Showing posts with label Hawaii. Show all posts
Showing posts with label Hawaii. Show all posts

Tuesday, June 30, 2020

When reality outruns imagination


I wrote this reflection a few months ago, just after the COVID-19 pandemic was recognised as such. Now posting here to make it easier to find.

***

A key purpose of futures practice is to invest thought in possible contingencies, so that when something unexpected suddenly happens you are better prepared.

COVID-19 is a vivid illustration of both the importance and the limits of foresight. Let me tell you a story.

This story is about how the first serious game funded by the CDC came about –– a near-future pandemic simulation, back in 02009 –– and how it was overtaken by real events. And what we learned from that.

In 02007, my colleague Jake Dunagan (now at Institute for the Future) and I were both grads in the futures program at the University of Hawaii at Manoa. In our work there, at the Hawaii Research Center for Futures Studies, we had already designed and run immersive scenarios, set in the year 02050, to engage lawmakers and public in the state’s sustainability planning process.


We then started experimenting with other approaches we hadn’t seen in futures work before, but that seemed worth exploring too. One thing we tried was doing physical installations and encounters in public to bring possible worlds to life, which we called guerrilla futures. It drew inspiration from some early interventions by The Yes Men, tactical media and culture jamming à la Adbusters, Brazilian forum theatre pioneer Augusto Boal, some then-recent alternate reality games, and also, well before any of the above, Situationist détournement.

We developed scenarios for our favourite neighbourhood, Honolulu’s Chinatown, through conversations with residents, and then collaboratively translated these futures into experiences in the streets.

One was about the cultural changes gentrification might bring to the area.


Another explored the potential meaning for Chinatown of China’s geopolitical rise.


The last scenario was about a deadly flu outbreak. It came partly from our research into the history of the Chinatown district, which at the turn of the 20th century had been burned down after being struck by an epidemic of bubonic plague.




This experiential scenario was specifically designed to echo history, in order to help generate connection to and discussion about future possibilities. Outbreaks, like earthquakes, happen periodically. They can’t be completely avoided; only mitigated through effective anticipation, preparation and response.

The gentrification scenario landed our guerrilla project, FoundFutures: Chinatown, on the front page of the state's daily newspaper. It seems we had staged it plausibly enough that some people briefly thought Starbucks, TGI Fridays, and overpriced luxury lofts were really moving in.


But it was the pandemic scenario that caught the attention of the Hawaii Department of Health (DOH). They came to us and asked how experiential futures might help prepare the population. We started exploring, and the DOH set about the slow process of seeking grant funding.

A year on, they had received a grant from the federal Centers for Disease Control and Prevention (CDC) and still wanted to collaborate. By then, late 2008, I was working as a Game Master on Superstruct, “the world’s first massively multiplayer forecasting game,” an online social platform staged by IFTF and designed by Jane McGonigal, Jamais Cascio, and Kathi Vian. Superstruct was seriously groundbreaking, engaging thousands of players internationally in imagining themselves a decade later –– “real play rather than role play” –– telling stories collaboratively to extend humanity’s survival horizon in-world.


Especially with this successful alternate reality game (ARG) as a newly-minted reference point, the health department loved our pitch: an online pandemic flu ARG with added real-world discovery vectors on the ground in Hawaii; future artifacts installed in public places to boost awareness, participation, and ultimately, resilience.

The core design team set to work –– me, Matthew Jensen, and Nathan Verrill, with Jake Dunagan helping out as permitted by his new full-time job at IFTF –– and we quickly identified the overarching storytelling challenge at hand; one set to make or break the whole project: How could we help our audience with no living memory of a precedent, most anyone under 45, to connect viscerally to what it feels like to live through a pandemic? By this point, early in 02009, there had not been one in more than 40 years –– the 'Hong Kong Flu,' in 01968.

We constructed our in-game scenario around a hypothetical, peer-to-peer, Hawaii-based disaster response org called Coral Cross, which had been founded, in our telling, after a devastating hurricane hit the islands in 02011. This part was sort of modelled against the real example of Hurricane Katrina (02005), to help people connect to the stakes. But it posited a constructive, emergent use of social media –– still very new in 02009. We basically planned to have people roleplay online within that frame.


We also had to produce near-future media assets to put on the diegetic (in-world) Coral Cross website. These would be aimed at helping players grasp the strangeness, and seriousness, of being able to catch a deadly disease from a doorknob. The hypothetical pandemic was inherently challenging to us, too, because of course we hadn’t had that experience either.


So one day in April 02009, I'm at the East West Center directing a film shoot for the project: a press conference set in 02012, three years into the future, where the Hawaiian Governor’s office announces the WHO declaration of a fully-blown, level 5 pandemic of this imaginary in-game disease.

In the midst of filming, a text message appears on my phone from Matthew, then working from Chicago. One word: “Oink.” Plus a link to an obscure report about an emerging swine flu strain apparently showing up in Mexico and California.

Everyone agreed this was a very strange coincidence.

The disease spread. Within days it had graduated to the front pages of newspapers all over the world.

And the major push we had put in to making this unfamiliar experience of a pandemic more imaginable was instantly made redundant by reality.

For me and the project team, this was just about the most bizarre and unexpected conceivable turn. An elaborately constructed "what if" that we had spent months plotting out, unprecedented in the past 40 years, was now being outstripped by events in real time.

I was reeling.

We were still some weeks out from launch, and quickly realised: our plans, this project, absolutely had to change.

We contacted our clients at the health department, who at first tried to reassure us it would be fine to stay the course. We politely insisted otherwise. Fortunately, soon enough everyone was on the same page: it would not be responsible, or even make sense, to run a live social online game about an imaginary pandemic against the backdrop of an actual one.

We had to move quickly. What’s the only thing that can spread faster than a virus? Information.

Our elaborate hypotheticals went out the window. “Alternate reality game” morphed into “emergent reality game.” While still a playable pandemic preparedness campaign, we were now racing a real disease, H1N1 swine flu. The new plan: harness unfolding events to fuel engagement. We rebooted the whole effort to have it revolve directly around helping players learn how to avoid getting sick and spreading illness.

The new Coral Cross launched some weeks later. Players everywhere registered, earned “vigilance” for engaging the medical quiz content we had prepared with expert CDC guidance, and shared their views on the delicate, serious ethical dilemmas around allocating an eventual vaccine.



H1N1 marched on. However, it was gradually becoming clear that, thankfully, mortality rates were well below those feared at first.

This welcome news had a dark underside. Concern was activated, only to be followed by an experience for many no different than a regular flu season. The medical establishment, in good faith, had cried wolf, and the wolf duly arrived! –– technically it was a pandemic –– but instead of a terrifying monster, this toothless creature had limped into town. We were left wondering: was the net effect maybe in fact less preparedness?

Hawaii DOH and the CDC were awesome to work with. They were also incredibly happy with the project as, we were told, their first experiment with a "serious game". Many players showed impressive, genuine, heartening engagement.

And yet.

As you know, last week the WHO declared COVID-19 a pandemic. Not influenza, of course, but for our purposes, a similar enough breed of fiasco. I’ve been flashing back to Coral Cross the past few weeks, and I’ve been asked about the project and its lessons.

First, making Coral Cross was I think the first time I’d personally learned or thought much about the catastrophic 01918 Spanish Flu, as well as the best practices for avoiding sickness, etc. A decade ago, sneezing into cupped hands was still pretty standard polite practice.

Second, it is a genuinely humbling, quite surreal, and deeply ironic experience to have a well-meaning initiative that is all about thinking ahead and resilience get blown out of the water while it is diligently being set up. As ever, “The best laid schemes of mice and men…”

But I think the main lesson is this: Pandemic preparedness is not a one-shot proposition. Neither, for that matter, is community resilience. Nor is the capacity for foresight more broadly. These things require habit. Collectively, they are cultural. Society critically needs an ongoing, collective, plural, high quality forward view.

I look at it in terms of three dimensions: difference, diversity, and depth. We must address not just the difference of a single (however currently-likely-seeming) scenario, though that's as far as many folks go. We also need a diversity of alternative futures, constantly updated. And depth, reckoning with what these entail as lived experiences.

Granted, this is a tall order. But it is also what over half a century of futures/foresight practice and education are all about. Our community is worldwide, not just in one particular place, culture, or department. Many hands have helped to develop, hone and share these skills. (Note: not everyone with "futurist" in their bio necessarily knows about the field, history, methods, etc) If new to you, let me invite you to explore.

To be clear: current urgencies need urgent attention. In addition: we need to cultivate wiser, more farsighted and systemically-literate habits of mind, as individuals, as organisations, and yes, as whole societies; a distributed capacity that some of us call social foresight.

I know it can be done at those smaller scales, because I've spent more than a decade and a half doing it. Meanwhile, what we must do collectively is increasingly clear. Whether we will step up is currently an open question.

“History is merely a list of surprises. It can only prepare us to be surprised yet again.”
–– Kurt Vonnegut, Slapstick

***

(Originally shared on Twitter, then LinkedIn.)

Related:
Three Dimensions of Foresight
> Hawaii 02050: Ghosts of futures past
> Coral Cross is coming / Coral Cross concludes
> Boing Boing post from back when this happened

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, April 13, 2014

A film from the future



One of the more interesting and humbling aspects of getting older is seeing things you have imagined come to pass, or not. No doubt this is true for everyone, but such moments perhaps carry an extra charge when you imagine possibilities for a living.

Sometimes it's a matter of provocative notions materialising sooner than expected. In 02006 Jake Dunagan and I featured corporate candidates running for public office as part of our continued growth scenario for 'Hawaii 2050'. We were taken aback when a public relations company called Murray Hill Inc announced its plans in early 02010 to run for Congress in Maryland. Apparently they were making a satirical point in the wake of a recent Supreme Court majority decision which seemed to pave the way for corporate voting in elections. Our scenario had played in the same satirical territory 3 1/2 years before – only set 44 years into the future. Too far, perhaps?

An even more striking example of the future arriving early came with a project called Coral Cross, a 'serious game' about a flu pandemic, which I was directing for the Hawaii Department of Health. (The CDC was funding it as an early experiment in using games to engage the public for serious health promoting purposes.) Just weeks before the game's scheduled launch date, the game's hypothetical near-future scenario was pre-empted by an actual pandemic – H1N1 swine flu. To this day it's still a little bit hard to believe that actually happened. The project went ahead, incidentally: we turned on a dime and redesigned it from the ground up to make what we dubbed an Emergent Reality Game as opposed to an Alternate Reality Game.

Sometimes, the opposite occurs. A thing you expected doesn't happen, or happens otherwise than anticipated. We could perhaps file the following story under that heading.

Back in April 02007 when I was in grad school, a number of us in the Dept of Political Science at UH-Manoa made a short film for a 48-hour film comp in Honolulu called 'Showdown in Chinatown'. The way these things work is that certain creative constraints are provided at the start of the period, which both helps to inspire projects and to verify that submissions are authentically tailor-made for the occasion. You then run around like headless chooks for two days trying to make a short film using those parameters.

Readers will be unsurprised to learn that I was interested in making a film from the future. (On which theme more in another post soon, but meanwhile anyone keen to understand where I'm coming from may begin here.)

The given constraints called for referencing the topic 'addiction', using the line 'that's it', and incorporating an apple and a pencil as props. During our Thursday afternoon beer-and-brainstorm session, Ashley Lukens (now Dr. Lukens) made the outlandish and frankly inspired suggestion that the addiction in question could be someone 'addicted to being a dog'. The film pretty much made itself from there.

Why do I blog this now? It's not that it was an especially serious bit of forecasting or rigorous future-date-selecting, but when I edited the short together, the excerpt from our fictitious news magazine show Aloha Tonight happened to be post-dated seven years: April 14, 02014.

Which is – holy crap – today. Time flies when you're meddling with it.

Related:
On Death of a President, and other films from the future
Hawaii 2050 kicks off
This is not a game
Coral Cross concludes
Hawaiian shorts

Saturday, August 01, 2009

Coral Cross concludes

The Coral Cross landing page (logged-in state) while the game was on foot

Folks, much water under the bridge in the past month. One week ago was the conclusion of Coral Cross, on which project, more soon. For now, though, here's the final email we sent out to players, which should give those weren't able to participate some sort of sense of what went on...

date: 28 July 2009 23:41
subject: Thank you for playing Coral Cross

Dear Coral Cross supporters,

Late Saturday night Hawaiian-time, Coral Cross drew to a conclusion, after a month of gameplay. Mahalos are due to who took part in this modest experiment in real-time pandemic awareness, the world's first 'Emergent Reality Game'. The project duration was extended well beyond its originally planned week-long window, in order to allow more widespread access to the experience.

From a final tally of 520+ Pandemic Aware Citizens, 400 were from the USA (of which, one in four was from Hawaii), as well as 30 from the UK, 20 each from Canada and Australia, and smaller contingents from across the globe: Argentina, Belgium, Brunei, Czech Republic, Denmark, Finland, France, Germany, India, Japan, Luxembourg, Malta, Malaysia, Netherlands, New Zealand, Norway, Pakistan, the Philippines, Romania, Serbia, Spain and Sweden. By the end, with a particularly virulent strain of the virus spreading rapidly through our player population, 350 had become 'infected', of which 101 passed away, and 21 recovered. (Take note -- this represents an extraordinarily high case fatality rate. We the living should count ourselves lucky!)

During the course of Coral Cross, some 700 comments were contributed across the full range of forum topics on Pandemic Awareness and the Vaccine Queue. This figure excludes the many conversations carried on via profile 'wall posts'.

We'd like to take this opportunity to congratulate again players who excelled in Coral Cross. Along with those who completed the extra activities -- the Twitter challenge and the N95 mission (and who were duly recognized for doing so, with bonus Vigilance) -- we'd like again to acknowledge those rewarded with discretionary bonuses for outstanding substantive contributions. These top players were DISZASTER, DUSTYGK, INTO THE WOODS, JASOND56, MAYA and TUMBLEWEED. In addition, CONNIE must be noted for exceptionally high Vigilance, taking part tirelessly in discussions, and providing influenza news and links to other players.

The trio of Super-Vigilant individuals who ascended to the rank of 'Leader' (earning at least 600 points, while activating at least three new players) were MAYA from Belgium, MAX from Virginia and KALANI from New Zealand. Well done! The top fifty Coral Cross players are listed in full at the bottom of this email.

We should also reiterate our thanks to the many people who made the project possible. They are named at the Credits page, which can still be accessed via http://coralcross.org.

Finally, friends; on behalf of the Hawaii Department of Health, we hope you found participating in Coral Cross an interesting and worthwhile experience. Now that this phase is finally complete, we would welcome your feedback. Especially if you completed the pre-game survey -- but even if you didn't -- there is a brief evaluation questionnaire here: http://tinyurl.com/coralcross-00 (Please note, this was produced for the US Centers for Disease Control and Prevention independently from the game's design.) To contact the game's designers with direct or more detailed feedback, do feel free to email us: info@coralcross.org

The game may be over, but as time goes by, there is little doubt that the need for Vigilance will remain. Wherever you may be, our hope is that you're now just a little bit more prepared to help your community to face the pandemic flu risk.

Mahalo once again for your participation, be well, and take care.

The Coral Cross Design Team

==
CORAL CROSS Top Players
26 July 2009

#) Vigilance PLAYER Location: Rank
1) 990 CONNIE Toronto, Ontario, Canada: Organizer
2) 921 MAYA Antwerp, Belgium, Leader
3) 837 INTO THE WOODS Minneapolis, Minnesota: Volunteer
4) 769 MAX Fairfax Station, Virginia: Leader
5) 709 ANTON Ottawa, Ontario, Canada: Volunteer
6) 698 JASOND56 Lisle, Illinois: Organizer
7) 696 JASPER Austin, Texas: Organizer
8) 689 DUSTYGK Stafford, Virginia: Volunteer
9) 673 LORE Honolulu, Hawaii: Organizer
10) 671 JSHULTERS Pollock Pines, California: Organizer
11) 646 TUMBLEWEED Antwerp, Belgium: Volunteer
12) 634 TIMOTHY, Luxembourg: Volunteer
13) 629 CORMACMAMC Baltimore, Maryland: Volunteer
14) 625 KALANI Auckland, New Zealand: Leader
15) 615 ORVILLE Greenville, South Carolina: Volunteer
16) 612 NOTGORDIAN San Francisco, California: Volunteer
17) 587= KWOOL Bettendorf, Iowa: Volunteer
17) 587= HMV2914 Saginaw, Michigan: Organizer
19) 578 XI MAO Honolulu, Hawaii: Organizer
20) 576 ARCAS Birmingham, Alabama: Volunteer
21) 575= NJEM Clinton, New York: Volunteer
21) 575= ONA Brooklyn Park, Minnesota: Organizer
23) 574 ZACH San Francisco, California: Volunteer
24) 569 ANARCHY69 Mililani, Hawaii: Volunteer
25) 562= PATITA Austin, Texas: Volunteer
25) 562= ATURO Cincinnati, Ohio: Organizer
27) 561 KAY_D Antwerp, Belgium: Organizer
28) 548 MAPMAKER Honolulu, Hawaii: Volunteer
29) 535 DOMINOKO St. Clairsville, Ohio: Volunteer
30) 534 WYTANAKA Kaneohe, Hawaii: Organizer
31) 532 MARIA New Haven, Connecticut: Volunteer
32) 528 MSI Honolulu, Hawaii: Organizer
33) 527 BELLATRIX KALE Mohnton, Pennsylvania: Organizer
34) 523 MISROI Overland Park, Kansas: Volunteer
35) 522= SYZYGY6 Mountain View, California: Volunteer
35) 522= KATRON BAXTER Kirkwood, Missouri: Volunteer
35) 522= STORMCASTER2001 Bomaderry, New South Wales, Australia: Volunteer
38) 518 SNAP Aiea, Hawaii: Volunteer
39) 516 NADINENH Canonsburg, Pennsylvania: Volunteer
40) 513 JONTTU Tervakoski, Janakkala, Finland: Volunteer
41) 506= CHEFROZ Eleva, Wisconsin: Volunteer
41) 506= DAINTRY Ewa Beach, Hawaii: Volunteer
41) 506= SUSAN Austin, Texas: Volunteer
44) 505 VERITHROS Tucker, Georgia: Volunteer
45) 503 SBAK723 Ohio: Organizer
46) 501 LESAN, Sezimovo Usti, Czech Republic: Volunteer
47) 497 NANCY Honolulu, Hawaii: Volunteer
48) 489= GHADHEAN Olympia, Washington: Volunteer
48) 489= ETHER790 Macon, Georgia: Organizer
50) 488 A. CORVUS Bloomfield, New Jersey: Organizer

The game contents are currently being archived

Monday, April 13, 2009

Coral Cross is coming


By the end of May, the world will be six months into a deadly influenza pandemic that will take the lives of millions, wreak havoc with economies, and strain the social fabric, irrevocably transforming life as we know it.

Perhaps I should clarify that.

In May, web users everywhere will have an opportunity to take part in a bold experiment, an immersive and participatory "playable scenario" that tells the story of a hypothetical near future in which a flu pandemic takes place.

The project Coral Cross is named for a network of volunteers established in 02011 on the Hawaiian island of Oahu; a grass-roots organisation which in this scenario steps forward to aid islanders as they prepare to weather the crisis.

Coral Cross is being produced by the Hawaii Research Center for Futures Studies, for the state Department of Health, and I'm leading the game development team, an incredibly talented lineup of designers and futures thinkers.

A Honolulu Advertiser article last weekend announced the state's federally-funded pandemic preparedness project, of which Coral Cross is just one part, but we're now able to share a bit more about this piece of the effort. Michael Andersen of ARGNet (Alternate Reality Gaming Network) recently contacted me about the project to ask a few questions. The resulting report, which drew on the responses provided, appeared yesterday, but for the interest of other futurists, game designers, and pandemic flu watchers who may wish to know more, our email Q&A is reproduced in full below:

Michael Andersen: What made you and your team consider using ARGs to facilitate discussion?

SC: "Coral Cross" is a playable scenario about the first six months of a global flu pandemic, but with the focus on Hawaii.

The ARG-inspired format for this project grew out of two things.

First, for several years, the Hawaii Research Center for Futures Studies has been innovating in the design of objects and experiences that help people consider alternative future scenarios in a deeper way. We call this area of practice "experiential futures". In 02006, my colleague Jake Dunagan (until recently at HRCFS, now at Institute for the Future) and I staged a set of immersive scenarios to kick off a statewide project called "Hawaii 2050". Hundreds of people experienced four different versions of the year 02050 that we had created for them, to provide a wider context for discussing long-term sustainability in the islands. This approach worked so well that we independently founded a collaborative, public art collective, called "FoundFutures", dedicated to making futures experientially available to people in the midst of their everyday lives. Through FoundFutures we have produced several projects, most notably a series of guerrilla futures "exstallations" for Honolulu's Chinatown -- artifacts and images embodying alternative futures, strategically placed in public spaces. This unique futures-infused form of public art and provocation is an ongoing strand of work.

The second factor is that back when "World Without Oil" launched, we were becoming increasingly aware of the potential benefits of situating these future experiences in a gamelike structure. Subsequent discussions with WWO designers Ken Eklund and Jane McGonigal confirmed that our efforts to date had independently led us to many of the same conclusions as ARG designers about what makes for effective engagement with a scenario. Then, last year, as a Game Master on IFTF's "massively multiplayer forecasting game", Superstruct, I had an opportunity to consider more closely the similarities and differences between what we had been attempting to do as futurists, on the one hand, and what certain publicly-oriented ARGs aimed to do, on the other. Due in part to the example of FoundFutures Chinatown, an opportunity arose for us to create an experiential scenario about pandemic flu for the Hawaii Department of Health. At that point, the two strands clicked, and we knew we'd be doing something more explicitly ARGlike than we had tried before.

MA: What kinds of audiences are you hoping to attract with this game?

SC: Although we have approached the design in such a way that people can participate from anywhere, we will judge our own success mainly by the degree of engagement we can achieve in Hawaii, and especially on Oahu, the most populated island. In other words, anyone can play, but our core audience is here. A key limitation comes from the fact that fewer than one million people live here, because unlike national or international games, we're not drawing our core player base from a distributed pool of many millions of possible players. However, it also has two upsides. First, we can make use of the limited geography -- a captive audience, if you like -- by using more real-life elements to augment the storytelling. Second, as a member of our design team observed, the fact that we're tackling a global topic, pandemic flu, with a local tilt, not only gives it an interesting flavour, but it also helps focus the scenario. Instead of trying to evoke every last thing about how the world could transform as a result of a deadly disease sweeping across it, the island acts is a sort of microcosm in which, no matter where they're from, people will be able to see what's at stake more clearly and concretely, in how particular lives and communities are affected.

To render an abstract possible future concrete, and to have people participate in and be affected by this future, is perhaps the key principle behind "experiential futures". The last several years of work have been a very rich period of work in this area, and we're excited to see what Coral Cross can add.

MA: Can you give any hints as to what media you will be utilizing and how you will elicit interaction out of the participants?

SC: It is a cross-media effort, and I can't say too much more at this point, but the golden thread of the experience will be online, so anyone interested should go to coralcross.org and sign up.

MA: What is the timeline for the game? Approximately when can we expect to see a launch, and how long do you anticipate it to run?

SC: Coral Cross will run in the second half of May, an "event" which happens on a specific, shared timeline -- like pandemic flu itself. The story we're telling is on a scale of months, but the experience in real time will be short, on a scale of a week or two: one month per day. Once we're underway, it's really important for players to check back every day. Changes will happen very quickly!

MA: How do you see this project fitting in with your work at HRCFS?

This project is part of our effort to make foresight relevant and actionable to the public. Our mission is to inform and prepare the leaders and citizens of the State, the region, and the world, for possible changes on the horizon, such that better decisions will guide us away from negative outcomes, and toward preferred futures. ARGs are becoming a key tool in public futures practice and communication, and we need to experiment with this tool and learn how best to use it.

Let me know if I can clarify or elaborate on anything for you.

MA: Thank you for your time, and good luck on the project. Please let me know when it goes live, as I'm very interested in following the game's progress.

SC: Anyone can now submit their email at coralcross.org and they will be notified in May when things start to happen.


Folks, our next big experiential futures project is underway -- and you're invited to participate.

Many thanks to Michael Andersen and ARGNet for taking an interest in this effort.

Related posts:
> "Hawaii 2050" kicks off
> Experiential scenarios on video
> FoundFutures (series of posts)
> Humans have 23 years to go
> Gaming the end of oil

Wednesday, September 10, 2008

Future-jamming 101

Poster design by Media/Continuation group
Students from Introduction to Political Science 110 and Beginning Digital Imaging 400
University of Hawai'i at Manoa, Spring 02008

Design and installation: Media/Continuation | Photo: Claire Schulmeister

A text-heavy entry, this one, but the need to document my recent experience teaching futures and design has been hounding me of late, so I wanted to get something out there before the dissertation commitments nipping at my heels sink their teeth in.

In the leadup to last semester (Spring 02008) I was invited to teach an introductory political science course at the University of Hawaii, Manoa, where I’m doing my PhD in the same department.

I inquired about whether there was anything in particular I needed to include, or avoid, and the answer was no: I would have free rein to shape the syllabus my own way.

Irresistible.

So I set myself the goal of constructing the most interesting course possible. I wanted to engage students in the exploration and expression of ideas, in a politically relevant way (broadly construed), and to do it through an alternative futures lens.

After personal introductions done via freestyle rap (which I can commend to teachers as embarrassing but effective), the first substantive task we undertook was to survey everyone’s understanding of "politics". The parade of notions about traditional institutions and processes engaged in the conventional exercise of power was not at all unexpected. But the agenda was to bust open the notion that politics happens only, or even primarily, on the campaign trail and the voting booth.

The way we set about doing that was by considering the whole of our discursive lives -- the "mental commons", to use the phrase of an Adbusters article I set early on (reproduced here); or "mental real estate", in the words of a Hollywood screenwriter -- as politically charged: the stories told or not told, the ideas promoted or occluded, the interests privileged or marginalised. (For those with a theoretical bent, I was drawing on the politics of aesthetics of Jacques Rancière: thinking of the "political" as redistribution of the sensible, i.e. of the perceptual order.)

Together with art instructor Scott Groeniger, who miraculously was scheduled to teach an introductory class in digital imaging in the same timeslot (Tuesday and Thursday mornings), a couple of buildings over, I put together a plan for "Future Jamming 101" which would enable his art students and my politics students to put their heads together and actually intervene in their mental environment, in their own way. (Scott and I had been talking for a few months about a potential collaboration, ever since we’d met when some of his artwork was featured in the same 02007 exhibition as FoundFutures: Chinatown, at Honolulu gallery The Arts at Marks Garage.)

A few aspects of the class were deliberately experimental and may be worth recording for others to build upon. And, since I had asked my students to conclude their semester with a brief "Reflections" paper looking at the approach they had taken in their culminating group projects, and evaluating what they had learned from that process, I figured I ought to do likewise. So here, slightly belated -- the whole summer has passed by now -- are my Reflections on the exercise we undertook together. I've tried to include details here which may assist other instructors to formulate a comparable exercise, so my apologies are due to the general readership, to the extent that such details are less than exhilarating.

The purpose of our "future jamming" project was to teach students futures thinking, in an active, hands-on manner, such that they would have an opportunity not only to master the basics of alternative futures, but also to apply them in a satisfying, and hopefully impactful, way.

It seemed sensible to do this by having them do something like what Jake Dunagan and I had done quite a few times – bring futures thinking and designers together to manifest possible scenarios.

We borrowed the term "future jamming" from Australia-based futurist Jose Ramos (a coinage parallel to "culture jamming"), whose energetic advocacy of the radicalisation of foresight communication -- in conversations a few years ago, as well as in print meanwhile -- has stayed with me. The trick here was, it seemed to me, to scale up the approach Jake and I had developed in collaborating with designers on our series of "FoundFutures" experiential scenario projects (e.g., postcards, Chinatown, South by Southwest, and most recently the Wattis Gallery).

The steps for the project panned out as follows. (These seem slightly more distinct in retrospect than they were at the time.)
> forming groups and selecting topics
> generating scenarios
> devising and producing artifacts expressing those scenarios
> installing materials and recording responses
> evaluating the projects

With about 20 students in each class, the joint sessions would be jam-packed, as neither of our assigned classrooms was big enough to accommodate everyone comfortably, and so we didn't want to risk having an untried format eat up too many weeks. We settled on a schedule which had our two groups meeting for the two sessions in the week before spring break, developing their ideas over that break, and then meeting and working together for the three weeks (six sessions) to follow. Each politics class was 75 minutes long. Scott’s classes ended at the same time as ours, but started more than an hour earlier, which was extremely helpful in production week -- students needed all the time they could get.

Session 1: Briefing. The purpose, aspirations, and timeline of our future-jamming project were set out. This included an introduction to the four generic images of the future [Dator], culture jamming and future jamming, and showcasing similar projects to kickstart thinking around possible approaches.

Session 2: Forming teams. Facilitated by the instructors, students brainstormed a long list domains of interest (futures of "X"), and we used a voting process to whittle it down to two: Energy and Media. The joint group was then split in two, and individuals were assigned more or less at random (with sensitivity to arts/politics representation in each) to one of four sub-groups within their domain; eight groups altogether. So, everyone ended up in a small team of four or five, assigned to a domain (energy or media), and a generic future for that domain (continuation, collapse, discipline or transformation: the "four generic images of the future"). The time horizon for scenarios was put at approximately 30 years.

Sessions 3 & 4: Building scenarios, devising artifacts. The students had two sessions to work with their groups to develop the content of their assigned scenario, with instructors’ troubleshooting as necessary. The main criteria for building these scenarios were that groups should find a story to tell that they themselves found interesting, and that might be ridiculous at first sight, but which would seem quite plausible on closer inspection (following Dator's second law [pdf]). Happily, we were able to access a large art production room with enough space and chairs for all eight groups to convene. By the end of the week they turned in a half-page narrative of their scenario, together with a shortlist of intended artifacts or experiential interventions which could express it. So, for example, the Media/Transformation group submitted the following:

Scenario

It is the year 2038. Multiple devices are no longer necessary for communication. Mobile communication and internet access is consolidated into a chip half the size of a dime that is implanted into the brain. This tiny chip is connected to the neural passages that allow all the senses to be fully integrated into the user’s communication experience. Our newest product has proven physically and mentally safe for several hundred users, and several new features have been added.

The chip was made in 2018 by Hans Fineman of Fineman Universal Corporation initially made as a prototype for the United States Armed Services to be used to communicate during warfare. By 2035 a consumer form of the chip is distributed in select countries and several companies by that time made compatible content available to subscribers.

Materials

A printed business card flyer with a url
A website with information


That's exactly what the group went on to do (whereas the plans of most others, especially the more ambitious ones, changed as time marched by).

Website promo card design: Media/Transformation | Photo: Stuart Candy

Sessions 5 & 6: Production. We moved our operation to a computer room in the art school, since the equipment was necessary for the graphic design of almost every artifact produced. Space was tight but energy high. During this phase, Scott in particular dealt with an astonishing variety of challenges as people sought to translate their ideas into tangible pieces.

Media/Collapse group's posters in production | Photo: Stuart Candy

Poster design: Media/Collapse

Session 7: Installation and recording. Students had resolved to do their installations largely on campus at UH-Manoa. Output ranged from a website selling brain-implanted communication devices (and promotional materials distributed to drive traffic there); to magnets affixed to cars’ gas-cap covers, reminders drivers about the phasing out of gasoline in 02038; to a candle-lit surfboard memorial for a dissident Hawaiian felled by Chinese occupiers. And so on. They were asked to document intensively so their efforts might be preserved for posterity.

Session 8: Conclude installation, group presentations and debriefing. Each group did a powerpoint presentation on their scenario and its manifestation. Everyone who had been steadily immersed in their own project finally had an opportunity to see what their counterparts, assigned to the other domain, or to the other three futures within their own domain, had been doing.

Installation of designs by Energy/Transformation group | Photo: Stuart Candy

Design: Energy/Transformation | Photo: Stuart Candy

Some lessons (not exhaustive):

1. Clear constraints enable creativity. The 22 undergraduates who wound up in my class were on the whole extremely gracious about not getting the standard introduction to politics that many of them had, reasonably enough, anticipated (especially in the midst of an upcoming U.S. presidential election). I wouldn’t change anything there, but I certainly would recommend making clear to students how an unorthodox task like this fits into whatever else they might be expecting. There were occasional complaints about insufficient instruction in the assignment, but I tried to be forthcoming about the reason for leaving so much to the groups’ discretion. It seems to me that for an exercise such as this, the guidelines for scenario-building and deadlines for each phase are best treated as clear and strict, to enable maximum innovation (and concomitant assuming of responsibility) within the degrees of freedom thereby laid down.

2. Randomly assigned groups are a crapshoot. Like Forrest Gump’s box of chocolates, you never know what you’re gonna get. Some teams needed closer attention than others where, for instance, production skills were less well developed. So it goes.

3. Every installation strategy has its tradeoffs. I would love to see more output ranging beyond print artifacts. Since this was a digital imaging collaboration (rather than, say, a theatre class), output understandably leaned towards print and web. Even so, in previous FoundFutures outings we have found print posters and brochures to be (along with websites) the cheapest, easiest, media to use for future artifacts -- or at least the ones lying squarely on the path of least resistance. More varied and imaginative approaches are possible, but they may require more opportunity for planning than print and web production, which lend themselves to last-minute execution. Tradeoffs emerge. Easy installations are also easily undone (most posters in non-designated areas were immediately torn down; while some of those placed on bulletin boards remained for weeks). Highly visible and impactful setups may also be highly vulnerable (the Media/Collapse group's guerrilla "memorial" installed in the campus centre was short-lived; they were moved along unsympathetically by nearby staff). Permission can clear the way to more striking interventions, but it takes time, and risks a negative answer. Examples: Media/Discipline wanted to display an "official" instructional presentation about “redeeming media rations” in Hawaii, 02030) on flatscreen TVs in the campus centre; meanwhile, Media/Continuation had the marvellous idea of taking over a campus vending machine, or at least one or two of its slots, with their 02038 product, iDream pills (in rebranded tic-tac packets). These were both great concepts that didn’t eventuate: official clearance impossible in the short time available.

4. Under-documentation is a pitfall. Lots of photos don’t turn out, so when you're working in digital, there's no such thing as taking too many. If I did it all again, I’d want to devote more attention to helping students install and record their interventions. (That phase spilled over from the original intended single date, session seven, into the following class -- a time issue, on which see more below.) Not every group will be blessed with an experienced photographer, so it may even be worthwhile bringing in others to follow and document the groups’ work during installation (and, particularly, the encounters of unsuspecting members of the public with the artifacts). Not filming, photographing, interviewing, or actively promoting as much as we might have is a familiar problem from several FoundFutures projects, and in truth even with experience it hasn't become any easier to remedy by our own efforts, because the logistical pressure of performance always seems to push these to the background. Help would be great to have for this phase.

5. Time is always short. This isn’t all we did during the semester: there were 16 weeks, and the project I’ve outlined here took up just four of them. (The spring break didn’t in fact result in any progress. It’s not clear that anything much gets done outside of class time; certainly I would not want to count on it.) Overall, I think it could certainly have been spread out over a longer period, and the quality of the work would benefit from a slightly more leisurely pace. At a minumum, if I were to do it again I’d try for two weeks of production time rather than one. A lot begins to shift, and thus requires room to adapt, as you concretise a scenario’s abstractions.

6. It worked. The interaction of art/design-trained people and newbie futurists (who, despite their newness to the field, brought diverse experience in other areas to the table) generated the kind of energy that I'd hoped for, and that typically characterises creative interdisciplinary work. The end-semester feedback from students was extremely positive, and happily, suggested that our plans (of engaging them via hands-on expression of their ideas) had borne some fruit.

To anyone interested in knowing more, educators in particular, may I suggest taking a look at our class blog "alternativity" (which has been a public document from day one), and I'd be delighted to pass on the syllabus. Let's bring other voices to this ongoing conversation about making futures tangible via design.

Designs, installation and photo: Energy/Collapse

Website: Energy/Discipline

Gas cover magnet design: Energy/Discipline
See also Ka Leo [campus newspaper] report

Poster designs and installation: Media/Discipline | Photo: Stuart Candy

Poster design: Energy/Continuation

Production week in full swing | Photo: Stuart Candy

Thanks to all the students in my Intro to Political Science section; you were a pleasure to teach. A hearty cheers to Scott Groeniger, a willing and highly skilled collaborator, and his intrepid troupe of digital imagers; and also to Jim Dator for setting a fine example which informed so much of what I tried to do in the classroom.

Related posts:
> Design fiction is a fact
> Behold: a disturbing hole!
> Why the language of design must enter law and politics