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Which clippings match 'Fictional Scenarios' keyword pg.1 of 1
25 NOVEMBER 2013

DesFi (Design Fictions) MA study at QUT

"I use the term 'DesFi' as a play on 'SciFi'. In that 'SciFi' narratives and visualisations are fictional scenarios based on scientific discoveries and discussions. Im particularly interested in how the genre of 'science fiction' can provide an example approach for design students to consider when they are conceptualising potential designs for future contexts.

The DesFi approach allows design students to put aside existing limitations… such as current issues around voice recognition, language translators or even access to personal data. These limitations are based in technical, political and sometimes ethical arguments that, although undeniably critical to design feasibility, can suspend design innovations if we only consider the policies, technologies and processes that exist right now.

My premise to the students is that such contemporary concerns may be solved by another discipline in the near or far future. Consequently, attitudes will shift, new technologies will emerge and the criteria and inventory for design specifications will change.

Limiting our design ideas to current issues may dilute the potential for innovation… but more importantly, by prototyping great imaginative design solutions, we can increase the demand for change through demonstrating the possibilities that emerge from overcoming the conditions and contingencies of designing products for only todays market and todays user."

(Deb Polson, 25 November 2013)

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2009AustraliaBruce Sterlingcommunication design education • contemporary concerns • Debra Polson • DesFi • DesFi prototypes • DesFi tangents • design educators • design feasibility • design fictions • Design Fictions (course) • design innovation • design specifications • design students • design studio programme • designing products • designing prototypes • diegetic prototypes • ethical arguments • fantasticfictional scenariosfuture contextshistory of ideasimaginative design solutions • Interactive and Visual Design Course • Julian BleeckerMA • Masters of Creative Industries • near future design • new technologies • potential designs • prototypingQUTsci-fiscience fictionscientific discoveriesscientific observationsspeculative designsuspend disbeliefwhat if

CONTRIBUTOR

Simon Perkins
03 DECEMBER 2012

Cindy Sherman - Nobody's Here But Me (1994)

"New York based artist, Cindy Sherman, is famous for her photographs of women in which she is not only the photographer, but also the subject. She has contributed her own footage to the programme by recording her studio and herself at work with her Hi–8 video camera. It reveals a range of unexpected sources from visceral horror to medical catalogues and exploitation movies, and explores her real interests and enthusiasms. She shows an intuitive and often humorous approach to her work, and reflects on the themes of her work since the late 1970s. She talks about her pivotal series known as the 'Sex Pictures' in which she addresses the theme of sexuality in the light of AIDS and the arts censorship debate in the United States."

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199420th century art • AIDS • artist • arts censorship • BBC2Cindy Shermancolour photographscritical reinterpretation • dramatic lighting • dressing up • Eric Bogosian • exploitation filmsfemale artistfeminist artfictional scenariosfilm stills • Hi-8 video • humorous approach • Jamie Lee Curtis • Mark Stokes • medical catalogue • New York • Nobodys Here But Me (1994) • non-narrativeNorth American artist • nude photography • photographerphotographic portrait • photographs of women • representation of womenRobert Longosequential art • sex pictures • sexuality • strange subjects • street persona • visceral horror • woman photographerwomen artists • works series

CONTRIBUTOR

Simon Perkins
27 APRIL 2011

User-Centred Design: Personas

"Personas are 'hypothetical archetypes' of actual users. They are not real people, but they represent real people during the design process. A persona is a fictional characterization of a user.

The purpose of personas is to make the users seem more real, to help designers keep realistic ideas of users throughout the design process. Personas have proper names (that are often catchy and related to their user group name, for example, Hanna Reed–Smith, Human Resources Specialist) and are represented with pictures. Designers and evaluators refer to personas when considering design specifics; for example, 'Would Hanna know to click on that button to add a new employee?' Personas put a name, face, and characteristics on users to keep the users in the forefront of design decisions."

(Shawn Lawton Henry)

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accessibility • analysis phase • archetypal charactersarchetype • brand loyalty • catchy names • characteristicsdemographics • design hypotheticals • design methoddesign processdesign techniquedisability • experience levels • fictional account • fictional characterisation • fictional scenarioshuman factorshuman-centred design • hypothetical archetypes • market segmentation • marketing personas • marketing teammotivational needs • personal details • personas (UCD)product developmenttarget audiencethinking tooluser analysisuser attitudesuser behavioursuser demographics • user goals • user group name • user groupsuser motivationsuser perspective • user profile • User-Centred Design (UCD)

CONTRIBUTOR

Simon Perkins
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