Riding high on the wave of massive interest in his most recent work “Hyper-Reality,” which depicts a super-mediated Medellín, Colombia of the near future, director/designer Keiichi Matsuda chats with CAN about augmented reality, Silicon Valley, and CGI shopping companions.
Created by Tim Clark at the Royal College of Art, Design Interactions, High Speed Horizons is a design-driven, critical exploration into technology, innovation, big thinking, and our constantly changing attitudes towards the three, told through projected visions of alternative energies and flight.
Created by William Fairbrother, Alberto Ruiz Soler and Oliver Smith, ERIS—2000 is a fictional scientific instrument invented by cybernetician Erica Symms in 1971. The device was used to show and study, through a simplified simulation, the consequences of human decisions on complex systems.
‘Beyond Blood’ is a project that imagines a legal system where algorithms take over the inheritance process where the deceased has not left a will and the state has to distribute the estates.
“Therefore I Am” is a project exploring prenatal diagnostics – the measurement of a human before birth and consequences and ethics as scientists encode our DNA further and further.
Pro-Folio is a portfolio website that can generate up to 690,903,803 trillion portfolios of fictional artists and designers with unique name and work combinations.
CAN goes in-depth with the Paris-based ‘anticipatory’ design studio N O R M A L S to learn about their forthcoming dark, dense, and dizzying graphic novel series. Working process, representational techniques (that bridge illustration and code), and a critical reading of contemporary design fiction.
Continuing our documentation of Resonate 2013, it’s a pleasure to present the talk of Anthony Dunne, professor and head of the Design Interactions programme at the Royal College of Art in London
Faith Condition by Lukas Franciszkiewicz is a project that attempts to address the understanding and applications of technology within the religions circles of current “media society”. Lukas is interested in the transformation of religion and technological reproduction of the religious phenomenon of an ‘out-of-body’-experience. The initial aim was the manipulation of human self-perception by blurring the boundaries between the real […]
A significant percentage of video games employ in one way or another the figure of death. The thanatological sub-species of video game representations are practically endless: dismemberment, infection, untreatable wounds, explosion, etc. Players can be eaten, crushed, sliced, diced, quartered, electrocuted, impaled, and so on. Many of these representations are more or less approximate: in […]
Greg Borenstein says, “This is a video version of a paper I delivered with Jem Axelrod at the 2009 PAMLA Conference about Project Cybersyn, an early 70s socialist pseudo-internet built by British cyberneticist Stafford Beer in Chile. The video explores how Beer’s writing, infographics, and industrial design worked together to create a science fictional narrative […]