Using Design Fiction to Explore Near-Future User Experiences in Libraries

ALAO Annual Conference

John Jung /   @johnjungdotus
Kathy Zadrozny /   @_kzadrozny
#alao2016

October 28, 2016

What is Design Fiction?

What is Design Fiction?



Johan Huzinga, Homo Ludens: A Study of the Play-Element in Culture
Boston: The Beacon Press, 1955.

“Fiction is evolutionarily valuable because it allows low-cost experimentation compared to trying things for real.”

- Dennis Dutton

Play



Stuart Brown: Play is more than just fun
May 2008, Ted Talk

What Led Us to Design Fiction

"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.”

- Dunne and Raby
Speculative Everything: Design, Fiction, and Social Dreaming (2013)

Dystopian & Utopian

Design Fiction

Design Fiction as Practice


"One is lost in a new world of a thousand possibilities...which will carry one forward into a completely unknown territory"

Pierced Forms (1959)
Barbara Hepworth

Exploring Solutions


Bureau for Direct Democracy (1972)
Joseph Beuys, Documenta 5: Kassel, Germany

Report on a Day's Proceedings at the Bureau for Direct Democracy, by Dirk Schwarze

Homo Ludens

Design Fiction in Art

Play & Structure


Yard (Junkyard) (New York, 1961)
Allan Kaprow

Design Fiction in Art

"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

design ≠ task performance

Designing for Homo Ludens, Still


The Pillow, by Tony Dunne

Designing for Homo Ludens, Still


The Drift Table, by Tony Dunne

Design Fiction Group at the MIT Media Lab

Still from: “Open Source Estrogen: Housewives Making Drugs” by Mary Tsan

Design Fiction Group at the MIT Media Lab

Pop Roach by Ai Hasegawa

Design Fiction on Social Media


KENZO "The Realest Real" (2016)
Carrie Brownstein

Design Fiction on Smart Objects


Uninvited Guests (2015)
Superflux Lab

Learning from Design Fiction


Uninvited Guests (2015)
Superflux Lab

Design Fiction in Practice

  • How could apps encourage better behavior?
  • 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.