Picture this: You’re at
your thirteenth birthday party. It’s a bowling party and as you’re about to
impress everyone with your “supa sweet” bowling skills, your feet suddenly
morph into fins. You faceplant onto the ground while your crush and the rest of
your “friends” laugh at you. In a world where puberty is replaced by becoming
your spirit animal, experiencing random morphing is just part of being a teen.
There are of course good
and bad aspects of such a society. While some find the spirit animal a
liberating, necessary part of themselves, others see it as something to be kept
personal, almost hidden. Although a fictitious world, there is nothing new
about these views. We as humans have debated for centuries about social
expectations and etiquette. Agonizing over what to do and what not to do. In
our artifacts, we have represented a society in which morphing into a spirit
animal is an integral part of society. Even so, there are mixed opinions and
implications concerning whether it is accepted or even acceptable. Such
questions ignite a new and unknown conflict, one more question of human rights,
like race or gender, political opinions or social standing. In each artifact we
chose to explore this question and design pieces of such a conflicted world.
As we created our own
new world, we opened our minds to this pressing question, but also to what life
would look like with spirit animals involved. Creating snapshots of everyday
life through newspaper headlines, political posters and photos of city signs,
we designed a fictitious world that came to feel real. With each artifact we
seemed to uncover a new story about the people, places and things that this
world contained. Like Julian Bleecker says in his article, Design Fiction,
“ [Design fiction] objects are totems through which a larger story can be told,
imagined or expressed…” There was no way we could explain every portion of the
newly discovered spirit animal world, but we could craft our own
perception and provide a base for new stories.
We can see this phenomenon of new worlds and stories in our
own world today. When the novel, The
Hunger Games, was released,
the imaginary world of Suzanne Collins began to take form. Following the
detailed book, was the professionally designed world of Collin’s imagination in
film form. Helping the reader and the viewer to see Katniss’s world as real,
the specific choices in design became a trademark of that world. People
everywhere began to dress up like people from the Capitol.
District 13 or maybe even like Katniss herself, delving
deeper into the newly created world. Although our world may not spark a
phenomenon of people dressing up as spirit animals or making movies about
awkward transforming teens, it has made us more aware of how design holds the
power to open an avenue of creativity. That each photo we created or political
poster we staged contributes to the creation a completely different and magical
world.
--Catherine, Hannah, Grace, and Morgan
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