Design fiction is increasingly prevalent in various design studies. While practitioners who advocate for design fiction and speculative design may not be at odds, they express their inclinations through their choice of words. This trend raises questions: Is it about integration, disappearance, or both? According to Dr Lindley, disappearance could represent a utopian future where speculative design seamlessly integrates into everyday life, turning critique and imagination into routine skills for handling daily affairs.
The emphasis in educational outreach is on the importance of practice over further defining and clarifying boundaries. Although speculative design’s definition remains somewhat ambiguous—possibly to allow for more possibilities and uncertainties—defining clear boundaries might not aid in practice. Thus, tolerating the ambiguity of boundaries and definitions while providing a navigable model can better disseminate practices like speculative design and create more potential futures.
I have tried distinguishing between speculative design and design fiction as much as possible. Clarifying misconceptions allows each methodology to become more comprehensive and multidimensional. For instance, design fiction is not merely about writing and storytelling. This process makes the two fields more convergent, with speculative design’s unique features also applicable to design fiction, albeit without a clear theoretical derivation process. However, if I had to pinpoint the most apparent distinction between speculative design and design fiction, design fiction emphasizes realism. Projects presented in Julian Bleeker’s blog seem to be happening right around us, at least visually, without causing shock or appearing absurd. From this perspective, design fiction focuses more on narrative, with realism being a byproduct. Speculative design, on the other hand, often includes bizarre products and scenarios, ominous atmospheres, and strange cities. While speculative design might encompass design fiction from a realism standpoint, the question remains whether design fiction can include speculative design, especially since speculative design often emphasises science and technology.
Regardless of whether integration occurs, concepts like speculative design and design fiction will have their unique roles in different contexts. Dr. Lindley also mentioned the challenges of a new “Enlightenment” in today’s and future environments, including the trivialization by capital and media complexities. This reminds me of design thinking, which may have faded among designers due to capital’s dominance and its origins in commercial design. Design thinking, established in the 1970s and 1980s and popularized in the 1990s, was initially limited to the design community. Its integration and interdisciplinary application began only about a decade ago. Speculative design’s theoretical framework, though about 30 years younger than design thinking, has entered a cross-disciplinary integration and fusion phase. Both design thinking and speculative design face criticism in the business world for lacking evaluative standards and tools. However, this criticism contradicts the essence of speculative design, which thrives on uncertainty and the discussions it sparks. Therefore, speculative design may not need quantitative evaluative standards or commercial assessments.
Speculative design originated from research in interaction, experience, and interaction design. The current popular dissemination environments (galleries, museums, and academies) provide a protective setting for the field. Some scholars believe the next step for speculative design’s dissemination might involve evolving the gallery concept, potentially linking it to curatorial practices. This progression seems logical, as industrial-scale productions backed by capital have led to a general fatigue regarding the future. Entering mainstream dissemination environments without caution would be futile. Galleries offer a more authentic experience, which could align well with narrative integrity and further integrate into game studies theories. It needs to be clarified if current speculative design practices pay enough attention to their dissemination environments, and many researchers’ practices seem rudimentary, avoiding large-scale public engagement in favour of small-scale experiments or developmental stages. This suggests a need for more significant connection between practical and theoretical work in speculative design, even though both areas have successful examples. Moreover, speculative design studies generally do not consider the issue of dissemination environments. The “gallery iteration” concept could be valuable for research combining speculative design and dissemination environment perspectives.
Discussions still revolve around binaries like commercial vs. academic and affirmative vs. negative, among others. However, according to James’s research, the design process involves presupposition, progress, and friction. Progress represents the affirmative and commercial aspects, while friction pertains to critique and discussion, making both integral to the design process. This mirrors action research, a similar process that enables research to enter a perpetual upward spiral. Overall, the preference for blurring boundaries not only addresses the internal ambiguities of “friction design” but also embraces the “contradictions” of design theories like speculative design, which are lacking in detail due to their pursuit of inclusivity.
It is easy to critique the status quo and further critique that critique, but this natural process can become more gentle and inclusive. Treating uncertainty as the norm and using uncertain theories to study an uncertain future can enrich our approaches to exploring future uncertainties.