Download Free Science Fiction Prototyping Book in PDF and EPUB Free Download. You can read online Science Fiction Prototyping and write the review.

Science fiction is the playground of the imagination. If you are interested in science or fascinated with the future then science fiction is where you explore new ideas and let your dreams and nightmares duke it out on the safety of the page or screen. But what if we could use science fiction to do more than that? What if we could use science fiction based on science fact to not only imagine our future but develop new technologies and products? What if we could use stories, movies and comics as a kind of tool to explore the real world implications and uses of future technologies today? Science Fiction Prototyping is a practical guide to using fiction as a way to imagine our future in a whole new way. Filled with history, real world examples and conversations with experts like best selling science fiction author Cory Doctorow, senior editor at Dark Horse Comics Chris Warner and Hollywood science expert Sidney Perkowitz, Science Fiction Prototyping will give you the tools you need to begin designing the future with science fiction. The future is Brian David Johnson’s business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2021. His work is called “future casting”—using ethnographic field studies, technology research, trend data, and even science fiction to create a pragmatic vision of consumers and computing. Johnson has been pioneering development in artificial intelligence, robotics, and reinventing TV. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Fake Plastic Love and Screen Future: The Future of Entertainment, Computing and the Devices We Love). He has directed two feature films and is an illustrator and commissioned painter. Table of Contents: Preface / Foreword / Epilogue / Dedication / Acknowledgments / 1. The Future Is in Your Hands / 2. Religious Robots and Runaway Were-Tigers: A Brief Overview of the Science and the Fiction that Went Into Two SF Prototypes / 3. How to Build Your Own SF Prototype in Five Steps or Less / 4. I, Robot: From Asimov to Doctorow: Exploring Short Fiction as an SF Prototype and a Conversation With Cory Doctorow / 5. The Men in the Moon: Exploring Movies as an SF Prototype and a Conversation with Sidney Perkowitz / 6. Science in the Gutters: Exploring Comics as an SF Prototype and a Conversation With Chris Warner / 7. Making the Future: Now that You Have Developed Your SF Prototype, What’s Next? / 8. Einstein’s Thought Experiments and Asimov’s Second Dream / Appendix A: The SF Prototypes / Notes / Author Biography
Science fiction is the playground of the imagination. If you are interested in science or fascinated with the future then science fiction is where you explore new ideas and let your dreams and nightmares duke it out on the safety of the page or screen. But what if we could use science fiction to do more than that? What if we could use science fiction based on science fact to not only imagine our future but develop new technologies and products? What if we could use stories, movies and comics as a kind of tool to explore the real world implications and uses of future technologies today? Science Fiction Prototyping is a practical guide to using fiction as a way to imagine our future in a whole new way. Filled with history, real world examples and conversations with experts like best selling science fiction author Cory Doctorow, senior editor at Dark Horse Comics Chris Warner and Hollywood science expert Sidney Perkowitz, Science Fiction Prototyping will give you the tools you need to begin designing the future with science fiction. The future is Brian David Johnson’s business. As a futurist at Intel Corporation, his charter is to develop an actionable vision for computing in 2021. His work is called “future casting”—using ethnographic field studies, technology research, trend data, and even science fiction to create a pragmatic vision of consumers and computing. Johnson has been pioneering development in artificial intelligence, robotics, and reinventing TV. He speaks and writes extensively about future technologies in articles and scientific papers as well as science fiction short stories and novels (Fake Plastic Love and Screen Future: The Future of Entertainment, Computing and the Devices We Love). He has directed two feature films and is an illustrator and commissioned painter. Table of Contents: Preface / Foreword / Epilogue / Dedication / Acknowledgments / 1. The Future Is in Your Hands / 2. Religious Robots and Runaway Were-Tigers: A Brief Overview of the Science and the Fiction that Went Into Two SF Prototypes / 3. How to Build Your Own SF Prototype in Five Steps or Less / 4. I, Robot: From Asimov to Doctorow: Exploring Short Fiction as an SF Prototype and a Conversation With Cory Doctorow / 5. The Men in the Moon: Exploring Movies as an SF Prototype and a Conversation with Sidney Perkowitz / 6. Science in the Gutters: Exploring Comics as an SF Prototype and a Conversation With Chris Warner / 7. Making the Future: Now that You Have Developed Your SF Prototype, What’s Next? / 8. Einstein’s Thought Experiments and Asimov’s Second Dream / Appendix A: The SF Prototypes / Notes / Author Biography
Prototyping is a great way to communicate the intent of a design both clearly and effectively. Prototypes help you to flesh out design ideas, test assumptions, and gather real-time feedback from users. With this book, Todd Zaki Warfel shows how prototypes are more than just a design tool by demonstrating how they can help you market a product, gain internal buy-in, and test feasibility with your development team.
A LOCUS AWARD FINALIST FOR BEST FIRST NOVEL! The Guardian's Pick for Best Science Fiction Book of the Year! A timely and uncanny portrait of a world in the wake of fake news, diminished privacy, and a total shutdown of the Internet BEFORE: In Bristol’s center lies the Croft, a digital no-man’s-land cut off from the surveillance, Big Data dependence, and corporate-sponsored, globally hegemonic aspirations that have overrun the rest of the world. Ten years in, it’s become a center of creative counterculture. But it’s fraying at the edges, radicalizing from inside. How will it fare when its chief architect, Rushdi Mannan, takes off to meet his boyfriend in New York City—now the apotheosis of the new techno-utopian global metropolis? AFTER: An act of anonymous cyberterrorism has permanently switched off the Internet. Global trade, travel, and communication have collapsed. The luxuries that characterized modern life are scarce. In the Croft, Mary—who has visions of people presumed dead—is sought out by grieving families seeking connections to lost ones. But does Mary have a gift or is she just hustling to stay alive? Like Grids, who runs the Croft’s black market like personal turf. Or like Tyrone, who hoards music (culled from cassettes, the only medium to survive the crash) and tattered sneakers like treasure. The world of Infinite Detail is a small step shy of our own: utterly dependent on technology, constantly brokering autonomy and privacy for comfort and convenience. With Infinite Detail, Tim Maughan makes the hitherto-unimaginable come true: the End of the Internet, the End of the World as We Know It.
Impending technological advances will widen an adversary’s attack plane over the next decade. Visualizing what the future will hold, and what new threat vectors could emerge, is a task that traditional planning mechanisms struggle to accomplish given the wide range of potential issues. Understanding and preparing for the future operating environment is the basis of an analytical method known as Threatcasting. It is a method that gives researchers a structured way to envision and plan for risks ten years in the future. Threatcasting uses input from social science, technical research, cultural history, economics, trends, expert interviews, and even a little science fiction to recognize future threats and design potential futures. During this human-centric process, participants brainstorm what actions can be taken to identify, track, disrupt, mitigate, and recover from the possible threats. Specifically, groups explore how to transform the future they desire into reality while avoiding an undesired future. The Threatcasting method also exposes what events could happen that indicate the progression toward an increasingly possible threat landscape. This book begins with an overview of the Threatcasting method with examples and case studies to enhance the academic foundation. Along with end-of-chapter exercises to enhance the reader’s understanding of the concepts, there is also a full project where the reader can conduct a mock Threatcasting on the topic of “the next biological public health crisis.” The second half of the book is designed as a practitioner’s handbook. It has three separate chapters (based on the general size of the Threatcasting group) that walk the reader through how to apply the knowledge from Part I to conduct an actual Threatcasting activity. This book will be useful for a wide audience (from student to practitioner) and will hopefully promote new dialogues across communities and novel developments in the area.
Many designers enjoy the interfaces seen in science fiction films and television shows. Freed from the rigorous constraints of designing for real users, sci-fi production designers develop blue-sky interfaces that are inspiring, humorous, and even instructive. By carefully studying these “outsider” user interfaces, designers can derive lessons that make their real-world designs more cutting edge and successful.
In a time not far from our own, Lawrence sets out simply to build an artifical intelligence that can pass as human, and finds himself instead with one that can pass as a god. Taking the Three Laws of Robotics literally, Prime Intellect makes every human immortal and provides instantly for every stated human desire. Caroline finds no meaning in this life of purposeless ease, and forgets her emptiness only in moments of violent and profane exhibitionism. At turns shocking and humorous, "Prime Intellect" looks unflinchingly at extremes of human behavior that might emerge when all limits are removed. An international Internet phenomenon, "Prime Intellect" has been downloaded more than 10,000 times since its free release in January 2003. It has been read and discussed in Australia, Canada, Denmark, Germany, Japan, Mexico, the Netherlands, Slovenia, South Africa, and other countries. This Lulu edition is your chance to own "Prime Intellect" in conventional book form.
What would today’s technology look like with Victorian-era design and materials? That’s the world steampunk envisions: a mad-inventor collection of 21st century-inspired contraptions powered by steam and driven by gears. In this book, futurist Brian David Johnson and cultural historian James Carrott explore steampunk, a cultural movement that’s captivated thousands of artists, designers, makers, hackers, and writers throughout the world. Just like today, the late 19th century was an age of rapid technological change, and writers such as Jules Verne and H.G. Wells commented on their time with fantastic stories that jumpstarted science fiction. Through interviews with experts such as William Gibson, Cory Doctorow, Bruce Sterling, James Gleick, and Margaret Atwood, this book looks into steampunk’s vision of old-world craftsmen making beautiful hand-tooled gadgets, and what it says about our age of disposable technology. Steampunk is everywhere—as gadget prototypes at Maker Faire, novels and comic books, paintings and photography, sculptures, fashion design, and music. Discover how this elaborate view of a history that never existed can help us reimagine our future.
Innovation, in economic activity, in managerial concepts and in engineering design, results from creative activities, entrepreneurial strategies and the business climate. Innovation leads to technological, organizational and commercial changes, due to the relationships between enterprises, public institutions and civil society organizations. These innovation networks create new knowledge and contribute to the dissemination of new socio-economic and technological models, through new production and marketing methods. Innovation Economics, Engineering and Management Handbook 2 is the second of the two volumes that comprise this book. The main objectives across both volumes are to study the innovation processes in todays information and knowledge society; to analyze how links between research and business have intensified; and to discuss the methods by which innovation emerges and is managed by firms, not only from a local perspective but also a global one. The studies presented in these two volumes contribute toward an understanding of the systemic nature of innovations and enable reflection on their potential applications, in order to think about the meaning of growth and prosperity
How to use design as a tool to create not only things but ideas, to speculate about possible futures. Today designers often focus on making technology easy to use, sexy, and consumable. In Speculative Everything, Anthony Dunne and Fiona Raby propose a kind of design that is used as a tool to create not only things but ideas. For them, design is a means of speculating about how things could be—to imagine possible futures. This is not the usual sort of predicting or forecasting, spotting trends and extrapolating; these kinds of predictions have been proven wrong, again and again. Instead, Dunne and Raby pose “what if” questions that are intended to open debate and discussion about the kind of future people want (and do not want). Speculative Everything offers a tour through an emerging cultural landscape of design ideas, ideals, and approaches. Dunne and Raby cite examples from their own design and teaching and from other projects from fine art, design, architecture, cinema, and photography. They also draw on futurology, political theory, the philosophy of technology, and literary fiction. They show us, for example, ideas for a solar kitchen restaurant; a flypaper robotic clock; a menstruation machine; a cloud-seeding truck; a phantom-limb sensation recorder; and devices for food foraging that use the tools of synthetic biology. Dunne and Raby contend that if we speculate more—about everything—reality will become more malleable. The ideas freed by speculative design increase the odds of achieving desirable futures.