Professional Documents
Culture Documents
Intro Spec Design Eutropia
Intro Spec Design Eutropia
Intro Spec Design Eutropia
dizajnersku praksu
Eutropija, studija slučaja
Introduction to Speculative
Design Practice
Eutropia, a Case Study
pos
sib
l e/
wild card scenarij
vatljivo
mo
p rih
guć
le /
e
plausab
preferable / preferirano
scenarij
Oleg Šuran je freelance dizajner. Za njega Oleg Šuran is a freelance designer. For
je dizajn jezik. Kroz umjetničku organiza- him, design is a language. Through Fazan
ciju Fazan bavi se lokalnom zajednicom i artistic organisation, he deals with the lo-
edukacijom. Suosnivač je časopisa za poe- cal community and education. He is the
ziju Polet i portala nakonjusmo.net. co-founder of Polet poetry magazine and
nakonjusmo.net web portal.
Marko Golub je likovni kritičar, kustos Marko Golub is an art critic, curator of the
galerije Hrvatskog dizajnerskog društva, Croatian Designers Association Gallery and
urednik je različitih publikacija o dizajnu, editor of various design-related publications.
su-urednik tv emisije Transfer i scenarist He is currently co-editor for the tv show
emisije Trikultura Hrvatske radiotelevizije. Transfer and screenwriter for Trikultura, both
Bio je član uredništava stručnih časopisa produced by the Croatian radiotelevision. He
kao što su Čovjek i prostor i Oris. was a member of the editorial boards of
magazines Man and Space and Oris.
26–33
— Marko Golub —
“Što ako?” – dvije-tri bilješke o spekulaciji
“What if?” – Two or Three Notes on Speculation
36–49
intervjui / Interviews
52–55
— Ivica Mitrović —
Hrvatski kontekst / Croatian Context
58–65
— Ivica Mitrović, Oleg Šuran —
Eutropija – studija slučaja / Eutropia – a Case Study
ISBN 978-953-6778-10-2
“Spekulativnost je jedan kraj
dizajnerskog spektra”
Anthony Dunne
ce cri
c ti t
tional design
ica
e design pr
l design prac
speculative design practice
v
tradi
rsi
tic
cu e
dis
9
fig. 1 Traditional design vs Speculative design.
From the modernist perspective, design has been primarily regarded as a prob-
lem-solving practice, and usually those aimed at problems detected by other
professions ( such as economics, sociology, philosophy, etc. ). In this sense, the
mission of design is closely related to the needs of the industry or, in a broader
sense, the creation of a better living standard. Through a modernist perspective,
design is viewed as a service industry that primarily addresses clients' needs.
However, as the graphic designer and publicist Dejan Kršić points out, design
has always been a signifying practice that generates, analyses, distributes, me-
diates and reproduces social meaning, especially today, in the context of the
new social, technological, media and economic conditions.1
The relation between design and art ( and other related disciplines ) can be
observed in several stages. From the high modernist synthesis of applied arts,
visual arts and design in the 1950s, the scientification of design throughout the
1960s and the emphasis of its rationality and the postmodernist position in which
it is once again positioned at the centre of the interrelations of various disciplines,
no longer through a complete synthesis, but, above all, through their interaction.
It is no surprise, therefore, that an increasing number of designers is taking upon
some new approaches to design. These “new designers” are acting on the borders
of traditionally defined disciplines, removing the borders between them.2
In their research, these new designers relate to diverse fields of science, primar-
ily computer sciences and engineering, sociology, psychology, architecture, and,
in the recent times, increasingly to biotechnology, all with the goal of critically
reflecting on the development and role of technology in society. Designers re-
think the role of technology in everyday life, not dealing with the applications
of technology, but with its implications. Turning away from the commercial
aspects of design with the focus on the demands of the market, they are now
engaged with a broader social context. The new designers use design as a me-
dium and focus on concepts and artefacts, which, rather than solving problems,
ask questions and open issues to discussion.
The researcher and educator Ramia Mazé says there are three different
approaches to critical design practice: the first sees designers reflecting on
and critically questioning their own design practice; the second approach
is based on a macro-perspective, re-thinking the design discipline as such;
and in the third approach the design discourse is directed towards broader
social and political phenomena.3 Mazé points out that these approaches are
not mutually exclusive, as they most often intertwine and supplement each
other in practice.
Historical references of critical design practice point to Italian radical archi-
tecture of the 1960s, and partially to the critical practice of avant-garde and neo-
avant-garde art. It is particularly inspired by a narrative quality and the imaginary 11
worlds of literature and film. Design and critical practice established more intense
connections through interaction design, a design specialisation that emerged in
the early 1990s as a result of the accelerated development of digital technologies.
The classical definition of interaction design describes it as a practice dealing with
the ways in which people connect via the products and technologies they use, i.e.
with the design of our everyday lives via digital artefacts. Today it is most commonly
associated with the design of digital products, applications or services.
In this context, through his own personal design practice, and later
through the establishment of a novel educational approach as Head of the De-
sign Interactions Department at the Royal College of Art ( RCA ), Anthony Dunne,
through an approach he termed “critical design”, dealt with the aesthetics of
the use of new technologies in the context of electronics products.4 However,
with time, in collaboration with Fiona Raby, he expanded the focus of his ac-
tivities to the cultural, social and ethical implications of new technologies, and
most recently on speculations on wider social, economic and political issues.5
now
technologies
do
m
es
tic
at
io
n
→
2. alternative presents
sible / buildable
po s
slika 3
Possible, Profitable, Desirable
( defining an idea / concept
as a product )
( Near Future Laboratory ).
All product must exist in the
product center in order to be viable in 17
general marketplace. Speculative
products and services ( including
systems and worlds ) can be ficti-
le
desi
rab
ro
e
l
le
plausab
• today ——— time → probable
preferable
scenario
fig. 4 The Future Cone ( Voros via Dunne and Raby, via Revell ).
A diagram of potential futures ( PPPP ). Probable: traditional design space. Plausibile:
alternative futures, linked with the today’s world. Possible: includes all extreme scien-
tifically possible scenarios. Preferable: using speculative design to debate and discuss
what is the preferable future. Beyond cone: fantasy. Wild card scenarios: low-probabi-
lity and high-impact – to think about and discuss a much wider set of possibilities.
The practice demonstrates that the speculative approach has potential in multi-
disciplinary teams, where it initiates dialogue and generates a context in which 19
the participants can simultaneously re-examine the boundaries of their disci-
plines and discover links with other disciplines.16 The process can be split in a
few steps: the first one implies critical design research to define a design space.
After this, speculative concepts and ideas are generated and further developed
to finally articulate forms which are suitable for communication.
The speculative approach also uses methods of contemporary art, but as
opposed to art, is closely related to the real world that we live in, and is not sepa-
rated from reality. Publicist and critic Rick Poynor points out that, as opposed
to artistic practices, design is not declared an artistic fantasy out of hand, and
ignored by companies, institutions and policymakers.17 It is also significant that,
as opposed to artistic practice, design uses a language recognizable to a wider au-
dience, and is not confined to galleries and salons. Design is also in close contact
with new technologies and the consumer society, popular media and pop culture,
which is why today it boasts a significant media and social impact.
Speculative practice is related to two basic concepts: speculation on possi-
ble futures and the design of an alternative present. Speculation on the future
generates scenarios of the future that critically question the concept of develop-
ment, the implementation and use of new technologies and their wider social
implications. The concept of an alternative present refers to the creation of par-
allel urban technological realities. These specific methods offer a rich narrative
potential for the questioning and criticism of technological development, but
also of contemporary society as such. The issues dealt with can be exceptionally
broad, from big socio-political topics to ordinary everyday activities.
Speculative fictions do not exist solely in a futurist vacuum, because the
past ( i.e. the present we live in ) fundamentally impacts our designed vision of
the future. As opposed to the open form of science fiction, in speculative fiction
there is a link between the present and the imaginary future.18 Therefore, when
re-thinking the future we must think about technologies and social relations
that can emerge from the current world we live in. We must bring into question
the assumptions and prejudice we have about the role of products and services
in everyday life. The extension of the everyday into the future is what makes
speculative design fiction powerful and profoundly intriguing.
Dunne emphasizes that these design processes primarily deal with design-
ing relations, rather then objects themselves.19 This is why speculative design
can, as a result of such processes, offer new speculative products and services,
even new social and political systems ( worlds ). However, the success and im-
pact of a speculative approach, as perceived by the target audience, primarily
depends on the believability of the designed artefacts and potential scenarios
of the future. The concepts materialize and communicate in the form of nar-
rative or documentary video and film fictions, products ( prototypes ), software
applications, instructional videos, user manuals, graphs / diagrams, TV news
reports, fashion accessories, etc. 21
Speculative practice draws inspiration from the poetics of literature, music,
visual arts, film, computer graphics and architecture, especially in their avant-gar-
de forms. Storytelling has considerable power and a deep-running tradition in
human history in stimulating discussions and critical thinking. Speculative sce-
narios are open-ended and offer the audience the possibility of personal inter-
pretation. They frequently include humour, often of the dark variety, close to
satire, which activates the audience on an emotional and intellectual level, in a
way similar to literature and film. Speculative scenarios are often unusual, cu-
rious, occasionally even disturbing, but desirable and attractive to the audience.
However, only concepts that successfully communicate with the suspension of
disbelief, actually provoke attention, emotions, and stimulate thinking and dis-
cussion, which, after all, is the main goal of speculative practice.
A B
Affirmative Critical
Applications Implications
Fun Humor
Innovation Provocation
Consumer Citizen
Ergonomics Rhetoric
User-friendliness Ethics
Process Authorship
—— Liam Healy
“What if?” – Two or Three
Notes on Speculation
—— Marko Golub
27
slika / fig. 7 Splitopia ( Interakcije, 2012 ).
Instrukcijski video kao rezultat dizajnerskog procesa
/ Instructional video as delivery.
“Spekulativno” doista nosi sa sobom s jedne strane relativno širok spektar konota-
cija, a s druge i određenu preciznost, pa i isključivost u vlastitoj kontekstualizaciji.
Već u svom osnovnom značenju, taj pojam u okviru promišljanja dizajna kao
prakse nedvosmisleno apostrofira njegovu djelatnu propitivalačku, intelektual-
nu, diskurzivnu dimenziju, čime je direktno povezan s pojmom kritičkog dizajna.
Ništa manje važan aspekt je onaj koji proizlazi iz filmske i književne tradicije
tzv. spekulativne fikcije, čiji kapacitet zamišljanja svjetova kakvi bi “mogli biti”,
28 dijeli s idejom takozvanog “dizajna fikcija”. I konačno, sama praksa dizajnerskog
“spekuliranja” gotovo je neizbježno inspirirana mogućnostima određenih otklona,
šumova i stavljanja van ravnoteže dinamičnih relacija između društva, tehnolo-
gije i ljudi, čime dijeli isti fokus s dizajnom interakcija.
Na prvi pogled može se činiti kako je riječ samo o otvaranju još jedne niše
za novu vrstu specijalizacije, ili još gore, o zatvaranju dizajnerske prakse i dis-
kursa o dizajnu u još dublji, hermetičniji, ekskluzivniji dizajnerski meta-jezik,
ali zasad se, srećom, čini da nije tako. Budući da nije usmjeren na masovnu
proizvodnju stvarnih, fizičkih proizvoda, nego tek eventualno na razmatranje
uvjeta u kojima bi takvi proizvodi ušli u našu svakodnevicu i posljedica koje bi
na nju imali, spekulativni dizajn nerijetko se služi narativnim mogućnostima
videa, filma, televizijske reportaže i općenito masovnih medija. Naime, proto-
tipovi spekulativnog dizajna ( ili prototipovi predmeta nastalih spekulativnim
pristupom ) izrazito su međuovisni sa zamišljenim kontekstom za koji su diza-
jnirani, te stoga, da bi bili razumljivi, zahtijevaju da se njihova priča ispriča što
jasnije, što razumljivije, što bliže našem svakodnevnom iskustvu. Samim tim,
spekulativni dizajn u popularnoj kulturi nalazi svoje prirodno okruženje, a jezik
kojim govori nekako nam je čudno blizak, bilo da smo odrastali uz Zonu sumraka
( The Twilight Zone, 1959. – 2003. ) ili uz Crno ogledalo ( Black Mirror, 2011.— ), dva
fenomenalna primjera spekulativne fikcije koji pripadaju čistom mainstreamu.
Black Mirror posebno je zanimljiv utoliko što svoja polazišta u gotovo svakoj
epizodi temelji na potpuno istim principima kao i spekulativni dizajn, štoviše,
the interpretation of the project / installation titled Eutropia, the exhibition of
which at the CDS Gallery lead to publication of this booklet.
On the one hand, “speculative” really implies a relatively broad scope of con-
notations, and on the other, it also implies a kind of precision and even exclusive-
ness of its own contextualisation. In its basic meaning, in the context of analysing
design as a practice, this term unambiguously highlights its active analytical, in-
tellectual and discursive dimension, which is a direct link to the notion of critical
design. Another important aspect results from film and literature traditions of so-
called speculative fiction whose capacity to imagine possible realms is shared with
the idea of so-called design fiction. And finally, the very practice of “speculation” in
design is almost unavoidably inspired by possibilities of certain variance, noise and
unbalance of the dynamic relations between societies, technologies and humans,
where it shares the same focus with interaction design.
At the first glance, one might think that this implies nothing but opening
another niche for a new type of specialization, worse still, binding the design
practice and discourse to an even deeper, more hermetical and exclusive design
meta-language; however, for the time being it seems that this is luckily not the
case. Since it is not oriented only to mass production of real physical products
but rather to an opportunity to re-think conditions in which such products
might become part of our everyday lives and the resulting consequences / im-
plications, speculative design often uses narrative techniques found in video, 29
film, television or the mass media in general. Namely, speculative design pro-
totypes ( or prototypes that emerged as the result of speculative approach ) are
extremely interdependent with the imagined context for which they have been
initially designed, and therefore, to become understandable, they require their
story to be told in a clear and intelligible manner that is closest to our everyday
experience. Consequently, speculative design finds its natural environment
in popular culture, and the language it uses seems to be strangely familiar, no
matter whether we grew up watching The Twilight Zone ( 1959 – 2003 ) or Black
Mirror ( TV series, 2011— ), the two superb examples of speculative fiction that
belong to pure mainstream.
Black Mirror is especially interesting because it bases almost every episode
on the same principles as speculative design; nevertheless, designed fictional
objects for everyday use, interfaces, technical artefacts and scenarios are very
often the central part of the plot, i.e. in the episode titled The Entire History of
You, such object is an implant allowing its user to ‘rewind-fast-forward’ his or her
previous experiences, whereas in White Christmas there is a device providing the
experience of expanded reality where it is possible to ‘block’ certain individuals
from one's environment, similarly to blocking on social networks; in Fifteen Mil-
lion Merits we see a dystopian world where systems of labour and leisure, virtual
economy, social media and reality television as we know today get prearranged in
their creepiest possible perversion. The power of speculative design is very close
dizajnirani fiktivni upotrebni predmeti, sučelja, tehnološki artefakti i scenariji
u njemu su nerijetko u samom središtu priče. U epizodi The entire history of you,
to je implantat koji omogućava korisniku da po želji ‘premotava’ sve čemu je
prethodno svjedočio; u White Christmas riječ je pak o uređaju koji omogućava
iskustvo proširene stvarnosti u kojoj je određene osobe iz svoje okoline moguće
‘blokirati’ kao na društvenim mrežama; dok smo u Fifteen million Merits suočeni s
distopijskim svijetom u kojem su se sustavi rada i dokolice, virtualne ekonomije,
društvenih mreža i reality televizije kakve već danas poznajemo – prearanžirali
u najjeziviju zamislivu perverziju sebe samih. Snaga spekulativnog dizajna bli-
ska je sugestivnoj moći ovih bizarnih satiričkih pripovijesti utoliko što se bavi
scenarijima koji su, iz današnje perspektive, ne samo zamislivi, nego kao da već
jesu tu. Bez obzira jesu li izmješteni u blisku budućnost ili su tu ‘sa strane’ u alter-
nativnoj sadašnjosti, oni nam govore o nama samima sada i ovdje, o tehnologiji
koju koristimo i načinu na koji ona utječe na društvo i na naš svakodnevni život,
o ulozi koju dizajn može igrati u takvom kontekstu, ne nužno tim redoslijedom.
Od lokalnih referenci, iako ne u području dizajna, nego suvremene um-
jetnosti, ovdje svakako vrijedi izdvojiti tri projekta Andreje Kulunčić nastala
kasnih devedesetih i ranih 2000-ih godina. Kao jedna od prvih autorica koje
su za galerijski i muzejski kontekst realizirale kompleksne online projekte in-
teraktivnog tipa, ova umjetnica je već u svojim prvim zapaženim radovima
30 primijenila upravo spekulativni pristup. Rad Zatvorena zbilja: Embryo20 ( 1998. –
2000. ) oslanjao se na online platformu koja je davala korisnicima u ruke fiktivni
scenarij koji im je omogućavao da zajednički ( u paru ) genetskim inženjeringom
po želji, do u detalje, dizajniraju vlastitog potomka. Iza te naizgled bezazle-
ne igre stajala je, međutim, puno ozbiljnija priča koja se rastvorila naknadno
slika / fig. 9
CUBA ( City | Data| Future
Exhibition, 2014 ) .
Aplikacija kao rezultat
dizajnerskog procesa
/ App as delivery.
to the suggestive power of those bizarre satirical stories in as much as it deals with
scenarios which are, from our perspective, not only imaginable, but they seem to
have already been present. Whether they are displaced in the near future or they
exist on the ‘side’ within an alternate present, they can tell us something about
ourselves here and now, about the technology we use and the way the technology
influences the society and our everyday lives, and about the role that design can
play in that context and not necessarily in this order.
From local reference works, although outside of the scope of design and
rather in the domain of contemporary art, there are three projects by Andreja
Kulunčić dating back to the late 1990s and early 2000s that deserve our atten-
tion. As one of the first Croatian artists to create complex online interactive
slika / fig. 10
It's a plastic world
( Interakcije, 2015 ).
Televizijske vijesti kao
rezultat dizajnerskog procesa
/ TV news report as delivery.
31
projects inside galleries and museums, Kulunčić started using the speculative
approach in some of her earliest works recognized by the public. Her work
titled Closed Reality: Embryo20 ( 1998 – 2000 ) relied on an online platform pro-
viding fictional scenarios allowing joint ( in pairs ) genetic engineering in line
with individual preferences and detailed instructions on how to design a child.
However, behind this seemingly naïve game there was a much more serious
story that opened subsequently: users were able to create the new fictional pop-
ulation based on personal wishes, preferences and projections thus producing
one of the possible samples for a future society, and finally, opening a whole
set of very uncomfortable ethical, political and social issues. Soon after this
project, the author realized the work titled Distributive Justice21 ( 2001 ), which
allowed its user to take a step forward and project what he or she believes is a
just distribution of social goods or a ‘just’ and ‘healthy’ society. Alongside the
artist, there was a multidisciplinary team of experts from social, humanistic
and technical sciences behind both projects, which also included a detailed
programme with many workshops, lectures, discussions, etc.
Many other activities on the local scene can be retrospectively marked as close
to the speculative approach, such as guest visits and production of works for a
host of various exhibitions, festivals and other similar events organized by the
Bureau of Contemporary Art Practice – Kontejner, or several projects by the
designer Lina Kovačević, such as A Set for Romantic Online Dinner and Future
Artefacts22, which use artefact design to recombine conventional everyday sce-
narios creating a kind of hybrid between the past, present and future. Today's
speculative designers would rightfully, of course, make a reference to the herit-
age of avant-garde and neo-avant-garde of the 20th century, modernism, various
utopian visions and projections of close and usually better future by various
architects, artists and designers. Of course, the context is different, more lim-
ited and cynical and less optimistic, unable to imagine any alternatives to the
existing state of affairs whereas design itself remains almost entirely oriented
to finding pragmatic solutions for a client's requests. This phenomenon was
in the focus of rather recent edition of Zgraf 11 ( 2012 ) following Dejan Kršić's
theoretical guidelines, appropriately titled This used to be the Future.23 It seems
that the speculative design practice for the time being does not have an unre-
served global visionary zest in its core, but it does have a seed of imagining the
alternatives – realities and societies which are different from the existing ones,
for better or worse. It allows designers, or rather, in line with its speculative log-
ic, it forces them to look at the broader picture or to get a broader perspective 33
of their profession than they usually tend to do. On the other hand, ‘users’ or
‘the public’ gets an opportunity to ‘taste’ that kind of reality before embracing
it as their own or deciding to renounce it to their dismay.
There are seemingly two major approaches in which the
field of speculative design could potentially lead in the
context of making a living. The first would be to apply
speculative design with an up to date understanding of
technology, social impacts and near future applications
and work with a large technology company, or think tank
agency. Within this field of work there is currently a
drive to help visualise, imagine, and convey the potential
of future tech to a wider audience – and to advertise
specific ways of thinking about how “the future” may
look, feel or operate. The other route, and the route that
I have chosen, is to use a similar interest and output to
form artworks, interventions and educational projects
that seek to question and debate, without ultimately
trying to promote any company, brand or ideology.
James Auger is a designer, educator and researcher. The main focus of his re-
search is a design-based investigation into technology-mediated human in-
teraction. Since 2005, he has been teaching and continuing his research in the
Design Interactions programme at the Royal College of Art.
Nicolas Nova is a writer, ethnographer, and consultant at the Near Future Labo-
ratory. He is the curator for Lift Conference, a series of international events about
digital culture and innovation.
Tobias Revell is an artist, designer and educator. His work looks at systems
around technological change as well as the future of economics and politics.
37
Dionysia Mylonaki is a designer and artist that explores the optimisation of
the human as a social species through technology and the role of the popular
technologies in the development of social systems.
Liam Healy is a freelance trans-disciplinary designer. He uses design for a wide range
of projects and outcomes. He is currently researching design for the end of the world.
Tuur van Balen works with Revital Cohen. Their work is preoccupied with
broad meanings of materials and production. Their practice experiments with
the use of design as a medium, reconfiguring processes, systems, and organisms
in order to question the context in which they operate.
DM: I call myself, for the lack of a better term, an artist and designer, although
none of these roles really feels comfortable. Through my work, I explore the
role of popular technologies in the development of our social systems. To do
so, I create participatory experiences aiming to provoke a sort of behavioural
or verbal ‘confession’ by the side of the participants. I see my practice as a tool
to make us reveal an aspect of the self, one we wouldn't normally see, because
of our tendency to adhere to social norms and dominant moral codes.
TVB: We are starting to realize that for a lot of our projects we are not worried
much about labels, whether it is design or art. We are both designers but we
are starting to realize that our work operates in the context of art and it is pre-
sented in exhibitions, collections and museums. Even though we borrow a lot
from art, we are sort of in between at the moment.
—— How do you see the current relation between design and art?
JA: Our methodology, if you look at how we behave and what we do, the kind
of techniques we use, to a large degree it is pure design. Of course, then, the
artefacts that come about as a result of this process often end up in a gallery,
which is where the confusion largely comes from. But we make it clear that
the design that comes from our practice is not art and it has so much closer
relationship with everyday life, in the domestic landscape, with people. The
connection between the object and everyday life (even if it is imaginary) is the
main difference why I would argue it would be purely design practice.
NN: They both correspond to a creative practice that operates with different
constraints. It's curious to see how some people are concerned with being on 41
one side or another. I think both are important and can benefit from one an-
other, especially because of the different ways they operate and the type of
outcome they produce.
TR: In the area that I work in, they are interchangeable. The delineation I draw
between practices comes more in the form of who it's for and why I'm doing it.
Thinking about someone else's brief or researching for someone else's benefit
falls into design. If it's exploring my own interests or talking about things I want
to talk about, it's art. The form of the end product is largely irrelevant as much
as the reason for doing it in the first place.
TVB: I think the dividing line between art, what art is, and what design is, is sort
of a blurry line and in a way it is becoming more blurry as designers are moving
to territories that are less applied and more conceptual and more theoretical
perhaps. I am reluctant to just refer to myself as an artist, because I think the
field of design should be broad enough to also incorporate this sort of work.
So, in that sense, I am kind of affiliated to the field of design enough to say that
this should also be these things but I am also pragmatic enough to realize that
some of the work cannot be classified as design anymore.
—— What is the role of speculative ( critical ) design approach today and how
important is it in your work?
TR: I find that design and market techniques are more and more aimed at
obfuscating ideologies and motivations, often even to their creators. In a world
that is so complex and so multidimensional, a critical approach gives the op-
portunity to unpick, dissect and try to understand the mechanisms that drive
and control the world. Through my various practices, the aim is ultimately to
expose, explain, and consider what these might mean.
DM: In my work, speculation is where I start from; observing reality can give
you evidence, but to enable an observation of a parallel reality that lies beyond
our social norms, you can only start with pure speculation. Then, I design a re- 43
search process that involves people and helps collect the necessary evidence to
better understand humans, our social interactions and their intersection with
technology. However, I always avoid taking a clear position when I document
my work, in order to let the viewers make their own speculations and give their
interpretation of what they actually see.
LH: Designing in a speculative space allows you to embrace the fact that we
live in a complex, messy world, which we don't always understand. Fictional
worlds allow us to be open and experimental, to discover how we might deal
with new and existing issues, outside practical constraints. In my view, specu-
lative design is all design – a drawing is a piece of speculative design. In some
ways I don't like separating the terms – I prefer just design!
NM: It is a way to take new or different ideas seriously – and to let the ideas
be at the forefront of the design process. By thinking of the product as an idea,
and the user as an audience – the goal is to engage people with opinions, pos-
sibilities, and knowledge to offer a starting point of a conversation or a train of
thought. Physical objects, products, films, colour, or any element of a physical
design language are secondary. Don't start by designing a function, but instead
design a reason.
—— Why do you think it is important to question current scientific and
technological development?
JA: The goal is to impact or influence scientific research at a very early point.
Traditionally the designer becomes involved at the end of the development pro-
cess (of technology) – making it easier to use, more attractive. But the designer
can also operate upstream, introducing human aspects such as desire, complex
behaviour and real-life application / implications much sooner. It is not about
the market, or about making money – following normative assumptions and
narratives about progress and the better life. It is about challenging these as-
sumptions and asking what is a ‘better’ life? If we can get this kind of thinking 45
to impact the research at a much earlier stage, perhaps the type of products and
the impact that technology has will be much more considered in the future.
TR: I think that if we're not critical, then we just accept the major consensus
narrative, as so many do. The world is divided and divisive and it's easy to look
for easy answers or a sense of solidarity – to turn to an established narrative
that best aligns with how you think you should feel or what you think you
should believe. A critical approach gives us the opportunity to read the past and
read into the obfuscating effects of technology. We may not be able to propose
alternatives. But being aware of them might allow us to steer better.
TVB: We did a lot of work with synthetics biology and we are in collaboration
with scientists. It is really about the future and possibility space. I think the
most interesting sort of work is the one that questions if this sort of stuff is
what we want, if this is the kind of social futures, the kind of world that we
want to live in. I think this kind of work is like a vehicle to ask these questions.
I think it is important to do, because scientist don't have time to and we cannot
expect the industry to do it, because they have their own motivation such as
incentives and the question is who will benefit from these developments.
AD: By offering more idealistic alternatives showing how the world could be ,
making many alternatives. One thing is missing at the moment – social dreams.
I was born in the 1960s, and during my childhood we embraced the dream of
space travel, for example. If I think of children today, what are their dreams?
One of the things I am interested in at the moment is whether designers can
help to spark social dreaming. Not to give people dreams but to somehow ac-
tivate new dreams. I think this is an important role for designers, but we need
to make more use of our imagination.
TR: New funding and production streams like crowd-funding and 3D printing 47
have the potential to offer a way out of this, where support for an idea can be
built at a base by the people who genuinely need it most and who previously
would not have been able to act on it. Critical design also plays a role in aware-
ness and engagement. If we can help people to read the world in a critical way
and to move away from the major consensus narrative, then the commons can
become a mobilised polity that can make things happen.
AD: I think you have to question everything, including design. And imagination,
although not exactly a skill is extremely important. We have a lot of rationality,
a lot of analysis and a lot of reason, but we are missing the ability to dream in a
very powerful way. I would encourage young designers to let their imagination
flow and then to experiment with how to direct that into design ideas that excite
other people. It is also important to use design as a catalyst for encouraging other
experts to dream, no matter if they are economists or philosophers.
TR: Desperate enthusiasm and a confident critical mind. You need to spread your
mind far and wide to understand the connections and implications that go into
building the world. Every designed thing is the product of hundreds of years of
history and will result in hundreds more. The better this is understood by a young
designer the more consciously they will design. Talk to everyone, read everything,
see everything, learn all you can about everything you're not doing. And, cheesy
though it is, you have to be determined not to “sell out” – not to turn your idea into
another corporate cash cow that reinforces the status quo. This is getting easier and
easier to do, which is why I think it's a great time to have great ideas.
TVB: I teach a little bit as a visiting teacher at the Goldsmith College and we
designed this programme not towards a specific set of design skills, so it is
not organized to graphic design or interaction design or product design. It is
just called design and it is quite broad and all of these are idea driven. So stu-
dents have to engage in projects on the conceptual level, but they can choose
themselves which medium they use. This is an important aspect of developing
attitude rather than teaching skills, developing curiosity and openness, and
also keeping it open and being able to spot interesting things and behaviours,
practices and rituals.
The biggest contribution of speculative design
workshops is that they have opened new ways of
thinking and perception of the educational process for
a significant number of participants. For some of the
participants this resulted in continuing their studies
in international institutions that practice similar
educational concepts. Methods, tools, techniques, i.e. the
approach we practice, has a very practical application
in everyday design practice, be it in commercial works
or self-initiated projects. For me personally, workshops
are a pleasure because we can engage in topics that
worry us or make us happy in a critical, amusing, and
satiric manner, completely freely, in accordance
with the best practices of academic institutions.
In the Croatian context, the primary institution for practice and education
regarding speculative design is the Department of Visual Communications Design
at the Arts Academy in Split. Since 2004, the Department has been organizing
the so-called Interakcije24, international workshops in the field of interaction
design that initially was focused on the user centered design practice, and
subsequently on critical design practice. For that reason, this year's workshop
changed its name into Speculative Design Workshop25. Over time, the speculative
approach has been integrated into various teaching processes at the masters
level. Some examples of such works were presented at a mini-retrospective
held at the Croatian Designers' Society Gallery titled Interakcije 2004 – 201226.
The activities have been additionally internationalized and developed through
the European project UrbanIxD27 and the summer school and exhibition titled
City | Data | Future – Interactions in the Hybrid Urban Space28.
The development of this speculative approach is primarily linked to the
critical methodology developed at the Design Interactions Programme of the 53
Royal College of Art ( RCA ), lead by Anthony Dunne and Fiona Raby. This is why
the greatest number of workshop leaders comes from this institution. James
Auger held a particularly interesting lecture on speculative methodology at the
opening of the City | Data | Future exhibition in July 2014. It would be very hard
to take no account of the impact of Tomislav Lerotić's work and the critical
approach he has been continuously practising through design activism; e.g. in
the projects involving leaflets and posters for fictional genetically modified
animals for use as food29, in the framework of the educational project titled
The New Academy ( fictional architectural illustrations and scenarios )30. Works
that emerged through the platform named Interakcije also show the influence
of the new manifest art movements from the 1980s, the Neue Slowenische
Kunst art collective, or, in the Croatian context, the corresponding appearance
of the New Europe ( the NEP ).
There are only a few recent examples of speculative design practice in this
region. Nevertheless, it is possible to list several relevant works that, although
their authors would not use this term, fall within the scope of speculative design.
In 2013, the Croatian Designers' Society Gallery hosted an exhibition by Lina
Kovačević titled Future Artefacts. The author presented an installation together
with a performance, developed during her MA studies at the St. Martin's School
of Art in London, which speculate on “artefacts of the near future”. The fictional
artefacts, derived from specific scenarios as the kinds of objects used for the
performance named A Set for an Online Romantic Dinner, deal with the patterns
of digital communication and investigate fetishes in the virtual landscape rep-
resent critical artefacts of the media landscape that we inhabit.31
Robert Čanak encountered speculative practice in the course of his mas-
ter's degree programme at the international Virginia Commonwealth University
in Qatar. Through design fictions, his master's thesis titled Hybrid Gulf deals
with hybrid culture and coexistence of diverse cultures in Qatar and the Per-
sian Gulf. By designing hybrid objects of the future, which come into being
after the destruction of the Earth, i.e. after a new beginning and the complete
hybridization of cultures, and especially through their archaeology, the project
actually deals with the present identity of the Gulf.
At the 49th Zagreb Salon, Anselmo Tumpić exhibited ironic objects ( sports
shoes, children's toys and a piggy bank ). Although the author himself never
uses the term, the objects represent conceptual critical objects that appear in
the “near future of hypercapitalism”, and as the author indicates, they will never
become real products, but have the function of “arts objects”.32
Nikola Bojić has been developing his speculative practice, starting with a
provocative virtual project named Glass Peristyle, in the course of his master's
degree programme at the Harvard Graduate School of Design. In the framework
of his project titled Felton Street Emptiness, in a small street in the technologically
advanced environment of Harvard University and MIT he found a space that is 55
completely devoid of wireless connection. He generated a three-dimensional
model of the space, which he later materialized into an object of desire coated
with 24-carat gold.33 In collaboration with Damir Prizmić, for the forthcoming
exhibition at the Gallery of the Croatian Designers Society, he is working on
the project named Objects of Dangerous Intentions in which, by hacking everyday
objects, he questions today's manufacturing and consumer processes.
Ivana Fabrio wrote about critical design in the special edition of the Život
umjetnosti – Magazine for Contemporary Visual Arts, published by the Institute
of Art History in 2009 and dedicated to the topic of Design and Applied Arts.34 The
same issue also brought Maroje Mrduljaš's interview with Tomislav Lerotić,
Ivica Mitrović and Marcell Mars. Activities of Kontejner, the bureau of con-
temporary arts practice, are also worth mentioning, especially in the context of
the Device_art and Touch Me festivals. Kontejner has been continuously present-
ing works that have a speculative approach, gathering relevant authors. In 2008
Tobie Kerridge and Jimmy Loizeau gave a particularly important lecture ( and
introductory text ) titled Material Beliefs – Open Laboratories, Speculative Design,
Science and Society at the Touch Me Festival.35 Kontejner occasionally organises
production of local designs that can be partially classified under the category
of speculative practice.
Design not only holds a mirror up to the human
condition, but it also points ahead to how things
could be. So I felt that the intentionally forward-
looking stance of speculative design was a natural
method for exploring and describing the emergent
research topic of urban interaction design. Speculative
design is emerging as a new strategy for examining
the space that lies tantalisingly beyond the ‘current’
and the ‘now’. Through the creation of design fictions
the approach attempts to challenge assumptions
and preconceptions about the role that products
and services play in everyday life. These fictions
can create stories that unpack and humanise the
future, to act as catalysts for reflection and discussion
around shared conceptual visions. Speculative design
offers a method for researchers in urban interaction
design to investigate how we experience urban living
and what that might be like in the near future.
Eutropia was inspired by the work titled Čekingrad ( Check-In City ) which result-
ed from an interaction design workshop named A Hybrid City and organized
by the Arts Academy at the University of Split in 2011.36 Workshop participants
questioned various technological impacts of an technologically augmented, hy-
brid city of the future, including changes to the infrastructure conditioned by
technology, on various aspects of its citizens' everyday. In that fictional future
city named Čekingrad or Check-In City – information is everything. The econo-
my of the city is based on accumulation and trade of information collected from
locals and tourists at control points ( city cafes ). In a satirical way, this project
deals with certain habits characteristic for the locals who spend their free time
in cafes exchanging information ( ranging from pure gossip to personal DNA ).
Eutropia was produced for the exhibition titled City | Data | Future. The City
| Data | Future exhibition shows nine works, where five works have been initiated
during the UrbanIxD summer school, two have been curated for the exhibition
purposes and the remaining two have been directly commissionedfor the exhibi- 59
tion. The exhibited projects emerged from critical design practice and represent
fictions speculating about possible future scenarios that we, as citizens living in
technologically expanded hybrid cities of the future, can expect.
Whether we are talking about complex infrastructural changers or simply
about certain instances of urban life, the cities of the future presented at the City
| Data | Future exhibition are entirely technologically augmented and saturated
by ubiquitous technology. Immersed in a continuous flow of information with
an urban system, a person disappears as an individual / creature / being. However,
although those fictional cities are projected as planned systems, the scenarios in-
dicate the the shortcomings of top-down approach in future developments and
technology implementation in the real world. The exhibition shows that planning
such cities also implies foreseeing possible scenarios with reactions on that very
system, whether we are talking about hacking or abuse, or modification and appro-
priation of the system and its segments ( depending on the observer's position ).37
In this design fiction, Eutropia is a city expanded by a series of sensors
that completely interfere with private / intimate spaces, collecting and storing
almost all information about its citizens and their habits. With citizens' approv-
al, the city sells the collected data to corporations thus ensuring continuous
welfare to everyone. This scenario questions whether privacy within such a
system remains an ideological misconception from previous times or an in-
dividual's human need.
— — EUTROPIA
The concept of the fictional city of the future named Eutropia is presented
in a video, introductory text and corresponding objects. The text introduces
the audience to the story linking the present time with the near future. The
video follows a citizen and shows how this city of the future impacts him and
his everyday life. By highlighting some conventional moments from everyday
life, it aims to persuade, convince and immerse ( to suspend disbelief ). The
designed objects used in the video are displayed next to the projected video in
order to create a far-reaching experience, following the tendency of exhibition
practices, conditionally speaking, in the form of the archaeology of the future.
In collaboration with the authors, the video production was created by
students of the Film and Video Department at the Arts Academy in Split. The initial
concept, in the form of a script, was turned into a director's concept and then
in a shooting script. Special artefacts were designed for the video and its pres-
entation. Those artefacts are not only stage props designed only the authentic
video purposes, but also they are design products, or speculative objects that
contribute to believability, inspire discussion and question the context. Ad-
ditional attention was paid to the city's visual identity and the protagonists'
dress code in line with the presupposed aesthetic of the near future. This type
of work can be presented as an individual online or offline video project, or in 65
the context of a gallery as a projection with complementary objects.
5 Anthony Dunne and Fiona Raby, Speculative 17 Rick Poynor, “Art's little brother”, In: Icon Magazine
Everything, MIT Press, Cambridge, MA, 2013. (023), 2005, http://www.iconeye.com/404/item
/2628-arts-little-brother-%7C-icon-023-%7C-may
6 James Auger, “Speculative design: crafting the -2005 ( 20. 4. 2015. ) .
speculation”, In: Digital Creativity, Vol. 24, Iss. 1,
2013, http://augerloizeau.tumblr.com/post 18 Dunne and Raby, Speculative Everything, p. 100.
/53524176947/definition-of-speculative-design
( 1. 2. 2015. ) . 19 Daniel West, Digital poets, In: Icon Magazine (043).
2007, http://www.iconeye.com/read
7 Torie Bosch, “Sci-Fi Writer Bruce Sterling Explains -previous-issues/icon-043-|-january-2007
the Intriguing New Concept of Design Fiction”, /digital-poets-|-icon-043-|-january-2007 ( 5. 6. 2009. ) .
In: Slate, 2012, http://www.slate.com/blogs
/future_tense/2012/03/02/bruce_sterling_on 20 http://embryo.inet.hr
_design_fictions_.html ( 1. 2. 2015. ) .
21 http://www.distributive-justice.com
8 Dunne and Raby, Speculative Everything, p. 12.
22 http://stari.dizajn.hr/#1318-lina-kovacevic
9 Geek's Guide to the Galaxy, “Dystopian Fiction’s -future-artefacts-28-5-11-6-2013
Popularity Is a Warning Sign for the Future”, 23 http://www.zgraf.hr/wp-content
In: Wired, 2014, http://www.wired.com/2014/12 /uploads/2011/11/Tema-HR.pdf
/geeks-guide-naomi-klein ( 1. 2. 2015. ) .
24 http://dvk.com.hr/interakcije
10 Ingi Helgason, Michael Smyth, Søren Rosenbak,
Ivica Mitrović, “Discourse, Speculation And 25 http://dvk.com.hr/interakcije/2015/03/02
Multidisciplinarity: Designing Urban Futures”. /speculative-design-workshop-interakcije
In: NorDes 2015, Design Ecologies, Challenging -2015-alternative-present
anthropocentrism in the design of sustainable
futures, Nordic Design Research, Stockholm, 2015. 26 http://dvk.com.hr/interakcije/2012/09/16
11 http://www.ipu.hr/aktualno/188/zivot-umjetnosti /interakcije-2004-2012-izlozba-exhibition
-od-teritorija-do-specificnog-mjesta-poziv-na-prijavu 27 http://urbanixd.eu
-radova-za-ljetni-broj-96-2015 ( forthcoming ) .
28 http://www.citydatafuture.eu
12 Yunus Emre Duyar and Alessia Andreotti.
“Liam Young on Speculative Architecture and 29 http://lerotic.de
Engineering the Future”, In: NextNature.net,
30 http://umas.hr/nova_akademija 5 Aural Fixation, Bronwyn Cumbo, Mads Hobye
/ Chris Hand, Hrvoje Živčić / Daria Casciani,
31 http://stari.dizajn.hr/#1318-lina-kovacevic Oleg Šuran ( City | Data | Future Exhibition, 2014 ) .
-future-artefacts-28-5-11-6-2013
6 Dunne and Raby, Speculative Everything, p. vii.
32 http://www.49zagrebackisalon.com
/#!anselmo/c1tl 7 Splitopia, Marina Jukić, Ivor Vrbos, Ivona Mi-
33 http://nikolabojic.com/art-design hajlović, Nada Maleš, Mia Vučemilović, Alma
/felton-street-emptiness Topalović, Marina Bošković, Milica Golubović,
Josip Kaloper, Luka Bekavac / Dash Macdonald,
34 http://www.ipu.hr/izdanja/zivot-umjetnosti Demitrios Kargotis ( Interakcije 2012, Split ) .
/66/zivot-umjetnosti-dizajn-i-primijenjena
-umjetnost-design-and-applied-arts 8 The Future Cloud is Buried, Søeren Rosenbak,
Andreas Foerster, Leyla Nasibova / Gordan Savičić,
35 http://www.kontejner.org Hrvoje Kedžo / Oleg Šuran ( City | Data | Future
/material-beliefs-symp Exhibition, 2014 ) .
Program HDD galerije podržavaju Ministarstvo kulture RH i Grad Zagreb. Program je su-
financiran sredstvima zaklade Kultura nova. / The HDD gallery program is supported by
The Ministry of Culture of the Republic of Croatia and the Zagreb City Council. The program
is co-funded by the Kultura nova foundation.
Ilustracija stražnje korice: Back cover illustration:
slika 12 Spekulativna dizajnerksa praksa slika 12 Speculative design practice mapped
mapirana kroz tradicionalni dizajnerski proces. through traditional design process.
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