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To cite this article: Rodrigo Freese Gonzatto , Frederick M. C. van Amstel , Luiz Ernesto Merkle & Timo
Hartmann (2013) The ideology of the future in design fictions, Digital Creativity, 24:1, 36-45, DOI:
10.1080/14626268.2013.772524
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Digital Creativity, 2013
Vol. 24, No. 1, 3645, http://dx.doi.org/10.1080/14626268.2013.772524
t.hartmann@utwente.nl
Abstract 1 Introduction
The production of ctions within the design eld are not Sticking to reminiscences of the past and pre-
disinterested speculations about distant futures, but dictions about the future, every futurology
intentional political actions in the present time. Fictions assumes the shape of a social ideology.
can entertain as much as cause social friction. This (Vieira Pinto 2005, 90)
article discusses three sources of design ctions: a
global information technology company; an art school Design ctions articulate desires for new futures of
in the UK; and a design institute in Brazil. By contrast- the everyday life, but their ctional status bring
ing the three cases in light of the philosophical work of forth desires that bear no accountability in the
Alvaro Vieira Pinto, this article deconstructs the ideol- present. The technology of the future is shown as
ogy of the futurefuturologyand proposes acting in the product of current desires, as if it would be
the presenthandinessto sketch an ideology of liber- unlikely to change the desires in the future. In
ation. Instead of supporting the status quo, such ideol- this article, the boundaries between ction and
ogy could inspire collective action for change. The reality are discussed to reintroduce them as
practices from the three aforementioned sources are dis-
material production with political implications.
cussed to lay the foundations for such ideology of liber-
The future in design ctions, then, could be
ation in design ctions.
approached as an open-ended possibility of the
Keywords: design ction, critical design, scenarios, present, an ideology of liberation.
ideology, futurology, design livre This insight is taken from Alvaro Vieira Pinto
(1909 1987), a Brazilian philosopher who,
between the years 1960 and 1970, developed a cri-
ticism of cybernetics that anticipated many issues
discussed in recent studies of science, technology
and society (STS), human computer interaction
(HCI) and interaction design. Vieira Pintos work
on the concept of technology remained unpub-
lished until 2005, due to the political uneasiness
created by the Brazilian dictatorship at the time
of his writing. We argue that Vieira Pintos criti-
cism on cybernetics retains its currency today and
can potentially help design ctions overcome tech- 3 Fiction as real and concrete
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Gonzatto et al.
4 Futurology
Vieira Pinto lived in an optimistic period of accel-
erated development and industrialisationthe
Brazil of the 1970sand believed in an ideology
of liberation. He saw his role, as a philosopher,
to interpret his country and create an ideology of
national liberation to support social development. Figure 2. History as the possibility of redening past and future.
The government relied on a technocratic discourse
that equalised social with technological develop-
Viera Pinto had already, in his proposed
ment, and he considered this a major aw for an
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The ideology of the future in design ctions
video is the most successful format of futurology complex devices with simple smooth gestures, as
meant to nurture consumers into consumption system warns her that in India cats are considered
habits and convince investors of their capacity to bad luck.
full those same demands. Such design ctions typically avoid the nega-
An example of this kind is the Microsoft Ofce tive facets of their proposals with seductive
Labs future vision for the year 2019 (Figure 3). imagery, borrowing from science ction language.
Their rst video with the theme of productivity The aestheticisation of technology works to
features people manipulating a whole range of naturalise them, resembling a known genre and
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Gonzatto et al.
lowering cultural barriers to its adoption. Vieira magnetic eld and the curiosity as to how strange
Digital Creativity, Vol. 24, No. 1
Pinto characterises futurology with the use of a products would be appropriated by users. The
pseudo-scientic discourse and the tendency to designers wondered if people would use the
pose ctions as mere speculation. They are effec- stool to clean their bodies of static electricity,
tively proposing the end of history, where technol- like a shower. Instead of the expected personal
ogy advances make human contradictions hygienic use, it was used in the living room,
obsolete. where it got some sceptical comments from
Design ctions, thus, are not just an uncom- home visitors. In that context, it triggered a sense
mitted exercise of creativity; they come from the of displacement, effectively tracked by the
interest of someone who acts on the present designers through follow-up interviews. Despite
social order. Design ction, whence futurology, not being used in the way designers intended,
presents itself as a solution to the problems of both users and designers were happy with the
the past and present, as if it had never been poss- product, since it posed a reection about the
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ible to deal with them, and not even now. But topic of their concern: the electromagnetic eld.
there is an alternative perspective on design c-
tions that questions rather than maintains the
status quo, problematising the future and raising 6 Handling critical design in a
more doubts than certainties: critical design different place
(Dunne 2005). Monica Mallol (2012) uses the Critical design, by addressing cultural issues in
word friction to discuss critical design intentions interaction design, served as a major reference to
and effects: polemicising delicate social issues in a Faber-Ludens Institute for Interaction Design,
sort of activism through design. Frictions decon- Brazil. Since 2007, Faber-Ludens has offered an
struct the dominant, hegemonic landscape of interaction design programme that focuses on the
things and attitudes (Mallol 2012, 1). We take social dimensions of interaction design, as a
as an example the Placebo project from Dunne tactic to compensate for the technological disad-
and Raby (2001) in the UK. This project encom- vantage of Brazilian industry. In one the classes
passes a set of electromagnetic-aware products of the programme, the Placebo Project was intro-
like the Electricity Drain, a stool covered with a duced. At rst, students could not understand the
rounded metal surface that pretends to electroni- critical dimension intended by the placebos. For
cally ground or earth the body (Figure 4). them, it seemed like a kind of joke or irony.
The project was motivated by the designers They could not really grasp the critique behind
intention to stimulate a debate around the electro- it. Dunne (2005) acknowledges this phenomenon:
if an artefact is too strange to be understood, it can
be dismissed rather than serving to estrange reality.
In Faber-Ludens case, strangeness arose from cul-
tural differences between the two places. One
student observed that the Placebo Projects arte-
factual strangeness and concern over electromag-
netic elds was a European thing, and not a
Brazilian issue. Brazil is still developing its own
infrastructure, while the UK has too much of it.
Brazilians seem to worry more about rising
energy bills than with possibly harmful effects of
electromagnetic radiation.
One issue that is relevant to Brazil is religion.
Figure 4. Portrait of the Electricity Drain (centre), an artefact of Brazil is currently experiencing an economic
the Placebo project. boom, seemingly followed by the spread of a
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The ideology of the future in design ctions
protestant work ethic as well as its churches. As it work. The project clearly challenged the uprising
in an interaction design mail list, where it got Consumption Agency (Figure 6) is a mixture of
angry and playful responses, like: What is this? an advertising agency and a credit card company.
Another dogma? We should focus our attention Currently, there is a gap between these two com-
on real topics and not blasphemy, or Weve got panies, although they intervene in the same ow
projects, but the design comes from God. In the of goods. The proposal is to join them together
end, 10 volunteersmostly Faber-Ludens stu- to create consumption desires and the means to
dentscontributed to the project. full them in a single business operation. The
Under a humoristic rubric, the project dis- agency would offer expensive products such as
cussed the role of the designer in society, the sports cars, mobile phones and branded clothes
design discourse and the cult of design. Some out- as rental services, but the consumer has to
comes of the project: a selection of sacred design choose wisely what to use with what, since he
works (Wassily Chair, iPod, Lego bricks, and is rated by other afliated members. If the com-
others); a list of 18 commandments (e.g. Less is bination does not t the social situation, the
more); a hall of saints (Walter Gropius, Oscar consumer can get negative ratings and lose con-
Niemeyer, Hans Donner and others); a rank of sumption opportunities. The agency effectively
the biggest problems of humanity (ugliness transforms style within economic indicators
ranked rst); and a design process for liturgical (Figure 6).
Figure 5. Playful illustration of the altar of The Church of the Divine Design, featuring a Wassily Chair, iPod, Ball Chair and Lego
blocks.
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Gonzatto et al.
Digital Creativity, Vol. 24, No. 1
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Figure 6. Consumption dashboard offered by the Consumption Agency. A parody of Google Analytics, a web navigation statistics
software.
Source: Google Inc.
The projects website included wikis for the practice is difcult to track due to the conventional
business plan and the Peopleing Manifest, a docu- morality that denigrates plagiarism, but it is argued
ment that stated the companys vision to work with to be the goal of Faber-Ludenss open projects:
people and not with markets. The business plan
describes how the company aimed to invert the Although projects were published under a
ow of goodsstarting from consumption Creative Commons License, some ideas were
instead of productionby transforming products copied without giving any credit. Instead of
into services and services into products. The Con- trying to regulate that cannibal practice,
sumption Agency is, in fact, a consumption club, Faber-Ludens stimulated even more its stu-
an extrapolated version of the group buying web- dents to publish their projects, document the
sites that proliferate in Brazil at the time the design process step-by-step, and build on top
project went public. The project didnt attract of ideas from other students. Faber-Ludens
comment from website visitors (1,407 hits at the had the hard task of pioneering Interaction
time of this writing), and thus was not taken Design in Brazil, so its founders believed that
further by Faber-Ludens, but it is possible that spreading the practice was more important
some of its ideas have at least been taken up else- than being credited. (Van Amstel, Vassao,
where in cannibalistic practices. Such cannibalistic and Ferraz 2012, 449).
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The ideology of the future in design ctions
Since Oswald de Andrades Cannibal Manifesto arios, dystopias about the possible effects of
The attempt to localise critical design in a used, relying on participation to keep the future
different place cannibalised it into a different open-ended. The project is collective and open,
approach, what is being called Design Livre but comes to an end when the participants lose
(Instituto Faber-Ludens 2012). Design Livre tries interest on it.
to build an ideology of design freedom, where In all three cases, the resulting ction mani-
everybody can act as designers of their own con- fested the handiness of each actor trying to inter-
ditions of living. Projects developed under this fere within a particular reality. Each ction was
approach release their source code, open the constructed from the resources each actor had
design process for undiscriminated participation, available and transformed according to its own
and focus on local issues. approach (the concept) towards technology:
Microsoft Ofce Labs put technology as a require-
ment for new actions; the RCA nd the controver-
7 Discussion sies around new technologies; while Faber-Ludens
Faber-Ludenss ctions differ in some senses from strives for new appropriation of current technol-
the British counterparts mentioned above. While ogies. The handiness property, thus, helps us to
the work of the RCA makes use of the academy understand how the concept of technology is
as a privileged locus to perform provocative embedded in action, in this case, the action of
design proposals without the risk of being posing design ctions to the public.
(Un)Popular (Dunne and Raby 2001, 59), The concept design ction itself has both nave
Faber-Ludens explicitly seeks popularity, devel- and critical interpretations. As a ctional genre,
oping themes of popular interest and offering each design deed recognised as design ction
mechanisms for visibility and participation. Cor- embodies a multiplicity of values and interests.
porate ctions like those created by the Microsoft Each moment in the design or use of design c-
Ofce Labs take the popular for grantedas a tions, for each participant, is a blended whole.
source of already known desiresand Faber- When the voices heralded tend towards orthodoxy,
Ludens questions this: why is this popular or not representing only a class of persons, calling for
popular? Sometimes it fails miserably in posing deterministic solutions, skipping disempowered
irrelevant questions. stakeholders, we can consider them nave. Other-
The future is depicted as the continuity of the wise, when heterodoxy is present, respect for
present by Microsoft Ofce Labs, with the excep- participants, and open discussions, we can con-
tion of the technology they develop, capable of sider ctions as critical. In Bakhtinian terms,
making the utopia of peaceful social relationships these poles could be compared to monologicised
works. The RCA seems sceptical about such heteroglossia and dialogised heteroglossia
utopias, so it put technology in conictual scen- (Bakhtin 1981). In the cases analysed, there is a
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Gonzatto et al.
mixture of represented interests at different Bleecker, J. 2009. Design Fiction: A Short Essay on
Digital Creativity, Vol. 24, No. 1
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The ideology of the future in design ctions
van Amstel, F. M. C., C. A. Vassao, and G. B. Ferraz. from Parana Federal University of Technology
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