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From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
From Neuromancer to the Internet: the Role of Science Fiction Culture in Design
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From Neuromancer to the Internet: the Role of Science Fiction Culture in Design

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Keynote speech at the Junior Research Day - Swiss Design Network Basel, October 28th, 2010. …

Keynote speech at the Junior Research Day - Swiss Design Network Basel, October 28th, 2010.

This talk was intended to give students an overall perspective of the relationships between Sci-Fi and design.

Published in: Design, Education, Technology
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  • 1. From Neuromancer to the Internet: the Role of Science Fiction Culture in Design nicolas nova ¦ lift + HEAD-Geneva SDN, October 28, 2010
  • 2. SF/design = create + share a vision of the future 1902: La sortie de l Opéra (Albert Robida)
  • 3. Sci-fi artifact porn/craziness 1985: Appleseed/アップルシード (Masamune Shirow)
  • 4. Sci-fi artifact porn/craziness + humor 1999: Futurama (Matt Groenig et al.)
  • 5. Sci-fi artifact porn/craziness 2008: Iron Man (Jon Favreau + Stan Lee, 1963)
  • 6. Sci-fi artifact porn/craziness 2010: Resonance of Fate/エンド オブ エタニティ (Takayuki Suguro)
  • 7. Sci-fi artifact porn/craziness : RPG catalogue 1988: Chromebook (Cyberpunk 2020)
  • 8. Sci-fi artifact porn/craziness : RPG catalogue 1988: Chromebook (Cyberpunk 2020)
  • 9. Within SciFI: recurring themes over time 2009: Stephanie Schwartz: the evolution of Science-Fiction themes
  • 10. Terminology and idioms The vocabulary that describes the Internet stemmed partly from Science-Fiction from the 1980s-1990s
  • 11. The Minority Report effect ... or how pop culture influences people s expectations, tastes and cultural baggage about future s artifacts and/or technologies
  • 12. The Minority Report effect A tendency from people to take it as a reference point "Ah, it s like Minority Report"
  • 13. The Minority Report effect A tendency from people to take it as a reference point "Ah, it s like Minority Report"
  • 14. The Minority Report effect A tendency from people to take it as a reference point "Ah, it s like Minority Report"
  • 15. Real product or science-fiction prop? 1968: 2001 A Space Odyssey (Stanley Kubrick)
  • 16. Real product or science-fiction prop? 1999: A modified Nokia 8110, The Matrix
  • 17. Real product or science-fiction prop? 1999: eXistenZ pod (David Cronenberg)
  • 18. Real product or science-fiction prop? 2010: some odd Japanese iPhone charger
  • 19. Beyond SciFi: the circulation of cultural elements 2010: Basile Zimmermann. Redesigning Culture: Chinese Characters in Alphabet-Encoded Networks , Design and Culture, 2-1, 27-43. R&D Movie- toys Business
  • 20. Engineering-design / Sci-Fi mutual influence 2008: Human Computer Interaction in Science Fiction Movies by Schmitz, Endres & Butz
  • 21. Engineering-design / Sci-Fi mutual influence Things also work the other way around - SciFi as a reference in scientific research
  • 22. Futures always delayed 2007: Bell, G & Dourish, P. Yesterday's Tomorrows: Notes on ubiquitous computing's dominant vision
  • 23. Props: decoration/objects staged in films Things also work the other way around - designers participate in production of Science-Fiction items
  • 24. Speculative Design/Design Fiction as the new SciFi? 2009: The Mouse Trap Coffee-table Robot (Auger-Loizeau)
  • 25. Speculative Design/Design Fiction as the new SciFi? 2009: Magnetic movie (Semi-Conductor)
  • 26. Beyond objects and product ideas 3 lessons from Sci-Fi: design tactics
  • 27. 1. Implications not just applications Antony Dunne "A good science fiction story should be able to predict not the automobile but the traffic jam" Frederik Pohl
  • 28. The door refused to open. It said, Five cents, please. (...) payment to his door for opening and shutting constituted a mandatory fee. Not a tip. You discover I m right, the door said. It sounded smug. From the drawer beside the sink Joe Chip got a stainless steel knife; with it he began systematically to unscrew the bolt assembly of his apt s money-gulping door. I ll sue you, the door said as the first screw fell out. Joe Chip said, I ve never been sued by a door. But I guess I can live through it. Philip K. Dick: Ubik
  • 29. 2. Process: play with constraints 2006: Idiocracy (Mike Judge)
  • 30. 2. Process: the past from the future 2009: Constellations (Daryl & Popcube): looking at present objects from a distant future: Rubik s cube seen as a calculating device
  • 31. 3. Recombine metaphors Steampunk: devices modification with materials such and design elements consistent with the Victorian era/19th Century
  • 32. 3. Recombine metaphors Steampunk: devices modification with materials (such and design elements consistent with the Victorian era
  • 33. 3. Recombine metaphors Use existing codes to create probes: Newspaper clipping app to craft fake news from the future
  • 34. Conclusion Why should designer care about this? A cultural baggage (understand people s expectations) A testbed for visions (evaluate product ideas + implications) Science Fiction production tricks as design tactics
  • 35. References Bell, Genevieve, Dourish, Paul, 2007. Yesterday's Tomorrows: Notes on ubiquitous computing's dominant vision. Personal and Ubiquitous Computing 11 (2), pp. 133-143 Bleecker, Julian, 2009, "Design fiction: A short essay on design, science, fact and fiction", Near Future Laboratory, Los Angeles, CA, Dourish, Paul, Bell, Genevieve, 2008, "'Resistence is Futile': Reading Science Fiction alongside ubiquitous computing" Personal and Ubiquitous Computing, Gyger, P. Les voitures volantes. Souvenirs d'un futur rêvé (Favre, 2005) Schmitz, M., Endres, C., & Butz, A. 2008. A Survey of Human-ComputerInteraction Design in Science Fiction Movies. Proceedings of the 2nd international conference on INtelligent TEchnologies for interactive enterTAINment Shedroff, N, Noessel, C, 2008, "Make It So: What Interaction Designers can Learn from Science Fiction", in SXSW Conference, Austin, Texas, Zimmermann. B. 2010. Redesigning Culture: Chinese Characters in Alphabet- Encoded Networks , Design and Culture, 2-1, 27-43.
  • 36. thanks! nicolas@liftlab.com @nicolasnova

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