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DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION ISSN 1828-5961 Stefania Palmieri Architect, PhD in Industrial De- sign at the Design Department of the Politecnico di Milano, where she is a professor and a permanent researcher. She is the Head of Business Relations and Professions-for the degree course of Integrated .. Her activities aims to create a network with the world of production, aimed at strengthening and stabilizing synergies between University and Enterprises.

Mario Bisson Architect, he is Associate Pro- fessor at the Design Depart- ment of Politecnico di Milano, Scientific Director of the In- terdepartmental Laboratory E.D.M.E. of Politecnico di Mi- lano, Scientific Director of the Color Laboratory of Politecnico di Milano, Founder and Scien- tific Director of M.D.A., Mem- ber of the Board of Directors of PoliDesign scrl. Post Human Design case study: a speculative approach to flourish critical mindsets. Alessandro Ianniello Product for Innova- In a context of disruptive innovation Design takes the human genre, influenced by technologies tion, he is an assistant profes- on new roles, which place it in a different position which are becoming pervasive and efficient, sor at Politecnico di Milano. In compared to the practices of the last decade. and with mega-trends that are significantly 2019 he co-founded The Bench changing lifestyles and the relationships with Collective, which activities aim Speculative Design underlines the importance to nurture critical mindsets of designing futuristic scenarios, users and ar- the rest of living beings and ecosystems. through the use of critical and tefacts, starting from the phenomena and in- Through the prototyping and the creation of an speculative Design. novations taking place in the present, with the app, it was possible to accompany the spectators aim of nurturing critical thinking and shared on a trans-media journey supported by augment- knowledge about these. ed reality technology, used to involve viewers in Digital innovations related to augmented, vir- the designed path and to make different contents tual and mixed reality technologies are becom- of the exhibition usable, turning the users into ac- ing one of the ideal tool which involves viewers tors who actively take part in the exhibition. in the process of maturation. The aim of the paper is to sum up a model The aim of this paper is to investigate new re- useful to address both the practical and the di- lationships between innovation, Design and us- dactic fields of application, through the use of ers, through the analysis of a case study. digital and physical tool, following the concepts The aims and objectives of the aforementioned and the mindsets which lie behind speculative Keywords: case study fully follow the methodology of Design approach. Speculative Design; Augmented Reality; Future speculative Design, addressing the theme of Studies; Collective Driven; Environment Centred. the Post Human, of the possible evolutions of http://disegnarecon.univaq.it DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL DESIGN FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION PALMIERI - BISSON - IANNIELLO 13.2 ISSN 1828-5961 Post Human Design case study: a speculative approach to flourish critical mindsets.

INTRODUCTION c. there must be something I don’t come a source of knowledge, of themes and topics understand. The designer must be able to support work: speculative Speculative Design deals with the transposition very clever. I have to focus on what Design must become a regular source of visions of ideas and themes from the scientific and tech- I don’t understand. focused not only on , but, expand- nological area into artefacts and communication 3. the main objective of speculative Design is to ing the perspective, on Environmental and Social means. It founds its own methodology in the pro- be provocative. The artefact must therefore Science Fiction, conceiving and trying to provide jection of socio-cultural trends over time, studies be able to be traced back to a near future; images on the repercussions that certain innova- about the future (Kelliher, 2015) and techno-sci- if it is too futuristic it will result in a simple tions can have in the daily life not only of human entific researches, with the aim of favouring the speculation, but if too close to the present beings, but of all living beings (Ashley, 2011). development of critical thinking in the user, in- the spectators will expect scientific evidences viting him/her to reconsider the present, deeply about the innovation presented. In the tempo- METHODOLOGY understanding how scientific and technological, ral dimension that exists between these two, social, economic and cultural innovations can in- the artefact will generate questions which the The practice of speculative Design is part of the fluence daily life, even if they seem to be far away designer has not found an answer to. methodology of critical Design (Dunne & Raby, from personal routine. (M. Malpass, 2017). 4. while aiming to activate a critical thought, 2013) and therefore presents itself as a form of Speculative Design works in two ways: on one the intention of speculative Design is not to problem setting methodology rather than prob- hand as a practice, looking for progress in the participate in the discussions generated by its lem solving. As Galloway (2007) states, high- world of innovation and transposing it into do- para-functional provocations. Neither the de- lighting that Design has the role to give life to mestic life. Through the creation of tangible signer nor the produced artefact should be at debates, and noting that the best chance for a prototypes it is possible to project scientific and the centre of these discussions. critical intervention lies in taking an active part technological developments in futuristic con- When asked to define the role that speculative in dealing with shared issues, even if this may texts. Secondly, it is a methodology that serves to Design must assume, Tonkinwise replied that it mean to not solve the problems. imagine a new present, proposing a wide range of must act as a translator of strong visions of al- Like any Design practice, even speculative De- visions and scenarios that are reflections of the ternative futures in everyday life. The adjective sign has useful tool for the development of the time in which we live (M. Malpass, 2017). speculative indicates its contextual and temporal different phases of the process [3]. They can be Interviewed during the conference “21st Cen- function, which must favour debates around what divided into various categories, depending on tury: Design after Design” at the XXI Triennale may be preferable, in addition to what is already the purpose they assume in the Design process: di Milano, Cameron Tonkinwise [1] provides its considered plausible, if not probable. There are there are research and analysis tools, such as own interpretation of speculative Design, stat- four temporal dimensions within which specula- online platforms that collect and describe global ing that it is a practice obsessed with ambiguity. tive projects can be grouped: probable futures, trends in the present and projected consistently He stated four characteristics that a speculative preferable futures, possible futures and plausible in the future [4], used for the construction of sce- artefact should possess: futures (Dunne & Raby, 2013). narios; other research tools can be platforms 1. the excellent realization, finishing and tech- In 2008 the “Design and elastic mind” [2] exhibi- for sharing scientific knowledge, such as Google nological implementation must be imme- tion contributed to change the concept of making Scholar [5], which makes information about re- diately recognizable, not excessive and not Design: it was shown how the ability of Design to search, in progress or completed, available to very elegant; see beyond things could be the starting point of the public, useful in providing truth to what de- 2. it must distinguish itself from mainstream scientific research, influencing and being influ- signers want to design, and finally interviews and Design production and appear highly func- enced, generating a fertile fusion of these disci- focus groups with participants belonging to to the tional, but with regard to an aim that seems plines (Johnson, 2011; Wilson, 2010). This ambiv- areas of knowledge involved in the project. to be unreachable. In this way the viewer will alent relationship can be demonstrated in the use Meta-, used for the construction of find himself following this reasoning: of speculative Design as a communication tool for scenarios (Schultz et alii, 2012), contexts, users, a. the designer cannot be serious. The Science, as a tool for spreading scientific knowl- needs and future problems, such as polar graphs product looks like a joke. No one edge -fundamental action, which must be demo- and 4 or 6 axis matrices, able to define and deep- would want it. cratic- in a safe, protected and proactive manner en all the elements necessary to generate a b. in any case it is high quality made. towards those who do not belong to this area of plausible contextualization. The designer did a great job. knowledge. On the other hand, Science can be- Speculative Design, because of the themes it deals http://disegnarecon.univaq.it DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL DESIGN FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION PALMIERI - BISSON - IANNIELLO 13.3 ISSN 1828-5961 Post Human Design case study: a speculative approach to flourish critical mindsets.

Biennale [10] of the same year, deals with is- sues related to possible evolutions of mankind in relationship with the development of certain technologies and scientific knowledges, and mega-trends that are significantly changing the life of human beings on the Planet. Starting from scientific and technological innova- tions such as CRISPR-cas9 [11], biotechnologies [12] and nano-technologies [13] and digital tech- nologies [14], and projecting them in 2100, two possible evolutions of the human being, defined as material or immaterial, depending on the technological driver followed, and two further sub-categories have been conceptualized, us- ing a four-axis matrix where the polarities were physical-digital and driving-driven (fig.1). In the material side the two sub-groups have been defined as Borg and Mutants: the Borg are those who modify their bodies using less innovative nano-technologies and biotechnolo- gies; while the Mutants are those who modify their bodies through genomic editing technolo- gies, transmitting the change to their descend- ants as genome heritage. In the immaterial side we find instead the Net- Man and the Avatars: the firsts live in an advanced digital network, maintaining however the use of the body, even if it is limited; while the latter live their existence in a completely digital and virtual reality, continuing to exist in the physical world with a totally helpless body and without being aware of this condition.The moment of the exhi- Fig. 1 - Profilation’s matrix bition was preceded by a first part of the project, which had the purpose of introducing the actual with, finds mainly application in the circuits of ex- CASE STUDY exhibition and starting to accompany the possible hibitions, as well as being discussed in conferenc- spectators towards the correct mindsets to take es and conventions. For this reason, storytelling Following, a case study will be presented to advantage of the actual event. and Design fiction [6] (Bleecker, 2012) are the tool show the application of what has been explained On the Instagram platform a main profile and two mostly used to make the designed content avail- in the previous paragraphs and to try to iden- additional profiles connected to it through the tag able to the public. Among the techniques used to tify ideas for implementing the typical tool and system inside the platform were created. On the support the narration, as anticipated in the previ- methods of speculative Design and to be able to main profile three different images were weekly ous paragraphs, there is the creation of physical expand its possible fields of use. uploaded, creating a single larger image, which artefacts through rapid prototyping [7] and com- “Post Human Design” exhibition, designed dealt with the evolution of the human being relat- municative artefacts that can range from simple and created by The Bench Collective [8] for ed to a technological-scientific innovation, while images to videos, more or less complex and artic- the Milan FuoriSalone [9] of 2019, and imple- the other two profiles were respectively dedicated ulated, and infographics (Davies & Sarpong, 2013). mented re-proposed during the Porto Design to explaining the expected and unexpected results http://disegnarecon.univaq.it DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL DESIGN FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION PALMIERI - BISSON - IANNIELLO 13.4 ISSN 1828-5961 Post Human Design case study: a speculative approach to flourish critical mindsets.

and the consequences of these innovations. The In order to display augmented content, AR.js binds last two themes addressed in this phase -virtu- it to a single marker. In room-scale applications, al reality (fig.2) and genome editing (fig.3)- have such markers have some limitations: for larger been useful to introduce part of the arguments augmented content [21], normal hand shaking discussed during the exhibition. and camera resolution limit the distance at which The exhibition held during the FuoriSalone 2019 the content can be confidently displayed. For this took place at the Liprando Tower [15] in Milan reason, a multi-marker approach was necessary. (fig.4). The place, representing a third landscape With multi-markers, arrays of four markers [16] and not having electricity available, has de- placed in a square matrix act as one single fined a double design constraint: first, the physical marker; even if some of the four markers are out layout of the had to remain consistent with of the camera’s sight, the augmented it, without going to modify it significantly; second- can still be tracked and displayed; this proved ly, since electricity was not available, it was not apt to an application where the user needs to possible to take advantage of audio and video sup- move freely in the room, without having to focus ports, absolutely necessary for the exhibition. on each single marker at all times. Driven by this need, the decided to de- velop an augmented reality app [17] to support storytelling, which would act as an element of in- teraction with visitors and which allowed to make certain video content available. Fig. 2 - made by one of the designers of the collective, The web-app was built through several experi- representing virtual reality mental web libraries and frameworks (Majchrzak et alii, 2018). The foundation for in-browser AR content was AR.js, an open-source augmented re- ality library AR.js [18]. To handle 3D models and animated content, three.js [19], a 3D JavaScript library, along with several community-developed add-ons, was also employed. Finally, for one of the scenarios, jeelizFaceFilter, an open-source face filter JavaScript library, was implemented. For a marker to be understandable by the library, it needs to meet certain criteria. The marker must be square, it must have discernible bound- aries from its environment and needs to be rota- tionally asymmetrical. The web-app handles 68 distinct markers, where each needs to be differ- ent enough to one another in order to not gather false readings. The AR.js and three.js libraries were used on top of A-Frame [20]. WebVR is an open specification for the web that aims at bringing device-independent virtual re- ality content in any mobile browser. A-Frame is usually employed for in-browser vir- tual reality applications such as web game de- Fig. 3 - Illustration made by one of the designers of the collective, velopment, and is in general meant to be used representing genome editing with a virtual reality headset. Fig. 4 - Liprando Tower. Photo taken by one of the designers of the collective http://disegnarecon.univaq.it DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL DESIGN FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION PALMIERI - BISSON - IANNIELLO 13.5 ISSN 1828-5961 Post Human Design case study: a speculative approach to flourish critical mindsets.

For instance, if three separate scenarios are present, twelve previously created different markers are stored and loaded. Since chang- es in environmental features such as lighting and weather conditions would affect the marker recognizability confidence, an area learning script was implemented in the web-app back-end. The script allows the developer to scan the room for markers through the device camera. If at least four markers are found, they’re compared with the stored versions and checked if they belong to one of the stored arrays. If both conditions are satisfied, the script determines the pose of each marker in relation to one another and stores it in a file. Once learned, the developer can then pro- ceed to scan and store additional scenes. These pose files are then loaded as parameters of the web-app for the user devices to correctly place and dimension each scenario in the space. The user is taken through a brief initial tutorial first, in which he/she will get confident with the user interface and interaction possibilities. At the end of the tutorial, the device’s camera and sen- sors are accessed and the experience starts. To contextualize, define and make “visible” the macro-scenario in which the narrative was set, a time-line was created to accompany the spec- tators, decade by decade, from 2020 to 2100. For each decade it was written and made accessible through the augmented reality app, a newspa- per article that dealt with an environmental, social, technological, economic or geopolitical trend, underway in the present, considered fu- Fig. 5 - Timeline experience. Fig. 6 - One of the 3D printed objects. turistic and projected over time. Photo taken by one of the designers of the collective Photo taken by one of the designers of the collective Following the model and the tool of the practice of speculative Design, the articles have been real- attached to news articles through the aforemen- material one, and presented with his/her result. ized by interpreting phenomena of which we have tioned marker matrices; each augmented article The second part of the exhibition showed, evidence and hypothesizing a plausible develop- contains an animation relevant to the article itself through artefacts produced with 3D printing ment based on the year in which the designers that is triggered once the markers are in sight. technologies and the implementation of videos wanted to project the spectators (fig.5). Once each animation is completed, the user using the augmented reality app, how the differ- During the exhibition in Porto the articles is presented with a question and two different ent conceptualized human beings will adapt to were made available in a traditional way, while choices about his/her personal stance about the an environment that will be increasingly elec- through the web-app, animations that summa- news article. The answers to the questions are tromagnetically polluted, and how they will car- rized the content of the article were accessible collected through the experience; once all nine ry on the heritage, finding the ideal partner and in augmented reality. questions have been answered, the user is then reproducing themselves (fig.6). The first nine augmentations in the timeline are profiled into either the material dimension or im- The additional eight augmented scenarios were http://disegnarecon.univaq.it DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL DESIGN FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION PALMIERI - BISSON - IANNIELLO 13.6 ISSN 1828-5961 Post Human Design case study: a speculative approach to flourish critical mindsets.

each composed of complex and/or animated 3D particle animations were previously baked (sim- The purpose of this exhibition, like any other spec- models, thus being rather resource demand- ulated and calculated beforehand, then saved as ulative project, was to foster the development of ing, especially on mid to low-end performance static files to be loaded accordingly) in the aug- critical thinking about the themes addressed, devices. Additionally, to increase the visual en- mented scenes. Once at the avatar scenario, the which could make the viewers more aware of gagement of the content and simulate complex user could take a selfie and see the augmented what is happening in the present, trying to remain behaviours like waves, beams and sparks, parti- filter superimposed in the scenario itself. neutral in the narration of these issues. For this cle animations (A-Frame includes an embedded As stated in a previous paragraph, a possible story reason, during the exhibition at the FuoriSalone, a particle system) were developed and integrated. was narrated following the storytelling technique, third stage was designed, exploiting the architec- To limit the amount of data that the user’s phone and it was made visible through the exposition ture of the bell tower, which served as a moment had to process and render in real time, and since of physical artefacts and communicative objects, of time for personal reflection and which preceded several behaviours (like the particle animations such as graphic and copywriting parts, and the conclusions of the exhibition, written from the motion and appearance) all textures, shaders and through the augmented reality app. point of view of the Collective. In these it was stat-

Fig. 7 - Last day. Photo taken by one of the designers of the collective Fig. 8 - Last day. Photo taken by one of the designers of the collective Fig. 9 - Last day. Photo taken by one of the designers of the collective

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ed, among other sentences, that the point of view should open its practices and methodology to a bition contexts will be increased. of Design and, more generally of the activities of wider public, referring to typical tools and meth- In this regard the case study “Post Human De- our species, should move from Human Centred to ods of (Sanders, 2002), such sign” becomes important, thanks to the decisions Environment Centred [22] with the community of as joint activity sessions and focus groups, games, of designers of relying on digital tools such as living beings as a driver [23]. role plays, activities with cards [24], thus including social networks and the web-app for augmented Keeping these conclusions in mind, on the last day the possible end users of its outputs in the gen- reality, to create the format. of FuoriSalone exhibition a collective meditation eration of scenarios and in the planning activities. This, although in support of a work of curation, session was organized, led by an expert, with the In this way the users can be more activated in the allows to develop the following question: if the aim of emphasizing how different practices, life- critical thinking processes, entering even more speculative Design is supported, among the vari- styles and mindsets could be models that can be deeply into contact with the issues addressed. ous methodological tools, by interfaces and digital pursued with positivity (fig.7; fig.8; fig.9; fig.10). With a greater number of users involved, for ex- tools would be possible to create “products” sale- ample by promoting workshops open to the public, able even in areas other than the exhibition? CONCLUSIONS or by practising the methodology in the university Products that therefore diverge from a certain environments, the possibility of generating pro- type of format, which become accessible to a Despite being linked to a case study, these sum- jects that could find applications outside the exhi- much wider public, perhaps because they are marized conclusions introduce an interesting topic to try to implement the typical tools and Fig. 10 - Meditation experience. Photo taken by one of the designers of the collective methods of speculative Design and to be able to expand its possible fields of use. Taking into consideration this case study and the methodology, the tools and the characteristics of speculative Design highlighted in the previous paragraphs, it is interesting to try to define a mod- el that can implement the aforementioned way of doing Design, overcoming its main critical points. As previously stated, speculative Design finds mainly application in the circuits of exhibitions, lending itself to the criticism that is moved to any branch of critical Design, of not being able to generate outputs usable in different contexts than the aforementioned. The defined role of speculative Design is to act as an activator of the process of critical thinking in the viewer, which, stimulated by the contents and the way in which they are communicated, begins to reflect on the issues addressed. In this sense we can say that, given the nature of the issues typically analysed and described by speculative projects, this way of doing Design is very close to the political one, in the more gen- eral meaning of the term (Candy, 2010). Politics deals with themes that are also important for speculative design (Ericson & Mazé, 2011). In this logic, aware of the fact that the “political” activity should be conducted by each person, made part of its dynamics, even the speculative Design http://disegnarecon.univaq.it DISEGNARECON volume 12/ n. 23 - December 2019 EXPERIENTIAL DESIGN FOR HERITAGE AND ENVIRONMENTAL REPRESENTATION PALMIERI - BISSON - IANNIELLO 13.8 ISSN 1828-5961 Post Human Design case study: a speculative approach to flourish critical mindsets.

more involved and participatory and there- fore more aware? Ultimately, and in conjunction with what has been written previously, speculative Design could deepen its relationship with the world of scientific disciplines, transforming them from a simple basin in which to seize themes and de- sign cues, to a germinating bi-directionality: for Science Design could become a tool of projected communication of innovations, discoveries and advances and therefore a tool to interface with a public less aware than the sector’s employees. It would become, in the same way that technol- ogy is and was, alongside with the environment and sociality, one of the three cornerstones of this branch of the discipline.

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NOTE Design, or com- logical systems, living organ- [20] A-frame is a web framework REFERENCES Majchrzak, T.A., Bjorn-Hansen, A., [1] Cameron Tonkinwise is a munication Design. As a group isms, or derivatives thereof, for building virtual reality experi- Gronli. T.M. (2018), Progressive professor at the University of they work in the field of critical to make or modify products or ence. Ashley, M. (2011), Out of This web apps: the definite approach technology in Sydney. He is the and speculative Design and they processes for specific use. World: Science Fiction but Not as to cross-platform development?, in director of the Design innovation are moved by the belief that [21] The smallest augmentation in You Know It, The British Library, Proceedings of the 51st Hawaii In- research centre in the same uni- speculation around possible, [13] Nanotechnology is the ma- the web-app is 33 cm wide. London. ternational Conference on System versity. He does research among plausible and probable futures nipulation of matter with at least Sciences, 01/03/18-01/06/18 the themes of , is a fundamental means to use one dimension sized from 1 to [22] Human centred Design is Bleecker, J. (2012), Design Fic- , sustainable De- to fuel a critical vision of the 100 nanometers. an approach to problem solving tion: A Short Essay on Design, Malpass, M. (2017), Critical De- sign, Design for social innovation present and raise the degree of that develops solution by involv- Science, Fact and Fi ction. 2009. sign in context: history, theory and and philosophy of technology. awareness about critical sub- [14] Virtual reality is a simulat- ing the human perspective in Available at http://nearfuture- practises, Bloomsbury, London. jects. One of the author is the ed experience that can be sim- all steps of the problem solving laboratory.com/2009/03/17/ [2] The exhibition was curated by co-founder of the group. ilar to or completely different process. Here the hope of the de- design-fiction-a-short-essay-on- Sanders, E. (2002), From user Paola Antonelli and Patricia Vec- For further information cfr from the real world. Applica- signers is to be able to see the design-science-fact-and-fiction. centred to participatory Design chierini. For further information website https://sitontheben. tions can include entertainment switch from this perspective to a [accessed 1/11/2019] approach, in Design and the so- cfr website https://www.moma. ch/ [accessed 1/11/2019] and educational purposes. one based on the Environment as cial science, pp. 1-7. org/interactives/exhibitions/2008/ the sum of all living beings. Candy, S. (2010), The Futures of elasticmind/ [accessed 1/11/2019] [9] FuoriSalone is a that [15] The Liprando Tower is the bell everyday life: politics and the Schultz, W.L., Crews, C., Lum, works as a container and com- tower and the only remaining of [23] In the second performance Design of experiential scenarios, R. (2012), Scenarios: A Hero’s [3] For further information cfr municator for exhibitions and an ancient church located in the at Porto Design Biennale, again Thesis for: Ph.D., Political Science. Journey across Turbulent Sys- website https://speculativeedu. events during the Milano Design Sarpi neighbourhood in Milano. It for this reason, the conclusions tems, in Journal of Futures eu/, a platform that shares Week. The last edition took place is property of Bordiga Group. were omitted. Davies, C., Sarpong D. (2013), The Studies 17, pp. 129–140. tools and knowledge around the from 8th and 13th of April. There epistemological relevance of the practice of speculative Design. are usually five districts where [16] Gilles Clément in his Man- [24] For further information arts in foresight and futures stud- Wilson, S. (2010) Art + Science: [accessed 1/11/2019] it can be possible to find exhi- ifesto of the Third Landscape cfr website http://dlrtoolkit. ies in Futures, vol. 47, pp 1-7. How Scientific Research and Tech- bitions and events that corris- (2005) describes it as the sum com/participatory-design/. nological Innovation Are Becoming [4] For further information cfr pond to as many area of the city, of the space left over by man to [accessed 1/11/2019] Dunne, A., Ruby, F. (2013), Key to 21st-century , website https://www.quantum- which are Brera, Isola, Ventura, landscape evolution, to nature Speculative everything, MIT Thames & Hudson, London. run.com/ [accessed 1/11/2019] Tortona and Sant’Ambrogio. alone. It should be considered press, Cambridge. For further information cfr website as the genetic reservoir of the [5] For further information cfr https://fuorisalone.it/welcome/ Planet, the space of the future. Galloway S. (2007), A critique of website https://scholar.google. [accessed 1/11/2019] definitions of the cultural and cre- com/ [accessed 1/11/2019] [17] Augmented reality is an ative industry in public policy, in [10] The first Porto Design Bi- interactive experience of a real International Journal of Cultural [6] Design fiction is a Design prac- ennale held during 2019 deals world environment where the Policy, issue 1 vol. 13, pp 17-31. tice aiming at exploring and criti- with the themes of new milleni- objects that reside in the real cising possible futures by creating um Design, democracy, futures world are enhanced by com- Kelliher, B. (2015), Design futures provocative scenarios, narrated and post millenium tension. For puter-generated perceptal in- in action: documenting experiential through Design tools. It is a wat to further information cfr website formation, sometimes across futures for participatory audiences, facilitate and foster debates. https://portodesignbiennale.pt/pt multiple sensory modalities. It in Futures, vol. 70, pp. 36-47. [accessed 1/11/2019] can be defined as a system that [7] Rapid prototyping is a group fulfilles three basic features: a Ericson, M., Mazé R. (2011), De- of techniques used to quick- [11] CRISPR gene editing is a combination of real and virtual sign Act: Socially and Politically ly fabricate a scale model of a method by which the genomes worlds, real-time interactions Engaged Design Today - Critical physical part or assembly using of living organism may be edited. and accurate 3D registration of Roles and Emerging Tactics. three dimension modeling soft- By delivering the Cas9 nuclease virtual and real objects. Iaspis/Sternberg, Berlin. wares. Construction is usually complexed with a sybthetic guide done 3D printing or additive man- RNA into a cell, the cell’s genome [18] AR.js is a lightweight library Johnson, B. D. (2011), Science ufacturing technologies. can be cut at a desired location, for augmented reality on the web, Fiction for Prototyping: Designing allowing existing genes to be re- coming with features like marker the Future with Science Fiction, [8] The Bench Collective is a moved and new ones added. based and location based AR. Morgan & Claypool Publishers, group of young designers born San Francisco. in Milano during the 2019. All [12] By the term biotechnology [19] Library of contents for Ja- of them have graduated from it is addressed any technolog- vaScrpt. Politecnico di Milano in product ical application that uses bio- http://disegnarecon.univaq.it