This problem, I think, is further compounded in more critical approaches, where design effectively begins and ends with the creative act. In other words, whether questioning ubicomp or biotech or something else entirely, the objects and ostensibly critical intentions of the designer are treated as givens and little effort has been made to systematically understand how other people interact–or do not interact–with these designs. Imagine discussions about video games that did not include player perspectives, or mass media research that did not take into account the active use of, rather than passive consumption of, information and entertainment. And yet critical design, speculative design, and design fiction are rarely researched by non-designers–see DiSalvo and Michael for notable exceptions–and almost never analysed or evaluated by their actual practitioners. (I’ll never forget being told by a designer that we can’t critique critical design because it had already been done through the design itself!)
5 Things About Ubiquitous Computing That Make Me Nervous – Anne Galloway (via timoarnall)