Experiencing the future mundane
Configuring design fiction as breaching experiment
Bibliographic Data
| ID | 15216007 |
|---|---|
| Authors | Andy Crabtree (0000-0001-5553-6767, University of Nottingham, corresponding author), Tom Lodge (0000-0003-0857-7341, University of Nottingham), Neelima Sailaja (0000-0001-5056-673X, University of Nottingham), Alan Chamberlain (0000-0002-2122-8077, University of Nottingham), Paul Coulton (0000-0001-5938-4393, Lancaster University), Matthew Pilling (0000-0001-8607-6484, Lancaster University), Ian Forrester (0000-0001-7438-3604, BBC R&D) |
| Year | 2025 |
| Volume | 41 |
| Issue | 4 |
| Pages | 1-30 |
| Publication date | 2025-03-12 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Human-Computer Interaction (JOURNAL) |
| Journal identifiers | ISSN: 0737-0024 • E-ISSN: 1532-7051 |
| Publisher | Taylor & Francis (PUBLISHER • GB) |
| DOI | 10.1080/07370024.2025.2454555 |
| OpenAlex | W4408380097 |
| Language | EN |
| Citations received | 2 |
| References cited | 47 |
This paper introduces a novel methodological approach for surfacing the acceptability and adoption challenges that confront future and emerging technologies from the perspective of mundane action, in which they will ultimately be embedded and used. This novel approach configures design fiction as a breaching experiment to surface taken for granted background expectancies that are fateful for acceptability and adoption. We explain the logic of this new interdisciplinary method and present a concrete case to demonstrate its viability: a design fiction called Experiencing the Future Mundane (EFM), which depicts a future world in which watching TV is driven by smart adaptive media. We explicate the design of the EFM, how it was configured to breach common sense knowledge and surface taken for granted background expectancies concerning how watching TV works and is expected to work, the acceptability and adoption challenges that emerge from user engagement with the experience, and how this novel approach may be adopted more broadly
Aesthetics · Art · Visual arts · Computer Science · Design Education and Practice · Digital Games and Media · History · Innovative Human-Technology Interaction · Psychology
| Unique citing works | 2 |
|---|---|
| Citations per year | 2 |
| Citation span | 2025 - 2026 (2) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 2 |