──The tools described in the SPACE10 project have a human touch that encourages dialogue. What kind of design did you think of?
Our design language was definitely one of fun, beautiful and functional. In particular, it can be said that fun is the essence of philosophy. I would also like to stress that open collaboration is important to achieve this. Many companies still compete in secrecy.
However, SPACE10 found value in co-creating with others. I believe innovative design is possible through empathy and consideration, rather than trying to outdo everyone and focusing solely on growth and profit.
-The more we use superior tools, the more we depend on them. Gadgets can dominate our lives.
In fact, such an interpretation is also possible. Addictive apps and television are perhaps the best examples. How can we maintain a proper distance from technology? There is scope for further research on this matter. Live a life full of luxury without being cut off from technology. We thought one way to do this was to raise awareness about consumption.
Many technology companies are vying for your attention. The way we consume, which created these economic zones, should be reconsidered. Blockchain technology may help us reconsider.
Visualize the possibilities
──All the viewpoints I have raised so far are important. What do you think is necessary to achieve these goals in the future?
SPACE10 focused on “Visualizing Possibilities.” It bridges the gap in imagination by offering a vision of what is possible in the future. Even if the concept is complex, if you can visualize it and communicate it, people will think, “I can support this kind of future,” and by adding emotion to it, you can engage more people in the dialogue.
This is the area where science fiction excels. For example, “TENET” deals with complex scientific concepts such as quantum physics, and uses engaging language that seems to give concrete texture to abstract ideas.
──In order to look at the future in a more pluralistic way, “WIRED” often draws on the imagination of science fiction writers.
At the heart of many SPACE10 projects is the idea of speculative design. The speculative design idea of “using the power of visuals and storytelling to present possibilities different from existing possibilities” has much in common with science fiction, and is arguably essentially the same thing.
At SPACE10, we often say: “You can’t create what you can’t imagine,” and science fiction has also created wonderful fantasy worlds. The depiction of science fiction works often has an influence on reality, such as “Minority Report” which depicts an augmented reality interface, and “Her” which depicts a love story between a man and an AI assistant.
However, the portrayal of technology on screen is not always positive. For example, technology depicted in science fiction films is not always positive, and often depicts warnings and lessons, as in the film “Black Mirror.” On the other hand, I was thinking that SPACE10 should focus more on hope.
──I see. Finally, please tell us what we can do as individuals to improve our daily lives in the 2050s.
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