Archive for the ‘Design topics’ Category

Why design fiction is design research—or should be.

Something of a continuation from my last post…

There’s no question that designers are broadening their contributions beyond the conventional practices of making things, spaces and visuals. Some “designers” are moving into the fringes where, we find more “wicked problems”, ones that involve purpose and society, economics and models for sustainability. I see design fiction as applicable to all of these as a method of design research and as a potentially important means of anticipating and planning.

There are scholars out there who write long papers and have lengthy discussions on what constitutes design research. Mostly, when I read them my head hurts but not always. I was reading a [rather old] discussion on Portigal’s site and this comment by Christopher Fahey caught my attention: “Design research doesn’t care about the economic and emotional factors going into whether or not a consumer can be compelled to buy a product, focusing only on how the product is used — which can include emotional and even economic factors. Design research is not concerned with “conversion.” Design fiction fits nicely here, but design research is big territory, so I’m sure that while the idea of designing things into the fabric of a speculative culture doesn’t meet all the criteria, in this instance it does. Because design fiction clearly exists outside of what Bleecker refers to as the “sweet-spot” of [Dubberly's Venn diagram] the desirable, profitable, and possible, it is free to explore in the fringes of the maybe or the “what if?” These might include ideas like desirable and profitable, but not yet possible, or almost possible—possibly even just plausible [Bleecker].

There is already activity in design research that follows a similar track. “…design and design research share with engineering a fundamental interest in focusing on the world as it could be, on the imagination and realization of possible futures, as well as on the disclosure of new worlds. This implies a reflection of the contingencies of our world today, and of the practices for creating, imagining, and materializing new worlds” (Grand & Wiedmer, 2010, p2.).

“What if?”, can be an effective tool in design thinking. A simple question that erases conventional boundaries that can begin as simply as, “What if we do…?”, “What if we don’t…?”, “What if it does…?”, or “What if it doesn’t…?” can often start a journey onto innovative pathways, not always productive, but often yielding unexpected outcomes.

It could be argued that this type of thinking might find its greatest advantage beyond design, perhaps in politics, government, medicine or technology where solutions that seem, at first, universally positive, result in unexpected and unintended consequences. It seems to me that this is precisely the underpinning that we find in many science fiction narratives with dystopian futures.

In Allenby and Sarewitz’s The Techno-Human Condition, they identify an interesting characteristic that plagues designers (and the rest of us, too). We tend to see everything as a problem to be solved, when it is actually a condition to be acknowledged. The authors describe an approach that does not expect, “fundamental changes in human nature, or redemption through technology. (160)” As they mount their case, “Our problem is that we want to turn everything into a problem that can be solve, when those problems are in fact conditions…” This could include everything from climate change, to greed, spirituality, religious cultures, good, evil and their fluid interpretations. But these very characteristics of the argument they say are symptomatic of a, “world unable (and perhaps increasingly unable) to come to grips with what it does to itself. (160)”

Design fiction can contribute here, because it plays in a land of futuristic ethnography. It puts us in a different culture, (even if it’s just the culture of the next 20 minutes), and of the people mixed up in that culture. It becomes a story and gives legibility to options, examines scenarios and acknowledges conditions in the process. It can be a strong contribution, maybe even a critical step in analyzing what we make next.

 

Bib.

Allenby, Braden & Sarewitz, Daniel. The Techno-Human Condition. MIT Press, Cambridge. 2011

Grand, Simon; Wiedmer, Martin. “Design Fiction: A Method Toolbox for Design Research in a Complex World”. University of Applied Sciences Northwestern Switzerland.

 

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Design Fiction comes to Denver Literary Con

I have been honored with an invitation to present to the Rocky Mountain Conference on Comics and Graphic Novels, June 13-15, 2012. Quoting from their web site, the RMCCGN, “is a new literary conference devoted solely to the scholarly study and teaching of the sequential arts. What sets this conference apart from others is its unique mission to combine an educational classroom initiative with the benefits of theoretical and critical discourse. RMCCGN is being held in conjunction with the newly emerging Denver Comic Con at the top-rated Colorado Convention Center, June 15-17 2012.” Also presenting are Charles Hatfield and keynote speaker Scott McCloud, among others.

I suppose that my talk will have to address what design fiction, graphic novels, sci-fi, and CG has to do with anything. I anticipate setting the stage with the expanding role of the designer and the unique aspects of design thinking. Then I will have to situate this idea of design fiction. Here, (though I have recently discovered a great masters thesis from Jonathan Resnick that provides the best overview of the flavors of design fiction that I have seen to date), I will be focusing on my alignment with the thinking of Bleecker and Sterling on the subject. As Bleecker states (2011),  “… we furnish the fictional spaces of tomorrow with objects and ideas that at the same time chronicle the contradictions, inconsistencies, flaws and frailties of the everyday [offering] a distanced view from which to survey the consequences of various social, environmental and technological scenarios.”

 

Of course, as these things go, my thesis, hence the paper submitted to RMCCGN, is a bit of a hybrid on this idea. My project deals with some deliberate mixing of narrative construction, together with a process of design research, and some “making things” at least as far as visual prototypes are concerned.

Some key points to the project: (If you’ve read the blog in the past, you’ll see some evolution here.)

■ step 1 is creating the fiction. Using a type of design research that pulls on threads of technology, conditions and wildcards, the process of constructing the science fiction quickly cascades into a host of new questions and possible ramifications. The story builds from there.

■ design fiction weaves itself into the mix because through it, idea-objects gain knowledge mass and a sense of credibility. [Bleecker]. They become diegetic prototypes [Kirby]; invisible collaborators with culture in making life seem as real in the future as it is real for us now.

■ the graphic novel tells the story in a visual sense forcing prototypes into the visual realm. Design fiction then encourages us to look at how the thing is used, how it blends into the everyday, how it affects or changes the user, the society, the culture. Plus, unlike a film, it provides the opportunity to linger and study what you’re seeing.

■ the choice of CG for visualization likewise insists on “building” these props, giving them form, material and function.

Overall, the project is an examination of the interdependency of things. This is an important consideration for designers and decision-makers poised on the precipice of invasive human enhancement, technological replication, genetic engineering, etcetera, and etcetera. We need to be playing with scenarios. Our inability to anticipate or fathom the interdependencies of innovation, humanity, and the “unintended” are at the core center of a, “world unable (and perhaps increasingly unable) to come to grips with what it does to itself.(Allenby & Sarewitz, 2011, 160)”

Bib.

Bleecker, Julian. http://nearfuturelaboratory.com/2011/10/26/thrilling-wonder-stories-london-edition/) 26 October, 11

Allenby, Braden & Sarewitz, Daniel. The Techno-Human Condition. MIT Press, Cambridge. 2011

Kirby, David A. . Future is Now: Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development. Social Studies of Science 40/1 (February 2010) 41–70.

 

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Steve Jobs 1955-2011

I can’t even begin to count the number of Apple products I have owned over the years. I still have a Apple IIe. Steve changed the face of design not only in his products, but in the field of design, the way designers design, the way they visualize and dream. Not much else to say. God rest his soul.

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Graphic novel concept art unveiled

Phase 1 of my graphic novel project is now online. The book will be titled: LIGHTSTREAM The Graphic Novel: Moment of Truth.

Here is the synopsis.

The year is 2159. One major, global government — New Asia — has engulfed most of Europe and North America. The government maintains tight control of the Lightstream — the evolved Internet — as well as rights and freedoms. Science has made it possible to manufacture life-like bionic persons. Known as synthetics, these bionics are found in all walks of life and can be virtually indistinguishable from humans.

In the former America, the largest city is New Hong Kong (also known as HK2). Here, the celebrity-son of a high-ranking government official is brutally attacked and left for dead. Police investigator Keiji-T, the latest in synthetic technology is assigned to the case. Under pressure from above, Keiji is given 24 hours to find the truth or to pin the crime on “the usual suspects”.  Though confident that his highly advanced programming has prepared him for the task, Keiji suddenly encounters conflicting instructions from a mysterious data implant.

In the next 24 hours Keiji, together with his human and synthetic counterparts, must unravel what is true and false in a world where it is difficult to tell what is real.

There you have it. Concept art is being showcased in several places. 1. DeviantArt, 2. The CGSociety, 3. scottdenison.com Ultra hi-res images are on DeviantArt which is set up for big files.

A few notes on design which you probably have gathered from my previous blog posts. I have another year of work on roughly 100 pages of CG but this is the look and feel that I will be working toward on every page. Since the entire graphic novel will be built in CG, that makes the scope of the project enormous. I have had to resort to starting with base stock models primarily for figures, clothing and and some background architecture. This is something I’ve wrestled with this for a long time but if I have to create everything myself the project will never be finished and most of these have been greatly customized and 90% of the environments, vehicles and props are all custom using Maya and Modo. The rendering is in Bryce. There is only minor retouching in Photoshop and the framing and typography are using Illustrator.

Comments welcome.

I’m taking Labor Day off. Hope you enjoy.

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Graphic Novel plan unveiled this Sunday

On schedule, the day has finally come to unveil the title, synopsis and character concept designs for my graphic novel. I’m really excited, but it’s also a little terrifying, and amazing to see how each of these milestones drives the project further down the road. There are so many decisions that have been required, even in character design, that affect the overall story. Clothing, technology, the scene and set design, are all telling a part of the story. Just writing the synopsis, that is, committing it to cyberspace, makes it seem somehow set in stone. While the story (in the form of a screenplay) has been written for several months, I have teetered back and forth on the name several times and the location (as you have read in previous posts), but sharing a synopsis to the world was a matter of how much and how little can I tell. I guess movie studios are ridden with that kind of angst all the time.

As I have stated, DeviantArt will be my main launching ground, along with lower res versions on my site and some thumbs here, but I have also decided to post to the CGSociety. This is probably the most daring part, since these are literally the gods of concept art, so far superior to me that I feel very intimidated making an appearance.

I’m secure in the style that I have selected (although I think the final book will take on a somewhat grittier feel), but this is no way intended to be some kind of overture of skill and so much more about an engaging, visually stimulating narrative. There is a huge chunk of story behind each character. It all gets woven together.

I had promised to unveil eight characters but decided on seven finalists, not because I couldn’t finish, but just because I want to hold out some of the minor characters to reveal along the way.

Since I will be absolutely amazed if this gets finished before another entire year passes, another question that will come up is, “What happens after this? How do we know you’re still on track and producing?” So, I’ve decided to continue to post important stills and concept art as I go, as well as some of the supporting cast.

So, just come back here on Sunday and I will give you all the links you need.

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Graphic novel update: 8.29.11

There is little in the way of academic thought today as I have been crunching away at my self-imposed deadline to finish my eight key characters this week. I’m happy to report that I’m running renders on the last one right now. This one is turning out to be it’s own unique challenge, as they all have been, but will probably require numerous render passes and more compositing than the others.

I’ve also decided to make DeviantArt my launching point for these characters. I thought about doing it right here but this blog is not really set up for large imagery and DevArt handles that pretty well. Plus, these are the people who really appreciate the work that goes into this so it makes sense. I’ll be adding them to scottdenison.com but in a lower res format.

Now, the question is: one a day, or all at once? I’ve created a template for the characters that links them all into the book title and supplies some basics on who they are. There will be a story synopsis to accompany the launch, but it’s going to be a year before the 500 or more panels are complete so after this, folks are just going to have to use their imagination. I’m thinking that to keep things alive until the book is finished I’ll be posting random renders, scenes, props, “diegetic prototypes”, (there, I made my academic contribution) and such. And, of course, I will keep everyone in the loop on progress.

This autumn I will be teaching Basic Design at OSU, which is a heavy 2:45 studio, three days a week. No telling, at this point, how much it will eat into my design time on the book. We’ll have to wait and see.

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What designers can learn from a sci-fi graphic novel.

With characters and script, synopsis and page grid nearing completion, I am poised at the threshold of an epic design journey and the production phase of my MFA thesis. Through my work this past summer, I have already begun to construct the context for this future, the story of the characters, their lives, and their world and visualize it within the constructs of a science fiction graphic novel. For this future prototype, I have chosen a new visual style — not film, not hand drawing — but stylized realism from computer-generated imagery (CGI) to further enrich the story, the cultural legibility, the theoretical visualization, the experience, and the emotional resonance.

As I have blogged before, I want this to be a great read, but for the designer it is also something more. This project is a multi-layered examination of the conjugation of design and narrative. With a trip to the latest superhero flick, there is clear evidence that we now have the technology to envision virtually anything, any world, any impossible feat and any disaster. Within these virtual visualizations, our design—our stuff—often taken for granted, supplies context and cohesion. The more the design reflects the culture the more real and reasonable the premise — the more virtual the vision. Thus, on one level, design blends into Bleecker’s[1] background providing credible context for a future vision.

On another level, design also becomes an accelerant for our culture and society. If the design around us, in our messages, our products, our tools, and our lifestyles is so inextricably woven in our culture, then it bears examination of what we make and how it will affect culture — perhaps before we simply wait and see.

Design also participates in the storytelling exercise and the way that future worlds can be prototyped. The graphic novel becomes a means to create a visual prototype of one such world in a fashion arguably less costly than filmmaking, where the designer gets to ask the holistic question of what design will be like a hundred years from now in the context of people’s lives wrapped in a compelling narrative.

The examination is multi-fold. The designer must create a purely hypothetical drama, then speculate on how it might be made real, how design can contribute to authenticity, what new things and ideas might be woven into the texture of human lives, and pulling threads of science fact into science fiction create the visuals and style to serve as prototype and narrative guide through a coherent order utilizing the conventions of the art form and the tools of the graphic designer.

At the end of the journey is introspection and conversation on the implications of such a journey for design practitioners as contributors to future media, entertainment, artifacts and information.

Possibly this is more real to me after having done it for 30+ years, but it seems that this is about design habits, and the tried-and-true that we exercise every day in the practice of commercial design, back and forth over the same territory, forging ruts and channels that make us and our design so predictable. In many ways, if we never stop and ask, “What if?” we will never spark that new synapse that will lead us to the untapped possibilities. Design should do that, too.

 

[1] Bleecker, Julian. 2009. Design Fiction: A short essay on design, science, fact and fiction. (37)

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My sci-fi graphic novel: more updates

Editors note: If you are arriving here for the first time, I’m a designer working on my MFA thesis is a graphic novel set in the far future, 2159. The objectives are two-fold: 1.) an exercise in epic designmanship that examines the design-culture relationship within a future narrative. Because the end result is visual, making things and and diegetic prototypes are a natural by-product.  2.) Created entirely in CG,this visually rich graphic novel will be an exciting, page-turning, thought-provoking adventure into the future.

With that behind us, I’ve made some progress on character design, to the point that I think I’m back on schedule and satisfied, (do you believe it) with the renderings, style and overall look that is developing. Five of eight characters are complete with the remaining three underway and well past the half-way point. As soon as this is completed I will be working to polish my overall story synopsis so that you guys will have something real to think about. I’m seriously toying with the idea of going on Kickstarter to get some funding. I’ve been working around the clock on this for almost a year, (with no appreciable income) writing, researching, etc. and a printed book seems to be a necessity, and that means promoting it and everything that goes with that — hence the funding.  A web comic, as I have discussed previously, might happen but only after the entire work is complete. This could be a year away.

Also on the list is a website for the book based on the title, and a video trailer. So, there is no end to what needs to get done.

Meanwhile, on my parallel path of examining the relationship of culture to design and vice versa, my designer investigations have touched on dozens of design decisions that amount to futurist predictions for the year 2159. These would include geo-political changes,  the philosophical ramifications of a techno-human future, society, religion, crime, as well as a plethora of design speculation on things like interiors and furniture, architecture, telepathy, fashion, transportation, food and cooking, weaponry, hardware, learning, and, of course, the meaning of life. All of this requires prototyping, researching and designerly thinking on the relationship of culture, the human condition, and design. Is this fun or what?

The path to that place, right now, is a matter of 3D modeling, UV texture mapping, rendering, rendering, rendering, tweaking, rendering, Photoshopping, and did I mention, rendering? Anecdotally, I was putting the finishing touches on one of my key characters and as I’m walking the image, I notice that there is this annoying shadow in the background. It reminded me of my studio days working with the great photographer, Paul Schiefer and those moments when we would be staring at the screen saying, “Where did this shadow come from?” We always had tons of lights on the set so it became a matter of switching lights on and off to find which one was the culprit. Of course, this is exactly the procedure in 3D. When I found the offending light, (set somehow to a distance of 25ft.) I ratcheted it down to about 6ft, but my next render revealed a background in darkness. Hmmm. Here’s where you depart from the photo studio world: I added a new light exactly where I needed the illumination and turned shadowing off . The result a perfectly lit background sans pesky shadow. That would have come in handy in the studio, huh Paul?

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Rambling on thought bubbles and word balloons

I’m finding that, like it or not, I’m having to make some style decisions — which I hate — to me: it’s never good enough. One has only to browse through the gallery of ConceptArt.org or the CGSociety to get thoroughly intimidated. I have some lofty goals in creating this graphic novel: not only a great story, which for some reason I seem to be pretty happy with, but also in the art which, in my case, is a blend of CG models and stylistic effects, the latter of which is where I am struggling most. I don’t want this to be super-realistic or to suggest that these images are somehow real. I have no interest in going there. But I do want the images to have certain richness and a style that pulls you into linger on the image while at the same time not distracting from the story. Not that I think that either one is a deal breaker, since I have seen plenty of successful graphic novels that, I personally, find difficult to look at and others that look so good that you find yourself looking forward to the next page more for the art than the story. Both can be satisfying. Certainly, the overriding objective is to achieve that elusive chemistry between image and story. Having said that, I do think that CG begs a certain amount of detail and the design fiction influence that is so much behind this project more or less demands that you can stare at the thing if you want to know more; that you get the context and the way it (whatever it is) is made.

Which brings me to the next stylistic decision: the inimitable thought bubble or word balloon and how to handle the onomatopoeia — ratta, tatta tat and all that. Thought I haven’t read a solid rationale for the thought bubble, some historians attribute the conceptual origin of word balloon to breath on a cold day that puffs from out of our mouths. Unlike the movies, in comics you can’t hear what I’m thinking you have to see it. The question arises, stylistically, in how you render that without distracting from the art. In comics where the art is rich and textured, Watchmen comes to mind,

 

 

 

one could argue that the bright, white, word balloon, seems to detract (though not much). But, if find that as I race forward to find out when the bomb will explode, I am focusing on the words to propel me, then I am sacrificing (for the moment) the image, not studying it as it may merit. They are not making that seamless blend. I wonder if my word balloons and or thought bubbles can be of more equal value, more seamless as in the movies, so that one does not necessarily leap out at me like the stark white balloon in the dark alley (full of it’s own nuance). Can they be seen as more of a unit and then the reader chooses? I think so.

 

The beauty of this medium is that anything goes. Breaking rules and starting new ones is what comics is all about. At one level, it demands it.

 

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Update: graphic novel layout, character progress

I’ve begun to layout a preliminary page grid for my graphic novel. Continuing my mild obsession with the anamorphic, widescreen format ratio of somewhere around 2.40:1, and my cinematic aesthetic bent, I have created a page size of 8.5″ x 9.5″ resulting in a spread size of 8.5″ x 19″. If you plug in the margins that gives you roughly 7.5 x 17.625″ of spread image which is 2.35:1. Close enough. As of now, it has 12 panels per page, which provides ample opportunity for variety and pacing in horizontal and vertical formats.

My 12 panel grid

I’m guessing that there won’t be many 24 panel spreads in the book, but it’s too early to make that prediction. I have actually started to work on what I am thinking will be spread 1 while waiting for renders to complete.

Speaking of renders, I’m about a week behind right now on my key character renderings. Interesting things pop up in character design. For example the character I create now, is pretty much the character I have to live with for the duration of the project, so I really have to resist the tendency to “settle”. Costumes will have to live with these characters through a lot of action and exposition, so they need to be right. It is getting pricey though, because I am investing in a lot of models that are getting tweaked and modified. The perfectionist in me would like to create everything from scratch, but a.) I don’t have cadre of modelers, and b.) I have to finish this my allotted lifespan. Throughout, however, I am working hard to make this look like a non-stock project, and already I have modeled from scratch two key interiors, about a dozen exterior structures, a couple of weapons, some props, and three vehicles — plus the accompanying image maps. I’m reserving the stock for models that would simply suck up far too much project time. But believe me, there are plenty of Hollywood films rife with stock imagery and models, so I don’t feel so bad.

Back to rendering…

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About the Envisionist

Scott Denison is an accomplished visual, brand, interior, and set designer. He is currently working on his MFA at The Ohio State University. His thesis is an exercise in epic design that examines the design-culture relationship within a future narrative resulting in a visual prototype — a graphic novel. Daily and weekly updates can be found here. Learn more about the author at http://scottdenison.com