Showing posts with label HRCFS. Show all posts
Showing posts with label HRCFS. Show all posts

Saturday, August 27, 2016

Ghosts of futures past

Experiential Futures turns ten.


It is exactly ten years and one day since an event that turns out to have been something of a milestone in the foresight work documented at this blog.

"Hawaii 2050" was an initiative of the state legislature to engage the public in addressing the islands' sustainability, over a commendably farsighted time horizon, nearly two generations out. At the time the project began, in late 02005, more than three decades had passed since the last comparable process. A big-picture re-examination of Hawaiian prospects was overdue.

At that time I was a graduate student in University of Hawaii's "Manoa School" of futures studies, founded and run by Professor Jim Dator, who had taught the first futures course in the United States in 01967, at Virginia Tech, and then became closely involved in "Hawaii 2000" in 01970-71. He was also founding director of the Hawaii Research Center for Futures Studies (HRCFS), an agency the state had established at the end of that process, and which it then engaged more than thirty years later for a 02050-oriented effort.

To help bring the fullest possible consideration of alternative futures to the "2050" Kickoff on Saturday 26 August 02006, staged at the charmingly shabby ballrooms in the former Dole pineapple cannery, my HRCFS colleague Jake Dunagan and I put 550 or so people into four rooms.

We had designed and staged these rooms, with the priceless involvement of two improv theatre troupes, as well as a gaggle of wonderful colleagues and friends orbiting the Futures Center, to embody alternative possible Hawaiis set in the year 02050; a quartet of radically different social, economic, and governance outcomes.

In one (code-named "Orange"), the islands had found a way to continue a growth trajectory, dramatised via an election in which candidates were not individuals but corporations.




In the second ("Silver"), global economic meltdown had led to a tentative, militarised reassertion of the islands' independence from a presumably beleaguered U.S., the so-called "Democratic Kingdom of Hawaii".




In future number three ("Maroon"), a concerted effort had been made to realign political and environmental priorities, though the adoption of Hawaii's pre-colonial, watershed-based ahupua'a governance structure, combined with "bright green" environmentally friendly technology.




The fourth experience ("Blue") was of a future where not only society but the very definition of humanity had transformed, with the World Council seeking to bring the Pacific Islands' underprivileged premods––regular, unaugmented people––up to par.



Our intention was to give people a chance not just to contemplate these potential realities as intellectual hypotheticals, but to visit physically and invest emotionally in them. Thus this set of brief yet provocative immersions, instantiating highly contrasting assumptions and theories of change, as a fast-track to higher quality, more richly imaginative mental models and civic conversations.

The original notion for this experiential approach to the Kickoff, which I'd proposed in hopes of avoiding the uninspiring albeit reliable standby workshop formats, was to expose people to the scenarios via a series of tangible artifacts physically set out on parallel (or rather, diverging) timelines. Following that approach would have meant creating a sort of popup museum of alternative future histories, or a real-life gallery counterpart to Wired magazine's back-page feature Found: Artifacts from the Future, as I thought of it at the time (this was before design fiction). But we soon realised that the interest of maximising narrative engagement and comprehension, as well as the sheer practicalities of moving hundreds of bodies through multiple rooms on a tight schedule, militated for scenarios unfolding over time, as performances, with built-in roleplaying opportunities for attendees.

A retrofitted shorthand for this difference in approaches:


(For more on this, see our recent article Designing an Experiential Scenario: The People Who Vanished.)

The "Hawaii 2050" scenario rooms were therefore immersive and experiential not only literally, with participants surrounded by performers and designed media (set dressing, props, soundscapes, etc), but also narratively, with each room devised as a coherent scene that would place attendees in medias res, and invite in them a sense of being transported in time. We aimed to ensure that people would not only witness these futures first hand, but interact with and within them: hence, four situations from alternative futures: a pre-election speech night; a naturalisation ceremony for climate change refugees; a government-mandated sustainability class; and an information session at a posthuman wellbeing facility.

None were supposed to feel like tendentious "best" or "worst" outcomes. Instead we wanted to offer qualitatively differentiated stories, in the classic Manoa School mould. To mirror some of the complexity of real history, we hoped people would find both good and bad things in each world they visited; genuinely "alternative futures" as opposed to mildly different flavours of the same idea, as scenario generation processes sometimes yield. Building on this divergent futuring tradition, we reasoned that more vivid and sensorily engaging food for thought could help support wiser decision making in the aggregate.

Below is a two-minute video of the fourth room described above, the high-tech transformation scenario. (Please forgive the low resolution, and note that on the day these ran for 20-30 minutes, so these edits convey only a fraction of the experience.)



(All four videos can be found here.)


Following a year of meetings with state legislators and public administration collaborators; after weeks of intensive work and long days that summer, of Jake and I making thousands of directorial decisions large and small, of generating dozens of artifact concepts and iterating their execution with our astoundingly resilient graphic design helpers, of writing and rewriting scripts and workshopping them with actors, of eking out our shoestring budget to make every room as fully realised and detailed as possible, of criss-crossing the island doing everything from taking venue measurements to sourcing fabrics for future military outfits: somehow, impossibly, the futures arrived at last.

And on that Saturday morning ten years ago, as the time for the first round of experiences approached, taking place in four rooms simultaneously, I have a memory of walking through the ballroom lobby in a daze, emotionally addled, exhilarated, exhausted, halfway between tears and laughter.

For us this was the mother of all proofs of concept. It was of course bound to be a big deal, in our minds, if for no other reason than the amount of work involved, and the responsibility of delivering all we had promised––without a clear precedent that we knew of––to state senators and other community leaders, not to mention our colleagues and collaborators.

The fruits of our collective labour soon began to emerge. One participant was so disturbed by the cynical appropriation of Hawaiian culture depicted in the post-collapse room that he started breaking the scene to argue about it. We could not have been more delighted: real feelings about our hypothetical narrative! The four experiences elicited various responses from laughter to discomfort, bemusement, and also genuine passion.

The post-immersion dialogue in all rooms was unusually energetic. The exchange of values, hopes, concerns, ideas, and intentions was meaningful and earnest. The verdict was in: our first trial of what we soon came to call experiential futures had worked.


The project didn't immediately generate a lot of media attention, and this was all a couple of years before social media took off –– although our guest Jamais Cascio from Institute for the Future did a great write-up. And, in years afterward, the event has cropped up here and there in design literature, for instance in Parsons/ex-RCA professors Tony Dunne and Fiona Raby's Speculative Everything, and more recently in Umeå University prof Håkan Gulliksson's Pervasive Design For Sustainability.

But what about the impact on the islands themselves? In case it had not been clear from reactions plainly visible on the day, some 94% of respondents to a Kickoff exit survey indicated that the experiences had impacted their thinking and desire to take action accordingly (see The Futures of Everyday Life p. 105 for details). But for reasons reaching well past the scope of our modest involvement –– Hawaii 2050 was a big undertaking, not confined to the futures-oriented kickoff events described here –– both the immediate political outcomes of the Kickoff and the "Sustainability Plan" published in 02008 were, in my view, underwhelming (see earlier account in TFOEL pp. 8-13).

I moved away a few years later, and others are better placed to gauge how the influences of "2050" and our part in it, if any, have played out since. Although I did take heart from the news, reported one year ago, nine years to the day after the event, that Hawaii's governor was committing to dump fossil fuels for 100% renewables by 02045.

In any case the significance of this project –– or rather, the story I am trying to tell here –– is personal.

Looking back after a decade, "Hawaii 2050" was a point of departure, breaking our futures work open to a much wider world of collaborations, creative possibilities, media and settings.

Jake and I had always meant for it to enjoy an active afterlife; many of the individual artifacts we had designed were soon repurposed for the first guerrilla futures interventions in our (ongoing, periodically) transmedia public art collaboration FoundFutures. We went on to explore and map experiential futures practice as fully as we could, systematically experimenting in as many contexts and media as possible: in the streets of Honolulu's Chinatown and at the University of Oxford, at South by Southwest, and California Academy of Sciences. We did projects in magazines, mailouts, games both online and offline, and short videos; projects for festivals, galleries, universities, national governments and the United Nations; commercial clients and random members of the public. On the academic front, I wrote my dissertation on the topic, and we've also developed Experiential Futures methods in classrooms all over the place, which is a story for another time, although there's a glimpse of it in this recent piece for The Economist's World in 2016.

Today I find myself regularly thinking of, and occasionally borrowing from, ideas tucked into the details of the scenarios, or elements from among the dozens of costumes, badges, posters and other items produced for "2050". Situation Lab's first Futurematic design jam with The Extrapolation Factory, which filled a vending machine with future artifacts made in one day in 02014, was a benign conceptual cannibalisation of the vending machine full of future artifacts which had sat largely unnoticed in the corner of the Blue room ("InstaSleep" pills - eight hours in eight minutes; "Inhale" - health enhancing cigarettes featuring anti-cancer nanoclouds; "Ahoy" - enhanced chocolate bars for replenishing essential vitamins lost during space travel).

Having spent my undergraduate years training in mostly hyper-intellectual and unimaginative ways of thought, in class at least, I never really had a way to relate to art as something I could do. I spent a year trying (and failing) to make a documentary on my own dime, in the former Yugoslavia, and then another half year starting a business (also failing) in Canada. But it was in that first year in Hawaii, collaborating with my dear friend Jake Dunagan, that this project helped to unlock a door that has only continued to open wider.

I still have a box full of these future artifacts, and packing them up to move house last week stirred a lot of recollections.

See, when you make stories, images, artifacts, interactions and experiences from the future for a living, they are constantly circling back to play with you.

In this work, we are not just creating experiences, or even memories.

We are designing ghosts.

Experiential futures is about the design of ghosts of a special sort –– not the remainders of things dead, but the advance traces of things waiting to be born. Ghosts of what is yet to come. Ghosts of the possible.

I have come to suspect this is one of the primary purposes of art. We create it to haunt ourselves. When it stays with us, that is how we know it is working.

***


Above: Jim Dator speaking at the "Hawaii 2050" kickoff on August 26, 02006

Here are the original scenarios for 02050 written by Dator, Dunagan and me, on which the four futures rooms were based.

For a fuller look at the development of experiential futures practice, see this peer-reviewed article that Dunagan and I recently published about our project The People Who Vanished.

All the photos in this post were taken by Cyrus Camp; most have not been seen until now.

Finally, I want to register my appreciation again to everyone involved in bringing futures to life at "Hawaii 2050". Ten years later your contributions continue to haunt me, for which I am most grateful.

Related:
> Immersive Futures for Hawaii 2050
> Experiential scenarios on video
> The Futures of Everyday Life
> A film from the future
> Build your own Time Machine
> History of experiential futures

Sunday, January 20, 2008

Gaming the end of oil

What better way to breathe life into scenarios than to place life inside them? And what better way to explore and stretch our personal and collective capacity for coping with change than through games?
[...]
The freedom to engage in social experimentation and expression is surely the single most precious, fragile, and yet unrealised element of our democratic political mythos. Gaming the future, insofar as it implies the possibility of actually doing what we have for centuries only told ourselves we do, could be revolutionary.

~the sceptical futuryst, Gaming alternative futures (anything but text), June 02006

In our early 21st century stocktake of the global problematique, the ugly twin of climate change is peak oil. The former could be seen as the natural dimension of blowback from our foresight-free experiment in rapacious energy consumption from roughly the dawn of the industrial revolution onwards; the latter as its economic counterpart.

As readers of this blog are well aware, there are disturbing arguments in the wind about the potential for chaos arising from these tremendous forces (e.g. James Howard Kunstler's The Long Emergency), even if their plausibility is hotly disputed by some. Questions invariably arise in the course of this debate around the extent to which businesses, governments, and ordinary people are prepared for the magnitude of social disruption that could occur. I don't find it a difficult argument to swallow that our society is unprepared for any but the most sanguine, mild, and trivial of scenarios in this vein. To the extent the environmental doomsayers prove correct, in light of our individual psychological and collective political difficulties coping with risks of this type, social disruption would seem to follow with inexorable logic.

So to me it's interesting, and for obvious reasons encouraging, to see the emergence of popular simulations of the end of (cheap, readily available) oil.

One is the forthcoming video game, Frontlines: Fuel of War. Here's the trailer:



The narrative voiceover says (posted at Energy Bulletin, 27 August 02007):

Oil was running out.
It's what we grew up in.
Post middle east,
Post peak oil,
Post everything.
What they call the long emergency.
It started slow.
Little things at first.
Lines at the pump,
that hot summer of 2008 when the blackouts started lasting weeks.

They said it would get better.
Something would save us.

Biofuels, solar power, cleaner nuke plants, maybe.

The depression hit in 2012
Africa ran out of food, then we did too.

People stopped trying to do anything about the problem and just tried to survive.

We watched them starve for 40 years and it just didn't seem real. But pretty soon the scenes we used to watch on the news were happening just down the street.

It's been happening for years. Now we're at a tipping point.

I was 16 when the Chinese and the Russians figured out they'd rather fight us than each other. We didn't waste time forming the coalition.

Now, we're staring each other down over the last wells of the Caspian.

... This is where it's going to happen, in towns too small to have a name, built in two weeks by oil contractors.

It's 2024, the 21st century. People ask we how we let this happen. I tell them we always knew.

The storm is coming.

A pretty grim little poem.

This story serves as backdrop (or, if you prefer, pretext) for a military game of the shoot-em-up genre -- check out the game's website, complete with bombastic soundtrack that sounds just like a Hans Zimmer effort -- in short, it seems to be a thrilling Hollywood-style slice of apocalypse as entertainment.

Which begs the question, "what's the message players walk away with?", duly asked in a CNN article published yesterday about the new game:

While Frontlines: Fuel of War is one of the first video games to capitalize on the doom-and-gloom scenario of what might happen when the world runs out of oil, it's not the only video game focusing on energy as oil prices rise, developing nations use more and more crude, and the world grapples with global warming fears.
[...]
Most oil industry analysts say peak oil production is many decades, if not hundreds of years away, and a transition to other sources will likely be more orderly than the scenario depicted in Frontline.

But a small and growing number of experts -- some well-respected -- say peak oil production is close or has happened and the transition will be much more painful than mainstream analysts predict.

Either way, [Frank DeLise, general manager of Kaos Studios, the company behind the game] said he hopes people will get more out of the game than just an adrenaline rush.

"If they play this game they will walk away thinking 'wow, energy is a problem," he said.

Experts say video games can be fun as well as educational, although the outcome largely depends on the content.

"They could in fact lead to changes in attitudes, beliefs, and ultimately, changes in behavior," said Craig Anderson, a professor of psychology at Iowa State University who studies the effects of video games on people.
[...]
But Anderson, the psychologist, is concerned about the message that violent games like Fuel of War may send to players.

"It may well change attitudes towards the use of these tactics as a political tool," he said. Players may think "of course we have to use military tactics to go take oil."

~"The end of oil is just a game", CNNMoney.com, 19 January 02008


I'm interested to know what others think about this kind of game: does it seem more likely to teach people to expect (and submit to) the worst case, or, as the general manager of Kaos claims, to recognise -- and, presumably, take actions to mitigate -- such a nightmare scenario?

There is an interesting comparison to be made here with the alternate reality game, "World Without Oil" (WWO), which ran in mid-02007 and sought to engage a broad audience in a collective simulation or scenario exercise:

It's a "what if?" game.
What if there was an oil crisis?
[...]
Because an oil crisis has deep and subtle effects, we asked everyone to help us imagine what an oil crisis would really be like. That's how people played the game - first they read the official news and what other players were saying. Then they told the story of how a shortfall of oil was affecting their own lives, and what they were doing to cope.
[...]
Over 1900 people signed up as players of World Without Oil, and submitted over 1500 stories from inside the "global oil crisis of 2007." Their work comprises a rich, complex, and eerily plausible collective imagining of such an event, complete with practical courses of action to help prevent such an event from actually happening.


For example, HRCFS's own Jake Dunagan posted this contribution to help flesh out the story for the Hawaii region.

A very effective approach, according to the organisers of WWO:
For [participants] and over 50,000 active observers, the process of collectively imagining and collaboratively chronicling the oil shock brought strong insight about oil dependency and energy policy. More than mere "raising awareness," WWO made the issues real, and this in turn led to real engagement and real change in people's lives.

I wonder in which ways the two approaches are most effective in activating political concern, and beyond that, behaviour change: on the one hand, sophisticated imagery that, although interactive, is basically constrained to a pre-defined narrative; and on the other hand, a less richly pre-imagined, but more reality-integrated simulation?

Of course I don't presume that these types are pure, let alone necessarily or intrinsically separate. Indeed, it seems to me that elements of both types of game -- immersive narratives with an escapist, entertainment objective, and collective scenario-building with a broader social goal in mind -- will shortly be integrated in pursuit of greater effectiveness in bringing scenarios to life, and life to scenarios.

Assuming, of course, that peak oil doesn't get us first.

(Thanks to Ira Rohter for the CNN link. See an introductory QuickTime video about the WWO game here.)

Wednesday, April 25, 2007

Futures video clips from HRCFS

As regular readers of t.s.f. already know, at the Hawaii Research Center for Futures Studies we continue to seek alternative ways to communicate our thinking around alternative scenarios. (It has been suggested that we need to find other hobbies. We're currently examining those options.)

Meanwhile, however, the "Showdown in Chinatown" in Honolulu each month, gives participants 48 hours to conceive, shoot and edit a completed video, up to seven minutes in length, on a given theme. So far, we've seized this opportunity twice (this month and last month), to produce no-budget short films addressing possible futures, with the help of our friends in the Political Science department, and beyond. Our hope is that they may be considered entertaining, or thought-provoking, or possibly both... that goes for our friends, as well as the films. These two short pieces join the four clips from "Hawaii 2050" featured here in an earlier post.



Neural rights management, Hawaii-style
This concept, and the structure (based on MasterCard's long-running "Priceless" advertising campaign) were generated over an energetic discussion at Manoa Garden, our campus bar. Jake Dunagan, armed with his PhD dissertation research about the political implications of new brain technologies, was the ideal candidate to step in and direct. The "Showdown" requirements for the month were worked into the mix along the way -- topic being "the last chance", a tree and a car as featured items, and the required line of dialogue, "...of course you are". (Cast and crew credits appear on this clip's YouTube page.)



"Aloha Tonight" investigates...
This time the parameters included the topic "addiction", the line "that's it", and two items; an apple and a pencil. We brainstormed an outline on this basis, shot it all on Friday afternoon and Saturday morning, and edited through Saturday evening, again narrowly missing the deadline for screening in the official "Showdown" competition. Everyone improvised their dialogue with a minimum of direction, and fortunately our five year-old star proved willing to appear onscreen in exchange for handfuls of M&Ms. The late, great comic actor W.C. Fields famously warned against working with animals and children -- so this one's dedicated to him. (The rest of the credits appear in the film.)

Thanks to all who helped make these experimental forays into quick-draw filmmaking possible -- we're looking forward to doing this on a regular basis. Watch this space, the HRCFS blog, or this YouTube channel for future releases.

Update (17/11/08): YouTube has withdrawn access to the "Neural Rights Management" clip. The link now goes to a message that "This video is no longer available due to a copyright claim by a third party", although oddly enough, at the time of writing the embedded version above still plays back. In any case, for now the video can be viewed (and is discussed in a little more detail) here.

Monday, July 31, 2006

If they buy in, are you selling out?

While at The Long Now, I had an interesting conversation with one of my colleagues there about the curious nature of the organisation's mission, which is to encourage long-term thinking and responsibility. There aren't too many places with such a bold, and yet abstract underlying goal. The long and the short of it was, we agreed, that we were ultimately in the business of marketing a way of thinking -- about time, change, history, responsibility, and other things.

Now, consider the conventional understanding of what marketing is and does. It tends to begin with a product (a dish soap, a pair of jeans, a drink, a make of car...) and the marketing aim for the company producing it is to figure out a strategy for associating a way of thinking, behaving, looking and so on, which taps into what people want, so they'll decide to buy the product as a result of their attraction to the associated image. This much is basic, even trite knowledge, in that field.

But what happens when you invert or reverse that process? When you start with a desire to promote a way of thinking, rather than a physical product? This is the situation at The Long Now Foundation (re. long-term thinking) and certainly, at the Hawaii Research Center for Futures Studies, we have a similar aim (re. pluralistic, alternative futures thinking). Here the challenge might be seen as how to embody that thinking in a product, how to make it tangible or real to people, how to give them something to buy, touch, do, experience -- which both expresses and elicits that kind of thinking. This is what the Clock of the Long Now does (as an article in today's San Francisco Chronicle explains). This is also what, in a sense, what we've been doing at HRCFS through our efforts to develop experiential scenarios -- watch this space for more on that -- and futures audio tours; trying to make futures thinking compelling to people, with something they can really get their teeth into. Concretising an abstraction, if you will, rather than abstracting from the concrete; or inventing a product to promote a message, instead of the other way around.

Now, in today's New York Times Magazine, there was an interesting article entitled "The Brand Underground", by Rob Walker, focusing on the current phenomenon of sometimes highly profitable and prestigious microbrands, typically founded by trendsetting twentysomethings who regard themselves as anti-corporate, even while embracing the practice of making and selling products (notably, but not exclusively, clever t-shirts).

These enterprises can be seen as Internet-commerce-era answers to the question, phrased by Walker: "How do I turn my lifestyle into a business?" Which we could easily paraphrase as, "How can I make a living doing what I care about?" or "How can a live a life in harmony with my values?" A central question for anyone who cares to examine the life they lead.

Some quotes from the article:

One reason an underground brand sounds nonsensical is that countercultures are supposed to oppose the mainstream, and nothing is more mainstream than consumerism. But we no longer live in a world of the Mainstream and the Counterculture. We live in a world of multiple mainstreams and countless counter-, sub- and counter-sub-cultures.

[M]ost of us think of branding as a thoroughly mainstream practice: huge companies buying advertising time during the Super Bowl to shout their trademarked names at us is pretty much the opposite of authentic or edgy expression. But branding is more complicated than that. It is really a process of attaching an idea to a product. Decades ago that idea might have been strictly utilitarian: trustworthy, effective, a bargain. Over time, the ideas attached to products have become more elaborate, ambitious and even emotional. This is why, for example, current branding campaigns for beer or fast food often seem to be making some sort of statement about the nature of contemporary manhood. If a product is successfully tied to an idea, branding persuades people — consciously or not — to consume the idea by consuming the product. Even companies like Apple and Nike, while celebrated for the tangible attributes of their products, work hard to associate themselves with abstract notions of nonconformity or achievement. A potent brand becomes a form of identity in shorthand.

Of course, companies don't go into business in order to express a particular worldview and then gin up a product to make their point. Corporate branding is a function of the profit motive.

Many of [the microbranders] clearly see what they are doing as not only noncorporate but also somehow anticorporate: making statements against the materialistic mainstream — but doing it with different forms of materialism. In other words, they see products and brands as viable forms of creative expression.

For them, there is something fully legitimate about taking the traditional sense of branding and reversing it: instead of dreaming up ideas to attach to products, they are starting with ideas and then dreaming up the products to express them.

Perhaps the first lesson of the brand underground is not that savvy young people will stop buying symbols of rebellion. It is that they have figured out that they can sell those symbols, too.

This is the quintessence of the postmodern brand rebel, hopscotching the minefield of creativity and commerce, recognizing the categorization, satirizing it, embracing it and commoditizing it all at once.

When [one such entrepreneur] declares that his project is part of a "revolution against branding," what he really means is not the snuffing out of commercial expression but an elevation of it.

Even in a world where the mainstream is less than monolithic, every subculture sooner or later has to reconcile itself with the larger cultural forces around it.


The author dwells on the apparent paradox of advancing a counterculture, or at any rate a self-consciously mainstream-rejecting subculture, through so thoroughly a conventional avenue as branding. And he makes a good point, for there is surely there a risk of compromising certain values the business ostensibly intends to represent. (That's got to be a risk, if you happen to regard corporate identity-building, and particularly, the commodification of dissent, as problems.)

And frankly, I'm not particularly interested in or compelled by the worldviews of a bunch of t-shirt jockeys. Although some of them may have really deep messages to convey, my feeling is that were he alive today, strangely enough the t-shirt might not have been Voltaire's chosen medium. The bigger question resonating beneath all this is, for me, where ought any serious challenger of the prevailing paradigm to begin -- completely outside the box, and let the box come to you; or is it better to work for your hoped-for changes from within the existing framework, using its structures, living on its dime? Here's a fundamental dilemma for anyone interested in promoting social change, or even thought about social change. Do you try to beat them outright, or do you join them, in the hope of beating them from the inside? To use the tools of a morally bankrupt money-driven corporate culture to comment subversively on that culture; is that knowingly postmodern ironic genius, or just selling out?

Depends on what you're trying to challenge, of course. But it's a basic dilemma if you're interested in having people entertain the possibility of deeper, longer stories of the future that go beyond corporate and capitalistic models concordant with prevailing assumptions and social arrangements. You don't have to have a single-minded prior ideological commitment to bringing down the system no matter what (I don't) in order to see the tremendous value in being capable of perceiving its dimensions and tendencies, and questioning its longevity, usefulness, and ultimate worth (I do). But who will pay you to think about problems, or solutions to problems, that don't yet exist, and might never exist? Who will pay today for you to entertain doubts about the "hard realities" of nation states, corporations, and other well established interests?

Such are the bigger questions about the commercial viability of "critical futures" that I've struggled with, and that this article touched off in my mind. For to speak of the commercial viability of an idea, is another way of talking about whether you can survive while living out its values.

A good friend of mine insists that money is the best measure of someone's commitment to something. Words are cheap, he would say, but when a person pays for something -- ah, you know they really value it, you find out what it's worth to them. His reasoning in this area leads him to the conclusion that an enterprise that can't turn a profit is, by definition, not valuable, not worthwhile.

I have a problem with that. It seems to me that the "messages" of foresight and long-term thinking being "marketed", so to speak, by organisations such as The Long Now Foundation and the Hawaii Research Center for Futures Studies, are something like the advice of a wise older relative to a headstrong teen. It may not be seen as useful (may in fact be largely perceived as irritating and irrelevant) at the time, and might take a while to sink in; but eventually its value will become apparent. The fact that long-term or divergent futures thinking is not universally recognised as useful right now does not preclude it from planting seeds that may germinate and bear fruit in due course.

(Incidentally, I would have liked to make the above point without the patronising tone suggested by this old-young analogy; but I can't. I think a culture, corporate or otherwise, that rejects foresight, is actually immature, and will probably have to learn the hard way that the assumptions propping up its current interests and successes are not set in stone.)

Meanwhile, we continue to search for ways to embody and concretise those messages, and to make the long-term value we're betting on, capable of being appreciated, and thus acted upon, and to some modest extent rewarded, today. Wisdom has probably always been a tough sell, but it's no less valuable because of that.

Friday, July 14, 2006

Futures audio tours: Wrap your present in the future

I recently alluded to "future-oriented art/design/communication, a topic that has preoccupied me much of late but about which I haven't written a lot in this forum". One really interesting project along these lines has just taken a major step closer to being realised. Yesterday, Jake and I were delighted to learn that our proposal for immersive futures using audio (an experiment in what Jake likes to call "ambient foresight") was awarded a grant, enabling us to plan for a release of the first such effort early in 02007.

Below is a copy of the press release post we put on the Hawaii Futures website:

/Step into futures/

The Hawaii Research Center for Futures Studies is proud to announce that it has been awarded one of ten "Bright Ideas" grants to pursue an innovative experiment to encourage future-oriented community discussion. The successful proposal is for downloadable future audio tours, a concept developed by Jake Dunagan and Stuart Candy, graduate students at the University of Hawaii's "Manoa School" of futures in the Department of Political Science.

The "bright idea" in this case is to record guided audio tours of Honolulu's historic Chinatown, intended for playback on portable mp3 players. However, instead of the conventional emphasis on the past and present of landmarks and events in the area, these stories will highlight alternative possible futures. Participants will be able to guide themselves in an immersive experience that takes "the future" out of the abstract, and encourages foresight and responsibility toward future generations in Chinatown, Hawaii, and beyond. The hope is that, with the increasingly widespread use of portable audio devices, this creative use of the medium to provoke deeper thinking about future possibilities will spread to other communities, with tours being produced and translated into multiple languages, and other people being encouraged to generate their own "guerilla tours" of alternative futures.

Recipients of the "Bright Ideas" award, in the amount of $4000, were selected from a field of over 130 applications. The Hawaii Research Center for Futures Studies is also involved in coordinating the futures-oriented community event "Hawaii 2050" for the State Legislature on August 26 this year.

Vive les futuribles!

Thursday, June 29, 2006

Product to service: a cultural shift?

A few months back, when the Hawaii Research Center for Futures Studies did a small project for the South Korean government on construction and transportation, I was put in mind of a service I'd heard about in London, involving pay-as-you-go access to cars scattered around the city (sort of halfway between a taxi service and car rental, but automated). I didn't know the business name then, and couldn't locate a reference, but today I stumbled across a neat link on it. Arguably, this exemplifies a trend from ownership to access (or products-->services). Why own something outright if a more limited arrangement will suffice?

Another, deeper way this trend manifests, I'd say, is in the Bill McDonough-Michael Braungart (Cradle to Cradle, c.f. sustainability) concept of "products of service", whereby non-consumable, hard-wearing products like TVs, cars and carpets are seen as "rented" rather than bought from the manufacturer, which takes responsibility for the fate of those molecules when the product reaches the end of its life cycle. (Consider the European Union directives which apply this notion of producer reponsibility to products including vehicles and electronic goods.)

If this represents a taking of greater responsibility for, or internalisation of, what economists used to be pleased to call "externalities", could it, in turn, be seen to speak of a gradual deepening in our understanding of time? (The "longer now"; a tendency toward what we could call "temporal holism" -- and applaud.)

Let's see: there may be interesting higher-order implications here... On realising that physical products, and the consequences of manufacturing them, outlast their human "owners" by many, many generations, the traditional conception of ownership comes to seem a rather absurd conceit. Life's short! A quote from the film Crocodile Dundee (01986, dir. Peter Faiman): "See those rocks sitting up there? Been standing there for six hundred years. Still be there when you and I are gone. So arguing over who owns 'em is like a couple of fleas arguing over who owns the dog they're living on." (See also this post about The Rocks video which makes more or less the same point.)

Optimistically, then, perhaps our callow Western civilisation is edging towards recognition of the wisdom of what I understand to be the Australian Aboriginal relationship to land -- that people belong to it, not the other way around. Granted, this kind of radical inversion of current "common sense" may seem a far cry from D.I.Y. car rental -- but in light of the above, we could venture to say that they may be not so far apart after all.