Notes on "Ambiguity as a resource for design"

The most interesting part for me was "Tactics for using ambiguity" which explicitly gives "tricks" taken from the art world to be applied to design ideas.

Ambiguity of information

  • Use imprecise representations to emphasize uncertainty (e.g. Mona Lisa's smile)
  • Over-interpret data to encourage speculation (e.g. Picasso's Guernica, figured is blurred by overuse of lines)
  • Expose inconsistencies to create a space of interpretation (e.g. once in a while, juxtapose images that have no obvious link to one another)
  • Cast doubt on sources (ie. where does the data come from) to provoke independent assessment

Ambiguity of context

  • Implicate incompatible contexts to disrupt preconceptions (e.g. Duchamp's "Fontaine")
  • Add incongruous functions to breach existing genres (e.g. the mix of western/kung-fu genres in Tarantino's "Kill Bill")
  • Block expected functionality to comment on familiar products (e.g. Sarah Pennington's mobile phone cover that has no "call" or "receive" buttons)

Ambiguity of relationship

  • Offer unaccustomed roles to encourage imagination (e.g. Telegotchi, tamagotchi controlled by telepathy, makes people engage in "telepathic" activities - which they probably would not otherwise)
  • Point out things without explaining why (e.g. "fine art photography has shifted from capturing images of important scene to making scenes important by capturing their image")
  • Introduce disturbing side effect to question responsibility (e.g. "the Dawn Chorus is a proposal for an artificially-intelligent feeder that uses operant conditioning principles to teach local birds new songs")