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Games as Speculative Design:
Allowing Players to Consider Alternate
Presents and Plausible Futures
Paul Coulton, Dan Burne...
Critical Design
Present Future
Time
Preferable
Probable - likely to happen
Plausible - could happen
Possible - might happen
Preferable to who?
PREFERABLE SHOULD BE A QUESTION WE
ASK OURSELVES NOT SIMPLY THE AIM
Past
“We look at the present through a rear-view mirror.
We march backwards into the future”
Marshall Mcluhan
Multiple Realities
Present
History, Reality,
and Fiction
Past
Future Gonzatto, R. F., van Amstel, F. M., Merkle,
L. E., & ...
Speculative Design
use fiction
no commercial
constraints
prototype driven irreverant
Auger Coulton
Design Fiction
“deliberate use of diegetic prototypes to suspend
disbelief about change... It means you’re thinking very
s...
The Magic Circle
‘the place dedicated to the
performance of an act apart’
Huizinga
are games diegetic?
mimesis and diegesis describe ways of
presenting a story. In mimesis, the story is
acted out. In diege...
The Present is the Future Mundane
Present
Future
Domestication
Emerging
Technology
Far Speculative Futures
Design Fictions...
Critical Games
thus far the focus of the critical
games created has primarily
been either: critiques of current
events or ...
Critical Games
Phone Story - Mollie Industria giant joystick - Mary Flanagan
Persuading through Games
Persuasive Technology
Procedural Rhetoric(Gamification) VS Persuasive Games
liminal liminoid
Persuasive Technology
B.J Fogg
Captology - reduce a problem so
that it can be addressed through
the promotion of minor beh...
Rhetoric
Pathos
(empathy)
Ethos
(credibility)
Logos
(logic)
CONTEXT
Aristottle
Logos - would utilise facts,
statistics, an...
Rhetoric of Design
Rhetor Audience
Speech
Intent
Expectations
Rhetoric
Graphic Designer Audience
Image
Intent
Expectations
Visual Rhetoric
Rhetoric of Design
Designer Users
Product
Intent
Expectations
Design as Rhetoric
Rhetoric of Design
Richard Buchanan
Game
Game Designer Player
Rules
Interaction
Game Design as Rhetoric
Rhetoric of Design
the basic representational mode of
...
Interactive System
Interaction Designer User
System
Logic
Interaction
Interactive Systems as Rhetoric
Rhetoric of Design
C...
Developing In-Game Rhetoric
Mudlark
Climate and Weather
Storage and Flow
Game Play
Games as Speculative Design Should:
Enable a Plurality of Futures
Be Plausible
Embrace both Mimesis and Diegesis
Be develo...
Questions
Banksy @ProfTriviality
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Games as Speculative Design: Allowing Players to Rehearse Alternative Presents and Plausible Futures

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DRS 2016 Presentation of paper you can download here http://www.research.lancs.ac.uk/portal/en/publications/games-as-speculative-design(b2905748-a7d7-46e6-83dd-a536ff260949).html

Published in: Design
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Games as Speculative Design: Allowing Players to Rehearse Alternative Presents and Plausible Futures

  1. 1. Games as Speculative Design: Allowing Players to Consider Alternate Presents and Plausible Futures Paul Coulton, Dan Burnett, Adrian Gradinar @ProfTriviality
  2. 2. Critical Design Present Future Time Preferable Probable - likely to happen Plausible - could happen Possible - might happen
  3. 3. Preferable to who?
  4. 4. PREFERABLE SHOULD BE A QUESTION WE ASK OURSELVES NOT SIMPLY THE AIM
  5. 5. Past “We look at the present through a rear-view mirror. We march backwards into the future” Marshall Mcluhan
  6. 6. Multiple Realities Present History, Reality, and Fiction Past Future Gonzatto, R. F., van Amstel, F. M., Merkle, L. E., & Hartmann, T. (2013). The ideology of the future in design fictions. Digital creativity, 24(1), 36-45.
  7. 7. Speculative Design use fiction no commercial constraints prototype driven irreverant Auger Coulton
  8. 8. Design Fiction “deliberate use of diegetic prototypes to suspend disbelief about change... It means you’re thinking very seriously about potential objects and services and try to get people to concentrate on those – rather than entire worlds or geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells worlds rather than stories” Bruce Sterling
  9. 9. The Magic Circle ‘the place dedicated to the performance of an act apart’ Huizinga
  10. 10. are games diegetic? mimesis and diegesis describe ways of presenting a story. In mimesis, the story is acted out. In diegesis, the story is narrated. Mimesis is show. Diegesis is tell.
  11. 11. The Present is the Future Mundane Present Future Domestication Emerging Technology Far Speculative Futures Design Fictions Vapour Worlds Past Near Speculative Futures Design Fictions Vapourware Alternate Presents or Lost Futures
  12. 12. Critical Games thus far the focus of the critical games created has primarily been either: critiques of current events or practices; or critiques of games themselves
  13. 13. Critical Games Phone Story - Mollie Industria giant joystick - Mary Flanagan
  14. 14. Persuading through Games Persuasive Technology Procedural Rhetoric(Gamification) VS Persuasive Games liminal liminoid
  15. 15. Persuasive Technology B.J Fogg Captology - reduce a problem so that it can be addressed through the promotion of minor behavioural change for easily understood and uncontroversial goals.
  16. 16. Rhetoric Pathos (empathy) Ethos (credibility) Logos (logic) CONTEXT Aristottle Logos - would utilise facts, statistics, analogies, and logical reasoning. Ethos - would draw upon credibility, reliability, trustworthiness and fairness. Pathos - would appeal to our emotions and draw upon feelings of fairness, love, pity, or even greed, lust, or revenge.
  17. 17. Rhetoric of Design Rhetor Audience Speech Intent Expectations Rhetoric
  18. 18. Graphic Designer Audience Image Intent Expectations Visual Rhetoric Rhetoric of Design
  19. 19. Designer Users Product Intent Expectations Design as Rhetoric Rhetoric of Design Richard Buchanan
  20. 20. Game Game Designer Player Rules Interaction Game Design as Rhetoric Rhetoric of Design the basic representational mode of videogames is “procedurality”, enacted through rule- based representations and interactions and, when used to reveal processes or concepts of another system, present the player with a procedural rhetoric Ian Bogost
  21. 21. Interactive System Interaction Designer User System Logic Interaction Interactive Systems as Rhetoric Rhetoric of Design Coulton “code is the only language that is executable” - Alexander Galloway
  22. 22. Developing In-Game Rhetoric Mudlark
  23. 23. Climate and Weather
  24. 24. Storage and Flow
  25. 25. Game Play
  26. 26. Games as Speculative Design Should: Enable a Plurality of Futures Be Plausible Embrace both Mimesis and Diegesis Be developed iteratively and interdisciplinary Not Resort to Reductionism Be free from commercial constraints
  27. 27. Questions Banksy @ProfTriviality

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