Thursday, October 02, 2008

Where futures meets experience design

Six dimensions of experience design
Diagram: Nathan Shedroff | via Pantopicon

Over at A Thousand Tomorrows, Antwerp-based futurist Nik Baerten has published the transcript of a recent interview with experience designer Nathan Shedroff, about the intersection of futures and experience design. Below, some [abridged] highlights...

NB: We have learnt that both as a means to inspire future thinking and to communicate and discuss alternative futures, experiences add significant value to the process of participatory futures exploration and envisioning. [...] How do you look at using experiences as tools, as a means to an end (e.g. gaining insight, anticipating & preparing for change)?

NS: Everything we perceive is an experience so, fundamentally, it’s impossible not to create an experience. The difference between what you're suggesting and much of futures work is done is simply about considering more of the dimensions of experience in the delivery. For example, reading a white paper or watching a video are still experiences. They're just not as immersive as immersing audiences in scenes or environments in realtime. All have their place, however.
...
Many people in the business world have trouble truly visualizing opportunities or even any sense of an alternate future. To help transform their perspectives, it's important to immerse them in an appropriate way -- sometimes widely and sometimes deeply. Usually, the more that the experience models how people live and work in their present lives, the easier it is for them to accept changes that transform their perspectives. This is why immersive experiences like environments and even workshops can be so much more powerful than reading a report.

NB: The fields of foresight, visioning, scenario planning etc. are not unknown to you. You have dealt with future scenarios a few times as well. Could you tell us something about your own experiences?

NS: Scenario Planning is an incredible tool. [...] However, it can be tricky in business because, often, executives "get" the new vision but they're still left with no way to implement it and alternate scenarios are often purposefully provocative extremes. Taking these visions and weaving them back into present strategy is often too confusing or difficult for managers and leaders to do.
...
Artifacts from the future that relate directly to an organization's business (whether part of the original future studies or completed in a second phase) can help support courage and commitment to innovation since the tangible attributes of prototypes helps leaders "see" examples of offerings and not merely imagine details between the organization’s current and potential strategies. It's extra work but usually well worth it.

NB: In my personal humble opinion design and futures studies are intimately linked. Both basically deal with the yet-non-existent, both look for creative solutions to challenges, both are about changes of perspective, both are about thinking in terms of alternatives.

NS: You're absolutely right. Whether the design process is being applied to future studies or current offerings doesn't really matter. It's still, mostly, the same process. That's a powerful situation because it means that the same development teams that produce an organization's solutions can usually turn to future studies with little change to their process (thought they could always use a chance to change their own expectations to the new context) and vice versa. The same teams that work on future artifacts can turn their same skills to integrating what they've learned to real products and services. Of course, they need to be given permission to actually do this, something that takes a special kind of management.

NB: One could say that an experience is always co-designed, in the sense that it emerges from the interplay between creation and beholder. [...] Co-creation, co-design, participatory design … how do you connect those to the design of experiences?

NS: There is no one, right way to design or develop anything. To a large degree, it needs to reflect the culture -- especially the innovation culture -- of a company. [...] Future scenarios are often used as a way of confronting an organization's leadership, purposely jarring their thinking. That works for some organizations and not for others.
...
You're absolutely correct that design and development is a co-creative process. It's best when there are multi-disciplinary teams that represent al of the key areas of development, production, distribution, messaging, and service. These teams can be difficult to manage because there may be so many people and many may not be comfortable suspending their disbelief in order to explore new options.

NB: Do you see a certain evolution in the types of experiences we expose ourselves to and why? Where do you see it going?

NS: We definitely hunger of meaning in our lives. That's the most important aspect of any experience. [...] I don’t think we're accelerating the pace or strength of experiences in any way, other than to recognize them and build them more deeply and more thoughtfully. In terms of storytelling, entertainment, and information, we are getting back to more interactive forms of experience than we have in the recent past simply because interactive media have become so prevalent in our lives.
...
In terms of business, however, we still have a long way to go toward making truly compelling experiences part of the way we learn within organizations, collaborate, share understanding, and build strategies.

NB: [H]ow do you look at design aimed at transforming society instead of companies (and their product/services)? Where do you see similarities and differences?

NS: A product, service, event, or environment can all be transforming -– or not at all. There's nothing exclusive within the categories.
...
Everything an organization does has a social impact, whether intended or not. Creating people social impacts, as well as better environmental ones, is simply a matter of addressing and valuing these issues at the strategic level of the organization as well as the tactical level of product and service development and implementation.

A strange conversion is taking place in the business and NGO worlds. Not only are business people learning that they can address social and environmental issues through their work -- profitably -- but, also, leaders of NGOs are waking-up to the fact that just because they have a social mission to their organization doesn't mean they can't learn to be a more successfully managed group using leadership and management techniques from the corporate world.

Cheers to Nik and Nathan for sharing their ideas! [Link]

Related posts:
> Cheap prototypes, valuable insights
> Reality prototyping
> Findability features FoundFutures

Monday, September 29, 2008

Before getting ink, get pixels

Previz -- Tattoo project
Image: Loïc Zimmermann, via CGSociety (also here)

Yesterday I came across a fascinating example of visualisation, or multimedia-enabled forethought, applied in an unusual domain: illustrating the body.

French CG artist Loïc Zimmermann (a.k.a. e338) explains:

I've been thinking of having a tattoo for years and years now. Obviously I wanted to draw it by myself and I recently felt like I was ready for that.

As soon as i found a crazy guy capable (technicaly) of doing something really precise, I started the design process.
...
Since I wanted to do something really precise regarding the anatomy, I felt I could use a little help in order to be as close as possible to the reality.

My work at the moment consists in doing characters for a videoGame company, Quantic Dream, and to do so, after the casting is done, we use 3D scanners of the faces as a guideline for the modelling process.

I asked my fella Thierry, character supervisor there, if we could manage a scan session of my body and he said yeah ( I told you he's cool right?).

Patches from Zimmermann's body scan

A wireframe topology overlaid on the assembled scan

The ZBrush (digital sculpting software) version

The tattoo design, laid flat
Above images: Loic Zimmermann, via CGSociety (see also here)

A rendered digital version of the artist's body...

...with the tattoo added
[See also this version, and a closeup here]

Zimmermann has written about the whole process in a series of posts since mid-02007...

The work in progress, "après 11h de torture"
Photo via Loïc Zimmermann's blog

...announcing in March this year that this, his first tattoo, was complete.

After more than 39 hours of work... done.
Photo via Loïc Zimmerman's blog

First things first: this is a shockingly great piece of artwork. Quite a few comments at his blog are to the effect that "I never wanted a tattoo, now I do". I see where they're coming from.

Second, Zimmermann's is a really interesting, innovative use of 3D modelling. Whether you happen to be interested in tattoo art or not, this process for visually thinking out a high-stakes personal decision represents a mode of engaging possibility that until recently was unavailable. A number of online sources [e.g.1, e.g.2] seem to be labouring under the misconception that this is a brilliant new turnkey program "invented" to enable the tattoo-envying masses to look before they leap. Unless the misconception is mine, at this point it's more in the nature of an extremely labour intensive artistic and personal investment on Zimmermann's part, done for his own purposes. But it does also strike me as the kind of application idea that may well become available before too long (if in a somewhat crappy, attenuated form) to Joe and Jane Internet, using multi-angle webcam shots and user-uploaded designs.

In recent months, we've come across a few interesting instances of wearable foresight aids -- the old suit, the empathy belly, and the alertness enhancing device. We've also seen a concept design for sanitising a dystopian future with a less distressing appearance. Here is a contrasting example of prosthetic foresight, not to be worn on the body but to imagine its transformation; an ingenious and rather lovely artist's hack of 3D modelling tools, powerfully envisioning a future state for Zimmermann to contemplate during his 40-odd hours under the tattooist's needle.

The tattoo has apparently delivered on its promise. This month he made a start on part deux.

(via Yoso tattoo studio)

Update (11FEB10): I wrote in Sept '08: "it does also strike me as the kind of application idea that may well become available before too long (if in a somewhat crappy, attenuated form) to Joe and Jane Internet, using multi-angle webcam shots and user-uploaded designs."

Now the Internet says: "Have you ever wondered what a tattoo or multiple tattoos might look like on you? Why not try it out virtually before you really get it done! You can use pre-loaded pictures and body art or upload your own. Another way to try it before you buy it, and it's all for under $10 for a whole year." Link (Thanks Sarah!)

Related posts:
> Facing future
> Fatigue, irritability, and much, much more!

Tuesday, September 23, 2008

Your destiny is no longer in question





Above, two videos from NEXTgencode, "the industry leader in personal genetic life enhancement" [link > About Us].

These ads, and the website to which they point, were part of a promotional campaign for sci-fi writer Michael Crichton's 02006 novel Next.

A Wall Street Journal article at that time examined the hazards of hoax-like advertising material that manifests, so to speak, fragments of the in-scenario universe.

Fake videos are part of a broader trend in marketing involving the creation of pseudo events or phony organizations aimed at sparking buzz among fans. Among big marketers to take similar steps are Volkswagen AG's Audi brand and Walt Disney Co.'s ABC TV network.
...
ABC is still studying in the impact of its fake-marketing campaign [for TV series Lost].
...
Such efforts are known as "alternate reality games." They tantalize consumers with a mysterious story line, then ask them to explore more deeply.

To gauge the success of these marketing ploys, advertisers will typically examine consumer posts on blogs and elsewhere on the Web and see if they sound positive or negative, according to David Cohen, an executive at Interpublic Group of Cos.' Universal McCann.

~Jeffrey Trachtenberg and Brian Steinberg, "Believe It or Not, Fake Biotech Firm Is Key Marketing Ploy for Crichton Novel", Wall Street Journal, 16 November 02006

Online videos may still be relatively new, but Crichton has long used material of (if I may put it this way) ambiguous facticity to prop up the conceits of his science fiction. The first novel he published under his own name (The Andromeda Strain, 01969) was garnished with plausible, yet fabricated, scientific-looking footnotes. Back in high school, the first book of his I read (Jurassic Park, 01990) strove for and, I think, achieved terrific verisimilitude in the same way; using the false document technique.

So, I read Next sometime in the last year. The characters are thin, and the plot is less than convincing; it's certainly not his best work. I do, however, really like this playful use of quasi-documentary material to draw potential readers into a story which, like much of Crichton's fiction, although set in the present day, is predicated on the idea that cutting-edge technology is considerably more potent than you realise. In other words, the promotional medium matches the message, which is, as the book's blurb puts it, "The future is closer than you think." The brief moment when one is taken in by the video(s) or website -- if it happens this way for you -- thereby entertaining the reality of the fictitious premise, may be accompanied by a minor shock that such a thing could be possible, or already here (future-shock therapy).

Now, from a foresight communication perspective, there's a tricky balance to be struck in all this, which we face in designing experiential or immersive scenarios. The depiction of a near-term future may come across as more urgent, more frightening (for example), and more likely to be mistaken for actual fact, while being less responsive to intervention (since there's less time to do something about it); whereas a further-out scenario, in terms of timeline and plausibility, may allow more scope for action (i.e., avoid or pursue), yet could be less likely to seem salient, and hence to find or engage an audience. This dilemma may be of little concern where the primary goal is to entertain, but it's important for a futurist attempting to generate present-day traction for real problems and opportunities on (or over) the horizon. Only once have I been involved in experientially manifesting a scenario that could on closer inspection still be regarded as plausibly happening at that moment, as opposed to decades into the future; it gained attention, but as much for the strategy itself as for the issues it raised [link]. I've also seen scenaric possibilities that would be far more impactful in reality being dismissed or ignored altogether, where they are understood from the beginning as "art", or a mere "exercise".

In-scenario communication elements can draw criticism for their supposed deceptive qualities, even though often, as with this particular example, the dislocation isn't meant to last, and it's not at all difficult to debunk. From the WSJ article:

HarperCollins says the approach reflects Mr. Crichton's innovative style and is intended to be provocative and mysterious. "It's not about fooling people," says Kathy Schneider, associate publisher of the HarperCollins imprint. "It's about creating a playful add-on to the book."

Well, I guess the publisher would have to say that, even if it weren't the case. Another view, from Steve Bryant of The Hollywood Reporter [original; subscription required]:

Don't call HarperCollins' plan a hoax, though. That's ascribing too much narrative depth to a transparent scheme that isn't intended to fool the doggedly curious but to coddle the easily bemused. Rather, HarperCollins' plan is more of a "faux hoax," a mystery that winks at you. Subtle enough to be interesting and transparent enough to be followed, the videos gin up interest and eventual sales.

It all depends on how it's done; but such campaigns raise questions about to what degree, or for how long, an audience is "deceived", and also what ethical (or legal) consequences may flow from this. Jake Dunagan and I maintain that, in many cases, "it makes more sense to be surprised by a simulation than blindsided by reality" [see comments]. Still, both the "boy who cried wolf" syndrome (where people become inured to false alarms), and people's justifiably adverse reactions to the sense of having someone try to fool them, are hazards of working in this space.

The tagline "Your destiny is no longer in question", at the top of this post, is a semi-sinister figment of NEXTgencode's fictitious in-scenario website. It's one of several elements about the videos and site that satirically represent the intrusion of genetic science into our lives (with what combination of serious and jocular intent, it's hard to tell). And it's arguably more interesting for these -- what are they; future? alternate-reality? however you cut it, ambiguous -- artifacts to occupy a grey zone than to profess an earnest black-or-white adherence to either ideology or comedy. Not that they're brilliant, but from a public discourse perspective they are probably more effective and interesting (though much less profitable) than the book. Bryant again:

A clever Web hoax is the kind of ancillary content that can be even more useful and engaging than the original content itself.

Indeed.

The irony here is that Crichton, a veteran of these epistemological borderlands, has publicly emphasised the importance of being able to separate the two in the midst of our info-glutted media environment. In a 02003 speech which made an impression on me when I came across it online several years ago, he says:

The greatest challenge facing mankind is the challenge of distinguishing reality from fantasy, truth from propaganda. Perceiving the truth has always been a challenge to mankind, but in the information age (or as I think of it, the disinformation age) it takes on a special urgency and importance.

The original context has to do with certain claims of environmentalists which he characterises as ideologically driven and overblown (while others make much the same argument about his sceptical stance on climate change), but the epistemic challenge he points out remains valid and troubling.

Still, I disagree that it is the most important issue we face. Arguably its equal is the transformative power of our socio-technical process, coupled with our collective unwillingness to take responsibility for its possible outcomes. The melding of fact and fiction, the rigorous exercise of the imagination, the practise of futures studies, have much to offer here. And as alternate reality games, and massively multiplayer forecasting, continue to come into their own, I wonder if more of us will see some value in the deliberate -- not mischievous or pranksterish, but deliberate and temporary -- dimming of the too-bright border between fact and fiction. Where our "destiny" is always in question.

This is where the future lives.

[NEXTgencode videos and website]

Related posts:
> Don't break the universe
> Behold: a disturbing hole!

(Thanks for reminding me about this one, Matt.)

Comedy ahead of its time

Screenshot of The Onion, 22 June 02056

Parody newspaper The Onion has a sterling back-issue (fore-issue?) online dated 02056, satirising future tropes left and right. It came out (in June 02005) before this blog got started, but even if you've seen it before, it's worth revisiting [link]...

  • Democratic Middle Eastern Union Votes To Invade U.S.

  • Final Installment of Frogger Trilogy poised to sweep Oscars

  • Leather-Clad Nomads Seize Power In Australia

  • Remainder of Ross Ice Shelf Now in Smithsonian Freezer

  • Opinion™ - We Need A Fourth Law of Robotics: Stop Fingering My Wife

Priceless.

Related posts:
> Satire's layers
> I read the news today, oh boy
> Tomorrow's headlines

(via Noise Between Stations)

Found: Redux

A U.S. bumper sticker in 02018
An element of "Found" from
Wired 16.10* slideshow

In the latest issue of Wired, Found is back; owing, it would seem, to popular demand.

The magazine has also decided henceforth to use a "wisdom of crowds" approach to generating content for the feature.

For the past six years, Wired magazine's Found page has presented our best guess at what lies over the horizon, from touchscreen windshields to organ farming. Turns out, this little exercise in futurism is one of your favorite pages (as we learned recently when it took a short sabbatical). So we've decided to turn Found over to our readers — what do you think our world will look like in 10, 20, or 100 years?

Each month, we'll propose a scenario. Then it's up you: Sketch out your vision, then go to wired.com/wired/found to upload your ideas, see other submissions, and vote for your favorites. We'll use the best suggestions as inspiration for a future Found page (giving full credit to the creators, of course).

Turning to readers for ideas rather than killing the feature for want of internally generated ones is, in my view, a very positive move, and probably overdue.

Still, I find the first assignment a little disappointing: "Imagine the future of the McDonald's Happy Meal."

Not to be a wet blanket, but this is not a "scenario". It's an open ended brand-based brainstorming task. No problem there, necessarily, but it's liable to be more interesting to that particular company than to anyone else. (And why McDonald's? I'd have thought that such a comprehensively culture-jammed entity would be better avoided, to reduce the odds of barrage of clichés. Now, granted; I used McDonald's myself just recently in a scenario to illustrate possible changes in the food system over the next decade. I did however select it freely from among a wide variety of possible approaches.)

Why am I making a point of this? Because in my experience pitching the design brief at the right level of abstraction makes a lot of difference to the quality of what people produce, especially across the set of submissions. The trick is to find enabling constraints, such that the hard edges set down are walls for the imagination to push off from, not tight lines to colour between. Ask the right question, and the variety of responses generated in parallel should be illuminating in its own right, yielding a crop of alternative images of possible futures, not just fodder for an "official" interpretation later. You want the variations in response to be meaningful and interesting. So permit variation along interesting dimensions: different futures for an established brand are likely to start cute, and get boring fast (except, as I've said, for the owners of the brand); on the other hand, variations on what comprises a meal is an incredibly rich site of human diversity. Think of all the wildly differing cultural responses to that problem: now, applying that kind of anthropological thinking over time is key to the art of futuring. Helping other people do that is also an art.

So what? Well, for a future artifact design task, unless this is an exercise in product placement, in which case brand is all important, I'd suggest that the Happy Meal assignment both underspecifies and overspecifies at the same time. Solution to the latter problem: a looser (less constrained) subject, more open to an interesting multiplicity of interpretations (e.g., the future of fast food; or lunch; or snacking; or ways to spend five dollars). Solution to the former problem: a more specific timeframe (e.g., a meal in 02019, as in the warmup task for Superstruct) or hint about the type of scenario (e.g., fast food in a post-Singularity world).

Also, the display format for entries (squashed into a box inset at the bottom) does not display readers' contributions to their best advantage. How about them getting their own page, collectively if not individually? Should the new strategy for generating contributions prove successful, I would expect that to change.

Still, meanwhile we can welcome this encouraging sign that Wired realises where some of its best ideas are likely to come from in future.

Related posts:
> Is Found really lost?
> Future-jamming 101

(via Metafilter)

* 16.09 on the header seems to be a typo, the October edition is 16.10.

Thursday, September 18, 2008

Play money

#6 Soylent Corp.
Headquarters: New York, N.Y. | Industry: Processed & Packaged Goods
CEO: William R. Simonson | Est. 2007 sales: $157.1 billion
"Exclusive provider of U.S. government synthetic-food rations. [...] Rumors abound regarding composition of the tasty, brightly colored wafers; Soylent Corp. describes them as "a miracle food of high-energy plankton," but critics claim they might be made of something less appetizing."
[Forbes | IMDB]

U.S. business magazine Forbes ("The Capitalist Tool") is famous for lists such as the annual "Forbes 400" which ranks America's wealthiest 400 individuals.

Back in December, Forbes published for the first time a suprisingly playful, and deeply geeky feature on "The Forbes Fictional 15" [article], a sort of alternate reality rich-list topped by Scrooge McDuck. It was accompanied by a ranking of "The 25 Largest Fictional Companies" [slideshow], in which a hodgepodge of sci-fi and fantasy corporate creations from literature, cinema and cartoons vie for the top spot. Just like in real life!

It came as a surprise to find so deadly serious a subject as money treated with almost cavalier levity by these guys.

Then, on second thought, it struck me as stunningly appropriate that fictional corporations -- the explicitly made-up counterparts to those astonishing artificial entities that comprise some of the most significant protagonists in the fantastical otherworld of the global economy -- be given the league-table treatment. Finance is a game, after all.

#1 Combine Honnete Ober Advancer Mercantiles (CHOAM)
Pharmaceuticals giant featured in Dune.

#4 MomCorp
Intra-solar conglomerate featured in Futurama.

#10 Tyrell Corp.
Maker of highly realistic androids, featured in Blade Runner.

#14 Umbrella Corp.
Shadowy London-based pharmaceutical company featured in Resident Evil.

#20 Cyberdyne Systems Corp.
Defence contractor featured in The Terminator.

#25 Spacely Space Sprockets
Cosmo Spacely's sprocket manufacturing concern, featured in The Jetsons.

Incidentally, the (entirely serious) 02008 Forbes 400 was published yesterday, and the total net worth of the 400 amounted to $1.57 trillion. According to my calculations using figures from the World Bank ["GDP 2007" pdf], that's more than the aggregate 02007 Gross Domestic Product of two thirds of the world's countries -- all but 61 of 185, or to say it another way, every economy from Croatia on down -- put together.

I think I prefer the fictional list.

(via Noise is Information)