1. Kirby, D. 2010. "The Future Is Now: Diegetic Prototypes and the Role of Popular Films". In Generating Real-World Technological Development. Social Studies of Science.

David Kirby's "Diegetic Prototypes and the Role of Popular Films in Generating Real-World Technological Development" (2010) explores how films shape public perception and desire for emerging technologies. Kirby introduces the concept of "diegetic prototypes," cinematic depictions of future technologies demonstrating their necessity, viability, and benevolence. Reading this paper prompts questions about the ethical implications of using entertainment to influence technological development. Should filmmakers and scientists be transparent about their intentions, and how do we ensure diverse perspectives are represented in these cinematic visions? Kirby’s work significantly impacts my interaction design practice. It highlights the power of prototypes, not just as functional models but as performative artifacts that shape social perceptions. Considering the social context and potential user anxieties, as demonstrated by the "Threshold" example, is crucial. Integrating diegetic prototyping into my design process involves envisioning how users will interact with future interfaces within realistic scenarios. For instance, when designing a new augmented reality application, I can create a short film showcasing its use in everyday situations, addressing potential usability issues and highlighting its benefits. This allows me to not only refine the design but also gauge public interest and identify potential barriers to adoption. The use of narrative and visual rhetoric, as seen in "Minority Report", can normalize new technologies and create a demand for them. Ultimately, the goal is to design interactions that are not only functional but also desirable and ethically sound.

  1. Kien M. 2023. "Historically Informed HCI: Reflecting on Contemporary Technology through Anachronistic Fiction". In ACM Transactions on Computer-Human Interactions. 29, 6.

  2. Rosén, A. et al. 2022. "Towards More-Than-Human-Centred Design: Learning from Gardening". In International Journal of Design.

While the rationale for more-than-human-centred design is clear, there is a lack of more-than-human-centred design methods. In this paper, a recent work is taken on more-than-human-centred design as a starting point to get a deeper understanding of ways of tending to the complex interdependencies between living organisms, including humans, in the context of gardening

This paper explores "more-than-human-centred design," advocating for the inclusion of non-human actors like plants and microbes in design processes. Their argument centers on "noticing" as a method to understand the interdependencies within these systems, drawing on an ethnographic study of urban farming. This approach challenges the traditional human-centered focus in HCI, which the authors argue contributes to environmental issues. The concept of noticing involves recognizing the interconnectedness of ecological, economic, and cultural systems from more-than-human perspectives. After reading this paper, I question how interaction designers can effectively translate the "noticing" of subtle environmental cues into tangible design interventions. For example, how might an interface communicate the needs of soil microbes to urban gardeners in an accessible and actionable manner? Furthermore, how can we ensure that technological interventions genuinely benefit all stakeholders, human and non-human alike, without reinforcing existing power imbalances?This paper significantly affects my design practice by prompting a shift towards a more holistic and empathetic approach. The idea of “scaffolding” in design, where the designer sets the stage for interdependent relations to flourish, is compelling. A possible application is in designing urban farming tools that facilitate data collection about soil health, not just for human benefit, but to inform interventions that promote overall ecosystem well-being. In conclusion, they provide a valuable framework for interaction designers to move beyond anthropocentric perspectives. By embracing "noticing" and considering the needs of all organisms, we can create more sustainable and equitable design solutions**.**

Reflexion

It was very interesting to hear the perspective and a point of view