Exploring energy futures through design fiction (Part 1)
With the autumnal equinox upon us, Crap Futures is nearing its first anniversary. We began shooting ideas back and forth last September when James arrived in Madeira. Now, after a long, hot summer, it seems like a good moment to take stock and reflect on the past year whilst also making plans for what comes next.
In the post When the sun shines we gave an overview of our ongoing design project. This has been ticking along in the background since early 2016, with time spent articulating the research methodology, transforming the concept into funding proposals, and identifying and discussing with potential collaborators. Back in April we described the problem of using renewable energy sources on the island (and beyond), identifying some of the factors currently hindering their implementation - for example historical legacies. The project asks:
What might our energy infrastructure look like if it were not constrained by these outdated constructs?
A key motivation has always been to move beyond the discursive, the critical, the speculative and the fictional. As we wrote at the time: ‘With this project (unusually) we’re not interested in fiction.’ In retrospect this statement seems a bit rash. So before moving into the making phase, we thought it necessary to probe a little deeper into the relationship between fact and fiction. Or more precisely, What is the role of fiction when trying to make change - desperately needed change - in the real world?
To start with Bruce Sterling’s familiar definition:
‘ Design fiction is the deliberate use of diegetic prototypes to suspend disbelief about change.’
There are several keywords here that demand closer examination. First, fiction - in The Pervert’s Guide to Cinema, Slavoj Žižek describes the viewer’s reading (of cinema) by stating that, ‘if something gets too traumatic, too violent, even too filled in with enjoyment, it shatters the coordinates of our reality - we have to fictionalise it’. This statement is helpful as it succinctly describes two states of being and the relationship between them: the nonfiction world, defined by the coordinates of reality, and its fictional counterpart (diegesis).
Second, diegetic - from diegesis: the world in which the story takes place and for which the prototypes are designed. Through the manipulation of a particular set of coordinates, a fictional or alternative world can be constructed.
Third, a more complex issue is raised by the use of design when combined with the term change. The recent emergence of counter or oppositional forms of design (such as design fiction etc.) suggests that there are problems or limitations with mainstream design; for example, design’s affiliation with the market and the prevailing demands of consumption and innovation. These are the (normative) designer’s coordinates of reality: in practice experienced as constraints that limit the potential of design to make substantive change (see Future nudge). Designing for a carefully crafted diegesis can provide new constraints, in turn facilitating new solutions.
Fact and fiction should not exist as a dichotomy but rather an elastic scope of possibility. Good design fictions do not shatter the coordinates of reality; they stretch and manipulate them in carefully crafted ways, hence the suspension of disbelief. But, and this is important, to what end? Sterling’s phrase ‘deliberate use’ suggests purpose … but what is the purpose?
In Building Imaginary Worlds, Mark J.P. Wolf examines why authors find it necessary to invent other worlds. He concludes that the answer lies in ‘ the changing of Primary World defaults, to amaze, entertain, satirize, propose possibilities, or to simply make an audience more aware of defaults they take for granted’.
In his introduction to Fahrenheit 451, Ray Bradbury offers some additional motivations:
‘Sometimes writers write about a world that does not yet exist. We do it for a hundred reasons. (Because it’s good to look forward, not back. Because we need to illuminate a path we hope or we fear humanity will take. Because the world of the future seems more enticing or more interesting than the world of today. Because we need to warn you. To encourage. To examine. To imagine.)’
In the closing sentence of his book Technophobia! Daniel Dinello suggests that ‘At its best, science fiction projects a dark vision of the Technologist’s posthuman future that encourages us to create a better one.’
But does highlighting wrong paths lead us to preferable ones?
This question was raised in Republic of Salivation, a post on MoMA’s ‘online curatorial experiment’ Design and Violence:
‘Do violent, dystopian visions ever lead to positive, substantive change?’
Design fiction futures, it is true, are often dystopian - this is one of several lines of critique aimed at design fiction projects. The upcoming Speculative Now! conference in Split, Croatia, for example, has chosen to focus debate on the role of speculative design in the ‘real world’. Similarly with our project we aim to advance the goals and practice of design fiction by defining positive paths. Our approach will bring fiction-based prototypes back into real life, seek to produce tangible societal outcomes, and work to turn (positive) aspects of fiction into fact. Design fiction can help us work toward ‘the future we actually want’, imposing our own agency in how the future happens.
In our next post we will examine three stages of design fiction, explaining how a carefully contrived diegesis can provide the ideal framework for redesigning the real world.
Images:
Christian Schussele - Men of Progress [Public domain], via Wikimedia Commons; SAFEGE test track at Châteauneuf-sur-Loire, France (used in filming of Truffaut’s Fahrenheit 451), via Wikimedia Commons