Showing posts with label Open Source. Show all posts
Showing posts with label Open Source. Show all posts

Tuesday, February 18, 2014

Build your own time machine

Newcomers to the design/futures party are often curious about bridging from abstract talk of possible futures into more tangible exploration -- but such interest doesn't automatically come with a sense of how to begin.

Last year I wrote a piece to provide a possible way to venture into this territory, for an anthology called 72 Assignments: The Foundation Course in Art and Science Today –– an assignment, Time Machine / Reverse Archaeology.

Published by the Paris College of Art, the collection's premise was to reimagine the Bauhaus Vorkurs ('foundation course'), almost a century after Johannes Itten introduced this landmark in arts education. (The book's working title was 100 Assignments: The Future of the Foundation Course in Art and Design.) Each assignment is meant to be doable within a three-hour window.

My piece was intended mainly as a first-timer's scaffolding for translating existing future scenarios into either physical prototypes or immersive situations. (You could tackle it alone, but in a group would be better. You could also do it in three hours, but longer might be easier.) The 'Reverse Archaeology' variant addresses the object-oriented concerns of design fiction. The 'Time Machine' variant exemplifies the more encompassing simulation/situation territory of experiential scenarios. Since publication in late 02013, both versions have given rise to some interesting results. More about those in posts to come.

It builds on similar assignments I've set for students at the University of Hawaii at Manoa (02008, with Scott Groeniger), at California College of the Arts (02011, with Jake Dunagan), and at the National University of Singapore (02012, with Aaron Maniam and Noah Raford). It also owes much to the alternative futures processes [pdf] that I learned from Professor Jim Dator and colleagues at the Hawaii Research Center for Futures Studies.

The whole idea of sharing materials like syllabi and assignments is bound up with a problem space I'm thinking about a fair bit lately: 'structures of participation' (a phrase borrowed from Natalie Jeremijenko) for designing experiential futures. This interest in structures of participation is about democratisation of the tools, in service of growing a more adept community of practice, in order ultimately to deploy experiential futures -- design fiction, experiential scenarios, etc -- at scale and to greater overall effect in the culture. To hone fluency in one's own practice is a fine thing, but it needs to be learnable in order to scale. And scaling our efforts towards 'social foresight' is the point, I think (see Chapter 7).

And so, to that question of democratisation, which might alternatively be framed as a matter of Open-Sourcing design/futures practice; it's nice to see the PCA Press collecting assignments, of all things. I'm now teaching graduate students full time. For three years before that I was consulting full time. A common feature to both areas of work, it seems to me, is that documentation isn't shared as much as it could be. A good deal of both teaching and consulting work seems to take place in bubbles, with no one quite knowing what's happening in others' bubbles. This is a paradox of practice-led discourse. You get practitioners so preoccupied with  learning-and-deploying in their own contexts that they don't, for whatever combination of reasons, share as fully as they could, thus depriving the commons of resources that would benefit all. We need quite deliberately and systematically to Open Source the work around which we seek to accelerate collective learning.

A disclaimer. The step-by-step process outlined in Time Machine / Reverse Archaeology is probably bleeding obvious in some ways and a bit opaque in others. One or two of the key steps from scenaric premise to concrete future artifact/situation may be reminiscent of the old Monty Python sketch about D.P. Gumby's School of Flower Arranging: "First, take your flowers. Then, arrange them in a vase!"

But perfection is not the first step. Getting involved is. To the extent that any how-to guide helps people cross the threshold to a first attempt, it has in an important sense already succeeded.

Do get in touch if you decide to try out #timemachine or #reversearchaeology assignments -- it'd be great to hear how you go.


[Thanks to Bruce Sterling for blogging this over at Beyond the Beyond -- the curiosity that piqued in various quarters helped prompt me to post here too.]

[Update 1apr2021: Replaced broken links. Unfortunately the Sterling/Wired post is not archived.] 

Related:
> Travelling without moving
> 99 cent futures project
> Strategic Foresight at CCA's Design MBA
> The first guerrilla futures class
> Why futures and design are getting married

Monday, March 23, 2009

Future interfaces



World Builder, a lovely short by visual effects specialist Bruce Branit, takes on a substantial and heady topic: it basically imagines the future of imagining itself. (Branit is a highly accomplished digital artist -- you might recognise his handiwork on recent episodes of TV's Lost, for example, as featured in his current showreel.)

This ten-minute video, which apparently took a day to shoot, followed by two years in post, set me to thinking back to Michael Schrage's 02000 book Serious Play, which is about the importance and development of prototyping practices:

As prototypes become ever more powerful and persuasive, they will compel new intensities of introspection. To paraphrase philosopher Alfred North Whitehead, they will become conceptual machine tools for postindustrial innovation -- not because we are now gifted with finer imaginations but because we have better instruments for imagining and rehearsing the future. [p. 36]

I would go further than Schrage does here, by suggesting that "prototypes" do serve as prosthetic extensions of imagination: if the net effect is improvement in our imaginative capabilities, what does it matter whether this is traced to external rather than internal changes? Either way, though, the point is the intense consideration, whether introspective or collective, enabled by thinking aloud through various media. Schrage also says:

[T]he value of prototypes resides less in the models themselves than in the interactions -- the conversations, arguments, consultations, collaborations -- they invite. [p. 20]

Seen from that angle, the interesting thing about this kind of video lies in the conversations it seeds, or helps grow. What sorts of new design approach (World Building applications, gestural interfaces, and so on) will this vision, however indirectly, enable? While Schrage's interest lies in prototyping and innovation as practised within commercial organisations, we can see how the principles of its value extends beyond that limited setting when the "prototypes" are, so to speak, Open Source, or accessible to the public.

In this case, we have a sort of stand-alone concept video for a holographic interface; but sometimes similar prototypes are embedded in popular films or television shows. Kevin Kelly, who blogged about the video earlier this month, noted:

Like the famous Apple Navigator film from decades ago, or ATT's You Will series of ads, or the Minority Report's scene of transparent gesture interface, this fictional depiction is convincing and inspiring. I want one now.

Indeed, some interaction designers have recently been paying attention to the connections between interfaces portrayed in science-fiction on the one hand, and real-life technological innovation on the other. And, while I can't say I know a great deal about that topic, these seem to be important transreality sites, places where (what are originally created as) explicitly fictional images of the future bleed into the present. Future interfaces, in more ways than one.

The only thing is -- and it's not a complaint, just a curious aspect of watching this film -- I couldn't shake the feeling that someone was advertising at me. Was this an extended commercial for flowers? A plug for a service of some sort, say, UPS? Or perhaps something broader and slightly more self-referential, like a graphics card or microchip? After a while it hit me: of course, it is an ad; a ten-minute ad, for the considerable talents of the fellow who made it.

As we've seen before here, self-promotion and public service can find a synergy when it comes to elaborating and disseminating well-wrought images of preferred futures for general consumption.

Related posts:
> Object-oriented futuring
> Public service and self-promotion meet on the adaptive path
> Reality prototyping
> Design fiction is a fact
> Neill Blomkamp, visual futurist

(via The Long Now Blog and Kevin Kelly)

Tuesday, March 03, 2009

Tribal Futures

...meets Open Source Design

Image via Tribal Futures website

Over at her blog The Future of Self-Knowledge, designer Jessica Charlesworth writes about her recent involvement as an "embedded reporter" for a class project in the Royal College of Art's fascinating Design Interactions MA program. Tribal Futures was a four-week collaborative effort between the RCA students and the user-experience group at Vodafone, with support provided by the mobile network company. According to the brief [pdf]:

The development of mobile telecoms so far has been about personal technologies -- there is little successful development or marketing to groups, although as social animals much of human activity and culture plays out in them.

Social theorists predict that traditional units of society such as the family are becoming less dominant, and instead -- elective, tribal groupings are on the rise.
...
The project's enquiry will focus in on the mundane and the extremes of our behaviour in groups and propose design interventions to support, subvert and celebrate our tribal connections.

We encourage you to extrapolate the current trends in mobile, social and other technologies in terms of their failures as well as successes, and examine what technologies [sic] intended and unintended consequences might be.

Magical nihilist Matt Jones of Dopplr (and formerly, Nokia), who was also involved with the project, clarifies that these terms were "deliberately wide and intended to steer us all from thinking about mobile phones". Accordingly, the variety of outputs was impressive -- as was degree of development that students were able to achieve in four weeks. Overviews of each piece of work can be found here.

Among my favourites are The Singing Flock by Louise O'Connor, who was inspired by the "fluid self-choreography" of starlings -- see the image at the top of this post -- to imagine an online improvisation space, which would display the voices of physically dispersed musical collaborators as flocking birds...


Ben Faga's web 2.1: humility through humanity imagines that vital bodily activities might be relayed, via Web 2.1 Underwear and other sensory apparatus, to our anxiously waiting networks...


And Dearbhaile Heaney's Constructive Hold Spaces would create transient communities and audiences out of the disparate individuals who happen to be stuck on hold in a telephone system at the same time...


Now, if you take a look at the Tribal Futures site, you'll find that each student's output (description, concept designs, drawings, etc) contains a link, in the bottom left-hand corner, back to his or her contributions to the group's research blog, the learning space for the project that Jess was brought in to help populate.

I really like this, and I want to use it as a springboard to draw out an element in the mix here which, at first blush, has less to do with the themes of mobile networks and tribal groupings, and more to do with the fact, as well as the manner, of this graduate design program unleashing its project work on the world. (Not everything that follows pertains specifically to this program, but it's a line of thought spurred by it.)

Of course, shows of students' work have long been a crucial initiation rite for intrinsically outward-facing professions like design and architecture, for the sake of exposure to potential employers and clients, as well as broader audiences (recall the recent example here about design-led futures). But at the risk of stating the obvious, as of quite recently it has become extremely simple to integrate the pedagogical process with the broader conversations and purposes to which a program may be committed. That is to say, not only end-of-semester assignments, but also things done en route (including content sharing, brainstorming, note-taking, and discussion -- all project-development activities which are often undertaken electronically) can be made public as part of The Bigger Conversation, too. Indeed, that's more or less what we did for my experimental future-jamming class last year, via a publicly-accessible class blog that documented students' learning as we went along, and especially as tangible elements of alternative Hawaiis (circa 02038) were conceived, produced and installed out in the world.

But the argument is not confined to an academic setting. Nor need the sharing necessarily occur right alongside the creative process (rather than being made available ex post). One example can illustrate both points: certain Hollywood feature films are developed under conditions of the strictest cloak-and-dagger secrecy, but the clear trend since well before the advent of DVD has been for increasingly exhaustive behind-the-scenes materials to be gathered or generated as part of the production process. These are incorporated either into extras with the home video release (on-set interviews, making-of featurettes, commentaries by cast and crew), or into movie tie-in products sold separately (coffee-table books featuring production artwork, costume and set designs, and on-location tales from the trenches).

To be clear; our claim here is not that public inscriptions along the designer's road are always and everywhere possible, or even desirable. Indeed, constraints routinely affecting commercial design contexts, such as confidentiality due to competition, or security concerns, or a simple desire to work away from prying eyes, may make it preferable for some designers not to talk about how the sausages are made.

Rather, the point is simply to note the increasing viability, and potential utility, of the by-products of the creative process being made more widely available (particularly, but by no means exclusively, around complex collaborations). It seems to me that the more comprehensively the journey can be recorded, so long as the material remains reasonably navigable, the better it stands to serve the cause of collective learning in the long run.

I am reminded of a post from a few years ago by the Near Future Laboratory's Julian Bleecker, who noted the importance of designers sharing their creative exploration:

The process and practice of moving from idea to final version is all too often a process of making the richest part of creativity illegible.

Why? Because oftentimes we don’t treat the practice of constructing objects and things as a kind of theorizing in itself.
...
I think capturing and even sharing widely ... these articulations at even embarassing [sic] stages would go a long way toward enrolling semantic objects into the larger ecology of social beings.
...
[I]n the knowledge ecology that is made possible by the world of connected thought -- the Internet -- creativity, innovation, making stuff that makes for more habitable, sustainable worlds is a massively multiplayer game.

It seems to me entirely sensible that the bigger processes and social challenges in which the design community is implicated are aided by lifting the curtain to reveal more behind the scenes activity.

Let's return to the context which prompted these thoughts: the Design Interactions program is well known for its dedication to a distinctive set of emerging strands, or approaches to research, in design practice; among these are design futures, design for debate, design fiction, and critical design. (Here I should note the current controversies and debates over terminology within the field. In a interesting recent piece by Bruce M. Tharp and Stephanie M. Tharp at the widely read industrial design website Core77, a four-part typology for industrial design is suggested, each type being determined by the designer's main intention. Using the language proposed there, the approaches named above could reasonably be characterised as a combination of experimental and discursive design, as opposed to responsible or commercial design.) Still, regardless of precisely what we call them, there is a clear idea in all this that the outputs (designs, artifacts) themselves are not to be regarded as finished objects, but instead, or more importantly, as catalysts for further thought, discussion, and exploration. In that sense, then, they are deliberately, strategically tentative.

A relatively open attitude towards sharing the creative process by which they are generated is in fact an extension of the spirit of the whole undertaking: since even the finished product isn't, traditionally speaking, a "finished product", earlier stages of the discussion form an equally legitimate part of the conversation. This ethos is entirely in keeping with a commitment to educative, publicly-oriented and catalytic uses of design practice. In other words, we could say that in addition to the above characteristics, it's also Open Source.

It is a curious and felicitous side-effect of this intellectually generous modus operandi that the program and its students could be said themselves to be modelling a key behaviour for the development of future "tribes" -- i.e., voluntary affinity groups based around shared (in this case, design) sensibilities, commitments, ideas, and passions. In other words, their relative transparency and online openness towards the wider world may make this group a particularly fine example of a 21st century tribe in action.

And, to bring us full circle, Jess's role as an embedded reporter -- or if you prefer, tribe scribe -- embodies this Open Source commitment, as well as the 21st century affinities idea, rather well. Her designated contribution is, one could say, to serve as a conscious agent, cyber-archivist, and advocate for the collective identity and memory of the group, via the documentation and preservation of its discovery process, for both internal and external audiences' contemporary and future reference.

A quick word about Jess, whom I met at the New Sciences of Protection: Designing Safe Living conference held at Lancaster University last year (where she was also the designated -- and very European-sounding -- programme rapporteur). Jess is an alumna of the fascinating Design Interactions MA, and protégée of critical design pioneers Fiona Raby and Anthony Dunne. She has also, among other interesting things, founded a hypothetical organisation called The Futures Association for Therapy and Entertainment, or The FATE Institute, "a fictitious future forecasting institute that acts as a vehicle to generate personalised future forecasting services". It explores "the cross fertilisation between three methodologies of future forecasting; ancient divination, corporate futurology and predictive gene testing" (a frighteningly plausible ménage à trois involving science, pseudoscience, and good old fashioned quackery).

It is with great thanks to her and to Fiona that I announce the happy news that I'll be joining the current Design Interactions group in London for several sessions later this month, to help introduce them to futures and its usefulness in supporting design exploration -- and vice versa.

I can't wait to meet the rest of the tribe.

Related posts:
> Future-jamming 101
> Object-oriented futuring
> Design-led futures
> The MacGuffin Library
> Open Source futures and design
> Public service and self-promotion meet on the adaptive path

Tuesday, August 12, 2008

Open Source futures and design


Fellow futurist Jamais Cascio recently blogged on working with San Francisco design consultancy Adaptive Path to build scenarios for the future of the web (which can be found here). The end result of that work was a set of concept videos portraying a web browser, dubbed "Aurora", in the year 02018.



The clip above is the second of four illustrating Aurora's use in different settings. (NB The time horizon isn't foregrounded, but watch for a geeky hint in the events menu.) Its development is described in detail at Adaptive Path, and Lead designer Jesse James Garrett helps dispel any possible confusion:

This is not a demonstration of a real product. What you see in the video is a visualization of our ideas created by animators. Technologically, much of Aurora would be difficult or impossible to implement today. However, we expect everything you see to be possible in some form in the future.

The project was instigated by open-source software org Mozilla (makers, among other things, of the Firefox web-browser which I'm using at this moment), as part of Mozilla Labs' Concept Series, which aims "to provoke thought, facilitate discussion, and inspire future design directions for Firefox, the Mozilla project, and the Web as a whole."

Adaptive Path's Dan Harrelson elaborates:

The Aurora browser concept video is our first venture into the new world of open source design and, in keeping with both Adaptive Path’s and Mozilla’s core philosophies, we are sharing our insights into the design process and providing much of the original source material. Our hope is that others will be inspired to try their hand and release their own vision of the web browser of 2018.

Mozilla Labs' call for participation, released 4 August 02008, notes that Concepts submitted may take the form of Ideas, Mockups, or working Prototypes, but emphasises that all should be set loose for others to tinker with, via a Creative Commons license (for Ideas and Mockups) or the Mozilla Public License (for Prototypes).

Some viewers may find the explanatory video clips a little contrived (like, um, every instructional video ever made) but regardless of what you think of them, or the specific design features of the Aurora itself, what's exciting to me here is the emergence, and potential, of this mode of collaboration: design thinking and futures thinking coming together in a forum deliberately established on the commons model. It makes an intriguing complement to the Superstruct strategy (noted here yesterday) of crowdsourcing scenario fragments through the medium of a game.

I ended an earlier post about a similarly outward-facing concept project from Adaptive Path (the Charmr) with these words:

Encouragingly, it seems, companies prepared to share their "reimaginings" with the wider world -- preferred futures , in the form of ideal design concepts -- stand to do well, and also to do good, at the same time.

They've done it again.

Related posts:
> Public service and self-promotion meet on the adaptive path
> Humans have 23 years to go

Tuesday, April 01, 2008

Project Virgle: The New New World

Earth has issues, and it's time humanity got started on a Plan B. So, starting in 2014, Virgin founder Richard Branson and Google co-founders Larry Page and Sergey Brin will be leading hundreds of users on one of the grandest adventures in human history: Project Virgle, the first permanent human colony on Mars.

~Virgle: The Adventure of Many Lifetimes



Google and Virgin announce Mars expedition and colony

MOUNTAIN VIEW, Calif. and LONDON, England (April 1st, 2008)
– Google (NASDAQ: GOOG) and Virgin Group today announced the launch of Virgle Inc., a jointly owned and operated venture dedicated to the establishment of a human settlement on Mars.

"Some people are calling Virgle an 'interplanetary Noah's Ark,'" said Virgin Group President and Founder Sir Richard Branson, who conceived the new venture. "I'm one of them. It's a potentially remarkable business, but more than that, it's a glorious adventure. For me, Virgle evokes the spirit of explorers such as Christopher Columbus and Marco Polo, who set sail looking for the New World. I do hope we'll be a bit more efficient about actually finding it, though."

The Virgle 100 Year Plan's milestones will include Virgle Pioneer selection (2008-2010), the first manned journey to Mars (2016), a Virgle Inc. initial public offering to capitalize on the first manned journey to Mars (2016), the founding of the first permanent Martian municipality, Virgle City (2050), and the achievement of a truly self-sustaining Martian civilization with a population exceeding 100,000 (2108).

~Google Press Center, 1 April 02008

A message from Richard Branson, posted on YouTube today:



(And another from Larry Page and Sergey Brin.)

All this is a little smug, to be sure, but quite ingenious.

And a lot of work went into this effort.

Here's the colonisation "plan" laid out for the next century...
An announcement about Virgle by Branson, at the official Google Blog...
Info on the application process for would-be astronauts (wherein Google tries its hand at a little Onion-esque parody, of multi-choice questionnaires)...
The discussion board -- a google group, of course...
And perhaps my favourite part of this, the prospectus for an "Open Source Planet":

Project Virgle comprises three equal partners: Google, Virgin and a diffuse network of talented individuals who want to participate in our mission. Tapping into this global network means organizing our venture around the model that will most efficiently liberate and reward individual knowledge, effort and creativity while creating strong incentives for investing companies.

In other words, from end to end, Project Virgle will be open source.

A post-post-industrial economy

What does "open source" mean in the context of a distant, planet-wide, century-long enterprise? Today's industrialized (and post-industrialized) (and, one imagines, post-post- industrialized) economies are sustained not so much by physical wealth as by advanced systems of shared knowledge whose marginal productivity grows as more is accumulated. "Shared," however, doesn't mean valueless; we see Virgle as a decidedly for-profit venture that will develop most efficiently via decentralized models of effort, authority and reward. If the first economic revolution was agricultural, the second industrial and the third digital, the fourth will be Open Source -- the birthing of a planetary civilization whose development is driven by the unbound human imagination.

Virgle is an undertaking of almost unfathomable complexity whose success will derive to a distressingly large degree from the amount of effort that is, or isn't, put into it. So we hope we don't come off as too sweatily desperate in embracing a philosophy that we believe will invest, literally and figuratively, an exponentially larger network of individuals in our success than would a traditional corporate structure. We want to engage, one might say, the Long Tail of human creativity. Instead of 5,000 people working 12 hours a day six days a week in exchange for a full salary and benefits, imagine 5 million people working a few hours a week in exchange for contribution-based equity in the form of shares in Virgle Inc and ownership of the land of which the colony will ultimately take some form of possession.


Christian Crews, who posted this to the APF listserv earlier today, added "I love this - I wish it were real - hell, they've got the cash!"

Exactly. It's interesting how possible this feels, what with private entrepreneurs taking a renewed interest in space tourism in the last several years -- as seen in the Ansari X Prize, Jeff Bezos's Blue Origin, Virgin Galactic, and so on.

On that topic -- the power of private entities to shape our collective priorities and achievements -- it's worth noting the reach that Google's thought experiments can command. The Branson video, posted less than 24 hours ago, has accrued 244,665 views, and the Brin/Page counterpart has logged 443,771. (Google "turned the lights out" on its website last weekend -- changing its signature plain white background to black -- to support Earth Hour, an energy awareness initiative of the World Wildlife Fund. I don't know how many millions of people were exposed to this message incidentally while searching the web, but I'd bet: lots.)

Anyway, back to Virgle, which is a terrific provocative, plausible futures-esque intervention, and grist to the mill for my thinking on the relationship between hoaxes, simulations, and scenarios, which I hope will be available in human readable form sometime later this month.

It's too bad, really, that April Fool's Day comes but once a year -- we could stand to exercise our imaginations a bit more often.