Tag Archives: designfiction

Ethnographies from the Future: What can ethnographers learn from science fiction and speculative design?


Laura

Laura Forlano

Editor’s Note: Laura Forlano (@laura4lano) is a tenure-track Assistant Professor of Design at the Institute of Design at Illinois Institute of Technology and she was a Visiting Scholar in the Comparative Media Studies program at Massachusetts Institute of Technology in 2012-2013. Her research is on emergent forms of organizing and urbanism enabled by mobile, wireless and ubiquitous computing technologies with an emphasis on the socio-technical practices and spaces of innovation. In her contribution, Laura describes the lessons ethnographers can learn from Science-Fiction and a sub-domain of design referred to as “speculative design”.

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In the recent science fiction film Elysium, by South-African-Canadian director Neill Blomkamp and Matt Damon, the world has descended into a dystopia in which the poor, non-white population must live in squalor on Earth working for a factory that makes robots while the wealthy have moved to a man-made country club in the sky. A recent segregation-mapping project profiled in WIRED illustrates that extreme geographic divisions between rich and poor are not reserved for Hollywood but are actually part and parcel of our current social realties (Vanhemert, 2013). Increasingly, narratives from science fiction (as well as speculative design and design fiction) are being used as modes of imagining alternative futures in a critical and generative way (without being technodeterministic) in emerging research and design practice, and these practices have much promise for ethnographic methods. For example, for over a decade, the film Minority Report has inspired technologists and designers alike as a classic, deterministic vision of a future in which gestural interfaces and biometric technologies are commonplace.

Ethnography as Time Travel

Ten years ago – about one year after I had acquired my very first mobile phone, a silver Samsung clamshell style with a distinctly awful ringtone – I remember standing in a cramped elevator compartment at the Central European University in Budapest with a number of senior colleagues when I announced that I had decided to focus my doctoral research on the wireless Internet. One colleague snorted and laughed, stating, “You can’t study something that doesn’t exist.”

Yet, as ethnographers and designers of emerging technology, this is exactly what we must find ways to do. And, in 2002, I set out to explore the many ways in which it is, in fact, quite possible to study the future. In my case, it did not matter that, in reality, Bryant Park, a park near Times Square in mid-town Manhattan, had had a fully functioning free, public wireless network since 2001. The important thing was that, in the public imagination, even among telecom experts, the technology was not yet part of everyday life.

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Towards Fantastic Ethnography and Speculative Design


Galloway

Anne Galloway

Editor’s Note: Anne Galloway (@annegalloway) is Senior Lecturer at the School of Design (Victoria University of Wellington,) and Principal Investigator at Design Culture Lab. Coming from a background in anthropology and STS, Anne’s work focusses on relations between humans and nonhumans, and the development of creative research methods for understanding issues and controversies around science, technology and animals. In this first post of this month’s edition about Ethnography and Fiction, she gives her perspective on design ethnography and speculative fiction. More specifically, she describes various authors who inspired her work as well the relationship between ethnography and design.

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For the past five years I’ve worked as a design ethnographer. I haven’t always called myself that—I have a Bachelor’s degree in Anthropology, a Master’s degree in Archaeology, and a PhD in Sociology—but I’ve always studied what people make in, and of, the world. And although I don’t feel much disciplinary allegiance, it would be disingenuous to say my disciplinary background, and their methods in particular, haven’t been instrumental in getting me to where I am today.

Perhaps because of my multidisciplinary education, I tend to have a rather idiosyncratic view of what design ethnography means. First, I do not use ethnography as a means to privilege people, and my approach to design ethnography is different from that which underpins much human- or user-centred design. My ethnographic practice is strongly informed by science and technology studies, most notably in their recognition of nonhumans as agents in everyday life, and by “multispecies ethnography“, which explicitly involves doing research with nonhuman animals. More generally, I see both ethnography and design as practices that re-assemble the complex assemblages to which we are already attached. And although I also see the need for ethnographic studies that directly inform design practices and products, and respect the people who do this valuable work, I don’t enjoy playing a support role to ‘real’ designers. I much prefer to find new ways of doing both ethnography and design.

So how do I teach ethnography to design students? First, I tell them that if they’ve ever wondered why people do things, or how things got to be the way they are, then they’re already part ethnographer. I say that my job is to help them get better at asking and answering social and cultural questions, because understanding and building entire worlds is a huge challenge that no single discipline can accomplish on its own. And I tell them that I believe the best designers are those who understand that what they’re doing is cultural innovation, which requires them to move beyond both personal impression and expression, as well as any self-righteous desire to ‘fix’ the world. My approach to design ethnography binds us to others, and I place a lot of emphasis on the need to develop a social ethics, rather than relying solely on personal interests and beliefs.

Over the years I’ve observed that design students often have much better observation and documentation skills than sociology and anthropology students do, but they appear to struggle greatly with how to interpret the information and represent this knowledge to other people. On the other hand, anthropology and sociology students often have superior analytical skills but are terribly limited in their desire or ability to communicate in anything other than the written word—even when their topic is visual or material culture. Consequently, I’ve come to think that ethnography makes design better as much as design makes ethnography better, and in that sense I believe we can serve each other equally.

Read More… Towards Fantastic Ethnography and Speculative Design

September 2013: Ethnography, Speculative Fiction and Design


This month’s theme is about the relationships between ethnography and fiction. It is not necessarily something that we explored a lot here at Ethnography Matters, which is why it seemed an interesting topic for this September edition. Another reason to address this now is because of recent experimental ways of “doing ethnography” (e.g. the work by Ellis & Bochner or Denzin), as well as curious interdisciplinary work at the cross-roads of design, science-fiction and ethnography (e.g. design fiction).

Of course, in Anthropology, the border between ethnography and fiction has always been very thin. Consider how ethnographers have written fictional novels or made speculative films, more or less based on field research. Also think about “docufictions” by Jean Rouch, a blend of documentary and fictional film in the area of visual anthropology. There are lots of reasons for using fictional methods, but there’s a general interest in going beyond scientific format/language by making ethnographic accounts more “engaging, palatable, and effective“.

For that matter, Tobias Hecht gives a rather good definition of what we will address in this month’s edition:

Ethnographic fiction is a form that blends the fact-gathering research of an anthropologist with the storytelling imagination of a fiction writer. It is not a true story, but it aims to depict a world that could be as it is told and that was discovered through anthropological research.

What’s interesting here is that “storytelling” can take many narrative forms. Of course, a great deal of ethnographic fiction corresponds to short stories, novels, films and documentary. However, there are plenty of other possibilities. People interested in fantasy role-playing games are used to thick bestiaries of fictional creatures. In such documents, animals or monsters are described with drawings, a fictional background, statistics (frequency, magic resistance, armor class…) and a profusion of material concerning their habitat, their rituals and their behavior. The level of details provided by the authors is generally tremendous. Another interesting example here is the “Star Trek Star Fleet Technical Manual” by Franz Joseph. This book, presented as a collection of factual documents, presents the spacecraft of Start Trek, with uniforms, weapons, devices and military protocols. To some extent, it describes the author’s take on this fictional universe, and it’s sometimes inaccurate according to Trekkies. However, for an ethnographer like me, this manual is incredibly intriguing as it shows a peculiar way to present fieldwork, and makes me wonder about the most convincing and engaging formats.

Star Trek

Artifacts from Star Trek, Picture by Julian Bleecker CC BY-NC-ND 2.0

Both role-playing game bestiaries and SciFi tech manuals are interesting because they have a certain format and use particular conventions: technical diagrams and schematics, zoological-like classification, etc. By making things appear factual they attempt to suspend the reader’s disbelief. However, they are still textual, which leads us to wonder whether other artifacts might have the same power of attraction. Obviously, there are plenty of good examples of designed objects that can count as “fictional ethnographies”: maps of fictional universes (e.g. Lord of the Rings), and museum exhibits presenting props from science fiction films can be seen as similar vehicles.

In design circles, the current interest in “design fiction” is geared towards exploring how prototyping and storytelling can benefit from each other. Design fiction use standard objects and media conventions as a way to express ideas about the future: a fake product catalogue, a map of a fictional area, a journal, a short video showing a day in the life of a person, etc. One can see design fiction as similar to science fiction in that the stories bring into focus certain matters-of-concern, such as how life is lived, questioning how technology is used and its implications, as well as speculating about the course of events… which is obviously close to what a certain kind of ethnography is interested in. This ability to flesh out the details of alternative futures can be seen as an intriguing form of speculative ethnography with a specific focus on original format.

In this edition, we’ll address ethnography and fiction with the following contributors:

  • Anne Galloway, an ethnographer interested in material, visual and discursive aspects of technology, will give her perspective on design ethnography and speculative fiction.
  • Laura Forlano, from the Institute of Design at the Illinois Institute of Technology, will address what ethnographers can learn from science fiction and speculative design. Based on examples from design and popular culture, she will explore the generative and analytic potential of “design fiction”.
  • Jan-Hendrik Passoth, sociologist at TU Berlin and Nicholas Rowland, Associate Professor at PSU, will address post-ironic ethnography, reportage style and David Foster Wallace.

Check out past posts from guest contributors! Join our email groups for ongoing conversations. Follow us on twitter and facebook.

“Curious Rituals”: behind the scenes of a speculative ethnographic project


Cell phone inserted in a helmet

Cell phone usage by a courier in Seoul, Korea.

Curious rituals” is a research project I’ve conducted last summer as a visiting researcher at the Art Center School of Design (Media Design Practice program) in Pasadena, CA. The aim was to (a) investigate the gestures and postures people do when using digital devices,  and (b) speculate about their near future. The project book can be found for free as a PDF and printed as a book on Lulu.
General interest

There’s a quote by Science-Fiction author William Gibson that I like a lot; it reflects what I am interested in.

I’m trying to make the moment accessible. I’m not even trying to explain the moment, I’m just trying to make the moment accessible.” (from a documentary film called No Maps for These Territories“).

The reason I find it fascinating is simply that there’s a great value in producing description and making social situations and people’s behavior intelligible. Although the field studies conducted in ethnographic research can (and do) help craft theoretical constructs or models, the accurate and detailed description of what happens before our eyes is also important. This descriptive dimension is probably of interest to me because I work in the design department of an art school. A descriptive understanding of reality may be sufficient enough to inspire or frame the work of practitioners (while theories may be a bit more difficult to be digested). This is a general starting point in my work, which does not necessarily means that it’s a-theoretical (this choice itself emerges out of my interest in Grounded Theory anyways).

Why this topic?

Over the last five years, I’ve worked on different projects related to digital technologies: gesture-based interface in video-games, remote-control as gaming devices, touch interfaces, the user experience of virtual reality goggles, etc. The investigation addressed various angles but I noticed a common thread in the results: the body language people develop when using digital devices such as cell phones, laptops, robots, game controllers, sensors or any interface that involved ICTs. I started compiling examples, mostly via pictures one can find in my Flickr stream. The intuition was that it would be intriguing to explore that domain, and understand the underlying issues related to such habits. The opportunity to spend two months at the Media Design Practice department at Art Center College of Design in California then came as relevant context to investigate this topic more thoroughly.

With the team (Kathy Myiake, Nancy Kwon and Walton Chiu), we chose to use the term “rituals” without the religious or solemn connotation, referring instead to a series of actions regularly and invariably followed by someone.Read More… “Curious Rituals”: behind the scenes of a speculative ethnographic project