*********************************************
The Design-Fiction Slider-Bar of DisbeliefÂ
********************************************* *
10. Holy relics, attributes of sainthood and divinity; transubstantiated Hosts, Arks of Covenant, teeth of Buddha
9.5 Supernatural objects and services associated with elves, vampires, fairies; magical charms, garlic, silver bullets etc
9.4 New age crystals, lucky charms, protective pendants, mojo hands, voodoo dolls, magic wands
9.3 Quack devices, medical hoaxes
9.3 Fantasy âobjectsâ in fantasy cinema and computer-games
9.2 Physically impossible sci-fi literary devices: time machines, humanoid robots
9.2 Perpetual motion machines; free-energy gizmos, other physically impossible engineering fantasies
9.0 State libels, black propaganda, military ruses; missile gaps, vengeance weapons, Star Wars SDI
8.9 âRealplayâ services, âexperiential futurismâ encounters, military and emergency training drills, props and immersive set-design, scripted personas
8.8 Online roleplaying scenario games
8.7 Net.art interventions, diegetic performance art, provocative device-art scandals
8.6 Guerrilla street-theater; costumes, puppets, banners, songs, lynchings-in-effigy, mock trials, mass set-designed Nuremberg rallies, propaganda trains
8.5 Fake products, product forgeries, theft-of-services, con-schemes, 419 frauds
8.0. For-profit frauds and false commercial advertising
7.9 Rube Goldberg and Heath Robinson devices, chindogu âunuseless objectsâ, parodies, whimsies and comical contraptions; Albert Robida satirical prognostications
7.0 Vaporware; âFear Uncertainty and Doubtâ campaigns
6.0 âDesign Fictionâ diegetic prototypes from sci-fi media, âconcept cars,â âconversation pieces,â provocative laboratory curiosities
5.9 Blue-skying Internet-based âtheory objectsâ and congealed techie pundit scuttlebutt; socially-generated rumor and tech speculation; crowdsourced speculative objects and services; Kickstarter projects
5.0 âBrand Managementâ by design
4.9 Design pitches to the board of directors; untested business-models
4.8 The plans and schematics for as-yet-unborn yet genuine objects and services
4.0 Real-life product descriptions and users instruction manuals
3.5 Product reviews and opinions; user feedback, public assessments
3.0 Design criticism; material-culture assessments; scholarly studies
2.0 Legal regulations and government protocols concerning objects and services
1.0 Engineering specifications, software code
0.5 Historical tech assessment of extinct technologies, the âjudgement of historyâ
0.0 The ideal and unobtainable âobjective truthâ about objects and services