New List:
Human connection
Architecture
Infrastructure
Protocols
Digital
Physical
Simulation
Novelty
Decentralising
Grotesque
Sublime
Dystopias and Utopias
Public and private spaces (physical and digital)
Nuance
Future
Graphic designer
Craft
Experience
Poetics
Material
Non-humans
Technology
Social exchange
Social norms
Humour
Absurdity
Alternative futures
Audience
Affordance
Change
Character
Collaboration
Curator
Costume
Defamiliarization
Discursive Design
Experience
Feelings of self
Fiction
Future
Grotesque
Human
Non-human
Interaction
Lenses
Machine
Memorial
Mobility
Novelty
Object Oriented Ontology
Perception
Performance
Performativity
Perspective
Participation
Play
Possible
Preferable
Posthuman
Social Construct
Social Norms
Speculative Absurdism
Speculative Design
Souvenir
Space
Sublime
Social relationships
Subversive
Spectacle
Time
Transformation
Transhuman
Technology
Tinkering
Tool
World-building
* Terms are listed in order of appearance
Uncertainty
The loss of reliability and feeling of unease that we are experiencing in the current moment. Nothing is known of definite.
Human appetite for novelty
Our desire to find new, original or unusual instances.
Discontinuity
Gaps or intervals in our experience.
Social relationships
Our need for companionship between one another.
Sublime & Grotesque
Our attraction to beauty and wonder as well as horror and disgust. We are both light and dark creatures.
Provocative hybrids
Combinations of provocative factors.
Design fiction
A design practice which aims to explore possible/speculative/alternative futures by creating simulations of scenarios through the use of designed artifacts.
Discursive Design
Discursive design (derived from “discourse”) expands the boundaries of how we can use design—how objects are, in effect, good(s) for thinking. Discursive Design invites us to see objects in a new light, to understand more than their basic form and utility.
Speculative Design
Using design as a tool to create not only things but ideas, to speculate about possible futures.
Alternative futures
Concept that individuals, communities, organizations, or societies are not bound to travel toward any single inevitable destiny.
Diegetic prototypes
Designed objects which help to illustrate design fiction.
Defamiliarization
Presenting audiences common things in an unfamiliar way in order to enhance perception of the familiar.
Expressions of human experience
Poems, songs, lyrics, art and theatre are all examples of this expression of human experience.
Craft
The skill in making things.
Design
The plan or finished product which shows the look and function of a thing.
Human adaptation
Using devices to achieve goals humans otherwise wouldn’t be capable of.
Art
Expression or application of creative skill.
Narrative
A spoken or written account of connected events; a story.
Engine
A machine with moving parts that converts power into motion.
Staging
The method of presenting a play or other dramatic performance.
Representation
Speaking, acting or showing a likeness on behalf of someone/something or the description or portrayal of someone/something in a particular way.
Speculation
The forming of a theory or conjecture without firm evidence.
Generative
Relating to or capable of production or reproduction.
Constructive
Having or intended to have a useful or beneficial purpose.
Adaptation
The action or process of adapting or being adapted. The process of change by which something/someone becomes different.
Lo-fi
Employing reproduction of a lower quality than hi-fi.
Trash Aesthetics
An experiment in producing alternative designs. The appearance is secondary to the improvisational process.
Messy
Untidy. Confused and difficult to deal with.
Future
Time which is still to come.
Augment
To alter something existing.
Amplify
To add, enlarge or add detail to.
Perception
The way something is understood, or interpreted.
Perspective
A view or prospect.
Performance
The action or process of performing a task or function.
Performativity
Language which functions as a form of social action and has the effect of change.
Experience
An event or occurrence which leaves an impression on someone.
Absurdity
The quality or state of being ridiculous or wildly unreasonable.
Social Construct
Something that exists not in objective reality, but as a result of human interaction. It exists because humans agree that it exists.
Social Norms
Collective representations of acceptable group conduct as well as individual perceptions of particular group conduct. They can be viewed as cultural products which represent individuals' basic knowledge of what others do and think that they should do.
Worldbuilding
The process of constructing an imaginary world, sometimes associated with a whole fictional universe. The resulting world may be called a constructed world.
Costume
Dress (someone) in a particular set of clothes.
Character
The mental and moral qualities distinctive to an individual.
Souvenir
An object/memory that is kept as a reminder of a person, place, or event.
Space
The dimensions of height, depth, and width within which all things exist and move.
Participatory
Involving or characterized by participation.
Change
To make or become different.