This blog post is a version of a talk I gave at the 2018 ACM Designing Interactive Systems (DIS) Conference based on a paper written with Nick Merrill and John Chuang, entitled When BCIs have APIs: Design Fictions of Everyday Brain-Computer Interface Adoption. Find out more on our project page, or download the paper: [PDF link] [ACM link]
In recent years, brain computer interfaces, or BCIs, have shifted from far-off science fiction, to medical research, to the realm of consumer-grade devices that can sense brainwaves and EEG signals. Brain computer interfaces have also featured more prominently in corporate and public imaginations, such as Elon Musk’s project that has been said to create a global shared brain, or fears that BCIs will result in thought control.
Most of these narratives and imaginings about BCIs tend to be utopian, or dystopian, imagining radical technological or social change. However, we instead aim to imagine futures that are not radically different from our own. In our project, we use design fiction to ask: how can we graft brain computer interfaces onto the everyday and mundane worlds we already live in? How can we explore how BCI uses, benefits, and labor practices may not be evenly distributed when they get adopted?
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I presented this talk in November 2017, at the Berkeley I School PhD Research Reception. The talk discusses findings from 2 of our papers:
Richmond Y. Wong, Ellen Van Wyk and James Pierce. (2017). Real-Fictional Entanglements: Using Science Fiction and Design Fiction to Interrogate Sensing Technologies. In Proceedings of the ACM Conference on Designing Interactive Systems (DIS ’17). https://escholarship.org/uc/item/7r229796
Richmond Y. Wong, Deirdre K. Mulligan, Ellen Van Wyk, James Pierce and John Chuang. (2017). Eliciting Values Reflections by Engaging Privacy Futures Using Design Workbooks. Proceedings of the ACM Human Computer Interaction (CSCW 2018 Online First). 1, 2, Article 111 (November 2017), 27 pages. https://escholarship.org/uc/item/78c2802k
More about this project and some of the designs can be found here: biosense.berkeley.edu/projects/sci-fi-design-fiction/
This is part 3 in a 3 part series of posts based on work I presented at Designing Interactive Systems (DIS) this year on analyzing concept videos. Read part 1, part 2, or find out more about the project on the project page or download the full paper.
After doing a close reading and analyzing the concept videos for Google Glass (a pair of glasses with a heads up display) and Microsoft HoloLens (a pair of augmented reality goggles), we also looked at media reaction to these videos and these products’ announcements.
After both concept videos were released, media authors used the videos as a starting point to further imagine the future world with Glass and HoloLens, and the implications of living in those worlds. Yet they portrayed the future in two different ways: some discussed the future by critiquing the world depicted in the companies’ concept videos, while others accepted the depicted worlds. We distinguish between these two orientations, terming them speculative and anticipatory.
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