Showing posts with label Jake Dunagan. Show all posts
Showing posts with label Jake Dunagan. 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

Thursday, December 29, 2016

The Experiential Turn

How and why has foresight practice been turning towards design, media, arts and games –– and what does it mean for the future of futures?

Plastic Century: interactive installation at California Academy of Sciences. Project by Stuart Candy, Jake Dunagan, Sarah Kornfeld and Wallace J Nichols, San Francisco 02010. Photo by Mike Estee.

***

The Experiential Turn
by Stuart Candy and Jake Dunagan
Human Futures, Issue 01, December 02016

For futures studies to impact mainstream culture and contribute to civilisation-scale “social foresight” (Slaughter, 01996) it must be capable of bridging the “experiential gulf” between abstract possible futures, and life as it is directly apprehended in the embodied present.

The persistence of an experiential gulf in foresight work, an idiom given to abstraction because it is about things that do not exist, is one of the main reasons for what we would say has been the field’s insufficient impact on mainstream thinking about the future over the past half-century. By contrast, the grounding of forethought in both material and emotional reality very much increases its potential impact on thought and behaviour. (Candy, 02010, pp. 61ff.)

Enter experiential futures, the key motivation and rationale of which is to enable more effective foresight work, exploring and shaping change, by using the whole continuum of human experience as the palette of engagement.

Hawaii 2050: public event kicking off a statewide sustainability planning process. Project by Stuart Candy and Jake Dunagan with Hawaii Research Center for Futures Studies and collaborators, Honolulu 02006. Photo by Cyrus Camp.

Experiential futures, “the design of situations and stuff from the future to catalyse insight and change” (Candy, 02015), has a deliberately wide compass, including not only futures-inflected editions of conventional design outputs (print material, concept images, prototypes, physical artifacts, etc), but also installation, mail art, advertisements, immersive theatre, guerrilla intervention, digital simulation (VR/MR/AR), and games. Tangible, immersive, interactive, live, and playable modes are all in scope. [1]

The origins and early cases of experiential futures are described in detail elsewhere (Candy, 02010), but to provide a sense of how far and how fast this area has developed over the past decade, and with growing numbers of other practitioners experimenting in these modes, the authors have worked on projects ranging from immersive experiential scenarios for a group of 550 people at a public policy-oriented sustainability event, to guerrilla street art campaigns, to national-level museums of future possibilities. Partnering organisations have included local, state, and federal governments, community groups, educational and cultural institutions, private enterprises, and nonprofits. We have also developed the practice through teaching in the world’s first two futures programs offered at design schools, at OCAD and CCA.

The Experiential Futures Ladder: Most traditional futures practice, and certainly scholarship, operates on a high level of abstraction, above the experiential threshold, while experiential work explores more concrete manifestations of futures –– possible, probable and preferable.

What then are some of the challenges for futurists making, or contemplating, an “experiential turn”?

They include becoming transmedia producers as well as the transdisciplinary thinkers that we already try to be. This in turn entails not only participating in, but likely often facilitating, collaboration across even more diverse skillsets, and broaching new boundaries – such as those between the expressive/narrative arts and analytical scholarship – in addition to the disciplinary siloes which the field already habitually challenges. [2]

Enabling group thought and creative processes has been an important part of the futures field for years (Jungk and Mullert, 01987; Dator, 01993), and the stakes may be obvious to many already, but the affordances of group creativity and cognition using an experientially augmented toolset, and the details of what works best in what circumstances, are only now beginning to be worked out.
Here, then, we offer some suggestions for core skills and sensibilities that need to be developed further; among them certain competencies already widely accepted and understood, alongside others that may be less familiar.

Futurematic Vending Machine: design jam at OCAD University to fill a vending machine with future artifacts created by participants. Project by Situation Lab and Extrapolation Factory, Toronto 02014. Photo by Stuart Candy.

In order to become a good experiential futurist, you should: [3]

● Become a student of the history, culture, and present situation of the places and people with whom you are co-creating – in order to empathise with and build upon their knowledge and experience.
● Become a perceptive mindreader – in order to understand the mental models of participants or audiences, and then decide how to expand or challenge those models.
● Become a flexible thinker with the habit of long-zooming and scale-toggling – in order to venture, with your transdisciplinary readiness to roam, wherever the inquiry may need to go.
● Become a master of situations – in order to facilitate the co-creative processes of groups, which includes recognising what to nail down, what to leave open, and when and how to improvise changes in response to the needs of the moment.
● Become an engineer of experiences, bridging the gap between the ground of present sensation and islands of abstract possibility – in order to be prepared to use whatever it takes to catalyse heightened creativity, thoughtfulness, engagement, and action, in yourself and others.
● Become a fastidious documentarian – in order to capture the materials, feedback, and insights created during what is a singular, often ephemeral, experience.
● Become a willing collaborator with others you meet along the way – in order to be poised to join forces with those who have skills that you don’t, since no social foresight can be accomplished alone.

Time Machine CDMX: a student-created immersive scenario set in Mexico 02028. Class led by Stuart Candy and Jake Dunagan at CEDIM, Mexico City 02015. Photo by Stuart Candy.

Overall, perhaps the central emerging challenge for foresight practitioners has less to do with generating and broadcasting ideas about the future than with designing circumstances or situations in which the collective intelligence and imagination of a community can come forth. To design and stage experiences of the future(s) is one class of activity. To attend to the design of processes whereby such experiences are designed, making scalable structures of participation, is another. Both frontiers must figure in the unending quest toward “a truly ‘integral’ approach to inquiry” (Voros, 02008).

Finally, we emphasise that the outcome of all this is not simply to create interesting experiences; it is to make experiences that lead to the creation of better futures. To catalyse better futures is “the work” we futurists are called to do, and being willing to recognise the shortcomings of our existing conventions, as these become apparent, and to evolve towards new horizons in how we operate and cooperate––just as we urge and aspire to help our clients, audiences, students, and other constituencies to do––is a critical part of that duty.

Notes:
[1] The original article from which this shorter piece comes (Candy and Dunagan, 02016) deals in detail with the blossoming romance between futures and design, including parallel areas of practice such as design fiction and speculative design.
[2] See Ramos, 02006, for an earlier articulation of this line of argument. A decade of experiential futures work can be regarded as a decisive turn in the field towards meeting this challenge.
[3] The tremendous influence of Jim Dator on this part, and in general, is gratefully acknowledged. See the section titled “To Be A Good Futurist” in Dator, 01996. Our list supplements rather than replaces that one; although note the shift in emphasis between there and here, from mastery of content, toward mastery of process, in service of group intelligence and creativity.

References:
• Candy, S. 02010. The Futures of Everyday Life [doctoral dissertation]. University of Hawaii at Manoa, Department of Political Science.
• Candy, S. 02015. The Thing from the Future. In: Andrew Curry (Ed.). The APF Methods Anthology. London: Association of Professional Futurists.
• Candy, S. and Dunagan, J. 02016. Designing an Experiential Scenario: The People Who Vanished. Futures (In press).
• Dator, J. 01993. From Future Workshops to Envisioning Alternative Futures. Hawaii Research Center for Futures Studies.
• Dator, J. 01996. Futures Studies as Applied Knowledge. In: Richard A. Slaughter (Ed.). New Thinking for a New Millennium. London: Routledge, p. 105-114.
• Jungk, R. and Mullert, N. 01987. Future Workshops: How to Create Desirable Futures. London: Institute for Social Inventions.
• Ramos, J. 02006. Consciousness, culture and the communication of foresight. Futures, 38(9): 1119-1124.
• Slaughter, R. A. 01996. Futures Studies: From Individual to Social Capacity. Futures, 28(8): 751-762.
• Voros, J. 02008. Integral Futures: An approach to futures inquiry. Futures, 40(2): 190-201.


***

The full text of this piece can be found in pdf here.

It appears in the inaugural issue of Human Futures (December 02016), a publication of the World Futures Studies Federation.

The piece represents an edited excerpt (about 10%) of a full-length article and case study of an experiential futures project we did at Arizona State University’s inaugural Emerge festival. That article – excerpted previously at The Sceptical Futuryst here – appears in a special issue of the journal Futures on the theme of Experiencing Futures, guest edited by Cornelia Daheim and Kerstin Cuhls.

***

Update 01aug17: Our original article from Futures has been named a 02017 Most Significant Futures Work at the annual Association of Professional Futurists (APF) Awards, in the Advancing Methods and Practice category. We are grateful to the APF and jury for this honour.

Related:
Ghosts of futures past
> The Futures of Everyday Life
> Foresight is a right
A Question of Scale
> The People Who Vanished
> Emerge 02012

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

Tuesday, August 02, 2016

The People Who Vanished


Update 01aug17: The journal article excerpted below, 'Designing an Experiential Scenario', has been named a 02017 Most Significant Futures Work at the annual Association of Professional Futurists (APF) Awards, in the Advancing Methods and Practice category. We are grateful to the APF and jury for this honour.

***

The People Who Vanished is a transmedia narrative project dealing with the prehistory of the Phoenix area, staged at the inaugural Emerge Festival hosted by Arizona State University in March 02012. Jake Dunagan and I designed and led a two-day workshop in which we produced an experiential scenario with 20 festival participants.

Although we had been doing Design Fiction and Experiential Futures for five or six years already by that time, we were excited about the challenges of co-creatively involving a group this size, and especially of the compressed production timeline, both highlighting the need for a shared mental model and clear framework for collaboration.

What follows in this post is a written snapshot of that design process. It's an excerpt from an article we recently published in the peer-reviewed journal Futures.† (File under: better late than never.) The article, or this lightly edited bit reproduced below, can certainly be read alone, although for a sense of the originally intended effect watch this video first; the tale as revealed to a live audience at Emerge (18 min).


† S. Candy, J. Dunagan, Designing an experiential scenario: The People Who Vanished, Futures (2016), http://dx.doi.org/10.1016/j.futures.2016.05.006.

***

The name Phoenix invokes the bird of Greek myth which would periodically burn up and rise again from its own ashes. It is a striking but little known fact that the city was so named precisely because it was built atop the ruins of a lost civilisation.

Beneath the streets and sidewalks of today’s Phoenix of four million inhabitants lie the remnants of the Hohokam, a society which flourished from around 0CE to 1400CE; “from Christ to Columbus”.

The Hohokam were expert canal engineers and irrigation agriculturalists. They built a thriving civilization in the desert lasting almost one and a half millennia. They farmed the land and channeled water through massive canals without any of the modern tools and equipment we have today. However, about a century before the arrival of Europeans in North America, they suddenly disappeared, for reasons that are unknown, and that are still debated by archaeologists.

The name Hohokam is an O’odham word meaning “the people who vanished”. Being an oral culture, it is unknown what they called themselves.


A question which we hoped to evoke for participants at Emerge became: “could the people of today’s Phoenix be the next to vanish from the valley?”

In order to push the boundaries of experiential futures, to do justice to the scope of the historical (and future) questions at hand, and to create a unique and fun learning experience for our workshop participants, we were drawn to the idea of executing a project at a monumental scale. We wanted to create something big; something that demanded attention; something that would appear suddenly and without warning — and that could carry deep meaning for the attendees. In our practice we and others often create hypothetical “artifacts from the future”, but in this case thought it could be interesting to create a fictional artifact from the past, in order to enable a reperception of present and future.

Throughout history, there have been breakthrough moments when we humans have been forced to confront our own ignorance and reimagine our collective story about who we are and where we came from. The unearthing of dinosaur fossils revealed a strange and diverse lifeworld on Earth long before human existence, overturning earlier thinking about natural history. Similarly disruptive were cultural discoveries such as the Dead Sea Scrolls, the Rosetta Stone, the city of Pompeii, and ancient technologies such as the Antikythera machine. The rediscovery of ancient philosophy, architecture, or artifacts from time to time has not simply added to a trove of curiosities from the past; but has heralded revolutionary change in society’s self-understanding. The Renaissance, the Enlightenment, and other epochal transitions have been initiated or accelerated by such archaeological moments.

There are always bound to be, this line of thinking suggests, possibility grenades beneath our feet, primed to explode our fragile certainties and platitudes about the story of our world. As U.S. President Harry Truman once said, “The only thing new in the world is the history you don’t know.” 

What could this “new” and transformative –– if hypothetical –– slice of history be for Phoenix?

Examining the map pieced together by 20th century archaeologists of the extensive network of ancient canals spanning the area... yielded what turned out to be an essential insight: in addition to their obvious practical uses, the Hohokam canals could have had some previously unsuspected symbolic functions.

An idea emerged: towards the end of their tenure, the Hohokam may somehow have manifested a distinctive symbol in the archaeological record – one also appearing in the pre-collapse periods of other cultures. … Now we could recount the fortuitous “discovery” of a transcultural, transhistorical symbol of impending civilisational collapse. It would not be necessary (and in the circumstances would also not be desirable) to try to explain the precise means by which this harbinger of disappearance had cropped up around the world throughout history; the sheer “fact” of apparently concrete evidence of the mystery itself could provide the desired archaeological moment.


We would tell the following story: In puzzling out the fate of the Hohokam, our group had spotted this curious anomaly on the map, and had then been inspired by the thought of a symbolic, and not merely functional, role for the canals. One of our number then had the idea to do a google image search for this pattern and see what turned up (still true –– sort of). Shockingly, this search showed up a range of other instances of the same ‘glyph’ in diverse archaeological records elsewhere: the Harappan of the Indus Valley, the Anasazi, the Nazca, the Polynesian peoples of Rapa Nui, aka Easter Island. All this part was of course completely simulated; photoshopped into found photographs from these places. We would also be able to show how the glyph had turned up subtly but unmistakeably, inscribed in the patterns on Hohokam pottery too. And the kicker: the sole common characteristic discernible across all these disparate cultures, from wildly different eras and geographies, was that they had all disappeared. They were all collapsed civilisations.








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Bruce Sterling in Wired: "When one walked outside the auditorium afterward, there was a huge mystic glyph installed on the side of a local mountain."


***

Project Credits:
- The People Who Vanished were: Carlo Altamirano, Michael Baran, Rachel Bowditch, Chris Danowski, Tyler Eglen, Erik Fisher, Paul Higgins, Gordon Knox, Oscar Lopez, Blakely McConnell, Julie Rada, Matt Ragan, Reed Riner, Joya Scott, D.A. Therrien, Trish Yasolsky and Bobby Zokaites
- Special thanks: David Abbott, Tain Barzo, Joel Garreau, Jerry Howard (Arizona Museum of Natural History), and Cynthia Selin

See also:
Aisling Kelliher and Daragh Byrne (Carnegie Mellon University) in Futures journal
Cynthia Selin (Arizona State University), one of the organisers, situating this work in Futures
- A trove of documentation (still images and timelapse video) from our workshop, via Carnegie Mellon
- Post about the Emerge exhibition featuring The People Who Vanished and other projects at ASU Art Museum
- A terrific design fiction video created by a group led by Near Future Laboratory's Julian Bleecker and Nick Foster in another workshop taking place at the same time



***

The paper excerpted above goes on to describe a framework that we devised during the workshop and have kept developing and using since as a conceptual model for scaffolding experiential scenarios and design fiction; the Experiential Futures Ladder. Implications for the foresight field of this multi-scalar mode of thought, as well as of the experiential turn more broadly (towards design, media, games and performance) are outlined.

The full text of the article in press, "Designing an Experiential Scenario", can be found in pdf here.

The journal permalink is here.

Related:
The Experiential Turn
> On the eve of Emerge
> Dreaming together
A History of Experiential Futures 2006-2031
> Experiential scenarios on video

Sunday, July 31, 2016

Toward a Preemptive Social Enterprise


Verynice is a social enterprise design firm based in Los Angeles, with the groundbreaking business model of giving away half their work for free. To date they have gifted over USD 5 million in design services to worthy causes.

Having worked at the cutting edge of social enterprise for almost a decade, the Founder and Managing Director of verynice, Matthew Manos, is releasing a book about what he believes the next generation of this work calls for from entrepreneurs.

I'm honoured to provide the Foreword for Toward a Preemptive Social Enterprise, which features a cast of contributors including futurist Jake Dunagan, designer Nathan Shedroff, and science fiction author Bruce Sterling.

The book's worldwide digital release is tomorrow, 1 August 02016, with hard copies available in mid-September.

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FOREWORD to Toward a Preemptive Social Enterprise.


Business as a category of human activity has traditionally aimed to maximise certain outcomes at the expense of others. Other communities, other species, other places, and future generations.

Take the oil industry for example. Like the endlessly ingenious tools of the extractive trade themselves, profit-first business morphs to fit the contours of the lucrative niche. I locate a rich deposit, I work out access to it by hook or by crook, and voilà: I drink your milkshake. Other impacts are someone else’s problem.

Traditional business is a badly broken finite game.

Yet it is possible to flip the premise. Here is the quietly revolutionary but increasingly obvious alternative: morph the enterprise to generate desired impacts, and reverse engineer a business model to make it economically viable.

This change-making path is often called social enterprise, and the figure animating that change and beating that path is the social entrepreneur.

Social entrepreneurship comes from the overdue recognition that business is an engine of change –– nay, a powerhouse. More and more of us see that to harness its institutional potential to worthwhile ends could be hugely influential, generating outcomes as deliberate and positive as the outcomes generated by legacy means have been accidental and destructive.

As Matt Manos explains in these pages, "A social entrepreneur is a designer of business whose intentions are not in capital gain, but instead in the advancement of the greater good of society." The central formula is, then, approximately: business + design + ethics (greater good) = social enterprise.

When one surveys today's fast-changing "ecology of commerce", in Paul Hawken's resonant phrase, we find a wide range of creatures from different evolutionary eras living side by side. There seem to be many recent, small initiatives nobly attuned to the full spectrum of their impacts. Generally these are nimble little Darwinian upstarts, yet to prove their fitness over generations. Such hopeful mutants co-exist alongside others, bigger and older, but catching on to the emerging rules of the infinite game, and if nothing else keen to be thought of as doing the right thing. Alongside these in turn can be found still others – some of the biggest, most formidable, and lumbering beasts in the landscape –– that show zero indication of giving any shits at all about the greater good.

Thus we find ourselves in a strange transitional era for business.

Consider entrepreneur Tony Hsieh's recent memoir Delivering Happiness, which documents the heroic efforts at his company Zappos to establish a viable niche as a service-oriented online shoe retailer. This story elicits a paradoxical kind of wonder. On the one hand, we can admire the way the organisation has promoted passion, purpose, and positive experiences for those in its immediate orbit. On the other hand, we may be simultaneously baffled by a lack of attention to the happiness of the invisible yet essential legions of workers further up the supply chain; those who actually stitch and glue together the shoes at the heart of each all-smiling transaction.

This integration of ethics into business, then, the "sociality" of social enterprise, is patchy, with even some of the good guys having serious blindspots, To misquote William Gibson, social enterprise may already be here, but it's by no means evenly distributed.

Still, there is no mistaking the direction in which the global connectivity, transparency, and systemic awareness are pushing. Some people, reporting right from the cutting edge, are perfectly positioned to help the rest of us understand where social enterprise, and ultimately business in general, need to go. Matthew Manos is such a person.

"The entire premise of social enterprise relies on reaction," he writes. The default setup is "post-traumatic innovation", but waiting until something has gone wrong––treating disaster as the trigger for action––is irresponsible.

It turns out that thoughtfully engaged and ethically motivated business can still be stuck in the past, solving one set of problems while leaving others untouched, or even making them worse.

It is therefore the aim of the book you are reading to show that a crucial ingredient is missing from the social enterprise formula: foresight.

The next generation of social entrepreneur must be "preemptive", less problem-ameliorating and more visionary, attending not only to traumas in need of remedy, but also to opportunities of shaping positive change, based in coherent, plural perspectives on how the whole system could evolve.

Social entrepreneurs should also be futurists.

Now, this is a big idea, and dealing with big ideas is hazardous, especially when it comes to value shifts. The more basic, load-bearing, and "self-evident" the assumptions at issue, the more readily attempts to address them risk being dismissed as irrelevant (incompatible with current settings) or redundant (since, once absorbed, previously unfamiliar settings become normal again).

However, someone has to take on the big ideas, and in business, “normal” needs major renovations. So regardless of whether you already share its view, or disagree vehemently, you should read this book.

To be slightly pre-emptive myself for a moment, it may be that some readers find this argument for foresight to make a poor accompaniment to a fond belief that the market already and automatically incorporates whatever information about the future it needs to.

You are invited to consider that the invisible hand mediating market participants works only with information in the system, and since there are no future facts, the hand can contribute no more foresight than the parties themselves bring to the situation. If we want markets to take the future into account, the people in them need to do it.

Then again, there may be some entrepreneurs sceptical about the value of designated “foresight” tools, since they already are creating the future, thank you very much. This resembles claims I have heard from some designers I’ve met over the last ten years.

They are partly right, of course. But it is a truism to claim that business, or design, is creating the future. As Kenneth Boulding has pointed out, all decisions are about the future. Merely existing helps to create the future, and inactions can have an effect just as surely as actions do. Neither the claim nor the fact that one is already "shaping the future" puts that activity beyond the possibility of improvement.

The good news is that designers and entrepreneurs alike are perfectly positioned to use strategic foresight approaches, such as horizon scanning, scenario generation, and experiential futures; the inherent future-shaping properties of design and business make these valuable places to integrate such a futures literacy.

Part of what Manos and his collaborators seek to do in this book, very successfully I think, is show that entrepreneurs and designers must take it upon themselves to be more systematic, deliberate and detailed in articulating which futures are at issue; which scenarios their efforts mean to help avoid and, more importantly, which ones they intend to help realise.

Preemptive social enterprise, therefore, ties our initial recognition of institutional capacity ("business is a powerful category of actor") to the capacity for individual action ("what can I do?"), and turns a personal ethical problem ("how can I as an individual exert meaningful influence?") into a collective design invitation ("what can I start, or help to grow, that may have the outcomes I wish to see?").

But let’s be clear about the depth and reach of what is being suggested here. We are not talking about a one-time goal shift, but about the development and integration of a permanent and self-renewing orientation. Not merely a new direction, but a new way to navigate.

One way to appreciate the significance of the argument is to call to mind the generic taxonomy of "places to intervene in a system" offered by Limits to Growth lead author and pioneering systems thinker Donella Meadows. What Manos is inviting social entrepreneurs to do, in effect, is move some of their effort and attention upstream where greater influence can be had. He would not merely have us put business in service of different, even if more worthwhile, "goals of the system" (number two on Meadows's list). The case for preemptive social enterprise is directly affects "the mindset or paradigm" out of which the goals themselves arise. This is leverage point number one, which implicitly impacts goals, and everything else.

Why does this matter? The cultivation of a capacity for strategic foresight entails a rigorous, informed, creative, generative, and always updating view of the world's and of one's own possibilities. Integrating it represents a change with ongoing and ever-evolving implications for organisational and individual activity.

In earlier work, echoed and amplified here, Manos has set about addressing how entrepreneurship is done, carefully documenting all existing business models in order to work out where underexplored potential lies. So the perspective of this book is –– bear with me now –– meta-entrepreneurial. It is being entrepreneurial with regard to entrepreneurship itself; not only using existing tools to put the changemaking powerhouse of enterprise in service of "better goals", but seeking to make it self-improving. Retooling the toolkit.

As Stewart Brand, another important social innovator, and a futurist too, has pointed out: “Nobody can save the world, but any of us can help set in motion a self-saving world." Foresightful, anticipatory, or to use Manos's chosen word, preemptive social enterprise may well be a critical, organic ingredient of a self-saving world; more flexible and resilient, more apt to adjust and to learn.

Preemptive social enterprise is a bid for business to embrace an iterative, anticipatory learning function, and for this to face outwardly and inwardly at the same time: "The design of scenarios, and, most importantly, the design of ourselves within those scenarios allows for a deep understanding of our potential, preferred, probable, or plausible futures."

“The design of ourselves” seems an important phrase. What might this entail?

I suspect that the answer may rest in a central, and highly valuable idea explored in this book. If you wish to realise a changed world, it is important to invest in imagination.

Now, one reason why I think Matt Manos is so effective as a designer, as an entrepreneur, and as a person is that he doesn't take conventional dichotomies at face value. He does not, for example, seem to see invention as being somehow elevated over or opposed to the legwork of researching that which already exists. This attitude lets him do the due diligence of assembling a near-exhaustive catalogue of business models, as well as adding his own––not only in theory but in ever-iterating, ever-improving practice. Nor does he snap-to-grid with an assumption that many others seem to live by, that imagining and implementing are somehow opposites. Instead, he treats the two, rightly I think, as equal, necessary and complementary facets of the same changemaking work. This lets him try out more ideas in a single project than a lot of people could be proud to have initiated over a span of years.

Even the seemingly foundational opposites of fact and fiction, when it comes to navigating change towards preferred futures, are unhelpful signposts. For what is a dream that one means to manifest if not both fiction and fact at once? Or rather, fiction that aspires to fact, and thereby creates it?

So one of the conventional dichotomies that this work refuses, critically, is the putative "realism" of business vs the "indulgence" of imagination.

Again: Imagination is an investment.

Over the past decade, designers have turned to futures practice, and futurists to design, out of a mutual need to integrate speculative and material registers. A flowering of hybrid practices – experiential futures, design fiction, speculative design – has been the result. All sorts of tangible artifacts and immersive experiences that make futures more easily shareable, thinkable and feelable. A few years ago, fellow traveller Bruce Sterling proposed this definition of design fiction, “the deliberate use of diegetic prototypes to suspend disbelief about change”. However, as digital media professor Janet Murray has observed, "When we enter a fictional world, we do not merely 'suspend' a critical faculty; we also exercise a creative faculty. We do not suspend disbelief so much as we actively create belief." Similarly, interactive performance specialist Jeff Wirth points out that his artform "does not rely on the 'suspension of disbelief'", but rather "calls for an 'investment of belief.'"

After a decade of working at this intersection of design and futures, I think it may be time to retire our long-term loan of Samuel Taylor Coleridge’s wonderful but too-limited notion of "suspension of disbelief", in favour of this idea that we really invest belief in our imaginings, in order to see where they may take us. Suspension implies an interim state, with nothing much changing once the thing suspended is reinstated. But one invests with a view to a return.

Peter Lunenfeld's "return on vision" cited by Manos is right on point: we should invest in imagination, and seek our return in the new options and pathways that thereby become available.

Why so? People are extraordinarily plastic, and versatile, as testified by the massive (if lately endangered) diversity of human cultures built atop a more or less identical biological substrate. I've suggested this before, mashing up media ecologist Marshall McLuhan and sociologist-futurist Fred Polak: we shape our images of the future, and meanwhile they shape us.

Therefore, if design has given to business some tools with which to be more creative and intentional, and futures has offered business a vocabulary of long-range outcomes, then perhaps here we have a hint as to how business can return the favour to both. The framing and language of investment, unshackled from its bloodless, numerical bottom-line connotations, but retaining the impulse to clear-eyed evaluation of what one really values, and how much difference one’s actions are really making, could prove an important loan for designers and futurists alike.

This book calls for bringing futures and foresight work into the repertoire of the social innovator or entrepreneur. We have touched on why, and also also, broadly, how, by investing time and effort in experimental belief structures, the imagination of alternative worlds. If you're as pragmatic and results oriented as I hope you might be, then at this point you'll be itching for more concrete details. But WHAT does this mean, specifically, on Monday morning?

Good, good. Read on!

The ultimate test of these ideas does not consist in what they do for you on the page, but in your search for ways to take them on in your life. The truest and fullest response is one for you –– for all of us, a community –– to find in the doing, and share.

I know, and suspect you know too, that business is changing, and that it needs to change, dramatically so, in order at last to fit the contours of the infinite game that makes all of this possible.

I believe that if you follow along a little ways in the direction this book is pointing, towards the preemptive social enterprise, your practice may become more imaginative, your convictions more grounded, your perceptions more trenchant, your action more effective, and the world incrementally more just.

And I hope you will agree that it is well worth a try.


Stuart Candy
Museu do Amanhã, Rio de Janeiro, July 02016

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Toward a Preemptive Social Enterprise is available in full on a Pay-What-You-Want basis via futureimpact.co.

The Foreword above can be found in pdf here.

Related:
> The act of imagination
> LEAP Dialogues: Impacting the Social
> Foresight is a right
> Design is a team sport
Strategic Foresight and the Design MBA