Category Archives: science fiction

Navigating the Mysteries

The correct response to uncertainty is mythmaking. It always was. Not punditry, allegory, or mandate, but mythmaking. The creation of stories. We are tuned to do so, right down to our bones. The bewilderment, vivacity, and downright slog of life requires it. And such emerging art forms are not to cure or even resolve uncertainty but to deepen into it. There’s no solving uncertainty. Mythmaking is an imaginative labor not a frantic attempt to shift the mood to steadier ground. There isn’t any.

https://emergencemagazine.org/essay/navigating-the-mysteries/

Using Fiction to Find Your Strategy

Unlike many strategic foresight tools, design fiction does not attempt to identify what is more likely to happen. Nor does it limit strategy conversations to the C-suite; in fact a core component is the participation of a wide range of stakeholders. Consequently, the teams that we’ve seen deploy design fiction are able to formulate and shape desirable futures that other tools do not enable people to see.

https://hbr.org/2022/06/using-fiction-to-find-your-strategy?registration=success

The Imagination Machine

The imagination space is a construct of what is immediately imaginable given our lived experience so far. Take, for a recurring example, the car. Because of the car it is easy for most folks to plausibly imagine more eco-friendly cars, autonomous cars, even flying cars. The car produces the imaginable future variations of the car within the limits of our futures cone or imagination space. However, these imaginable futures are also confined and structured by the car so that it is much easier to imagine marginal improvements on the car such as making it safer, more environmentally friendly or more efficient than it is to imagine cities without cars.

Essay for Yale Architecture Journal Perspecta 54 examining the relationship between imagination and expectation, science fiction and software.

is this foresight design or just surplus reallocation? – Meet the company designing tech for superheroes and spacecraft

It was shortly after Iron Man 2 was released in May 2010 that design lab Perception started to get some unexpected calls. After nearly a decade creating motion graphics for broadcast networks, the Perception team had spent the last several months conceptualizing, designing, and animating Tony Stark’s futuristic technology, from his signature glass phone to the 3D- holographic workstation where Stark brings his mad science machinations to  life. Read more