It tells worlds rather than stories

In the readings, Sterling defines design fiction as “the deliberate use of diegetic prototypes to suspend disbelief about change… It means you’re thinking very seriously about potential objects and services and trying to get people to concentrate on those – rather than entire worlds or political trends or geopolitical strategies. It’s not a kind of fiction. It’s a kind of design. It tells worlds rather than stories (Sterling, 2009)”

To common beliefs, design fiction is usually described according to a basic rule of fiction, the imaginary, sometimes the impossible, and lashing out the “what if” scenario. It challenges the possible futures of what we humans could end up with or be challenged by in the future. What if people lose the ability to give birth? What if having sexual intimacy with a partner was done by connecting the ends of both tails? ( haha, avatar) What if there was a zombie apocalypse, and you’re the only one left in the world to find a cure for it? Do these examples ring a bell to popular movies like, Afterearth, Children of Men, Avatar and World War Z? These movies raises the question of how what if scenarios set up conditions for experimenting of possible futures, what if our world was like a movie film. (Think we’ll all be dead by now, I doubt we’re ready for anything, even though we’ve anticipated such possibilities) But then again, that’s what makes life and design fiction interesting. We anticipate, we imagine the impossible and make it work.

Hahahaha, I must say, It’s stupid. It’s funny. But it actually makes sense. (Unless we actually grow a tail)

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