2026年5月20日 星期三

week 14. parallel universes

1. Students present and discuss final projects

2. Parallel Universes

相較於哲學上對多重實在的形上學探討,物理學更聚焦在「真實世界」的多重性詮釋,即所謂的「平 行宇宙」(parallel universes)。Max Tegmark (2003)發表在美國科學人雜誌上的論文,提出平行宇宙的四 個層次的分類學:

Level 1:
形成我們所在的宇宙的組合方式必定發生過不只一 次,與我們自身相似的對應體(counterparts)必然存在於多重宇宙的某處。在某個與我們宇宙相近的複 本中,我們的對應體正經歷著另一個不一樣的命運。Tegmark 描述第一層次的平行宇宙有相同的物理 定律,但可能在初始值的設定上不同,例如,與我們最接近的複本中的我們的幽靈,已經經歷了 2022 年。



also see:
https://twinstrangers.net/

Level 2:
第二層的另類空間來自於宇宙大爆炸以來,空間的不規則的伸展,所形成的多重世界。根據 Tegmark 的說法,有些區域已經停止伸展並且形成泡泡,而當此泡泡爆炸,便形成新的第一層次多重宇宙。因 此,第二層次的宇宙來自於空間中的遞迴式嵌入(recursive embedding),而 Brian Greene 認為此種現象 是所謂的黑洞效應。...Tegmark 則 認爲 level 2 宇宙與 level 1 有相同的物理定律,但只是在常數和等式中代入不同的數字。

Level 4 第四層次的宇宙基來自於一個思想實驗(thought experiment):此類型宇宙的物理定律沒有絕對的必然 和我們所處的宇宙完全一樣。Tegmark 提問,一個遵循古典物理卻沒有量子效應的宇宙會如何? 時間 是離散(discrete)而非連續的宇宙會如何?Tegmark 建議 level 4 宇宙是所有數學可以描述的所有可能 世界,唯一的限制就是 level 4 宇宙不可違反數學邏輯。

Level 3 這個類型的平行宇宙就是發生在次原子層次最聲名狼藉的奇怪現象,使得物理學家做出平行宇宙的假 設。不同於 level 2 和 level 4(可能與目前的物理定律不同),level 3 對於量子現象之多重世界詮釋,並 未違反任何物理定律。次原子粒子的行為,例如電子,無法以絕對的確定性預測,僅可以機率描述, 但無法預測此機率的哪一部分被真實化(actualized),此機率以數學描述即是所謂粒子的波形函數(wave function of the particle),著名的薛丁格等式(Schrödinger equation)。量子力學的隨機函數,暗示了多重 可能世界:一個電子所有可能的位置和軌跡,只有一個會被實現,其他僅以可能的機率被理解。


哥本哈根詮釋
"哥本哈根詮釋(Copenhagen interpretation)是量子力學的一種詮釋。根據哥本哈根詮釋,在量子力學裏,量子系統的量子態,可以用波函數來描述,這是量子力學的一個關鍵特色,波函數是個數學函數,專門用來計算粒子在某位置或處於某種運動狀態的機率,測量的動作造成了波函數塌縮,原本的量子態機率地塌縮成一個測量所允許的量子態。”  ~wiki


雙縫實驗





量子延遲:


惠勒延遲實驗:




https://www.bilibili.com/video/av25010229/

延遲實驗中量子改變過去:



https://www.bilibili.com/video/av11761018/

量子糾纏

蟲洞





 塌縮 (collapse)
1. 如果應用在人的回憶,是否有相同的現象?
2. 所謂歷史,是否有實在論 (realism),量子觀的歷史如何看待塌縮?
3. 測量是甚麼,意圖在測量中扮演的腳色如何?
4. "意圖"在回顧已發生事件中的腳色如何?
5. 逆向因果律的可能性。

參考: 念力的科學一書第十一章 "為昨日禱告":
《念力的科學》第十一章「為昨日禱告」探討了意識超越時間線的非凡特性。書中提及多項嚴謹實驗顯示,人類的意念與祈禱能對「已經發生的過去事件」產生影響,改變歷史軌跡或逆轉既定結果

參考文獻:
1. Max Tegmark. 2003. Parallel universes. Scientific American. May, 40-51.

Next Week:
   final project progress report
   Form ?
   Concepts?
   AI role?
   possible world (fictional world) building
   narratives (space-time? narrator's world?)

2026年5月16日 星期六

week 13. transmedia narratives & simulacra

http://www.artisopensource.net/2013/10/28/near-future-design-the-perception-of-a-new-possible-and-a-new-role-for-design/



"This is what we have defined as Near Future Design.
A performative dimension in which the observation of the state of the arts and technologies meets anthropological and ethnographical observation."
"
  • The Design Fictions
    • Simulacra
    • Transmedia Narratives "
    • the output of the Design Fiction phase, thus, is constituted by a set of Transmedia Narratives implementing the simulacrum for the story;
    • the Transmedia Narrative is a multi-modal storytelling technique which is able to move and combine the effects of multiple media, from physical objects, to websites, urban interventions and more."

"If, as suggested by Baudrillard, we were to simulate as closely as possible a fake holdup, we just would not be able to do it, because the people and, in general, the “machine”, the process through which people constantly interpret the reality they have around themwould not be able to distinguish the signals of what is real and fake/simulated."

Transmedia Narratives

a transmedia story represents the integration of entertainment experiences across a range of different media platforms
Henry Jenkins, 2007

The remediation of nosferatu (吸血鬼): exploring transmedia experiences

" Transmedia is a particular form of entertainment, where a story is told and experienced through a distributed and fragmented interactive system. Transmedia design is an interdisciplinary endeavour, merging more traditional storytelling and scriptwriting with Human-Computer Interaction (HCI) and interaction design."
跨媒體是一種特殊的娛樂形式,它透過分散式、分散的互動系統來講述和體驗故事。跨媒體設計是一項跨學科的探索,它將傳統的敘事和劇本創作與人機互動(HCI)和互動設計結合。」


"This represents a fifth stage in the evolution of simulacra, beyond Baudrillard's four stages of symbolic order, counterfeits, production, and simulation. In this fifth stage, which we might term 'generative simulation,' the distinction between original and copy becomes not just blurred but fundamentally irrelevant."
這代表了擬像演化的第五階段,超越了布希亞提出的符號秩序、贗品、生產和模擬這四個階段。在這個我們可以稱之為「生成性模擬」的第五個階段,原作與複製品之間的區別不僅變得模糊,而且從根本上變得無關緊要。」




Figure 4: Biotopia trasmedia journey design

#Transmedia  #More-than-Human  #LLM  #Entanglement



Questions:
(1) What is the role of AI in simulacra? What is the relation between AI and hyperreality?
(2) What can AI do in transmedia narratives?

2026年5月9日 星期六

week 12. thought experiments

1. final project idea sharing

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: (5/18)
1. propose "Final Project Agenda" (參考 The poetics of design fiction)
2. implement first step(s) of your agenda 
  

2026年5月2日 星期六

week 11. experiential speculation & narratives from the future

0. Students present "Design Fiction with AI"  concepts


Experience sharing: Daily photos with Neuromancer texts

                                                   Taipei Stree photo with "The Invisible City" texts
(what if  Composing with GAI?)

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. 


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:
 AI X Everyday Entanglement (with a fictional world, eg. Neuromancer, Ghost in the Shell, Bladerunner,...)

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: 6/8, 2026
upload to google drive

2026年4月26日 星期日

week 10. material speculation

A letter from an alumni recalling this course ten years before. (show thanks and respects)
What if we receive a letter from a student ten years later to remember the class now?

1. students present EX5 (AI-generative Images with EX4 stories)

other Neuromancer related objects and scenarios:





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?


Final Project: (proposal 5/4)
Design Fiction with AI 
 
team-work or individual 
At least 3 ideas and the possible forms of design fiction for final project 

物質推測:作為批判性探究的真實人造物》(Material Speculation: Actual Artifacts for Critical Inquiry)主要建立在物質推測(Material Speculation)這一核心理論架構上,並整合了文學、哲學與設計研究的多項理論。以下是論文中的主要理論及其概念解釋與引用:

1. 物質推測 (Material Speculation)

  •  這是作者提出的核心框架,主張利用實際存在於日常生活(而非僅存在於故事或畫廊)且具備功能的人造物,作為引發批判性思考與探究的現場。它強調透過與物件的「共存」與「生活體驗」來產生知識。
    • 利用日常生活中實際且具備場域性的設計人造物,作為批判性探究的地點。
    • We propose a complementary concept – material speculation – that utilizes actual and situated design artifacts in the everyday as a site of critical inquiry.

2. 可能世界理論 (Possible Worlds Theory)

  • 該理論認為現實是由我們所能想像的一切組成的,包含「現實世界」(Actual World)與多個「可能世界」(Possible Worlds)。在設計中,人造物可以被視為連接這兩個世界的橋樑。
  • 專有名詞:指標性 (Indexical)。指「現實」一詞僅代表居住者所處的世界,每個世界都有其內部邏輯。

    • 可能世界理論依賴於這樣一個理想,即現實是由我們所能想像的一切組成的,它由「現實世界」和所有「可能世界」組成。
    • Possible worlds theory relies upon the ideal that reality is comprised of all that we can imagine and that it is composed of the “actual world” and all “possible worlds”.

3. 反事實與反事實人造物 (Counterfactuals & Counterfactual Artifacts)

  • 「反事實」是指與現實世界邏輯相矛盾的命題(如:若某事沒發生)。作者將此概念物質化為「反事實人造物」,即在現實中運作但邏輯上卻屬於另一個世界的物件。它們被視為「產生可能世界的機器」。

    • 反事實是可能世界理論的核心。憑藉著與一個世界相矛盾的特性……它們引發並開啟了另一個可能世界。
    • Counterfactuals are central to the theory of possible worlds. By virtue of contradicting one world... they elicit and open up another possible world.

4. 最小偏離原則 (Principle of Minimal Departure)

  • 由 Marie-Laure Ryan 提出。指人們在面對虛構或可能世界時,除非被明確告知某處不同,否則會自動假設該世界與現實世界儘量一致。這讓設計師能精準設定「偏離點」來引發特定反思。

    • 萊恩在她提出的最小偏離原則中提到了這種潛力,她主張在虛構的情況下,讀者會建構一個儘可能符合其現實世界的可能世界。
    • Ryan referred to this potential in her principle of minimal departure in which she argues that in the case of fiction a reader construes a possible world to conform as much as possible to his or her actual world.

5. 本體論視角 (Ontological Perspective)

  • 當人們遇到反事實人造物時,會被迫採取新的視角去推理:「這個物件存在的條件是什麼?」。這種推理會從物件本身延伸到其背後的社會、政治、道德與基礎設施條件。

    •  一個真實的反事實人造物不僅開啟了對物件本身的推測,也開啟了對其存在條件的推測……包括系統、基礎設施、行為、意識形態、政治、經濟和道德層面。
    • An actual counterfactual artifact not only opens up speculation on the artifact but on its conditions as well... including the systemic, infrastructural, behavioral, ideological, political, economic, and moral.

6. 生活體驗與長期共存 (Lived Experience & Cohabitation)

  • 物質推測強調探究必須發生在真實的居家生活中。透過長時間的共存(Cohabitation),使用者能產生比單純智力反思更深層、更多樣的可能性。

    •  對於新生成的可能性之深度與品質而言,物質推測必須是一種生活體驗,而不僅僅是智力上的反思。
    •  It is important for the depth and quality of the emergent possibilities that material speculations be a lived experience rather than simply an intellectual reflection.

7. 物件知識 (Thing Knowledge)

  • 引用自 Davis Baird。認為人造物本身可以承載知識,在我們能夠用語言理論化或推理之前,知識就已經體現在物件的物質形式中。

    • 物件知識——人造物在我們有能力透過語言進行理論化或推理之前,就能夠體現並承載知識。
    • thing knowledge—artifacts can embody and carry knowledge prior to our ability to theorize or reason through language.


Final Project: (proposal 5/4)
Design Fiction with AI 
 

2026年4月19日 星期日

week 9. design fiction

1. students present Project 1 (soundscape fiction)
2. What is Design Fiction?
    What is Prop?
    What is Diegetic Prototype?




Core77 2022 Speculative Design

The Solution Printer: Magic Realist Design Fiction


Discussion:
1. What are the differences between Design Fiction and Speculative Design?
    (clear fiction v.s. techno-poetic speculation)
2. Aesthetics of speculation: What if an an everyday object is a diegetic prototype of another possible world?


How about science fiction?




also see TEI 2017 student design challenge references:

Watching/Reading List
We encourage wild, obscure references to any kind of sci-fi media. Here’s some our favourite to get you started


      • Vermilion sands [JG Ballard] - Houses with memory, living fashion and sound jewellry.
      • Rainbows End [Vernor Vinge] - Augmented Reality, haptic feedback and silent messages.
      • Snow Crash [Neil Stephenson] - Virtual reality, physical augmentations.
      • Her [Spike Jonze] - computers as people, ubiquitous computing, super AI.
      • Matrix [The Wachowski Brothers] - simulated reality, downloading programs into the brain
      • Blade Runner [Ridley Scott] - Dystopian futures, Androids and AI, replication of beings.
      • Brainstorm [Douglas Trumbull] - physically experiencing somebody else's reality
      • Diamond Age [Neil Stephenson] - parenting from afar via evolving storytelling
      • Dune [Frank Herbert] - cognitive augmentation

https://tei.acm.org/2017/sdc.php











EX:
觀察生活周遭, 拍照片表達對照的概念
   例如:
   未來 vs. 過去, 推測的世界 (what we have the potential to become) vs. 現狀  (what we are) 
   都市場景, 交通工具, 廢墟/大樓, 生活用品, 信仰, 政治, 國際經濟, 權力, 社會制度, 家庭制    度, 教育, 身體, 運動, 休閒, 品牌, 符號, 文字, 自然環境, 物種....




Reference:

Design fictions an introduction and provisional taxonomy

by Derek Hales

Neuromancer
Part I : Chiba City Blues

"The sky above the port was the color of television, tuned to a dead channel."

神經喚術士
第一部: 千葉市藍調

"港口上空是電視的顏色,電視調至死頻的顏色。"


https://www.youtube.com/watch?v=b1kJI-UvYwQ
https://www.youtube.com/watch?v=NNVbrHjX-xs








2026年4月11日 星期六

week 8. soundscape fiction project demo (EX5)

0. EX4 敘事練習 demo 

1.  AI aided soundscape fiction demo (延後到 week 9)


EX5 (AI-generative Images with EX4 stories) deadline 4/27, 2026

1. Choose one story in your EX4

2. generate several images to illustrate your stories

3. summarize your method (including texts, texts-to-image, prompts, structure, style,...)