Experiencing the future mundane: configuring design fiction as breaching experiment.

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Title: Experiencing the future mundane: configuring design fiction as breaching experiment.
Authors: Crabtree, Andy (AUTHOR), Lodge, Tom (AUTHOR), Sailaja, Neelima (AUTHOR), Chamberlain, Alan (AUTHOR), Coulton, Paul (AUTHOR), Pilling, Matthew (AUTHOR), Forrester, Ian (AUTHOR)
Source: Human-Computer Interaction. 2026, Vol. 41 Issue 4, p233-262. 30p.
Subjects: Innovation adoption, User experience, High technology, Human behavior, Social norms, Digital media
Abstract: 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. [ABSTRACT FROM AUTHOR]
Copyright of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
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  Data: <searchLink fieldCode="DE" term="%22Innovation+adoption%22">Innovation adoption</searchLink><br /><searchLink fieldCode="DE" term="%22User+experience%22">User experience</searchLink><br /><searchLink fieldCode="DE" term="%22High+technology%22">High technology</searchLink><br /><searchLink fieldCode="DE" term="%22Human+behavior%22">Human behavior</searchLink><br /><searchLink fieldCode="DE" term="%22Social+norms%22">Social norms</searchLink><br /><searchLink fieldCode="DE" term="%22Digital+media%22">Digital media</searchLink>
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  Data: 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. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of Human-Computer Interaction is the property of Taylor & Francis Ltd and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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      – Type: doi
        Value: 10.1080/07370024.2025.2454555
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      – Code: eng
        Text: English
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      – SubjectFull: Innovation adoption
        Type: general
      – SubjectFull: User experience
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      – SubjectFull: High technology
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            – D: 01
              M: 07
              Text: 2026
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