Near Future Laboratory Newsletter
Join nearly 21,000 members connecting art, product, design, technology, and futures.

Date: September 23, 2025

Summary: Julian Bleecker examines how dystopian science fiction, once meant as warning, has become an inadvertent design manual. From *Star Wars* aesthetics to *Minority Report* interfaces, he observes how the seductive visual grammar of control and spectacle often overshadows the cautionary moral. The essay asks what happens when we stop heeding dystopia’s warning and instead start reproducing it — and how we might shift toward designing futures that invite optimism, not fear. Bleecker proposes that stories of possibility need not live in prose at all, but in things — prototypes, artifacts, systems — that act as “ontological furniture,” shaping how we think, feel, and build. His analog OMATA cycling computer becomes a case study in designing for the world we wish existed, rather than the one we merely inherit.

Essentially: When dystopias become design briefs, the problem isn’t imagination — it’s orientation. The real fiction worth writing is one you can hold in your hand.

But why? To tell a better story of the future, one must first build a better prop.

Near Future Laboratory Logo
⊂(◉‿◉)つ

Suppose the cautionary tale is read as a playbook?

The other day I was reading through a pre-print draft of a book I was asked to contribute to with an afterword. There were some essays referring to the canons of late twentieth-century science fiction — the era of cautionary dystopian tales. The worlds we're living in today often echo those speculative visions, raising questions about their relevance and impact. And then I thought about Star Wars fans who cosplay Darth Vader and Stormtroopers and I was like — wait, those are the bad guys, right?
But there's something undeniably compelling about their aesthetic, their power, their presence, their little zippy-do Tie Fighters, long corridors with cool greeble panels with fun levers, theme park garbage chute rides..all before you see it as an undesireable representation of an brutal authoritarian galatic empire.
This got me wondering: what happens when cautionary tales become sources of inspiration rather than warnings? When dystopian fiction becomes a showcase for fascinating possibilities rather than outcomes to avoid?
There's something interesting happening in how we process speculative futures. When science fiction presents compelling visions — even dark ones — they can feel inevitable rather than conditional. The technology becomes the focus while the cautionary context fades. We see Minority Report's gesture interfaces and want to build them; we see Ready Player One's immersive worlds and want to create AR experiences, dispensing with the larger context and meaning.
What if we focused more on stories that don't just show us what could go wrong, but actively explore what could go right?
We tend to assume that traditional storytelling will shape how we think about technology's future. But those stories circulate in complicated ways, and "The Handmaid's Tale" isn't everyone's dystopia. The problem isn't just that dystopian warnings become instruction manuals; it's that written stories, however compelling, remain separate from the material world they aspire to inform.
Sometimes a story of possibility is best embedded in other kinds of "material" than prose — in things, ontological contrivances that do something while shaping consciousness in ways different from semantics strung together on the page.
This has been the focus of my practice — building systems and prototypes, creating tools for thinking about the future, designing experiences that help people imagine possible futures.
Take OMATA, the bicycle computer I spent nearly a decade developing. While the cycling world assumed computers meant plastic screens full of data, I asked myself: what if a computer could be circular, analog, beautiful? The product became an artifact from an alternative present where cycling remained visceral rather than quantified.
This wasn't just product development; it was speculative design made tangible. Every morning I had to reconstruct the fiction that cyclists wanted beauty over metrics. I was trying to be, in Ursula K. Le Guin's phrase, "a realist of a larger reality" — building toward a world that didn't yet exist but felt more human.
Stories are powerful tools for exploring possibilities and shaping imagination — and those "stories" don't have to be prose. They can be prototypes, experiences, systems. Whatever form shapes our understanding and opens our imagination. I'm increasingly interested in creating narratives embedded in material — ontological furniture, as the objects and experiences and not just words that make reality reality — that help us navigate toward positive futures, stories that don't just warn us away from dystopia but actually light a path toward something worth building.

Read the full reflection

⊂(◉‿◉)つ

The Evolutionary Value of Imagination and Visual Storytelling

A rebroadcast of a chat with Dave Gray from a couple years back that got taken down by Spotify! Listen back to the edit to find out why — but mostly listen back for Dave's dulcet baritone reminding us all of the evolutionary value of imagination and visual storytelling to help us make sense of the unknown, the unlikely, the improbable escape routes from existential calamity. The simple beauty of translating feeling and ideas into images is a powerful way to see the world differently, to make sense of complexity, and to envision new possibilities.

Listen to Episode 102

⊂(◉‿◉)つ

Office Hours The Side Projects Edition

Last week we saw an AI-augmented live in-person Karaoke contrivance called Yokey. Join us this week and share your current side project — there's one open slot left.
You can RSVP to spectate and join the discussion here.

Sign up here

 
⊂(◉‿◉)つ

Two Books

Now you can get the 'How' and the 'Why' books together in a special limited bundle!
The Manual of Design Fiction is the definitive text on the practice, written by the founders of the practice. Full of case studies, reflections, and how-to's, this book forms the bedrock of innovative branch of creative and design practice.
'The Reader's Guide' answers the pressing question: why is Design Fiction relevant? What is its value?
Get both for only $35USD. Overseas orders ship from the EU!

Get Yours!

 
Found in the Near Future Laboratory Discord
 
AI on a 1997 Pentium II?

@julian

Someone experimented with a 1997 processor and showed that just 128 MB of RAM is enough to harness the power of AI. Can algorithmic optimization expand AI accessibility on olde tyme hardware?

 
 
From the Near Future Laboratory Project Archives
 
⊂(◉‿◉)つ

MobZombies

A pre-iPhone pre-Pokemon Go prototype of hybrid digital-physical location-based play

Developed circa 2007 with (then) grad students Aaron Meyers and Will Carter, MobZombies is a zombie-fleeing game where a player's movement controls an avatar in the game space. Players run away from virtual zombies by actually running. The objective of the game is simple: stay alive as a horde of the undead slowly moves towards you. The longer you stay alive, the more zombies appear and the better they get at following you.
These kinds of prototypes — an idea that anticipates the near future both of hardware and experiences — are precisely the kinds of 'science fiction' prototyping that a speculative research and development team produces.
But, you really need to see the process photos of the whole thing to sense into the kinds of work that I believe teams could be doing to edge into new possibilities.
This is Bill Bowerman hand-crafting running shoes out of the trunk of his 1963 Ford Fairlane with his wife's waffle iron. By which I mean sometimes the future looks weird, doesn't make any sense, and is cobbled together with vision, persistence, and hot iron.

Read More ⇒

Near Future Laboratory