Interactions Experiences * People * Technology
Design Fiction

Bruce Sterling
I’m a science fiction writer, and as I became more familiar with design, it struck me that the futuristic objects and services within science fiction are quite badly designed.

Why? That’s not a question often asked. The reason is pretty simple: Science fiction is a form of popular entertainment. The emotional payoff of the science fiction genre is the sense of wonder it conveys. Science fiction “design” therefore demands some whiz-bang, whereas industrial design requires safety, utility, serviceability, cost constraints, appearance, and shelf appeal. To these old-school ID virtues nowadays we might add sustainability and a decent interface.

The classic totems of sci-fi: the rayguns, space cruisers, androids, robots, time machines, artificial intelligences, nanotechnological black-boxes. They have a deep commonality: They’re imaginary. Imaginary products can never maim the consumer, they get no user feedback, and lawsuits and regulatory boards are not a problem. That’s why their design is glamorously fantastic and, therefore, basically, crap.

On occasion, sci-fi prognostications do become actual objects and services. Science fiction then promptly looks elsewhere. It shouldn’t, but it does. I like to think that my science fiction became somewhat less flaccid once I learned to write “design fiction” as I now commonly do. I believe that I’ve finessed that issue, at least in my own practice.

However, when science fiction thinking opens itself to design thinking, larger problems appear. These have to do with speculative culture generally, the way that our society imagines itself through its forward-looking disciplines.

Many problems I once considered strictly literary are better understood as interaction-design issues. Literature has platforms. By this I mean the physical structures on which literature is conceived, designed, written, manufactured and distributed, remembered and forgotten. Literary infrastructure has user-experience constraints.

To expand on this, consider science fiction, a literary form that is young, small, and geekish. Fantastic writing is old as the scriptures. Science fiction, by sharp contrast, emerged in the 1920s from down-market electronics parts catalogs for teenage radio enthusiasts.

That was science fiction’s original platform. The American pulp-fiction platform is now long dead. Still, any contemporary Web designer can easily understand how and why science fiction functioned in its early days. Pulp-paper magazines were cheap, affordable, easily distributed, and able to serve niche markets. Effective graphic icons quickly distinguished science fiction from its sister pulp genres: mysteries, westerns, men’s adventures, women’s confession magazines, sports stories, true crime, and other genres.

For 80 years, science fiction has been able to find and recruit fans, and to transform a few users into cultural producers. It also made enough money not to perish under capitalism. And under Communism, Soviet science fiction was a huge success. It was much more popular than Soviet industrial design, which was ghastly and is now extinct.

Below the professional level of for-profit publishing, the subculture of science fiction fans exploited early, DIY duplication technologies: Gestetners, hectograph. There were letter-writing campaigns, amateur press associations, local writers groups, regional science fiction conventions galore. One might even argue that contemporary Web culture looks and behaves much like 1930s science fiction fandom, only digitized and globalized.

This long-vanished situation was not idyllic-it took form within a specific set of infrastructural conditions. Early science fiction writers and editors imagined that they were selling popular fiction about science and technology. They were mistaken. That was a user-interface artifact. The platform was selecting a fraction of the population willing to consume radically imaginary works through print; that demographic partially overlapped with science wonks. Scientists never printed science fiction.

What science fiction’s user base truly desired was not possible in the 1930s. Believing their own rhetoric, science fiction users supposed that they wanted a jet-propelled, atomic futurity. Whenever offered the chance at such goods and services, they never left science fiction to go get them. They didn’t genuinely want such things-not in real life.

What the user base genuinely wanted was immersive fantasies. They wanted warmly supportive subcultures in which they could safely abandon their cruelly limiting real-life roles, and play semi-permanent dress-up. Science fiction movies helped; science fiction television helped. Once massively multiplayer online role-playing games (MMORPGs) were invented, the harsh limits of the print infrastructure were demolished. Then the user-base exploded.

No sane person reads science fiction novels for 80 hours a week. But it’s quite common for devoted players to spend that much time on Warcraft.

This should not be mistaken for “progress.” It’s not even a simple matter of obsolescence. Digital media is much more frail and contingent than print media. I rather imagine that people will be reading H.P. Lovecraft-likely the ultimate pulp-magazine science fiction writer-long after today’s clumsy, bug-ridden MMORPGs are as dead as the Univac.

What truly interests me here is the limits of the imaginable. Clearly, the pulp infrastructure limited what its artists were able to think about. They wore blinders that they could not see and therefore could not transcend.

The typewriter limited writers. Magazine word counts limited writers. Even the implicit cultural bargain between author and reader introduced constraints on what could be thought, said, and understood in public. Those mechanisms of interaction-the letter columns, the fan mail, the bookstore appearances, the conventions-they were poorly understood as interaction. They were all emergent practices rather than designed experiences.

One might make a Wittgensteinian argument here about the ontological limits of language itself. Wittgenstein once wrote a famous statement about the need of philosophers to tactfully shut up in the face of the unimaginable. It reads as follows:

“The whole sense of the book might be summed up the following words: What can be said at all can be said clearly, and what we cannot talk about we must pass over in silence.”

Many science fiction writers, believe it or not, were capable of understanding Wittgenstein. User experience design, however, was far beyond them. It was also beyond Wittgenstein, because there are things we might imagine and speak about that we do pass over in silence because we are writing in books.

The “whole sense of the book” is not the whole sense of the words . Look at the weird “Google erudition” of journalism researched online. Consider the hybridized “Creole media” of blog platforms. The line commands in software are text as an expression of will.

Let me offer an older example here, to show how deep this goes. Consider the literary platforms of a thousand years ago. This remote period saw the birth, or rather the stillbirth, of the novel, with Murasaki Shikibu’s The Tale of Genji. This Japanese manuscript scroll, written with an ink brush in the late 900s and published in modern times as a book, is nevertheless a true novel. More specifically, it’s a romance. Jane Austen fans could easily parse The Tale of Genji.

While this proto-novel was being written, a rival work appeared, known as The Pillow Book of Sei Shonagon. This other composition is certainly not a novel. It’s intensely literary, yet it can’t be described by contemporary literary-platform terminology. The Pillow Book is a nonlinear set of writings jotted down on a loose heap of leftover government stationery.

The Pillow Book is not a diary, a miscellany, an almanac, a collection of lists, or even a resource for composing Japanese poetry, although it seems to us to have some aspects of these modern structures. It is better described in terms of user experience.

This experience was a four- or five-year effort to beguile the tedium of a tight circle of Imperial ladies-in-waiting. The experience had a star author/designer-the glamorous and attention-hungry Court Officer Sei-but it had no press, no publisher, no editor, no distributor, and it was never for sale. Its user base- in total, maybe 200 women-probably never read it. Instead, they heard the work recited aloud by someone crouching near a lantern after dark.

A strictly literary approach to this experience hurts our ability to comprehend what The Pillow Book is doing. This ancient “book” is related only distantly to our books; in function and audience, it has more kinship with a small-scale blog.

The most notorious part of The Pillow Book reads as follows. This is one part of a list of things that Sei Shonagon finds “unsuitable.”

“Snow on the houses of common people. This is especially regrettable when the moonlight shines down on it.”

What is Sei Shonagon saying here? Moonlit snow is “unsuitable” on the homes of the peasantry. The pretty snow is too nice for those lowly, humble people. The glamour of the snow clashes with their squalor.

Sei Shonagon receives much grief from contemporary observers because of the snobbish ring of this remark. Of course we find ourselves bound to interpret this statement as hurtful, hateful, and politically incorrect. After all-what if one of those poor commoners were to read this crass insult?

But commoners could never read it. First, because peasants were illiterate; next, because the work was copied by hand and circulated within a small royal clique; third, it was written in a special cursive script used only by women. It was girl talk no man could overhear.

In this structure of interaction, it was not possible for this remark to become offensive. Its crassness for us was unimaginable for Sei Shonagon. To think otherwise is an anachronism.

Which leaves us to balk at the unthinkable notion that lovely snow on the homes of the peasants really was inappropriate. Sei was telling the truth-though we’re hard-put to imagine that now. This was not a catty remark but an aesthetic assessment, refined and apolitical. It was like saying that lime green clashes with aviation orange. If Sei, somehow, had directly said that to a peasant-that peasant would have promptly removed the snow. He would not have wanted his ugly misstep to trouble her ladyship further.

The infrastructure of publishing constrains the thinking of writers. Obviously, all forms of art and design have some inherent constraints-but it seems to me that writers are especially misled by the apparent freedoms of language. Published language, in print, on paper, is not language per se: It’s an industrial artifact.

Writers cling hard to the word, to semantics, to meaning and sensibility. Design, by contrast, is less verbal. Design is busily inventing new ways to blow itself apart. Design is taking more risks with itself than literature. That is why contemporary design feels almost up to date, while literature feels archaic and besieged.

Design and literature don’t talk together much, but design has more to offer literature at the moment than literature can offer to design. Design seeks out ways to jump over its own conceptual walls-scenarios, user observation, brainstorming, rapid prototyping, critical design, speculative design. There is even “experience design,” which is surely the most imperial, most gaseous, most spectral form of design yet invented.

Experience design is closer in spirit to theater, poetry or even philosophy than it is to the older assembly line. What on earth isn’t “experience”? And what is not, in some sense, “interactive”? Experience designers are a tiny group of people with a radically universalized prospectus.

When science fiction was born from its radio-parts catalogs, design was also born as the streamlined handmaiden of industry. The earliest industrial designers, Norman Bel Geddes in particular, were much given to flamboyant sci-fi special-effects gestures: flying wings, giant dams, and future supercities.

But these two sister disciplines, born within the same decade and surely for similar reasons, soon parted ways. The sisters were distantly cordial; they never quarreled or demeaned each other, but they saw no common purpose. Design, which is industrial, has clients and consumers, while science fiction, an art form, has patrons and an audience.

No major designer ever dabbled in writing science fiction. Gaudy sci-fi never went in for stern modernist rationalism, the glum acceptance of material constraints, or the study of human ergonomics. These two visionary enterprises never shared a user base.

Until, that is, the Internet. When print began to dissolve, the industrial began to digitize. The consumers and the audience became the users, the keyboard-clicking participants, the people formerly known as the audience.

Here in 2009, I find myself wondering hard about those older commonalities from the 1920s. The technoculture that we currently inhabit (it’s not the postmodern anymore, so we might haltingly call it a cyberneticized, globalized, liberal capitalism in financial collapse) well, it was neither rationally designed nor science-fictionally predicted.

Why is that? What happened? Why are we like this now? What next, for heaven’s sake? Can’t we do better?

We have entered an unimagined culture. In this world of search engines and cross-links, of keywords and networks, the solid smokestacks of yesterday’s disciplines have blown out. Instead of being armored in technique, or sheltered within subculture, design and science fiction have become like two silk balloons, two frail, polymorphic pockets of hot air, floating in a generally tainted cultural atmosphere.

These two inherently forward-looking schools of thought and action do seem blinkered somehow-not unimaginative, but unable to imagine effectively. A bigger picture, the new century’s grander narrative, its synthesis, is eluding them. Could it be because they were both born with blind spots, with unexamined assumptions hardwired in 80 years ago?

There is much thoughtful talk of innovation, of transformation, of the collaborative and the transdisciplinary. These are buzzwords, language that does not last.

What we are really experiencing now is a massive cybernetic hemorrhage in ways of knowing the world.

Even money, the almighty bottom line, the ultimate reality check for American society, has tripped over its own infrastructural blinders, and lost its ability to map value. The visionaries no longer know what to think-and, by no coincidence, the financiers can no longer place their bets.

I scarcely know what to do about this. As Charles Eames said, design is a method of action. Literature is a method of meaning and feeling. Hearteningly, I do know how I feel about this situation. I even have some inkling of what it means.

Rather than thinking outside the box-which was almost always a money box, quite frankly-we surely need a better understanding of boxes. Maybe some new, more general, creative project could map the limits of the imaginable within the contemporary technosocial milieu. Plug that imagination gap.

That effort has no 20th-century description. I rather doubt that it’s ever been tried. It seems to me like a good response to events.

The winds of the Net are full of straws. Who will make the bricks?


Add a Comment* Comments on this Article

Posted by Patterns of Incomplete | CalebMonroe.com on February 4th, 2010 at 7:10 am:

[…] -Design Fiction by Bruce Sterling (you should read at least this one before continuing because I refer back to it a number of times) […]

Posted by Goblin Mercantile Exchange » The Literary Magazine, of the Future on September 26th, 2009 at 8:28 pm:

[…] Bruce Sterling’s essay on design, the potential of design, and the design of fiction, is something that anyone interested in those issues should read–moving away from the tired arguments of why science fiction is dying, why it’s not dying…anyway, I tend to get those two things confused. Of course the pulp era has left its imprint on where the field is today, and how it sees itself, in ways that most people take for granted (still!). The more telling question resides in the use of experiential technologies: What truly interests me here is the limits of the imaginable. Clearly, the pulp infrastructure limited what its artists were able to think about. They wore blinders that they could not see and therefore could not transcend. […]

Posted by Designers and the value of design — /personal on September 20th, 2009 at 3:51 pm:

[…] On a recent issue of Interactions, Bruce Sterling has this to say about UX: […]

[…] from existing stories. The full design fiction production notes come from the things I learn from clever story tellers who actually do design fiction. Combining props as fictional design objects that are almost secondary to the experience that […]

[…] → Interactions magazine, Bruce Sterling: Design Fiction […]

[…] Bruce Sterling (@bruces) in his cover story for Interactions Magazine examines some of the blinkering on “two inherently forward looking […]

Posted by Reinventing the Book in the Age of the Web « anygenrebooks.com on June 9th, 2009 at 2:46 am:

[…] But simply putting books onto electronic devices is only the beginning. As I’ve said for years, that’s a lot like pointing a camera at a stage play, and calling it a movie. Yes, that’s pretty much what they did in many early movies, but eventually, the tools of production and consumption actually changed the format of what was produced and consumed. Camera angles, pacing, editing techniques, lighting, location shooting, special effects: all these innovations make the movies (and television) of today very different from the earliest movies. YouTube is pushing the envelope even further. Why should books be any different? (Aside: Bruce Sterling just published an amazing rant on this topic - how the context of pulp magazines shaped the content of early science-fiction.) […]

Posted by Yann Le Guennec » Design fiction on May 23rd, 2009 at 10:43 am:

[…] un récent article paru dans la revue Interactions de l’ACM sous le titre Design fiction (1), Bruce Sterling […]

[…] Leggi l’articolo   Scrivi un commento […]

Posted by Linkdump for May 9th at found_drama on May 9th, 2009 at 2:05 pm:

[…] interactions magazine by Bruce Sterling: The classic totems of sci-fi: the rayguns, space cruisers, androids, robots, time machines, artificial intelligences, nanotechnological black-boxes. They have a deep commonality: They’re imaginary. Imaginary products can never maim the consumer, they get no user feedback, and lawsuits and regulatory boards are not a problem. That’s why their design is glamorously fantastic and, therefore, basically, crap. (tagged: scifi design future tech culture essay todo ) […]

Posted by Eismann-SF News on May 4th, 2009 at 3:05 am:

[…] Design Fiction Many science fiction writers, believe it or not, were capable of understanding Wittgenstein. User experience design, however, was far beyond them. It was also beyond Wittgenstein, because there are things we might imagine and speak about that we do pass over in silence because we are writing in books. (tags: Design Philosophy) […]

[…] Shaping Things. 最近他在 ACM Interaction 雜誌上還發表了一篇 “Design Fiction“. 他認為, science 和 science fiction 之間, […]

Posted by fritz freiheit.com blog » Link dump on May 1st, 2009 at 4:04 pm:

[…] Design Fiction by Bruce Sterling || interactions magazine (Writing,SF,Design,Culture,BruceSterling,T… […]

Posted by David S on May 1st, 2009 at 12:26 pm:

I agree with Sterling’s proposition not his conclusion.

Let’s talk about visual sci fi (movies and tv)… yes when I first saw the “Enterprise” and compared her to the real life Apollo/Saturn, I knew even though she was pretty she would not work with her thrust producers off axis…
but today its a different ball game, I watched Iron Man and got blown away by two things, first the suit - true design work was done… it made me want to believe as oppose to suspend disbelief; second was the man/machine interfaces (I’m an IT worker with an EE degree), they absolutely made me wish, why didn’t I think of that and where can I buy that today!

Maybe its the prop depts not the authors/playwrights but I know for certain I watch these works of art, I increasingly find clues of the “shape” of tomorrow (every flip phone in existence owes its being to the communicator in Star Trek TOS).

Yes we are limited by the economics, the culture, the nature of “us” but within those limitations we are making bricks with the straws at hand.

[…] But simply putting books onto electronic devices is only the beginning. As I’ve said for years, that’s a lot like pointing a camera at a stage play, and calling it a movie. Yes, that’s pretty much what they did in many early movies, but eventually, the tools of production and consumption actually changed the format of what was produced and consumed. Camera angles, pacing, editing techniques, lighting, location shooting, special effects: all these innovations make the movies (and television) of today very different from the earliest movies. YouTube is pushing the envelope even further. Why should books be any different? (Aside: Bruce Sterling just published an amazing rant on this topic - how the context of pulp magazines shaped the content of early science-fiction.) […]

[…] l’auteur de science-fiction Bruce Sterling qui parle de “Design fiction” dans le dernier numéro […]

Posted by Reinventing the Book in the Age of the Web @ Technology Tricks on April 30th, 2009 at 12:08 am:

[…] But simply putting books onto electronic devices is only the beginning. As I’ve said for years, that’s a lot like pointing a camera at a stage play, and calling it a movie. Yes, that’s pretty much what they did in many early movies, but eventually, the tools of production and consumption actually changed the format of what was produced and consumed. Camera angles, pacing, editing techniques, lighting, location shooting, special effects: all these innovations make the movies (and television) of today very different from the earliest movies. YouTube is pushing the envelope even further. Why should books be any different? (Aside: Bruce Sterling just published an amazing rant on this topic - how the context of pulp magazines shaped the content of early science-fiction.) […]

[…] “Design Fiction” by Bruce Sterling - […]

Posted by Design, UX, and Literature | The Bolt | Peters Blog on April 29th, 2009 at 7:42 pm:

[…] writer Bruce Sterling writes a piece for ACM’s Interactions magazine about the relationship between design and literature. Writers cling hard to the word, to semantics, to meaning and sensibility. Design, by contrast, is […]

Posted by the limits of the imaginable.. « shot from the hip on April 28th, 2009 at 7:42 pm:

[…] a comment » bruce sterling has an extraordinarily thoughtful piece in interactions magazine where he writes about, among many other ideas, why our current technosocial space is limited by the […]

Posted by Hugh Graham on April 27th, 2009 at 12:29 pm:

The intersection of (emergent) design and fiction offers great potential for designing the future. The formal elements still quite nascent - there are no mature models and even the conceptual framework isn’t clear yet. It’s a hybrid full of potential, looking for an Eisenstein to expound on the interactive equivalent of dialectical montage. In the meantime, experience designers continue with technical exploration and experimentation, hoping to build platforms that will reveal some glimmer of the grand narrative you refer to.

Posted by Near Future Laboratory » Blog Archive » Who Will Make The Bricks? on April 27th, 2009 at 12:10 pm:

[…] Read the whole thing here. I’ve excerpted my favorite part below. (Well, it’s short enough of an essay that the whole thing can be a favorite part, but this is what this morning’s coffee-sit-down favored.) […]

Posted by links for 2009-04-27 « blog of shades on April 27th, 2009 at 11:17 am:

[…] interactions magazine - Design Fiction -Bruce Sterling The winds of the Net are full of straws. Who will make the bricks? […]

Posted by ia play :: Bruce Sterling in interactions magazine on April 27th, 2009 at 1:39 am:

[…] via interactions magazine. […]

Posted by links for 2009-04-26 « Blarney Fellow on April 26th, 2009 at 8:10 pm:

[…] Design Fiction (tags: design writing literature fiction art culture philosophy) […]

Posted by plus six » links for 2009-04-26 on April 26th, 2009 at 7:04 pm:

[…] Design Fiction - Bruce Sterling ACM interactions magazine, May/June 2009. (tags: design scifi future interactions fiction sterling bs) […]

Posted by Mike Cane on April 26th, 2009 at 5:11 pm:

>>>We have entered an unimagined culture.

Well, yeah. And I think it’s always been so too.
http://ebooktest.blogspot.com/2009/04/things-only-future-can-know.html

Posted by Adam on April 26th, 2009 at 3:30 pm:

Isn’t literature an expression of imagination? The publisher might be treating it like commodity, attempting to sell it either to the mass-market or niche, but it seems to me the author is inspired by something, not more authentic necessarily, but more on the level of fantasy itself. Who designs imagination/fantasy for sale? Porn genre “fetish” sites, and maybe Disney.

Of course, some authors as well, making a product to fit on a supermarket shelf. But did Sei have an ulterior motive in mind in writing for an oral audience of some 200 women? Or was it “to pass the time”, the ultimate goal of all human experience: to aid the succession of one thinking moment to the next…?

So perhaps writing is design, but the material constraints are far different from those affecting vehicles and electronic devices. The material IS people–our thoughts, dreams, and weird symbolic machinations. Perhaps none of it would hold water in the real world, but then again, who wants to live purely in the real world?

Thanks–a very thought-provoking piece.

Posted by Daniel Erwin on April 26th, 2009 at 2:25 pm:

Bruce,

It’s certainly true that Sci-Fi and design are different ways of seeing the world, but it seems to me that rather than missing out on our culture they reflect its increasing focus on the future and the imaginable. This is a problem for us designers (and imaginers as well) because, with more attention being paid to our work, it’s becoming more clear that we can’t predict the future nor create the desired one.
But we’re still here working away! More science fiction is being written and more designs are being produced every day - what are they achieving if not this future-building we thought they were?
We discovered long ago that the old, simplistic idea (perhaps best embodied by the great Communist social experiment) that we can decide “society should be like this…” and achieve it is not right, but we’re also discovering lots of smaller, subtler ways that we can control the behavior of groups (i.e. “I want users to click here first, and then there”).
And the same goes for science fiction: we can’t predict what the world will be like in 50 years, but we can know some small parts of its shape, such as that almost any information will be available almost anywhere almost instantly, and that people will pay more attention to the broader contexts of their actions.
Now that our culture has really put value on the long-term future, we’re all taking a closer look at the methods for seeing and building there and beginning to understand the limitations of our capabilities. It’s no surprise that we don’t have a lot of leverage - what is surprising is that we may be able to get some traction if we shift our attention from the few macro-scale events to the motivations and decisions of individuals.

Posted by ZEITGEIST / Links for 2009-04-26 on April 26th, 2009 at 2:04 pm:

[…] Bruce Sterling - Design Fiction - interactions magazine"A strictly literary approach to this experience hurts our ability to comprehend what The Pillow Book is doing. This ancient ?book? is related only distantly to our books; in function and audience, it has more kinship with a small-scale blog."(tags:design writing books sf history ) […]

Posted by Warren Ellis » Links for 2009-04-26 on April 26th, 2009 at 1:55 pm:

[…] Bruce Sterling - Design Fiction - interactions magazine"A strictly literary approach to this experience hurts our ability to comprehend what The Pillow Book is doing. This ancient ?book? is related only distantly to our books; in function and audience, it has more kinship with a small-scale blog."(tags:design writing books sf history ) […]

Posted by interactions magazine | MagDemand.Com on April 26th, 2009 at 7:46 am:

[…] View post: interactions magazine […]

[…] >> Read article […]

Posted by netwurker.mez on April 26th, 2009 at 4:43 am:

i read this article backwards.

from [paragraphic] bottom 2 [paragraphic] top.

why? because thats how i read my current life-streaming pal, twitter. as 1 of the soc_net “frequencies” competing with>fracturing categories like design/literature/or[/+] their composites, twitter seems more [about] value-curren[cies]ts [read: less about the value of the static qualifier>device>narrative)] + more about the collapse of the “expressive”>art-label>c(apitalistic)ommodifier].

the more i see of the n[ow!]ew [read: scuttling genre infrastructures + institutionalised label-crumbling] the more i value the dissolve:
http://www.furtherfield.org/displayreview.php?review_id=281

chunks,
][mez][

 

 


An .rss feed is available
Interactions is a bimonthly publication of theACM. (c) 2010, Association of Computing Machinery