Introduction
The term Design exceeds the simple definition being a plan to execute a product or system. As its meaning shifts dramatically over the centuries, design as a process has been thoughtfully practiced apart from its traditional context where its used to intellectually devise solutions to acute social problems as well as an instrument of inquiry. After the popularization of the term User-Centered design in the 80s by Don Norman’s “The Design of Everyday Things”, a new strategy of design emerged from Raby and Dunne’s ideologies, they named it Critical Design as its based upon a more academic notion of critical theory (Dunne, 1999). Critical Design was introduced to be in opposition to the typical “affirmative” and commercially-oriented practice of design and aims to find problems instead of solving them, not shying away from sensitive ethical issues and creating speculative narratives to bring those into the light (Gonsher, n.d). Dunne & Raby introduced this concept to spark conversations about contemporary consumer culture, addressing the potential negative (or positive) consequences rapidly-emerging technology can bring. This essay presents an argumentation for why digital prototyping is a valid medium for a speculative approach to design.
The Digital Future of Prototyping
Digital prototypes, like physical prototypes, allow for quick and realistic displays of a concept. They serve as manifestations of ideas, but represented in a different medium depending on the inquiry and aim for discovery. As Bucheneau and Suri mentions, a prototype is a representation that can take form as any medium that is served to understand, explore, and communicate what it might be like to engage with the product or system we are designing. Physical and Digital prototypes both serve as manifestations of design ideas in all design fields but it is important especially in Human-Computer Interaction Design because it uses digital materials they refer to as “material without qualities” (Löwgren & Stolterman, 2004). There are now many programs and software in the market designed specifically for creating digital prototypes, such as Adobe XD, Photoshop, Figma, and Bootstrap for building mockup websites. These prototypes are created to be pretty aesthetic to the eye without too many rough edges, as they’re often built using more advanced technology unlike physical materials such as cardboard and wood. They also afford more interactivity, animation, playful interactions, and so on. In Lim et al.’s (2008) paper discussing the anatomy of prototypes, they argue that digital materials have extremely few intrinsic material limitations and can take shape or form in various different ways. Physical materials such as wood and concrete however, do not. This tangibility of these digital prototypes determine form and function to a lesser degree and presents inherently more possibilities (Lim, Stoltenman & Tenenberg, 2008). Because the choices in prototyping are so open-ended, the strategy is even used to collect data such as A/B testing, and it presents successful results (Heyer, 2019). By applying these prototyping strategies, according to Heyer’s presentation, we are able to back our design choices up as well as move design ideas forward.
A Speculative Approach in Discursive and Critical Design
Critical Design (Dunne & Raby, 1995) and Discursive Design (Tharp & Tharp 2019) are essentially synonymous concepts. The method of design acts as a thought catalyst, creating prototypes that are not necessarily perfect solutions and having emphasis on aesthetics, instead, targets the intellect and presents thought-provoking questions. Discursive Design in general aims to discover and criticize potential futures by using a speculative and provocative approach, where scenarios or a “speculative world” is narrated using prototyped artefacts. Within the taxonomy of Critical Design includes Speculative Design. A speculative design approach encourages designers or any audience to use design as a tool to create not only things but also ideas, to speculate about possible futures (Dunne & Raby, 2013).
Designers nowadays are often perceived as problem solvers, professionals that make products function more efficiently or look more aesthetic and beautiful. So the concept here is instead of solving problems, it’s to pose these problems as well as challenge assumptions. Authors Anthony Dunne and Fiona Raby have been outspoken advocates for the concept of speculative design and creating speculative worlds to inquire and provoke questions regarding ethical and sensitive real-world issues (Dunne & Raby, 2001). This approach, being part of critical design, challenges assumptions and allows us to think about “speculative” futures, and to criticize current practices (Dunne & Raby, 2013). You create fictional products, display it in a prototyped “speculative” world, to criticize current practices. This is what was presented for the final project. The goal is to “unsettle the present rather than predict the future, to understand the present and to discuss the kind of future people want” (Dunne & Raby, 2013).
Malpass (Malpass, 2016) claims that the common approach within speculative design when it comes to techno-centric domains is to place a huge emphasis on what technology can do. He argues that the main focus of Speculative Design isn’t necessarily concerned with the technological progress itself but rather the potential diverging paths and other possible technologies it can lead to.
Speculative design practice functions in two different ways (Malpass, 2016). As a practice, it acknowledges the current advances in technology then “projects them into future domestic settings”, this practice again provokes conversation about the present as well as the future. Then comes the importance of prototyping in Speculative Design practice. With these “tangible” prototypes, it’s possible and much more effective to project these concepts into near reality (Malpass, 2016). And secondly, this practice is implemented to unsettle and reimagine the present (Dunne & Raby 2013).
In Lim et al.’s (2008) paper discussing the anatomy of prototypes, they argue that digital materials have extremely few intrinsic material limitations and can take shape or form in various different ways. Physical materials such as wood and concrete however, do not. This tangibility of these digital prototypes determine form and function to a lesser degree and presents inherently more possibilities (Lim, Stoltenman & Tenenberg, 2008).
Digital Prototyping contributes to Speculative Design
Speaking of tangibility of prototypes, it has been established earlier in this paper that because digital materials have fewer material limitation, it can take shape in more ways than a typical solid physical prototype. This method of prototyping therefore manifests noticeably more possibilities as it determines form and function to a lesser degree (Lim, Stoltenman & Tenenberg, 2008). It’s also easily changeable and modifiable unlike labored physical prototypes that often times might take shape in cumbersome formats. That being said, digital prototyping is perhaps an effective method of prototyping within a speculative approach in design practice. If the prototype looks plausible, and effectively creates a speculative “world”, it can spark a discussion about what’s wrong with the present and discuss what kind of future people want.
In this course and specifically during the final speculative design project, students had to utilize digital prototypes to implement into the speculative “world”. Starting with an issue chosen to address, students continued by ideating on possible ways to create an unexpected twist, a dissonance that sparks conversation. After ideating and brainstorming, digital prototypes (and physical) were built, physical prototypes were photographed, digitally manipulated, then implemented into the final speculative narrative. The speculative world took shape as a landing page, or product page. With that website, user-testing could be done, as it’s a digital prototype you can physically engage with, most people understood the concept and the message the product advertised and the website is trying to convey, and how sort of twisted it is. The speculative design approach here were successful because it sparked conversation, as most respondents discussed about how “controversial” the topic presented was, and thanks to the digital prototyping strategies utilized, the message was properly facilitated. People need to use prototypes to visualize their own ideas and conceptions, this is thus extremely relevant in speculative design practice, in order to envision “speculative futures” it’s crucial to have something to look at that triggers more thought and conversation about the specific issue.
According to Ted speaker Anab Jain (2017) she imagines and builds future worlds that we can experience in the present moment with her project Superflux. By creating these new ways of viewing, being, and acting, she’s making assumptions and challenging us to look more critically at the decisions and choices we make today (Jain, 2017). Doing a speculative design project using digital prototyping methods creates a world, either in the future or in a parallel universe, we spark conversation, provoking people to think transformatively about a particular process, service, environment, or product. Jain says: “this work isn’t about making predictions… it’s creating tools that help connect our present and future selves, so that we can be active participants in creating a future we want.” (Jain, 2017) This way of articulating how people might engage with speculative design is interesting because it reinforces the separation from the hyper-commercialized, software development approach of design that looks at people as users. It prescribes ways of engaging, it’s open to imagining possible interactions and interpretations. Speculative design challenges notions like observation and is more communicative.
Working with digital prototyping methods in our speculative world presented several confusing moments, as often times our project was critiqued to be too perfect to be a speculative project. In Tharp & Tharp’s paper on Discursive Design Tonkenwise argues that the lesser polished aesthetic the more speculative and critical it is (Tharp & Tharp 2019). That reflects the core value tracing back to critical design, as we’re not supposed to create perfect aesthetic solutions, we’re creating a narrative to discover problems, shed light to specific societal issues, spark conversation and target the intellect. Other digital prototyping methods that could have been potentially used for this project could have been the collection of data via mouse-click tracking as well as A/B testing, this form of data collection can also contribute to the speculative because by discovering which areas the testing users might be drawn to can potential unveil some sort of superficiality, that of course bases solely on what message the speculative world is trying to narrate and convey. If more time was given, we would have learned to apply more commercial methods of design in order to enhance our message (Tharp & Tharp 2019). Dunne (1999) also advocates for interfaces with electronic products as it “draws on familiar images and clichés”, this ability to relate and the familiarity can definitely help enhance any sort of message needed to be conveyed in the speculative narrative.
Conclusion
By implementing digital prototypes in speculative design can definitely provide better results and provoke more reaction and conversation. Speculative design explores the role of design by facilitating alternative visions rather than introducing a one-dimensional reality driven by the industry. Malpass (2016) argues that implementing digital materials in speculative design practice can enhance the message and provoke more thoughtful conversations. Giving prototypes tangible properties is convenient for both the user as well as the client. It’s also effective to use digital prototypes because the tangibility of them determines form and function to a lesser degree (Lim, Stoltenman & Tenenberg, 2008) which means that the scenario does not necessarily have to be presented or defined by the designer, but instead the audience can make their own interpretation of the narrative and speculative “world” (Tharp & Tharp, 2019). If this initiation by the audience is successful, the designer can then be able to gather more valuable insights from the users including new societal issues. It goes beyond commercial applications, towards a more imaginative space. Designers that participate in speculative approaches should use digital prototyping as a tool to engage with their audience, to get their concepts across, as well as provoke conversations about the future and how they might develop a better version of it through speculations. However, it’s important to acknowledge that no matter what approach you use for design, prototypes are not created to be polished solutions. At the end of the day, they’re utilized in a creative process in order to aid designers in backing up design ideas or helping the ideas be pushed forward down the process.
Reference List
Buchenau, M. and Suri, J. F. (2000) Experience Prototyping. ACM New York. (pp. 424-433) NY, USA. Retrieved March 27th, 2019
Dunne, A. (1999). Hertzian tales: Electronic products, aesthetic experience and critical design. (2005 ed.) The MIT Press, Cambridge MA.
Dunne, A., and Raby, F. (2013) Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press, Cambridge MA.
Dunne, A., and Raby, F. (2001) Design Noir: The Secret Life of Electronic Objects. Basel, Birkhaüser.
Gonsher, I. (n.d.). Beyond Design Thinking: An Incomplete Design Taxonomy. Retrieved from http://www.cd-cf.org/articles/beyond-design-thinking/
Heyer, Clint (2019) 04 Data [powerpoint presentation] Received 1 July, 2019 from Malmö University: https://mau.instructure.com/courses/3021/files/folder/Slides?preview=254286
Houde, S. and Hill, C. (1997). What do prototypes prototype.Handbook of human-computer interaction. (pp. 367-381). North Holland. Retrieved March 27th, 2019.
Jain, A. (2017) Ted 2017: Why we Need to imagine different futures. Link to video: https://www.ted.com/talks/anab_jain_why_we_need_to_imagine_different_futures?utm_source=twitter.com&utm_medium=social&utm_campaign=tedspread
Lim, Y. K., Stolterman, E., & Tenenberg, J. (2008). The anatomy of prototypes: Prototypes as filters, prototypes as manifestations of design ideas. ACM Transactions on Computer-Human Interaction (TOCHI), 15(2), 7.
Malpass, M. (2016). Critical Design Practice: Theoretical Perspectives and Methods of Engagement. The Design Journal, 19(3), 473-489.
Tharp, B. M., & Tharp, S. M. (2019). Discursive Design: Critical, speculative, and alternative things. MIT Press






































































