[These were also mentioned in the project process posts about. This is a working list, and I will continue to add/edit this post instead of making new posts]
Precedent mainly for Project 1 and 2
This combined with research on Harlow’s monkeys started me off for Projects 1 and 2. The idea of having rooms with screens all the way around and a life pre-occupied by screens is explored in this episode of Black Mirror.
I brought to this concept the idea of not ever contacting another human being, by connecting this episode to Harlow’s monkeys.
Finding this app was another driving factor behind Project 1 and 2. How far will we rely on technology to interact with each other, and when is it too much?
^The Sims was a source of inspiration when connecting it with the concept of Harlow’s monkeys and creating Projects 1 and 2. Are simulations and avatars of families enough to live a ‘fulfilling’ life, especially when there is no physical contact?
^ Positively showing interactions with a screen.
^ An example of how we over-rely on technology to teach us how to live life. Here the screen is instructing the individual on how to navigate relationships. This is similar to existing apps like Happn and Tindr. I incorporated the assertive nature of the ‘screen’ in Project 2.
^architectural references that I considered when planning Project 1. How people have utilized small spaces for efficient living.
^ A story by Ray Bradbury about how a futuristic nursery affects the psychology of children. The nursery is a room full of screens and scents, basically a technology that simulates a place, for example the beach or the desert. I was inspired by this when deciding how the screens woul be situated around the room for Projects 1 and 2.
^Various literature and adaptations (movie of Brave new world) I researched for building the concept of my world for Project 1 and 2. The ideas of Big Brother, Newspeak (changing language to change ideologies and control behaviours) becomes relevant in a world where an assertive screen is what people use to live their lives through.
^ I watched this and got inspired to do a PSA-like, unsettling, motion piece for Project 2.
T A N G O by Sasha Firs, via Behance
^ The images I referenced when deciding the colours and type for the screen in Project 2
^ I directly looked at these SmartTv interfaces to inform my design decisions for the screen in Project 2. Some movements (like how the menus appear) were more ‘futuristic’ then others.
^ Various existing objects and technologies that I used to inform the concept for the room, as I wanted to base this world as close to present reality, it makes it more plausible which is my intention. I will probably refer back to them when re-working Project 1 (a 3d model of the room, showing the individual navigating around the room on a daily basis)
^ A concept video by LG that has a section (the child attending school from his bed) that looks very much like what I had imagined for the room (how walls are made up of screens). I will probably use this to inform how I design the 3D model of the room.
Precedent for Project 3:
The Matrix and Soylent Green are fictional stories about dystopic worlds. ‘Soylent’ is a company that already exists, pitching itself as a convenient and completely nutritional balanced meal replacement. I’ve chosen to focus on the aspect of food for Project 3. The Matrix creates an illusion of food, where the scent and taste of the food is fed into peoples’ minds by the system, this is also evident in Bladerunner 2049.
I want to explore the facade-like nature of social media. Ultimately, everyone in this world is living a simulated, fake, or orchestrated reality, similar to the way social media functions. By doing this I also want to emphasise the emphais put on appearance, for example, composing your food for the world to look at. This topic was also touched on by the Black Mirror episode Nosedive [need source].
^research for different ways in which the function of food (nutrition? joy?) could be stripped down to the most crude form in this world.
^ Articles I read when sketching the design of the rooms, and how the world would function. I considered aspects like life expectancy, flow of currency, job automation, and death/burials. I also looked into the psychological effects of solitary confinement and the concept of family. Reading these helped me create the most plausible extreme of living in a room without human contact. LINK: Project 1, 2, 3D printing, LG concept video, Harlow’s monkey.
^ Reading into this helped spark my initial idea.
^ An article written about the future of living with constant surveillance and how we will choose to navigate our lives through that. Will there be a system, where one organization monitors/polices everyone, or will we create a system where everyone monitors everyone? These are concepts I thought about when working on Project 1. It made most sense to have a combination of both.
Looking into this gave me insight on how I could use it to build a dystopic world. In my world, a mother figure or ‘human interaction’ would be present, but only in the form of screens. The questions this study opened made me consider whether I wanted to explore the concept of human touch in my projects as well.
IVF and Artificial wombs
^Having this technological progress gave me a grounding on which to create my world. I didn’t want to create a fantastical future. The existence of semi-successful artificial wombs helps me create a stronger impact as the world I create is more imaginable. LINK: Black Mirror, Projects 1, 2
^These two sources talk about the future of food, and how climate change and overpopulation will affect what we eat and create a need for technological intervention. LINK: Project 2, Soylent, Space food, The Matrix.
Slot machines and online games are sometimes cited as examples of human devices that use sophisticated operant schedules of reinforcement to reward repetitive actions.
Social networking services such as Google, Facebook and Twitter have been identified as using the techniques, critics use terms such as Skinnerian Marketing for the way the companies use the ideas to keep users engaged and using the service.
Gamification, the technique of using game design elements in non-game contexts, has also been described as using operant conditioning and other behaviorist techniques to encourage desired user behaviors.