What do we understand about Design Fiction?
Design Fiction uses fictional scenarios to envision and explain possible futures for design. Sterling spoke about Design Fiction and emphasized that the key term in Design Fiction is neither Design, nor Fiction: it is diegesis. His current definition of Design Fiction is that it is “the deliberate use of diegetic prototypes to suspend disbelief about change.” Diegesis invokes terminology from film studies to refer to “things which are inside the word of the fiction”.
For example: diegetic music in a film would be a song playing on a radio in a scene; non-diegetic music would be underscoring that the audience hears, but which isn’t present in the narrative world. When Sterling references diegetic prototypes he is invoking a concept by film scholar David Kirby that has also been referenced by Julian Bleecker.
Kirby on the other hand uses the term diegetic prototypes to “account for the ways in which cinematic depictions of future technologies demonstrate to large public audiences a technology’s need, viability and benevolence”. This is a central aspect of design fiction: it uses a fictional frame to make an argument about a potential future by demonstrating that future in a context that a large public audience can understand.
A common example of design fiction that many people understand is the gestural interfaces in the Spielberg Film Minority Report. Gestural interfaces had been around and viable for years but there was no narrative to drive their use. The film gave the public a concrete narrative of gestural interaction that was compelling and memorable.
A design fiction has to imagine a culture of use for a technology or design that has implications for how it is executed and built. Using fiction to frame design also affords the consideration of the values, meanings, and implications of the design from an ethical and political standpoint, often highlighting social elements of a design’s use and potential misuse.