, a second student project (and the winner of the San Diego 2049 competition). It begins from the premise that a massively crowd-sourced artificial intelligence becomes President of the United States 30 years from now. Among the website’s elements is an excerpt from a televised debate between human and AI presidential candidates in 2049. 

“We are able to use the wisdom of the crowd in the best way imaginable and grow together as one,” claims the fictional IGN candidate (which looks a little like a fire hydrant with a brain). “The idea of strong leaders is an idea that has led to countless wars and an endless amount of suffering… The time has come for humans to fully trust in the altruistic infrastructure that the Intelligent Governance Network was built on.”

But will San Diegans be motivated to trust in leadership and make the changes necessary to protect the world as we know it? The students behind the third project, Goose and Gander, seem to have their doubts. Inspired by satirical and absurdist approaches to speculative design, students James Bruce and Joaquin Reyna wrote a work of short fiction that imagines a world where people are motivated to address pressing social concerns in order to protect their most cherished belonging: A goose. In their world, waterways are protected to provide habitats for geese, and transportation is improved because it’s better for the planet, and therefore better for the geese. 

“We wanted to make a really annoying satire,” admitted student James Bruce, “and the premise is that a lot of policy is based on the stupidest reasons.” Noting the move toward wide-scale implementation of self-driving cars, for example, Bruce pointed out that among the touted benefits of a self-driving car is that it “lets you not have to worry about driving and talking to the person next to you.” 

“Yeah, we have that already,” he pointed out. “It’s called a bus.”

One thing everyone at the San Diego 2049 seemed to agree on was, in Robinson’s words, “we’re in the fight of our lives” when it comes to addressing the challenges of San Diego 30 years from now. 

“California is in a good position to lead the way,” he added. “It has the political will to do the right things. I see such an amazing number of skillful creative collaborative people working together, and UC San Diego is one of the greatest intellectual centers on this planet. When I come here, I see this place and I think it could happen.” 

And, as Robinson pointed out, it’s important to remember that “at every moment in history what humans were facing was unprecedented.” 

“Maybe that doesn’t make us particularly unusual. What I can say is what we’re facing is more unprecedented than ever before.”"]]></description>
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<item rdf:about="http://speculativeedu.eu/interview-superflux/">
    <title>SpeculativeEdu | Superflux: Tools and methods for making change</title>
    <dc:date>2019-02-19T21:32:27+00:00</dc:date>
    <link>http://speculativeedu.eu/interview-superflux/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Anab Jain and Jon Ardern of Superflux (“a studio for the rapidly changing world”) talk to James Auger about their approach, their recent projects, and their educational activities.

Superflux create worlds, stories, and tools that provoke and inspire us to engage with the precarity of our rapidly changing world. Founded by Anab Jain and Jon Ardern in 2009, the Anglo-Indian studio has brought critical design, futures and foresight approaches to new audiences while working for some of the world’s biggest organisations like Microsoft Research, Sony, Samsung and Nokia, and exhibiting work at MoMA New York, the National Museum of China, and the V&A in London. Over the last ten years, the studio has gained critical acclaim for producing work that navigates the entangled wilderness of our technology, politics, culture, and environment to imagine new ways of seeing, being, and acting. The studio’s partners and clients currently include Government of UAE, Innovate UK, Cabinet Office UK, Red Cross, UNDP, Mozilla and Forum for the Future. Anab is also Professor at Design Investigations, University of Applied Arts, Vienna.

[Q] You practice across numerous and diverse fields (education, commercial, gallery). Does your idea of speculative design change for each of these contexts? How do you balance the different expectations of each?

We don’t tend to strictly define our work as “Speculative Design”. Usually we say we are designers or artists or filmmakers. Speculative Design is gaining traction lately, and we might have a client of two who knows the term and might even hire us for that, but usually they come to us because they want to explore a possible future or a different narrative, or investigate a technology. We think our work investigates a potential rather than speculating on a future. Speculation is an undeniable part of the process but it is not the primary motivation behind our work. Our work is an open-ended process of enquiry, whilst speculation can at times feel like a closed loop.

[Q] There is a tendency, in many speculative design works, towards dystopian futures. It seems that as with science fiction, apocalyptic futures are easier to imagine and tell as stories. Focusing on your CCCB installation, Mitigation of Shock, how would you describe this project in terms of its value connotation? What is the purpose of such a project?

For us, Mitigation of Shock is actually not apocalyptic at all, but instead a pragmatic vision of hope, emerging from a dystopian future ravaged by climate change. On a personal level, it can be difficult for people to imagine how an issue like global warming might affect everyday life for our future selves, or generations to come. Our immersive simulation merges the macabre and the mundane as the social and economic consequences of climate change infiltrate the domestic space.

The installation transports people decades into the future (or perhaps even closer on the horizon), into an apartment in London which has been drastically adapted for living with the consequences of climate catastrophe. Familiar, yet alien. A domestic space alive with multispecies inhabitants, surviving and thriving together in an indoor microcosm. Climate projections from the beginning of the century have unfurled into reality, their consequences reverberating across the globe. Climate catastrophes shatter global supply chains. Economic and political fragility, social fragmentation, and food insecurity destabilise society.

Rather than optimistically stick our heads in the sand, or become overwhelmed with fear, we decided to catapult ourselves and others directly into a specific geographical and cultural context to experience the ripple effects of extreme weather conditions. Hope often works best alongside tools for proactively tackling future challenges. Which is why, in this year-long experimental research project, we explored, designed and built an apartment located in a future no one wants, but that may be on the horizon. Not to scare, or overwhelm, but to help people critically reflect upon their actions in the present, and introduce them to potential solutions for living in such a future. The evidence in the apartment may reflect a different future, but all the food apparatus was in fully working condition, no speculation there. We wanted to demonstrate that we have the tools and methods we need to make the change today.

[Q] We are living in complicated times – politically, environmentally, culturally. After several years of speculative and critical design evolution, do you think that it can have a more influential role in shaping futures/alternatives beyond the discussions that typically take place in the design community?

We wrote a little bit about this here: https://medium.com/superfluxstudio/stop-shouting-future-start-doing-it-e036dba17cdc.

[Q] Could it adopt more political or activist role? If so, how could this aspect be incorporated into education?

Yes definitely. Our latest project Trigger Warning explores this very space: https://mod.org.au/exhibits/trigger-warning. And then a completely different project: http://superflux.in/index.php/work/future-of-democracy-algorithmic-power/#temp.

[Anab] Also my students at the Angewandte will be exploring the theme of “futures of democracy” in the upcoming semester.

[Q] Coming from India but educated at the RCA, what was your take on the “privilege” discussion via Design and Violence? More specifically, what can we learn from this debate? How can it push speculative design forwards?

[Anab] I sensed an underlying assumption in that debate that anybody from the West was seen as “privileged” and anyone from any other colonised country is not. Whilst there is a long and troubling history to colonisation in India, I do bear in mind that India was always a battleground for clans and dynasties from other countries long before the West came and colonised it. These issues are very complex, and I think the only way we can attempt to understand them is by avoiding accusations and flamewars, but instead opening up space for everyone’s voice to be heard.

As things stands today, even though I come from India, a lot of people would argue that, within India, I am privileged because I had the opportunity to choose my education path and the person I want to marry. On the other hand, I know lots and lots of people in the West (white/male even) who are disempowered because of systemic privilege within the West. So discussions of race, gender expression and privilege are much more granular than simplistic accusations, and I strongly believe that designers who address complex issues, whilst battling student loans and rents, should be applauded, not condemned.

[Q] How can we resist or overcome the situation where avant-garde design practices, established as a resistance to the dominant system, ultimately become appropriated by the system?

If we successfully overturn capitalism, the rest will follow."]]></description>
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    <title>Refiguring the Future Conference | Day One - YouTube</title>
    <dc:date>2019-02-10T23:29:30+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=lwgwRdxQtI4</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[The Refiguring the Future conference convenes artists, educators, writers, and cultural strategists to envision a shared liberatory future by providing us with ideas that move beyond and critique oppressive systems. Participants in the conference will address concepts of world-building, ecologies, disability and accessibility, biotechnology and the body.  

The conference kicks off the opening weekend of the Refiguring the Future, a new exhibition offering a politically engaged and inclusive vision of the intersection of art, science, and technology, organized in partnership with the REFRESH collective and Hunter College Art Galleries, 

The Refiguring the Future conference is curated by Eyebeam/REFRESH Curatorial and Engagement Fellow Lola Martinez and REFRESH member Maandeeq Mohamed.

10:00 AM – 10:15 AM | Opening Remarks

Dorothy R. Santos and Heather Dewey-Hagborg, Co-Curators of Refiguring the Future
 
10:30 AM – 11:30 AM | World-building 

Exploring the settler ontologies that govern technoscientific inquiry, this panel will engage technology towards a liberatory, world-building politic.

shawné michaelain holloway, Artist

Rasheedah Phillips, Artist and Co-Creator of Black Quantum Futurism

Alexander G. Weheliye, Professor, Northwestern University

Moderated by Maandeeq Mohamed, Writer

 
11:30 AM – 12:30 AM | Keynote Lecture

 
12:30 PM – 02:00 PM | Lunch

 
02:00 PM – 02:30 PM | Keynote Performative Lecture

In this performative lecture, artist Zach Blas offers critical investigations on issues of the internet, capitalism, and state oppression.  

Zach Blas, Artist

Keynote Introduction by Heather Dewey-Hagborg, Artist

 
02:30 PM – 03:30 PM | Symbiotic Ecologies

Narratives of colonial legacy, migration, and extinction have shifted our cultural imagining of ecologies. Beginning by acknowledging our existence in unsustainable climates, this panel brings forth artistic and activist practices which provoke and foster symbiotic relationships for new understandings within environmental predicaments.

Sofía Córdova, Artist

Jaskiran Dhillon, Associate Professor, The New School

Sofía Unanue, co-founder and co-director of La Maraña

Moderated by Kathy High, Artist.

 
03:30 PM – 04:00 PM | Coffee Break


04:00 PM – 05:00 PM | Speculative Bodies: A Shell to be Surpassed

Technological biases categorize individuals according to markers such as race, gender, sexuality, and citizenship, and in turn undermine how we live and navigate our present and future worlds. This panel collectively examines how the fields of health, genomics, and technology are reinforced by Western scientific discourses and speculate new insights for alternative systems of knowledge.

Ruha Benjamin, Associate Professor, Princeton University

micha cárdenas, PhD, Assistant Professor, University of California, Santa Cruz 

Dr. Pinar Yoldas, Artist

Moderated by Dr. Kadija Ferryman, Researcher at Data and Society.


05:00 PM – 06:00 PM | Keynote Lecture

In this Keynote lecture, Keeanga Yamahtta-Taylor examines the politics of social liberation movements. Author of #BlackLivesMatter to Black Liberation, Taylor offers an examination of the history and politics of Black America and the development of the social movement Black Lives Matter in response to police violence in the United States.

Keeanga Yamahtta-Taylor, Assistant Professor, Princeton University

Keynote introduction by Dorothy R. Santos, Curator and Writer"

[See also:
Refiguring the Future Conference | Day Two
https://www.youtube.com/watch?v=oCa36fWJhyk

"The Refiguring the Future conference convenes artists, educators, writers, and cultural strategists to envision a shared liberatory future by providing us with ideas that move beyond and critique oppressive systems. Participants in the conference will address concepts of world-building, ecologies, disability and accessibility, biotechnology and the body.  

The conference kicks off the opening weekend of the Refiguring the Future, a new exhibition offering a politically engaged and inclusive vision of the intersection of art, science, and technology, organized in partnership with the REFRESH collective and Hunter College Art Galleries, 

The Refiguring the Future conference is curated by Eyebeam/REFRESH Curatorial and Engagement Fellow Lola Martinez and REFRESH member Maandeeq Mohamed.

See the full schedule here: https://www.eyebeam.org/events/refiguring-the-future-conference/

In the Annex:

Talks | Refiguring Planetary Health, Building Black Futures

We cannot have a healthy planet that sustains all human beings as long as the systemic oppression of Black and Indigenous peoples continues. And yet, prominent environmental science institutions concerned with conservation and climate change often fail to address this oppression or their role in perpetuating it. In this talk, we will explore how histories of scientific racism and eugenics inform current scientific policies and practice. Cynthia Malone will work with various forms of freedom practice, from hip hop to science fiction to scholarship in the Black Radical Tradition, to consider alternative visions for planetary health that advance both environmental stewardship and liberation from oppressive ideologies and systems.

Cynthia Malone, Activist, Scholar, and Scientist
---
The Spirit of the Water Bear

In this talk, Claire Pentecost will give an introduction and reading of Spirit of the Water Bear, a young adult novel set in a coastal town in the Carolinas. The novel’s protagonist, Juni Poole, is a 15-year-old girl who spends much of her time exploring the natural world. Inevitably, she finds herself confronting the urgency of a crisis that has no end, namely climate change and the sixth great extinction. Through experiences of activism, she finds comrades who feel environmental and political urgency much as she does, and learns that she has a place in the ongoing struggle for environmental justice. The book is a work of “Cli-Fi” or climate fiction, featuring Juni’s adventures, but it is also a work of “Cli-Phi” or climate philosophy, featuring conversations and musings on the nature of our existential predicament.

Claire Pentecost, Artist

Speaker Introductions by Lola Martinez, Eyebeam and REFRESH Curatorial and Engagement Fellow
---
Roundtables and Talks | Visible networks: Community Building in the Digital Arena

As notions of accessibility are being rendered visible on networks and digital medias, disability and chronic illness communities are utilizing networks to provide resources and representations. Yet what does it mean to build community within these platforms? This roundtable discussion offers reflections by artists working to provide new insights into biomedical discourses which reinforce apparent and unapparent representations of disabled bodies.

Hayley Cranberry, Artist

Anneli Goeller, Artist

Yo-Yo Lin, Artist
---
#GLITCHFEMINISM

Legacy Russell is the founding theorist behind Glitch Feminism as a cultural manifesto and movement. #GLITCHFEMINISM aims to use the digital as a means of resisting the hegemony of the corporeal. Glitch Feminism embraces the causality of ‘error’ and turns the gloomy implication of ‘glitch’ on its ear by acknowledging that an error in a social system disturbed by economic, racial, social, sexual, cultural stratification, and the imperialist wrecking-ball of globalization—processes that continue to enact violence on all bodies—may not be ‘error’ at all, but rather a much-needed erratum. The digital is a vessel through which our glitch ‘becoming’ realises itself, and through which we can reprogramme binary gender coding. Our ‘glitch’ is a correction to the machine—f**k hegemonic coding! USURP THE BODY—BECOME YOUR AVATAR!

Legacy Russell, Curator and Writer

Speaker Introductions by Lola Martinez, Eyebeam and REFRESH Curatorial and Engagement Fellow"]

[See also:
"Eyebeam presents Refiguring the Future: an exhibition and conference organized by REFRESH, produced in collaboration with Hunter College Art Galleries."
https://www.eyebeam.org/rtf/

EXHIBITION
Curated by REFRESH collective members Heather Dewey-Hagborg and Dorothy R. Santos, the exhibition title is inspired by artist Morehshin Allahyari’s work defining a concept of “refiguring” as a feminist, de-colonial, and activist practice. Informed by the punk ethos of do-it-yourself (DIY), the 18 artists featured in Refiguring the Future deeply mine the historical and cultural roots of our time, pull apart the artifice of contemporary technology, and sift through the pieces to forge new visions of what could become.

The exhibition will present 11 new works alongside re-presented immersive works by feminist, queer, decolonial, anti-racist, and anti-ableist artists concerned with our technological and political moment including: Morehshin Allahyari, Lee Blalock, Zach Blas*, micha cárdenas* and Abraham Avnisan, In Her Interior (Virginia Barratt and Francesca da Rimini)*, Mary Maggic, Lauren McCarthy, shawné michaelain holloway*, Claire and Martha Pentecost, Sonya Rapoport, Barak adé Soleil, Sputniko! and Tomomi Nishizawa, Stephanie Syjuco, and Pinar Yoldas*.  

Names with asterik denotes participation in the conference.   ]]]></description>
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	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:sputniko!"/>
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<item rdf:about="https://culanth.org/fieldsights/1616-solarpunking-speculative-futures">
    <title>Solarpunking Speculative Futures — Cultural Anthropology</title>
    <dc:date>2018-12-20T06:08:34+00:00</dc:date>
    <link>https://culanth.org/fieldsights/1616-solarpunking-speculative-futures</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Here is a map of Eneropa, a vision of the continent of Europe in 2050. Reorganized by renewable energy production, the new states—Hydropia, Solaria, Biomassburg, Geothermalia, Vrania, Tidal States, and the Isles of Wind—are connected by a centralized European energy grid. The grid serves to redistribute renewable energy across the continent by season, with the predominant energy supply from strong winterly winds in the north replaced by solar summers in the south. Europe’s carbon emissions have dropped by (at least) 80 percent from 1990s levels, and the continent is almost entirely energy-independent. The new, post-transition Europe is a safer, happier, and more politically stable place to live.

[image]

This is not an exercise in speculative fiction, but an example of backcasting: a policy technique of detailing a desirable future and then reverse-engineering solutions to achieve it. This map was featured in a 2010 vision document entitled “Roadmap 2050: A Practical Guide to a Prosperous, Low-Carbon Europe,” which was funded by the European Climate Foundation. It is only one in a series of eye-catching visuals that present a case for a European energy grid that would have made the inventor and scientist Buckminster Fuller proud. Others include snapshots of what each of these regions will look like; often, renewable energy production is integrated with holiday-like leisure activity, from surfing to sunbathing and general frolicking in the sea.

If the imagery seems fantastical, it is nonetheless informed by a mass of technical data: grid engineering and design, plausible costs, investment plans, in-depth modeling of system balancing requirements, and analyses of the macroeconomic impacts of large-scale decarbonization. The Office for Metropolitan Architecture gave the project visual form. Head architects Rem Koolhaas and Rainer de Graaf, among others, worked in conjunction with experts at the Energy Futures Lab at the Imperial College London, the technical grid consultancy Kema, management consultants McKinsey and Company, the climate change think tank E3G, and Oxford Economics. The aesthetic might be fantasy, but the genre is very much policy.

Many have written about the synergistic, mutually constitutive relationship between speculative fiction and technological innovation. Less attention has been paid to the more mundane work of policy, which serves to bridge speculative imagination and mass adoption of a new way of life. One way to address this might be to extend the aforementioned analyses, comparing themes across a sampling of publications to determine the influence of speculative fiction on the genre of the vision document, or vice versa. Another would be to eschew the reading of one genre alongside another in favor of reading such policy documents as speculative literature in themselves. This is what “Roadmap 2050” challenges us to do. Far from being facetious, its purpose in employing codes of fantasy is to engage us in an act of genre generosity. The fantastical elements empower us to approach the document with a willingness to suspend disbelief and to go beyond our usual attunement to limits and conservative assumptions.1

But what does reading policy as a speculative genre achieve? To begin with, it forces us to acknowledge that fiction as conventionally defined no longer has a monopoly over speculative narratives. As an act of world-making, speculation is present in several contemporary professional contexts, with climate change–related policymaking as only one of them. Design fiction, for instance, is a speculative world-building methodology that employs so-called diegetic prototypes to explore how new inventions hold up both socially and technically in multiple future scenarios (see Sterling 2005). However, while design fiction accounts for a variety of futures, both desirable and dystopian, policy backcasting must always project an optimistic future. This makes it somewhat unique, read against the pantheon of speculative subgenres.

Within academia, optimism is often adopted self-consciously as an ethics, or is tied back into an overarching analytics from within which it is rendered either “cruel” (Berlant 2011), naive, or a symptom of selling out. Reading policy not only for its proffered content but speculatively for its form might prompt anthropologists to take optimism seriously—not (just) as an ethics, but as a form of labor that we encounter in the field. We know the plight of climate scientists all too well (see Clayton 2018), but how can we make sense of the obligatory optimism of policymakers as they work to promote so-called global solutions?

To diagnose optimism as an object, we might take inspiration from an analytic device in the environmental humanities: close reading for narrative aesthetics grounded in contemporary petrocultural forms (e.g., Szeman 2017). While we are far from disembedding ourselves from the petrocultural, a new subgenre coalescing around the term solarpunk might serve as a starting point to engage with the labor of optimistic speculation. Described by Elvia Wilk as wishing to “wrench science fiction from both steampunk’s magical tech fantasies and cyberpunk’s tech-gone-wrong,” solarpunk locates itself in a near future of feasible tech that often already exists in some form. Its worlds are fueled not by coal or oil (as were steam- and cyberpunk respectively), but solar energy, as a way to access a postpetro social. In its best moments the genre is not engaged in utopianism, but acts of dislocation.

If the point of speculative anthropology is not simply to recognize the speculative in contexts we encounter but also to adopt the speculative in the manner by which we engage them, then reading policy documents (with some indulgence) as solarpunk might constitute one such act of dislocation. It may even allow us to punk the relationship between our modes of critique and the dominant energy form. Perhaps Bruno Latour (2004) was more prescient than he knew when he declared that critique had run out of steam. Perhaps it is in need of some solar instead."]]></description>
<dc:subject>solarpunk speculativefiction speculation speculative designfiction anthropology nanditabadami 2018 speculativeanthropology</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:5542d699e034/</dc:identifier>
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<item rdf:about="https://culanth.org/fieldsights/1627-speculative-anthropologies">
    <title>Speculative Anthropologies — Cultural Anthropology</title>
    <dc:date>2018-12-20T06:07:08+00:00</dc:date>
    <link>https://culanth.org/fieldsights/1627-speculative-anthropologies</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["At the intersection of speculative fiction and anthropology, we find a sense of epistemological humility about the kind of worlds we could or should inhabit. Yet epistemological humility should not be confused with futility: possibilities and potentialities still matter. We do not know what we are capable of, and yet that need not keep us from the pursuit of what ifs. Through the imaginative interpellations of speculative fiction (SF), the contributors to this Theorizing the Contemporary series gravitate toward new localities and means of presence: ecological, technological, Afro-futuristic. Facing the imminent prospect of both disaster and discovery, they call us to resist despair and to craft tangible ways of shaping and repairing the worlds we still hope for.

Posts in This Series

Introduction: Speculative Anthropologies
by Ryan Anderson, Emma Louise Backe, Taylor Nelms, Elizabeth Reddy and Jeremy Trombley

The Unstable Edge: Anthropology, Speculative Fiction, and the Incremental Threat of Sea Level Rise
by Ryan Anderson

Our Present as the Past’s Fictitious Future
by Sally A. Applin

Solarpunking Speculative Futures
by Nandita Badami

Thinking Parabolically: Time Matters in Octavia Butler’s Parables
by Priya Chandrasekaran

Looking for Humanity in Science Fiction through Afrofuturism
by David Colón-Cabrera

Planeterra Nullius: Science Fiction Writing and the Ethnographic Imagination
by William Lempert (Open author orcid page in new window)

Fieldnotes from the Twilight Zone
by Patricia Markert and Jeremy Trombley

Invisible City: A Speculative Guide
by Taylor Nelms

First Contact with Possible Futures
by Michael Oman-Reagan (Open author orcid page in new window)

Speculative Fiction and Speculating about the Social
by Elizabeth Reddy

Evidently SF
by David Valentine

Anthropology’s Latent Futures
by Samuel Gerald Collins

Unbounding the Field/Note
by Valerie Olson

The Necessary Tension between Science Fiction and Anthropology
by Matthew Wolf-Meyer"]]></description>
<dc:subject>speculative anthropology speculativefiction designfiction speculation afrofuturism ecology technology immigration climatechange ryananderson emmalouisebacke taylornelms elizabethreddy jeremytrombley sallyapplin nanditabadami priyachandrasekaran davidcolón-cabrera williamlempert patriciamarkert michaeloman-reagan samuelgeraldcollins davidvalentine valerieolson matthewwolf-meyer speculativeanthropology</dc:subject>
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<item rdf:about="https://iasext.wesleyan.edu/regprod/!wesmaps_page.html?crse=015295&amp;term=1189">
    <title>Critical Design Fictions CSPL 225</title>
    <dc:date>2018-05-19T21:31:48+00:00</dc:date>
    <link>https://iasext.wesleyan.edu/regprod/!wesmaps_page.html?crse=015295&amp;term=1189</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Design fiction involves the deliberate use of diegetic prototypes to suspend disbelief about change. Through practices of estrangement and defamiliarization, and through the use of carefully chosen design methods, this course experiments with the creation of provocative scenarios and imaginative artifacts that can help us envision different ways of inhabiting the world. The choices made by designers are ultimately choices about the kind of world in which we want to live--expressions of our dreams, fantasies, desires, and fears. As an integrated mode of thought and action, design is intrinsically social and deeply political. In conversation with science fiction, queer and feminist theories, indigenous discourses, drag and other performative interventions, this course explores speculative and critical approaches to design as catalysts for imagining alternate presents and possible futures. We examine a number of environmental and social issues related to climate change, incarceration, gender and reproductive rights, surveillance, emerging technologies, and labor."

…

"Readings include: Anthony Dunne & Fiona Raby, SPECULATIVE EVERYTHING: DESIGN, FICTION, AND SOCIAL DREAMING and Patrick Parrender (ed.) LEARNING FROM OTHER WORLDS: ESTRANGEMENT, COGNITION, AND THE POLITICS OF SCIENCE FICTION AND UTOPIA, along with selections from Carrie Lambert-Beatty, Julian Bleeker, Paul Preciado, Bruce Sterling, Darko Suvin, Samuel Delany, Elizabeth Grosz, José Esteban Muñoz, Ursula LeGuin, and Octavia Butler, among others.

Examination and Assignments: 
Participation and collaboration, short assignments in conversation with readings, midterm and final projects. Students will design and prototype a series of objects, scenarios, and characters as devices to explore alternate presents and possible futures."

[see also: 
https://www.are.na/barbara-adams/
https://www.are.na/barbara-adams/channels
https://www.are.na/barbara-adams/speculative-design-1519962911
https://www.are.na/barbara-adams/misc-design-1519956499
https://www.are.na/barbara-adams/sensory-ethnography
https://www.are.na/barbara-adams/ethnographic-design-films
https://www.are.na/barbara-adams/design-methods-1519961030

http://www.wesleyan.edu/academics/faculty/baadams/profile.html
http://newsletter.blogs.wesleyan.edu/2017/10/23/taylor-07-teaches-design-thinking-workshop-at-wesleyan/
http://wesleyanargus.com/2018/02/02/fellow-barbara-adams-talks-design-ideas-minor/
http://www.wesleyan.edu/ideas/faculty.html
http://www.wesleyan.edu/ideas/index.html
http://www.gidest.org/barbara-adams/
https://www.bloomsbury.com/uk/design-as-future-making-9780857858399/
https://nssr.academia.edu/BarbaraAdams ]]]></description>
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<item rdf:about="https://www.youtube.com/watch?v=o341S4xh1r0">
    <title>Impakt Festival 2017 - Performance: ANAB JAIN. HQ - YouTube</title>
    <dc:date>2017-11-14T06:32:57+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=o341S4xh1r0</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[Embedded here: http://impakt.nl/festival/reports/impakt-festival-2017/impakt-festival-2017-anab-jain/ ]

"'Everything is Beautiful and Nothing Hurts': @anab_jain's expansive keynote @impaktfestival weaves threads through death, transcience, uncertainty, growthism, technological determinism, precarity, imagination and truths. Thanks to @jonardern for masterful advise on 'modelling reality', and @tobias_revell and @ndkane for the invitation."
https://www.instagram.com/p/BbctTcRFlFI/ ]]]></description>
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<item rdf:about="https://eyemyth.unboxfestival.com/">
    <title>EyeMyth</title>
    <dc:date>2017-09-30T17:00:20+00:00</dc:date>
    <link>https://eyemyth.unboxfestival.com/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Exploring present and future cases of immersive storytelling and new media, EyeMyth brings together pioneering artists, performers and experts at the forefront of these fields. 

EyeMyth’s 2017 edition, Future As Fiction, traversed multiple locations in Mumbai to create, discover and engage with new elements in the digital space. The festival featured an array of exhibitions, workshops and performances that explored various forms of expression through new media."

[via: "Cool to see our comrades in Mumbai doing strange and interesting things in the futures/fiction/festival space: https://eyemyth.unboxfestival.com/ "
https://twitter.com/justinpickard/status/914105328266022912 ]]]></description>
<dc:subject>mumbai designfiction speculativefiction future futurism storytelling newmedia technology vr ar augmentedreality</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:201ef44916ce/</dc:identifier>
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<item rdf:about="https://radicaloceanfutures.earth/">
    <title>Radical Ocean Futures</title>
    <dc:date>2017-06-03T19:26:34+00:00</dc:date>
    <link>https://radicaloceanfutures.earth/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[via: https://twitter.com/Oniropolis/status/871030625855307778 ]

"INTRODUCING RADICAL OCEAN FUTURES...A COLLABORATIVE #ARTSCIENCE INITIATIVE
 
Welcome intrepid explorer of the future oceans....

This project is founded on the belief that sometimes science fiction might succeed where scientific papers fall short. It blends art and science and merges scientific fact with creative speculation. The heart of the project is four short 'Radical Ocean Futures.' These are scientifically grounded narratives of potential future oceans. Each narrative is supported by both a visual and a musical interpretation to allow multiple entry points and stimulate the imagination. The purpose of this project is to explore tools that can help us to think creatively and imaginatively about our future oceans and assess how unexpected changes, along with human responses to those changes, may play out in a complex world that is, at its heart, surprising. 

This project was financed through a science communications grant from The Swedish Research Council Formas and was featured online in WIRED."

…

"
Scenarios can help individuals, communities, corporations and nations to develop a capacity for dealing with the unknown and unpredictable, or the unlikely but possible. A range of scientific methods for developing scenarios is available, but we argue that they have limited capacity to investigate complex social-ecological futures because: 1) non-linear change is rarely incorporated and: 2) they rarely involve co-evolutionary dynamics of integrated social-ecological systems. This manuscript intends to address these two concerns, by applying the method of Science Fiction Prototyping to develop scenarios for the future of global fisheries. We used an empirically informed background on existing and emerging trends in marine natural resource use and dynamics to develop four ‘radical’ futures in a changing global ocean, incorporating and extrapolating from existing environmental, technological, social and economic trends. We argue that the method applied here can complement existing scenario methodologies and assist scientists in developing a holistic understanding of complex systems dynamics. The approach holds promise for making scenarios more accessible and interesting to non-academics and can be useful for developing proactive governance mechanisms."

…

"Sci-fi narratives - Science-based stories about our future oceans

Oceans back from the brink

FISH Inc

Rime of the last fisherman

Rising tide

Scenario building via science fiction prototyping

The four scenarios are built on a robust foundation of scientific knowledge, including:

1)  Technological frontiers

2)  Marine ecology, ocean and fisheries science

3)  The global fishing and seafood industry

4)  Marine management, governance and socio-economic shifts

The scenarios were developed following the method of Science-Fiction Prototyping, developed by Brian David Johnson when he was the futurist at Intel Corporation. Mr Johnson is now the futurist in residence at Arizona State University, Center for Science and the Imagination. This method is described in detail in the scientific paper currently under review at the journal Futures.

We have linked key elements in each of the narrative scenarios to relevant peer-reviewed academic papers, news articles from reputable publications and credible websites to give you the opportunity to explore beyond Radical Ocean Futures. We wish you well on your explorations into the future oceans and the scientific work that helps us to imagine them."

…

"The beautiful and engaging artworks that are a feature of the Radical Ocean Futures #artscience project were created by the world renowned Swedish concept artist and illustrator Simon Stålenhag. His work has been featured in; The Verge, Gizmodo, Booooooom.com and The Huffington Post among others.  He has also successfully kickstarted collections of his work and has a number of exciting new projects in development. He is currently working on his third book. 

Right from the beginning, this was a true creative collaboration and the original pieces of concept art that you see on this site, so vividly supporting the narrative scenarios of the future oceans, are the result of this collaboration. Below is a small sampling of his other work. If you would like to have the opportunity to work with Simon or see his iconic body of work, please head over to his website."]]></description>
<dc:subject>oceans future scifi sciencefiction classideas designfiction briandavidjohnson prototyping science-fictionprototyping simonstålenhag klaluna kaitlynrathwell andrewmerrie patriciakeys marcmetian henrikösterblom</dc:subject>
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<item rdf:about="https://medium.com/design-fictions/an-ikea-catalog-from-the-near-future-e293938148bc#.6abcn9v66">
    <title>An Ikea Catalog From The Near Future – Design Fictions – Medium</title>
    <dc:date>2017-02-20T05:25:08+00:00</dc:date>
    <link>https://medium.com/design-fictions/an-ikea-catalog-from-the-near-future-e293938148bc#.6abcn9v66</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[Never bookmarked?]

"In September, the Near Future Laboratory conducted a workshop with the Mobile Life Center and Boris Design Studio in Stockholm. Our workshop brief was to consider an Internet of Things future, but with a twist: the Internet of Things seen through an Ikea Catalog.

Why did we chose an Ikea catalog? Because it is one of the more compelling ways to represent normal, ordinary, everyday life in many parts of the world. The Ikea catalog contains the routine furnishings of a normative everyday life. It’s a container of life’s essentials and accessories which can be extrapolated from today’s normal into tomorrow’s normal.

The process of our workshop was to use Design Fiction, a practice we’ve developed at the Near Future Laboratory that combines pragmatic hands-on production of material assets — in this case, graphic design production of a print catalog — with micro-scale science, technological and social fictions contained in the product descriptions, ancillary texts, disclaimers, footnotes and annotations.

The Design Fiction approach requires one to follow a series of claims about the world through as deeply as possible. For example, our claims to say that the near future world we were representing would have ‘smart’ ‘connected’ technologies needed to be as thorough as possible given our 1-day schedule. We needed to propose dozens of representations of such, throw out most, iterate on the one’s we found compelling and then find a plausible, visually engaging way to represent them with all of the constraints and rules one applies to catalog production. Each proposition from each of the working groups had to ‘stand up’ to our own scrutiny. Names of things weren’t enough. Each group had to describe the artifact or service as if they were pitching a new product. This is the work that seems to be rarely done when an IoT future is trumpeted in vague, hyperbolic press releases, keynotes and ‘reports.’ A bad PowerPoint slide with some loose text about ‘a future of connected kitchens’ and $1 trillion market for IoT simply would not work.

For example, our extrapolation of an Ikea kitchen has the things you might imagine (and have been “demo‘d”) in a near future IoT world. Cooking instructions appear dynamically on countertops, complete with anecdotes meant to keep the cooking experience lively — and likely complete with subtle opportunities to make a purchase of a fancy cutting knife, or book a reservation to the country from which the recipe is derived. The micro-fictions embedded in the catalog are where our Design Fiction makes subtle suggestions about how the near future may be a bit different from today.

For example, implying new economic contexts that were an aspect of the design brief can be done in subtle ways, such as peculiar regional disclaimers, odd explanatory iconography, subscription pricing models for furniture as the ‘new normal’ — in our near future, an Ikea kitchen is ‘self-subscribing’, a peculiar, eyebrow-raising neologism meant to suggest a new weird context of exchange dreamed-up by some near future product people in which our near future selves are comfortable with smart technologies that somehow know what’s best for us.

In the end, our Design Fiction Ikea catalog is a way to talk about a near future. It is not a specification, nor is it an aspiration or prediction. The work the catalog does — like all Design Fictions — is to encourage conversations about the kinds of near futures we’d prefer, even if that requires us to represent near futures we fear. While we’re fans of the ‘catalog’ as a Design Fiction Archetype (cf TBD Catalog), we’ve also done Quick-Start Guides, Newspaper Supplements, Reports on Modern Life & Rituals, bespoke Design Fiction Field Reports for clients, all as ways to enter into a discussions about our future."

[available here: http://mobilelifecentre.org/sites/default/files/Design_Fiction_IKEA_2015.pdf ]]]></description>
<dc:subject>2015 ikea designfiction speculativedesign speculativefiction internetofthings iot nearfuturelaboratory</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:5c263b26c639/</dc:identifier>
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<item rdf:about="https://vimeo.com/139358108">
    <title>The Future Mundane on Vimeo</title>
    <dc:date>2017-02-20T03:52:16+00:00</dc:date>
    <link>https://vimeo.com/139358108</link>
    <dc:creator>robertogreco</dc:creator><dc:subject>nickfoster design future breakage accretion 2015 scifi sciencefiction russelldavies nicolasnova context speculativedesign mundanity futuremundane designfiction speculativefiction nearfuture nearfuturelaboratory</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="https://jentery.github.io/syracuse/#/title">
    <title>Making Things, Writing Things| Prototyping as a Compositional Strategy | Syracuse University | 3 March 2016 | Jentery Sayers</title>
    <dc:date>2016-03-06T01:30:28+00:00</dc:date>
    <link>https://jentery.github.io/syracuse/#/title</link>
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<dc:source>https://pinboard.in/</dc:source>
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    <title>UCSD, Parsons and the Cooper Hewitt: Institutions of education and culture making a commitment to design's intellectually-oriented practice - Core77</title>
    <dc:date>2016-03-04T06:38:02+00:00</dc:date>
    <link>http://www.core77.com/posts/47064/UCSD-Parsons-and-the-Cooper-Hewitt</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Last week we mentioned how governments were dabbling in discursive design, and this week three major educational and cultural institutions weighed in with different forms of support for this intellectual arm of design practice.

Perhaps the biggest news was the announcement by the University of California San Diego (UCSD) starting a new undergraduate major, Speculative Design. Within the Department of Visual Arts, known for an emphasis on experimental art and the resistance of commercial art and even commercial fine art, the inclusion of design to its offerings was not without some initial resistance. As its Chair, Jack M. Greenstein reflected upon the genesis of the program three or four years ago: with "design so closely related to product and marketing…we couldn't really foresee how this would work." 

This rejection of design due to its relationship with commerce has long been a point of tension within schools of art, sometimes resulting bad blood, formal schisms, and even banishment. The same reason that UCSD eventually found that speculative design made sense for them—that it is ultimately idea-based and shares many of the same goals as experimental art—is precisely why it can be discounted by mainstream design. 

Just as it has taken the good part of a century for schools of design to emerge (rather than having industrial design, for example, located in schools of architecture, schools of engineering, and schools of art) discursive design has not found a singular home in academia. But similar to corporate product development processes where design is seen as the link between marketing, manufacturing, and engineering, discursive design can be the bridge between art, technology, and more traditional design education.

As opposed to UCSD's seeming emphasis on discursive design's more artistic capacities, the MIT Media Lab stresses its value in the technological sphere. Their Design Fiction Group, under the leadership of Hiromi Ozaki (a.k.a. Sputniko!) is particularly interested in prospective students "with a strong interest in emerging technologies" and with "backgrounds in synthetic biology, bioengineering, and electronics." And certainly many industrial design programs are looking at discursive design projects and courses as a way to extend the cultural reach of design as part of an expanded notion of 21st century practice.

As part of UCSD's launch event for the program, Fiona Raby gave the keynote speech, presenting the many and influential projects of her co-run studio, Dunne and Raby. This occurred just a day after The New School's Parsons School of Design publicly announced that she and Anthony Dunne were beginning a "new gig" within their School of Design Strategies.

In moving from their celebrated positions at the Royal College of Art, Parsons can offer them a broader collaborative community. Raby says, "In joining The New School, I will be able to not only work with faculty and students to explore new forms of socially engaged practice in relation to emerging technology, but also collaborate with some amazing people in disciplines like anthropology and political theory, which Anthony and I haven't been able to connect with before." 

While their positions include teaching, they are also going to be driving collaborations with other universities, notably the MIT Media Lab. The hope, says Tim Marshall, The New School's provost, is that "their inspiration and insight will help our students to not only prepare for but also help shape our social and technological futures."

And it is this question of social and technological futures that Forbes contributor Johnathon Keats questions in, "Can the Cooper Hewitt Design Triennial Save Us from the Next Global Die-Off?" Published a day after Raby's keynote and in anticipation of the Triennial's February 12th opening, Keats discusses several discursive design projects to be exhibited that deal with synthetic biology and questions of its relationship to how we might (have to) live our lives. Designers Daisy Ginsberg, Neri Oxman, and Ana Rajcevic exhibit objects and images of hypothetical creatures, synthetic organs, and animal-inspired prosthetics for humans.

These uses of current and future synthetic biology and bioengineering are of course not predictions, but provocations. As UCSD professor, Benjamin Bratton stated in his insightful (and perhaps incite-ful) lecture just prior to Raby's keynote: "These technologies are Pharmakon [Socrates' term]: remedy and poison. Any perspective that emphasizes their positive or negative potential without assuming the inverse is incomplete or dishonest." The Cooper Hewitt as a cultural institution is trying in this way to keep us a little more honest.

In regard to this week's events from the UCSD program announcement, to Dunne and Raby's gig at Parsons, to the kickoff of the Triennial, we turn to Keats' for a helpful summation: "While more frequently found in art, this philosophical turn belongs equally in the realm of design, where it can problematize product development before manufacturers remake society in their own image. Moreover, design is the universal language of the modern world. Using design speculatively brings philosophy to everyone."

The "everyone" is certainly an ethnocentric oversight, given that discursive design is currently a product of and for the privileged world. But all of this is a start. In order to responsibly, substantively, and extensively deliver on this promise, we need even further academic emphasis, even more visionary practitioners, and even greater public engagement in discursive design's future.
Designers! Help future a future."

[via: https://twitter.com/annegalloway/status/705497337502642176

See also discussion here: https://twitter.com/annegalloway/status/705497387586842624 ]]]></description>
<dc:subject>speculativedesign design parsons brucetharp stephanietharp jackgreenstein discursivedesign benjaminbratton mitmedialab hiromiozaki designfiction designfictiongroup sputniko!anthonydunne fionaraby dunne&amp;raby newschool speculation daisyginsberg nerioxman anarajcevic medialab cooper-hewitt thenewschool ucsd cooperhewitt</dc:subject>
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    <title>UCSD Speculative Design (Stream 2 - wc1080) - YouTube</title>
    <dc:date>2016-03-04T06:33:04+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=fbyIiX5mw_Y</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[via: http://www.core77.com/posts/47064/UCSD-Parsons-and-the-Cooper-Hewitt ]]]></description>
<dc:subject>ucsd speculativedesign art design benjaminbratton fionaraby teddycruz pedagogy california criticaldesign bauhaus materials donnaharaway speculation designfiction education</dc:subject>
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<item rdf:about="http://www.digitalmanifesto.net/manifestos/212/">
    <title>Digital Manifesto Archive: Design Fiction's Odd Present vs. Science Fiction's Near Future</title>
    <dc:date>2016-02-18T21:03:56+00:00</dc:date>
    <link>http://www.digitalmanifesto.net/manifestos/212/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Julian Bleecker's "Design Fiction's Odd Present vs. Science Fiction's Near Future" proposes that Design Fiction supplant typical Science-Fiction narratives with diegetic prototypes--actual objects that test an idea."

…

"If there is anything to be gained from these Design Fiction practice it is the playful optimism that comes from "making things up." Making things up is playful and serious at the same time. It's playful in that one can speculate and imagine without the "yeah, but," constraints that often come from the dour sensitivities of the way-too-grown-up pragmatists. It's serious because the ideas that are "made up" as little design fictions - formed into props or little films or speculative objects - are materialized things that hold within them the story of the world they inhabit. There is the kernel of a near future, or a different now, or an un-history that begins the mind reeling at the possibilities of what could be. When an idea is struck into form we have learned to accent that as proof -  a demonstration that this could be possible. The translation from an idea into its material form begins the proof of possibility. Props help. Things to think with and things to help us imagine what could be.

This is how the world around us is made, by people who imagine what could be and then go forth and make it material. Wheels did not suddenly appear on luggage, but they are and its hard to imagine that it didn't happen sooner.

Playfully, seriously making things up is how the world around us comes to be. Don't sit around and wait. Make up the world you want. Believe it. Tell its story. Inhabit it and it will become.

Design Fiction strides alongside of Science Fiction, obligating itself to fashion representation of what could be - whether that's a different present, a reassessment of the recent past, or a future likely to be obtained, it may be a reaction to a sense that Science Fiction has given up on the future, or ceded its remit to imagine the future. Perhaps Science Fiction has shifted to envisioning the differently present or the recently past. Ridley Scott recently said, "We have done all we can for Science-Fiction. After 2001 A Space Odyssey, Science-Fiction is dead."

Design Fiction mucks around in this odd present in which we live. Every year the future is held aloft in the hand at widely publicized consumer electronics trade shows. The press eats it up. It's the new science fiction. This is how we imagine the future. Through 100 million dollar trade shows. Through the trade's hand-held technologies and their odd mash-ups of telephone fitness devices brain wave TV remote controls. (No wonder the science-fiction literary has thrown in the towel. They'd do better as consulting engineers. What a great idea.) Our future is shown to use as made things - prototypes, or evocative objects that suggest, MacGuffin like, what they do. Objects that take batteries and have screens that goad us to massage them. Objects that cycle every 12-18 months and thence end up in a discard drawer or in a closet under last year's crap. Or on the Internet's close, Craigslist.

Design Fiction's commitment is to create a legible, tangible, material representation of alternatives. it uses designed objects - props, prototypes, fakes, punks, speculative consumer electronic objects, evocative ingots of color, material and precision manufacturing, prompts, provocations, little films, atmospheres and visual moments - to start conversations about the future. Design Fiction embraces the cycles of obsolescence, that banal next-new-thing - but it does so in order to find chinks in the iron-clad cycle and find innovative alternatives to the mediocre experiences they inevitable deliver.

The emphasis of Design Fiction is on alternative world as represented through the things. These props are called diegetic prototypes." They are objects that test an idea. The fact that they exist as material objects imply their existence in the same way an objects existence in a movie or play makes the object come to life. In some cases, those props spread ideas more effectively than could a laboratory prototype. Diegetic prototypes serve to tell a story about an object and start conversations, sometimes even before technical possibility has been considered. Diegetic prototypes implicate themselves as things that people would live with, rather than operating solely as technological, scientific or engineering possibility. They are designed, evocative, desirable, ineffable and imbued with a sense of imminent possibility, even necessity. They come across as things that actually make sense. 

Design Fiction creates these things because they can help tell the stories about the worlds they occupy, without the stories being told in a typical narrative - and because telling good stories is hard. Making suggestive, evocative, compelling, curious objects is a designer's way of telling stories about worlds that could or should become."]]></description>
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    <title>Digital Manifesto Archive</title>
    <dc:date>2016-02-18T05:20:16+00:00</dc:date>
    <link>http://www.digitalmanifesto.net/manifestos/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["This collection aggregates manifestos concerned with making as a subpractice of the digital humanities."

…

"This archive is an academic resource dedicated to aggregating and cataloging manifestos that fall under two basic criteria. 1) The Digital Manifesto Archive features manifestos that focus on the political and cultural dimensions of digital life. 2) The Digital Manifesto Archive features manifestos that are written, or are primarily disseminated, online.

The manifesto genre is, by definition, timely and politically focused. Further, it is a primary site of political, cultural, and social experimentation in our contemporary world. Manifestos that are created and disseminated online further this experimental ethos by fundamentally expanding the character and scope of the genre.

Each category listed on the archive is loosely organized by theme, political affiliation, and (if applicable) time period. While the political movements and affiliations of the manifestos archived in each category are not universal, each category does try to capture a broad spectrum of political moods and actions with regard to its topic.

This site is meant to preserve manifestos for future research and teaching. The opinions expressed by each author are their own.

This archive was created by Matt Applegate. Our database and website was created by Graham Higgins (gwhigs). It is maintained by Matt Applegate and Yu Yin (Izzy) To
You can contact us at digitalmanifestoarchive@gmail.com.

This project is open source. You can see gwhigs' work for the site here: Digital Manifesto Archive @ Github.com"]]></description>
<dc:subject>manifestos digital digitalhumanities archives making mattapplegate yuyin designfiction criticalmaking engineering capitalism feminism hacking hacktivism digitalmarkets digitaldiaspora internetofthings iot cyberpunk mediaecology media publishing socialmedia twitter ethics digitalculture piracy design bigdata transhumanism utopianism criticaltheory mediaarchaeology opensource openaccess technofeminism gaming digitalaesthetics digitaljournalism journalism aesthetics online internet web technocracy archaeology education afrofuturism digitalart art blogging sopa aaronswartz pipa anarchism anarchy</dc:subject>
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<item rdf:about="https://www.youtube.com/watch?v=DJklHwoYgBQ">
    <title>Smart Pipe | Infomercials | Adult Swim - YouTube</title>
    <dc:date>2015-12-25T21:59:01+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=DJklHwoYgBQ</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Everything in our lives is connected to the internet, so why not our toilets? Take a tour of Smart Pipe, the hot new tech startup that turns your waste into valuable information and fun social connectivity."]]></description>
<dc:subject>adultswim designfiction 2014 data bigdata privacy smartcities internetofthings iot information connectivity</dc:subject>
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<item rdf:about="https://medium.com/design-fictions/creating-fictional-data-services-and-their-implications-4e821e7b20b2#.si6dcurg7">
    <title>Creating Fictional Data Services and Their Implications — Design Fictions — Medium</title>
    <dc:date>2015-12-14T06:17:11+00:00</dc:date>
    <link>https://medium.com/design-fictions/creating-fictional-data-services-and-their-implications-4e821e7b20b2#.si6dcurg7</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["When conceptualizing a service or product based on data, I first transform visions into a tangible visualization, or prototype that anyone in a multi-disciplinary team can feel and understand. Additionally, I generally create Design Fictions that explore possible appropriations of the envisioned data service along its life. Taken together, prototypes and fictions present tangible concepts that help anticipate opportunities and challenges for engineering and user experience before a project gets even founded. These concepts give a clearer direction on what you are planning to build. They are a powerful material to explain the new data service to others and they act as a North Star for a whole team has a shared vision on what they might to want build.

Taken together, prototypes and fictions present tangible concepts that help anticipate opportunities and challenges for engineering and user experience before a project gets even founded.

This is the approach I aimed to communicate last week in a 5-days workshop at HEAD design school in Geneva to an heterogeneous group of students coming from graphic design, engineering, business or art backgrounds.

Part 1: Sketching with Data

…

Through the manipulation of a real dataset participants apprehended its multiple dimensions: spatial, temporal, quantitative, qualitative, their objectivity, subjectivity, granularity, etc.

Part 2: Creating implications

…

Writing a fictional press release forces to use precise words to describe a thing and its ecosystem. Quite naturally it leads to listing Frequently Asked Questions with the banal yet key elements that define what the data service is good for.

Take Aways

Data visualizations, prototypes and design fiction are ‘tools’ to experiment with data and project concepts into potential futures. They help uncover the unknown unknowns, the hidden opportunities and unexpected challenges.

Data visualizations help extract insights, and prototypes force to consider the practical uses of those insights. Design fictions put prototypes and visualization in the context of the everyday life. They help form a concept and evaluate its implications. The approach works well for abstract concepts because it forces you to work backward and explore the artifacts or the byproducts linked to your vision (e.g. a user manual, an advertisement, a press release, a negative customer review …). It encourages a global thinking with the ecosystem affected by the presence of a data service: What do people do with it over time? Where are the technical, social, legal boundaries? Some answers to those questions give a clearer direction on the data product or service you are planning to build."]]></description>
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<item rdf:about="http://events.arts.ac.uk/event/2015/11/28/Design-Futures-in-Sub-Saharan-Africa-Post-Western-Perspectives/">
    <title>Design Futures in Sub-Saharan Africa: Post-Western Perspectives</title>
    <dc:date>2015-11-22T04:34:24+00:00</dc:date>
    <link>http://events.arts.ac.uk/event/2015/11/28/Design-Futures-in-Sub-Saharan-Africa-Post-Western-Perspectives/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Design Futures in Sub-Saharan Africa: Post-Western Perspectives is a forum for pioneering technologists, curators and scholars from Accra, Nairobi, Cape Town, London and New York to discuss developments in digital design – robotics, gaming and computer imaging - on the African continent.
 
We tend to think about our world’s future as being discovered in the high-tech laboratories of American scientific research institutes, or debated in elite business and political forums held in the Alps - but less often in the West, do we think about our future as being designed by local tech communities in Sub-Saharan Africa. 
 
In what is being called a transformative Digital Revolution, the African continent now hosts one of the fastest growing tech hubs in the world (the East African ‘Silicon Savannah’), a Pan-African robotics network (AFRON), burgeoning space programmes and a proliferation of digital innovation hubs.  
 
The symposium analyses two major forces shaping the 21st century – innovations in digital technology and the ‘rise of Africa’ – through the lens of material culture and its interpretation. It also marks the official launch of an international network ‘Design Futures in Sub-Saharan Africa’ lead by Cher Potter, developed through a core partnership between London College of Fashion and the Victoria and Albert Museum.
 
Some of the questions that will be examined are:

• What challenges and opportunities do a ‘digital revolution’ combined with unprecedented city and population growth on the African continent present for designers today?

• How is the combination of computer coding and digital fabrication resulting in new typologies of design in Sub-Saharan Africa?

• What composite communities are organising themselves around these new digital models?

• Are gaming environments based on local history and folklore heralding a wider move from European/US-centric worldviews to local ones?

• How might technology open up new ways for reading and categorising objects, both ancient and contemporary?

• How might we describe and test the term ‘postwestern’ in the context of design and curating?

Speakers:
 
Cher Potter 
Cher Potter is V&A/LCF Senior Research Fellow. Her research interests include contemporary design on the African continent, and ‘post western’ models of curating and research. Prior to joining the V&A, she curated the 2013 European Impakt Arts Festival which explored ‘post western’ futures; and lead global cultural research at WGSN, the world’s largest design and fashion trends bureau, coordinating research into design tendencies across 22 countries including 8 African capitals. She was recognized as one of twelve ‘Future Visionaries’ by the 2013 Wellcome Trust Visioneers series.
 
Jonathan Ledgard
Jonathan Ledgard is Director of the Afrotech Initiative at the Swiss Federal Institute for Technology, Lausanne, established to help pioneer advanced technologies in Africa. He is a leading thinker on risk, nature, and technology in near future Africa and spent the last decade as the Africa correspondent for The Economist, reporting extensively on Africa's mobile phone revolution. A founder of The Economist's Baobab blog, covering politics, economics and culture on the continent of Africa, he continues to contribute to the paper as well as to The New Yorker and other journals.
 
Ayorkor Korsah 
Dr Ayorkor Korsah is Head of the Computer Science Department at Ashesi University College and Co-founder of the African Robotics Network, a community of institutions, organisations and individuals engaged in robotics in Africa. She is also a member of the Carnegie Mellon Robotics Institute and a TED Global Fellow. Her research interests include design at the intersection of algorithm design, artificial intelligence, and robotics; educating technologists for development in Africa; exploring the potential for participatory design in Africa; information, computing, and communications as keys to sustainable global development.
 
Kristina Van Dyke 
Kristina Van Dyke is an independent scholar and curator.  She was Director of the Pulitzer Arts Foundation in St. Louis from 2011 to 2015 and Curator for Collections and Research at the Menil Collection in Houston from 2005 to 2011.  She curated the exhibition ‘Kota: Digital Excavations in African Art’ currently on display at the Pulitzer Arts Foundation, which examines nearly 50 Kota guardian figures using a new digital database created by Belgian computer engineer Frederic Cloth to study and reveal the hidden histories of Kota reliquaries. 
 
Wesley Kirinya 
Wesley Kirinya is one of the first games developers in Africa and founder of Leti Arts gaming studio in Nairobi and Accra. As such, he operates within one of the world’s fastest growing tech and design hubs, the East African ‘Silicon Savanah’. He is pioneering the use of local African history in digital gaming environments, and developing a toolbox of African superheroes based on characters from African mythology – heralding a potentially wider move from European/US-centric worldviews to local ones.

Paula Callus
Paula Callus is a Senior Lecturer in Computer Animation at Bournemouth University and is completing her PhD at SOAS on Digital Animation in Sub-Saharan Africa. As an advocate for the role of Sub-Saharan animators within the broader history of ‘moving’ image, she has delivered papers on ‘Reading Animation through the eyes of anthropology’ at the Animation Studies Symposium 2010; ‘Locating Sub-Saharan African Animation within the ‘moving’ image’ at the Film and Television Screen Studies Conference 2013; and curated the Africa in Motion animation programme in Edinburgh. 
 
Mugendi M’Rithaa 
Mugendi M’Rithaa is Professor of Industrial Design at Cape Peninsula University of Technology and the President of the International Council of Societies of Industrial Design (Icsid) - the world organisation for Industrial Design. His research interests include Participatory Design which incorporates the needs of end-users/clients; Universal/Inclusive Design; Design for Social Innovation and Sustainability; and design's potential in promoting equity and quality of life in Africa and beyond. He has coordinated workshops on ‘Designing a Prosperous Nation’ (Gaborone, 2004), and ‘Designing for New Realities’ (Helsinki, 2012).
 
Elvira Ose 
Elvira Ose is Lecturer in Visual Cultures at Goldsmiths, and curator of the Göteborg International Biennial for Contemporary Art 2015. She was Curator International Art at Tate Modern (2011 – 2014). At Tate, she took a leading role in developing Tate’s holdings of art from Africa and its Diaspora and working closely with the Africa Acquisitions Committee. She was responsible for Across the Board (2012–2014), a two-year interdisciplinary project that took place in London, Accra, Douala and Lagos. She recently co-curated Ibrahim El-Salahi: A Visionary Modernist (2013).
 
Chairs:
 
David Pratten 
Dr David Pratten is a Professor at the University of Oxford, specialising in the Social Anthropology of Africa. He was Director of the African Studies Centre from 2009-2013, one of the world’s leading centres for African Studies. His research interests include West African issues of youth, democracy and disorder; contemporary models of sociality, and colonial history. He is Co-Editor of ‘AFRICA: Journal of the International African Institute’ Cambridge University Press, which is the premier journal devoted to the study of African societies and culture.
 
Bill Sherman
Professor Bill Sherman is Head of Research at the Victoria and Albert Museum and Professor of Renaissance Studies at the University of York. He has published widely on the history of books and readers, the interface of word and image, and the relationship between knowledge and power. At the V&A, he is leading the development of the V&A Research Institute (VARI), which is testing new models for collaborative research that draws on history, theory and practice, and new ways of using collections to bring together the museum, the university and the creative industries.
 
Jane Harris
Dr Jane Harris is Associate Dean of Research at London College of Fashion, University of the Arts London and Professor of Digital Design and Innovation. An advocate for the role that creative and transdisciplinary research in HE can play in the development and advance of design, science and industry, her own practice navigates physical material and technology interfaces. A recipient of the National Endowment for Science Technology and the Arts Fellowship (NESTA) her pioneering CGI work has been internationally exhibited and publications include the co-authored book Digital Visions for Fashion+Textiles: Made In Code. "]]></description>
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<item rdf:about="https://tinyletter.com/nicolasnova/letters/livraison-vingt-quatre-pk-pagers-ipod-touch-et-feature-phones-lee-scratch-perry">
    <title>Livraison vingt-quatre : PK, pagers, iPod Touch et feature phones + Lee Scratch Perry</title>
    <dc:date>2015-10-05T07:06:58+00:00</dc:date>
    <link>https://tinyletter.com/nicolasnova/letters/livraison-vingt-quatre-pk-pagers-ipod-touch-et-feature-phones-lee-scratch-perry</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["2. Pagers, iPod Touch et feature phones 

Dans son ouvrage "Quoi de neuf ?" publié en 2006, l’historien anglais David Edgerton observait la persistance, la "résistance" ou la ré-introduction de "vieilles techniques". Il citait notamment la résurgence de la télévision par cable dans les années 1980s (après avoir été en vogue dans les années 1950s) ou l’acupuncture (à son paroxysme au XIXème puis de retour depuis trente ans).

Un autre exemple historique marquant dans son livre est celui l'importance du cheval durant la Seconde Guerre mondiale:

<blockquote>"L’armée allemande, si souvent décrite comme reposant sur des formations blindées, eut bien plus de chevaux durant la Seconde Guerre mondiale que n’en eut l’armée britannique durant la Grande Guerre. Le réarmement de l’Allemagne, dans les années 1930, passa par un achat massif de chevaux, au point qu’en 1939 cette armée en possédait 590 000, et en avait 3 millions d’autres en réserve dans l’ensemble du pays. […] Début 1945, la Wehrmacht disposait de 1.2 millions de chevaux ; on estime à 1.5 millions les pertes en chevaux accumulés durant la guerre."</blockquote>

Avec ces exemples, Edgerton nous rend attentif au fait que "le temps technologique ne va pas uniquement vers l’avant"; et qu’il n’y a donc pas un bel ordonnancement chronologique. En adoptant le point de vue des usages des objets techniques, on peut regarder différents “mondes technologiques” et s’apercevoir de la diversité des pratiques. C’est un sujet qui intéresse votre correspondant dans le cadre d’un projet d’enquête sur les téléphones mobiles. En cherchant dans mes notes de terrain je suis tombés sur quelques cas de ce genre (( dans l’app Notes sur mon téléphone, j’ai une Note nommée "Livefieldnotes" dans laquelle je consigne mes observations concernant les usages des téléphones mobiles. C’est écrit à la volée sur le terrain donc avec des fautes d’orthographes et un certain laconisme ))

Voici les notes en questions:

<blockquote>23.08.2015 - train Genève - Lausanne Un homme regarde son pager Motorola, une technologie que je pensais disparue... Mais qui semble encore exister à ce que je lis sur le site de sigmacom.ch et qui sert des "besoins professionnels" avec des èchanges de messages alphanumeriques. Il dit mystérieusement l'utiliser du fait de sa fiabilité : "ça marche partout meme dans les zones a faible reseau de telephone, le fabricant me dit que ca joue a 99% partout dans le pays"

11.08.2015 - Genève, square Chantepoulet Rencontre avec J. un chercheur suisse-allemand, qui sort ses deux telephones (un iPod Touch et un vieux Nokia), il n'a pas de data plan et dit aussi utiliser cette combinaison d’appareils "pour se proteger des distractions". Il me dit utilise le Nokia (un feature phone noir) pour les appels, et le iPod Touch pour l’accès aux apps. Et s’il a besoin d’être connecté au Web mobile pour browser ou certaines apps, il le fait dans les lieux où il y a du Wifi

8.08.2015 - Geneve, marché aux puces Discussion avec un vendeur de telephone mobile genre nokia 3210 d'occasion (30chf), se vend bien, pour les gens qui n'arrivent pas bien a utiliser les smartphone "c trop complique", par exemple me dit le vendeur dans son francais approx: "par exemple une dame qui vient et dit que son fils lui a offert un iphone et elle comprend rien... Elle m'achete ce nokia [3310] et elle sait faire, elle recoit l'appel elle appuie sur le bouton et c bon; donc j'en vends toujours un peu"</blockquote>

Ces exemples, pris parmi d’autres, sont intéressants à plusieurs niveaux. D’abord parce qu’il montre la persistance et la diversité des usages d’objets techniques généralement considérés comme moins à la page (sans jeu de mot aucun sur le premier). Ensuite car ils renvoient à un autre aspect discuté par Edgerton : celle de la prétendue “résistance aux techniques nouvelles”, problèmes parfois abordés par psychologues ou historiens. Or, comme il l’explique, “il est absurde de parler de résistance à la technique ou à l’innovation dans un monde dont les individus ou les sociétés n’acceptent pas nécessairement toute innovation – ou, en fait – tout produit qui leur est proposée. De toute façon, il y a résistance. En adoptant une technique, la société résiste nécessairement à de nombreuses techniques substitutives ‘anciennes’ et ’nouvelles’.” Les pagers très fiables, les features phones en sont de bons exemples. Et l’usage des iPod Touch, à la manière de J., était d’ailleurs précisément proposé dans un article récent de la revue Wired comme l’un des système de communication les plus sécurisé à l'heure actuelle. Même si ces usages ne sont pas majoritaires – tout dépend où ! – ils existent et nous rappellent que différents critères influent sur les choix d'utilisation.

Cette combinaison d'objets techniques est d'ailleurs ce qui pêche souvent dans les vidéos prospectifs des grandes sociétés technologiques. On ne voit que des appareils rutilants, les dernières interfaces, alors que la réalité des pratiques correspond davantage à une grande diversité. C'est certes moins glorieux (un téléphone non-tactile ferait-il tâche à côté d'Hololense ?) mais bien plus plausible. Mon collègue du Near Future Laboratory Nic Foster utilisait dans cet article de Core77 une métaphore géologique pour ce phénomène : celui de l'accrétion qui lui permettait d'en discuter les enjeux deson point de vue de designer:

<blockquote>"In order to communicate our vision, it may be helpful to incorporate the existing designed space in parallel with the new. On a very practical level, we should embrace legacy technologies when conceiving new ones. Ethnographic studies constantly highlight technology accretion: the drawer full of cables, the old interaction behaviors, the dusty hard drives, the mouse mats and inherited hardware. Rather than avoid this complexity, good science fiction embraces accretive spaces, where contemporary design and technology sits side by side with older artifacts. In some cases, this technique can be used to show potential disconnects between the new and established, places where technology sticks out like a sore thumb. This is a useful tool for all designers and using it well can help us depict a more tangible future."</blockquote>

Comme il l'exprime ici, cette prise en compte de la diversité des pratiques peut stimuler la rechercher de voies originales. Dans le cas des mobiles, c'est la raison pour laquelle on voit toujours des produits pertinents basés sur des pagers aujourd'hui (c'est d'ailleurs le cas par exemple avec de la géolocalisation indoor) ou des téléphones servant uniquement à téléphoner...  avec des propositions loin d'être inesthétiques, absurdes ou curieuses."]]></description>
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<item rdf:about="http://nextconf.eu/2015/10/keynote-how-will-we-live/">
    <title>How Will We Live? | NEXT Network</title>
    <dc:date>2015-10-04T07:51:40+00:00</dc:date>
    <link>http://nextconf.eu/2015/10/keynote-how-will-we-live/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Those with the least power to shape the future suffer its worst consequences of its manifestations."

[Text, slides, and videos here: 
http://superflux.in/blog/howwillwelive
https://medium.com/@anabjain/how-will-we-live-d9baf00acac9#.lmc9kxsed ]]]></description>
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<item rdf:about="https://medium.com/matter/it-s-not-climate-change-it-s-everything-change-8fd9aa671804">
    <title>It’s Not Climate Change — It’s Everything Change — Matter — Medium</title>
    <dc:date>2015-07-31T18:20:47+00:00</dc:date>
    <link>https://medium.com/matter/it-s-not-climate-change-it-s-everything-change-8fd9aa671804</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Two writers have recently contributed some theorizing about overall social and energy systems and the way they function that may be helpful to us in our slowly unfolding crisis. One is from art historian and energetic social thinker Barry Lord; it’s called Art and Energy (AAM Press). Briefly, Lord’s thesis is that the kind of art a society makes and values is joined at the hip with the kind of energy that society depends on to keep itself going. He traces the various forms of energy we have known as a species throughout our pre-history — our millennia spent in the Pleistocene — and in our recorded history — sexual energy, without which societies can’t continue; the energy of the body while hunting and foraging; wood for fire; slaves; wind and water; coal; oil; and “renewables” — and makes some cogent observations about their relationship to art and culture. In his Prologue, he says:

<blockquote>Everyone knows that all life requires energy. But we rarely consider how dependent art and culture are on the energy that is needed to produce, practice and sustain them. What we fail to see are the usually invisible sources of energy that make our art and culture(s) possible and bring with them fundamental values that we are all constrained to live with (whether we approve of them or not). Coal brought one set of values to all industrialized countries; oil brought a very different set… I may not approve of the culture of consumption that comes with oil… but I must use [it] if I want to do anything at all.</blockquote>

Those living within an energy system, says Lord, may disapprove of certain features, but they can’t question the system itself. Within the culture of slavery, which lasted at least 5,000 years, nobody wanted to be a slave, but nobody said slavery should be abolished, because what else could keep things going?

Coal, says Lord, produced a culture of production: think about those giant steel mills. Oil and gas, once they were up and running, fostered a culture of consumption. Lord cites “the widespread belief of the 1950s and early ’60s in the possibility of continuing indefinitely with unlimited abundance and economic growth, contrasted with the widespread agreement today that both that assumption and the world it predicts are unsustainable.” We’re in a transition phase, he says: the next culture will be a culture of “stewardship,” the energy driving it will be renewables, and the art it produces will be quite different from the art favored by production and consumption cultures.

What are the implications for the way we view both ourselves and the way we live? In brief: in the coal energy culture — a culture of workers and production — you are your job. “I am what I make.” In an oil and gas energy culture — a culture of consumption — you are your possessions. “I am what I buy.” But in a renewable energy culture, you are what you conserve. “I am what I save and protect.” We aren’t used to thinking like this, because we can’t see where the money will come from. But in a culture of renewables, money will not be the only measure of wealth. Well-being will factor as an economic positive, too.

The second book I’ll mention is by anthropologist, classical scholar, and social thinker Ian Morris, whose book, Foragers, Farmers, and Fossil Fuels: How Human Values Evolve, has just appeared from Princeton University Press. Like Barry Lord, Morris is interested in the link between energy-capture systems and the cultural values associated with them, though in his case it’s the moral values, not only the aesthetic ones — supposing these can be separated — that concern him. Roughly, his argument runs that each form of energy capture favors values that maximize the chance of survival for those using both that energy system and that package of moral values. Hunter-gatherers show more social egalitarianism, wealth-sharing, and more gender equality than do farmer societies, which subordinate women — men are favored, as they must do the upper-body-strength heavy lifting — tend to practice some form of slavery, and support social hierarchies, with peasants at the low end and kings, religious leaders, and army commanders at the high end. Fossil fuel societies start leveling out gender inequalities — you don’t need upper body strength to operate keyboards or push machine buttons — and also social distinctions, though they retain differences in wealth.

The second part of his argument is more pertinent to our subject, for he postulates that each form of energy capture must hit a “hard ceiling,” past which expansion is impossible; people must either die out or convert to a new system and a new set of values, often after a “great collapse” that has involved the same five factors: uncontrolled migration, state failure, food shortages, epidemic disease, and “always in the mix, though contributing in unpredictable ways–- climate change.” Thus, for hunting societies, their way of life is over once there are no longer enough large animals to sustain their numbers. For farmers, arable land is a limiting factor. The five factors of doom combine and augment one another, and people in those periods have a thoroughly miserable time of it, until new societies arise that utilize some not yet exhausted form of energy capture.

And for those who use fossil fuels as their main energy source — that would be us, now — is there also a hard ceiling? Morris says there is. We can’t keep pouring carbon into the air — nearly 40 billion tons of CO2 in 2013 alone — without the consequences being somewhere between “terrible and catastrophic.” Past collapses have been grim, he says, but the possibilities for the next big collapse are much grimmer.

We are all joined together globally in ways we have never been joined before, so if we fail, we all fail together: we have “just one chance to get it right.” This is not the way we will inevitably go, says he, though it is the way we will inevitably go unless we choose to invent and follow some less hazardous road.

But even if we sidestep the big collapse and keep on expanding at our present rate, we will become so numerous and ubiquitous and densely packed that we will transform both ourselves and our planet in ways we can’t begin to imagine. “The 21st century, he says, “shows signs of producing shifts in energy capture and social organization that dwarf anything seen since the evolution of modern humans.”"]]></description>
<dc:subject>climate climatechange culture art society margaretatwood 2015 cli-fi sciefi speculativefiction designfiction capitalism consumerism consumption energy fossilfuels canon barrylord coal anthropology change changemaking adaptation resilience ianmorris future history industrialization egalitarianism collapse humans biodiversity agriculture emissions environment sustainability stewardship renewableenergy making production makers materialism evolution values gender inequality migration food transitions hunter-gatherers</dc:subject>
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<item rdf:about="http://www.disegnodaily.com/article/tomorrow-today-design-fiction-and-social-responsibility">
    <title>Tomorrow Today: Design, Fiction and Social Responsibility | DisegnoDaily</title>
    <dc:date>2015-07-02T00:18:46+00:00</dc:date>
    <link>http://www.disegnodaily.com/article/tomorrow-today-design-fiction-and-social-responsibility</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Here they seemed to allude to criticisms of critical design – or the acronym SCD (speculative critical design) by which it has also become widely known – in the sixteen years since the term first appeared in Dunne’s 1999 book Hertzian Tales. If at its best, critical design is held to spark public debate about the ramifications of science, technology and policy, the field has also been lambasted for its limited reach and efficacy. John Thackara, for instance, recently mounted an attack on what he termed its “infantile science fictions” and Susan Yelavich, Associate Professor at Parsons School of Design charged it for ‘only preaching to the choir’.

At the symposium, keynote speaker, design curator Paola Antonelli – who has spent much of the past decade promoting Critical Design to a wider audience through exhibitions at MoMA in New York – diagnosed the moment in her presentation. In the evolution of movements she outlined “a tendency where pioneers are doubted; after a period of drunkenness, the boat capsizes and follows with fatigue.” Antonelli used the online exhibition she co-curated on Design and Violence as evidence of critical design’s enduring potential. The website uses both mass-produced and conceptual design artefacts to provoke discussion on issues such as the death penalty and euthanasia. Antonelli then went to on to call for the scrutiny of standards in Critical Design."

…

"The afternoon ended fittingly with a performance by urbanist, designer and futurist Liam Young. His vision of the future came in the form of a story told against a backdrop of dystopian, computer-rendered urban landscapes.

Such stylistic probing and cross-pollination of genres were evidence of critical design’s constant scrutiny of ever-evolving codes. These are necessary to straddle the present and the future, reality and fantasy, the ordinary and the extraordinary, the feasible and the strange, the negotiation of which, according to Dunne and Raby, is essential to critical design’s power and success. As the pair conclude their 10-year tenure at the Royal College of Art at the end of this academic year, it was clear from Tomorrow Today that the future of both critical design and otherwise rests on a knife edge."]]></description>
<dc:subject>anthonydunne fionaraby 2015 speculativefiction speculativedesign designfiction design criticaldesign future paulgrahamraven daisyginsberg liamyoung onkarkular johnthackara susanyelavich paolaantonelli catharinerossi portiaungley alexandradaisyginsberg via:anne dunne&amp;raby</dc:subject>
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<item rdf:about="http://www.cd-cf.org/articles/critical-design-and-the-critical-social-sciences/">
    <title>Critical Design Critical Futures - Critical design and the critical social sciences: or why we need to engagem multiple, speculative critical design futures in a post-political and post-utopian era</title>
    <dc:date>2015-05-22T06:05:28+00:00</dc:date>
    <link>http://www.cd-cf.org/articles/critical-design-and-the-critical-social-sciences/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["We, anxious citizens of the affluent global North have some rather conflicted attitudes to futuring. In the broad realm of culture, "futures" have never been more popular. In the realm of politics, it is widely believed that those who engage in utopian speculations, are "out to lunch or out to kill[1].""

…

"Thoughtful reflections on widening inequality, class struggle, climate crisis, human-animal-machine relations, trans-humanism, the future of sexuality, surveillance and militarism can all be found in all manner of places. Consider Ronald Moore's Battlestar Galactica, the sci-fi novels of Ursula LeGuin, the Mars trilogy of Kim Stanley Robinson, films such as District 9, Gattica, Elysium or Snowpiercer, the graphic novels of Alan Moore or Hayao Miyazaki's stunning retro-futurist animations. All these currents – and many others – have used futures as a narrative backdrop to open up debate about worlds we might wish to inhabit or avoid.

In the "real world" of contemporary politics, no such breadth of discussion can be tolerated.

"Futures" once played a very significant role in Western political discourse. Western political theory: from Plato onwards can reasonably be read as an argument about optimal forms of institutional configuring.

For much of the twentieth century, different capitalisms confronted different vision of communism, socialism, anarchism, feminism, black liberation, fascism. Rich discussions equally took place as to the possible merits of blended systems: from the mixed economy and the welfare state to "market socialism", mutualism to populism, associationalism to corporatism. Since the end of the Cold War, it would be hardly controversial to observe that the range of debate about political futures that can occur in liberal democracies has dramatically narrowed. 

Of course, it would be quite wrong to believe that utopianism has gone away in the contemporary United States. Pax Americana, The Rapture, or a vision of the good life spent pursuing private utopias centered around the consumption-travel-hedonism nexus celebrated by "reality TV" is all alive and well."

…

"Design is important for thinking about futures simply because it is one of the few remaining spaces in the academy that is completely untroubled by its devotion to futures. Prototyping, prefiguring, speculative thinking, doing things differently, failing… and then starting all over again are all core component of design education. This is perhaps why Jan Michl observed that a kind of dream of functional perfectionism [4] has haunted all matter of design practice and design manifestos in the twentieth century."

…

""Utopian thought is the only way of speculating concretely about a projective connection between architecture and politics. To design utopias is to enter the laboratory of politics and space, to conduct experiments in their reciprocity. This laboratory – unlike the city itself – is a place in which variables can be selectively and freely controlled. At the point of application of the concrete, utopia ceases to exist". [8]

Moreover, if we think of the utopian imaginary as disposition, as opposed to the blueprint, we might well get a little further in our speculations. Sorkin makes a plausible case for the centrality of a utopian, ecological and political architecture of the future as a kind of materialized political ecology. His intervention can also remind us that hostility to design utopianism or any discussion of embarking on "big moves" in urban planning, public housing, alternative energy provision and the like, can itself function as a kind of "anti-politics". It can merely re-enforce the status quo, ensuring that nothing of substance is ever discussed in the political arena."

…

"Whilst Wright never actually uses the word design to describe what he is up to in his writings, his demand for concrete programmatic thinking resonates with John Dryzek's call for a critical political science concerned with producing and evaluating discursive institutional designs.

Further points of convergence between design and the critical social sciences open up when we recognize that design is not reducible to the activities of professional designers. As thinkers from Herbert Simon, to Colin Ward have argued, if we see design as a much more generalizable human capacity to act in the world, prefigure and then materialize, the reach and potential of future orientated forms of social design for material politics can be read in much more interesting and expansive ways.

The writings of Colin Ward and Delores Hayden can be fruitfully engaged with here for the manner in which both of these critical figures have drawn productive links between design histories of vernacular architectures and the social histories of self built housing, infrastructure and leisure facilities. Both demonstrate that there is nothing particularly new about the current interest in making, hacking or sharing. There are many "hidden histories" of working men and women embarking on forms of self-management, building co-operative enterprises and networks of mutual aid. In doing so they have turned themselves into designers of their own workplaces, communities and lives [12]. Such experiments in what we might call "worker centred design" continue to resonate. Attempts by trade unionists to define new modes of ownership with socially useful production (as represented by the Lucas plan), and the recent spate of factory takeovers in Argentina, all indicate that workers can be designers[13].

All manner of interesting potential convergences between critical design, futurism and social critique can additionally be found in the many experimental forms that contemporary urban-ecological activism has given rise to. Consider experiments in urban food growing, forms of tactical or pop-up urbanism, guerrilla gardening and open streets, attempts to experiment in solidarity economies, experiments with urban retrofitting or distributed energy systems or experiments with part finished public housing (that can be customized by their residents). All these currents have the potential to draw design activism and design-oriented social movements into direct engagement with critical theory, political economy and the critical social sciences."]]></description>
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<item rdf:about="http://www.cd-cf.org/">
    <title>Critical Design Critical Futures</title>
    <dc:date>2015-05-21T06:29:10+00:00</dc:date>
    <link>http://www.cd-cf.org/</link>
    <dc:creator>robertogreco</dc:creator><dc:subject>criticaldesign design criticism designcriticism speculativedesign designfiction</dc:subject>
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<item rdf:about="http://www.superflux.in/blog/the-drone-aviary">
    <title>The Drone Aviary | superflux</title>
    <dc:date>2015-04-13T21:28:13+00:00</dc:date>
    <link>http://www.superflux.in/blog/the-drone-aviary</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["The Drone Aviary - an R&D project from The Superflux Lab - is an investigation of the social, political and cultural potential of drone technology as it enters civil space. Through a series of ongoing installations, films and publications, the project aims to give a glimpse into a near-future city co-habit with ‘intelligent’ semi autonomous, networked, flying machines."

…

"The installation at the V&A contains a family of 5 drones and an accompanying film. Each drone is designed to be symbolic of the convergence of wider social and tech trends with specific tasks and functions that are gaining popularity amongst drone enthusiasts and entrepreneurs.

1. Madison, The Flying Billboard: This is an advertising drone, a hovering display platform, which can swoop, scan and hunt consumer demographics. It uses sophisticated facial recognition to gain feedback on the effectiveness of its content and to tailor advertisements to the interests of those within its vicinity.

2. Newsbreaker, The Media Drone: Supported by algorithmic monitoring news, emergency services and social media in real-time, these nimble devices push the boundaries for what has become known as High Frequency Journalism, helping feed our growing hunger for the very latest breaking news stories as it happens. As it films and streams news in real-time, story writing algorithms parse imagery, audio, web and radio traffic into rapidly growing, and continually edited, column inches.

3. Nightwatchman, The Surveillance Drone: A highly mobile data acquisition device used by everyone from local councils to law enforcement agencies. By securely connecting to a centralised database The Nightwatchman is able to amass and utilise huge amounts of location and subject specific information assisting in everything from documenting civil offences to detecting potential terror threats.

4. RouteHawk, Traffic Management Assistant: This drone fulfills two primary functions: firstly with its high brightness LED display and powerful 8 motor design the RouteHawk can move quickly to problem situations and provide dynamic warnings to approaching drivers. Secondly its LIDAR speed detector and ANPR camera allow the RouteHawk to efficiently log and transmit traffic violations to relevant penalty enforcement departments, often allowing a unit to pay for itself within a month.

5. FlyCam Instadrone: A highly accessible, low cost, user-friendly platform with true 'smart' style functionality. Quickly superseding the Selfie stick as todays must have life-logging and social media tool, the FlyCam allows anyone with a smartphone to share unforgettable memories from the clouds to the cloud using the Instadrone app. Additionally, its patented context aware algorithm means advertisers can deliver messages to customer when and where it counts. 

The Film:  
In the film, the drones become protagonists, revealing fleeting glimpses of the city from their perspective, as they continuously collect data and perform tasks. It hints at a world where the ‘network’ begins to gain physical autonomy, moving through and making decisions about the world, influencing our lives in often opaque yet profound ways. A speculative map highlights where physical and digital infrastructures merge as our cities become the natural habitat for 'smart' technologies from drones and wearable computers through to driverless cars."

[Posted to Tumblr with a few notes: http://robertogreco.tumblr.com/post/116318868178/drone-aviary-superflux-the-drone-aviary-an-r-d ]]]></description>
<dc:subject>superflux drones nearfuture designfiction surveillance 2015 film uav future timmaughan anabjain jonarden infrastructure robotvision robotreadableworld airspace vision tracking society prototyping facerecognition facialrecognition</dc:subject>
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<item rdf:about="http://aeon.co/magazine/technology/how-design-fiction-imagines-future-technology/">
    <title>How design fiction imagines future technology – Jon Turney – Aeon</title>
    <dc:date>2015-03-20T05:09:14+00:00</dc:date>
    <link>http://aeon.co/magazine/technology/how-design-fiction-imagines-future-technology/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["As technological choices become ever more complex, design fiction, not science, hints at the future we actually want"

…

"Design fiction’s efforts to create imaginative realisations of technology, which consciously try to evoke discussion that avoids polarising opinion, have a key ingredient, I think. Unlike the new worlds of sci-fi novels, or the ultra-detailed visuals of futuristic cinema, their stories are unfinished. Minority Report is not about critical design because its narrative is closed. In good design fiction, the story is merely hinted at, the possibilities left open. It is up to the person who stumbles across the design to make sense of how it might be part of a storied future."

…

Design fiction’s proponents want to craft products and exhibits that are not open to this simplified response, that fire the imagination in the right way. That means being not too fanciful, not simply dystopian, and not just tapping into clichéd science‑fictional scripts. When it works, design fiction brings something new into debates about future technological life, and involves us – the users – in the discussion."

…

"As design fiction comes to be recognised as a distinctive activity, it will continue to find new forms of expression. The US design theorist Julian Bleecker of the Near Future Laboratory suggests that the TBD Catalog with its realistic depictions of fictional products models a different way of innovating, in which designers ‘prototype and test a near future by writing its product descriptions, filing bug reports, creating product manuals and quick reference guides to probable improbable things’. The guiding impulse is to assist us in imagining a new normality. Design and artistic practice can both do that.

Design fictions are not a panacea for some ideal future of broad participation in choosing the ensemble of technologies that we will live with. Most future technologies will continue to arrive as a done deal, despite talk among academics of ‘upstream engagement’ or – coming into fashion – instituting ‘responsible research and innovation’. The US Department of Defense, for instance, and its lavishly-funded, somewhat science-fictional Defense Advanced Research Projects Agency (DARPA) has an extensive catalogue of research and development (R&D) projects on topics from robotics to neural enhancement, selected according to a single over-riding criterion: might they give the USA a military advantage in future? DARPA’s Biological Technologies Office tells us, in a ghastly combination of sales talk and bureaucratese, that it is ‘looking for the best innovators from all fields who have an idea for how to leverage bio+tech to solve seemingly impossible problems and deliver transformative impact’. Here, as in other fields, military, security and much commercial R&D will probably go its own way, and we’ll get weaponised biology whether we like it or not.

For the rest, though, there is a real contribution to be made through a playful, freewheeling design practice, open to many new ideas, and which is technically informed but not constrained by immediate feasibility. There are already enough examples to show how design fiction can invite new kinds of conversations about technological futures. Recognising their possibilities can open up roads not taken.

Design fiction with a less critical (and more commercial) edge will continue to appeal to innovative corporations anxious to configure new offerings to fit better with as yet undefined markets. Their overriding aim is to reduce the chances of an innovation being lost in the ‘valley of death’ between a bright idea and a successful product that preys on the minds of budget-holders.

But the greatest potential of this new way of working is as a tool for those who want to encourage a more important debate about possible futures and their technological ingredients. This is the debate we’re still too often not having, about how to harness technological potential to improve the chances of us living the lives we wish for."]]></description>
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<item rdf:about="http://www.nytimes.com/2015/03/19/arts/artsspecial/for-the-walker-art-center-a-shop-that-peddles-evanescence.html">
    <title>For the Walker Art Center, a Shop That Peddles Evanescence - NYTimes.com</title>
    <dc:date>2015-03-20T04:54:21+00:00</dc:date>
    <link>http://www.nytimes.com/2015/03/19/arts/artsspecial/for-the-walker-art-center-a-shop-that-peddles-evanescence.html</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Visitors to the gift shop at the Walker Art Center in Minneapolis will soon be able to buy something a little more esoteric, alongside their Chuck Close posters and Pantone mugs. “On Mother’s Day,” the promotion might go, “how about a new ringtone calibrated by the composer Nico Muhly, just for stressful family calls?”

Maybe Dad or Sis would enjoy an instruction manual for a technology that has yet to be invented — or, to unwind, a vacation property with a short commute, on the virtual network Second Life. Even more accessible is a series of images from the photographer Alec Soth, sent via Snapchat and meant to disappear moments later.

These items are all wares from Intangibles, a conceptual art pop-up store that the Walker, the contemporary-art and performance center, plans to unveil on Thursday. Created by Michele Tobin, the retail director of its gift shop, and Emmet Byrne, the museum’s design director, it is in equal parts a digital bazaar with pieces priced to sell, and an exhibition, of sorts, with curated original artworks.

It upends the logic of a regular shop. “The priority isn’t ‘get as much as you can for that item in the marketplace,’ ” Ms. Tobin said. “The priority becomes the artist’s intention and what we all think is right for that work.”

Sam Green, an innovative documentary filmmaker, will charge $2,500 to create a hybrid video-performance piece specific to the buyer. The ringtone compositions by Mr. Muhly, the modern classical arranger and musician, are $150 each. The Snapchat photos by Mr. Soth, the recipient of a 2013 Guggenheim fellowship, are priced low at his request — $100 for 25 of them.

In the tradition of Conceptual art, documentation of the process is part of the point. “A lot of people won’t be purchasing actual products,” Mr. Byrne said, so “we want the online representation to be just as compelling as the objects themselves.”

The Walker sees Intangibles as blurring the boundaries between art, shopping and media. It’s hardly the first such effort: Eliding commerce and art, mass and high culture, was in vogue long before the advent of Keith Haring’s Pop Shop, the SoHo store that sold clothing and other items with his work from 1986 to 2005. (It still operates online.) This month, Red Bull Studios, a gallery and performance space in Chelsea, opened the Gift Shop, its own artist-led store. But to have a museum shop peddle ideas, rather than artsy T-shirts or coveted décor, is a digital-age twist.

The experiment is also an acknowledgment that artists, especially those well versed in technology, are more comfortable in entrepreneurial roles. Where it once might have been anathema, or at least deeply uncool, for an artist to consider marketing and audience engagement — let alone inventory codes — salability and consumer savvy are now frequently embedded in original work. And not necessarily at the behest of art dealers or curators; as artists engage with potential collectors via Instagram or YouTube, they are becoming shrewd digital marketers and self-promoters. And there seems to be no shame in that.

…

The work of Martine Syms, a multimedia artist based in Los Angeles who explores identity, race and communication, is exhibited more often than sold; she refers to herself as “a conceptual entrepreneur” who creates “machines for ideas,” a riff on Sol LeWitt’s vision of Conceptual art. “I think of entrepreneurship as a way of creating value,” she said.

That sentiment was echoed in a more alarmist tone by the critic William Deresiewicz in a recent essay in The Atlantic titled “The Death of the Artist.” It’s no wonder, he suggests, that so many “creators” these days work in multimedia. “The point is versatility,” he wrote. “Like any good business, you try to diversify.”

For Ms. Syms, 26, a graduate of the School of the Art Institute of Chicago who supports herself through freelance graphic design work, multimedia is simply a language she grew up speaking, and digital tools are a source of freedom. She has worked with galleries but is happy to showcase her work online or in do-it-yourself publications. The traditional gallery system “doesn’t give you a lot of control over your work or your audience,” she said.

“Especially for myself, a woman of color, I think that a lot of times, these systems aren’t really interested in what I’m doing or what I’m saying,” Ms. Syms added. “A lot of times, I would rather create my own world.”

For Intangibles, Ms. Syms will perform in the guise of her fictional one-woman band, Maya Angelou, on the voice mail of her buying public; the piece will be accompanied by an online blurb about the so-called band, which has yet to record a note. Ms. Syms said she didn’t want to deal directly with her customers — “I feel I’m already bad enough on the phone” — and that she likes the evanescence of voice mail, which is often automatically deleted after a certain period. (In “Surround Audience,” the current New Museum Triennial, she also has a room-size installation dealing with the shifting norms of sitcoms.)

That many of the items for sale in Intangibles are interactions rather than objects does not surprise Christine Kuan, chief curator for Artsy, the online art platform. With the growing commercialization of the art world and daily life ever more tethered to devices, “people want life experiences and memories that aren’t mass-produced for consumption, that are special and created by an artist,” she said. “It’s a kind of consumerism that is a little bit of anti-consumerism.”

Mr. Soth, whose photojournalism has been featured in The New York Times Magazine, views Snapchat as a way to engage with the changes in photography as a medium. “For me, it’s about stopping time, documenting the world, preserving it,” he said in a telephone interview from his home in Minneapolis. His 12-year-old daughter was nearby, glued to her cellphone and, he said, “communicating, as we speak, in pictures.”

For her, photography is “simply conversation,” Mr. Soth said. “And I think that’s fascinating and terrifying.”

An early adopter of many new technologies who has also started a small publishing imprint — “I either dabble with these things or I just say, ‘My time’s over’ ”— Mr. Soth, 45, explained why he didn’t want his work for Intangibles, called “Disappear With Me,” to be expensive. “When it’s less about economics, I feel freer to experiment,” he said.

Proceeds from the projects will be split between the artists and the museum. A few artists, like Ms. Syms, deferred to the Walker on pricing, which in some cases gave the organizers pause: how to assign a monetary figure to a brief message from the ersatz singer of a fake band? Ultimately, said Mr. Byrne, the design director, “we really thought that sticking to the logic of the marketplace would add some rigor. And we also knew that we are giving a better profit-share rate than galleries.” (The voice mail messages are $10 each.) Many of the artists involved said they were in it less for the money — though they viewed that exchange as a necessary part of the deal — than for the creative inspiration. The designer and engineer Julian Bleecker and the Near Future Laboratory, a research company that typically charges thousands of dollars for corporate consultations, will produce briefs on items that do not yet exist (some future antibiotic’s warning label, for example, for $19.99) — what he called “design fiction.”

There are a few literal objects, like the extra parts and doohickeys that end up in a junk drawer, marketed as “Box of Evocative Stuff,” but Mr. Bleecker said the project was mostly a conceptual provocation “to get a larger public audience to think more deeply about the implications and conveniences of new technology.”

“I’m hoping that, with a commitment of $19, we’ll have a conversation,” he said."]]></description>
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    <title>'1984' Stealth Fashion for the Under-Surveillance Society by Zoltan Csaki — Kickstarter</title>
    <dc:date>2015-03-16T19:00:36+00:00</dc:date>
    <link>https://www.kickstarter.com/projects/zoltancsaki/1984-stealth-fashion-for-the-under-surveillance-so</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[See also: http://1984.the-affair.com/
https://vimeo.com/103310670
https://vimeo.com/107554751 ]]]></description>
<dc:subject>uniforms surveillance uniformproject glvo clothing design privacy 1984 zoltancsaki designfiction pesonaluniforms uniform</dc:subject>
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<item rdf:about="https://vimeo.com/121072011">
    <title>Matt Jones: Jumping to the End -- Practical Design Fiction on Vimeo</title>
    <dc:date>2015-03-06T06:36:23+00:00</dc:date>
    <link>https://vimeo.com/121072011</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[Matt says (http://magicalnihilism.com/2015/03/06/my-ixd15-conference-talk-jumping-to-the-end/ ):

"This talk summarizes a lot of the approaches that we used in the studio at BERG, and some of those that have carried on in my work with the gang at Google Creative Lab in NYC.

Unfortunately, I can’t show a lot of that work in public, so many of the examples are from BERG days…

Many thanks to Catherine Nygaard and Ben Fullerton for inviting me (and especially to Catherine for putting up with me clowning around behind here while she was introducing me…)"]


[At ~35:00:
“[(Copy)Writers] are the fastest designers in the world. They are amazing… They are just amazing at that kind of boiling down of incredibly abstract concepts into tiny packages of cognition, language. Working with writers has been my favorite thing of the last two years.”]]></description>
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</item>
<item rdf:about="https://curiousrituals.wordpress.com/">
    <title>CURIOUS RITUALS | Gestural Interaction in the Digital Everyday</title>
    <dc:date>2015-03-06T05:46:44+00:00</dc:date>
    <link>https://curiousrituals.wordpress.com/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA[[Direct link to the PDF: https://curiousrituals.files.wordpress.com/2012/09/curiousritualsbook.pdf ]

[See also: http://nearfuturelaboratory.com/projects/curious-rituals/
https://vimeo.com/92328805 ]

"URIOUS RITUALS is a research project conducted at Art Center College of Design (Pasadena) in July-August 2012 by Nicolas Nova (The Near Future Laboratory / HEAD-Genève), Katherine Miyake, Nancy Kwon and Walton Chiu from the media design program.

This research project is about gestures, postures and digital rituals that typically emerged with the use of digital technologies (computers, mobile phones, sensors, robots, etc.): gestures such as recalibrating your smartphone doing an horizontal 8 sign with your hand, the swiping of wallet with RFID cards in public transports, etc. These practices can be seen as the results of a co-construction between technical/physical constraints, contextual variables, designers intents and people’s understanding. We can see them as an intriguing focus of interest to envision the future of material culture.

The aim of the project is to envision the future of gestures and rituals based on:

1. A documentation of current digital gestures
2. The making of design fiction films that speculate about their evolution

For more information, please contact nicolas (at) nearfuturelaboratory (dot) com

“Curious Rituals” was produced as part of a research residency in the Media Design Program at Art Center College of Design in Pasadena, California."]]></description>
<dc:subject>nicolasnova danhill julianbleecker gestures technology curiousrituals 2015 nearfuturelaboratory katherinemiyke nancykwon waltonchiu postures rituals designfiction ritual</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
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<item rdf:about="http://wordswithoutborders.org/article/fruit">
    <title>Fruit - Words Without Borders</title>
    <dc:date>2015-03-03T22:37:57+00:00</dc:date>
    <link>http://wordswithoutborders.org/article/fruit</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Through testing, we learned that the fruit has no brainwaves. We were quickly running out of ideas, but we simply couldn’t tolerate rogue fruit infiltrating Tokyo and corrupting public morals. It threatened everything the agency stood for. But the fruit was ultimately too fruitlike…"

[via: “a lovely example of more-than-human speculative ethnography” http://morethanhumanlab.tumblr.com/post/112580088180/through-testing-we-learned-that-the-fruit-has-no ]]]></description>
<dc:subject>via:anne hideofurukawa fruit speculativeethnography speculativefiction designfiction</dc:subject>
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<item rdf:about="https://vimeo.com/112105187">
    <title>Anab Jain, “Design for Anxious Times” on Vimeo</title>
    <dc:date>2015-02-08T02:36:31+00:00</dc:date>
    <link>https://vimeo.com/112105187</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["As 2014 rushes past us, a venture capital firm appoints a computer algorithm to its board of directors, robots report news events such as earthquakes before any human can, fully functioning 3D printed ears, bones and guns are in use, the world’s biggest search company acquires large scale, fully autonomous military robots, six-year old children create genetically modified glow fish and an online community of 50,000 amateurs build drones. All this whilst extreme weather events and political unrest continue to pervade. This is just a glimpse of the increased state of technological acceleration and cultural turbulence we experience today. How do we make sense of this? What can designers do? Dissecting through her studio Superflux’s projects, research practice and approach, Anab will make a persuasive case for designers to adopt new roles as sense-makers, translators and agent provocateurs of the 21st century. Designers with the conceptual toolkits that can create a visceral connection with the complexity and plurality of the worlds we live in, and open up an informed dialogue that help shape better futures for all."]]></description>
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<item rdf:about="http://www.parsonscharlesworth.com/NEW-SURVIVALISM-Alternative-Bug-Out-Bags">
    <title>NEW SURVIVALISM: Alternative 'Bug Out Bags' - Parsons &amp; Charlesworth</title>
    <dc:date>2014-11-24T09:11:39+00:00</dc:date>
    <link>http://www.parsonscharlesworth.com/NEW-SURVIVALISM-Alternative-Bug-Out-Bags</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["New Survivalism: Six Alternative 'Bug Out Bags' commissioned for Istanbul Design Biennial, 2014

Parsons & Charlesworth present a new body of work entitled New Survivalism - a speculative design approach to survivalism that asks “what alternative scenarios of survival are there that avoid the bunker mentality and respond to currently emerging research into technological change, environmental conditions and belief systems?”

Exhibited as a range of six mini-manifestos, New Survivalism uses designed objects and storytelling to explore the survival strategies of a disparate set of protagonists, each with a very different take on what they “need”. The projects consist of six fictional protagonists and their six alternative survival kits alongside six story texts. Each one contains a mixture of found and designed objects that suggest what each protagonist would have in their kit. 

To accompany the bug-out bags, New Survivalism includes a tool for assessing what might be valuable to us in the not-too-distant future. A choose-your-own-adventure-style questionnaire, (designed with Christopher Roeleveld) this adaptive manifesto guides us to reflect on who we are as individuals and what a crisis might mean for our interests. 

Commissioned by the Istanbul Foundation For Culture and the Arts(IKSV) for the 2nd Istanbul Design Biennial and curated by Zoë Ryan and associate curator Meredith Carruthers, the biennial entitled “The Future Is Not What It Used To Be”, hosts 53 projects that ask: “What is the future now?” By rethinking the manifesto as a platform to frame pertinent questions, the projects question the role of design, its relationship to society, and its ability to be an active agent for change.

2nd Istanbul Design Biennial
The Future Is Not What It Used To Be
1 November - 14 December 

-----------------

“We see that the world is entering an age of ecological collapse, material contraction and social and political unraveling. We don’t believe that responses to this global reality can be confined, as they currently are, to the political, scientific or technological: they need to be cultural too.“
-The Dark Mountain Project 

Since the threat of nuclear cataclysm in the mid twentieth century “survivalism” has embedded itself in the public consciousness as an attitude and a body of knowledge for those intent on planning for the worst-case scenario. Typically survivalists pursue extreme self-sufficiency, squirreling food, medical supplies and weapons, undertaking related training and identifying safe havens. The focus is on reverting to tried and tested means, and as such, it is anything but progressive.

Conventional survival kits address only the bottom of Abraham Maslow’s famous Hierarchy of Needs (the physiological and safety needs of food, water, shelter etc.). Rather than replacing such kits, the alternatives proposed here represent the higher concerns of our protagonists; the protection of culture, the ability to make good decisions, the facility to plan and dream, the provision of access to cheap power, among other things.

As thought experiments intended to broaden debate about how we approach the concept of post-disaster scenarios in our culture, these alternative survival kits are intended as a starting point for you to engage with the question “what would you pack for the future?""

[See also: https://www.youtube.com/watch?v=ENNalkIV_IE
http://parsonscharlesworth.com/NEW-SURVIVALISM-What-s-In-Your-Bug-Out-Bag ]]]></description>
<dc:subject>2014 timparsons jessicacharlesworth speculativefiction designfiction speculativedesign survivalism future</dc:subject>
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<item rdf:about="http://designculturelab.org/2014/10/23/three-uncertain-thoughts-or-everything-i-know-i-learned-from-ursula-le-guin/">
    <title>Three Uncertain Thoughts, Or, Everything I Know I Learned from Ursula Le Guin | Design Culture Lab</title>
    <dc:date>2014-10-23T20:43:00+00:00</dc:date>
    <link>http://designculturelab.org/2014/10/23/three-uncertain-thoughts-or-everything-i-know-i-learned-from-ursula-le-guin/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["One.

In her 1969 novel The Left Hand of Darkness, Ursula K Le Guin writes, “The unknown, [...] the unforetold, the unproven, that is what life is based on. Ignorance is the ground of thought. Unproof is the ground of action . . . [T]he only thing that makes life possible is permanent, intolerable uncertainty; not knowing what comes next.”

If the only certainty is death, then to deny uncertainty is to deny life.

My work (creative? social science?) is vital not in the sense of being necessary or essential, but energetic, lively, uncertain. In a short 2006 piece in Theory, Culture & Society, Scott Lash argues that the classical concept of vitalism has re-emerged in the face of global complexity and uncertainty, manifesting itself in cultural theory that acknowledges that “the notion of life has always favoured an idea of becoming over one of being, of movement over stasis, of action over structure, of flow and flux.”

In my research I take seriously the idea that what I am seeing, doing and making is emergent; I cannot know how — when, where, for whom or why — it will all end. I can only live with, and through, it. This means I do not want to convince others that I am right. (Have you ever noticed that Le Guin’s stories unfailingly explore ethics and morality without dealing in absolutes?)

I only — as if this were a small thing! — invite you to accompany me for a while, and see what we can become together. This is just — as if this too were a small thing! — one way of knowing the world.

Two.

In a 2014 interview for Smithsonian Magazine, Le Guin explains that the future is where “anything at all can be said to happen without fear of contradiction from a native. [It] is a safe, sterile laboratory for trying out ideas in, a means of thinking about reality, a method.”

My work makes things, and explicitly makes things up, in some near or far future. I practice different worlds.

Fictions and futures give me (you? us?) space to move, and be moved. This is the space of utopia, but not an idealist utopia set against a pessimist dystopia. Fictions and futures are literally no-places: real but not actual, and always vital. I feel as though I thrive in these spaces, both grounded and reaching toward the sky, open to the elements, potential.

But here’s something I’ve learned: I can’t make up anything and expect it to work. The stories need to resonate. And that means they need to be internally coherent and consistent, plausible. So I locate others and myself empirically, ethnographically. I look to the hopes and promises that bind us together, to the threats that rip us apart, and I look to the expectations that constrain and orient us along particular, but not certain, paths.

And then I imagine it (me, you, us) otherwise.

Three.

In her 2007 essay “The Critics, the Monsters, and the Fantasists,” Le Guin clarifies “although the green country of fantasy seems to be entirely the invention of human imaginations, it verges on and partakes of actual realms in which humanity is not lord and master, is not central, is not even important.”

My imagination has sought out this vital, “green country of fantasy” by focussing on possible futures for multispecies, more-than-human, agents. But I’ve yet to be successful in my quest to avoid anthropocentrism. (My dragons remain stubbornly human!)

Still: I follow Donna Haraway’s argument, in 2007’s When Species Meet, that “animals enrich our ignorance.” When I look at people and technology and design and everyday life with — and through — animals I am never more uncertain about what they all mean. To take animals (and other nonhumans) seriously forces me to let go of many preconceptions, even when I fail to imagine a plausible alternative.

But perhaps that uncertainty is only appropriate, too."]]></description>
<dc:subject>annegalloway 2014 ursulaleguin unknown uncertainty unproven certainty death life scottlash vitalism complexity culture theory morality ethics absolutism knowing unknowing future futures fiction worldbuilding process method making speculativefiction designfiction ethnography imagination utopia dystopia potential fantasy invention design anthropocentrism multispecies donnaharaway ignorance technology preconceptions posthumanism ursulakleguin</dc:subject>
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	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:anthropocentrism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:multispecies"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:donnaharaway"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:ignorance"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:technology"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:preconceptions"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:posthumanism"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:ursulakleguin"/>
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</item>
<item rdf:about="https://www.youtube.com/watch?v=vF6WRXtKMSQ">
    <title>Improving Reality 2013 - Paul Graham Raven - YouTube</title>
    <dc:date>2014-10-15T00:06:32+00:00</dc:date>
    <link>https://www.youtube.com/watch?v=vF6WRXtKMSQ</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Paul is going to talk about infrastructure, about what we mean (or think we mean) when we say that word, and about why infrastructure is not so much invisible as illegible: omnipresent, ubiquitous, but almost always Someone Else's Problem. He will compare the Someone Else's Problem problem to the "hypnosis of normality" which Anab Jain (designer at Superflux) suggests design fiction is intended to dispel. Paul proposes that the tools of design fiction and critical theory can, and should, be turned outward upon the complex, interdependent and surprisingly fragile metasystems on which our lived reality is utterly dependent."

[See also: http://arcfinity.tumblr.com/post/60164228912/paul-graham-raven-someone-elses-problem ]]]></description>
<dc:subject>2013 paulgrahamraven infrastructure designfiction speculativedesign speculativefiction criticaltheory</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:dc9589c95a80/</dc:identifier>
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</item>
<item rdf:about="http://www.z33.be/en/projects/future-fictions">
    <title>Future Fictions | z33</title>
    <dc:date>2014-09-25T18:37:37+00:00</dc:date>
    <link>http://www.z33.be/en/projects/future-fictions</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["With Future Fictions, Z33 continues the debate about our future, exploring how contemporary artists, designers and architects relate to future thinking and imaging: from mapping, questioning and criticizing, to developing complex visions about the structures and systems that may shape our life in the future.

Z33 wishes to draw attention to what future thinking and imaging can be. Not pretending to know what our future will be, nor which inventive solutions will solve our present-day problems, we rather aim to explore a set of different visions/fictions that artists, designers and architects put forward using different methods and tools for future thinking and visualizing.

In doing so, Z33 wishes to shift the debate away from what is possible, plausible and probable towards what is preferable: Future Fictions therefore is essentially a project about ideas and ideals, about dreams beyond hope and fear.

Can we learn to critically assess the future visions presented? Which criteria would be valid in doing so? In other words, can we learn to become ‘future literate’?

The proposed visions/fictions presented aim to engage us both intellectually as well as emotionally in a quest to consider exactly what kind of future we might want. In this, we all have a role to play: ‘After all, the future still has to be made today.’  - Anne Galloway*

The proposed visions/fictions presented aim to engage us both intellectually as well as emotionally in a quest to consider exactly what kind of future we might want. In this, we all have a role to play: ‘After all, the future still has to be made today.’  - Anne Galloway*

With: Neïl Beloufa (FR), Nelly Ben Hayoun (FR), Blueprints for the Unknown (UK), Bureau Europa (NL) / Lara Schrijver (NL), Dept. Architectuur UHasselt (B), Theo Deutinger (AT), Dunne & Raby (UK), FoAM (BE), El Ultimo Grito (ES), Arne Hendriks (NL) / Monnik (NL), Shane Hope (US), Speedism (B/DE), Near Future Laboratory (CH/SP/US), Hans Op de Beeck (B), Pantopicon (B), The Extrapolation Factory (DE/US), Atelier Van Lieshout (NL), Chris Woebken (DE), The Xijing Men (JP/CN/KR), Liam Young (AU)

Curator: Karen Verschooren, Z33

Quote *Anne Galloway in Sentient City. Ubiquitous computing, architecture, and the future of urban space, p.223"]]></description>
<dc:subject>speculativefiction speculativedesign future designfiction annegalloay 2014 karenverschooren</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:9526874aa901/</dc:identifier>
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<item rdf:about="http://penguinrandomhouse.ca/hazlitt/feature/novel-and-future-near-future">
    <title>The Novel and the Future of the Near Future | Hazlitt Magazine | Hazlitt</title>
    <dc:date>2014-09-21T01:55:30+00:00</dc:date>
    <link>http://penguinrandomhouse.ca/hazlitt/feature/novel-and-future-near-future</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Writers hoping to transport readers only a short distance into the future are in danger of being outfutured by reality itself. So-called “design fiction” may present creators with a more viable alternative."

…

"Of course, in the world of fiction a “minimum viable future” is more commonly referred to as a “shitty first draft.” It’s no surprise that Bruce Sterling is a fan of design fiction, and I can easily picture digitally-savvy Margaret Atwood hunched over a 3D printer. But an iterative approach to the future is often at odds with the slow, deliberate process of creating and populating a fictional universe. And given the clumsiness of the physical world, it’s easy to understand why writers would prefer to craft perfect sentences instead of generate imperfect vending machine novelties.

Still, if you want to see what happens when design fiction gets a bigger budget and a mass audience, check out the uncanny and discomforting BBC show Black Mirror. Featuring glimpses of our terrible (and terribly plausible) near future(s), it’s not a show that lends itself to binge watching, even with only two seasons, at three episodes per.

That’s because each episode of Black Mirror hits the reset button, taking place in a unique future universe with a fresh set of actors. Creator Charlie Brooker likes to start with a provocative but recognizable piece of design fiction and then guides the viewer toward a trapdoor labeled unintended consequences. In the episode “The Entire History of You” we watch a jealous husband unable to stop himself from discovering a secret he might be better off not knowing. It’s an effective critique of where lifelogging and Facebook might take us, in part because Brooker is able to make such a vivid emotional argument. Meanwhile, in “Be Right Back,” the dead are able to speak with the living thanks to an artificial intelligence service that scrapes the emails, tweets and Facebook posts of the deceased.

Instead of the overbearing technological determinism common to many speculative novels, Black Mirror tends to favour “slight futures”—the term Wired recently used to describe the film Her. As in, “technology hasn’t disappeared … it’s dissolved into everyday life.”

I acknowledge there’s a danger that design fiction could become another buzzword ruined by overzealous ad agencies. And by its very format, design fiction subconsciously reinforces the object fetish of the Kickstarter generation. It’s hard to attack the pernicious logic of planned obsolescence when your critique is delivered in the form of yet another gadget.

But I would insist that any novelist contemplating the near future invest in some foamcore and Post-it Notes. Because I refuse to wait another half-decade for the definitive novel about the Oculus Rift."]]></description>
<dc:subject>ryanbigge designfiction speculativefiction speculativedesign blackmirror 2014 brucesterling charliebrooker</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:707a59b787e3/</dc:identifier>
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<item rdf:about="http://extrapolationfactory.com/">
    <title>The Extrapolation Factory</title>
    <dc:date>2014-09-20T20:39:56+00:00</dc:date>
    <link>http://extrapolationfactory.com/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["The Extrapolation Factory is an imagination-based studio for design-led futures studies. We focus on developing future scenarios, embodied as artifacts in familiar, present-day contexts. The studio proposes a method for collaboratively envisioning possible futures with diverse participants, experts and non-experts, and doing so in a variety of accessible ways. With this work, the Extrapolation Factory is exploring the value of rapidly imagined, prototyped, deployed and evaluated visions of possible futures on an extended time scale.

Co-founded by Elliott P. Montgomery and Chris Woebken"]]></description>
<dc:subject>hriswoebken elliottmontgomery extrapolationfactory designfiction design futures future speculativedesign speculativefiction</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:95ae832ec975/</dc:identifier>
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<item rdf:about="https://medium.com/@pedroliveira_/cheat-sheet-for-a-non-or-less-colonialist-speculative-design-9a6b4ae3c465">
    <title>Cheat Sheet for a Non (or Less) Colonialist Speculative Design — Medium</title>
    <dc:date>2014-09-16T19:51:38+00:00</dc:date>
    <link>https://medium.com/@pedroliveira_/cheat-sheet-for-a-non-or-less-colonialist-speculative-design-9a6b4ae3c465</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Earlier this year Luiza and I published a text here on Medium where we, apparently, said a few things that resonated quite well among design practitioners and researchers alike. In that text, we pointed out a general disregard for issues of race, class and gender privilege within Speculative and Critical Design projects and publications. For us, it was a serious problem we felt the need to call out.

Naturally, a good number of other design practitioners and researchers claimed we were exaggerating, being unfair or “augmenting” the facts so as to fit our own purposes, whatever they were. However, questions very similar to ours were raised by others during this year’s Design Research Society Conference in Umeå, Sweden, and we were also invited to speak about our positions in July at the Open Design Conference in Barcelona, Spain. In the meantime, other essays that echoed our concerns showed up, mostly from other designers that were actually catalysts of the discussion that originated our text in the first place. All in all, there is an elephant in the room that demands some attention, and these texts elaborate and expand considerably what our own writing left off.

Still, those texts and the subsequent reactions to them only showed us what we expected: (1) these are issues that are still in need to be acknowledged and dealt with as serious concerns and (2) what we initially set off to challenge lies well beyond “representation” or the danger of tropes and tokenism – unlike most of the criticism we received seem to think. Notwithstanding, SCD projects and publications are still letting plenty of “narrow assumptions” sneak in, and they will only continue to reinforce the status quo of colonialism and imperialism rather than effectively challenging it.

To try to make things a bit easier, we developed this very simple and straightforward “Cheat Sheet” you, Speculative and/or Critical Designer, should consult when developing new projects. This is (very) loosely based on Sandrine Micossé-Aikins’ “7 Things You Can do To Make Your Art Less Racist” – which is a strongly recommended read for before and after you get through this cheat sheet of ours – as well as María del Carmen Lamadrid’s “Social Design Toolkit”, also a mandatory read. Ready?

Cheat-Sheet for a Non (or Less) Colonialist Speculative Design

1. Acknowledge the Truth. This one we’ll borrow straight from Sandrine. If you were born in Europe, there is a good chance your country had (or has) colonies and gave (or gives) them a very, very bad time. It is not your fault, and no, #NotAllEuropeans are like that. We also know that the USA, though a former British colony on its own, has given itself the task to treat other parts of the world as if its own backyard, something we call imperialism. Indeed we all know this, but so should you – it is a fact you cannot and will not change. So acknowledge that part of your privilege comes from the very fact that your society has built – and still builds – its wealth upon the disaster of others.

2. Check Your Facts: ask yourself “does my dystopia happen already in other ‘invisible’ (sic) places of the World?” It is good to know if what would be terrible for you and your audience isn’t already reality for others. Before asking “what if…?” ask “is there…?” Particularly if you consider how colonialism helped shape the power inequalities and uneven economic relations we currently live in.
(Tip: Wikipedia is a good starting point, but be creative and don’t stop there.)

3. “Am I developing more ‘civilised’, ‘highbrow’ or ‘educated’ solutions for ‘endangered’ places in the world?” It might be that you already know the answer to this, but double-check it. Constantly challenge your design decisions and see if they do not reflect narrow-minded views of how aesthetics could or should be. Minimalism and clinical asepsis are not the only aesthetically pleasant values of design.

4. “Is my scenario/story/object somewhere else’s local aspect/culture, appropriated as to fit my own?” If yes, please refer to point 2 and check if your culture/country did not already do that a few years ago by the use of violence and other less friendly means.
(Tip: start from the basics of Cultural Appropriation. Yes, it is a very controversial topic and there is no consensus about it. Yes, you have to read it anyway.)

5. “Does my dystopian scenario contain the following:”
a) Slaves or any depiction of middle-class (white) people suddenly turned into slaves;
b) People of Color in the role of Robots, Subaltern or others in general;
c) Objects coming from places that are or were colonies, whose aesthetics look invariably “recycled” or “kitsch”.

6. Is my research biased by my own privileged views of how society could or should be? Or in other terms, “am I b(i)asing my research exclusively on authors and references that come exclusively from colonialist countries?” This is very important, because as Raewyn Connell explains in her Southern Theory (2007), much of the so-called “canons” of social sciences come from northern, metropolitan authors whose work inquiries the “primitiveness” of the colonies.

7. “Does my textual production contain any of the following words:”
a) “global” for economic models;
b) “neutral” for cultural models;
c) “universal” for theoretical models;

8. In case you succeed on all of the above and will most definitely go on portraying your dystopia, the final question is: “have I consulted myself with other people, designers or not, from other places of the world to check if this is not a #firstworldproblem?”

We strongly believe that following these simple steps may positively contribute to not only Speculative and Critical Design projects becoming more powerful in their line of questioning, but also avoiding the mishaps it sets itself up so boldly to criticise.

To be once again very clear, we are also not advocating that every single SCD Project should talk about, tackle or depict issues of colonialism and imperialism. Rather, we say “know where you come from and know where your privileges are.” If “all design is ideological”, as Dunne says, do take that statement seriously.

Giving yourself the task to stop navel-gazing and to always second-guess your own decisions is not a shame. It is for the better, trust us."

[See also: https://medium.com/@luizaprado/questioning-the-critical-in-speculative-critical-design-5a355cac2ca4 ]]]></description>
<dc:subject>speculativedesign criticaldesign luizaprado pedrooliveira 2014 colonialism designcolonialism imperialism dunne&amp;raby designfiction speculativefiction fionaraby</dc:subject>
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</item>
<item rdf:about="https://vimeo.com/80017736">
    <title>The Fiction of the Science on Vimeo</title>
    <dc:date>2014-09-07T07:35:58+00:00</dc:date>
    <link>https://vimeo.com/80017736</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["In his work at the Google Creative Lab, Robert Wong never imagined he would be influencing the future of scientific development—and yet he does just that, breaking down the boundary between art and science by creating stories that inspire engineers and the technology they build. He says that this kind of collaboration between art and science, between story and fabrication, is essential for scientific and creative innovation."

[See also "Project Glass: One day...": https://www.youtube.com/watch?v=9c6W4CCU9M4 ]

[Same video as bookmark here: https://www.youtube.com/watch?v=FvgdKfWnYCg ]

[Via: http://www.fastcocreate.com/3017297/how-fiction-influences-science-according-to-google-creative-labs-robert-wong ]]]></description>
<dc:subject>speculativefiction designfiction fiction writing design storytelling robertwong google googlecreativelab googleglass technology creativity filmmaking fabrication innovation art science twocultures 2013 srg</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:bbedda149b8f/</dc:identifier>
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</item>
<item rdf:about="https://www.academia.edu/7710031/DRAFT_-_How_We_Future_-_Review_of_Dunne_and_Raby_Speculative_Everything_">
    <title>DRAFT - How We Future - Review of Dunne &amp; Raby _Speculative Everything_ | cameron tonkinwise - Academia.edu</title>
    <dc:date>2014-08-22T05:32:11+00:00</dc:date>
    <link>https://www.academia.edu/7710031/DRAFT_-_How_We_Future_-_Review_of_Dunne_and_Raby_Speculative_Everything_</link>
    <dc:creator>robertogreco</dc:creator><dc:subject>camerontonkinwise speculativefiction designfiction fionaraby anthonydunne crticism 2014 dunne&amp;raby speculativedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:99c44b1774d1/</dc:identifier>
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</item>
<item rdf:about="https://vimeo.com/98368484">
    <title>You are not a storyteller - Stefan Sagmeister @ FITC on Vimeo</title>
    <dc:date>2014-08-22T05:24:28+00:00</dc:date>
    <link>https://vimeo.com/98368484</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["We had the pleasure of spending some time with Stefan Sagmeister at the recent FITC Toronto conference in April, 2014, and he had some things to say."

[via: "The smartest thing @sagmeisterwalsh has ever said. cc to all the 'Design Fiction' lot."
https://twitter.com/no_dept/status/492844557222952960 ]]]></description>
<dc:subject>storytelling storytellers design stefansagmeister 2014 humor designfiction</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:5084794883e6/</dc:identifier>
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</item>
<item rdf:about="http://a-pare.de/">
    <title>A PAREDE ツ hello[at]a-pare.de</title>
    <dc:date>2014-07-10T02:16:48+00:00</dc:date>
    <link>http://a-pare.de/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Oh Hai! We are A Parede, a brazilian design research practice in Berlin.
Our research interests are in Speculative and Critical Design, Gender and Sound Studies."]]></description>
<dc:subject>luizaprado pedrooliveira criticaldesign speculativedesign designresearch gender sound berlin brazil brasil aparede designfiction</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:8d1d4fd2001e/</dc:identifier>
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	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:gender"/>
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</item>
<item rdf:about="https://medium.com/@prbeckman/reflections-on-the-utility-of-the-poetic-imagination-3d4cd9480fd6">
    <title>Reflections on the Utility of the Poetic Imagination — Medium</title>
    <dc:date>2014-06-22T06:28:43+00:00</dc:date>
    <link>https://medium.com/@prbeckman/reflections-on-the-utility-of-the-poetic-imagination-3d4cd9480fd6</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["The key in using and adapting methods like Design Fiction and Science Fiction Prototyping is to keep in mind that what appears to be a final product-a story, video, object-is actually a step in a process, it is not the end. “Prototypes are not the thing, they are the story or the fiction about the thing that we hope to build.” And it is not just about technology or creating products, it is also about generating insights into the human experience, leadership, strategy, institutional innovation, the experience of coming home from war, civil-military relations and more. In fact, it’s probably more important to apply the poetic imagination to these areas than to technology.

Certainly this isn’t this only way to approach this. It leads me to a lot of questions that I don’t yet have answers for. With these ideas in mind can we think of the development and updating of the color-coded war plans in the decades leading up to WW2 as a form of “strategy fiction prototyping”? Can you teach people to tap in to the poetic imagination? How do you create an environment within an organization that is open to this kind of playful, hypothetical thinking? The next step is to go deeper into the poetic or aesthetic imagination and try to develop some of these techniques in a practical way and see whether or not this is indeed a job for poets."]]></description>
<dc:subject>designfiction speculativedesign criticaldesign speculativefiction 2014 prbeckman process imagination creativity prototyping sciencefictionprototyping</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:a52c08359d52/</dc:identifier>
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</item>
<item rdf:about="https://medium.com/designing-the-future">
    <title>Designing the Future — Medium</title>
    <dc:date>2014-06-22T06:27:02+00:00</dc:date>
    <link>https://medium.com/designing-the-future</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Posts on Design Fiction, Critical Design, and Speculative Design"]]></description>
<dc:subject>designfiction criticaldesign speculativefiction speculativedesign</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:ce5beca18bb2/</dc:identifier>
<taxo:topics><rdf:Bag>	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:designfiction"/>
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	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:speculativefiction"/>
	<rdf:li rdf:resource="https://pinboard.in/u:robertogreco/t:speculativedesign"/>
</rdf:Bag></taxo:topics>
</item>
<item rdf:about="https://medium.com/futures-exchange/the-future-of-ed-tech-is-here-its-just-not-evenly-distributed-210778a423d7">
    <title>The future of ed tech is here, it’s just not evenly distributed — Futures Exchange — Medium</title>
    <dc:date>2014-06-19T09:20:54+00:00</dc:date>
    <link>https://medium.com/futures-exchange/the-future-of-ed-tech-is-here-its-just-not-evenly-distributed-210778a423d7</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Using design fiction to cut through the relentless TEDTalk-like optimism of ed tech marketing"

…

"People talk about the future of technology in education as though it’s right around the corner, but for most of us we get to that corner and see it disappearing around the next. This innovation-obsessed cycle continues as we are endlessly dissatisfied with how little difference these promises make to the people implicated in these futures. These products and practices, cloaked in the latest buzzwords and jargon, often trickle down to non-western geographic regions after they’ve been tried and rejected, yet still adopted as the new and advanced “western” methodology that will solve the “problem” of education.

In an attempt to cut through the relentless TED Talk-like optimism of ed tech marketing, this year at the HASTAC conference in Peru we presented a series of fictional case studies. These four design fiction based personas aimed to illustrate the possible impact on society and education, in both positive and negative ways, of not just emerging technologies but also global social and economic trends. They give brief snapshots of the lives of individuals in imagined futures from different geographic, ethnic, economic, and cultural backgrounds, illustrating how each of them might interface and interact with the different technologies."

[See also: http://www.hastac.org/blogs/savasavasava/2014/06/19/hastac-2014-future-ed-tech-here-it%E2%80%99s-just-not-evenly-distributed
Wayback: https://web.archive.org/web/20150630153225/http://www.hastac.org/blogs/savasavasava/2014/06/19/hastac-2014-future-ed-tech-here-it%E2%80%99s-just-not-evenly-distributed ]]]></description>
<dc:subject>savasahelisingh timmaughan designfiction edtech technology education dystopia marketing optimism pessimism 2014 williamgibson speculativefiction futures future innovation buzzwords hastac casestudies</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:c488eadf6975/</dc:identifier>
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</item>
<item rdf:about="http://www.superflux.in/blog/failed-states">
    <title>Failed States: A Tactical Design Workshop | superflux</title>
    <dc:date>2014-06-09T22:12:30+00:00</dc:date>
    <link>http://www.superflux.in/blog/failed-states</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["In early May, Jon and I were invited by the HEAD MEDIA DESIGN faculty in Geneva to lead a week long design futurescaping workshop for the first-year students on their postgraduate Media Design programme. Having not previously encountered speculative design, futurescaping, or design fiction, we were tasked with finding a way to drag this bundle of themes and techniques into the participants’ familiar everyday lives. We could easily have spent a week exploring different processes and methods, but, instead, we chose to develop a challenging context-specific brief, through which the HEAD students could start to grapple with some of the questions we ourselves have been exploring through our lab and studio activities.

Drawing on our recent work, talks, and ongoing personal encounters with immigration and the contemporary nation-state, we were drawn to a central theme of political complexity – challenging students to probe notions of borders, territories, and the fragile, increasingly precarious relationship between people and their governments. Developing the brief in collaboration with Justin Pickard, our spooky, mostly virtual studio associate, we wanted to leave workshop participants fully primed and poised, ready to develop their own original work on these and similar issues."

…

"We kicked off the workshop with a presentation expanding on the initial brief, describing how the workshop would use the notion of ‘failed states’ to ‘explore how political visions of the future fail to account for the complexity of the world, and in doing so, struggle to consider unforeseen events and uncertainty.’ We showed real-world examples of the ways in which unanticipated events – the collapse of the USSR, the Great Depression, etc. – have triggered paradigm shifts in national and international politics, the consequences of which we continue to experience in our everyday lives today, in 2014.

With this as background and context, we confronted the workshop participants with a future Switzerland of the mid-2020s; a small, federal state in a world where an increasingly powerful Chinese state holds controlling shares in a number of critical Swiss infrastructure projects, a network of surveillance UAVs have been deployed to monitor and pre-empt civil unrest, widespread food shortages have been met by the nationalisation of many Swiss food companies, and the persistent overuse of antibiotics has led the world into an era in which even minor infections can prove terminal.

Sharing our timeline of events from 2013-2025 based on current trends and weak signals, we tasked participants with digesting the interplay of a range of future developments, considering their implications for the everyday experience of future Swiss citizens and inhabitants, and designing a response to the challenges and consequences of this future world. We asked them to engage, critique and infiltrate the dominant political and economic order through a proposed service, product, experience, movement, campaign, or anything else that felt appropriate.

After the initial splash presentation, participants ran through a series of discussions and initial brainstorms, touching on the recent immigration referendum, the incipient anxieties of French students, and the visual language of Swiss political propaganda. The students were asked to consider the elements of this future world that resonated with their own passions and personal politics; what their own lives – and those of their friends and family – might look like in this proximate future; and alternative roles for their own design practice in an unexpected or divergent environment. Over the first few days, participants made extensive use of mapping and fiction and they sought to orient themselves in relation to a series of much larger, interlocking social and technical systems. 

After a round of early brainstorms we suggested the students write short stories, that situate them or their loved ones, within this world. This became a great mechanism to create deeper connections with the things that they otherwise did not consider.

…

Participants’ work explored the various ways in which they might be able to either infiltrate the system, or design for it from within it. As workshop convenors, we found it emotionally and personally challenging to see how far they were willing to push themselves beyond their comfort zones, in order to explore new thematic and design territories.

…

The set of final presentations was inspiring and rewarding, and the students who took the opportunity to engage with this complex and chaotic bundle of issues did remarkably well in such a short period of time.  "We learnt how to ask questions" was possibly one of the best feedback we could have asked for. Many thanks to Daniel Schiboz, Nicolas Nova and Marion Schmidt for the hospitality, we hope to be back at HEAD soon. "]]></description>
<dc:subject>superflux anabjain failedstates speculativefiction speculativedesign designfiction speculativecriticaldesign criticaldesign justinpickard immigration migration future government switzerland design complexity uncertainty prediction 2014 surveillance networks danielschiboz nicolasnova marionschmidt</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:8466939a5d71/</dc:identifier>
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</item>
<item rdf:about="http://www.drs2014.org/en/presentations/350/">
    <title>DRS 2014: Privilege and Oppression: Towards an Intersectional Critical Design</title>
    <dc:date>2014-06-03T19:55:38+00:00</dc:date>
    <link>http://www.drs2014.org/en/presentations/350/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Though critical and speculative design have been increasingly relevant in discussing the social and cultural role of design, there has been a distinct lack of both theory and praxis aimed at questioning gender oppression. Departing from an intersectional feminist analysis of the influences and origins of speculative and critical design, this essay questions the underlying privilege that has been hindering the discussion on gender within the discipline and its role in propagating oppression; it then goes on to propose the concept of a "feminist speculative design" as an approach aimed at questioning the complex relationships between gender, technology and social and cultural oppression."]]></description>
<dc:subject>luizaprado speculativefiction designfiction criticaldesign speculativedesign design 2014 privilege oppression gender technology culture</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:83de2aa71d35/</dc:identifier>
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</item>
<item rdf:about="http://abler.gizmodo.com/knitting-bones-with-fact-and-fiction-a-conversation-wi-1551078211">
    <title>Knitting bones with fact and fiction: A conversation with Design Culture Lab's Anne Galloway</title>
    <dc:date>2014-05-18T10:01:42+00:00</dc:date>
    <link>http://abler.gizmodo.com/knitting-bones-with-fact-and-fiction-a-conversation-wi-1551078211</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Blurring the distinction between fact and fiction is something that's always intrigued me. Anthropology has long been described as producing "partial truths," because it's impossible to fully capture and represent entire cultures or the whole of human experience. And I can't imagine that anyone who's read a novel, or seen a movie, wouldn't tell you that at least part of it rang true to them. But I guess what I'm saying is that I'm interested in resonance—and since that doesn't ever need to choose between fact or fiction it's kind of a perfect concept for exploring creative empirical research."]]></description>
<dc:subject>annegalloway sarahendren spaculativedesign designfiction newzealand countingsheep 2014 interviews research criticaldesign anthropology ethnography speculativedesignethnography speculativeethnography</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:9888f2e19dae/</dc:identifier>
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</item>
<item rdf:about="http://disegnodaily.com/features/alexandra-daisy-ginsberg-and-the-problem-of-design-fictions">
    <title>Alexandra Daisy Ginsberg and the problem of design fictions | Features | Disegno Daily</title>
    <dc:date>2014-05-13T18:38:26+00:00</dc:date>
    <link>http://disegnodaily.com/features/alexandra-daisy-ginsberg-and-the-problem-of-design-fictions</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Confusion is one of the results that typically arise from design fictions like those Ginsberg creates. The discipline seems to suffer from a problem of how exactly its fictions are to be read. It is sometimes difficult to know how tongue-in-cheek its proposals may be or how seriously we are meant to take them, and consideration of related disciplines makes the point clear. We know that art, for instance, is often oblique, non-literal or metaphorical; it cannot always be taken at face value. Yet literality is precisely what we expect of design, a discipline we are near hard-wired to think of as problem solving and practical. Qualities like humour, provocation, politicisation or subversion are common in art, yet their presence in design is rare. Just as when a designer presents a chair we assume that it must be to sit on,5 so too when a designer suggests growing a Maui’s dolphin in your womb there is a temptation to take it is an order."

…

"If industry characterised the 19th century, and information technology the 20th, it is tempting to look at biotechnology and synthetic biology as strong candidates for the 21st. The capacity to grow non-consumable products – as Suzanne Lee has done with her Biocouture project – or to create low-emission fuels or cheap pharmaceuticals is clearly appealing, while notions of programming DNA like computer code hold obvious attractions (as well as generating obvious fears) for areas such as agriculture. If farming is the practice of coercing nature into producing desirable results, biotechnology presents a development of this idea: nature rewired to produce these same results “naturally". It is a point writer H.G. Wells made 119 years ago in his essay The Limits of Individual Plasticity: “We overlook only too often the fact that a living being may also be regarded as raw material, as something plastic, something that may be shaped and altered."

Such an idea understandably resonates with designers, yet also raises questions about how design as a discipline will adapt in the the future. What role do designers play if synthetic biology becomes a dominant production mode? Biology is not an equivalent material to wood or metal; a new matter that can be easily subbed into the design process and subjected to the designer’s expertise. Rather, it is a substance that, at least for the foreseeable future, requires the knowledge of a biologist to manipulate.6 It is a point to which Ginsberg is sympathetic. “I think synthetic biology presents an interesting area for designers because it makes you ask what designers will be doing if biologists are designing,” she says. "My question is 'What does design become in that space?' I’m curious to see if design can reflect on itself by working in a very unfamiliar space. Is there an opportunity to think about what we make, and what we should or shouldn’t be making?”

These are some of the questions addressed by Synthetic Aesthetics, a book that documents an ongoing research project of the same name. The project was initiated by the University of Edinburgh and Stanford University in 2010, and paired synthetic biologists with artists and designers to generate residencies that examined crossover between the disciplines. While not all of the resultant projects are fictions, many are.7 Biologists Wendell Lim and Reid Williams for instance collaborated with IDEO designers Will Carey and Adam Reineck to propose drinking vessels formed from dormant bacteria that, when awakened by water entering the glass, would activate to mix and form a probiotic drink. "The book in a way was laying out what we’ve learned from the residencies, but it asks questions as well,” says Ginsberg. "What is synthetic biology, what is design, what do we want design to be in synthetic biology, and how do we bring its ideas of ethics, innovation and sustainability together?”

Such open-ended questions however feed back into the problem of design fictions. As a field, design fictions is not interested in providing definite answers or pursuing clearly defined goals (à la a brief to design an affordable, ergonomic aluminium stacking chair) and that’s where confusion enters in. Rather than problem solving – as conventional design is typically seen as being –8 it seems most contented when simply probing, holding a mirror up to debates that have no easy answers. "There is an understanding that design can only make stuff to sell, that it translates technology into things to consume,” says Ginsberg. "I think there is room for design practices that challenge and expand that. In a way, my practice is a design-based think tank."

Yet it is a state of affairs that makes the publication of Synthetic Aesthetics significant. Books about design fictions are comparatively rare, a fact that in part contributes to many people’s uncertainty with the discipline: it is simply not well-known enough yet for the process of acclimatisation to have taken place. Prior to Synthetic Aesthetics, the most visible texts in the field have been Dunne’s Hertzian Tales9 and his subsequent collaboration with Raby on 2014’s Speculative Everything. Writing about this latter title, the design scholar and director of London’s Design Museum Deyan Sudjic remarked that "design is about asking questions, as well as answering them” and it is true that the emergence of design fictions is not the first occasion in which design has acted as provocateur. The Italian design avant-garde of the 1970s were highly critical of the society in which they operated for instance and such precedent suggests that there is nothing conceptually confusing in design acting in the way that it does in design fictions. Design fictions aren’t confusing in and of themselves any more than a projection of a train is confusing in and of itself; all that is lacking is familiarity with the discipline.

Publications like Ginsberg's Synthetic Aesthetics are an important step in the acclimatisation process. As we become more used to the notion of design fictions, it becomes easier for them to do the work they were intended for. Rather than prompting confusion and misapprehension, they can begin to spark debate, generate ideas and inspire research. It is a similar process to that which L'arrivée d'un train en gare de La Ciotat would have gone through more than a century ago. What initially provoked terror was actually a marvel – a train’s arrival preserved on camera; a moment in a Marseillaise town bottled and unstopped in a Parisian theatre. On a second viewing the film’s audience would have seen that."]]></description>
<dc:subject>designfiction speculativedesign alexandradaisyginsberg biology 2014 biotechnology via:anne anthonydunne daisyginsberg dunne&amp;raby fionaraby</dc:subject>
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<item rdf:about="https://twitter.com/annegalloway/status/465644738255659008">
    <title>Twitter / annegalloway: Compiling a list of non-sci-tech ...</title>
    <dc:date>2014-05-13T00:16:04+00:00</dc:date>
    <link>https://twitter.com/annegalloway/status/465644738255659008</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Compiling a list of non-sci-tech based speculative/critical design projects and it’s remarkably short. What are some of people’s favourites?"]]></description>
<dc:subject>speculativedesign criticaldesign designfiction annegalloway 2014 design</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:e913521eb10b/</dc:identifier>
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<item rdf:about="http://www.nicolasnova.net/pasta-and-vinegar/2014/4/3/design-fiction-a-bibliography">
    <title>Design fiction: a bibliography — pasta and vinegar</title>
    <dc:date>2014-04-12T07:11:30+00:00</dc:date>
    <link>http://www.nicolasnova.net/pasta-and-vinegar/2014/4/3/design-fiction-a-bibliography</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["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."]]></description>
<dc:subject>designfiction speculativefiction 2014 booklists bibligraphies nicolasnova</dc:subject>
<dc:source>https://pinboard.in/</dc:source>
<dc:identifier>https://pinboard.in/u:robertogreco/b:f517bd337286/</dc:identifier>
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</item>
<item rdf:about="http://www.superflux.in/work/design-futurescaping">
    <title>Design Futurescaping | superflux</title>
    <dc:date>2014-03-03T06:34:52+00:00</dc:date>
    <link>http://www.superflux.in/work/design-futurescaping</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["We presented our work on 'Design Futurescaping' at the Yeditepe International Conference on Futures & Foresight and Rotterdam's V2_Institute for Unstable Media.

'Complexity, Narrative, Participation, and Images of the Future'

<blockquote>What opportunities do traditional arts, digital media, and social networks create for foresight and futures? What new approaches do these media and digital platforms provide for engaging people in creating and exploring alternative images of the future? How can group-sourced futures creation and exploration put chaos and complexity theories in service to basic futures theory? How can they enhance experiential engagement in the futures dialogue?</blockquote>

These questions set the premise for the Poster Session at the Yeditepe International Conference on Foresight and Futures, Istanbul, Turkey. Curated by Dr. Wendy Schultz, the poster session included contributions from Wendy Schultz, Noah Raford, Justin Pickard and Jake Dunagan. 

We presented a poster outlining some of our work on 'Design Futurescaping', describing some our tools and methods, grounded in examples from 'Little Brinkland' and 'Power of 8'."

"Expanding on this poster, our short essay 'Design Futurescaping' appeared in the free e-reader Blowup: The Era of Objects, published by Rotterdam's V2_ Institute for Unstable Media."

[PDF: http://v2.nl/files/2011/events/blowup-readers/the-era-of-objects-pdf ]]]></description>
<dc:subject>superflux toolkit futurescaping design designfuturescaping process digitalmedia art socialnetworks powerof8 littlebrinkland future speculativedesign speculativefiction designfiction anabjain</dc:subject>
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<item rdf:about="https://medium.com/designing-the-future/5a355cac2ca4">
    <title>Questioning the “critical” in Speculative &amp; Critical Design — Designing the Future — Medium</title>
    <dc:date>2014-02-19T03:57:51+00:00</dc:date>
    <link>https://medium.com/designing-the-future/5a355cac2ca4</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["In the past few days I’ve been following this excellent and profoundly enlightening discussion [http://designandviolence.moma.org/republic-of-salivation-michael-burton-and-michiko-nitta/ ] on MoMA’s Design and Violence page. The conversation, initiated by John Thackara’s comments on Burton Nitta’s project “Republic of Salivation” [http://www.burtonnitta.co.uk/repubicofsalivation.html ], was further developed in the comment section. The issue at stake was the presumed naivety of the project while dealing with a subject that might be dystopian to some, but in some other parts of the world it has been the reality for decades. During the — still ongoing — debate, one of the most pressing issues to emerge was the political accountability of Speculative and Critical Design (from now on, referred to as SCD) or its lack thereof.

When questioned on the validity of a discipline that consistently dismisses and willingly ignores struggles other than those that concern the intellectual white middle classes — precisely the environment where SCD comes from — designer James Auger [http://www.auger-loizeau.com/ ] responded:

<blockquote>What is this obsession with class systems? The UK may have its financial problems but most of us stopped obsessing about these divides in the distant past.</blockquote>

As a brazilian designer based in Germany struggling to understand her position in the blindly privileged environment of SCD, Auger’s reaction sounds all too familiar. Being able to ignore things like class, gender and race is the clearest demonstration of privilege: you don’t notice it (or rather, sometimes knowingly choose not to) precisely because it doesn’t affect you. As a discipline theorised within the safe confines of developed, northern european countries and practiced largely within an overwhelmingly white, male, middle class academic environment, SCD has successfully managed to ignore, or at best only vaguely acknowledge, issues of class, race and gender (with few [http://superflux.in/ ] exceptions [http://sputniko.com/ ]). Instead, the vast majority of the body of work currently available in the field has concentrated its efforts on envisioning near futures that deal with issues that seem much more tangible to their own privileged crowd. Projects that clearly reflect the fear of losing first-world privileges — gastronomical, civil or cultural — in a bleak, dystopic future abound, while practitioners seem to be blissfully unaware (or unwilling to acknowledge, in some cases) of other realities.

The visual discourse of SCD also seems interestingly devoid of people of color, who rarely (if ever) make an appearance in the clean, perfectly squared, aseptic world imagined by these designers-researchers. Couples depicted in these near-future scenarios seem to be consistently heterosexual; there is no poverty, there are no noticeable power structures that divide the wealthy and the poor, or the colonialist and the colonised; gender seems to be an immutable, black-and-white truth, clearly defined between men and women, with virtually no space for trans* and queer identities (let alone queer and trans* voices speaking for themselves). From its visual discourse to its formulations of near-future scenarios, SCD seems to be curiously apathetic and apolitical for a discipline that strives to be a critical response to mainstream perceptions of what design is, and what it should do.

So answering Auger’s pressing question — “What is this obsession with class systems?” —, well: we are obsessed with class systems because we can’t help it. Because, in contrast to most of the practitioners in the field of SCD, we do not have the privilege of not thinking about issues of race, class and gender. Because your dystopia is happening to us right now. It’s happening when we get harassed because of our gender, our class or our ethnicity. It’s happening when a brazilian citizen is killed by british police with no explanation, apology or reason other than being a foreigner [http://www.theguardian.com/uk/menezes ]. It’s happening because where I come from, the reality suggested by The Republic of Salivation isn’t so far-fetched [http://thebrazilbusiness.com/article/cost-of-living-in-brazil-ndash-cesta-basica ]. And because if we don’t call out your privilege — though you dismiss it as “misguided suggestions of privilege” — this is what will keep on happening: SCD will never evolve past a discipline stuck in its own little universe of weather forecasts and smart fridges, incapable of seeing how shallow its own speculations are, and how much more relevant and inclusive they could be.

Right now, SCD’s preoccupations are directed towards nothing more than an alleged “lack of poetic dimensions” in our relationship with electronic objects. The “social narratives” and “criticism” so advertised by the great majority of its practitioners seem to only apply to the aesthetic concerns of the intellectual northern european middle classes. Those dystopian “critical futures” forget (or oversee it for a lack of empathy toward the subject matter) that the very electronic objects that they are talking about not only are — and will continue to be — accessible to a minimum percentage of the world’s population, but also that those who won’t have access to it will likely be exploited to make that reality happen, one way or another. It is extremely frustrating to observe how SCD practitioners depict a dystopian universe where technology comes to paint a world in which their own privileges of their own reality are at stake, while at the same time failing to properly acknowledge that design is a strong contributor to the complete denial of basic human rights to minorities, right here, right now. Those sleek, shiny gadgets and sentient objects and robots SCD designers are keen to portray come only to the aid of white, middle class, cisgendered heterosexual citizens. But no SCD dystopian scenario takes into account that this pervasive “technological menace” will most probably be manufactured in China, Indonesia or Bangladesh (as suggested by Ahmed Ansari [https://twitter.com/aansari86 ] in the comments section in the original post). And I cannot help but reinforce that SCD is a practice whose origins and current developments, so far, happen within colonialist countries.

Despite all of its shortcomings, I do believe that SCD has something necessary and valid to offer to society. I do believe that design is a powerful language, one that it is perfectly positioned to provide relevant social and cultural critique, and that envisioning near future scenarios might just help us reflect on the paths we want to take as a society. In order to truly achieve these goals, however, SCD needs to be held accountable for its political and social positions; it urgently needs to escape its narrow northern european middle class confines; it needs to talk about social change; it needs more diversity, both in its visual representations and in the practitioners in the field. A first step, perhaps, would be to acknowledge that these issues are at stake instead of just dismissing them as useless concerns. Speculative Design can only earn its “Critical” name once it leaves its own comfort zone and start looking beyond privilege, for real.

After all, as brilliantly described by Ahmed in the thread:

<blockquote>The political, economic, social and cultural implications of technologies are never local but always global and systemic — they ripple out and affect people you may never know or see in your lifetime. It’s great to believe in the promise of technological progress when you belong to a class and a society that will directly get to reap its benefits in the end.</blockquote>]]></description>
<dc:subject>via:anne 2014 luizaprado pedrooliveira criticaldesign speculativefiction speculativedesign designfiction priviilege designimperialism criticism design art johnthackara burtonnitta class gender race speculation ahmedansari jamesauger michaelburton michikonitta humanitariandesign</dc:subject>
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</item>
<item rdf:about="http://www.doisedois.net/">
    <title>doisedois</title>
    <dc:date>2014-02-18T22:45:37+00:00</dc:date>
    <link>http://www.doisedois.net/</link>
    <dc:creator>robertogreco</dc:creator><description><![CDATA["Luiza Prado
Rio de Janeiro, Brazil, 1985.
Currently living in Berlin, Germany.

I'm a designer, researcher, artist and all-around curious person interested in the intersections of feminism, critical and speculative design, technology and our perceptions of our bodies and identities. I am currently a Design Research PhD candidate at the Universität der Künste Berlin; the working title for my dissertation is "Body extensions and the politics of designed artifacts". If you're curious you can check out my dissertation-related rants and reflections here.

Inquiries, stories, questions and general friendliness are always welcome! Say hi: hello@doisedois.net "

[via https://medium.com/designing-the-future/5a355cac2ca4 via @annegalloway]]]></description>
<dc:subject>luizaprado design criticaldesign brasil feminism art speculativedesign designfiction bodies identity body berlin research brazil</dc:subject>
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