Designing future experiences of the everyday · design Everyday life Alternative reality Virtual...
Transcript of Designing future experiences of the everyday · design Everyday life Alternative reality Virtual...
Designing future experiences of the everyday
Turku, Finland, June 12, 2019Constructing Social Futures 2019
Claudia Garduño García &İdil Gaziulusoy
Systematic literature review
1. Scoping / Mapping
2. Systematized review
Systematic literature review
Experiential futures
Experientialscenarios
Embodied experience
Speculative design
Everyday life
Alternative realityVirtual
reality
Experiential futures
Candy (2010)
Experientialscenarios
Embodied experience
Performing arts
Dance
Drills
Installations Prehearsals
VisualizationPrototyping
Participatory processes
Pre-enactments
No spectators, only participants
Inhabiting uncertainty
Future preparedness
Visionary adaptation
Role-playing
Speculative design
Everyday life
Alternative realityVirtual
reality
Experiential futures
Candy (2010) Kuzmanovic & Gafney (2017)
Experientialscenarios
Embodied experience
Performing arts
Dance
Drills
Installations Prehearsals
VisualizationPrototyping
Participatory processes
Pre-enactments
No spectators, only participants
Inhabiting uncertainty
Future preparedness
Visionary adaptation
Role-playing
Speculative design
Everyday life
Alternative realityVirtual
reality
Experience design& theatre
Future studies& theatre
Embodied future
Embodiment & Art
Alternative reality& experience
Applied futures
Experiential futures
Candy (2010) Kuzmanovic & Gafney (2017)
Experientialscenarios
Embodied experience
Performing arts
Dance
Drills
Installations Prehearsals
VisualizationPrototyping
Participatory processes
Pre-enactments
No spectators, only participants
Inhabiting uncertainty
Future preparedness
Visionary adaptation
Role-playing
Speculative design
Everyday life
Alternative realityVirtual
reality
Experience design& theatre
Future studies& theatre
Embodied future
Embodiment & Art
Alternative reality& experience
Applied futures
Participation
Art
Learning
Bodily
Simulation
Psychology
Physicality
Aesthetics
Improvisation
Scenarios
Feminism
Pragmatism
Sustainability
Design fiction
Lived experince
Subjective experience
Experiential futures
Candy (2010) Kuzmanovic & Gafney (2017)
Main themes:
Aesthetics Art Learning Design Experiential futures Forward theatre Future Improvisation Participation Psychology Scenario Simulation Sustainability
FUTURESAlternative Futures
Methodology
POLITICSPolitics ofAesthetics
DESIGNExperience
Design
Candy (2010)
Experiential Futures
Timeline experiential futures
1960 1970 19801950 1990 2000 2020
THE COMMISSIONON THE YEAR 2000
HAWAII 2000:PRESENT, PAST,
AND FUTURE
HAWAII2000
HAWAII 2050
The Institute for the FutureWorld Future SocietyThe FuturistFuturiblesFuturology
Delphi techniqueTech. forecasting
Social forecasting
TOWARD THE YEAR 2000
CANDY, 2010:EXPERIENTIAL
FUTURES
Timeline experiential futures
1960 1970 19801950 1990 2000 2020
THE COMMISSIONON THE YEAR 2000
HAWAII 2000:PRESENT, PAST,
AND FUTURE
HAWAII2000
HAWAII 2050
The Institute for the FutureWorld Future SocietyThe FuturistFuturiblesFuturology
Delphi techniqueTech. forecasting
Social forecasting
TOWARD THE YEAR 2000
CANDY, 2010:EXPERIENTIAL
FUTURES
“(Hawaii 2000) A creative failure”
(Dator et al., 1999)
Futures & Design
“Directed action toward preferredfutures may even be understood
as fundamental to some conceptions of design...”
(Mazé, 2016; 37–38)
Futures & Design
Bruce Sterling & science fiction
1995 · Dead media project1998 · Viridian Design2005 · “Shaping things”
David A. Kirby & Hollywood
· Scientists in movie sets· ‘Diegetic prototype’· Sterling & Bleecker
· Scientists in movie sets· ‘Diegetic prototype’· Sterling & Bleecker
Persuasion
David A. Kirby & Hollywood
Dunne & Raby & the speculative
· Satire for good purpose· Language of design· Museums, galleries, and expert audiences· Deep reflection, behavioural change
Dunne & Raby & the speculative
· Satire for good purpose· Language of design· Museums, galleries, and expert audiences· Deep reflection, behavioural change
Warning
Cynthia Selin & futures and design
· Anticipation and Deliberation· Emerge 2012 (Futures 70)· Oxford Futures Forum 2014 (Futures 74)
1960
1965 1975 1985 1995 2005 2015
1970 1980 1990 2000 2010 2020
CriticalDesign
EcologicalDesign
DfSSustainableDesign
RadicalArch.
Co-designParticipatoryDesign
EmpathicDesign
UserExperience
ExperienceDesign
HCDUCDErgonomics
SpeculativeDesign
DesignFiction
Commissionon the Year
2000
Hawaii2000
Futuresjournal
CriticalFutures
ForesightJournal
CorporateFutures
OthersʼFutures
Foresight
WFS
Shell
Hawaii2050
Emerge OFF
ExperientialFutures
Immersionand changeImmersion
Fiction andempathy
Fiction andToM
Futu
res
Des
ign
Lite
ratu
rePs
ycho
logy
Neu
rosc
ienc
eFutures and design timeline
What is everyday?
My Everyday
Now
SUDDEN
SLOWSLOW
SUDDEN
Constant
Chan
ging
homework
hobbies
objectsevents
attituderelations
actions
habitualnormal routine
DEVELOPMENT
PARTY
DISASTER
STAG
NATI
ON
AVOID
ASPIRE
Naukkarinen (2013)
What is everyday?
My Everyday
Now
SUDDEN
SLOWSLOW
SUDDEN
Constant
Chan
ging
DEVELOPMENT
PARTY
DISASTER
STAG
NATI
ON
AVOID
ASPIRE
objectspeople
action/eventrelations
Garduño, 2018 based on Kelliher & Byrne, 2015, and Naukkarinen, 2013.
What is everyday?
How to construct an extraordinary ordinary
experience?
How to convey an embodied experience of the everyday
in futures?
1960
1965 1975 1985 1995 2005 2015
1970 1980 1990 2000 2010 2020
CriticalDesign
EcologicalDesign
DfSSustainableDesign
RadicalArch.
Co-designParticipatoryDesign
EmpathicDesign
UserExperience
ExperienceDesign
HCDUCDErgonomics
SpeculativeDesign
DesignFiction
Commissionon the Year
2000
Hawaii2000
Futuresjournal
CriticalFutures
ForesightJournal
CorporateFutures
OthersʼFutures
Foresight
WFS
Shell
Hawaii2050
Emerge OFF
ExperientialFutures
Immersionand changeImmersion
Fiction andempathy
Fiction andToM
Futu
res
Des
ign
Lite
ratu
rePs
ycho
logy
Neu
rosc
ienc
ePsychology and literature
Transportation
Gerrig (1993)
Readers are often described as “travelers” being transported by some means of transportation as a result of performing certain actions. They go some distance from their world of origin, which makes some aspects of that world inaccessible. The travelers return to the world of origin somewhat changed by the journey.
Terms for non-lived experience
ToM. Theory of Mind: The ability to think of others’ thoughts and feelings.
Empathy. “I feel what you feel”
Vicarious. Experienced in the imagination through the feelings or actions of another person.
In the simulations of fiction, personal truths can be explored that allow readers to experience emotions —their own emotions—
Fiction and emotions
Oatley (1999)
The Abstraction and Simulation of Social Experience.
Scripts are sequenced representations of prototypical elements of a common interaction, such as visiting a restaurant.
Most fiction strives for realism in the most important aspects of human experience: the psychological and the social.
The function of Fiction
Mar & Oatley (2008)
Readers of fiction score higher on measures of empathy and theory of mind (ToM) than non-readers, even after controlling for age, gender, intelligence and personality factors.
However, the experiences of narrative worlds will be optional: a text cannot force a reader to experience a narrative world.
Fiction readers
Mar et al.,2006, 2009, 2010
Fiction-based belief change has now been demonstratedby independent investigators (Prentice, Gerrig, & Bailis, 1997; Strange & Leung, 1999; Wheeler, Green, & Brock, 1999).
Belief-change
Green & Brock (2000)
Ernie, do you realise what we are doing in this picture? The audience is like a giant organ that you and I are playing. At one moment we play this note and get this reaction, and then we play that chord and they react that way. And someday we won’t even have to make a movie -- there’ll be electrodes implanted in their brains, and we’ll just press different buttons and they’ll go ‘oooh!’ and ‘aaah’ and we’ll frighten them, and we’ll make them laugh. Won’t that be wonderful?
Hitchcock to Lehman:
Candy (2010; 108)
Neuroscience
Fiction reading recruits the default network because it elicits at least two different types of simulation: the simulation of vivid physical scenes and the simulation of people and minds.
Participants who read fiction most often also showed the strongest social cognition performance.
Repeated engagement in social simulation through fiction might bring beneficial changes to the default network, and concomitant benefits for social ability.
Tamir et al. (2016)
(Early) findings
1960
1965 1975 1985 1995 2005 2015
1970 1980 1990 2000 2010 2020
CriticalDesign
EcologicalDesign
DfSSustainableDesign
RadicalArch.
Co-designParticipatoryDesign
EmpathicDesign
UserExperience
ExperienceDesign
HCDUCDErgonomics
SpeculativeDesign
DesignFiction
Commissionon the Year
2000
Hawaii2000
Futuresjournal
CriticalFutures
ForesightJournal
CorporateFutures
OthersʼFutures
Foresight
WFS
Shell
Hawaii2050
Emerge OFF
ExperientialFutures
Immersionand changeImmersion
Fiction andempathy
Fiction andToM
Futu
res
Des
ign
Lite
ratu
rePs
ycho
logy
Neu
rosc
ienc
e
(Early) findings
(Early) findings
Futures aware of design, design not very aware, and confused about futures.
It is the content and complexity of the story that is important, not the characteristics of its transmission.
The most powerful tales tend to be those that involve negative aspects, such as dilemmas to be overcome or obstacles to be surmonted.
It is easier to be transported into a world not too far from one’s own.
Fiction readers might be ideal participants.
(fictional)narrative
writtenphoto
illustration
audi
oth
eatre
video
object
VRAR
exhibition
video
gam
egame
Pool of media
Pool of methods3D printed objectsAmbiguous designAlternative reality gamesCritical designDanceDesign FictionDesign Fiction moviesDiegetic PrototypesDrillsDivinationExperience designFutures workshopsInstallationsLearning journeysLive action role-playingLudic design
Media simulationsMoviesMultimedia performancesParticipatory processesPerformancePerforming actsPlace based interventionsPrototypingSpeculative design artifactsVisualization
Futures made aparent can be discussed, maybe they become malleable.(Kuzmanovic & Gaffney, 2017)
Opportunities
Our literature review, with a special focus on sustainability transformations has led us to look into means and methods through which people could deliberate about futures by having immersive experiences into their future everyday lives.
Being critical
Experiential futures proponents seem to be concerned with reaching wide audiences, little attention is paid to measuring the effects of experiential futures in the participants.
Deliberation is central to many of the authors, nonetheless, it is not clear how experiential futures have been used in deliberating futures.
· Fake news· Psychosis· Manipulation· “The game”
Ethical implications
Bell, D. (1970). The Commission on the Year 2000. “Futures”, September 1970, 263–269.Bleecker, J. (2009). Design Fiction: A short essay on design, science, fact and fiction. “Near
Future Laboratory” 29 (2009).Candy, S. (2010). “The futures of everyday life: Politics and the design of experiential scenarios”.
University of Hawaii.Dator, et al. (1999). “Hawaii 2000: Past, Present and Future”. Report prepared for the Office of
Planning, Department of Business, Economic Development and Tourism (DBEDT), Honolulu: Social science Research Institute, University of Hawaii, December.
Dunne, A. & Raby, F. (2013). “Speculative everything: design fiction, and social dreaming”. Cambridge, MA: MIT Press.
Gerrig, R. (1993). Two metaphors for the experience of narrative worlds. in “Experiencing Narrative Worlds: On the psychological activities of reading”. New Haven, USA: Yale UP., 1–25.
Green, M. & Brock, T. (2000). The role of transportation in the persuasiveness of public narratives. “Journal of personality and social psychology”. 79 (5), 701–721.
References
Kirby, D.A. (2009) The Future is Now: Hollywood Science Consultants, Diegetic Prototypes and the Role of Cinematic Narratives in Generating Real-World Technological Development, “Social Studies of Science”, 40(1): 41-70.
Kuzmanovic, M. & Gaffney, N. (2017). Enacting futures in postnormal times. “Futures”. 86, 107–117.
Mar, R. & Oatley, K. (2008). The function of fiction is the abstraction and simulation of social experience. “Perspectives on Psychological Science”, 3 (3), 173–192.
Mar, R., Oatley, K. & Peterson, J. (2006). Exploring the link between reading fiction and empathy: Rulling out individual differences and examining outcomes. “Communications”, 34, 407–428.
Mazé, R. (2016). Design and the Future: Temporal Politics of ‘Making a Difference’. In Smith, R. et al., eds. “Design Anthropological Futures”. (1). London, GB: Bloomsbury Academic.
Meadows, D., et al. (1972). “The Limits to growth; a report for the Club of Rome’s project on the predicament of mankind”. New York :Universe Books.
Oatley, K. (1999). Why fiction may be twice as true as fact: Fiction as cognitive and emotional simulation. “Review of General Psychology”, 3(2), 101–117.
Selin, C. (2015). Merging art and design in foresight: Making sense of Emerge. “Futures”, 70, 24–35.
Selin, C. et al. (2015). Scenarios and design: Scoping the dialogue space. “Futures”, 74, 4–17.Simon, H. (1996). “The Sciences of the Artificial”. Cambridge, MA: MIT Press.
Skirpan, M., Cameron, J., and Yeh, T. (2018). More than a show: Using personalized immersive theater to educate and engage the public in technology ethics. CHI 2018, April 21–26, 2018, Montreal, QC, Canada. Paper 464.
Son, H. (2015). The History of Western futures studies: An exploration of the intellectual traditions and three-phase periodization. “Futures”, 66, 120–137.
Sterling, B. (2005). “Shaping Things”. Cambridge, MA: MIT Press.Tamir, D. (2016). Reading fiction and reading minds: the role of simulation in the default network”.
11 (2), 215–224.
Thanks for listening!
Comments and questions appreciated!
Claudia Garduño García: [email protected]İdil Gaziulusoy: [email protected]