2023年3月3日 星期五

week 3. possible world theory (EX2)

中文計劃書資料: 可能世界簡介和聲音可能世界
1. 基本理論 
    (1)虛構的再中心化 (fictional recentering): 
        Ryan 認為,將自己定位於虛構文本所指示的世界,並視之為現實世界的現象,
        稱為「虛構的再中心化」(fictional recentering)。
        劉易斯對真實世界(AW),採取的是指示性、參照式(referential)的立場,
        所謂現實(actual)即是「我」「敘事者」所指示的(indexical)世界,所參照到的世界。
        如此,所謂現實 (actual), 即是存在於「我」說話時所處的世界。

    (2) 可達性 (accessibility):
          根據克里普克的觀點,可能性(possibility)與可達性(accessibility)是同義的:
           如果一個世界對於我們的真實世界系統來說是可達的(accessible),
           那麼這個世界就是可能世界。

           Ryan (1991)提出文本現實世界(TAW)的九種類型的可達性:
                (1) 特徵一致性(identity of properties)
                (2) 配置一致性(identity of inventory)
                (3) 配置相容性(compatibility of inventory)
                (4) 年代相容性(chronological compatibility)
                (5) 物理相容性(physical compatibility)
                (6) 分類學相容性(taxonomic compatibility)
                (7) 邏輯相容性(logic compatibility)
                (8) 分析相容性(analytical compatibility)
                (9) 語言相容性(linguistic compatibility)
                
                討論: 
                    「真實非虛構文本」、「寫實小說」必須九項皆成立,
                    「歷史虛構小說」則(1)(2)不成立,其餘成立,
                       而「科幻小說」則通常(2)(4)(6)可以不成立

        (3) 敘事模型:
               「參照性/指示性解離」(referential divorce):
                    現實世界的「我」與重置(relocated)於文字世界中的「我」,
                    是開展可能世界敘事模型的基礎。
                       "虛構敘事溝通模型第一版,圖取自 (Ryan, 1991)"

            代替講者在可能世界中的敘事,可分兩種,
            一是非個人客觀敘事(通常是第三人稱),另一個是個人主觀敘事(通常是第一人稱)。
            聽者都必須假裝進入此可能世界聆聽代替講者的陳述。

            Design Referential World: 
            現實世界(AW)中的推測設計師D,
            扮演在可能世界中的代替設計者(substitute designer)D’,
            而現實世界的使用者,則扮演可能世界中的代替使用者U’,
            同時D’為U’的問題,提出設計物d。

            聽者(觀眾)並不進行扮演可能世界中的聽者,
            而是被邀請(主動或被動認同)成為該世界中的一員:

            虛構敘事溝通模型第二版,圖取自 (Ryan, 1991)

三條虛構的規則(fictional rules):
(1) 講者S 希望聽者H 假裝:敘事是「代替講者S’」說給「代替聽者H’」聽的。
(2) 講者S 希望聽者H 假設:「代替講者S’」與講者S 沒有對應關係。
(3) 講者S 希望聽者H 扮演:事實是發生在「文本所指涉世界」TRW 中。
虛構敘事溝通模型第三版,圖取自 (Ryan, 1991)

2.  推測設計研究文獻中的可能世界 (See the following quotes)
3.  Sonic possible world (討論如何延伸)



"Possible World" in speculative design literature:

1. The universe of possible worlds is constantly expanding and diversifying
thanks to the incessant world-constructing activity of human minds and
hands. Literary fiction is probably the most active experimental laboratory of the world-constructing enterprise. p. 69, SE


2. 
As Lubomír Doležel writes in Heterocosmica: Fiction and Possible Worlds,

“Our actual world is surrounded by an infinity of other possible worlds.” p. 70, SE

3. Make-believe theory, make-believe play

4. 
Although rarely discussed in design beyond the construction of
brand worlds and corporate future technology videos, there is a rich
body of theoretical work in other fields dealing with the idea of fictional
worlds. Probably the most abstract discussion is in philosophy where
differences between the many shades of real, fictional, possible, actual,
unreal, and imaginary are teased out. In social and political science the
focus is on modeling reality; in literary theory it is on the semantics of
the real and nonreal; in fine art, make-believe theory and fiction; in
game design, literal world creation; and even in science there are many
rich strands of discourse around fictionalism, useful fictions, model
organisms, and multiverses. For us, the key distinction is between
actual and fictional. Actual is part of the world we occupy whereas
fictional is not. p. 70, SE

5.
Speculating is based on imagination, the ability to literally (如實地) imagine

other worlds and alternatives.

6.
Possible worlds is a philosophical concept developed in the
latter twentieth century by the analytical school, including
philosophers Saul Kripke and David Lewis [34, 48] and
was later adopted by literary theorists [cf. 38, 22, 45].
Philosophically, possible worlds is an approach to the
problem of counterfactual statements in modal logic. For
example, Kripke asks what is the truth condition of the
statement that Sherlock Holmes “does not exist, but in other
states of affairs he would have existed” [31]; or this
counterfactual statement by Ryan [48], “if a couple hundred
more Florida voters had voted for Gore in 2000, the Iraq
war would not have happened.” In modal logic, the
question is how is each of these counterfactual statements
interpreted to be true or false. The philosopher David Lewis
who bridged analytical philosophy to literary theory [32]
offered the position that propositions like counterfactual
statements can be seen to be either true or false dependent
on in which worlds the statement is true and which worlds

the statement is false [34]. p. 100, MS



7.
A counterfactual is a virtual or
tangible artifact or system in design and HCI rather than
statement or text. Hence we refer to it as a counterfactual
artifact. The notion of an actual counterfactual is a
departure from Lewis’ criterion that possible worlds have
no spatial or temporal connections to the actual world—
they are remote. Yet, here we view this departure more
advantageously than negatively. p. 101, MS

8. There is a productive and creative space at the boundary

between the actual and possible worlds, or the real and the
fictional. There are many examples from fiction in literary
texts, theatre or film where authors intentionally blur the
distinction between actual and possible worlds for its
creative possibilities. p. 101, MS

9. 
In these cases, interactivity is the
counterfactual action that crosses the divide: fictional
characters are not supposed to interact with actual people or
in the actual world. In material speculation, it is making the
counterfactual into an actual artifact that crosses the divide
between the actual and possible worlds since, as we
discussed earlier (see Possible worlds theory),
counterfactuals are not supposed to exist in the same time
or place as the actual world. p. 101, MS

10.
In material speculation we can see the counterfactual
artifact as embodied propositions similar to propositions in
counterfactual statements in analytical philosophy. It is
helpful to think of the counterfactual artifacts as being
if…then statements as we discussed earlier (see Possible
worlds theory). In this sense, the counterfactual artifacts
trigger possible world reasoning that extends beyond them.
In other words, the possible world or fictional account is
not embodied fully in the counterfactual artifact rather it is
generated by interactors in the encounter or experience of
the counterfactual artifact. It is not a limitation that the
counterfactual artifact is of our actual world, rather it is this
very actuality that provokes or catalyzes speculation by
being at the boundary of the actual and the possible. p. 101, MS


EX2: 可能世界考古學(3/13)
1. 選定一個過去的時代、歷史事件、設計風格、生活型態、老物件...
     (eg. 1980 台北中華商場、1950年代九份、民國初年上海,柯達底片時期相機、打字機,...)
2. 生成 counterfactual artifacts, 充滿 speculative aesthetics 品質
3. 使用AI圖像生成工具 (例如,Midjourney, StableDiffusion)



參考書目:
1. (SE) Speculative Everything
Dunne & Raby, 2013
2.

2023年2月19日 星期日

week 1. introduction (Sonic Possible World) (EX1)

參考書單:

Part I. Sonic Possible Worlds 

愛因斯坦的夢  艾倫.萊特曼 ( Alan Lightman)

Sonic Possible Worlds - Salomé Voegelin


Part II. Entangled HCI

神經喚術士  威廉‧吉布森

Part III. Speculative Design

推測設計 安東尼.鄧恩菲歐娜.拉比  



Possible World Theory  (可能世界簡介和聲音可能世界.pdf) (see google cloud)
1. 虛構的再中心化 (fictional recentering)
2. 可達性 (accessibility)
3. 敘事模型 

Sonic possible world
1. 語意式居住
2. 聲音再中心化


薛丁格的貓









Project I. Soundscape Fiction (4/10) 30% (individual)
Project II. Neuromancer Entanglement (5/8)30% (individual and team)
Project III. Speculative Design (6/5) 40% (team)

指定閱讀: 
1. 可能世界簡介和聲音可能世界.pdf (see google cloud)
2. 神經喚術士第一,二章

EX1: 日常對話錄音 (deadline 3/6)
1. 完成五段日常對話錄音
2. 為每段錄音加上至少5個標籤關鍵字 (可以是人、事、時、地、物)
3. 上傳到指定的雲端資料夾

2022年1月12日 星期三

week 16. final project

 Project Ormega:











Project: Wang







Project: Yeheyuan Tobacco and the others...












 Project: The Escape Incident Report







Project: 真心話大冒險





2022年1月2日 星期日

week 15. introduction to Entanglement HCI

1. students present final project proposal.
2.

Entanglement HCI The Next Wave? (2019 TOCHI)


3.
4.


7.

8. 
by Superflux


9.
by PSK Studio


Examples:
https://www.adsoftheworld.com/media/print/maximidia_vintage_twitter?fbclid=IwAR2PVhqHuLZPjkVhnWNwR-LodyK0GGffRqP-4XKvQi39K4aTwwP5-iz70qY

https://shenglam.artstation.com/projects/zADNeZ?fbclid=IwAR1qklifvUkirtWfGeXfuZsBceZJQ4SSWMPH1DN5_TYFTxmXf-U7XssbQEQ

https://www.invaluable.com/blog/vintage-ads/?fbclid=IwAR2ba3PEB2VtKLmU6N5LOhVfcIWLwM5qhdlMk9DoEOpCFKIX5xtnbc1lMiU

https://www.behance.net/gallery/52646779/Social-Decay?fbclid=IwAR3BaxurEUbbsSOtpujpkLv4Ng1DmU9JW59oV71kWZJbsgzMUS6kw2Iiq10

https://www.yankodesign.com/2018/11/01/todays-technology-in-yesterdays-avatars/?fbclid=IwAR31u427M4uBdr0St5SHeK-OWGbEBifSA-IYjTrAwS1j0cJSKcPtDZwQK_E



Neuromancer-Entanglement Project demo:
1. find brands, products, devices, et al. in Neuromancer
2. find everyday objects (or create new models) and make speculative entanglement with items in 1.
3. Cite texts,  micro-scenarios, in Neuromancer
4. Plan time-space narratives for exhibition

Due date: June 10th, 2022

2021年12月19日 星期日

week 14. experiential speculation & narrative from the future

Experience sharing: Daily photos with Neuromancer texts

Experiential speculation v.s. Conceptual speculation



Stuart Candy and Jake Dunagan. 2017. Designing an experiential scenario: The People Who Vanished. Futures 86: 136–153.


v.s. 

UMK by Dunne

來自後攻殼動隊時代的一封信

1. 未來與現在的人物關係描述
2. 錨點事件 (anchor event) 引入情境
3. what-if 規則造成的後果與危機
4. 解除危機的邀請與行動開展的召喚



Paper reading:
The poetics of design fictions
(the narrative diagram)

Extrapolation Diagram, by Chris Woebken (via About - The Extrapolation Factory)


PPPP by Dunne & Raby


                                     http://speculative.hr/en/category/works-en/
















Questions:
1. What is the possible narrative scheme? Illustrate it with diagram (分組討論)
2. What are the anchors? objects, human, place, legend, or ritual?

Practice: a letter from future

Compose a letter from future where the anchor event has just happened.
This letter should sensitize the relationship between future and the present, inspire how to conduct a design research, and fictionize your roles and worlds.

Final project requirement:
 Neuromancer X Everyday Entanglement

Demo & Exhibition
1. posters (any size)
2. Design fiction props (artifacts, newspapers, DMs, ..., any other kinds of format)
3. 10 mins presentation (using PPT or report in ACM format)

Report, photos (or trailers) :
2. ACM SIGCHI Extend Abstract (EA) format 6~10 pages
3. includes: Introduction, Background, Design research gaps, The Design, the deployment in contexts (real or fictional, simulated), Probing and Data collecting, Findings and Implications, Discussion, and Conclusion
4. photos include: mood boards, concept sketches, final props and visuals, speculative scenarios in Everyday contexts (home, street, office, city, ...)

Due date: 1/10, 2022
upload to google drive

week 13. material speculation

1. Students practice transforming everyday objects into speculative artifacts in Neuromancer
  (1) identify the possible object in the Neuromancer fiction
  (2) apply one quality of speculative aesthetics to the object (remove details, reduce colors, simplify shapes, blur functions, ...) to get close to the fictional artifacts.
  (3) sketch the fictional artifact
  (4) name it and cite the texts in the book




William Gibson's Neuromancer: Concept Art

2. Paper reading: Material Speculation (AA'15)
3. Rung-Huei Liang. 2013. Pragmatist Poetics in Interaction Design. (IASDR 2013)


"Bachelard sets material imagination apart from formal imagination [2]. Rather than being conceived intellectually in formal imagination, material imagination is an idea that comes from contact with nature material, such as water and fire." p. 2524



Questions:
  1. What are counterfactual artifacts?
       (containing an 'if'- clause that is contrary to fact)
      nonfunctional prototypes, storytelling props, fictional objects
  2. What is Possible World Theory?
  3. What is pragmatist speculation?
  4. What is formal speculation v.s. material speculation?


Neuromancer-Entanglement Project proposal:
1. find brands, products, devices, et al. in Neuromancer
2. find everyday objects (or create new models) and make speculative entanglement with items in 1.
3. Cite texts,  micro-scenarios, in Neuromancer
4. Plan time-space narratives for exhibition

Due date: Jan 3rd, 2022





2021年12月5日 星期日

week 11. thought experiments

1. Students share photos of speculative aesthetics
Practice:
choose a speculative photo
   1. identify the multiple possible worlds (1) by the photographer (2) by the objects, (3) by the possible users, characters  
   2. give annotations to describe the qualities of speculative aesthetics

2. Thought experiments (Speculative Everything  一書的文字)

"One way this might be possible is to treat design speculations not as
narratives or coherent “worlds” but as thought experiments—constructions,
crafted from ideas expressed through design—that help us think about
difficult issues." p. 80. SE
"一個可行之道是不要把設計推測當成敘事或條理分明的「世界」看待,而要視為能幫助我們思考困難議題的思想實驗――用經由設計表達的構思,精心建造的物品。 " P. 105

"Thought experiments are usually done in fields
where it is possible to precisely define limits and rules, such as mathematics,
science (particularly physics), and philosophy (especially ethics) to test
ideas, refute theories, challenge limits, or explore possible implications.
They make full use of the imagination and are often beautiful designs in
themselves."

"思想實驗通常是在有可能劃定界線和規則的領域進行,例如數學、科學(特別是物理學)和哲學(尤其是倫理學),來測試構思、駁斥理論、質疑限制或探究可能的後果。¹ 它們充分運用想像力,本身也常是美麗的設計。"

"One of our favorite forms of thought experiment uses reductio ad absurdum,
a type of logical argument in which one assumes a claim for the sake of
argument and derives an absurd or ridiculous outcome by taking it to its
extreme, concluding that the original claim must have been wrong because it
led to such an absurd result."

"我們最鍾意的一種思想實驗是採用歸謬法(reductio ad absurdum),在這種邏輯論證中,我們為便於討論,假設了某個主張,並將之推演到極致而導出荒謬的結果,進而斷定,既然原來的主張會產生如此荒謬的結果,它必是謬誤。" P. 107

"Another well-established form of thought experiment is the counterfactual. A
historical fact is changed to see what might have happened, if. . . . It is
sometimes used in history to understand the importance of key events and
their influence on how the world turned out."

"另一個已廣為接受的思想實驗形式是反事實(counterfactual):改變歷史事實來看看,假如……可能會發生什麼事。歷史學有時會運用這種實驗來了解關鍵事件的重要性,以及它們對世界如何演變的影響。" P. 107


"...we are
more interested in using props to transport viewers’ imagination into a
thought experiment, or what-if, and allow enough room for them to make
their own interpretations." p. 93, SE

"我們更有興趣利用道具來將觀者的想像力移轉到思想實驗,或「要是……會怎麼樣」,讓他們有足夠的空間做自己的詮釋。" P. 121


Generally speaking, there are seven types of thought experiments in which one reasons from causes to effects, or effects to causes. (wikipedia)

(1) 

Prefactual (事前) (未來導向,事前推測)

Prefactual (before the fact) thought experiments — — speculate on possible future outcomes, given the present, and ask "What will be the outcome if event E occurs?"


 (2)

Counterfactual (反事實) (過去導向,事前推測)

Counterfactual (contrary to established fact) thought experiments —  — speculate on the possible outcomes of a different past; and ask "What might have happened if A had happened instead of B?" 





(3)

Semifactual (半事實)  (過去導向,事前推測)


Semifactual thought experiments — — speculate on the extent to which things might have remained the same, despite there being a different past; and asks the question Even though X happened instead of E, would Y have still occurred? 







(4)



Prediction (預測) (未來導向,事前推測)

The activity of prediction attempts to project the circumstances of the present into the future.




(5)

Hindcasting (後報) (過去導向,事前推測)

The activity of hindcasting involves running a forecast model after an event has happened in order to test whether the model's simulation is valid.


(6)

Retrodiction (追溯) (過去導向,事後推測)


The activity of retrodiction (or postdiction) involves moving backwards in time, step-by-step, in as many stages as are considered necessary, from the present into the speculated past to establish the ultimate cause of a specific event (e.g., reverse engineeringand forensics).






(7)



Backcasting (未來回溯) (未來導向,事後推測)


he activity of backcasting —involves establishing the description of a very definite and very specific future situation. It then involves an imaginary moving backwards in time, step-by-step, in as many stages as are considered necessary, from the future to the present to reveal the mechanism through which that particular specified future could be attained from the present.






See Blade runner 2049 ->2048 nowhere to run -> 2036 Nexus Dawn -> Blackout 2022

Bladerunner (1982) 2019



















Next week:
 Bring one artifact to classroom, related to Neuromancer Chap1 & 2, to do material speculation.