Since its inception the term 'design fiction' has generated considerable interest as a future-focused method of research through design whose aim is to suspend disbelief about change by depicting prototypes inside diegeses, or 'story worlds'. Plausibility is one of the key qualities often associated with suspension of disbelief, a quality encoded within the artefacts created as design fictions. In this paper we consider whether by crafting this plausibility, works of design fiction are inherently, or can become, deceptive. The notion of deception is potentially problematic for academic researchers who are bound by the research code of ethics at their particular institution and thus it is important to understand how plausibility and deception interact so as to understand any problems associated with using design fiction as a research method. We consider the plausibility of design fictions, looking at examples that are (1) obviously design fiction, (2) identified as design fiction, and (3) whose status is either ambiguous or concealed. We then explore the challenges involved in crafting plausibility by describing our experience of worldbuilding for a design fiction that explores the notion of empathic communications in a digital world. Our conclusions indicate that the form a design fiction takes, and preexisting familiarity with that form, is a key determinant for whether an audience mistake it for reality and are deceived. Furthermore we suggest that designers may become minded to deliberately employ deceitful strategies in order help their design fiction reach a larger audience,
Everyday interactions with computers are increasingly likely to involve elements of Artificial Intelligence (AI). Encompassing a broad spectrum of technologies and applications, AI poses many challenges for HCI and design. One such challenge is the need to make AI's role in a given system legible to the user in a meaningful way. In this paper we employ a Research through Design (RtD) approach to explore how this might be achieved. Building on contemporary concerns and a thorough exploration of related research, our RtD process reflects on designing imagery intended to help increase AI legibility for users. The paper makes three contributions. First, we thoroughly explore prior research in order to critically unpack the AI legibility problem space. Second, we respond with design proposals whose aim is to enhance the legibility, to users, of systems using AI. Third, we explore the role of design-led enquiry as a tool for critically exploring the intersection between HCI and AI research.
Arising from the complex relationship between their physical affordances, digital shadows, and interconnections, the things which make up the 'Internet of Things' (the IoT) present designers, users, and society at large, with a range of unique and as-yetunfamiliar forms of network-contingent agency. These new design spaces engender new forms network anxiety, that in turn can result in a range of ill effects including overstimulation, information overload, and paranoia. Contemporary philosophies of technology provide a theoretical base with which designers can temper these emergent techno-anxieties with a sort of scholarly comfort blanket, however, closing the loop between such theories and design practice so that one explicitly informs the other remains a rarely-tackled and elusive challenge within design research. To help explore how designers may underpin their practice with philosophical foundations, in this paper we recount our own experience of conducting an IoT-based Speculative Design project. This research attempts to encode, enact, and express ideas derived from a contemporary philosophical movement-Object Oriented Ontology (OOO)and 'Carpenter' those ideas into designed artefacts using the Design Fiction as World Building approach to Speculative Design. To 'turn' a physical material-wood, metal or plastic-means reshaping the material with a lathe to afford it a tangible elegance and grace. Metaphorically speaking, in this paper, OOO is our material and Design Fiction is our lathe, we reflect on the process of sculpting and carving theory, lending shape and poise to OOO through Design Fiction enabled Carpentry.
Spatial experience is an important subject in various felds, and in HCI it has been mostly investigated in the urban scale. Research on human scale spaces has focused mostly on the personal meaning or aesthetic and embodied experiences in the space. Further, spatial experience is increasingly topical in envisioning how to build and interact with technologies in our everyday lived environments, particularly in so-called smart cities. This workshop brings researchers and practitioners from diverse felds to collaboratively discover new ways to understand and capture human scale spatial experience and envision its implications to future technological and creative developments in our habitats. Using a speculative design approach, we sketch concrete solutions that could help to better capture critical features of human scale spaces and allow for unique possibilities for aspects such as urban play. As a result, we hope to contribute a road map for future HCI research on human scale spatial experience and its application. CCS CONCEPTS• Human-centered computing → HCI theory, concepts and models; • Applied computing → Architecture (buildings).
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