Design fiction

Design fiction Design fiction betegner en relativt ny genre af medie- og designpraksis, der har til formål kritisk at udforske mulige fremtidige scenarier for menneskets teknologibrug og kultur via narrative virkemidler. Tilgangen anvender fiktionalitet som en retorisk strategi til at iscenesætte et diskursivt rummellem fiktion og ikke-fiktion. Rummet skal vise, hvordan en teknologisk praksis kan […]

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Forfatter Peter Vistisen
Supplerende læsning

Bleecker 2009, Dunne & Raby 2013, Bruce 2009

Reference

Auger, James (2013). “Speculative design: Crafting the speculation.” Digital Creativity, 24 (1), s. 11-35. & lt;https://doi.org/10.1080/14626268.2013.767276>

Black Mirror (2011, december 4). [Drama, Sci-Fi, Thriller]. Zeppotron, Channel 4 Television Corporation, Gran Babieka

Bleecker, Julian (2009). “Design Fiction: A Short Essay on Design, Science, Fact and Fiction.” Near Future Laboratory. Tilgængelig på <http://blog.nearfuturelaboratory.com/2009/03/17/design-fiction-a-short-essay-on-design-science-fact-and-fiction/> [Set 04.09.20]

Blythe, Mark (2014). “Research through design fiction: Narrative in real and imaginary abstracts.” CHI ’14: Proceedings of the 32nd Annual ACM Conference on Human Factors in Computing Systems, s. 703-712. <https://doi.org/10.1145/2556288.2557098>

Dourish, Poul & Bell, Geneveive (2014). ‘“Resistance is futile’: Reading science fiction alongside ubiquitous computing.” I: Personal and Ubiquitous Computing, 18 (4), s. 769-778. <https://doi.org/10.1007/s00779-013-0678-7>

Dunne, Anthony & Raby, Fiona (2013). Speculative Everything: Design, Fiction, and Social Dreaming. Cambridge, Mass.: MIT Press

Johnson, Brian David (2011). Science Fiction Prototyping: Designing the Future with Science Fiction. San Rafael, Calif.: Morgan & Claypool

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Lindley, Joseph, & Coulton, Paul (2015a). “Back to the Future: 10 Years of design fiction.” Proceedings of the 2015 British HCI Conference, s. 210-211. <https://doi.org/10.1145/2783446.2783592>

Lindley, Joseph & Coulton, Paul (2015b). “Game of drones”. CHI PLAY ’15: Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, s. 613-618. https://doi.org/10.1145/2793107.2810300>

Lindley, Joseph; Sharma, Dhruv & Potts, Robert (2014). “Anticipatory ethnography: Design fiction as an input to design ethnography”. Ethnographic Praxis in Industry Conference Proceedings, 2014 (1), s. 237-253. <https://doi.org/10.1111/1559-8918.01030>

Markussen, Thomas & Knutz, Eva (2013). “The poetics of design fiction.”. Proceedings of the 6th International Conference on Designing Pleasurable Products and Interfaces, s. 231-240. <https://doi.org/10.1145/2513506.2513531>

Matsuda, Keiichi (2016) Hyper-reality. Fractal. Tilgængelig på <http://hyper-reality.co>

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Sterling, Bruce (2009). “Design fiction”. Interactions, 16 (3), s. 20. ACM. <https://doi.org/10.1145/1516016.1516021>

Sterling, Bruce (2013). “Patently untrue: Fleshy defibrillators and synchronised baseball are changing the future.” Wired UK, 11. oktober. Tilgængelig på <http://www.wired.co.uk/magazine/archive/2013/10/play/patently-untrue> (Set 07.08.19)

Vistisen, Peter & Bolvig, Søren (2017). “Return of the Vision Video: Can corporate vision videos serve as setting for participation?” Nordic Design Research (NORDES), 7

Vistisen, Peter & Jensen, Thessa (2018). “Designers as fans: Bottom-up online explorations of new technology concepts as a genre of design fan fictions.” First Monday, 23 (12). <https://doi.org/10.5210/fm.v23i12.9298>

Wakkary, Ron; Desjardins, Audrey; Hauser, Sabrina & Maestri, Leah (2013). “A sustainable design fiction: Green practices.” ACM Transactions on Computer-Human Interaction, 20 (4), s. 1-34. <https://doi.org/10.1145/2494265>