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From Neuromancer to the Internet:
the Role of Science Fiction Culture
in Design
nicolas nova ¦ lift + HEAD-Geneva
SDN, October 28, 2010
SF/design = create + share a vision of the future
1902: La sortie de l Opéra (Albert Robida)
Sci-fi artifact porn/craziness
1985: Appleseed/アップルシード (Masamune Shirow)
Sci-fi artifact porn/craziness + humor
1999: Futurama (Matt Groenig et al.)
Sci-fi artifact porn/craziness
2008: Iron Man (Jon Favreau + Stan Lee, 1963)
Sci-fi artifact porn/craziness
2010: Resonance of Fate/エンド オブ エタニティ (Takayuki Suguro)
Sci-fi artifact porn/craziness : RPG catalogue
1988: Chromebook (Cyberpunk 2020)
Sci-fi artifact porn/craziness : RPG catalogue
1988: Chromebook (Cyberpunk 2020)
Within SciFI: recurring themes over time
2009: Stephanie Schwartz: the evolution of Science-Fiction themes
Terminology and idioms
The vocabulary that describes the Internet stemmed partly from
Science-Fiction from the 1980s-1990s
The Minority Report effect
... or how pop culture influences people s expectations, tastes and
cultural baggage about future s artifacts and/or technologies
The Minority Report effect
A tendency from people to take it as a reference point "Ah, it s like
Minority Report"
The Minority Report effect
A tendency from people to take it as a reference point "Ah, it s like
Minority Report"
The Minority Report effect
A tendency from people to take it as a reference point "Ah, it s like
Minority Report"
Real product or science-fiction prop?
1968: 2001 A Space Odyssey (Stanley Kubrick)
Real product or science-fiction prop?
1999: A modified Nokia 8110, The Matrix
Real product or science-fiction prop?
1999: eXistenZ pod (David Cronenberg)
Real product or science-fiction prop?
2010: some odd Japanese iPhone charger
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
Engineering-design / Sci-Fi mutual influence
2008: Human Computer Interaction in Science Fiction Movies by
Schmitz, Endres & Butz
Engineering-design / Sci-Fi mutual influence
Things also work the other way around - SciFi as a reference in
scientific research
Futures always delayed
2007: Bell, G & Dourish, P. Yesterday's Tomorrows: Notes on
ubiquitous computing's dominant vision
Props: decoration/objects staged in films
Things also work the other way around - designers participate in
production of Science-Fiction items
Speculative Design/Design Fiction as the new SciFi?
2009: The Mouse Trap Coffee-table Robot (Auger-Loizeau)
Speculative Design/Design Fiction as the new SciFi?
2009: Magnetic movie (Semi-Conductor)
Beyond objects and product ideas
3 lessons from Sci-Fi: design tactics
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
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
2. Process: play with constraints
2006: Idiocracy (Mike Judge)
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
3. Recombine metaphors
Steampunk: devices modification with materials such and design
elements consistent with the Victorian era/19th Century
3. Recombine metaphors
Steampunk: devices modification with materials (such and design
elements consistent with the Victorian era
3. Recombine metaphors
Use existing codes to create probes: Newspaper clipping app to craft
fake news from the future
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
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.
thanks!
nicolas@liftlab.com
@nicolasnova

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

  • 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.
  • 31. 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
  • 32. 3. Recombine metaphors Steampunk: devices modification with materials such and design elements consistent with the Victorian era/19th Century
  • 33. 3. Recombine metaphors Steampunk: devices modification with materials (such and design elements consistent with the Victorian era
  • 34. 3. Recombine metaphors Use existing codes to create probes: Newspaper clipping app to craft fake news from the future
  • 35. 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
  • 36. 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.