Showing posts with label BBC. Show all posts
Showing posts with label BBC. Show all posts

Tuesday, October 28, 2025

What happens when 200 architects visit the year 02099?

Spoiler alert: more music and dancing than I expected.

Mithun, an architecture firm known for beautiful, environmentally thoughtful design, turned 75 in 02024. They might easily have contented themselves with the most obvious way to mark the moment; looking back on three generations of proud achievements. There was, after all, plenty to celebrate in their past, including recently winning the AIA (American Institute of Architects) Award for Architecture Firm of the Year.

But as a dedicated community of systemic thinkers and creatives, they resolved to use the occasion to focus less on times gone by, and more on times to come. How might the celebrations be tilted 75 years forward instead of 75 years back?

That’s when they reached out.

I offered some initial ideas, and we soon landed on an approach. Summoning everyone from across the firm to their Seattle headquarters, we would spend a day thinking, feeling, and ultimately, physically making our way 75 years into the future. But we would not confine ourselves to a singular theory or vision of change; we would make room for the whole vast, messy possibility space of future pathways.

The result was an initiative, a gathering, a celebration, a collective hallucination – a time-travel party of sorts? – called Design 2099.

On a Thursday evening, a presentation by Leonard Forsman, Chairman of the Suquamish Tribe, set the stage, by providing a historical context delving into the deep time of First Nations lifeways in the region; followed by me introducing some of the foundations of foresight and experiential futures practice, and foreshadowing, just a little, what we were about to get up to.

As it turns out, even I wasn’t fully prepared for the glorious madness that would unfold next.

On Friday, we had most of the day. Supported by a great in-house project team, I led on the order of 200 folks through the process: scaffolding people playfully into experiential futures practices for concretely imagining; then forming small groups to dive deeper into particular “what ifs”. Each group received an envelope containing two divergent kinds of future, capsule scenarios to choose between; from a collection developed with the Mithun team which in aggregate spanned a terrific variety of worlds. (Sample: an ETHICAL A.I. future; a CARBON-NEGATIVE future; a MEGA-CITIES future; a PEDAL-POWERED future; a SURVEILLANCE STATE future; an ELDERLY-CENTRED future; a GRAVITY PLAYGROUND future; a WATER WARS future; a SPACE RENAISSANCE future; a CORPORATE future; a POST-GENDER future; a RADICALLY CREATIVE future; and on and on.)

Every group was then tasked to create a stall, a participatory encounter with their chosen scenario, by thinking through its implications and distilling these into an interaction, making use of any and all materials at hand, including junk brought in from home as well as other bits and pieces found lying around the office.

The result was a sort of worldbuilding extravaganza; an explosion – or collision – of what-ifs, comprising dozens of conceptually parallel yet physically co-present versions of 02099, dreamt up and manifested by each group of participants for others to step into.

In truth, the resulting experience is a bit challenging to describe, for the best possible reason: it was among the most joyously unhinged and surprising unleashings of human energy I’ve ever had the good fortune to witness in daylight.

With all hands on deck – architects, designers and staff from all three Mithun offices; Los Angeles, San Francisco, and Seattle – the gorgeous open-plan office space of historic Pier 56 on the Seattle waterfront was filled to bursting, with weird, wonderful, and unexpected future experiences from end to end.

Those of you familiar with past work shared here at The Sceptical Futuryst might sense a resemblance to what we did several years ago to introduce futures practices to designers across the British Broadcasting Corporation. If so, you’re right on track.

From my side “Design 2099” drew on experiences I’ve had co-designing processes for high-speed co-creation which include the trio of “Futurematic” events that we at Situation Lab ran with our friends from the Extrapolation Factory a decade ago (in Toronto, New York, and Los Angeles); supplemented with countless deployments of The Thing From The Future with imaginers from around the world; and not least, the wonderful Futures Bazaar project with the BBC, originating in collaboration with Filippo Cuttica and colleagues in Manchester, England, then adapted for Pittsburgh, Pennsylvania, and more recently, held in half a dozen cities across Mexico simultaneously.

I’m sharing this project now for two reasons.

First, what happened at Mithun HQ was one of the most narratively and experientially diverse explorations of alternative futures I’ve seen at this scale. By “narratively and experientially diverse”, I mean that the process design/brief was geared toward producing not only a wide array of future narratives, or ideas about what could happen by the end of the 21st century, but also an equally wide array of experiences, or vernaculars or genres of interaction that would make sense for a big face-to-face gathering, happening all at once within a single giant space.

The former dimension of narrative diversity is probably self-explanatory, but the latter, experiential diversity, might not be so intuitive. To put it another way; at a bazaar or market, filled with objects for sale, the commercial transaction is the coin of the realm. In this case though, rather than translating or funnelling each future premise into an object-oriented, satirically sales-based interaction, the brief was aimed at opening things up. The more encompassing format or metaphor of a “futures fair” was employed to invite as many types of face-to-face encounter as folks could conceive of. So the interpersonal aspects of the event, by design, were able to emerge as more central than the future artifacts.

The resulting interactions ran the gamut from fortune-telling booths to investment pitches, from educational institution showcases to community gatherings, and from product demos to dance lessons. Accordingly, the forms of social energy expressed in these interactions was just as diverse.

When we all had a debrief chat about everyone’s experience at the end of the day, the very first reflection that anyone offered was a remark on the impressive speed with which people had come up with ideas, and on how so many of the interactions produced had been “non-transactional”.

In terms of the Experiential Futures Ladder, you could say that participants wound up staging situations – containing but not confined to stuff – as diverse as the scenarios they were thinking about.

(The relationship between this sort of work and the nearly 100 immersive scenarios / situation designs or Time Machines that I’ve visited at this point, we’ll save to explore in due course. I also plan to share more at some point about other variants we’ve explored in the design space of participatory futures.)

Second, although I’ve been delayed in finding time to write about it, this remains a vivid, notable example of an organisation “using the future” – as my friend Riel Miller might say – in a really fun and inspiring way.

Mithun deserves to celebrate, and be celebrated for, their many years of contributions to architecture of course, but also for taking some of the effort and resources associated with that anniversary milestone, and doing more than just patting themselves on the back about it. By investing in imaginative capacity, they did something unusual and generative and worthwhile; something that ought to be normal, but isn’t yet.

My experience has been that even brief bursts of emancipation from our current everyday, via entertaining potential everydays-to-come (see the “mundane turn” in The Futures of Everyday Life p. 89), are a great way to expand an organization’s horizons of the imaginable. And they offer something essential in the present, too; a way of strengthening bonds of connection and community between participants. Making space for joyful co-imagining is a kind of prefigurative politics in its own right (see TFOEL p. 220), which I think we should want to see a lot more of in these fractured, often alarming times.

As I noted in relation to the BBC’s pioneering use of a co-imagining process that later spawned THE FUTURES BAZAAR toolkit:

Am I saying that this is “the right way” to introduce futures thinking into organisations? No. It was, however, a great way to do it here, partly because this specific organisation is full of creatives, makers, and storytellers. Also, the context of an away day made a bit of fun welcome, even essential. We understood that participatory, playful and hands-on elements needed to be foregrounded here, and so they were.

In a more corporate, bureaucratic, or self-serious context, such as strategic conversation for a government department, supranational outfit, or large business, other approaches might be more suitable. Less out-on-a-limb for the participants while still inviting their engagement with future possibilities physically, emotionally, and narratively.

For a different example, consider the World Energy Council’s embrace of experiential futures as part of its triennial Congress and 100th anniversary celebrations last year. To my mind, this channels a different version of the same delightful impetus.

Many thanks then to all at Mithun, and their bold and creative leadership, in particular President Dave Goldberg; as well as a wonderful support team drawn from across the firm’s staff, especially Annie Rummelhoff, Christian Runge, Nate Smith, and Naoe White. Much appreciation also to Danielle Engelman of The Long Now Foundation for joining the dots; and to my fellow event invitee, Chairman Leonard Forsman, for a beautiful welcome and orientation in both time and place, which provided the best possible portal to an open-hearted exploration of alternative futures. Last but not least, a grateful hat-tip to Sam Auster, whose excellent video documentation (my condensed re-edits of his footage above) somehow managed to bottle the lightning of the futures fair at Design 2099.

Related:
> Tomorrow’s Energy Today – for the World Energy Council (Medium)
> Dreaming Together – from the book Made Up: Design's Fictions (pdf version)
> Introducing experiential and participatory futures at the BBC
> THE FUTURES BAZAAR public imagination toolkit
> 1-888-FUTURES with Extrapolation Factory
> The School of Worldbuilding (pdf version)
> Using the Future at NASA (pdf version)
> On Getting Started with Experiential Futures – with The Omidyar Group
> What is the value of futures and foresight? – for the RSA
> The Futures of Everyday Life (pdf version)

Tuesday, October 18, 2022

Welcome to The Futures Bazaar

The Futures Bazaar: A Public Imagination Toolkit is published by Situation Lab & the British Broadcasting Corporation

(Update 20dec22: The Futures Bazaar has been named a Most Significant Futures Work of the year by the Association of Professional Futurists! Winners of the 02022 #IFAwards were announced here. Many thanks to APF for this recognition in the Inclusive Foresight category, and gratitude again to our BBC collaborators and all who contributed to the project, listed in this post and also in the kit itself.)

Picture a wild and wonderful place where all alternative future possibilities co-exist at once, and can be physically encountered in real life; a kind of multi-dimensional exchange, where tangible objects are put on offer from countless possible worlds.

This crazy setting is not just an idea, but somewhere I’ve visited — twice, actually. And you can, too.

The Futures Bazaar: A Public Imagination Toolkit, created and written together with my fantastic design futurist colleague Filippo Cuttica, has just been released by the British Broadcasting Corporation and Situation Lab. It’s available to download for free from the BBC here.

Thinking concretely about times to come is harder and rarer than it should be. That’s why this is an open access public imagination toolkit. It’s designed to help make such thinking a bit easier and more common.

The Futures Bazaar toolkit is basically a turnkey framework for setting up a co-creative gathering or design jam where participants transform everyday objects brought from home into unique things “from” alternative futures, to provoke, amuse, and inspire each other. Every participant helps imagine and produce these future artifacts, and every artifact tells a story.

You know, the toolkit is itself a sort of artifact, with a story of its own.

A few years ago, before the pandemic, we staged the first Futures Bazaar for the away day of the whole design side of the BBC.

It was great. There was zaniness. There was creativity in spades. At the end, there was even beer on tap. More about this wild experiment we did with BBC designers can be found here.



Other things equal, perhaps that would have been the end of it. But soon afterwards, I ran a second iteration in my required design futures course at Carnegie Mellon. (This time, no beer.) It seemed like an appropriate way to introduce a roomful of undergrad designers to the idea that any item can mobilise an array of associations and tell a range of stories. Playing with the signs and sensemaking of material artifacts in this way proved a neat on-ramp to broader vistas of experiential futures practice.

Both bazaars went so well that the process seemed to be crying out to be shared with a wider audience. Then Covid-19 struck, and everything went on hold.

However, as time passed, and the pandemic wore on, the widespread need that prompted this project in the first place — the need to support shared spaces of imaginative engagement — has become only more obvious, and more urgent.

In order to adapt and distill the Bazaar design into a toolkit, Filippo and I spent months working on how to make organising one of these events as intuitive as possible, without us being in the room. Our aim was to enable any motivated gathering, equipped with a basic projector setup, some printouts, and ordinary household objects, to imagine countless possible worlds and bring them to life on the spot. 

The Futures Bazaar can now be run by anyone, anywhere. It is for players of all ages, in all fields. It is intended for use in public and private organisations, government bodies, schools, and nonprofits alike.

It offers a chance to expand horizons, explore new ideas, and develop capacities for foresight, creativity, and storytelling, all in just a few hours. It can be set up as a stand-alone event such as a company away day, or within a larger workshop, course, or event series.

Conceived in the traditions of experiential futures and participatory design, it might be part of a journey — as at the BBC itself — towards building foresight capability, engaging alternative futures in more open and creative ways, or it can be used more for fun — teambuilding through worldbuilding.

The toolkit is made up of three elements: Manual, Slides, and Printouts. The Manual (a complete guide for use in hard copy or on a tablet) helps you plan your own event, the Slides (to display on any large screen or projector) help you run it, and the Printouts (ready to go in either colour or B&W) are for distributing to participants on the day. All this has been packaged into a single zipped folder containing the full set of PDF documents for download here.


This project has been able to take advantage of some of the experiments and learning at Situation Lab, the creative research unit that I’ve run for the last nine years. The toolkit incorporates elements from our award-winning game The Thing From The Future, and it also builds on the participatory design events that we at Sitlab carried out with Extrapolation Factory; the Futurematic design jam series, held in the mid-2010s in Toronto, New York and Los Angeles.

The kit’s acknowledgements section tips the hat to the many folks who made this publication possible, but above all, The Futures Bazaar toolkit is dedicated to the memory of my dearly missed friend and longtime collaborator Jeff Watson of the University of California’s School of Cinematic Arts, co-creator of The Thing From The Future and co-founder of Situation Lab. The invention of openly available, playfully framed, creatively enabling frameworks and designs was among his great gifts, and an inspiration throughout the project.

Filippo and I, with our talented collaborators at the BBC, are delighted to be sending this toolkit forth into the world, hoping it will travel, and be taken up far and wide. We can’t wait to find out what people get up to with it.

If The Futures Bazaar sounds like something you might like to run, you can go ahead and download version 1.0 of the kit right now. If there happen to be folks in your world who might enjoy it, please share this article or the project link with them. We plan to make additional guidance available for those interested, so following Sitlab, Filippo or me on Twitter would be a good way to keep up with the latest news and announcements.

The world can be a frightening and unpredictable place. This project is not going to solve all its problems. But we are in earnest when we say that we think the capacity to imagine is key to shaping the futures, and this kind of collective play is key to imagination.

So get playing… we look forward to seeing you at the #FuturesBazaar! ✨ 

The Futures Bazaar invites you to expand horizons, explore new ideas, and transform everyday objects into things from the future

***

This article previously posted on Medium. A variant appeared at Situation Lab.

Related:
Gaming Futures Literacy (article on The Thing From The Future)

Thursday, October 29, 2020

Introducing Experiential and Participatory Futures at the BBC

How do you develop foresight capacity inside an organisation, and experiential futures especially?

It's a question that comes up a lot. 

Recently I've spoken with government agencies from the UK, Denmark, and Australia, whose leaders all reached out for advice on growing their capability in these spaces.

The RSA (the Royal Society for Arts, Manufactures and Commerce) has just published a report on "Realising the Value of Futures and Foresight"; I was glad to contribute when the researchers got in touch a few months ago.

These are exciting signals that the conditions for social foresight are ripening, with experiential and participatory futures approaches migrating and spreading across contexts –– from academia and activism, to arts and culture, to business, politics and governance.

This post is about a fun project that also represents, I think, an exciting milestone in that journey.

A long, long time ago, in a pre-COVID otherworld –– last year, that is –– I had the privilege of collaborating with the British Broadcasting Corporation on an effort to bring futures thinking and practices into the design side of the organisation.

With the brilliant Filippo Cuttica leading the charge (Filo is BBC's UX Principal for Ethical Experiences; he is also part of art collective IOCOSE), and supported by a formidable in-house design posse, we devised a process for introducing around 200 people to the space of alternative futures.

Since our participants would mostly be designers of various kinds, we were resolved that these ideas should land with folks not just in theory, but in the most embodied way possible. So at an away day for the whole design side of the Beeb, hosted in Manchester's grand old Alfred Hall, I gave a keynote address to get some shared concepts and background into the collective mind, and then we transitioned to bringing alternative futures to life, on the spot.


Being quite excited about the event, I took a *lot* of pictures, including all the photos in this post
(except this one of me speaking, obviously... which was taken by Filippo Cuttica)

Everyone had been invited to bring in junk from home –– old shoes; defunct appliances; all sorts of things that they would otherwise have thrown out –– to serve as raw material. The group spent the afternoon in small teams, reinterpreting these "found" items using our card game The Thing From The Future as scaffolding for imagination, and then physically transforming them into a crazy array of artifacts from alternative futures. At that point they put their wares "on sale", across dozens of stalls set up in the style of a bazaar or flea market, complete with a special currency created for the occasion that let everyone ultimately "vote" on their favourite designs.

Lo and behold: the Futures Bazaar! A surprisingly coherent container for a mad hodgepodge of material ruminations. The video produced by the BBC team (at the top of this post) really captures the glorious chaos of the day. 





This co-created centrepiece, the Futures Bazaar itself, was complemented by a range of interactive demos organised onsite by BBC media tech unit Blue Room, including an adapted version (pictured below) of our experiential scenario from a few years back, NaturePod, featuring 3D video footage that the team had recently ventured out to a forest near Manchester to record.


It was exciting to build, in scope and ambition, on previous design jam deployments of The Thing From The Future. And turning household refuse into design fiction gold is an inherently satisfying form of creative alchemy, especially at scale. Scores of people, all playing and making their way into the futures together.

To revisit this work now, after more than half a year of working remotely, I find myself really missing the energy of co-creating in person. (It seems most of the time, I manage to avoid thinking about that; covid-coping reflex.)

But what makes a process like this tick, and how does it contribute to developing foresight capability?

I see two key factors driving it. The first is clear constraint. The second is permission to play. In a sense these pull in opposite directions, and that's the point. There's a productive tension in the middle, a sweet spot for creative, surprising generativity, neither too scripted nor too loose. Military drills have clear parameters, but also a tendency towards the predictable, this being of course among their main aims. On the other side, a young child's doodling may manifest a kind of pure play, but one scrawling sketch can look very much like another, and another, and another. Paradoxically, extremely open processes can produce results comparable in their unsurprisingness to extremely planned ones.

In jazz or theatrical improv, it's when the improvisers consciously adopt or, if they're really skilled, feel their way into a shared set of enabling constraints, "finding the game", that things start to click. The signal-to-noise ratio leaps. Pleasurable surprises appear. Embracing the convergent forces of constraint and the divergent forces of play in balance takes us somewhere interesting –– in this case, a gleefully absurdist and thoroughly engaging mode of co-creation.




Several layers of productive constraints are operating here. These include, naturally, time itself; we broke a fairly complex set of tasks into distinct stages, which sharpened focus, brought urgency, and raised energy levels. Another is the overall premise, "make a future artifact with this thing", paired with the specific semiotic or interpretive potential of any given object: each item that participants had brought from home could plausibly be "cast" as many future things, but not as absolutely anything. More granularly, beneath the "future thing" umbrella, the structure of a Thing From The Future prompt offers a kind of future to consider, as well as a theme, a particular context of society or human endeavour, to help the imagination along. A player might incorporate a found object into a prompt something like the following:

"In a {REGIMENTED} future, there is a {pair of old slippers} related to {JUSTICE}. What is it?"

Which might end up generating something like this:



Okay, you might say. People seem to be enjoying themselves and being creative. But so what? How does this help with the development of an organisational foresight capability?

A general answer is that many, if not most, organisations need play more than they realise. Workplace cultures often implicitly devalue and sacrifice, intentionally or not, anything unusual, subversive, humorous or nonstandard. This makes for infertile contexts, inhospitable to new ideas, and perhaps to diversity on other dimensions too (cultures, backgrounds, values). In my experience it's common for organisations to be more brittle, blinkered, and reactive than they might think they are, and to that extent, more vulnerable to changes in their operating environment that they have not made room to consider.

Foresight practice, a conversation space that's deliberately much broader than forecasting (an important subset of it), requires some openness to the non-extrapolative and non-obvious –– viz. Dator's second law: "Any useful statement about the futures should at first appear to be ridiculous".

More specifically, this particular kind of play arguably helps lower the bar to having more serious, strategically load-bearing conversations about alternative futures. I've written elsewhere about how The Thing From The Future is designed to operate, so won't reiterate that here, but as the celebrated designers Charles and Ray Eames used to say, "Toys are not really as innocent as they look. Toys and games are the prelude to serious ideas."

Am I saying that this is "the right way" to introduce futures thinking into organisations? No. It was, however, a great way to do it here, partly because this specific organisation is full of creatives, makers, and storytellers. Also, the context of an away day made a bit of fun welcome, even essential. We understood that participatory, playful and hands-on elements needed to be foregrounded here, and so they were.

In a more corporate, bureaucratic, or self-serious context, such as strategic conversation for a government department, supranational outfit, or large business, other approaches might be more suitable. Less out-on-a-limb for the participants while still inviting their engagement with future possibilities physically, emotionally, and narratively.

The Future Is Now project, which we advised as well as helped implement at the International Federation of Red Cross and Red Crescent Societies (IFRC), the world's largest humanitarian network, mobilised experiential futures approaches in a number of important ways, in order to introduce, enable and integrate foresight throughout a vast organisation. It ended up fuelling an unprecedented level of futures awareness and activity, now shaping strategy at the global level, as well as within many national societies. (We can look at that case more in another post to come.)

Well, that all sounds very nice in principle, you may say, but we can't do most of these physical interventions or collaborations at the moment –– what about the pandemic?

So, part of the reason we called experiential futures "experiential futures", since first plotting out and arguing for this much-needed broadening of foresight practice a decade and a half ago, is that the relevant canvas is huge. It's not about a particular medium or context of deployment. As large as the space of "possible future artifacts" may be –– and I have argued that it has to be much larger than the set of "all human artifacts ever created in history"; if history has happened but futures have not, then the latter space is bound to be ontologically multiple, encompassing the aggregated contents not of just one historical timeline, but countless potential ones –– the point is that there's no reason, for our purposes, to be exclusively interested in objects, or even in physical, face-to-face encounters, important as those are. This is tied in with why the frames of "design fiction" and "speculative design", while both valuable vectors for popularising a subset of experiential futures' possibility space among designers and the design-curious, can sometimes get in their own way a little bit.

The relevant issue for organisations or cultures recognising a need to navigate change more effectively than they have in the past is not "how do we make objects that speak about futures?" It is also not, "how can speculative design or design fiction or help with our policy/strategy challenge?" Nor is it even "how can experiential futures help with x or y?", which reifies a constantly-evolving collection of practices that spring from and must continue to be fed by what seems to me to be the key underlying question: "what can we do to navigate change more effectively?" Any experience that helps people to grapple with possible futures and to take wiser action in the present is in scope. Experiential futures simply designates a possibility space where the challenge is ultimately to make better collective choices among all available options, and the means for realising these are whatever you can come up with.

On this view, the ongoing covid-19 pandemic and its limitations are just another set of enabling constraints. It doesn't much matter if you can't meet in person; do immersive future exhibits with social distancing, or for one person at a time. Send stuff through the post, or by email. Or create digital experiences, or audio ones with no screens in sight. We recently did a hybrid drama/design course on devising theatre in pandemic conditions, which included online live action roleplaying games. We've staged Zoom-native, as opposed to in-person, Time Machines (more on that soon, too). A bunch of us around the world just ran the first edition of a decade-long annual festival program of experiential futures, all created and carried out under covid-19 pandemic constraints. And so on.

People ought to be exploring alternative futures in the highest-impact ways available, especially with the devastating consequences of a conspicuous failure of effective foresight rippling, or rather ripping, through our daily lives, globally, right now.

Filo Cuttica says this in his excellent write-up of this foray into experiential futures:

If there’s one lesson to take away from the pandemic, it's the importance of looking ahead. And not just "looking ahead", but "feeling ahead". By imagining together in structured ways, and creating the experience of change before it happens, rather than while it's happening, we have a hope of planning, and even affecting our future. ...

The idea [of this event was] to introduce the team to a seemingly obvious, and yet hard to grapple with idea: that the future hasn’t happened yet, that we can play an active role in shaping, but that before we can collectively choose what should happen, we ought to explore what could happen.

As noted at the top; it's great that more and more institutions are realising how embedding an augmented futures capability might be valuable. At the BBC, with this effort an internationally significant organisation spanning cultural and governance sectors has taken some deceptively playful first steps down an important path, and I'm excited to see where it might go.

If this sounds like something that your community or institution should be exploring, but you aren't sure what to do next, try the links below for a start.

***


Thanks and congrats again to Filo, to his team and their network of wonderful colleagues, and not least, to their awesome bosses at the BBC for supporting these efforts. I also want to mention prior work that in some ways made this delightful experiment possible, especially the series of participatory futures events that Jeff Watson and I (Situation Lab) organised years ago with our good friends Elliott Montgomery and Chris Woebken (Extrapolation Factory); Futurematic Vending Machine at OCAD, Futurematic: Canal St at NYU, and 1-888-FUTURES at USC; as well as the Discoverability Media Jam for the Canadian Radio-television and Telecommunications Commission (CRTC) with Rich Lachman at Ryerson University, and the Posteridade design jam staged with Marcela Sabino and her team at the Museum of Tomorrow in Rio de Janeiro.

Related
Dreaming Together | pdf from the book Made Up: Design's Fictions
UNTITLED: A Bold New Experiment in Public Imagination | Medium
> On Getting Started in Experiential Futures
Bringing Futures to Stanford d.School
Using the Future at NASA | pdf
Augmenting Cities with Niantic and Knight Foundation
> The Thing From the Future | pdf about the game design
Time Machines 
> NaturePod
> Theatre in Pandemic | full syllabus on Medium
1-888-FUTURES with Extrapolation Factory