Three stages of design fiction (energy futures, Part 2)
Here we describe the complex relationship between reality and fiction, how this is managed in the design fiction process and how, in a successful project, fiction influences future reality.
1. Establishing the coordinates of reality: understanding the non-storyworld
A thorough awareness of these coordinates is an essential starting point for any work of design fiction. The origin is provided by the core theme of the project - in our case energy infrastructure. Factors informing the coordinates are therefore political, economic, ecological, material, behavioural, historical, and social.
In developed countries the dominant approach to energy is based on a national grid system, a model typically implemented in the early 20th century. Such systems were designed for a one-way flow of electricity - from remote state or corporate-owned centralised generating stations to individual consumers via transmission and distribution lines.
In the 21st century a growing demand for energy, combined with environmental concerns and climate action, has led to major shifts in policy. Two examples are the American Recovery and Reinvestment Act of 2009 (Recovery Act) and the European Commission’s Smart Grids Task Force. Such acts essentially call for classic grid topologies to evolve towards more distributed systems, exploiting bidirectional energy flows facilitated by, for example, wind turbines, solar PVs, and hydroelectric, and also two-way flows of information aimed at optimising supply and demand and making the system more transparent, safe, and efficient.
While such changes are in essence positive, substantive change is limited by constraint no. 2: legacies of the past. The key issues are:
- The radial model of central generation (through burning fossil fuels or nuclear fission) and distribution via a grid system have led to a well-established system of governance and ownership of energy infrastructure (both state and private)
- These owners are reluctant to cede control
- Alternative means of generating energy such as renewables could provide sufficient means but currently rely on connection to the grid (on terms dictated by its owner)
- The ubiquity of the grid system has resulted in an ‘always there’ approach to energy consumption meaning that it is easily taken for granted by consumers
- The ubiquity of the grid system means that all electrical products are adapted to it (with a few unique exceptions such as the wind-up radio)
- Solutions tend towards the generic one-size-fits-all, ignoring the potential of bespoke possibilities based on unique landscapes or contexts
Once the problematic has been well defined it becomes possible to begin developing the storyworld by carefully manipulating the constraining coordinates.
2. Creating a fictional storyworld with a new set of constraints
As we consider this point it becomes apparent that this is perhaps where speculative design and design fiction differ. A kind of chicken-and-egg conundrum: strategically, what comes first - world or object?
Speculative design starts with and centres on the object. It extrapolates existing product lineages guided by the promise of an emerging technology and contemporary trends. Auger-Loizeau’s Audio Tooth Implant (2001) is a classic example. The storyworld is then built around the artefact to examine its potential implications, or it is left up to the viewer to imagine the future society in which the hypothetical artefact exists.
Design fiction starts with the storyworld. The artefacts follow, designed for that world like props in a film. The main reason for developing a storyworld - in the design fiction approach - is to provide a new context or set of circumstances to design for. These are carefully crafted to counter or address the key issues identified in Stage 1.
Fiction writers have given us countless carefully described storyworlds through the ages. Scholars have written at length on the details of their construction. But there are specific (and very recent) approaches to developing a design fiction storyworld that are worth noting. In his study of alternative monetary systems, for example, Austin Houldsworth has developed a methodology he calls ‘ counter-fictional design’. Houldsworth’s approach borrows existing storyworlds - storyworlds drawn from literary history - and asks how money would function in these alternative societies. A monetary system designed for B. F. Skinner’s utopian novel Walden Two, for example, describes a payment system that challenges the established monetary function of ‘a store of value’.
This approach works well when a novel can be found that aligns with the particular theme in question. For example, George Orwell’s 1984 would be a good match for redesigning things based on alternative constructs of privacy. The problem is that the storyworld of many sci-fi and fantasy novels resides too far along the fictional end of the fact-fiction scale, resulting in a design solution that, in Žižek’s terms, ‘shatters the coordinates of our reality’. With the loss of plausibility, the value (at least for design fiction purposes) is diminished.
An approach that more directly manipulates the coordinates of reality is counterfactual history - a method that begins by changing a specific historical event and extrapolates the consequences to build the storyworld on a parallel timeline. Philip K. Dick’s The Man in the High Castle is one commonly cited example: it imagines an alternative history in which the Axis Powers have defeated the Allies in World War II and Germany and Japan have divided America - the story playing out in Japanese-occupied 1960s San Francisco.
A design fiction example of this approach is Sascha Pohflepp’s project, The Golden Institute, based on a different outcome to the 1980 US general election. A Carter victory would have enabled a continuation of energy-friendly initiatives undertaken during his previous term; these were promptly cancelled by Reagan when he took office. Pohflepp’s project described the research developed by the fictional institute, creating a poignant reminder of what might have been lost. The storyworld here simply provides a logic to furnish an alternative history in which large resources are funneled into renewable energy.
In the case of our project the motivations are somewhat similar - to develop a storyworld framework to inform the design of an alternative energy infrastructure. Likewise the project takes place in a real location: Madeira. Thus the storyworld is an alternative version of the island that retains some of its eccentric and original elements: the complex and rich history of the levada irrigation system, alternative modes transportation, and sometimes hubristic notions of transportation infrastructure and island planning.
What has changed, however, are the elements that led to the problems identified in Stage 1, the 20th century forces that shaped the island’s energy history. In our storyworld with its counterfactual history, the island of Madeira has:
- No radial model of central generation
- No central ownership and control
- No generic solutions
- No patenting and knowledge protection
- No consumption of fossil fuels
These fundamental differences allow for the imaginary reconstruction of society and human behaviour - from how energy is generated, to the rethinking of products that no longer have wall sockets ready to provide them with always-available power.
3. Designing in the fictional world: new constraints, new possibilities
When the fictional world has been constructed in sufficient detail, it can become a testing ground for new ideas and approaches.
We mentioned Mohammed J. Ali’s energy-focused project, A New Scottish Enlightenment, in an earlier post. Similar to The Golden Institute it describes an energy related counterfactual history, in this case an alternative outcome to the 1979 Scottish independence referendum leading to a split from the United Kingdom. New Scotland’s key policies include legislation aimed to deliver increasing resources and independence to its citizens. This simple counterfactual history provides a powerful framework through which to rethink energy. Redesigning Madeira is essentially a re-location of Mo’s project (we are working with him) but with the key goal of actually implementing the design solutions.
Charles Eames once described design as ‘a plan for arranging elements to accomplish a particular purpose’. Eames’s statement can be used to compare and contrast the function of normative design and approaches to technological application with the strategies/methods being developed for this project. As with energy, dominant approaches to the design of products and services were formulated last century, and likewise the systems and infrastructures in which designers operate exist along similar topologies with the elements being gathered and arranged at central locations and distributed radially around the globe. The role of the consumer is limited to simply interacting with the end product – for the time that it remains viable. Building on participatory design methods, combined with open-source knowledge practices, Redesigning Madeira will draw its elements from the local context: both natural elements in the landscape (as a source of energy) and cultural elements in the landscape (that can be potentially reused and recycled).
The plan is informed by local knowledge and terrain. Our island’s unusual landscape (as we’ve noted previously) is ideal for experimentation. It holds the potential to inform and inspire the design of numerous bespoke energy generation and storage solutions, from highly radical macro speculations to more pragmatic, plausible human-scale solutions. The unique approach of jointly designing for the real world and its fictional counterpart means that prototyping is possible on different levels. Tangible concepts can be prototyped in the engineering sense, made to function better in specific real locations; while speculative concepts, as well as longer term social and ecological impacts (of functioning prototypes), can be tested in the storyworld.
The final stage will be to make more deliberate use of the diegetic prototypes, not only to suspend disbelief about change with the purpose of facilitating:
- A focus on local rather than central - materials, skills, landscapes, tools, etc.
- Energy considered ecologically rather than siloed
- Open-sourcing all knowledge
- Turning ‘devices’ into ‘things’
- No consumption of fossil fuels
- ‘Make it yourself’ mentality
Conclusions: beyond autonomy
In a famous lecture to Cornell University students in 1948, Nabokov declared: ‘Literature is invention. Fiction is fiction. To call a story a true story is an insult to both art and truth.’ But however untrue, fiction can still inspire real action in the world by giving the designer permission to bypass existing constraints and work with an entirely new, fictional set of constraints. On the more practical end of the scale, ideas conceived to meet these fictional constraints can provide alternatives to entrenched realities: new forms of energy generation and new models of consumption, for example.
Another passionate believer in the autonomy of art, Oscar Wilde, overturned conventional wisdom more than a century ago in his essay ‘The Decay of Lying’, when he declared: ‘Life imitates Art far more than Art imitates Life.’ But again, this apparent proclamation in support of autonomy and l’art pour l’art has important real-world implications. Wilde argues in the same essay that the best art and literature teach life how to be: not through dull didacticism, but by imagining and giving shape to preferred futures. This is one essential function of design fiction: by allowing our imaginations to travel beyond pragmatic (e.g. industry) constraints, we open up the potential for radical new discoveries.
Important questions remain: Who is design fiction for? What is the ideal medium? Does it exist more as a framework to help the designer? Or is it a fully fledged genre, aimed at a public audience? How much is too much fiction?
Our overall approach, which blends speculative and practical design, aims to be agile and versatile. Although our current project is focused on the theme of energy and based on the characteristics of one particular island, it also stands as an example of a methodology - an approach that facilitates the imagining of alternatives and also the means to artificially test them in real life. The approach could equally be used to explore energy alternatives in other locations, or different themes such as transportation. The key goal, once again, is to close the loop - from fiction back to reality.
As Wilde states at the end of ‘The Decay of Lying’: ‘Come! We have talked long enough.’ Time for a swim.
Images:
Turbo Generator - Siemens Pressebild; Bullock Carro, Funchal, Madeira - Harry Pollard. Both images CC BY-SA 3.0.
Barreirinha swimming complex, Madeira - James Auger.