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notes from the 2014 edition of data_ecologies (as extrapotaed during http://timesup.org/DE14 and http://timesup.org/DE14-booksprint)

Time's Up

2003 - 5-6 data ecologies so far

  • originally computational systems and ecology
  • now: primarily about abstraction & concretisation
  • misusing and misinterpret terms and phrases
  • we want to steel your ideas
  • start with TU past: concentration in physicality: “real virtuality”: bodily active level, intuitive interfaces; more facilitators than artists
  • visitors rather than audience; explorers rather than users - “protoscientists”
  • non-spectacular scenarios, situations
  • playful hardware as social glue
  • give grownups an excuse to act like children
  • getting out of media art - escaping art jail
  • surrounding social environments - going in and out of a playground
  • story-making from the participants - people tell stories about the spaces
  • building physical worlds - avoiding psychology, all behaviouralist
  • physical narratives - 'snoop’ - a space we construct with a story embedded in it, audience explores it
  • core properties of a PN: physical, explorable & interactive, character based (here the psychology comes in), authored (not just a world, but a world with inhabitants), mechanical (it’s not a theatre), narrative
  • domestic bliss: most convincing - parts of everyday life
  • everything placed in a PN is on purpose, staged
  • stored in a bank vaultthe longer you stay, the deeper you get, but first impressions should already tell you something
  • 20 seconds into the future: motivations and inspirations of a physicist with a liability for time travel
  • unattended luggage: family story over 100 years
  • lots of everyday materials (razors, love letters, radio station, boxing match in the 30s…)
  • future fabulators: future scenarios and bringing them into everyday life, freedom of exploration

Scott Smith

  • Unshocking the future
  • pragmatic perspective: having to solve problems in a concrete way
  • how are the expectations set: people expect things to be strange, but the future of everyday life isn’t like that
  • future shock orson wells
  • everyday is slow and deliberate: “Tomorrow is today, just later” - things happen in small increments
  • design fiction (Julian Bleeker, Bruce Sterling) - jumping over conceptual walls, give ideas into the hands not just minds of people (away from power point and reports in three hole binders
  • speculative & critical design - new vocabulary into the futures field - a different experience to interrogate different futures
  • tech companies pitching their 'flat-pack futures' in videos (as design fiction, but without any history) - speculative technology demos - again stretches expectations of people - without tangible, realistic experience - takes us further away from discussions about what the future might be like
  • factionalisation - highly realistic worlds to explore the future - mash-up of different approaches, distorting the landscape
  • IDEO: “made in the future” - something that could have been made in an RCI design interaction
  • things are being put out there, but not helping how we talk about futures
  • Nick Foster: “The future mundane” - why should futures be designed for the super heroes - why not for the unnamed characters, the extras or background talent - we need more 'randoms', more people off the street
  • Tobias Revell: Monopoly of Legitimate Use - rethinking the aesthetic - situation present in our lives now: no dialogue, no artefacts - we can see ourselves there, identifying with the person
  • things that are NOT extraordinary make the audience connect more
  • “Corner Convenience” - Near Future Laboratory - things are slightly unfamiliar in a familiar setting, totally believable - short film
  • “The Good Wife”, “Person of Interest” - legal drama, with little threads of strangeness - something slightly new
  • futurist cone (probable, plausible, possible)- where do the different design fiction projects sit in terms of time and probability
  • Steamfunk stood here: storystorm cityfictions at Future Everything -
  • conversation about big data, embedding it in the everyday football culture - “Winning formula” (Scott and other secret football fans) in the national football museum; created a newspaper from the futures - central artefact from the daily sports culture; newspapers in the museum and in newspapers - how would people interact with something so familiar, but seeing that “something is not quite normal here”
  • it had to feel and smell as the real thing - both the artefact and the stories - it is similar enough
  • watching how people interact with the newspapers outside of the staged environment and watching their reaction - slipped into the news stands, giving it to people in its 'natural habitat', rewilding the artefact (in urine soaked telephone booth, walls… encountering it in the environment - finding your own speculation in a random spot in the city
  • CCCB in Barcelona exhibition - The science of Big Data
  • how do we use the nature of the artefact and experiences to get to people who don’t usually engage with such experiences
  • near future lab researchers the reactions to the artefacts
  • how do we begin to establish some levels without constraining artistic explorations to be able to tell one kind of work from another?
    • examine a complex system
    • going for subtleties, not extremities - slight deviations - keep the speed of change in mind
    • providing an experiential on-ramp for the non-professional
    • rely less on overt polemic and more on extrapolation - taking things gently forward
    • seeks out entrenchment and have staying power as well as advancement
    • calibrate uncanniness
    • guide the audience toward a future
  • “if it is too weird, it will be dismissed as art, and if too normal, it will be effortlessly assimilated” - Dinne & Raby
  • getting people to talk to us about how they explored different pieces (both unknowingly and knowingly)
  • different people reacted differently to it
  • frustrating legal issues with using real people and companies in the stories when inserting the newspaper as an excerpt in the evening news - had to make imaginary people and things to allow this to happen
  • all politics is design fiction - incrementally calibrating the message
  • we need a vocabulary to have a better conversation

Peter von Stackelberg

  • using transmedia storyworlds to shape the future
  • we have to communicate better - we must tell stories about the future to shape the future
  • emotion - element in human information processing - not just data
  • moving from data to wisdom (data→information → knowledge → wisdom) - adding context (global, local, personal) and experience (univrsal, individual)
  • storytelling can bring in context and experience to the data
  • data & information-only reports don’t mean much to people
  • transmedia storytelling is telling one or more related stories across two or more types of media
  • Collapsus - transmedia story about the collapse of oil industries (2009)
  • DOctor Who - transmedia property
  • Future states - the US in the future
  • Pine Point by the Goggles (Canada) - town disappeared after the mine closed - now a transmedia story reconstructed a history of the place: https://en.wikipedia.org/wiki/Welcome_to_Pine_Point
  • How to talk about of the communities we will lose in the future, communities that will disappear under the ocean?
  • transmedia project invite you to come through a door, but you’re not sure how to proceed and what lies beyond
  • careful design is critical to effective transmedia stories (links, structure, worldbuilding)
  • worldbuilding - creating a universe in which all your stories exist.
  • Tolkien is a great worldbuilder (history, geography, languages…)
  • Autobotica’s Volta: A brilliant discovery in a cloudy future
  • “transmedia property” - a collection of stories?

Process of worldbuilding

  • often begins with characters + expands outward from them
  • first create the world, then create the stories - if rich enough, the stories emerge from it
  • 3 key design tasks: narrative design (characters, plots…), audience engagement design (how do you get them involved in the story), user interaction design (how do you navigate the people through the different media & components, how do people find the different pieces)
  • timelines are an effective tool for organising storyworlds - a lot of information in a visual form + real and fictional events - a hybrid fiction and non fiction world - it helps stories emerge
  • Narrative design framework (each of these should in one sentence), provides a focus, or a spine of the storyworld: select genre, identify premise, identify controlling idea in the storyworld (e.g. our storyworld is destroyed because we failed to deal with with upcoming danger), identify designing principle (audience will confront consequences of failing to act), central conflict (who fights whom over that), set storyworld timeframes (look at characters and world that are dynamic, long timespans - this is a problem with scenario horizons - you start to lose a sense that you’re dealing with dynamic systems - you have to chart a timeline - you have to think about how things change over time, create events (actual, fictional, anticipated…), create characters (complex process) - the detail emerges from the storyworld - start with when were they born, when do they die + key events in a character’s life, create of significant objects (e.g. ring in the Lord of the Rings), create the settings
  • Audience engagement design: identify desired audience action - what do you want them to do?, identify audience gratification? what does the audience want?, Identify messages, define “message function/effect matrix” (function: acquire, trigger, alter, reinforce, effect: cognitive, affective, physiological, belief, attitude, behaviour), determine audience agency (how much control over the story do they have?
  • user interaction design: mobile devices (tablets, smart phones..): identify participation (social, location…), media platforms, entry points into storyworld, inter-story transfer points, identify calls-to-action
  • the future is not a single point in time, but a long timespan - watch out in scenario building
  • settings in the storyworld: topos (physics, geography, climate, infrastructure…), demos (people, inhabitants/sentient beings - social structures, hierarchy, political systems, culture, food, daily life…), chronos (official or unofficial history of the world - including myths)
  • the Mars trilogy of Kim Stanley Robinson - a dynamic alive story
  • key things - “how did we get from here to there?” “How do we get there from here?”
  • transmedia challenge: friction - moving from one medium to another you lose audience etc. mobile devices & tables help with this a bit - more seamless
  • putting a human face on climate change - providing meaning to maps and data about it
  • transmedia stories don't have to be built in one time, but over longer periods of time (things could play out over several years, to different audiences)
  • how to get different stakeholders involved (government, business…)?
  • why do transmedia stories tend towards fantasy & sci-fi? early transmedia stories linked to movies
  • why do we need all this structure, when we have ~100 years of different types of stories?
  • is audience engagement invited or not? the decision needs to be conscious… how would you like our fans to participate?
  • ARGs are part & parcel of transmedia storytelling
  • user generated content: aesthetical, ethical and narrative elements, game engine decides - as a criticism to a classical narrative arc - difficult with a global audience… - get a team who understands all possible arcs

Eva Lenz

  • Designing the intangible side of things - experience design approach to industrial design
  • experience patterns - rules and phases “shared consumption” of a DJ event (anticipation phase, event, cooling-off phase: using a pattern like that and designing experiences = experience design - you tell people stories about what an experience needs to have a good experience - TV watching is not a good shared consumption experience
  • experience design is not about technology that feels good, but about stories it endows people through its materials form - story itself needs to be designed: functionality and interaction become a part of the interaction
  • it is not so much about the product, but about the experience of the product
  • action theory levels to design a positive experiences:
    • what (functionality, do-goals (Action - Goal)
    • how - form and interaction, motor-goals (Operation - Condition)
    • why (human needs & emotions, be-goals (Activity - Motives)
  • Aesthetics of interaction connects the three levels (what, how, why) - relationship between the why & the how leads to meaningful experiences
  • Why level: needs approach (needs theory in psychology: e.g. Maslow Self actualisation theory…); how level: interaction vocabulary
    • set of 7 needs: need for competence (I’m good in what I do); relatedness (i feel close to the people I care about); popularity (I have an impact on what others do), Stimulation (I experience new activities), security (being safe from threats and uncertainties), Meaning (I’m becoming who I really am), Autonomy (I could do whatever I wanted)
  • Need cards - tool for experience design (designed by Eva & Co)
  • needs can be used as guides in experience design - don’t think about a product’s category, but instead you think of the experience (e.g. a relatedness experience) - then think of how the experience would materialise and what functionality would support it - functionality is guided by a particular need
  • Needs as inspirational starting points (“Coffee shaker”) - map a need to the goal (popularity to making a cup of coffee)
  • Interaction vocabulary - list of attributes to describe interaction - technology and modality free an inspiring instead of judgmental - tools for designers (like an ingredient list - slow vs fast, stepwise vs fluent, instant vs delayed…)
  • study in the relationship between interaction attributes and the experience
  • tool - cards for design decisions (interaction attributes and potential design experiences are mentioned)
  • responsibility for designers - not just visual aesthetics, but also aesthetics for interaction
  • tools used in research departments, in early stages of product development
  • need to make a shift from having technology as a starting point to needs and experiences as the beginning

FoAM

Trevor Haldenby

  • Mission Business: interdisciplinary: theatre, games, futurist, play theorist. now moving to become experiential futures consultancy - not so much for mass audiences
  • design experiences to bring futures to life for audiences who want to explore, interact…
  • digital / transmedia storytelling & strategic foresight
  • strategic foresight at OCAD - embedded in the oldest of arts and design institutions in Canada
  • i hear and i forget (written scenarios), i see and i remember, i do and i understand - confucius
  • Rafael Popper - how are foresight methods selected (2008)
  • Science fiction prototyping Brian David Johnson
  • at the core of every written scenario: a story - great technological tools
  • take a focus on experience design
  • nathan shedroff CCA MBA program - experience (triggers, significance, duration…)
  • experiential futures: what might it feel like to live and work in the future?
  • transmedia storytelling - encountering stories as experiences
  • Henry Jenkins: 7 rules what defines in to a good transmedia story (distilled to 3), applies to scenarios
    • building a story world
    • spreading the story across media ecologies
    • engage audiences and participants as creators and curators not just clients
  • high tension crisis mode decisionmaking
  • didn’t manage to do a large scale ethnographic research about how people experienced the project - maxed out schedules
  • big nut to crack: how to integrate ethnographic engagement with the audience - in the narrative and metanarrative level - harvesting information about the process
  • ZED.TO ByoLOGic, Visitations, Shadowfall - ARGs, interactive theatre, pervasive event for a corporate client

ZET.TO ByoLogic

  • simulation of the end of the world, lifestyle biotech, what would a ByoLogic company might feel like to interact with (“personal enhancement solutions”)
  • futures driven by people involved
  • involving actors from improv (comedy) and military drills
  • synthetic pandemic immune deficiency disaster
  • 4 major live interactive performances - 4 archetypal futures
  • 4 tracks / paths through the story - adventure (evacuee), power (paramilitary), action (resistance), priviledge (board member)
  • online narrative - versatile intern program for sharing their medical history
  • graphic novel in e-ink (backstory
  • videos vimeo.com/byologica
  • byologic.com
  • apps for facebook and twitter - simulate spread of disease through social networks
  • funded through indiegogo, awards…
  • becomes interesting when it began involving the movers and shakers in the synthetic biology world (e.g. pink army cooperative)
  • most interesting collab. with Synbiota - open source synthetic biology
  • bringing the future to life: http://goog.gl/ChRDZU

Autodesk Shadowfall

  • continuation of the story for nasa, tech pioneers and venture capitals
  • how a company might oversimplify decisions with biotech
  • is there a benefit to keeping forecasting as boring as possible - corporate clients don’t want to make artefacts and results publicly available - worrysome related to ethics and agency
  • interesting to create a shared storyworld made up of all the stories in a database - corporate clients don’t want this to happen

Julian Bleecker

Video of the current works at the Near Futures lab: “A Catalog Of An Extraordinary Future When It Becomes An Ordinary Today”

  • Opening your eyes to the world around you - everything becomes an opportunity to interrogated
  • future_fabulators/de14_notes.1400934377.txt.gz
  • Last modified: 2014-05-24 12:26
  • by maja