Exploring the futures by design (in english)


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The following are the slides that I used during my recent presentations in St.Petersburg and Moscow (to the right are the announcements of these lectures, naming them as ‘Design for possible futures’ and “Futuredesign: Designing possible futures’).

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  • Exploring the futures by design (in english)

    2. 2. The following are the slides that I used during my recent presentations in St.Petersburg and Moscow (to the right are the announcements of these lectures, naming them as ‘Design for possible futures’ and “Futuredesign: Designing possible futures’). There is 170+ slides, which is a lot, but I was also given large amount of time to talk; as a result, I didn’t put too many words on the slides themselves, so they can be not clear without a voice-over of some sort. In this version for SlideShare I tried to add some “word clouds”, but I understand that this bring only limited success. Almost all the images here are copyright of Philips/Philips Design, unless indicated otherwise. Foreword
    3. 3. I was asked to tell about the projects done by Philips Design in various years, that can be broadly defined as ‘explorations of the possible futures’, for design and by design. This is therefore a collection of cases, rather than a systematic description this type of design, with just a modest attempt to identify some patterns of its development over time.
    4. 4. Atomium, 2008
    5. 5. Atomium 1958: World Expo, Brussels
    6. 6. Philips Pavilion
    7. 7. Philips. 1891 Gerard Philips Anton Philips Few slides about Philips, to general certain context and better understanding of some cases
    8. 8. Philips Lamp
    9. 9. Philips Factory
    10. 10. From a simple bulb to… Who can guess what is this device for?
    11. 11. NatLab The first NatLab at the Kastanjelaan, 1923
    12. 12. Design, incorporated
    13. 13. Technology made beautiful Chapel
    14. 14. Royal Philips Electronics
    15. 15. Back to the future: Philips Pavilion Luis Kallf, Le Corbusier , Edgar Var è se
    16. 16. Le P oème électronique
    17. 17. Sketches and models
    18. 18. Development and testing Yean Xenakis
    19. 19. Construction
    20. 20. Music
    21. 21. Story
    22. 22. Opening
    23. 23. Film (excerpt)
    24. 24. Poeme electronique now Future of the Strijp-S Complex in Eindhoven
    25. 25. FUTURE: Complex metaphorical message, a reflection of the the past and an optimistic scenario of the future for human kind, expressed through the blend of art and technology DESIGN: An active facilitator between the world of art, and the one of business. BUSINESS: Ticket to history - and a profitable business too! (*) (*) - soon after Brussels Expo Philips established a special division to develop and sell the solutions similar to Poeme electronique, to illuminate various historical monuments all over the world.
    26. 26. Syd Mead: Wild- C at Future D reaming (1970s)
    27. 27. Domestic futures visualized Future kitchen (~ 1972) Future living room (~ 1973)
    28. 28. Business futures Future of office (~ 1974)
    29. 29. Future of education Future of university (~ 1975)
    30. 30. Syd Mead today www.sydmead.com
    31. 31. FUTURE: Visual scenarios illustrating possible futures of various domains and institutions (e.g., home, office, university). DESIGN: Mediator and increasingly a participant of the future scenario development, in dialogue with business. BUSINESS: Beautiful and convincing illustrations of the possible strategic developments of business (relatively quick and cheap to make).
    32. 32. Vision of the Future (1995)
    33. 33. Design as an integrator Renaissance model of design Stefano Marzano
    34. 34. ‘ High Design’ human-focused research-based multi-disciplinary business integrated
    35. 35. Workshop (1993) + =
    36. 36. Workshop - Concepts
    37. 37. Workshop - Concepts
    38. 38. Workshop - Exhibition
    39. 39. FUTURE: The future of office and office technologies. DESIGN: Facilitator of the dialogue between different companies and a co-creator of the concepts, creator of the communication strategy (use of 3D mock-ups and an exhibition as carriers). BUSINESS: Exploration and visualization of the possibilities of business collaboration, together with a rapid development of new product concepts.
    40. 40. Vision of the Future - Process
    41. 41. Socio-Cultural Horizons <ul><li>Six Sociodynamic Forces </li></ul><ul><ul><li>Subjectivity </li></ul></ul><ul><ul><li>Sociability </li></ul></ul><ul><ul><li>Exploration </li></ul></ul><ul><ul><li>Connectivity </li></ul></ul><ul><ul><li>Ethics </li></ul></ul><ul><ul><li>Holism </li></ul></ul><ul><ul><li>Francesco Morace </li></ul></ul><ul><ul><li>Josephine Green </li></ul></ul>
    42. 42. Creative Sessions
    43. 43. Sketches and Storyboards
    44. 44. Model making
    45. 45. Films, exhibition design…
    46. 46. … even web-site !
    47. 47. Concepts: Shiva
    48. 48. Concepts: Magic East (Shiva Devil)
    49. 49. Concepts: wearable electronics Ski Jacket Multimedia T-Shirt Recharge Jacket
    50. 50. Concepts: Future living room Interactive Family Tree
    51. 51. Concepts: Home Work
    52. 52. Concepts: Kid’s room Hybrid Playground (analogue + digital)
    53. 53. Concepts: Kid’s room Ludic Robots
    54. 54. Concepts: Multimedia kiosk
    55. 55. Concepts: Future bar
    56. 56. Exhibition in Evoluon
    57. 57. FUTURE: A broad range, not only of the possible future devices and gadgets, but more importantly, new types of human activities and practices. All scenarios are grounded in the dedicated study of the social developments and trends. DESIGN: Design acted as an integrator of the different disciplines and practices, a creative agent both producing new concepts and demonstrating their possible usage, using diverse formats of communication. BUSINESS: Business powerfully demonstrated its capacity to create new conceptual solutions, based not only on new technologies, but also taking into account new emerging social and personal needs.
    58. 58. Strategic Future Design Soon after VoF Philips Design decided to organize a dedicated group to explore and design ‘possible futures’.
    59. 59. City People Light (1998)
    60. 60. City Beautification: An overall theme
    61. 61. City People Light: ‘Personal City’ theme
    62. 62. City People Light: ‘Social City’ theme
    63. 63. City People Light: ‘Experiential City’ theme
    64. 64. City People Light: ‘Caring City’ theme
    65. 65. City People Light: Validation & Enrichment
    66. 66. FUTURE: A range of scenarios of urban developments that lead to rethink many activities and practices otherwise taken for granted. DESIGN: Initiated own future study, of the possible urban developments, created a range of innovative concepts, and partnered with business in developing communication and gaining a feedback. BUSINESS: New concepts and scenarios, but also a new, richer level of interaction with business partners and highly targeted communication and PR.
    67. 67. Vision of the Future Revisited (2005) 85% 15% of the concepts are on market, in one form or another are produced by Philips Source:
    68. 68. And another project… Originally I present a black slide, illustrating an increasingly closed nature of the projects and developments after the ViF.
    69. 69. Next Simplicity (2006/08)
    70. 70. Simplicity: New Brand Promise
    71. 71. Theory of Simplicity
    72. 72. Next Simplicity anno 2006 Chameleon
    73. 73. Next Simplicity
    74. 74. Next Simplicity
    75. 75. Next Simplicity Momento
    76. 76. Next Simplicity Air Tree
    77. 77. Next Simplicity HerbArium
    78. 78. Next Simplicity Ambient Hospital Experience
    79. 79. Next Simplicity SoftTherapy
    80. 80. Next Simplicity: Event 2006
    81. 81. Next Simplicity anno 2007: More theatrical presentations
    82. 82. Next Simplicity: Concepts enacted
    83. 83. Next Simplicity: Medical diagnostics humanized
    84. 84. Next Simplicity: Lifestyle change assistance
    85. 85. Next Simplicity: Care about future generations
    86. 86. Next Simplicity anno 2008
    87. 87. FUTURE: A range of scenarios and concepts endorsing one desirable preferable future, based based on research data and a system of (brand-driven) beliefs (e.g., Sense and Simplicity). DESIGN: Creative design and development of the concepts, in close cooperation with business, supervised by the brand and management boards. BUSINESS: Large-scale communication program to support both strategic brand goals and current business targets, stimulating R&D and innovation.
    88. 88. LiMe (Living Memory) 1997 <ul><li>Joint research project, supported by EU/ Cordis Programme. </li></ul><ul><ul><li>Philips Design </li></ul></ul><ul><ul><li>Queen Margaret University College </li></ul></ul><ul><ul><li>Domus Academy </li></ul></ul><ul><ul><li>Imperial College of Science </li></ul></ul><ul><ul><li>Universite Rene Descartes </li></ul></ul>
    89. 89. LiMe: Understanding collective memory
    90. 90. LiMe: Ethnographic study of the ‘now’
    91. 91. LiMe: Earlier concepts
    92. 92. LiMe: Café Table
    93. 93. LiMe: Humane interface
    94. 94. LiMe: ‘Rivers of memory’ metaphor
    95. 95. LiMe: Multiple platforms
    96. 96. FUTURE:    Ground-breaking scenarios of how new digital (and networked) technologies can impact multiple aspects of our lives (e.g., new possibilities for ‘collective memory’). DESIGN: Leading participant of a research consortium, partner in research and development of the concepts, interfaces, and a working prototype. BUSINESS: Hmm.. (*) (*) I often say that if Philips would endorse the LiMe concept and didn’t react with such a disbelief and resistance, the world now wouldn’t know the word ‘ blogging’; we would all ‘lime’ these days.
    97. 97. Pogo (1999) <ul><li>Joint research project, supported by EU/ Cordis Programme. </li></ul><ul><ul><li>Philips Design </li></ul></ul><ul><ul><li>Cryo Interactive </li></ul></ul><ul><ul><li>Domus Academy </li></ul></ul><ul><ul><li>Ravenburgers Interactive Media </li></ul></ul><ul><ul><li>University of Siena </li></ul></ul><ul><ul><li>University of Liege </li></ul></ul>
    98. 98. Collective storytelling by kids: Concept development
    99. 99. Ecosystem of devices
    100. 100. Validation and enhancement
    101. 101. Concept placement
    102. 102. Levels of (un)acceptance
    103. 103. FUTURE:    A scenario of activities, range of concepts and a working prototype of radically new (eco)system of solutions, supporting and developing creative skills of children, through collaborative and co-creative exercises. DESIGN: Leading participant of a research consortium, partner in research and development of the concepts, interfaces, and a working prototype. BUSINESS: Hmm.. (*) (*) As in the case of LiMe, the business didn’t endorse the developments, arguably due to their problematic business model.
    104. 104. MIME (Multiple Intimate Media Environments) (2002) <ul><li>Joint research project, supported by EU/ Cordis Programme. </li></ul><ul><ul><li>Philips Design </li></ul></ul><ul><ul><li>Xerox Labs, UK </li></ul></ul><ul><ul><li>University of Nottingheim </li></ul></ul>www.mimeproject.org
    105. 105. Intimate media? I was hardly able to tell the full story of MIME, but fortunately it is well documented and up until now available at www.mimeproject.org
    106. 106. Theoretical framework
    107. 107. More theoretical frameworks
    108. 108. MIME: Memento Storyboard
    109. 109. MIME: Glowing tags
    110. 110. MIME: GlowPad
    111. 111. Intimate media: Technical prototyping
    112. 112. FUTURE:    Innovative scenarios of how new digital (networked) technologies can be applied to support deeply personal, emotional and intimate sides of our activities, including identity construction and self-presentation. DESIGN: Leading participant of a research consortium, partner in research and development of the concepts, interfaces, and a communication materials. BUSINESS: Hmm… (*) (*) Here business not only ‘didn’t get the point’ of the whole concepts, but soon dramatically decreased its investment into entire Ambient Intelligence R&D program.
    113. 113. Experience Design: Case of internal design research
    114. 114. Experience Design: Theoretical framework
    115. 115. Experience Design in practice: Three projects (2003) Aurora Garden Nebula
    116. 116. Nebula: Rethinking a waking-up experience © Jeremy Hall
    117. 117. Nebula: Waking-up experience
    118. 118. Nebula: Multimedia experience
    119. 119. Nebula: Sensorial experience
    120. 120. Nebula: Personal and emotional experience
    121. 121. Is Wake-up Light a ‘Nebula Now’? Nebula now?
    122. 122. True Nebula legacy: Ambient Experience Hospital
    123. 123. But not of Nebula - it is a legacy of Pogo, too
    124. 124. Ambient Experience Hospital: Flagship product of business
    125. 125. Future horizons
    126. 126. FUTURE:    Exploring new possible scenarios of certain activity, guided by an experience design framework. DESIGN: New method of design explored, leading to a few new concepts… BUSINESS: … that were not applied in business, but impacted other business developments and eventually resulted in a very original product/solution.
    127. 127. Design of Open Tools © Glenn Karlsen
    128. 128. Design of Open Tools: Framework
    129. 129. Experience Design: Concept visualizations
    130. 130. Open Tools approach applied in business concepts
    131. 131. FUTURE:    Scenarios of the devices able to adapt to the requirements of people over time (‘open tools’). DESIGN: Development of the new design approach (open tools), and a few illustrating concepts… BUSINESS: … that inspired business to rethink their existing model of development and production of electronic goods.
    132. 132. Design with a (bio) feedback in mind © prozak74 No matter how beautiful a female being is, she will always see a less attractive version of her in the mirror!
    133. 133. MindSpheres: Design research project
    134. 134. Rationalizer: Viable business project
    135. 135. Rationalizer for ABN-AMRO bank
    136. 136. Design Probes: Critical Design
    137. 137. Wearables (2003): Aim to develop business Multimedia jacket Connected jacket
    138. 138. Wearables e-clothes for sport Wearable healing suite
    139. 139. Wearables: Toward provocative design
    140. 140. Toward provocative design
    141. 141. Toward provocative design
    142. 142. Toward provocative design
    143. 143. Design Probes: Electronic Dresses Expressing your own emotions
    144. 144. Electronic Dresses (movie)
    145. 145. Design Probes: Electronic Dresses Sensing emotions of others
    146. 146. Design Probes: Electronic Jewelry
    147. 147. Design Probes: Fractal
    148. 148. Design Probes: Electronic Tattoo
    149. 149. FUTURE:    Diverse scenarios of how new technologies can be used in the near-body, on-body and in-body ranges, and how this can impact many human activities. DESIGN: Development and communication of highly provocative concepts, dialogues with, and feedback from from multiple audiences. BUSINESS: Provocation it was!
    150. 150. Design Probes: Habitat: Living off the Grid Shanghai 2005
    151. 151. Design Probes: Habitat: Living off the Grid HABITAT House is a mini- power supply Living ‘off the grid’ House is a living organism with enclosed cycles Fusion of technology and nature House produces more than it takes
    152. 152. Design Probes: Habitat: Living off the Grid
    153. 153. Design Probes: Exhibitions
    154. 154. Design Probes: Habitat: Living off the Grid
    155. 155. Design Probes: Habitat: Living off the Grid
    156. 156. Design Probes: Food
    157. 157. Design Probes: Food - Biosphere
    158. 158. Design Probes: Food - Diagnostic Kitchen
    159. 159. Design Probes: Food - Food Printer
    160. 160. Design Probes: Food
    161. 161. Design Probes: Food
    162. 162. Chulha: Futures for the developing worlds I added this slide after the first lecture, where there was a comment that all ‘future concepts’ are somewhat fancy and ‘not for real life. This concepts developed to improve the lives of Indian women in rural India were as futuristic for them as the 3D printer for the Western well-offs now.
    163. 163. Syd Mead W/S business business design
    164. 164. After the previous slide I expected to have a discussion, both about my version of the past, but more importantly about possible future developments of this form of design, its forms and formats. I was obviously interested to explain, and explore the role of Summ( )n (how we see it) in the process, and why be believe that we can add something crucial. Due to the lack of time, and also because of the information overload there was no extensive discussions in both cases, beyond the usual Q&A. Well, next time better. We design immersive, multisensory environments to experience new emerging qualities of the futures – because it is not enough to only talk about the futures. We help people to interact and play with the possible futures – because it helps to suspend our disbelieves, unblock creativity, and allows to experiment and make mistakes (in a safe way). We co-create and co-explore the possible futures – because no single person holds all the truth and only together we can design our desired futures And we use a bit of magic too 
    165. 165. What is that?
    166. 166. It’s a part of this process Where is the future?
    167. 167. This way? Or that way?
    168. 168. The future… … is not what it used to be
    169. 169. Design as the way to keep exploring possible futures
    170. 170. Design Probes: Habitat: Living off the Grid [email_address] www.summn.com