Real Fictional Entanglements: Using Science Fiction And Design Fiction .

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Real-Fictional Entanglements: Using Science Fiction andDesign Fiction to Interrogate Sensing TechnologiesRichmond Y. WongBioSENSE Lab, UC BerkeleySchool of InformationBerkeley, California, USArichmond@ischool.berkeley.eduEllen Van WykUC BerkeleySchool of InformationBerkeley, California, USAejvw@berkeley.eduJames PierceUC Berkeley, Jacobs Institutefor Design InnovationBerkeley, California, USApierjam@berkeley.eduABSTRACTWe present a set of design fiction proposals related tosensing and tracking technologies, inspired by the 2013science fiction novel The Circle. By creating designproposals that explore connections between the novel’simagined world and our present and future realities, weshow that we are able to explore, expand, and articulate arange of social, technical, and legal configurations of thefuture. This paper contributes a set of design fictionproposals and a case study of a design project that usesdesign fiction inspired by a science fiction text to engageissues of privacy and surveillance. The paper also providesa new approach to creating design fiction, by using sciencefiction texts as a starting point.Author KeywordsDesign fiction; science fiction; privacy; design workbooks;ACM Classification KeywordsH.5.m. Information interfaces and presentation (e.g., HCI):Miscellaneous;INTRODUCTIONEmerging sensing and tracking technologies often seem likesomething straight out of science fiction, although theirimplications for the future can be very unclear. Our workaims to better understand the privacy implications ofemerging and near-future sensing technologies. Many suchtechnologies are developed and studied by HCI researchers,such as detecting heartbeats from a distance [1], imageanalysis [11,23], or wearable sensors [21,49]. Social issues(including privacy) related to these technologies are oftenexplored through technical research or user studies. Here,however, we engage with these technologies and issues byadopting a design approach involving the creation of designfictions in order to explore near-future scenarios.Permission to make digital or hard copies of all or part of this work forpersonal or classroom use is granted without fee provided that copies arenot made or distributed for profit or commercial advantage and that copiesbear this notice and the full citation on the first page. Copyrights forcomponents of this work owned by others than the author(s) must behonored. Abstracting with credit is permitted. To copy otherwise, orrepublish, to post on servers or to redistribute to lists, requires priorspecific permission and/or a fee. Request permissions fromPermissions@acm.org.DIS 2017, June 10-14, 2017, Edinburgh, United KingdomCopyright is held by the owner/author(s). Publication rights licensed to ACM.ACM 978-1-4503-4922-2/17/06 15.00DOI: http://dx.doi.org/10.1145/3064663.3064682Figure 1. A screenshot of early design ideas and references,shared among the authors on a tumblr blog.Inspired by fictional sensing technology products from the2013 fiction novel The Circle, this paper uses a designworkbook to develop variations of visual design fictionproposals, exploring privacy and surveillance implicationsof sensing technologies. This work develops and deploysdesign fictions in a novel way: by explicitly adaptingwritten science fiction we tap into an author’s existingrichly imagined world, rather than creating our ownimagined world from scratch or being implicitly inspired byideas from science fiction. Adapting fictional worlds fromliterature allows researchers who are not professionalfiction writers to engage in creating design fictions. Thishelps us engage ideas in the cultural imagination, forging abridge between popular speculative fiction and research.This paper provides three main contributions. First itcontributes a workbook of visual design fiction proposals;second it presents a case study addressing how researcherscan understand and make use of cultural representations ofnew and emerging technologies to interrogate their privacyimplications; third it points towards a design approach forcreating design fictions by using science fiction texts as astarting point. In the following sections, we review priorwork and discuss why we find The Circle a useful startingpoint for our work. We next present our designs andanalyze them through a privacy framework. We then stepback and reflect more broadly on our design approach.

ENGAGING FICTION IN PRIOR WORKResearchers, particularly in design and HCI, have engagedwith fiction in a number of ways which contribute to ourapproach. Bleecker provided one of the first discussions of“design fiction,” placing it as an authorial practice thatexists in the space between science fiction and science fact,using yet-to-be-realized design concepts to understand,explore, and question possible alternative futures [4].Bleecker and Kirby describe “diegetic prototypes,” notingthat design fiction objects exist within a narrative or storyworld [4,22]. Other authors expand on how these diegeticdesign fiction “props” help imply or create a fictional worldin which they exist [9,25].This suggests that design fictionsmust be considered in relation to sociocultural contexts.In the design research community, design fiction has beenpredominantly deployed in one of two ways. First, a line ofwork uses the process of making design fictions as amethod of inquiry. Blythe has used fictional abstracts tointerrogate the genre of research papers [5], expanded uponby Lindley and Coulton who use fictional research papersto examine and critique practices in the HCI community[27]. Design fictions have increasingly taken non-textualforms, including textual-visual artifacts studying the rolesof “counterfunctionals” [36], videos exploring sustainabilityfutures [19], and creating material artifacts as designfictions [7,48]. These bring attention to the exploratory andcritical roles the process of making design fictions can play.A second line of work uses the lens of design fiction toanalyze diegetic practices and narratives, including thepractices of steampunk communities [46] or concept videosthat portray corporate futures [52]. Tanenbaum et al.’sanalysis of the film Mad Max: Fury Road [45] and Lindleyet al.’s analysis of Her [28] suggest considering sciencefiction films as design fictions. These authors use designfiction as an analytical lens to interrogate fictional worldscreated by others, particularly ones in popular culture.We bring these lines of work together by creating newdesign fictions to both analyze an existing fictional worldfrom a novel, and to ask and explore new questions aboutprivacy. Instead of using science fiction media as objects ofanalysis, we use a science fiction text as a starting point tocreate our own design fiction artifacts.Our work builds on past connections drawn among design,research, fiction, and public imagination [29]. Forresearchers and designers, science fiction has helped shapethe field of ubiquitous computing [13] and inspiredinterface and interaction design [37]. Pastiche scenarios usecharacters from fiction in design scenarios to flesh outpersonas [6]. Sturdee et al. explicitly find inspiration in thesci-fi film Blade Runner to create design fiction [42], whileDunne and Raby’s “United Micro Kingdoms” Train designfiction [14] appears implicitly inspired by the filmSnowpiercer. Literary scholars note how science fiction hasgarnered more literary respect in recent years and howliterature engages technology in complex (and not purelyadversarial) ways [16]. Fictional representations oftechnology also take hold in the public imagination, such asthe vernacular use of “big brother” from George Orwell’sdystopian novel 1984 or the popularity of the speculativefiction anthology show Black Mirror. Public processes ofimagination are facilitated in part through cultural andmedia production, including advertisements [18,52] andfilms [45]. Design fictions and speculative designs appearto hold similar potential, such as Superflux’s Drone Aviary[43] and Matsuda’s HYPER-REALITY [30] videos whichhave been viewed by hundreds of thousands of people. Ourwork contributes to understanding the ‘infrastructuring’ ofnew technologies [40] by using design fiction as a bridgebetween technical and design research, and popular culturerepresentations of future technologies.CREATING DESIGN WORKBOOKS FROM FICTIONOur design work draws from the fictional world of TheCircle, a 2013 novel by Dave Eggers. Set at an unspecifiedtime in the near-future, the novel focuses on Mae, a newemployee at The Circle, the most powerful internetcompany in the world. The Circle (the company) providesservices like social media, email, and personal finance, andcreates hardware devices like cameras and healthmonitoring bracelets. In the story, consumers areencouraged to share more and more details of their livesonline in the name of transparency and knowledge building.The Circle uses its power to limit users’ desire and abilityto opt out of its systems. Though critical of technology, thenovel is not dystopian. Rather it employs a dark humor, asthroughout the story new technologies and services areintroduced in the name of providing greater user value,though to the reader they may seem increasingly invasive.The Circle (the novel) presents an opportunity to look at acontemporary popular depiction of sensing technologies,and reflects timely concerns about privacy and increasingdata collection. We have no interest here in assessing theliterary or cultural quality of the novel. Rather we weredrawn to the novel as it was a New York Times bestseller,and thus a noteworthy part of the public discourse about thesocial, political, and ethical implications of new sensingtechnologies. We were also drawn to news that a filmadaptation of the novel was in production, suggesting thatthe story will play a larger role in the public imaginationafter its release.1 The Circle can be viewed as sciencefiction, defined broadly, using a near-future narrative toexplore social issues related to fictional technologies thathave a discernible basis in what is being developed today.While prior design fictions incidentally touch on privacy(such as gestures towards data collection concerns in“Game of Drones” [26] and the “Future IKEA Catalogue”[10]), we wanted to use design fiction to explore a space of1Our designs were created before the film adaptation’s release in2017 and represent our visual interpretation of the novel’s world.

possible futures involving sensing technologies’ potentialprivacy implications. We turned to design workbooks asour method to open this space, and to a privacy frameworkto analyze and map the breadth of our explorations.We follow the design workbook method to create a set ofdesign fiction proposals. Design workbooks are collectionsof design proposals or conceptual designs, drawn togetherto investigate, explore, reflect on, and expand a designspace; they purposely lack implementation details, allowingdesigners and workbook viewers to reflect, speculate, andgenerate multiple stories of possible use [17]. Grounded inour readings of The Circle, we chose a set of sensingtechnologies that might be interesting to explore variationsupon. Our goal was to create a set of proposals to open adesign space of possible futures that would both includeand expand beyond the future described in the book. Wealso wanted to see what new themes might emerge overtime. Designs were primarily brainstormed and created bythe second and first authors, shared among all authorsthrough a blog (Figure 1), and periodically all three authorswould discuss the design ideas to reflect on what questionsand themes arose from the designs. The first author workedon a separate but related project using surveys to explorerespondents’ reactions to technologies from The Circle.Qualitative responses from that project’s pilot survey wereshared with the authors to provide design inspiration.Our designs make use of two design genres: “interfaces,”and “products and services.” Our interface designs imaginewhat these technologies’ user interfaces might look like.Product and service designs play on the genres of Amazonproduct pages, or websites for startups, products, andservices. These genres help us think about the designs aseveryday objects and imagine how they might be situated inthe world. To create the interfaces we used Photoshop,Illustrator, and Sketch. To create the product and servicepages we adapted HTML and CSS from websites includingAmazon.com and getbootstrap.com. We included a varietyof public domain stock images, hand drawn illustrations,and photos that the second author staged and shot as assets.Given our interest in privacy and surveillance concerns, welooked to privacy literature, finding that contemporaryapproaches view privacy as contextual [32]; that is, thesame technologies can preserve or violate privacy indifferent social contexts. Furthermore, Mulligan et al.’sprivacy analytic framework suggests that rather thanattempting to discuss privacy under a single definition(which can be debated endlessly, e.g.[38,39,50]), it is moreproductive to map how various dimensions of privacy arerepresented in particular situations [31]. Their dimensionsinclude: theory (why there should be privacy), protection(who and what is being protected by privacy), harm (actionsand actors who violate privacy), provision (whatmechanisms provide privacy protection), and scope (howbroadly does privacy apply) [31]. This review of theliterature led us to focus on creating variations on ourdesigns by placing them into new contexts and new socialsituations to change the values of these dimensions.We began our first set of designs by trying to visuallyimagine the technologies described in The Circle, staying asclose to the textual descriptions as possible. We thendiscussed privacy themes emerging from the designs. Wedid two more rounds of design iterations to explore newcombinations of privacy dimensions creating variations onour first set of designs. In these iterations, we used newsocial contexts, put the technologies in the hands ofdifferent users, or integrated Eggers’ fictional technologieswith real-world contexts and technologies. After each roundof iteration, we evaluated how our collection of designsmapped onto Mulligan et al.’s dimensions. We ended ouriterations after finding we explored a wide variety ofcombinations of privacy dimensions, suggesting that wehad opened and broadened our design space.USING TECHNOLOGIES FROM THE CIRCLEOur design fiction proposals draw from three technologiespresented in The Circle. While reading the novel, we notedthat the story reminded us of several non-fictionaltechnologies. To diversify and blend our design work withnon-fictional technologies, some proposals are based on afourth real technology currently being developed but couldfit into the novel’s story world. We provide a briefsummary of Eggers’ three technologies from The Circle anda description of the fourth non-fictional technology.2SeeChangeSeeChange is the most prominent technology introduced inthe novel. It is described as a small camera, about the sizeof a lollipop, which wirelessly records and broadcasts livehigh-definition video. Its battery lasts for 2 years withoutrecharging. It can be used indoors or outdoors and can bemounted discreetly. Live video streams from the camerascan be shared with anyone online. The story introduces thecameras as a way to monitor outdoor sports locations, sharevideo streams for entertainment, or monitor spaces toprevent crimes. Later in the story, SeeChange becomesubiquitous: they are placed in Mae’s parents’ house whilethey undergo medical treatment; worn continuously byelected officials to ensure democratic transparency; andeventually worn by Mae to promote The Circle toconsumers through a constant live personal video stream.Below is a short excerpt from the novel which takes placeduring SeeChange’s product launch, in which a leadexecutive from The Circle publicly demos the product.SeeChange Excerpt from The Circle“I set up that camera this morning. I taped it to a stake, stuck thatstake in the sand, in the dunes, with no permit, nothing. In fact, noone knows it’s there. So this morning I turned it on, then I droveback to the office, accessed Camera One, Stinson Beach, and I gotthis image. Actually, I was pretty busy this morning. I drove2Spoiler alert: Several descriptions of these technologies includementions of major plot points from the novel.

around and set up one at Rodeo Beach, too. And Montara. [ ]”With each beach Bailey mentioned, another live image appeared,each of them live, visible, with perfect clarity and brilliant color.[ ] “Now imagine the human rights implications. Protestors onthe streets of Egypt no longer have to hold up a camera, hoping tocatch a human rights violation or a murder and then somehow getthe footage out of the streets and online. Now it’s as easy asgluing a camera to a wall. Actually, we’ve done just that.”[ ] “imagine any city with this kind of coverage. Who wouldcommit a crime knowing they might be watched any time?”[ ] Live shots from all over the world filled the screen, and thecrowd erupted again. Now Bailey cleared the screen again, andnew words dropped onto the screen:ALL THAT HAPPENS MUST BE KNOWN. [15]ChildTrackIn the novel, ChildTrack is introduced as an ongoing projectat The Circle. It is a small chip that can be implanted intothe bone of a child’s body, allowing parents to know theirchild’s location at all times. In the story, ChildTrack startsas a pilot program involving the insertion of location chipsinto children’s wrists to prevent kidnapping. This leads tothe problem of criminals knowing where the chips arelocated, and removing them from children. The solution isto embed the chips into children’s bones, making it harderfor criminals to extract. Later in the story, The Circle usesthe same chips to store data about a child’s educationalrecords which parents can access “in one place.” It isspeculated that there eventually would be a complete recordof a student’s every academic activity, including everyword ever read and every math problem ever completed.NeighborWatchNeighborWatch is introduced as a product pitch to TheCircle within the novel. It is a neighborhood watch serviceutilizing SeeChange cameras placed throughout aneighborhood, so that residents can identify suspiciouspersons. People in the neighborhood register their data andbiometrics with NeighborWatch to identify them asresidents. Via a screen-based interface users can see anoutlined-version of the inside and outside of nearby homes.Residents of the neighborhood or known visitors aredisplayed as blue figures. Unknown people are displayed asred figures, triggering a notification to residents. It isspeculated in the story that other sources of data, such ascriminal records, can be further used to color-code people.Vital-RadioVital-Radio is a real life prototype developed at MIT whichuses radio waves to wirelessly detect a user’s breathing andheart rate. It can monitor users up to 8 meters away and inseparate rooms [1]. Adib et al. note that Vital-Radio islimited to monitoring users who stay in-place and can onlymonitor three people simultaneously. We imagined a futureversion of Vital-Radio that could monitor more than threepeople simultaneously while moving. We also imaginedthat users could see and interact with their heart rate data aswell as their stress levels, emotional states, and otherextrapolated information. In order to imagine how Vital-Radio might exist in the world of The Circle, we composeda short fiction passage in the style of Eggers depicting alaunch and demo event for Vital-Radio by Victor, our ownmade up executive at The Circle.Our Vital-Radio Fan FictionMae watched as Victor held a sleek black box, about the size of asmall DVD player. He turned to the audience and smiled.“My grandma’s eighty-seven. Last year she broke her hip and I’vebeen concerned about her. Last week, while she was napping-“A wave of laughter rippled through the audience.“Forgive me! Forgive me!” he said, “I had no choice. Shewouldn’t have let me do it otherwise. So I snuck in, and I installedVital-Radio in her bedroom and the living room. It can seethrough walls up to twenty five feet, so with just two of these boxesI can cover her whole house. She won’t notice it.”“And of course,” Victor continued “all that data is stored in thecloud, and in your tablet, anywhere you want it. It’s alwaysaccessible, and is constantly updated. So if you fall, hit your head,you’re in the ambulance, the EMTs can access everything aboutyour vitals history in seconds. And it’s not just healthcare.Imagine your home adapting music and lighting based on yourvital signs and your mood. Or getting customized assistance basedon your stress level at a Vital-Radio kiosk in an unfamiliarairport. Imagine the possibilities!”DESIGNSWe present a sample of our design workbook proposals thatshow the progression of our design explorations, thebreadth of design ideas inspired by the four technologies,the varying genres we used, and different ways we wereinspired by the novel. (See supplementary materials foradditional detail on these proposals.)Design Round 1: Adapting The CircleOur first designs adapt the technologies from the novel’stextual descriptions. As there are no illustrations in thenovel, these designs realize our interpretation of the novel’sworld, in which these technologies were sold as consumerproducts by a large technology company.SeeChange Beach (Figure 2) interprets SeeChange’sinterface based on its introduction in The Circle, whenBailey, one of the company’s executives, reveals liveSeeChange footage. This design highlights the features ofthe fictional camera by juxtaposing two languages—glossystock photos, and a security camera overlay that usuallyaccompanies grainy, low resolution footage. This designfelt surprisingly believable after we made it, and slightlycreepy as it put us in the position of feeling like we weresurveilling people when looking at the design.ChildTrack UI (Figure 3) interprets the book’s descriptionas an interface. Since ChildTrack is a complicated systemthat tracks children’s location and academic records, itslook is borrowed from Facebook’s design patterns to makethe concept easier to consume. A contrast is presentedbetween presumably benign, user-friendly design, and thereality that The Circle has an extensive knowledge of theirusers that goes beyond individual posts and photos.

ChildTrack builds more ‘meaningful’ profiles byaggregating feed data over time, which is represented in the“overview” tab. This design puts the viewer in the positionof a parent, able to see all of their child’s information.Grandma’s Data (Figure 4) is an interface for Vital-Radiowhich realizes the description from our own Circle-likeFigure 2. SeeChange Beach camerasfiction passage. This design focuses on the presentation ofthe device’s data and the visual design is kept to awireframe stage. The data present a narrative of grandma’sday and raise questions about how the data are related andhow “emotion” and “stress” are classified and quantified.Figure 4. Grandma’s Data in Vital-RadioDesign Round 2: The Circle in New ContextsAfter our initial set of designs adapting technologies fromtheir descriptions in The Circle (and our Vital-Radio fictionpassage), we discussed how our first set of designs reflectedpotential privacy concerns. We began thinking about howthe same set of technologies might be used in othersituations within the world of the novel, but not depicted inEggers’ story, and how that might lead to new types ofprivacy concerns [31,32]. This second set of designs goesbeyond the textual descriptions in the novel by taking thesame technologies and re-imagining them for new sets ofusers or for use in new social contexts, but could still existand be sold in the fictional world presented in The Circle.Figure 3. ChildTrack UIThe SeeChange Amazon pages present the SeeChangecamera being sold as three different products to user groupsnot discussed in The Circle. First is SeeChange as a policebody camera (Figure 5a). Second is SeeChange framed asa small, hidden, wearable camera for activists groups likePETA (Figure 5b). Third is SeeChange marketed “ForIndependence, Freedom, and Survival,” to be used bypeople suspicious of the government who may want tomonitor government movements (Figure 5c). The latter wasinspired by a pilot survey respondent’s worry thatSeeChange could be used by “right-wing activists harassingliberal groups” in the U.S. Our design frames SeeChange asa product that might seem valuable and useful to a person

who might want to hide the camera with the desire to watchgovernment employees for perceived abuses of power. Thisset of designs interrogates which surveillance concernsstem from SeeChange’s technical capabilities and whichcome from concerns about who SeeChange’s users orsubjects are. We play on this question by writing in thebody camera’s product description “Provides OBJECTIVEevidence of wrongdoing,” leaving ambiguity about whetherit is recording the police officer’s or citizen’s wrongdoing.(a)NeighborWatch Pro (Figure 6) uses a product website tomarket a version of NeighborWatch. While presented in thebook as a service that any community could use, a pilotsurvey participant expressed concerns that only “wealthyclosed communities” would use it. Our design imagines an“enhanced” automated version of NeighborWatch whichintentionally caters to those communities, raising questionsabout racial and socioeconomic biases reflected by users,datasets, and algorithms utilized by the system.(b)(c)Figure 5. Amazon wireframe pages. Swapping out the productname and image, we show SeeChange as (a) a “live streampolicy body camera”, (b) a small wearable version for activists,and (c) SeeChange “For Independence, Freedom, andSurvival”, small enough to hide and monitor the government.SeeChange Angles (Figure 7) was inspired by our thinkingabout the implications of ubiquitous SeeChange camerasalways recording and broadcasting. On one hand, it mightbe nice to be able to automatically (re)watch sports andspecial events from multiple angles. Conversely, it might becreepy to use many multiple angles to watch a person doingdaily activities. To explore this use case, the second authortook photos of a subject from multiple angles inside andoutside a room, and added a security camera overlay. Thehigh quality and large quantity of photos suggest what maybe possible with many high-definition SeeChange cameras.Design Round 3: New Fictions and New RealitiesAfter our second round of designs and thinking through theprivacy analytic, we began thinking about privacy concernsthat were not particularly present in The Circle or ourexisting designs, such as government surveillance (insteadof surveillance by web companies), or how advertisers orother third parties might benefit from this expandedcollection of data. We also began to realize that many of thedesign ideas we were thinking about reflected non-fictionalproducts being researched or developed. We wanted tomore tightly integrate fictional and real emergingtechnologies through our proposals. The following designs,while inspired by The Circle, are imagined to exist inworlds beyond the novel’s.Figure 6. NeighborWatch Pro websiteAirport Security (Figure 8) depicts an imagined use ofNeighborWatch and SeeChange, where an airportsurveillance system automatically assigns threat statuses topeople by color-coding them. Rather than focusing onconsumer technologies like in the novel, we re-imaginethese as government technologies. The user interface isomitted in this design in order to invite questions about howthe system classifies people, and what each of the colorsmean. One interpretation is that it uses computer vision ormachine learning techniques to classify people (instead ofthe manual database entry technique in the novel).The License Plate Tracker (Figure 9) also puts SeeChangein the hands of the police or government intelligenceagencies. It is presented in a low fidelity mockup where theFigure 7. SeeChange Angles

Figure 10. TruWork website, inspired by ChildTrackFigure 8. Airport Security, inspired by NeighborWatch.Images adapted from [35,51] under CC BY-SA 2.0Figure 9. License Plate Tracker, inspired by SeeChangeUI elements help describe system’s context and capabilities.For instance, the imagined user is a government officialwho can easily see anybody’s location history and trafficcamera images using the search feature, without restriction.TruWork (Figure 10) re-imagines ChildTrack as animplantable tracking device for employees that employersuse to keep track of their whereabouts and work activities,as employer surveillance is not critically addressed in thenovel. Our design presents a product website targetingemployers, using language like “Know the truth” aboutyour employees. While presented positively, the lack ofemployee viewpoints raises questions about power, andhow employees may try to resist or game these systems.The next set of designs employs the visual language ofstartup companies and their products and services. Forexample, onboarding tutorials or advertising often includecute, simple cartoons explaining the use of a product. VitalRadio Match (Figure 11a) extends the real-world VitalRadio to be used as an online dating service by matchingpeople’s “compatible” heart rates. The visual languagedraws comparisons to other dating applications, andprovokes questions about the persuasive power ofalgorithmically generated results. CoupleTrack (Figure11b), based on ChildTrack, allows adult couples to useimplanted chips to continuously track each other’s locationand activities. ChildTrack for Advertisers (Figure 11c)allows advertisers, who are never discussed in The Circle,to leverage a child’s location data to individually

privacy. Instead of using science fiction media as objects of analysis, we use a science fiction text as a starting point to create our own design fiction artifacts. Our work builds on past connections drawn among design, research, fiction, and public imagination [29]. For researchers and designers, science fiction has helped shape

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