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A.I.R.: From Radical Individuality to Connected Subjectivity a.i.r.:从激进的个体性到关联的主体性
Q1 Arts and Humanities Pub Date : 2021-07-22 DOI: 10.46467/TDD37.2021.60-91
Elisa Cuesta Fernández, María Victoria De la Torre Luque, Pedro Arnanz Coll
Humans are part of an interlinked world crossed by overlapping flows: substances, beings and information. The major global events that have unfolded throughout 2020 have profoundly altered the social system, revealing deep structural weak spots, and pushed its resilience to the limit, nearly causing its suffocation. This context has called into question our anthropocentric mindset and has led us to critically revise how we think about the (eco)systems we are part of, how we act within them, what is our agency to drive meaningful shifts, and with which tools we can do so. For nine months during which life and art became part of a single space, we, three artists and designers in collaboration with a diverse team of researchers, explored the way in which our individual and collective agency is affected by how close – both emotionally and physically – we feel to others, whether human or not. By navigating through art and design approaches, we imagined perspectives to defy our dualist, linear and Cartesian point of view to question how, as our system regains its speed, we can move towards a more connected sense of being. A systemic thinking toolkit, dozens of conversations, a breathing body, a poem and a visual essay have unfolded during this time, giving shape to the project A.I.R. Air[noun, uncountable], the mixture of gases we breathe; air[noun, uncountable], the space that circulates everything; but also A.I.R., an acronym for “artists in residency”, or more accurately, artists in remoteness. Air that we have lacked too often during these nine months. Air that can be the deepest kind of embrace, in these times pierced by radical forms of isolation. We start weaving our ideas around the notions of systems, agency and closeness by asking: how close do you feel?
人类是一个相互关联的世界的一部分,这个世界被重叠的流动所交叉:物质、生命和信息。2020年发生的重大全球事件深刻改变了社会制度,暴露出深层次的结构性弱点,并将其恢复能力推向极限,几乎导致其窒息。这种背景对我们人类中心主义的思维模式提出了质疑,并引导我们批判性地修改我们对我们所处的(生态)系统的看法,我们如何在其中行动,我们推动有意义的转变的机构是什么,以及我们可以使用哪些工具来实现这一转变。在九个月的时间里,生活和艺术成为了一个空间的一部分,我们,三位艺术家和设计师,与一个不同的研究团队合作,探索了我们个人和集体的代理是如何受到我们与他人的亲密程度的影响的,无论是情感上还是身体上。通过艺术和设计方法,我们想象了一些视角来挑战我们的二元论、线性和笛卡尔的观点,并质疑当我们的系统恢复速度时,我们如何才能走向更紧密的存在感。在这段时间里,一个系统的思考工具包、几十个对话、一个呼吸的身体、一首诗和一篇视觉文章展开了,为A.I.R.项目提供了轮廓。空气[名词,不可数],我们呼吸的气体的混合物;空气[名词,不可数],使万物流通的空间;还有A.I.R,这是“驻地艺术家”的缩写,或者更准确地说,是“偏远地区的艺术家”。这九个月来我们经常缺少的空气。空气可以是最深沉的拥抱,在这个时代被激进的隔离形式所穿透。我们开始围绕系统、代理和亲密的概念编织我们的想法,通过问:你感觉有多亲密?
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引用次数: 1
Disappearing Bodies, Disappearing Objects: What Years and Years Can Teach Us About Design 消失的身体,消失的物体:年复一年的设计教会我们什么
Q1 Arts and Humanities Pub Date : 2021-07-22 DOI: 10.46467/TDD37.2021.132-156
Saul Pandelakis
British television has recently acquired a reputation for producing challenging dystopian visions of the future. While Black Mirror casts a disenchanted look on our experiences, Years and Years lacks cynicism and, in that regard, holds interesting lessons for designers. While the issues commented on by the British fictional series are also global in scale and scope (nuclear bombing, political tensions in the EU, energy crisis), the series displays a rare creativity in its depiction of future objects and innovations. The inventions depicted can be truly groundbreaking, long awaited or dysfunctional. While the series examines these objects and dispositifs, it never leans towards a set position, be it discouraged Luddism or happy-go-lucky celebration. Because it refuses to embrace or reject technology, it gives space to a rich examination of the possible design products of the future. This essay examines three selected objects (a meal tray, a vocal AI and a drone) which potentially condense a great deal of the current criticism of technology. None of the analysed objects are incredible in form or function; in fact, they have all been the subject of previous fiction matter. These objects will be analysed in terms of dispositifs and usage, but also as temporal devices whose functionality and aesthetics change with or against the tide. The concept of disappearance will be key as all three objects purport to replace jobs and the workers who hold such positions. These technological products all enact an erasure of work and of the working-class body, if they are understood as potential products available in a near future. As narrative devices, however, they also function as potent critical agents, underlying potential modes of resistance in our present.
最近,英国电视以制作具有挑战性的反乌托邦未来图景而闻名。《黑镜》以一种不抱幻想的眼光看待我们的经历,而《年与年》则缺乏愤世嫉俗,在这方面,它为设计师提供了有趣的经验教训。虽然这部英剧所评论的问题在规模和范围上都是全球性的(核轰炸、欧盟的政治紧张局势、能源危机),但该剧在对未来事物和创新的描绘上表现出了罕见的创造力。所描述的发明可能是真正具有开创性的,人们期待已久的或功能失调的。虽然这个系列审视了这些物品和处理方式,但它从未倾向于一个固定的立场,无论是沮丧的卢德主义还是随遇而安的庆祝活动。因为它拒绝接受或拒绝技术,它为未来可能的设计产品提供了丰富的检查空间。本文研究了三个选定的对象(餐盘,语音AI和无人机),它们可能浓缩了当前对技术的大量批评。所分析的对象没有一个在形式或功能上令人难以置信;事实上,他们都是之前小说的主题。这些物体将被分析在处理和使用方面,也作为时间设备,其功能和美学随着潮流或反对潮流而变化。消失的概念将是关键,因为这三种物体都旨在取代工作和从事这些工作的工人。如果这些技术产品被理解为在不久的将来可能出现的产品,它们都将消除工作和工人阶级的存在。然而,作为叙事手段,它们也发挥着强有力的关键作用,是我们现在潜在的抵抗模式。
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引用次数: 1
The Digital Sublime: Orientation Strategies for a Vertiginous World 数字崇高:眩晕世界的定位策略
Q1 Arts and Humanities Pub Date : 2021-07-22 DOI: 10.46467/TDD37.2021.226-243
Alejandra López Gabrielidis, Toni Navarro
This article addresses the increasing levels of complexity and abstraction that digital technologies produce, which generate a feeling of amazement nowadays similar to what the philosophy of art and aesthetics deemed the experience of the sublime. Through the idea of the “digital sublime”, we aim to find ways to find direction in this vertiginous world. Our intention is to research the extent to which art and design can function as mediators of scales that translate the digital sublime into concrete images that are more digestible, as well as easy to understand and perceive. We believe this is one of the challenges that these disciplines must face in our era governed by extra-human scales, both technological (the cloud, artificial intelligence, 5G, etc.) and geological (the Anthropocene and global climate change). With this in mind, we will analyse the work of several artists whose careers reflect their commitment to these issues. If we, and our bodies, are constantly translated into data, can art and design reverse meaning and make our data transform into bodies in such a way as to produce an aesthetic (sensible) experience of them? Can this help us to understand digital infrastructure and its materiality in a more intuitive and approachable way so that a body can imagine and/or visualise it? Can these actions encourage the production of collective emancipation strategies that allow us to be active agents when reconfiguring the governance and algorithmic regulations imposed on us?
这篇文章讨论了数字技术产生的越来越复杂和抽象的程度,这在今天产生了一种类似于艺术和美学哲学所认为的崇高体验的惊奇感。通过“数字崇高”的理念,我们旨在寻找在这个令人眩晕的世界中找到方向的方法。我们的目的是研究艺术和设计在多大程度上可以作为尺度的中介,将数字崇高转化为更容易消化、更容易理解和感知的具体图像。我们认为,这是这些学科在我们这个由超人类规模统治的时代必须面对的挑战之一,包括技术(云计算、人工智能、5G等)和地质(人类世和全球气候变化)。考虑到这一点,我们将分析几位艺术家的作品,他们的职业生涯反映了他们对这些问题的承诺。如果我们和我们的身体不断地被转化为数据,那么艺术和设计能否将意义颠倒过来,让我们的数据转化为身体,从而产生一种审美(感性)体验?这能否帮助我们以一种更直观、更平易近人的方式理解数字基础设施及其重要性,以便人们可以想象和/或将其可视化?这些行动能否鼓励集体解放战略的产生,使我们在重新配置强加给我们的治理和算法规则时成为积极的行动者?
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引用次数: 1
Lexicons, Literacies and Design Futures 词汇,识字和设计的未来
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.114-149
A. Morrison, Nina Bjørnstad, Einar Sneve Martinussen, B. Johansen, Bastien Kerspern, Palak Dudani
As the world in which we live becomes more complex and contested, economically and politically but also in terms of rapid and long-lasting environmental change, design education faces new demands and challenges. We frame and situate these in terms of what we call “design futures literacies.” At stake in such a framing is a rethinking of design’s priorities in the context of climate change and resource use and reuse in futures that are uncertain, contingent and emergent. The article positions design as having shifted away from a techno-modernist design solutionism and to how it may engage in shaping futures through experimentation and exploration in the critical and productive engagement with techno-cultural life. These arguments are located within the prior experience of the transdisciplinary team of co-authors as well as a European level project between four leading design universities. The article takes up their first work package on the co-creation of a Lexicon for Design Futures Literacies and early experimentation towards generating resources and experience for its wider use. The article addresses the largely under articulated relations between language and design (from lexis to discourse). First, we present the development of an alphabetic, lexical semantic set and core grouping of design and futures terms. This vocabulary, drawn from a range of sources and experiences, is linked to the design of a related lexically centred card game. Second, the focus on vocabulary was extended to a section on situating lexis in cultural historical contexts, 3-dimensional haptic form giving and the language of abstraction. This was achieved via reference to a design narrative fiction experiment on emerging technologies and a historical costume annotation project as a prompt for making connections between items from the lexicon and modelling abstract forms in clay. Third, in collaboration with a government ministry and a design council, students developed four future digital urban living scenarios with trust as their central focus. “Languaging” the future was embodied in physical scenarios open to the public, connected to a professional seminar and to international research events where verbal descriptions, explanations and reflections were voiced by the students alongside their educator-researcher. The article closes with suggestions that there is further opportunity for attention to lexis and multimodal discourse modes in shaping design futures literacies, within and across the project but also in practice, in policy and for and as design pedagogy.
随着我们生活的世界在经济和政治上变得更加复杂和竞争激烈,而且在快速和持久的环境变化方面,设计教育面临着新的要求和挑战。我们用“未来设计素养”来定义和定位这些概念。在这样一个框架中,利害攸关的是在气候变化和未来不确定、偶然和紧急的资源利用和再利用的背景下,重新思考设计的优先事项。这篇文章将设计定位为已经从技术现代主义设计解决方案主义转向如何通过实验和探索与技术文化生活的批判性和生产性参与来塑造未来。这些论点是由跨学科团队的共同作者以及四所领先设计大学之间的欧洲水平项目的先前经验所提出的。本文介绍了他们的第一个工作包,即共同创建设计未来文学词典,以及为其更广泛使用而产生资源和经验的早期实验。本文讨论了语言和设计(从词汇到话语)之间的关系。首先,我们提出了一个字母,词汇语义集和核心分组的设计和未来术语的发展。从各种来源和经验中提取的词汇与以词汇为中心的卡牌游戏的设计相关联。其次,将对词汇的关注扩展到词汇在文化历史语境中的位置、三维触觉形式的给予和抽象语言的部分。这是通过一个关于新兴技术的设计叙事小说实验和一个历史服装注释项目来实现的,作为一个提示,从词汇和粘土中建模抽象形式的项目之间建立联系。第三,学生们与政府部门和设计委员会合作,以信任为中心,开发了四个未来的数字城市生活场景。“语言”未来体现在向公众开放的物理场景中,与专业研讨会和国际研究活动相联系,学生与他们的教育研究者一起表达口头描述,解释和思考。文章最后提出了进一步关注词汇和多模态话语模式的机会,以塑造设计未来的素养,在项目内部和整个项目中,在实践中,在政策中,以及作为设计教育学。
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引用次数: 2
Exploring Weak Signals to Design and Prototype for Emergent Futures 探索弱信号,为紧急期货设计和原型
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.70-89
Tomas Diez, O. Tomico, M. Quintero
While technology and design have progressed greatly, they have also produced imbalances that affect the way we live and work. Additionally, they have also contributed to the use of the planet’s resources to fill our homes with unnecessary devices and objects. We must de-objectify and de-colonise the way we design technologies to make for more inclusive and diverse futures. One way to do that is to recognise our shortcomings and experiment with them in a way that is productive and promotes a more peaceful coexistence among living systems. This research explores the concept and practice of identifying these shortcomings via the “Atlas of Weak Signals”. The Atlas is a tool for combatting future challenges by actively creating opportunities for design interventions to dissolve the troubling problems of our times. In order to support this claim, we present and analyse a series of projects developed over the course of a master’s programme. Specific emphasis is placed on how the Atlas of Weak Signals was generated between students and faculty as a methodology to better understand the view of the world in which we live today from the one in which we design from. The projects are mapped in relation to emerging trends in both local and global contexts and the interconnections between these trends as generators of design opportunities. To conclude, we present the lessons we learned in the form of a toolkit so other design practitioners, researchers, teachers, and students can generate their own methods and tools.
在技术和设计取得巨大进步的同时,它们也产生了影响我们生活和工作方式的不平衡。此外,它们还消耗了地球上的资源,让我们的家里堆满了不必要的设备和物品。我们必须在设计技术的方式上去客观化和去殖民化,以创造更具包容性和多样性的未来。要做到这一点,方法之一是认识到我们的缺点,并以一种富有成效、促进生命系统之间更和平共处的方式进行试验。本研究探讨了通过“弱信号图谱”识别这些缺陷的概念和实践。通过积极创造设计干预的机会来解决我们这个时代令人不安的问题,地图集是一个应对未来挑战的工具。为了支持这一说法,我们提出并分析了硕士课程中开发的一系列项目。特别强调的是弱信号图集是如何在学生和教师之间产生的,作为一种方法,可以更好地从我们设计的世界中理解我们今天生活的世界的观点。这些项目与当地和全球背景下的新兴趋势以及这些趋势之间作为设计机会生成器的相互联系进行了映射。最后,我们以工具包的形式展示了我们所学到的经验教训,以便其他设计从业者、研究人员、教师和学生可以生成自己的方法和工具。
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引用次数: 1
Design Fiction as a Practice for Researching the Social 设计小说作为研究社会的一种实践
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.16-39
T. Markussen, Eva Knutz, T. Lenskjold
The aim of this paper is to contribute to a new conceptual foundation for design fiction. Much attention is dedicated to theorising how design fictions relate to our so-called actual world. This work can be seen as an attempt at securing the seriousness and legitimacy of design fiction as an approach to design research. The theory of possible worlds has proven promising in this regard. We argue, however, that a detailed understanding of design fiction is still lacking. In design fiction literature, authors often engage in critiquing techno-centric approaches while paying less attention to how design fiction has a potential to foster social change in situated actual affairs. We argue that analysis should start from the messy unfolding of the design event itself rather than from big ontological discussions of the boundaries between fiction and reality. To grasp the messiness of design fiction, we offer an interdisciplinary framework, bridging knowledge domains such as literally theory and design anthropology.
本文的目的是为设计小说提供一个新的概念基础。很多人都把注意力放在了如何将设计虚构与我们所谓的现实世界联系起来的理论上。这项工作可以被看作是确保设计小说作为一种设计研究方法的严肃性和合法性的尝试。可能世界理论在这方面被证明是有希望的。然而,我们认为,我们仍然缺乏对设计虚构的详细理解。在设计小说文学中,作者经常批评以技术为中心的方法,而很少关注设计小说如何在现实事务中促进社会变革的潜力。我们认为分析应该从设计事件本身的混乱展开开始,而不是从虚构与现实之间边界的大本体论讨论开始。为了掌握设计小说的混乱,我们提供了一个跨学科的框架,连接知识领域,如字面理论和设计人类学。
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引用次数: 3
Tenkuä: Designing Futures for Broken Cities Tenkuä:为破碎的城市设计未来
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.178-191
Karla Paniagua, Paulina Cornejo
This work presents the initial results from two years of Tenkuä, a participatory futures workshop created by CENTRO, a higher education institution in Mexico City specialised in creativity. This experience aims to help participants to have a better understanding of the contexts and environments where they live and to design strategies that can contribute to improving community life. The methodology of the workshop combines a foresight framework with the Right to the City approach. The preliminary results refer to the learning experience as a product of design itself and how, during the process of participatory futures, the relationship between the institution and its neighbours was transformed into an experience of participatory presents.
这项工作展示了Tenkuä两年的初步成果,这是一个参与式的未来研讨会,由墨西哥城专门从事创造力的高等教育机构CENTRO创建。这种体验旨在帮助参与者更好地了解他们生活的背景和环境,并设计有助于改善社区生活的策略。研讨会的方法结合了远见框架和城市权方法。初步结果将学习经验作为设计本身的产物,以及在参与式未来的过程中,机构与其邻居之间的关系如何转化为参与式呈现的体验。
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引用次数: 1
Democratising and Anticipating Everyday Futures Through Critical Design: A Review of Exemplars 通过批判性设计实现民主化和预测日常未来:范例回顾
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.150-177
Lenneke Kuijer
This article explores design’s relation with the future by analysing a collection of exemplars from design fiction and speculative design for their potential to democratise and anticipate visions of future everyday life in design. Future visions – both implicit and explicit ones – have a realising power of their own. This is especially true for design, the products of which co-shape the lives of millions of users. Rather than calling for a “better” future vision however, this paper draws on research from the social sciences and futures studies to argue for the importance of diversifying and enriching visions of future everyday life within design. Critical design is well equipped to contribute to this objective because it questions the status quo and is relatable and actionable for designers. The paper reviews exemplars from critical design for their potential to democratise and anticipate future everyday life. To analyse their ways of engaging with future everyday life, the exemplars are positioned in the future cone model of probable, possible and preferred futures. Through this positioning, a distinction emerged between two forms of critical future engagement: alternative fictions and extrapolative fictions. Alternative fictions are explicitly positioned outside of generally expected futures, while extrapolative fictions are explicitly positioned within them. Both have their own strengths and limitations for democratising and anticipating future everyday life. Alternative fictions enrol actors as “future people” and create scenes to depict future contexts, but can also include deployments in present day contexts to explore alternative human-artefact relations. Alternative fictions tend to be accompanied by alternative design practices. Extrapolative fictions do not include deployments and rarely propose alternative design practices, but they can play an important role in highlighting the underexposed risks of mainstream design pursuits. Critical design can and should play a role in democratising and anticipating future everyday life. Alternative and extrapolative fictions can complement each other in this pursuit. Extrapolative fictions question the status quo from within and use the power of design to highlight underexposed aspects of expected futures. Alternative fictions question the status quo from without and use the power of design to creatively generate different objects that can be used to flesh out alternative ways of living and their related context. Further research is needed into how critical fictions are best integrated into mainstream design practices.
本文通过分析来自设计小说和投机设计的一系列范例,探讨设计与未来的关系,探讨它们在设计中民主化和预测未来日常生活愿景的潜力。未来的愿景——无论是含蓄的还是明确的——都有自己的实现力量。对于设计来说尤其如此,因为设计产品共同塑造了数百万用户的生活。然而,本文并没有呼吁一个“更好”的未来愿景,而是借鉴了社会科学和未来研究的研究,论证了在设计中多样化和丰富未来日常生活愿景的重要性。关键设计能够很好地实现这一目标,因为它质疑现状,并且对设计师来说具有相关性和可操作性。本文回顾了批判性设计的范例,以探讨其民主化和预测未来日常生活的潜力。为了分析他们参与未来日常生活的方式,这些范例被定位在可能的、可能的和首选的未来锥体模型中。通过这种定位,出现了两种形式的批判性未来参与之间的区别:替代小说和外推小说。另类虚构被明确地定位在一般预期的未来之外,而外推虚构被明确地定位在它们之内。在民主化和预测未来日常生活方面,两者都有各自的优势和局限性。另类小说将演员招募为“未来的人”,并创建场景来描绘未来的环境,但也可以包括在当前环境中的部署,以探索另类的人类与人工制品的关系。另类小说往往伴随着另类设计实践。推断性虚构不包括部署,也很少提出可替代的设计实践,但它们可以在突出主流设计追求中未暴露的风险方面发挥重要作用。批判性设计可以而且应该在民主化和预测未来的日常生活中发挥作用。在这种追求中,另类小说和外推小说可以相互补充。外推小说从内部质疑现状,并利用设计的力量来突出预期未来中未被曝光的方面。另类小说从外部对现状提出质疑,并利用设计的力量创造性地产生不同的物体,这些物体可以用来充实另类的生活方式及其相关环境。我们需要进一步研究如何将批判性小说最好地融入主流设计实践。
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引用次数: 2
Computer Generated Inspiration 电脑产生的灵感
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.192-207
Ezequiel Pini
This pictorial addresses the new use of Computer Generated Imagery as a tool for contextualising and inspiring futures. Using research through design experimental methodology, these techniques allow us to create utopic spaces by embracing accidental outcomes, displaying an as yet unexplored path lacking the limitations of the real world. The resulting images prove how 3D digital imagery used in the design context can serve as a new medium for artistic self-expression, as a tool for future designs and as an instrument to raise awareness about environmental challenges. The term we have coined, Computer Generated Inspiration, embraces the freedom of experimentation and artistic expression and the goal of inspiring others through unreal collective imaginaries.
这幅图画阐述了计算机生成图像作为背景化和激发未来的工具的新用途。通过设计实验方法的研究,这些技术使我们能够通过拥抱偶然的结果来创造乌托邦空间,展示一条缺乏现实世界限制的尚未探索的道路。由此产生的图像证明了3D数字图像在设计背景下如何作为艺术自我表达的新媒介,作为未来设计的工具,以及作为提高对环境挑战意识的工具。我们创造的术语“计算机生成灵感”包含了实验和艺术表达的自由,以及通过虚幻的集体想象激励他人的目标。
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引用次数: 0
Concept Cars as Vehicles for Change in SMEs 概念车是中小企业变革的载体
Q1 Arts and Humanities Pub Date : 2020-10-01 DOI: 10.46467/TDD36.2020.40-69
J. Sarmiento, Gert Pasman, E. Hultink, P. Stappers
Making prototypes of fictitious artifacts has long been applied in corporations as a design-led way to envisioning the future. These techniques make use of design to explore speculative futures translating abstract questions into concrete objects and bringing the human dimension and experience into futures techniques. The design-led strategic foresight techniques follow making activities – including visual synthesis, prototyping and storytelling – and result in experimental and experiential artifacts offering concrete, hands-on and specific images of the futures. An example of these techniques is the making and sharing of concept cars, a long-standing practice in the automotive industry. These artifacts facilitate the sharing of future visions, which embody future ideas, to diverse people. Whereas corporations use these design-led strategic foresight techniques as a driver for innovation, small and medium-sized enterprises, which are the backbone of society and the global economy, have been deprived of these kinds of explorations due to their being resource intensive. To help these enterprises, we developed DIVE (design, innovation, vision and exploration) based on design-led strategic foresight techniques developed by corporations but adapted to the scale and needs of these small players. DIVE helps external designers and company representatives in making and sharing artifacts to envision the future of their company. The technique follows an analogy that invites participants to make a hole in the world as it is and descend underwater to the speculative futures and then come back to the reality. Along with this plunge into fiction, participants identify trends, create ideas about the future, and make a prototype of an artifact that is subsequently used to motivate people to talk about the company’s future and present. This artifact, the vision concept, includes ideas about the future product or service, the context and the business itself. This paper aims to evaluate DIVE as a design-led strategic foresight technique and focuses on the benefits and limitations of its application. It includes two cases that explored the future of the shopping experience for the company Solutions Group. It is a Colombian medium-sized enterprise that develops and produces point-of-purchase materials for consumer goods corporations such as Procter & Gamble. In both cases, the participants employed DIVE activities to make and share a vision concept. At the end of the cases, the DIVE outcomes were validated by three external innovation experts. DIVE proved its efficacy in supporting designers in setting future visions, prototyping vision concepts and stories and making recommendations for different time frames, and participants also learned about the strategic value of design.
制作虚拟物品的原型长期以来一直被应用于公司,作为一种以设计为主导的方式来展望未来。这些技术利用设计来探索投机性期货,将抽象的问题转化为具体的对象,并将人的维度和经验带入期货技术。以设计为主导的战略预见技术遵循制作活动——包括视觉合成、原型制作和讲故事——并产生实验性和体验性的人工制品,提供具体的、动手的和具体的未来图像。这些技术的一个例子是概念车的制造和共享,这是汽车行业长期以来的做法。这些文物促进了未来愿景的分享,体现了未来的想法,给不同的人。虽然企业将这些以设计为主导的战略预见技术作为创新的驱动力,但作为社会和全球经济支柱的中小企业由于资源密集型而被剥夺了这些探索的机会。为了帮助这些企业,我们开发了DIVE(设计、创新、愿景和探索),这是基于设计为主导的战略预见技术,这些技术是由大公司开发的,但适合这些小型企业的规模和需求。DIVE帮助外部设计师和公司代表制作和分享工件,以设想他们公司的未来。该技术遵循一个类比,邀请参与者在世界上打一个洞,然后潜入水下,进入投机性的未来,然后回到现实。在进入虚构的过程中,参与者识别趋势,创造关于未来的想法,并制作一个人工制品的原型,随后用于激励人们谈论公司的未来和现在。这个工件,即远景概念,包括关于未来产品或服务、环境和业务本身的想法。本文旨在评价DIVE作为一种以设计为主导的战略预见技术,并重点讨论其应用的优点和局限性。其中包括两个为Solutions Group公司探索未来购物体验的案例。这是一家哥伦比亚中型企业,为宝洁等消费品公司开发和生产代购材料。在这两种情况下,参与者都使用DIVE活动来制定和分享愿景概念。在案例结束时,由三位外部创新专家验证了DIVE的结果。DIVE证明了它在帮助设计师设定未来愿景、原型化愿景概念和故事以及为不同的时间框架提出建议方面的有效性,参与者也了解了设计的战略价值。
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