DESIGN FICTION METHOD TOOLBOX | Video

DESIGN FICTION METHOD TOOLBOX | Video

By Simon Grand, FHNW / HGK / IDK, CH-BaselArtsDesign
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DESIGN FICTION METHOD TOOLBOX | Video episodes

  • METHOD TOOLBOX: TRANSLATING (Part 3.6)
    The creation of new possible future worlds implies the continuous relating, translating, connecting of attractive perspectives and provocative possibilities to relevant partners, audiences, customers. And: “The post-production of work allows
    the artist to escape the imposition of an interpretation. Instead of being subject to critical comment, one must continue to experiment” (Nicolas Bourriaud). Here are two examples, find more at www.designfiction.ch.
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  • METHOD TOOLBOX: PROCESSUALIZING (Part 3.4)
    Assembling multiple methods, perspectives, artifacts together into robust innovation strategies implies the creation of appropriate process designs, by sequencing, iterating, programming, … . They take the time-related, open, uncertain, complex, distributed nature of design processes seriously, find more at: www.designfiction.ch.
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  • METHOD TOOLBOX: PERSPECTIVIZING (Part 3.3)
    “Here is the question I wish to raise to designers: Where are the visualization tools
    that allow the contradictory and controversial nature of matters of concern to be represented?” (Bruno Latour). Design fiction argues: by relating heterogeneous themes, drawing perspectives together, exhibiting hidden agendas, mapping complex controversies, find more possibilities at: www.designfiction.ch.
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  • METHOD TOOLBOX: MATERIALIZING (Part 3.2)
    Exploring and validating promising projections by materializing them is fundamental to design fiction. By modeling possible worlds, connecting multiple media, building abstract concepts, and embodying unknown experiences future possibilities become tangible. Four examples are discussed here, find more at: www.designfiction.ch.
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  • METHOD TOOLBOX: PROJECTING (Part 3.1)
    Projecting bundles design methods, which focus on multiple ways in which designers project future possible worlds, while at the same time assessing the world as it is: by Imagining // Speculating // Asserting // Proposing // Alternating // Experimenting // Improvising // Sensemaking // Meaning Making // Observing // Tinkering // “bricolage” // Sketching // Mis-Reading // Mis-Using // “détournement” // (Mis-)Appropriating // Re-Interpreting // Challenging // Re-Contextualizing // Re-Assembling // Re-Valuing (see also Ready Made) // Fictionalizing // Imagineering // (Re-)Programming // Performing // Questioning // Disrupting // Hacking // Criticizing // Subverting // Provoking // .... In this lecture, three examples are discussed, find more at: www.designfiction.ch.
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  • DESIGN FICTION (Part 2)
    Design fiction is bundling perspectives and strategies concerned with “… probing our beliefs and values, challenging our assumptions, and encouraging us to imagine how things could be different – that how things are, is only one possibility, and probably not the best one …” (Anthony Dunne & Fiona Raby).
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  • DESIGNING THE FUTURE (Part 1)
    Designers ask one major question: “What if? It is the impossible that drives the possible” (Branko Lukic). Observing our world today, we can think of many very important areas, which would benefit from systematically involving design fiction as a systematic approach for answering this question.
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Design fiction is described as a method toolbox of innovation strategies for constructing future worlds.

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