Speculative Everything. Design, Fiction, and Social Dreaming, by Anthony Dunne and Fiona Raby.
Publisher MIT Press writes: Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be--to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose "what if" questions that are intended to open debate and discussion about the kind of future people want (and do not want).
Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more--about everything--reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.
A book that champions the power of ideas is always a great addition to anyone's library. And because my lack of enthusiasm for design is fairly well documented, i'm going to be cynical and add that a book that calls for more ideology and values in design is a rare find indeed.
In Speculative Everything, Dunne and Raby ask whether it is possible for design to operate outside of the market place while at the same time acknowledging that we live in a consumer society. Once the focus of design is not on selling a product, can it act as a catalyst to connect, debate and speculate? And more importantly, can it turn us into more discernible consumers?
You probably already know how the formula works: the two designers create objects, photos, texts and insert them into scenarios that are neither too realistic nor too outrageously disconnected from the world as we know it already. They don't package the work in a complete narrative either. Instead, they sketch a skeletal structure that leaves enough space for the public to be puzzled, fill in the gaps and attempt to answer the many questions that lie at the core of the work that Raby and Dunne submit to their attention.
Most of us aren't used to a design that doesn't do all the imaginative work and requires us to think. Yet, we live in a time when consumers moonlight as producers, rediscovering craft, 3Dprinting at home or self-publishing porn fiction. So why shouldn't we also be stimulated (by design or other creative disciplines) to produce our own dreams, our own ideas about a future that should or shouldn't be?
If you've ever asked yourself perfectly sensible questions such as "What is speculative design?" "Is it the same as critical design?" "Is this another name for fiction design?" "Why don't they call that art?" or just "What's the point?", then you'll probably find satisfying answers in this book. And because by now Dunne and Raby are used to communicating with scientists, artists, fellow designers, as well as the broad public, they answer these questions in a clear, efficient and very enjoyable way.
Speculative Everything neatly and quietly dispels the myths, misunderstandings and simplifications surrounding speculative design. Of course, there will always be people who dismiss Dunne and Raby's work for being too arty, and, well, too speculative to be strictly design but if some of them ever read the book, i'm quite convinced that they will at least agree on the fact that its authors ask some valid questions and more importantly perhaps articulate them in an intelligent, compelling way.
I often find design to be too insular but in their book, Raby and Dunne look beyond design and survey the works that operate in the same speculative area. These works belong to all creative disciplines under the sun: art, architecture, film, manga, cinema, literature, science, art, ethics, politics, etc. And it's quite a joy to read about works as different as Charlie Brooker's Black Mirror tv series and Luigi Colani's shark-shaped plane. I couldn't resist listing some of these works below:
P.s. Favourite quote from the book is "Designers today are expert fictioneers in denial" (p.88)
The new episode of #A.I.L - artists in laboratories, the weekly radio programme about art and science i present on ResonanceFM, London's favourite radio art station, is aired tomorrow Wednesday afternoon at 4pm.
My guests in the studio will be Mathias Gmachl and Rachel Wingfield from Loop.pH. The work of the London-based studio speculates on near and far future scenarios as a way to probe at the social and environmental impact of emerging biological and technological futures. Some of their most renown projects include collaborating with a Nobel prize winner to communicate the functioning of molecular machines, designing a curtain made of algae that produce bio-fuel, setting up an edible DIY bio fab-lab for the video of Aussie band Architecture In Helsinki, creating an immersive sound and light performance that explores the field of neuroscience and investigating the possibilities of living architecture.
Finally! A few words about FACT's ongoing exhibition, Time & Motion: Redefining Working Life....
The title of the show is a direct reference to the Time & Motion Study, a method developed by Frederick Taylor (and later by Frank and Lillian Gilbreth) in the early 20th century to analyse work procedures and determine workers' optimal productivity standards.
By bringing side by side archive material and contemporary artworks to explore how the working day has evolved from the industrial revolution to the digital age, Time & Motion: Redefining Working Life makes it quite clear that a lot has changed since the days of the good mister Taylor. Digital technology has brought numerous work opportunities, but also new rhythms: work accompanies freelances and employees whether they're in an office, at home or in transit from one to the other and back. Some people juggle several jobs (no wonder at a time when a London flat earns more than a professional writer) and zero hour contracts are the ultimate expression of work 'flexibility'.
Our economy has changed too, it is now mostly characterized by services and knowledge (whether they are outsourced or crowdsourced) and mass consumption coexists with models in which we are both consumers and producers.
In this context, what remains of the Eight Hour Day movement preconized by social reformer Robert Owen in the first half of the 19th century? Is there a new definition of 'work life balance'?
Artists, along with anyone working in the cultural sector, have experienced this evolution of working standards perhaps more acutely than most people. It seemed thus natural that FACT, in collaboration with the Royal College of Art, would ask them to explore these questions. The result is timely, thought-provoking and at time, upsetting. Time & Motion will, i am sure, bring a new perspective on your working day.
I've actually already interviewed some of the artists in the show: last year, Revital Cohen and Tuur Van Balen told me about 75 Watt, an object for dancing in the factory line and last week, Oliver Walker explained his One Pound video installation.
Here's a couple of works i found equally interesting:
Sam Meech paid homage to the heritage of the local textile industry, whilst delineating contemporary working patterns in which digital technologies have enabled the blurring of work and private life.
Meech asked people working in the 'creative industry' to log their working hours on the project website. The data collected was compared to the traditional 8 hour shift and translated into a knitting pattern which was used to create a banner based on Owen's '8 hours labour, 8 hours recreation, 8 hours rest' slogan.
The banner was produced on a domestic knitting machine using a combination of digital imaging tools and traditional punchcard systems.
Between 1978 and 1986, Tehching Hsieh did a series of One Year Performances. He lived one year inside a cage, one year completely outdoors, one year tied to another person, one year without making, viewing, discussing, reading about, or in any other way participating in art (and as a consequence this last performance is barely documented.) A photo in the exhibition reminded us that in 1980-1981, the artist spent a whole year punching a workers' time clock in his studio every hour. This last endeavour involved never being able to sleep for more than one hour running or not being allowed to leave his house for longer than 60 minutes.
The Minimum Wage Machine allows visitors to work for minimum wage. Turning the crank will yield one penny every 5.7 seconds, for £6.31 an hour (UK minimum wage). If the participant stops turning the crank, they stop receiving money.
The process couldn't be more transparent: you turn a handle, a clock records your effort and penny fall down as a reward. Ultra simple and cynical!
In the future, I see possibility in a lot of these machines hooked into a grid, with people performing basic human labor for money, Fall-Conroy told Make magazine. Perhaps a new form of renewable energy generation? A new kind of supercomputer with thousands of people performing basic calculations at minimum wage "stations" across the world? Who knows?
Molleindustria's usual neat aesthetics casts a critical eye at the increasing popularity of online management games in which the user performs time-based tasks. The game examines the blurring of work and play and highlights the tensions between labour, automation, unemployment and repression.
Andrew Norman Wilson's short video Workers Leaving the Googleplex draws a direct parallel with what is regarded as the first real motion picture ever made: the Lumière brothers' silent film Workers Leaving the Lumière Factory. Wilson planted his camera in front of two Google locations in California to document the various levels of workers. It turns out that the possession of a badge of a certain colour dictates your place in the Google hierarchy and the amount of privileges you have access to. The artist manage to film very little as his efforts were stopped by Google security and resulted in the termination of his own employment at Google.
Adrian McEwen hacked an antique clock that used to regulate strict time management and remixed it with the retro mathematical Game of Life, created by John Horton Conway in 1970.
Each day a new game plays out, driven by the punch of the time clock. The mechanical action of the clock is combined with a computer which drives a nearby monitor - and also replayed on the LED screen at the front of the FACT building - to visualise the Game of Life grid and move it on a turn every time a timecard is stamped.
More images from the exhibition:
Gregory Barsamian's Die Falle (German for 'The Trap') is a zoetrope of a man's dream-time reality.
Electroboutique, iPaw. Video by FACT
Time & Motion: Redefining Working Life is at FACT in Liverpool until Sunday 9 March 2014. The catalogue of the exhibition contains a series of essays by artists and curators reflecting on topics that range from Video games and the Spirit of Capitalism by Paolo Pedercini to an essay by Harun Farocki examining the cinematographic representation of factory workers (get the Time & Motion: Redefining Working Life book on amazon UK and USA)
A couple of weeks ago i spent yet another fruitful afternoon in Brighton for the Critical Exploits. Interrogating Infrastructure event.
The day was part of The Lighthouse's ongoing exploration of the social and political implications of technological infrastructures. The curatorial research started in 2012 with the exhibition Invisible Fields in Barcelona and continued at The Lighthouse with exhibitions by James Bridle, Mariele Neudecker, Trevor Paglen, etc.) The last event brought together artists and critical engineers Julian Oliver and Danja Vasiliev, critical designer Tobias Revell, and activists from the Open Rights Group for a day of talks and workshops.
Critical Exploits showed how a new generation of artists, designers and engineers are taking a highly critical approach to the development and use of the engineered systems and infrastructures that we increasingly rely on for daily life.
This post is going to focus mostly on Oliver and Vasiliev's presentation which looked at black boxes in the context of infrastructures. The talk is already on youtube but i thought i'd sum up some of the observations that the artists made and add links to the artworks and documents they mentioned while they were in Brighton.
Their presentation started with a quote from Bruno Latour. Talking about blackboxing, the sociologist wrote that When a machine runs efficiently, when a matter of fact is settled, one need focus only on its inputs and outputs and not on its internal complexity. Thus, paradoxically, the more science and technology succeed, the more opaque and obscure they become.
Typical modern devices and infrastructures function (and actually also look) like black boxes, they are far more opaque than they are transparent.
If you look at a gramophone, you'll notice that its inner working is displayed externally. An iPod nano is at the other end of the spectrum, it is completely opaque. We can't actually explain what the many parts inside the device do. And maybe even what they do behind out back. As these devices get smaller, we get even less clue about their inner working. We cannot say we know the devices inside our pockets.
Our understanding of internet infrastructure is similarly foggy. Most of the time, our contact with it is clustered around firefox, safari, explorer, etc. Most users cannot see beyond their web browser. And there is indeed much misconception about the internet. Julian Oliver mentioned a quote he heard at the Chaos Communication Congress where someone said that the only people who talk about 'users' are drug dealers and software developers.
Very few people can actually give an intelligible answer to the question "What is a computer network?" Most people have no problem describing how a postcard goes from its sender to recipient but they are at a loss when it comes to explaining how emails are exchanged. In fact, the Oliver and Vasiliev described the Internet as a deeply misunderstood technology upon which we increasingly depend. Even the terminology used makes our understanding literally nebulous. Take the concept of 'the cloud'. A survey showed that the majority of Americans believe that cloud computing was affected by bad weather.
Another interesting fact their talk mentioned is that the net doesn't belong to the people as it is often assumed. If you have a look at the Submarine Cable Map, you quickly realize that most of these cables are privatized.
Vasiliev and Oliver take their distances from a traditional definition that sees engineering as the practical application of science to commerce or industry. Instead, they wrote, together with Gordan Savičić, a critical engineering manifesto which they regard as a frame for applied research and development that positions Engineering, rather than Art or Design, as primary within the creative and critical process.
The rest of their talk illustrates the manifesto using works of critical engineering. I'm going to simply write their titles down and link to the project pages but i'd encourage you to watch the video of the artists/critical engineers talk to get more background and comments on each work.
Don't miss the video documenting the other talk of the afternoon. Tobias Revell's talk portrayed current practices within critical design and the way the discipline can be used as an antagonist tool for provoking conflicts between set narratives, beliefs and ideologies for awareness, debate and alternate interpretation. The result is a lively and carefully curated inventory of all things Design Interactions at RCA.
This week i'm interviewing Oliver Walker on the blog. I discovered his work a few days (or was it weeks??) ago while visiting Time & Motion: Redefining Working Life, a FACT Liverpool exhibition exploring how the working day has evolved from the time of the industrial age to our current service and knowledge economy.
Walker's One Pound installation at FACT lined up 6 videos. Each of them 'lasts as long as it takes the person depicted to earn £1, varying in length from several hours for the some of the lowest paid agricultural workers in the world, down to several seconds for well paid workers in finance, with one film little over a second long.' The idea was ultra simple and the result is striking for the way it exposes vast disparities in working patterns.
Some of his projects involved outsourcing the production of a written constitution for the UK to China and having 1,000 dolls voice it, using the price of an African financial index to control lighting in a Berlin art center, testing certain hypotheses about social behaviour in a dinner party. And building an outdoors spiral staircase for cats.
Here how my online conversation with the artist went...
Hi Oliver! Let's start with One Pound, the video installation which i discovered a few days ago in the exhibition Time & Motion in Liverpool. I've been quite unlucky in my visit because when I entered the room there was only one screen on with a man working in a field. On the other hand seeing him work all alone on his screen made the impact of the artwork even more powerful for me. Who were these 6 workers you contacted? What were their job?
For the readers who haven't seen the work, I feel I should describe it a little more. The six films are displayed on six adjacent screens, with all six starting simultaneously and not re-starting until all six have played through. This means that the shortest, one second long, plays just once every one hour and seventeen minutes (the duration of the longest). The films have a 'hours:minutes:seconds' timecode burnt into the bottom right corner, which pauses when the films end.
To the side of the 6 screens were six label-sized photographic stills from the videos, there to give the viewer a visual idea of who wasn't currently visible. I chose not, however, to include too much contextual information about the protagonists in the gallery itself, hopefully leaving some space for viewers to project their ideas and experiences about who and where they might be. Having said this, the five you missed were; someone working in a cotton processing plant (35 minutes), someone driving a digger constructing a new road (12 minutes), a carpenter (4 minutes), digital media worker (1 minute), and a CEO (1 second).
The original idea for the piece was to show it in a space in which people repeatedly spend time, such as a busy commuter platform, factory canteen or large office foyer, but this wasn't possible on this occasion. The idea would be that viewers would build up a kind of cumulative viewing of all six films. With a few minutes a day over three months, for example, a viewer would see all six films in their entirety, despite the shortest only running for one second every one hour twenty minutes.
The stills mounted adjacent to the video screens function as kind of visual labels. Between these still images and the timecode built into the videos, viewers could understand the relationship proposed by the piece between between time, money and occupation. I almost always make work that needs some basic explanation (usually text), but I'm happy if it then becomes somehow autonomous (whilst not perplexing) beyond this.
And how did you select who or which type of work would appear in your videos?
Essentially the people and jobs featured can be from any working environment, but certain criteria did develop along the way. These criteria may be quite self explanatory; they tend to be people who can be isolated for filming (though not exclusively), so those who work alone; and who I can approach fairly directly in their place of work; and people whose work you can understand visually.
After some time working on the project I also developed a kind of rationale to link all the protagonists. Although it is not explicitly mentioned in the exhibition text, this rationale is that everyone filmed is, however indirectly, related to my morning shower. So there are people working with cotton (to produce a towel), infrastructure (to get that towel to me), carpentry (to produce a bathroom door), advertising (funded by advertising on shower products), and the CEO of a company that makes shampoo. I am also interested in developing the project and filming further protagonists, perhaps for further exhibition contexts, or just to develop the work. I often considered featuring just one industry, such as coffee, and this too would have been very quotidian. However, I felt this would have then been a study of that particular industry, and it should be broader than this. The shower is something quotidian (in highly industrialised parts of the world), but still fairly unbranded, and less loaded than the tea or coffee industries which have their own histories.
Incidentally, I filmed myself first, but discarded this.
Which kind of ideas, conclusions and reflections about the labour market did working on this project trigger?
Although I started with the basic premise of wage inequality across the world, the project is not intended simply as a didactic essay on wage inequality. Clearly, it may offer reflection on these staggering inequalities, and this political position is ultimately not left ambiguous. However, the relationship between labour and money is transformed into a more subjective medium - time. Periods of time are not as easily compared with one another as pieces of graphical information, for instance. With video, the timescale is embedded into the medium (unlike photography, graphics or text).
Another way it should offer complexity is by inviting some 'cross' comparisons of inequality - between farm workers and factory workers both in the global south for example, or between well paid creative economy workers and astronomically wealthy bankers. This picks up on something I had observed over several years. On the occasions I had spent time in poorer countries (such as Paraguay), I noticed that there was a tendency to over simplify both the wealth and poverty that existed in the global south and north (though perhaps I'm doing this by using the word 'both', but bear with me).
There can be tendency to think the streets are paved with gold in Western Europe (for example), and not understand the poverty that exists in the global north too. At the same time, to try to explain for example the extent to which the National Health Service in the UK offers all people in the country, regardless of income, world class quality healthcare free at the point of delivery, might well be unimaginable to many (although this isn't confined to those from poorer countries). Likewise, growing up in western Europe, I think it was difficult to comprehend both the extreme poverty existent in developing countries (hence the TV programmes and campaigns to help us), and the extent to which everything, such infrastructure, education and government, does function much as it does in western Europe. Perhaps this is just me, because I grew up when Live Aid was rocking, though I think little has changed.
I think it's a constant struggle to understand this complexity - to keep talking about the extreme inequality and poverty that exists in poorer countries, without stereotyping. My work, not for the first time, sails close to the wind when it comes to stereotypes. I have used very simple (perhaps over simple, certainly flawed) measures, but the breadth of examples of labour, and the choice of images, should leave some space for these issues.
I had no idea that the UK is one of only three countries in the world without a written constitution. So what was the constitution you outsourced to China for the Mr Democracy project like? Standard constitution mixing other, existing constitutions? Something entirely original? A simple writing down of the laws and principles that already govern the UK?
I actually studied this in school, and have been interested in it since then. I was interested in going to China, and started, as I not infrequently do, with some pretty simple interests - in this case lightening fast economic development and the political situation in China. Fortunately, I had this moment of realising I could turn it around, and look at the UK, which I am probably in a better position to make work about. If I get the project right, both the UK and China are criticised.
The constitution is not very revolutionary, sadly, we're still a constitutional monarchy - no republic! The authors initially tried to define more or less how the UK is at the moment, and then did a few tweaks to it. It was originally written in Chinese, and a fourth colleague of theirs translated it in English. Her language register and vocabulary were great, but occasionally she slipped with a few terms - but rightly so. So an early clause starts 'The regime of the United Kingdom is...', while we normally only hear the word 'regime' to define forms of government not currently popular or viewed as democratic by western governments (or 'regimes'!). I invited the authors to refer to other constitutions when drafting the UK's, and they did, and this is common practice when constitutions are written (the US was heavily influenced by the French, for example).
I'm also interested in your experience in finding, selecting and communicating with 3 factories in China which would manufacture the dolls. Is it easy for an individual to commission a thousand dolls to a Chinese factory? Did you require any help for that?
I had never done anything like this, and in some ways China was less accessible than I thought it would be. So many products are manufactured there, yet the process of getting something made isn't easy. It involves lots of long meetings, misunderstandings, and sometimes deception. The doll itself was not commissioned for my project, but the sound chip and electronics were, and it was very unusual to have such a long sound recording - they are usually just 10 seconds, not over 10 minutes!
The British Council were helpful in finding people to help me, so I had an art student as a translator and fixer, though actually he had no more experience in finding a factory than me - he was an art historian. I also spoke a lot to a Chinese designer (Tom Shi) who had studied in the UK, and moved back to Guangzhou to start a design practice, and a family. He let me use his studio for free while I was in Guangzhou, and the two students (Sarah Yin Liu and Jackon Li Yao) helped me way beyond what any assistant should, and we're still friends.
It was all very hands on. I was not doing this in the way most business people presumably do: I visited all the factories, filmed there, and organised the shipping myself -I even went into the ports, which was fascinating.
I think the main person I worked with at the factory that installed the sound chips into the dolls was mainly just interested in meeting me, and of course I wanted to meet him too. There was a funny moment when we were sending the sound file back and forth trying to compress it for the sound chip, and after I had actually agreed to going ahead with it, he called back to tell me that one of the articles was repeated on the sound chip. It was funny to have him read it back to me, as I had always been careful to not talk about the political content of the piece, but as long as it wasn't about China, it wasn't a problem. It was also funny to hear 1000s of dolls in a Chinese factory saying 'The Constitution of the United Kingdom of Great Britain and Northern Ireland, Article One...', as they were being tested.
By the way, why did you chose China and not India? because i suspect that this choice made the working process even more challenging.
China does have a different position with regard to global development than India, but India might have seemed a more obvious choice, historically. China seems more unequivocally a coming super power than India, and is much more symbolic as a place where products are manufactured. Also, the vast majority of toys in the world are made in China, (and of those a large majority in the Pearl River Delta). That China is not considered a Democracy is also important.
I was reading through the blog of the project and found this entry. Could you explain what happened here? How artworks are usually assessed at customs? What is the rule or law? And how it all ended?
When you export/import something, you use a customs agent to organise the customs for you. Mine refused to describe my dolls as artwork, because they were, well, dolls. Artworks attract a lower rate of VAT and no duty, so the difference is huge, as it's a percentage of the value. As the project was funded by the Arts Council England and supported by the British Council, I thought I had a chance of getting them through as an artwork, which of course they are.
I had direct contact with a customs officer, and she explained that Haunch of Venison were currently in a legal battle with the authorities over the import of a complete video installation (with the video equipment), while the customs were insisting it was simply technical equipment. It was a Bill Viola piece. The customs woman conditionally agreed to view my works as artwork after I emailed her photos taken in the factory with me working on the piece, because their definition revolves around working on objects by hand, pretty much ignoring two generations of contemporary art. I was quite impressed with my negotiating skills!
Now let's have a look at another of your projects, Bringing the Market Home. Why did you chose to work with the Dow Jones Africa Titans 50 index? Why select a pan-African index for an installation that was located in Europe?
The piece reverses a tendential direction of influence, with an African share index determining the operation of an aspect of everyday life in a western city, in this case Berlin. Financial markets exercise massive influence, both directly and indirectly over many people's lives over the globe, and this piece makes already existing connections physical, and immediate, while changing the direction of those influences. A blip of speculation on food prices could make a crop unaffordable for thousands of people in one country or region: in this piece, that process is reversed, making financial indicators from Africa ('the 50 leading companies that are headquartered or generate the majority of their revenues in Africa') tangible (cutting the house lighting of the HKW, House of World Cultures, Berlin) in a western city.
Was it on 24/7? Or does the Dow Jones follows 9-to-5 type working schedules?
Yes, it ran 24/7. The first time we got it working it was two in the morning, and we didn't know if the index would be shifting, but it was! We spent ages trying to work out which indices would be working when, but in the end the stocks are traded on multiple exchanges across the world, so several of the indices can change for most of the day, although there are periods when no exchange is open.
So what was the impact that this connection with the DJAT50 had on the lighting circuit in a corridor? Was the light constantly on and off? Or were fluctuations slower to manifest themselves?
Essentially it's pretty erratic. It is read every 30 seconds, and we didn't analyse the data explicitly, but it changes fairly often - sometimes five times in a row, sometimes remaining off for five minutes. This worked well performatively - sometimes meaning viewers didn't notice that there was any change to the system, and then suddenly asking themselves what was happening, why the lights weren't working. This was an important consideration of the project (that you can't see from the documentation) - I really wanted it to be something that was installed in the existing space, that people noticed and asked themselves why this was happening, rather than an autonomous object that people were invited to look at.
Any upcoming project, event, field of research you'd like to share with us?
I'd like to continue working on the One Pound project and Dinner Party. I've also been looking at the relationship between money and happiness, which I started looking at on residency in Paris at the Cité des Arts. I think inequality, mighty fascinating as it is, will come up again soon too, though I don't know how at the moment.
You can see Oliver Walker's video installation One Pound at the exhibition Time & Motion: Redefining Working Life, at FACT in Liverpool until Sunday 9 March 2014.