An Archeology for the Future in Space
I really enjoyed this deep dive into some design fiction work done by Fabien Girardin, Simone Rebaudengo, and Fred Scharmen.
(Remember when Simone spoke at dConstruct about toasters? That was great!)
I really enjoyed this deep dive into some design fiction work done by Fabien Girardin, Simone Rebaudengo, and Fred Scharmen.
(Remember when Simone spoke at dConstruct about toasters? That was great!)
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.
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.
When the game developer Blizzard Entertainment decommissioned some of their server blades to be auctioned off, they turned them into commemorative commodities, adding an etching onto the metal frame with the server’s name (e.g., “Proudmoore” or “Darkspear”), its dates of operation, and an inscription: “within the circuits and hard drive, a world of magic, adventure, and friendship thrived… this server was home to thousands of immersive experiences.” While stripped of their ability to store virtual memory or connect people to an online game world, these servers were valuable and meaningful as worlds and homes. They became repositories of social and spatial memory, souvenirs from WoW.
What a beautiful and fascinating website!
This is a layered interactive narrative that traces the life of Captain Antonio DaCosta, a Black Portuguese sailor who visited Japan in 1597. From his early life as a slave in Lisbon to his voyage to Japan, this site weaves together his personal diary and drawings, along with artwork and historical notes from 1500-1700, the Age of Exploration.
A collection of weird and wonderful design fiction.
This collection of “Souvenirs from the Future” envisions what the future looks like through the eyes of young and talented art, design and architecture students living in different parts of the world. Some are speculations on ideal tomorrows; others are projections and critiques on the present. Some reveal beautiful aesthetics, alternatives to the high tech; others bravely question critical issues around politics, religion or tradition.
There is no theory of evolution, just a list of creatures Chuck Norris allows to live.