BETA SYMPOSIUM 0.1
The week’s ‘nothing like a lecture’ Symposium was a welcome gear change. Student devised questions posed as prompts for tutors, who then unpacked important ideas from readings and made them relevant. I took many notes. It was productive.
Once again, the question of Design Fiction and how it relates to us at university, popped up. Brian Morris made it clear that Design Fiction is more about the broader ways of making stuff. Design Fiction is an approach to making stuff with motivation and a sense of play:
Design Fiction doesn’t rely on being evidence-based, but makes you re-think what counts as evidence (material you can make use of to speculate about the future but also as much about contemporary worlds we inhabit).
Adrian chimed in saying that large corporations are paying people lots of money to think like designers, like a kind of Speculative Play Time. Currently, it is thought that designers have the right kind of forward-thinking toolkit for dealing with ‘wicked problems’ – the kinds of problems that only create more with every solution, if there is even a solution. Problems facing me, in this context include the rapidly changing nature of media industries, the disruptive nature of the internet and consequently, the continually fragmented engagement with media texts of consumers and audiences. Design Fiction with it’s playful approach to speculation as a practice, provides:
…a robust, simple way to start to think through complexity and those sorts of probelms. Tools to confront the nature of the world we’re going into.
And further on this point, I liked the term imagined futures that came up. It’s almost a better description for Design Fiction. It’s a way to think through possible futures I may be going into. Adrian practices this thinking often in classes – he possesses that ability to think through complex scenarios in an agile (quick and light) way. It’s creative hypothesising. It’s speculative practice.
It was also encouraged in the Symposium to think of ourselves not as content producers, but as knowledge creators. To be an experience designer; to make interactions between users as an experience different to other services. I know this is an important note, and I’m sure the gravity of it will settle on me soon enough.
On the blog, Adrian posed this question:
Simple. What do you think you want to do. (Direct, run a media company, design web sites, invent a reality TV franchise, write screenplays). Got something? Now, it is 2020. Write a design fiction. What do you do in your job in 2020? how do you get paid? what stuff do you make? for what/who? where?…That’s a design fiction question.
Our Wicked Problem
The thought that we as students do not have the agency to pick a DSLR and create content of a decent standard is a lie. Uncle George can do this for free. Why would I put myself in debt to end up on par with Uncle George? It’s our wicked problem. But it also means I should stop being all, “I’m not arty enough to walk around this cool campus with a DSLR around my neck,” and put on a fucking beret…and that DSLR.