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Speculative design is a design practice concerned with future design proposals of a critical nature. The term was popularised by Anthony Dunne and Fiona Raby as a subsidiary of critical design. The aim is not to present commercially-driven design proposals but to design proposals that identify and debate crucial issues that might happen in the future. [1] Speculative design is concerned with future consequences and implications of the relationship between science, technology, and humans. It problematizes this relation by proposing provocative future design scenarios where technology and design implications are accentuated. [2] These design proposals are meant to trigger debates about the future rather than marketing products. [3]
Dunne and Raby, the researchers who coined the term speculative design, describe it as:
“an activity where conjecture is as good as knowledge, where futuristic and alternative scenarios convey ideas, and where the goal is to emphasize implications of “mindless” decisions for mankind.”
— Anthony Dunne and Fiona Raby
Speculative design is used to challenge preconceptions, raise questions and to provoke debate. [4] It opens the door for designers to imagine possible futures.
James Auger claims speculative design "combines informed, hypothetical extrapolations of an emerging technology’s development with a deep consideration of the cultural landscape into which it might be deployed, to speculate on future products, systems and services”. [5]
Speculative designers develop alternative presents to ask why things are the way they are so that they can project the future. James Auger explains that these alternative presents can make radical interventions to the current practices and evolving technologies [5] by applying different ideologies and practices. [3]
Speculative design emphasizes the “philosophical inquiry into technological application”; it tends to take the discussion on technology beyond the experts to a broad population of the audience. [5] The resulting artifacts often appear subversive and irreverent in nature; they look different to the public, and this is the key behind triggering discussions and stimulating questions. [3]
Speculative design can be distinguished from design that operates within commercial borders where the aim of designing is profitability. Speculative design is an exploratory design genre and a Research through Design (RtD) approach. [6]
Anti-design and Italian radical design could be considered as ancestors of speculative design. [1] [2] However, the format of speculative design as we know it today is derived from the critical design practice. Both are connected and use similar approaches. Dunne and Raby described critical design as a practice that “uses speculative design proposals to challenge narrow assumptions, preconceptions, and givens about the role products play in everyday life”. [ citation needed ] Critical design is a form of design that uses design tools and process not to solve a problem but to rethink the borders and parameters of a problem from a critical point of view Dunne and Raby explained the term further in their book ‘Design Noir: The Secret Life of Electronic Objects,’ as “Instead of thinking about appearance, user-friendliness or corporate identity, industrial designers could develop design proposals that challenge conventional values”.[ citation needed ]
The relationship between speculative design and critical design can be seen from Matt Malpass identification of the current contemporary design practices into three classifications; the first is associative design, the second is speculative design, and the third is critical design. [2] Speculative design is a form of critical design that is concerned with future proposals. It examines future scenarios to ask the question of “what if?”.
Some attempts of the Italian radical design can be considered as speculative design. For instance, Ettore Sottsass worked on “The planet as a festival” in 1973. [7] Speculative design is inspired by the attitude and position of the Italian radical design, [1] yet does not necessarily imitate its format and motivations. [1]
Speculative design aims to defy capitalist-driven design directions and showcase their negative impacts on design practice. Dunne and Raby note that hyper-commercialization of design during the 1980s drove this practice. [1] [2] Designers struggled to find a social model to align with outside of the capitalist economy. However, after the financial crash of 2008, the interest in finding other alternatives to the current design models was triggered. In this sense, the role of design is to be a catalyst in producing alternative visions rather than being the source of vision itself. [8] [9]
Speculative designers' motivation is to take a position or an attitude towards the current design practice and propose alternatives. [1] [10] Designers might have different points of view about how they would present a design idea or focal issue. Bruce and Stephanie Tharp identify the different positions designers could take towards their projects; these could be: declarative, suggestive, inquisitive, facilitative, and disruptive. [10]
Auger extends this discussion on explaining what speculative design should do by mentioning aspects for it:
Aiming at:
Speculative design relies on speculation and proposition; its value comes from speculating about future scenarios where design is used in a particular context to showcase a notion or an idea of debate. [2] The most significant aim of speculative design is to enact change rather than conforming to the status quo. According to Johannessen, Keitsch and Pettersen the change aspects can be segmented into three elements:
Speculative designers do not suggest what a preferable future is; they let society decide what is a preferable future for them, whereas affirmative design, government, and industries actually decide on their preferable future and create it. [1] It encourages the audience to suggest their preferable future that has no direct relevance with today’s perspective of how the future should be and this raises the awareness for society on how they could influence their choices for the future; [8] the logic of the ‘laws’ of future implies that if we strive for something, we can eventually turn it into reality, even if it seems incredible now. [13]
Speculative design triggers the debate about the actions we take today (in the present) that build future events. It encourages the users to be the change of today. It questions technology at early stages; it is concerned with the domestication of technology and upstream engagement. It poses societal and ethical implications to interrogate them. It questions the role of industrial and product design in delivering new science and technology. [2] Speculative design as a subsidiary of critical design is built on the fundamentals Frankfurt school of criticism. Therefore, critical thinking is an essential aspect of speculative design. [14] Critiquing norms, values and why we design is what motivates speculative designers.
Design is a future-oriented practice by nature. [15] [16] However, the issue lies in the fact that vast majority of designers tend to abide by technological advancements without interrogating them or questioning the implications of such technology. [8] An example of this is the wide adoption of social media and how this affected society (for example, the social dilemma).
Designers, in this case, do not attempt to change the future, but rather they tend to adapt their design towards what they can see as a probable future. In this sense, they see it as something that they cannot change. In this context, speculative design aims to influence change by raising questions and provoking debates by implementing designed objects. Speculative design uses objects or prototypes that do imply implicit meanings about complex social and technological issues. [ citation needed ]
To highlight the differences between affirmative design and speculative design, Dunne and Raby introduced the A/B Manifesto to contrast their meanings and to highlight what does it mean to be critical or speculative in design. [1]
A | B |
---|---|
Affirmative | Critical |
Problem solving | Problem finding |
Provides answers | Asks questions |
Design for production | Design for debate |
Design as solution | Design as medium |
In the service of industry | In the service of society |
Fictional functions | Functional fictions |
For how the world is | For how the world could be |
Change the world to suit us | Change us to suit the world |
Science fiction | Social fiction |
Futures | Parallel worlds |
The “real” real | The “unreal” real |
Narratives of production | Narratives of consumption |
Applications | Implications |
Fun | Humor |
Innovation | Provocation |
Concept design | Conceptual design |
Consumer | Citizen |
Makes us buy | Makes us think |
Ergonomics | Rhetoric |
User-friendliness | Ethics |
Process | Authorship |
Speculative design can be seen as an attitude, stance, or position instead of a process or methodology.
Tactics, methods, and strategies for speculative design have wide variation. It depends on the designer’s intention and the careful management of the outcome of the design project. [14]
Speculative design needs a “perceptual bridge” between what the audience identifies as their reality and the fictional elements in the speculative concept. [5]
Tactics and strategies of speculative design:
and the outcome of speculative design can be a project in the form of:
Speculative design has many adjacent practices including critical design, discursive design, [10] and design fiction. They share similar motivations but different purposes or target areas.
The most significant criticism for critical and speculative design would be based on the understanding that design is not functional or useful, so it cannot be considered as design. The grounds for criticism are built on the basic understanding of design as a problem-solving activity. In contrast, speculative design is concerned with problem finding. It does not create functional objects at the end but rather problematizes an issue or social implication. [17] [2]
Other criticism would be directed towards speculative design as it does sometimes present dystopian futures that do resemble the lives of other parts of the world. It can sometimes be considered as a niche practice that is only presented in highly intellectual venues such as MOMA and V&A Museum, as pointed out by Prado & Oliveira in 2014. [18] [8]
Another criticism for speculative design is dissemination and reflection. The format and venues of presenting speculative design proposals do not imply a methodological approach for engaging with the audience and broader society. This is what Bruce and Stephanie Tharp call (a message in a bottle). [10] [19]
A design is the concept of or proposal for an object, process, or system. The word design refers to something that is or has been intentionally created by a thinking agent, and is sometimes used to refer to the inherent nature of something – its design. The verb to design expresses the process of developing a design. In some cases, the direct construction of an object without an explicit prior plan may also be considered to be a design. A design is expected to have a purpose within a certain context, usually having to satisfy certain goals and constraints and to take into account aesthetic, functional, economic, environmental, or socio-political considerations. Traditional examples of designs include architectural and engineering drawings, circuit diagrams, sewing patterns, and less tangible artefacts such as business process models.
Transhumanism is a philosophical and intellectual movement that advocates the enhancement of the human condition by developing and making widely available new and future technologies that can greatly enhance longevity, cognition, and well-being.
Technology assessment is a practical process of determining the value of a new or emerging technology in and of itself or against existing technologies. This is a means of assessing and rating the new technology from the time when it was first developed to the time when it is potentially accepted by the public and authorities for further use. In essence, TA could be defined as "a form of policy research that examines short- and long term consequences of the application of technology."
The future is the time after the past and present. Its arrival is considered inevitable due to the existence of time and the laws of physics. Due to the apparent nature of reality and the unavoidability of the future, everything that currently exists and will exist can be categorized as either permanent, meaning that it will exist forever, or temporary, meaning that it will end. In the Occidental view, which uses a linear conception of time, the future is the portion of the projected timeline that is anticipated to occur. In special relativity, the future is considered absolute future, or the future light cone.
Scenario planning, scenario thinking, scenario analysis, scenario prediction and the scenario method all describe a strategic planning method that some organizations use to make flexible long-term plans. It is in large part an adaptation and generalization of classic methods used by military intelligence.
Futurists are people whose specialty or interest is futurology or the attempt to systematically explore predictions and possibilities about the future and how they can emerge from the present, whether that of human society in particular or of life on Earth in general.
Futures studies, futures research, futurism research, futurism, or futurology is the systematic, interdisciplinary and holistic study of social/technological advancement, and other environmental trends; often for the purpose of exploring how people will live and work in the future. Predictive techniques, such as forecasting, can be applied, but contemporary futures studies scholars emphasize the importance of systematically exploring alternatives. In general, it can be considered as a branch of the social sciences and an extension to the field of history. Futures studies seeks to understand what is likely to continue and what could plausibly change. Part of the discipline thus seeks a systematic and pattern-based understanding of past and present, and to explore the possibility of future events and trends.
Future-proofing is the process of anticipating the future and developing methods of minimizing the effects of shocks and stresses of future events. Future-proofing is used in industries such as electronics, medical industry, industrial design, and more recently, in design for climate change. The principles of future-proofing are extracted from other industries and codified as a system for approaching an intervention in an historic building.
Critical design uses design fiction and speculative design proposals to challenge assumptions and conceptions about the role objects play in everyday life. Critical design plays a similar role to product design, but does not emphasize an object's commercial purpose or physical utility. It is mainly used to share a critical perspective or inspire debate, while increasing awareness of social, cultural, or ethical issues in the eyes of the public. Critical design was popularized by Anthony Dunne and Fiona Raby through their firm, Dunne & Raby.
Strategic foresight is a planning-oriented discipline related to futures studies. In a business context, a more action-oriented approach has become well known as corporate foresight.
In futurology, especially in Europe, the term foresight has become widely used to describe activities such as:
Dunne & Raby is a London-based design studio established 1994.
Commonly called new media theory or media-centered theory of composition, stems from the rise of computers as word processing tools. Media theorists now also examine the rhetorical strengths and weakness of different media, and the implications these have for literacy, author, and reader.
Corporate foresight has been conceptualised by strategic foresight practitioners and academics working and/or studying corporations as a set of practices, a set of capabilities and an ability of a firm. It enables firms to detect discontinuous change early, interpret its consequences for the firm, and inform future courses of action to ensure the long-term survival and success of the company.
Sascha Pohflepp was a German artist, designer, and writer whose work focused on the role of technology’s influence on the environment, often collaborating with scientists and other artists to explore this theme.
Critical making refers to the hands-on productive activities that link digital technologies to society. It was invented to bridge the gap between creative, physical, and conceptual exploration. The purpose of critical making resides in the learning extracted from the process of making rather than the experience derived from the finished output. The term "critical making" was popularized by Matt Ratto, an associate professor at the University of Toronto. Ratto describes one of the main goals of critical making as a way "to use material forms of engagement with technologies to supplement and extend critical reflection and, in doing so, to reconnect our lived experiences with technologies to social and conceptual critique." "Critical making", as defined by practitioners like Matt Ratto and Stephen Hockema, "is an elision of two typically disconnected modes of engagement in the world — "critical thinking," often considered as abstract, explicit, linguistically based, internal and cognitively individualistic; and "making," typically understood as tacit, embodied, external, and community-oriented."
Behavioural design is a sub-category of design, which is concerned with how design can shape, or be used to influence human behaviour. All approaches of design for behaviour change acknowledge that artifacts have an important influence on human behaviour and/or behavioural decisions. They strongly draw on theories of behavioural change, including the division into personal, behavioural, and environmental characteristics as drivers for behaviour change. Areas in which design for behaviour change has been most commonly applied include health and wellbeing, sustainability, safety and social context, as well as crime prevention.
Design fiction is a design practice aiming at exploring and criticising possible futures by creating speculative, and often provocative, scenarios narrated through designed artifacts. It is a way to facilitate and foster debates, as explained by futurist Scott Smith: "... design fiction as a communication and social object creates interactions and dialogues around futures that were missing before. It helps make it real enough for people that you can have a meaningful conversation with".
Anthony Dunne is a critical designer, educator and founder of the art group Dunne and Raby. He runs the studio with his long term partner and collaborator Fiona Raby.
Design studies can refer to any design-oriented studies but is more formally an academic discipline or field of study that pursues, through both theoretical and practical modes of inquiry, a critical understanding of design practice and its effects in society.
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