Design fiction is a design practice aiming at exploring and criticising possible futures[1][2] by creating speculative, and often provocative, scenarios narrated through designed artifacts. It is a way to facilitate and foster debates, as explained by futurist Scott Smith: "... design fiction as a communication and social object creates interactions and dialogues around futures that were missing before. It helps make it real enough for people that you can have a meaningful conversation with".[3]
By inspiring new imaginaries about the future, Design Fiction moves forward innovation perspectives, as conveyed by author Bruce Sterling's own definition: "Design Fiction is the deliberate use of diegetic prototypes to suspend disbelief about change".[4]
Reflecting the diversity of media used to create design fictions and the breadth of concepts that are prototyped in the associated fictional worlds, researchers Joseph Lindley and Paul Coulton propose that design fiction be defined as: "(1) something that creates a story world, (2) has something being prototyped within that story world, (3) does so in order to create a discursive space", where 'something' may mean 'anything'.[5] Examples of the media used to create design fiction storyworlds include physical prototypes,[6][7] prototypes of user manuals,[8][9] digital applications,[10][11] videos,[12][13][14] short stories,[15][16] comics,[17][18][19] fictional crowdfunding videos,[20] fictional documentaries,[21][22] catalogues[23] or newspapers[24] and pastiches of academic papers and abstracts.[25][26][27][28]
^Dunne, Anthony; Raby, Fiona (2013). Speculative Everything. MIT Press. ISBN9780262019842.
^Blythe, Mark; Buie, Elizabeth (2014-01-01). "Chatbots of the gods". Proceedings of the 8th Nordic Conference on Human-Computer Interaction: Fun, Fast, Foundational. NordiCHI '14. New York, NY, USA: ACM. pp. 227–236. doi:10.1145/2639189.2641212. ISBN9781450325424. S2CID21724519.