49 research outputs found

    Game vaporware as design fictions

    Get PDF
    In this research we examine games, and games hardware, that can be classed as ‘Vaporware’. More specifically software that was never written, or hardware that was never built, and consequently no one ever played. In particular we are considering such vaporware as examples of ‘Design Fiction’ as they once represented speculative visions of the future based on emerging technology. Vaporware is a term generally used to describe products that are announced to the general public but are never actually manufactured. Whereas design fiction is a term used to describe plausible ‘diegetic prototypes’ that are built, or suggested, to create an opportunity for discourse about possible technological futures. Whilst it could be argued vaporware games are simply failed products that were justifiably scrapped before joining the long lists of come-to-nothing games and consoles, by reviewing examples we offer an alternative view that they can serve as objects of discourse for exposing the potential futures of video games and thus could be considered in terms of design fiction. To add further weight to the argument that games can be useful as design fictions we then consider “Game of Drones”, an example of a design fiction that pivots around a game element, to illustrate how the deliberate use of design fiction can stimulate discourse around game futures (in this case the growing promotion of ‘gamified’ services as means of engaging users). Whilst the notion of designing games that will never be built may seem paradoxical in relation to the Games industry’s predominantly commercial aims, we believe that the deliberate adoption of design fiction as a practice within game design would facilitate the emergence of meaningful discussions around future gaming without the frustrations induced by vaporware

    To ware or Vapourware passing through Solutionism and Paleo-Future

    Get PDF
    UID/SOC/04647/2013The object of this paper is to discuss the concept(s) of Design Fiction(s), and to elaborate a critical re-definition of the termsfrom Literary Theory and Narratology’s stand-points. By so doing, it aims to propose a clarification of the types of objects frameable by Design Fiction (DF), and shorten the gap between the latter and Interactive Fiction (IF), IoT (Internet of Things) fictions and AR (Augmented Reality) whenever these practices are being used to tell stories. Smart-houses will be used as an example of successful DF narratives.publishersversionpublishe

    Design fiction as world building

    Get PDF
    Design Fiction has garnered considerable attention during recent years yet still remains pre-paradigmatic. Put differently there are concurrent,but incongruent, perspectives on what Design Fiction is and how to use it. Acknowledging this immaturity, we assert that the best way to contribute to the establishment of an evidence-based first paradigm, is by adopting a research through design approach. Thus, in this paper we describe ‘research into design fiction, done through design fiction’. This paper describes the creation of two Design Fictions through which we consider the relationship between narrative and Design Fiction and argue that links between the two are often drawn erroneously. We posit that Design Fiction is in fact a ‘world building’ activity, with no inherent link to ‘narrative’ or ‘storytelling’. The first Design Fiction explores a near future world containing a system for gamified drone-based civic enforcement and the second is based on a distant future in which hardware and algorithms capable of detecting empathy are used as part of everyday communications. By arguing it is world building, we aim to contribute towards the disambiguation of current Design Fiction discourse and the promotion of genre conventions, and, in doing so to reinforce the foundations upon which a first stable paradigm can be constructed

    Vapourworlds and design fiction:the role of intentionality

    Get PDF
    There is a long tradition of designers creating visions of technological futures. We contrast the properties of two related types of future envisionment, whose commonality is using ‘world building’ to showcase or prototype technological concepts. We consider commercial visions that depict potential future products within possible future worlds, and by extending the concept of Vapourware we term these ‘Vapourworlds’. We contrast Vapourworlds with Design Fictions, a class of envisionment that inherits qualities of criticality and exploration from its familial antecedents’ radical design and critical design. By comparing these two approaches we intend to shed light on both. Superficially these world building endeavours appear similar, yet under the surface an underlying difference in intentionality permeates the substance of both practices. We conclude with a position that by highlighting the contrasts between these practices, mutually beneficial insights become apparent

    Games Design Research through Game Design Practice

    Get PDF
    Whilst many game design academics are also game designers, their research is often presented through the lens of other disciplines (philosophy, media theory, human computer interaction [HCI], etc.) and practice-based design research is arguably underrepresented in the games research community. Although game design research espouses to open an inclusive community, at present, research approaches and the presentation of results is dominated by those inherited from either the social sciences or HCI. This dominance of loaded and prescriptive academic frameworks is arguably why many of those creating games outside academia feel such research is unrepresentative of their own practices

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

    Get PDF
    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

    Get PDF
    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Using Design Fiction to Inform Shape-Changing Interface Design and Use

    Get PDF
    Shape-changing interfaces are tangible, physically dynamic devices which enable user-experience beyond 2D screens. Within Human Computer Interaction, researchers are developing these from low-resolution, low-fidelity prototypes, toward a vision of a truly malleable world. The main focus is in producing and testing hardware, and basic user interactions, which leaves the question unanswered: what are shape-changing interfaces good for? In response, we propose the use of design fiction to investigate potential applications for this technology: to create and analyse artifacts relating to future use-scenarios for shape-change. Whilst research within shape-change often proposes future use-cases for prototypes during discussion, they are seldom in a form that presents them as everyday artifacts. Here, we present and discuss a printed game-play instruction manual for a truly high resolution shape-changing game entitled First Hand, which aims to draw parallels between current gaming practices and the tangible nature of shape-changing interfaces

    Infrastructural Speculations: Tactics for Designing and Interrogating Lifeworlds

    Get PDF
    This paper introduces “infrastructural speculations,” an orientation toward speculative design that considers the complex and long-lived relationships of technologies with broader systems, beyond moments of immediate invention and design. As modes of speculation are increasingly used to interrogate questions of broad societal concern, it is pertinent to develop an orientation that foregrounds the “lifeworld” of artifacts—the social, perceptual, and political environment in which they exist. While speculative designs often imply a lifeworld, infrastructural speculations place lifeworlds at the center of design concern, calling attention to the cultural, regulatory, environmental, and repair conditions that enable and surround particular future visions. By articulating connections and affinities between speculative design and infrastructure studies research, we contribute a set of design tactics for producing infrastructural speculations. These tactics help design researchers interrogate the complex and ongoing entanglements among technologies, institutions, practices, and systems of power when gauging the stakes of alternate lifeworlds

    Contextualizing Artificial Intelligence: The History, Values, and Epistemology of Technology in the Philosophy of Science

    Get PDF
    Artificial intelligence (AI) and other advanced technologies pose new questions for philosophers of science regarding epistemology, science and values, and the history of science. I will address these issues across three essays in this dissertation. The first essay concerns epistemic problems that emerge with existing accounts of scientific explanation when they are applied to deep neural networks (DNNs). Causal explanations in particular, which appear at first to be well suited to the task of explaining DNNs, fail to provide any such explanation. The second essay will explore bias in systems of automated decision-making, and the role of various conceptions of objectivity in either reinforcing or mitigating bias. I focus on conceptions of objectivity common in social epistemology and the feminist philosophy of science. The third essay probes the history of the development of 20th century telecommunications technology and the relationship between formal and informal systems of scientific knowledge production. Inquiring into the role that early phone and computer hackers played in the scientific developments of those technologies, I untangle the messy web of relationships between various groups that had a lasting impact on this history while engaging in a conceptual analysis of hacking and hackers
    corecore