"Bringing it Home: Tools to Bridge the Gap Between Inspiration and Real Action,"
Isabel Gonzalez-Smith, John Jung, Leo Lo I2C2: Innovation, Inspiration and Creativity Conference. Manchester, UK, March 6-7, 2014
What Led Us to Design Fiction
Scene from "Bringing it Home: Tools to Bridge the Gap Between Inspiration and Real Action."
What Led Us to Design Fiction
"Brainstorming and Prototyping Workshop," Library UX Chicago, Chicago, IL. August 19, 2016.
"From User Testing to Prototypes: Making Observations Tangible," Designing for Digital, Austin, TX. April 6, 2016.
What Led Us to Design Fiction
Sample letter from "Brainstorming and Prototyping Workshop."
Precedents & Other Examples
Speculative Design
Adapted from Henchey, N. (1978) Making Sense of Futures Studies. ‘Alternatives.’ 7 p24–29.
“We believe that by speculating more, at all levels of society, and exploring alternative scenarios, reality will become more malleable and, although the future cannot be predicted, we can help set in place today factors that will increase the probability of more desirable futures happening.”
"to assemble people unprepared for an event and say that they are 'participating' if apples are thrown at them...the response of such an [unprepared] audience is half-hearted or even reluctant."
- Allan Kaprow Notes on Elimination of the Audience, 1966
Design Fiction in Art
Play & Structure
Fluids (Beverly Hills, October 1963) Allan Kaprow Photo by Dennis Hopper
Is there an app you continue to use because it integrated into your life well?
How could the smart tools work together?
Conclusion: Why Libraries?
Thanks.
Sources
Beuys, Joseph and Schwarze Dirk. “Report on a Day's Proceedings at the Bureau for Direct Democracy.” (1972)
Bleecker, J. (2009). Design Fiction: A short essay on design, science, fact and fiction.Retrieved October 15, 2016, from http://drbfw5wfjlxon.cloudfront.net/writing/DesignFiction_WebEdition.pdf.
Brown, Stuart. “Play is more than just fun” (May 2008). Retrieved from http://www.ted.com/talks/stuart_brown_says_play_is_more_than_fun_it_s_vital?language=en
Brownstein, C. (2016, July 11). The Realest Real [Web log post]. Retrieved from https://www.kenzo.com/en/thereal.
Dunne, A., Raby, F. (2013). Speculative Everything: Design, Fiction and Social Dreaming. MIT Press.
Fiber. (Producer). (2016, February 25). Unrecognizable Capitalism. [Video]. Retrieved from https://vimeo.com/161183966.
Gaffney, G. (Producer). (2007, February 23). UXpod [Audio potcast]. Retrieved from http://uxpod.com/ludic-design-an-interview-with-william-gaver/.
Gaver, W. (2009). Designing for Homo Ludens, Still.
Ham, D.A. (2016). How Designers Play: The Ludic Modalities of the Creative Process. Design Issues, 32(4), 16-28.
Huizinga, J. (1944). Homo Ludens. Switzerland: Routledge.
Kaprow, Allan. “Notes on the Elimination of the Audience.” (1966).
Leckie, G., and Hopkins, J. (2002.) The Public Place of Central Libraries: Findings From Toronto and Vancouver. Library Quarterly 72(3), 326-72.
Lindley, J., Sharma, D., Potts, R. Anticipatory Ethnography: Design Fiction as an Input to Design Ethnography. 2014 Ethnographic Praxis in Industry Conference Proceedings, pp. 237-253.
Reeves, S., Goulden, M., Dingwall, R. (2016). The Future as a Design Problem. Design Issues 32(3), 6-17.