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Visualization design case study 1 the map of the future

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  • 1. THE MAP OF THE FUTURE Visualization design case study
  • 2. background• IFTF launched Superstruct – a massively multiplayer online role playing game that outlined the world of the future• 6 weeks game came to its conclusions – hundreds of ideas, – superstructures for our future, – guidelines to redefine the world of today – guidelines to improve and prepare it for the challenges of the next decade
  • 3. background• 6 weeks game came to its conclusions – from big new infrastructure projects to nanotechnology, – from overcoming economies of scale to projects of “vertical farming” –…
  • 4. background• Client (WIRED magazine) asked us to visualize the complex net of ideas and assumptions that game‟s users produced
  • 5. background• “The goal of the project is to engage a broad public in considering the dilemmas we face in our current, everyday lives and think together about resolutions that go beyond the familiar ways of dealing with problems” – Jane Mc Gonigal, Superstruct game designer
  • 6. The design process• Goal – As designers, our work consisted in representing visually all the scenarios and give the viewers a look of what they might expect for the next 10 years. To do that, we followed an initial two-step-analysis:
  • 7. The design process• 1. create a logic structure, find patterns and correlations between the different scenarios and semantic areas of the single predictions. • Amplified optimism • Scale extreme • Adaptive emotion • Simulation as game • Evolvability • Collaboration environment • Reverse shortage
  • 8. The design process• All the predictions were recorded inside these 7 macro-ideas.• Further on they were classified in 5 areas – politics – infrastructures – environment – economy – Society• and then clusters of the classified predictions were made inside any of the 5 chosen fields (for example, in the Economy area, predictions of „micro-philanthropy networks‟ and „seed networking‟ were clustered under „solidarity networks‟)
  • 9. The design process• 2. arrange the discovered structure to achieve one macro reading orientation. • The 5 areas had different degree of abstraction • i.e. the predictions of an area were more abstract than the ones of another, so we have ordered them from the more abstract (politics) to the less (society).
  • 10. The design process
  • 11. The design process• Everything led to the narrative idea. We thought about the story we wanted to tell, and to do that we evoked a precise imagery: – the idea came from the retro-futurism of „50s when everything seemed possible and the consequences of the smallest transformation were exaggerated on purpose to open people‟s mind in wonder.
  • 12. The project• Basically the map is designed to overlap this allegorical plan of illustration/collage to the semantic level of the network of keywords on top.• But probably the most important result we chased for the entire design process was to tell a story made up of multiple tales and not to convey one privileged solution to the audience,
  • 13. The project• in any way: the faraway viewpoint of the Map of the Future communicates our distance from the future and gives the observers a panorama.• The aim of this map was to provide a starting point, a common imaginary, to start discussion and analysis on the world to come.
  • 14. See full size photo