Research Fiction and Thought Experiments in Design

M. Blythe, Enrique Encinas
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引用次数: 21

Abstract

Any design process involves an imaginative act, a picturing of the world as other than it is. Fiction has long played a part in design research in the form of scenarios, personas, sketches, paper based prototypes, simulations, prototypes and speculative design. The term “design fiction” has been recently adopted to describe more elaborate and detailed representations of products and services that do not exist yet. Design fiction is an emerging practice and there are several competing definitions and forms. This article traces design fiction from the Italian radical design of the 1960s through British Art Schools in the late nineteen nineties to contemporary adaptations of the practice by companies like Google, Microsoft and Facebook. Design fiction is now produced regularly by individuals launching Kickstarter campaigns, corporations selling visions of future products and governments imagining new digital services. But there is little agreement about the status of such fictions: what constitutes a good fiction? How does fiction relate to research? In what sense does fiction contribute to existing knowledge? Although fiction can sometimes result in accurate prediction this is not its main value. It is rather the creation of ambiguous artefacts that help us think carefully about emerging technologies and their potential impact. Although fiction may seem to be the antithesis of empirical enquiry it is often employed in the form of “thought experiments” in Physics, Mathematics, Ethics and Philosophy. This article argues that design fiction can also be considered as a form of thought experiment. Excerpts from a fictional Wikipedia article about Valdis Ozols, a Lativian Historian and author writing design fiction in the 1940s precede each section as think pieces about the nature and value of fiction. The text is illustrated with pages from a fictional design workbook written in an invented language.
研究小说和设计中的思想实验
任何设计过程都涉及到想象的行为,描绘出与现实不同的世界。小说在设计研究中一直扮演着重要的角色,包括场景、人物角色、草图、纸上原型、模拟、原型和推测性设计。“虚构设计”一词最近被用来描述那些尚不存在的产品和服务的更精细和详细的表现形式。设计小说是一种新兴的实践,有几种相互竞争的定义和形式。这篇文章追溯了设计小说的历史,从20世纪60年代的意大利激进设计到20世纪90年代末的英国艺术学校,再到谷歌、微软和Facebook等公司对这种做法的当代改编。如今,个人发起的Kickstarter活动、销售未来产品愿景的企业,以及政府设想的新数字服务,都在定期创作设计小说。但对于这类小说的地位,人们几乎没有达成一致:什么是好小说?小说和研究有什么关系?小说在什么意义上对现有知识有贡献?虽然小说有时可以导致准确的预测,但这不是它的主要价值。相反,正是这些模棱两可的人工制品的创造,帮助我们仔细思考新兴技术及其潜在影响。虽然小说似乎是经验研究的对立面,但它经常以“思想实验”的形式应用于物理学、数学、伦理学和哲学。本文认为,设计小说也可以被认为是一种思维实验。维基百科上一篇关于瓦尔迪斯·奥兹尔斯(Valdis Ozols)的虚构文章的节选,瓦尔迪斯·奥兹尔斯是一位拉脱维亚历史学家和作家,在20世纪40年代撰写设计小说,在每个部分之前都是关于小说的本质和价值的思考文章。课文的插图是用一种虚构的语言写的一本虚构的设计练习册。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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