My first course I am teaching at NUS is New Media – 4225: Design Fiction. This semester’s theme centered around the future of humanity’s interactions with the natural world.
This class explores the concept of “Design Fiction” where science fiction – type storyworlds are shared through the creation of interactive, futuristic objects. These novel designs aim to suspend disbelief and invite audiences into the possible future worlds expressed by these interactive objects. The ideas and storyworlds surrounding the designs provoke audiences and encourage discussion about current issues that may lead to such futures. This semester’s theme focused on “Frontiers of Ecological Interaction.” Students were tasked with exploring contemporary technologies and issues arising between humanity and the natural world. They then designed interactive objects, performances, and storyworlds that highlight key concerns arising in the near future.
View Print Documentation of the class projects here:
Design Fiction Spring 2017 by Andrew Quitmeyer on Scribd
CNM Blog review of class final presentations
Student Showcase: An Uncertain Future Visualised and Explained Through Fiction
Read the full version of my PhD dissertation. Freely available here to preview or download:
This research aims to develop and evaluate a design framework for creating digital devices that support the exploration of animal behaviors in the wild. In order to carry out this work, it both studies ethology’s foundational ideas through literature and also examines the contemporary principles at a rainforest field station through on-site ethnographies, workshops, design projects, and interactive performances. Based upon these personal and practical investigations, this research then synthesizes a framework to support digital-ethological practice. Finally, this framework is utilized to design additional ethological expeditions and activities in order to assess the framework itself. The resulting framework encourages digital technology that supports four key concepts. Technological Agency pushes for devices that promote understanding of their own internal functions. The tenet of Contextual Crafting leads designers and ethologists to create devices in close proximity to their intended use. Behavioral Immersion promotes visceral interactions between the digital and organismal agents involved. Finally, Open-Endedness challenges researchers to create adaptable tools which strive to generate questions rather than answering them. Overall, this research, referred to as Digital Naturalism, explores a developing design space for computers in the wild
Digital Naturalism: Designing A Digital Media Framework To Support Ethological Exploration by Andrew Quitmeyer on Scribd
This booklet is a distilled version of my 600 page academic dissertation designed to be more accessible for those inquiring about this work.
Download the full PDF here
Digital Naturalism – Theory and Guidelines by Andrew Quitmeyer
Studio Packed Up
Many of our initial thoughts for the design of a fully portable digital crafting studio have been loosely compiled in this, yet-unpublished, paper:
Portable Studio Practice – Wear and Tear – Quitmeyer Perner-Wilson