Showing posts with label design fiction. Show all posts
Showing posts with label design fiction. Show all posts

Tuesday, October 18, 2022

Welcome to The Futures Bazaar

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

***

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

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

Thursday, April 23, 2020

Three Dimensions of Foresight

As the covid-19 crisis unfolds, many of us are looking to an extravagantly uncertain future with anxiety, as well as a new appreciation and appetite for whatever brings confidence and clarity to prospection.

How might concerned citizens engage in more effective futures thinking and storytelling?



Columbia University's Digital Storytelling Lab (DSL), led by a veteran experimental storyteller, my friend Lance Weiler, has responded to the pandemic by offering ingenious, collaborative, and free opportunities for hundreds of folks in quarantine and isolation all around the world to come together, imagine alternative futures, and manifest them through co-created digital story artifacts.

The project is called From the Futures. With this effort, Lance, Columbia DSL and team are tending a welcome oasis of collective creativity for our moment.

They invited me to help kick things off with an introduction to a framework related to the experiential futures space that the project inhabits and plots out. The slides embedded above distil that talk, "Three Dimensions of Foresight".

The three dimensions can be seen as corresponding to various manoeuvres or methods in the futures repertoire that typically require quite a bit of practice to master. But even for those trying experiential futures for the first time (which would include many From the Futures participants), they can also be mobilised right away via a series of practical moves towards storytelling more different, deep, and diverse than it might otherwise be:

• Difference : let us seek seeds of change in the present that could be really transformative if they were to grow.
• Depth : let us try to not just think, but also feel, our way into these imagined conditions by devising specific future artifacts and diverse media to bring the imagined possibilities to life as if they came to pass.
• Diversity : let us operate generally in terms of plural futureS, but even if constructing a single scenario or possibility for a particular project, find what is fresh and uncommon for the ecology of thinkable and feelable futures, since a new story may be dramatically more valuable than yet another telling of one that we have already heard many times before.

The framework has its origins in my doctoral project on experiential futures. There I ventured an arguments about the need to build on, and systematically range beyond, the most common practices and methods of previous generations of futurists. I wanted to show that foresight practitioners could and should embrace a range of "experiential" (a deliberately big umbrella) approaches, in pursuit of the requisite realism and resonance to affect how we think and what we do in the present. Often this would mean seeking and evoking depth; making a future's details and implications available and graspable –– tangibly, sensorially, viscerally –– in ways usually lacking from the even most carefully researched, well written horizon scans or scenarios. This approach includes an assumption or acknowledgement that things at later points in time are bound to be as real, complex, and full of contradictions as the present. We should strive then to get "under the skin" of the futures we face, and engage them not in the abstract as intellectual constructs, but through evocative concrete experiences, as potential realities in waiting.

In this connection I wrote about the need for a "mundane turn" in futures practice (The Futures of Everyday Life, 02010, pp. 89–94), by analogy with an important shift of orientation that had already taken place decades earlier in cultural history, tying this quest for modest but evocative fragments, details and textures of worlds to come, to design and discussion in the present of artifacts or experiences that might exist in those futures (hence the phrase "futures of everyday life"). Among other contributors, Nick Foster's perceptive essay The Future Mundane, and Tony Dunne and Fiona Raby's influential book Speculative Everything (both 02013) carried these sorts of ideas further among design audiences. It has been satisfying to see the spread of futures-curious, design-led practices like design fiction and speculative design summoning new explorers and fellow travellers to this terrain.

The three dimensional lenses on futures practice came into sharper focus soon after the dissertation work, and they helped frame our first run of the Strategic Foresight course in the Design Strategy MBA program at California College of the Arts (02010). That course is outlined here. Since then, and refined thanks to audiences and student groups over the years, 3D foresight has become one of the main ways I introduce futures to newcomers.

For those who might like a more methodologically detailed overview of 3D foresight, with additional examples, I recently gave a lecture across campus at Carnegie Mellon's Human Computer Interaction Institute, How to think about the future.

Our video of the talk to From the Futures participants (via Zoom) has already been shared, and Lance's written accounts of the initiative so far can be found in the posts Designing for immersion in Zoom and From the Futures: experiments in collaborative art and collective wayfinding in a time of ambiguity.

A wonderful sense of the swarming, emergent, hive-mind creativity that this process has helped to unleash, and to guide, is captured visually in the timelapse below. If interested in receiving updates or taking part yourself, head here.



Related:
> The Futures of Everyday Life (pdf)
> About the first Strategic Foresight course at CCA (pdf)
> A Brief Outline of Experiential Futures
> Design for the Next Context (Closing Keynote at 02010 AIGA Conference)
> The Experiential Turn (with Jake Dunagan)
> On Getting Started in Experiential Futures
> Design is Storytelling

Saturday, November 30, 2019

Using the Future at NASA

A poster from the future by The Studio, NASA JPL's visual strategy team

David Delgado is a Visual Strategist at the National Aeronautics and Space Administration’s Jet Propulsion Laboratory (NASA JPL), a U.S. federal research and development centre in Pasadena, California. Along with his longtime collaborator Dan Goods, we met last year at a symposium in Berlin geared towards exploring exhibition concepts for Dubai's Museum of the Future (which is currently under construction).

A conversation we began there has carried on since, including several site visits to JPL, around how experiential futures and worldbuilding can serve internally- and externally-facing communications alike, as well as both short- and long-term needs; spanning organisational culture and morale as well as imagination, strategy, and mission formulation.

David and his colleagues at NASA offer an inspiring and mind-expanding example of using experiential futures / design fiction in a space of simultaneous fantasy and real-world exploration; shaping our own now, and maybe someday, others too.

***

SC: Tell me about JPL’s series of posters from the future of space travel.

DD: A while back, a famous scientist was planning on coming to the Jet Propulsion Laboratory, and so the Exoplanet Exploration Office asked us to do something to celebrate the diversity of planets that were being discovered. There are thousands of them, and they have all kinds of crazy characteristics that are super interesting. Some rain molten glass, some have two suns, some are considered diamond planets, some are just big gassy giants. Naturally, we wondered what it would be like to go there, and we thought travel posters would be a fun way to showcase different planetary characteristics. So we went to the 1930s, ‘40s style of illustrated travel poster, and met with scientists to make sure that each one was based on a scientific foundation. But at the same time we wanted it to be joyful. We also wanted to kind of plant that seed: Maybe we can really go to these places.

SC: So where did this idea come from? There’s been a lot of activity at the intersection of design and futures over the last decade.

DD: Yeah! We sort of fell in love with the idea of imagining these futures, and we made the first few posters. And then Dan Goods and I spoke at the AIGA Conference, and after speaking we were killing some time, and went and saw this crazy futurist –– you, Stuart –– talking about this sort of experiential futures campaign to raise people’s attention. And there was also this cone of possibilities diagram that you showed on the screen, which really helped to crystallise the idea for us, and gave us a way to talk about it strategically and show other people. We may be at the very tip of that cone right now, and going to these future worlds is somewhere farther out in that flurry of many different dots, but the whole notion is to continue doing things that will get us closer to that. How we get there, we don’t know, but we know that we need to keep on progressing. And so it was really a catalyst to the way that we thought.

SC: That’s great to hear!

A cone of possibilities. Diagram and discussion in The Futures of Everyday Life

DD: And then, apparently, everybody liked it. There were 1,200,000 downloads in one week when we first released the whole set. It was kind of nuts.

SC: Amazing. And the details of the posters were based on the state of the science, what is known about these different planets.

DD: That’s right, and we focused on one special thing about each faraway planet, following the model of the original travel posters themselves. You’re going to be in a forest, or the desert. We allowed people’s imaginations to grow from there.

SC: How did it come about?

DD: It was internal. The design brief was to decorate a hallway –– that’s where these came from, the request to decorate a hallway.

SC: [laughs] I love that. Instead, you ended up decorating a million hallways.

DD: Right! What’s cool is that it grew organically. We had three posters, meant for internal use, and everybody started liking it, and the director of JPL fell in love with it. The director was on vacation at the Grand Canyon, and sent an email saying, “Look at this calendar – let’s do one for the posters!” We went from having three to doing another nine very quickly.

SC: So then you did stickers?

DD: Yes. The posters happened, then we had a change of director of JPL, and a huge workload going on at the time. There was a request for us to give a gift to the Laboratory itself, to all of the JPLers. It was kind of an effort to raise morale; at least, that was our approach.

Given that a lot of people are working super hard on really amazing projects, we looked at each of those projects and imagined: what could this lead to? So we decided to create these stickers for clubs and societies from the future that you could join when interplanetary travel is possible, but representing what’s currently being worked on.

Each person at JPL got four sets of twelve different designs, like a swag pack that they could hand out to their friends and family, and that would give them a way to tell the story about what JPL is doing, and feel proud about their own work and contribution.

Strategically, the clubs are storytelling devices. At JPL you’ll see people put the stickers all over their computer, or people driving around with just an E, for Earth, like the European bumper stickers. When you’re travelling throughout the solar system, you need to represent where you’re from! It’s all done with a wink and a smile.

There’s the Secret Order of Dark Matter and Dark Energy.

There’s a big push to identify near-Earth asteroids and make sure that Earth stays safe from impact, so we created the Asteroid Patrol.

One was inspired by the 40th anniversary of the Golden Record, so we created the Proud to be Human Club. The Golden Record and Pioneer had all these things about Earth, so we merged them together. There’s a lot of reasons to be proud to be human, and let’s just celebrate that for a second.

Enceladus is a moon of Saturn. It’s also an ice covered planet that shoots out geysers of water. And so since it’s covered in ice, we have the Enceladus Hockey League.


Designs from the project Clubs for the Modern Explorer, an internal gift from the JPL Director to Lab employees; images courtesy of David Delgado

SC: These are great.

DD: We had to think about Earth in a different perspective too, as our original home, that we will always consider the first place. It’s this mothership that we are coming and going from; a Buckminster Fuller-inspired, “Spaceship Earth” idea.

SC: I bet they were a hit.

DD: Yeah, they were a huge hit. Everybody loved them

SC: So the clubs and associations thing actually came out of having done some worldbuilding already, and going, “Well, if this existed, then so would these...”

DD: Right. It came from one of the posters, actually, about Titan, a moon of Saturn. One of the great things about Titan is there’s these big seas of hydrocarbons –– think of like, liquid nitrogen, but it’s liquid methane. So the design was this beautiful image of the seas with Saturn in the background. This part never made it into the poster, but we were kind of imagining what the boat rental place would be, and the logo for it –– and that started us thinking, maybe we could look at logos as a device to communicate something. If that exists, travelling around between planets, what are some cool clubs that you could join in that world?

A space tourism poster from the series produced at NASA JPL

SC: That’s really interesting. So how would you describe the use of experiential scenarios or design fiction at JPL, what has it done for you?

DD: Well, for one thing it took the conversation out of the present, and allowed people’s imaginations to become involved, thinking about not only what kinds of things are happening now, but where they may lead in the future.

SC: That doesn’t happen regularly?

DD: It does happen regularly, but it’s usually positioned within the focus of creating new missions. It’s strategic in a different way.

The reason we really gravitated towards it is because it allowed us to create a motivational tool. For people at JPL it sort of reinforced the reason they started working there in the first place: they want to do something big, contribute to humanity, be at the cutting edge. Using the future to help motivate people became a powerful way to communicate internally. If you’re part of space exploration, you are part of a group building this continuous series of steps that will lead to something very special.

I think once the poster downloads happened, we realised that it was much bigger than communicating internally. There is this shared public dream of being up in space –– it has been in science fiction for a very long time –– but these places are real. These designs brought them one step closer, gave them more power.

It was this whole experiment in understanding the value of using the future as a tool for the imagination.

***

This piece was published earlier in the year as an article in the Journal of Futures Studies special issue on Design and Futures, Volume II. It can be downloaded here (pdf).

Thanks again Dave, and fellow travellers at JPL!

Related:
> Design and Futures Volume I & Volume II
> On getting started in experiential futures
> The School of Worldbuilding (pdf)
> I Design Worlds (pdf)
> Critical Activism (pdf)
> Design is Storytelling
> Gaming Futures Literacy (pdf)
> The Futures of Everyday Life (pdf)

Saturday, June 16, 2018

An Experiential Futures Interview

Unearthed from the archives...

Professor John Robinson (University of Toronto) playing The Thing From The Future with teammates at Utrecht University's Experiential Futuring Summer School (Photo: Stuart Candy)

For the past few days I've been in Leeuwarden, in the north of the Netherlands, for an 'Experiential Futuring Summer School' piloted by the Urban Futures Studio from Utrecht University. Last night we arrived in London, where the V&A Museum recently opened The Future Starts Here, a major exhibition that runs until November and showcases "more than 100 objects as a landscape of possibilities for the near future". Last week Jake Dunagan and I introduced city leaders from around the United States to futures practice, with a special Cities Edition of The Thing From The Future card game, in Boston at the annual US Conference of Mayors. (It followed a similar event we ran for American mayors at South by Southwest in March.) The weekend before last was spent with European civil servants in Brussels for the EC Joint Research Centre's conference FTA2018, who showed what seem to me unprecedented levels of interest in experimenting with design and games to support policymaking. Last month I gave the opening keynote at Primer, the second annual gathering drawing hybrid futures/design practitioners from around the world to the San Francisco Bay Area, on the back of a burgeoning series of 'Speculative Futures' meetups. (The word speculative is redundant here: certainly not all speculation is about the future, but all futures thought is necessarily speculative.)

Whatever it might be called, there's a flurry of activity at the intersection of futures and design. After many years of quiet gestation in mostly isolated pockets, and of bringing these ideas to the attention of countless previously uninitiated groups, it's exciting to find a growing number of folks experimenting and enthused; an increasingly networked awareness and momentum; a sense of emerging community.

At these events we often also find some amount of grappling with terminology and framing, which takes me to how these areas have evolved over the dozen years since we started working in this space –– before we had so many instances to think with, let alone a vocabulary for it. I'm reminded of an exchange from 02012, when futurist Trevor Haldenby interviewed me via email as part of his Master of Design research project at OCAD University, with the working title 'Transmedia Narratives and Experiential Scenarios'.

Our interview covered several topics that remain relevant, and seem useful to share given the growing interest in these spaces. A little context for the (lightly edited, links added) exchange below: this was the same year that Trevor and collaborators founded The Mission Business, with the focus of his MDes project – the final version is here – being their groundbreaking interactive theatre campaign ZED.TO. I didn't yet know that my next step would be to Toronto for a professorship at OCAD; at the time I was still heading up Foresight and Innovation for Arup in Australasia. The end of 02012 was two and a half years after The Futures of Everyday Life, and a year before Tony Dunne and Fiona Raby published Speculative Everything, at which point the frame of 'speculative design' really started entering currency.

TH: How do you refer to your work? What is the history of the term?

SC: I most often use the terms experiential futures and experiential scenarios. The former refers to the whole area of practice, as a methodology. The latter refers to particular projects or interventions based on specific stories. They bear a very similar relation to one another as do the terms sans 'experiential'; i.e., the second is a subset of the first.

There are plenty of cognate terms currently floating in the same semantic cloud. The term 'tangible futures' is useful because it's intuitive. 'Immersive futures' also. 'Critical design' seems mainly to be about stretching the intellectual legitimacy and contributions of design, a worthwhile aspiration that is associated with some very interesting work (Dunne & Raby and their protégés). 'Design fiction' turns out to be a semantic honeypot luring design-minded folk into a worthy mode of experimentation, combining speculative story with a designerly interface to materiality; although to date, in practice it has been excessively tech- and object-focused. It has also by and large not yet escaped the techy subject-matter preoccupations of its cousin, science-fiction prototyping. The scope of futures needs to be far wider than gadgetry; the rub's in the manifold rippling consequences of change, especially in the complex ineffable and multifarious nontechnical facets of life as we experience it. Imaginings that start with technical objects seem too easily also to end there, indulging a desire to oversimplify, so I suggest there's a reductive thinking here that we need to challenge ourselves to surpass. In any case for that narrower purpose, the evocative (if bulky) term 'artifacts from the future', borrowed from Wired magazine, is the one I tend to use.



There are also such polysyllabic options as 'object-oriented futuring' and 'diegetic prototyping', the former I've written about a bit and the latter having been picked up from David Kirby by #defi boffins Julian Bleecker and Bruce Sterling. To my mind, all of the above have their place while being less encompassing than 'experiential futures', which I prefer because a nascent practice - which is what I think this was when I was writing my doctorate on the subject; and in many ways still is - needs an overarching conceptual frame pulling it together. The reference to experience is a deliberate choice of an accommodating substrate or canvas incorporating designed objects, encounters in the flesh, etc. (I also appreciate and sometimes use other design terms like 'interaction design' and, even if it's much less common, 'situation design'.) But the choice of 'experience' is meant to include basically anything that you as a futures practitioner, artist or agent provocateur can cause or catalyse. It applies equally well to an object in hand, an advertisement in the newspaper, a role-playing game, a documentary snippet from the future, and more.



I don't know when I started using the term experiential futures but it would probably have been in conversations with collaborator Jake Dunagan in around mid-02006, and then 'thinking aloud' at my blog, as those ideas developed. It was in fact the blog's tag cloud that progressively (and somewhat to my surprise) demonstrated that my set of interests were gravitating towards art and design. A 02009 guide to communicating climate change for laypersons included the term 'experiential scenarios' as a key communicative strategy for simultaneously addressing both heart and mind, and yet oddly that guide neither explained the term nor provided any examples of it in action. Which suggested to me that this was an intuitive enough concept to resonate, but one without a lot of substance or examples assembled behind it as yet, so reinforcing a leaning towards using it as a master concept in my dissertation and elsewhere.

Who are you trying to reach with your work? Who is your intended audience?

Broadly I am interested in experiential futures as a way of addressing the culture at large. It is time to make deeper, more visceral and grounded thoughts and feelings about possible futures accessible to audiences wider than those that most traditional futures work has aimed or managed to reach.



That said, the answer really depends on the project. In a client relationship the client is generally the key audience (unless they are hiring you to try to reach some other constituency, and even then…). An intrapreneurial situation, ie where one is an internal change agent for a large organization, can probably be thought of as a special subset of the client-type relationship. For those more 'public' projects with broad access and impact as a goal, there might be a vaguer answer – 'whoever's open-minded or ready enough to notice'.

In any event as the above suggests it may be useful to recognise that for any project there's often more than one audience, and by this I don't refer only to the obviously variable demo- and psychographics of individuals on the receiving end, but rather to contexts of encounter. E.g. In the case of guerrilla futures interventions, there are primary and secondary audiences (e.g. see The Futures of Everyday Life p. 245). The secondary audience, who hears about it later rather than experiencing it first hand, will likely be affected in quite a different way. It's not the direct experience, but the 'story of the story', so to speak, which can reach a much wider audience and thus indirectly propagate ideas about the future well beyond the experiential encounter. Also note that a big difference exists between an expected/solicited and unsolicited/unscripted encounter. My 'favourite' audience, or the context of encounter that I find most interesting, is probably the audience of the guerrilla futures intervention, i.e., those who stumble across an unsolicited experiential scenario. This is because it is both the largest and least thought about, and so seems at this point to harbour the greatest untapped potential.

What effect do you hope your work will have on them?

This is the more important question. The ideal impact is to "recalibrate their sense of reality", in the phrase of Steve Lambert describing the New York Times Special Edition. (See dissertation p. 205)



In terms of the classic trio of possible, probable and preferable futures (popularised in and usually attributed to Amara's 01981 trio of articles, although it appeared in Toffler's Future Shock more than a decade before), the most basic, 101-level intervention is to challenge people's sense of the bounds of the possible.



To catalyse or kindle within someone an inquiry into their own understandings about the future – what they consider to be possible, probable or preferable within the system in question – is the goal. To pluralise their perception of what can be, and nudge them towards questioning and then acting into the future(s) they prefer. A futures-activated person develops an optimism of the will (to borrow Gramsci's term from another context) as opposed to optimism of expectation. It is about engagement with possibility and rather than passive acceptance of 'the future' provided by their cultural context (whatever it may be).

I don't presume that a single work or encounter can do that alone, but that's the current or course of development, individual and cultural, to which I'd like to contribute.


Could you describe the design process associated with your work?

I have done a brief diagram of it before (dissertation p. 170) but the reality is not necessarily as neat – a clean conceptual description is inevitably part wishful thinking.



The goal of the process is to put people in circumstances whereby they're invited and enabled to think and feel into the potential and implications of a putative reality that does not (yet) exist. They do not have to buy it hook, line and sinker; the point is more commonly to invite them to test it out. So, creating those circumstances means alternating between the conceptualisation of your creation at several levels of abstraction: the logic of the scenario, and the accessibility and comprehensibility of the experience provided (part of which is furnished by the context of the encounter which you may not be able to fully control, but which you can certainly try to co-opt). Aspects of this process are captured well by a phrase of futurist Riel Miller which he uses to describe scenario production: 'rigorous imagining'. The rigour that you need to bring to the imagining is increased when you're trying to manifest it palpably in experience, rather than leaving it in the splendid abstractions of text or statistics, which are the most common modes of scenaric representation.

When Jake Dunagan and I ran an experiential scenario co-creation process over three days for the Emerge event (at Arizona State University in March 02012), we used a typology of subject (theme), story (narrative and genre), situation (concrete experience, medium and encounter). By necessity this was hastily distilled for the event, based on six or more years of working together on similar projects over more generous timelines. We basically prepared a subject in advance: the experience was to be about a disruptive archaeological discovery in Phoenix, to do with the disappearance of the region's pre-Columbian inhabitants. We also had the rudiments of a situation organised; having secured permissions from the university to set up a (supposed) archeological dig on campus, in which some kind of monumental artifact (deliberately TBD) would be unearthed, and then turned into a video about that discovery. We didn't know what the story would be, however, or how it would tie the subject to the situation. We had some ideas (to do with paleogeoengineering, and previously undiscovered dimensions to the sophistication of the 'Hohokam' civilisation). But the process we went through during those three days proved a surprisingly successful compression of experiential scenario production, albeit one oriented at least as much to history as to the future, which for us was also a bit of an experiment.

[Dunagan and I went on to describe this project, The People Who Vanished, at length in an article finally published last year in Futures journal, including the layered typology which evolved into the Experiential Futures Ladder. The movie development analogy below is also taken up there.]

In film (at least Hollywood narrative feature film), there is generally a progression from general to specific through the following steps: treatment, story, script, film. Getting the story right generally means at some stage fairly early on writing out a treatment of some sort – but a statement of the state of the world, and how we got from here to there. I won't attempt here to map experiential scenario production on to this model exactly, but what it illuminates I think is that there's a nested series of increasingly detailed and reality-like (simulacral) representations, bridging the 'experiential gulf' so to speak (see dissertation Ch. 2), and the whole design involves a lot of running up and down the 'ladder of abstraction' (or across the bridge, perhaps?), tying the broad premise of the scenario to the details of the experience or interaction that they (the 'audience') have, and that you and your co-conspirators, the producers of the experience, can feasibly produce.

I consider a fundamental trick as being to maintain the integrity of the world you are trying to recruit people into imagining. 'Don't break the universe', as we like to say. (See dissertation ch 4 on this, and also the 'tip of the iceberg' design principle.)

What is the role of 'making' in your work?

I'm not primarily a maker and that's not an aspect I emphasise, because I think the sense in which it's usually used is distinctly secondary in this work. In short, 'making' (like hacking) is generally about the adjacent possible, while 'experiential futures' are usually about the not yet possible. (Similarly; 'simulation' usually refers generically to something that could happen at any time in the present, like a natural disaster, or a plane ride; in contrast experiential scenarios speak from potential historical situations that are yet to unfold.)

That said, aspects of the ethos of making – proactive experimentation through prototyping; action learning – are at the broadest level among the main reasons for producing experiential scenarios in the first place. Not to be too cute, but 'making' parts of possible futures to see what they feel like and what you can learn by doing so, is a central rationale for this whole strand of work.

What is the role of 'story' in your work? Do you think that stories play a significant role in helping people understand possible futures?

The role of story is critical in futures at large, but I think it is hugely undervalued. Many in the profession seem to be so keen to bolster their credentials in terms of analysis and plausibility (understandably, against the backdrop of a dominant scientific/managerial paradigm) that the fundamentally narrative and interpretive qualities of foresight work risk being sacrificed to these other concerns. The result is as simple as it is unfortunate: overwrought, poorly told, uninteresting and unimpactful storytelling – the fundamental problem with which is that it doesn't recognise itself as storytelling. There are fewer really good storytellers in the field than you might expect.

To put it another way, I suspect one of the main reasons for the field's lack of mainstream impact is that it has not properly recognised and cultivated narrative craft, and as a result most scenarios are appallingly written/constrcted stories with correspondingly 'low yield' (a great term borrowed in this context from GBN cofounder Jay Ogilvy).


Do you identify as a practitioner of any of the above? (design fiction, tangible futures, critical design)

The language is unsettled: it's a newish thing, and that's the way newish things are. I have views about the terms some of which I've shared above, but the main thing I identify as is a futurist who is trying to extend or raise the rigour, creativity, visibility and impact that this strain of work can have.

Whose work in your field do you particularly admire? Do you have any favourite projects or practitioners? Who has influenced your work?

The chief advocate for futures-type work and design coming together has been Bruce Sterling. Bill McDonough and Bruce Mau have both influenced my uptake of 'design' as broadly construed by both of them.

My favourite projects are the New York Times special edition, perhaps superseded by the post-revolution Tunisia project.

The greatest influence of an academic futurist on my work has been Jim Dator. My most influential discussions with colleague collaborators have been with Jake Dunagan, and our sometime design collaborator Matthew Jensen (then Chief Creative Officer of Natron Baxter Applied Gaming).



Erika Gregory (formerly of GBN), Jason Tester (formerly of IFTF) and Jane McGonigal (IFTF) have all done great work previously or concurrently to my own experiments into this area.



I have enormous interest in the films of Neill Blomkamp (District 9 plus various amazing short films), Michael Winterbottom (Code 46, etc) and above all Peter Watkins (The War Game, Punishment Park, Gladiators etc) for their use of diegetic, documentary-like storytelling techniques evoking putative futures or alternate worlds as real.

What do you see as the most significant challenges facing practitioners of strategic foresight, futures studies, and scenario planning today?

The futures field has been around for about half a century, but in my view has not had the mainstream impact that it should have by now.

In practical terms, I find it illuminating to consider the tensions between psychology of what often attracts people to work in the field (fascination with the new, in many cases) with the formation of an effective field, in terms of community or praxis (which requires some degree of interest in and patience with what has come before). The square wheel is constantly being reinvented by would-be futurists (Jake Dunagan's observation), which represents a vast amount of wasted effort; maverick thinkers seem to have a hard time pooling their efforts, acknowledging their predecessors and peers. And the same personality type produces independent practitioners whose efforts can get easily attenuated into ineffectiveness, because no one is equally good at all three of product, sales, and finance (to borrow a broader insight about business from Ernesto Sirolli). To come at it another way, these key functions and offers are most effectively marketed by people who necessarily don't do them well at the level of substance.

Another challenge is that this is by definition hard work, but that's probably bleeding obvious. The work is by definition about leaning into the unorthodox, the unfamiliar, the unacceptable. Hence the perennial 'Futurist's Catch-22'. 'Life in futures work entails constant labour on the frontier of acceptability. Those whose thinking would benefit most from a plural futures perspective are sceptical or uninterested, while those predisposed to be aware and interested for that reason do not need it as much.' (dissertation p. 211)

Breaking this cycle involves luring a wider audience into deeper contemplation of the future. This is a large part of the rationale for emphasising design and storytelling in futures work: make it compelling.



Do you think it is more important for foresight and scenario planning practice to be defined by rigor, or vigor – controlled and scientific use of methods, or active freeform engagement with new audiences and stakeholder groups?

You need the latter in order for the former to matter.

Related:
> The futures of everyday life
> Quality in futures thinking
> Designing Futures (Interview for Desktop magazine)
> Impacting the Social (Interview for LEAP Dialogues)
> A future of design (Talk from the future by Trevor Haldenby at Autodesk)
> A history of experiential futures 2006-2031 (Paper co-authored with Trevor Haldenby)

Tuesday, February 13, 2018

Design is Storytelling

Design is many things: it's the giving of form, the shaping of experiences, and – oh, alright then – the solving of problems. In a broader sense, it is the distribution of ingenuity, translating ideas and intentions into realities. And in this light, design is also a matter of mapping and expanding possibility's horizons: telling new stories, and so conjuring paths to new worlds.

Design is Storytelling understands this. It's a new book by Ellen Lupton, senior curator of contemporary design at Cooper Hewitt (the Smithsonian Design Museum in New York), which is also the publisher of this slim and skilfully curated volume of ways to practice design in narrative mode.


At Situation Lab we're delighted that our imagination card game The Thing From The Future appears in the book as a key example of a design fiction tool. Design fiction is an object-oriented speculative idiom long developed and documented here as part of the wider transmedia landscape of experiential futures, which in turn deals with bringing future narratives to life by all means necessary.

In Lupton's words:
Many design projects are conceived as speculative proposals for the future. Exotic concept cars and lavishly art-directed videos for tech companies celebrate the wonders of growth and innovation. Other veins of design fiction are more critical. ...

The Thing from the Future, created by Stuart Candy and Jeff Watson, is a game that helps teams and individuals build stories about the future. ... The game can be played with groups of students or in community-based workshops as a co-creation activity.

[It] is a storytelling machine. Turning the design process backwards, it uses signals from a distant world to inspire new thinking. Candy calls this process reverse archaeology. [link] The results can be humorous or provocative as well as practical. The game stimulates serious conversations about social and environmental sustainability.

Design is Storytelling shares several examples of #FutureThing prompts, generated using the original four-suit edition, together with some witty sample responses that are playfully illustrated by Jennifer Tobias (see p. 51).


The book is filled with useful tools, and this game is not the only explicitly futures-related one: there's also the cone of plausibility (aka cone of possibility, aka cone of uncertainty; pp. 43-45), and the 2x2 matrix, a widely used process for scenario generation (pp. 46-47).

I want to acknowledge the relevance of Lupton's storytelling-centred collection to work that we've plotted here since 02006, and take the opportunity that the book presents to consider, from a personal vantage point, how I've seen design's self-understanding evolving to take advantage of the potential in the design/futures intersection which has been our focus throughout that time.

It's heartening to take stock of how things have changed.

When I first started teaching futures to design students, as a guest lecturer in Tony Dunne and Fiona Raby's Royal College of Art program early in 02009 (while completing a PhD on futures and design), there was precious little awareness of futures thinking or methods apparent in design education anywhere. Except for some pioneering hybrid practitioners, such as Lloyd Walker, Cindy Frewen, and Jason Tester, there seemed scant overlap between the two worlds (although no doubt precursors and parallels will keep coming to light). My introduction of foresight concepts and methods to design students at the RCA –– not least the cone of possibility itself* –– tapped a kind of latent energy on both sides that heavily influenced my decision to bring futures thinking more systematically to designers.

The next year, Nathan Shedroff asked me to create a foresight course in the Design MBA at California College of the Arts. Strategic Foresight is now a core part of the curriculum (the class is usually run by Jake Dunagan). The scenario-generation phase for that first time I ran the course was led by Jay Ogilvy, a former Yale philosopher professor and cofounder of Global Business Network, who at GBN had created a step-by-step process for teaching 2x2 scenario generation. Thanks to GBN's influence, and I believe in large part to Jay's pedagogy, this had become the most widely used way of creating scenarios for organisations around the world. It's gratifying to find Jay's methodological contribution recognised in Design is Storytelling (p. 47). Readers interested in the approach of a hybrid consulting futurist and philosopher should seek out his excellent book Creating Better Futures (OUP, 02002) and more recent journal article Facing the Fold (Foresight, 02011).

At the end of 02011 I delivered the closing keynote at AIGA's annual conference, a terrific platform for bringing futures-related ideas to wider attention in the design community. The talk was a little weird, but it helped opened up multiple continuing conversations and collaborations.

And meanwhile, OCAD University took the groundbreaking step of offering the first foresight-focused program in a design institution, the MDes in Strategic Foresight and Innovation (SFI). In 02013, OCAD U lured me away from Melbourne and a full-time consulting role at Arup, to Toronto, where I was the first external tenure-track SFI faculty hire, brought on as the program doubled in size to accommodate both full- and part-time cohorts. There, collaborating with wonderful colleagues Greg Van Alstyne and Suzanne Stein, I integrated experiential futures approaches (design fiction, live action roleplaying, etc) into the core curriculum, and led seven iterations of the Foresight Studio over three years. SFI is easily the largest graduate program at Canada's biggest art and design school, and it has by now unleashed well over 100 hybrid design/futures folks into organisations around the country and the world.

At the same time, Carnegie Mellon University's School of Design has been integrating a form of systems literacy throughout the curriculum, under the banner of transition design. This effort, initiated by Head of School Terry Irwin with Gideon Kossoff, Peter Scupelli and Cameron Tonkinwise (who is now at UNSW), has incorporated a futures perspective since its inception [pdf link]. It has been gradually rolled out across the CMU design curriculum, top to bottom, over the past several years. December wrapped up my first semester on faculty, where I taught the Senior Design Studio alongside Terry Irwin and Stacie Rohrbach, and we formally brought transition design ideas to undergrads for the first time.

Our students tackled a variety of wicked problems (food, water, gentrification, air quality, and so on), mapping their contours historically and in the present before using futures tools to examine alternative pathways for the coming decades, and generating stories (visions) for the year 02050 to inspire design interventions for the long term. Methods and heuristics we covered included the cone of possibilities, scenario generation, and design fiction / experiential futures (i.e., methodological staples that have found their way from futures to the pages of Design is Storytelling); as well as some others as yet less widely known in the design world, like environmental scanning and three horizons.

Currently, working with colleagues including Peter Scupelli (who has now taught futures at CMU for some five years), Dan Lockton, Molly Steenson, Terry Irwin, and many others, I'm working on braiding a foresight thread through the undergraduate design curriculum. The intention is for it to become part of the standard repertoire of competencies used by and expected of 21st century designers.

So it's nearly a decade that my colleagues and I have been working to deliberately infuse futures methods into design education; and there are of course many other strands in this bigger story alongside the ones I can recount from first-hand experience. But this is a personal story that reinforces Ellen Lupton's core insight: design's storytelling – and worldbuilding – potential, though always present, has lately been moving from marginal to something much more central.

There's a wealth of further fuel for that fire in Design is Storytelling, both futures-flavoured and not, and the book manages to be both highly attractive and, in the best sense, utilitarian, while documenting a moment in time where design's recognition of its narrative possibilities and responsibilities only continues to grow. Check it out.

Related:
> The Thing from the Future
> TFTF UNESCO French/English edition
> Reverse archaeology 02013 / 02008
> Object oriented futuring
> Strategic foresight and the Design MBA
> Introducing futures at the RCA 

Tuesday, July 04, 2017

Could this be the future of parenting?



NurturePod installation and photos by Stuart Candy

This experiential scenario from a not too distant future, my first "solo" art museum installation (really, all this work is highly collaborative), is now live at M HKA, the Museum of Contemporary Art in Antwerp, Belgium.

Futurist/journalist Andrew Curry and I recently had a chance to chat about the project for an upcoming issue of the Association of Professional Futurists quarterly, Compass. Many thanks to Andrew and APF for sharing the transcript below (edited for clarity and length).

***

Andrew Curry: What we have here is a very small baby –– not a real baby –– in a little pod surrounded by all sorts of digital stimulus looking after her or his needs. This is a "programmable para-parenting pod", which basically removes the need for parents to get involved, as far as I can tell. It's a bargain at €789, obviously. What was the brief, Stuart?

Stuart Candy: The brief for A Temporary Futures Institute was to create some kind of a design contribution corresponding to Dator's generic images of the future; grow, collapse, discipline or transform, and I was assigned "transform". I had this quite large space and could basically do anything that fit the budget and time. To get from those broad parameters to the final installation really started from the name. There was a prior project (which appeared in Compass) called NaturePod, a hypothetical product from a handful of years away, addressed to stressed-out office workers who may need to reduce their cortisol levels and increase productivity by spending time in nature, without leaving their cubicles. That was a provocative take on what happens when you marry supposedly biophilic interior design trends to virtual reality.

AC: So this is a kind of companion piece?

SC: Right. It came about in a conversation with my longtime collaborator, Jake Dunagan –– a lot of our work is based on wordplay and being silly –– and he said, "well, when you're done with NaturePod, you should do NurturePod, ha ha ha". He was joking, but I thought it was a brilliant idea. Then this opportunity came along, and I realised that, while this might not be my idea of a transformation, it does actually correspond to a popular notion about what immersion in virtual environments means.

AC: It comes with all this very nice packaging and sales material. Clearly something about the commercialisation of it engaged you.

SC: A lot of the experiential futures work I've done is about bringing encounters with futures into an everyday context. Hence guerrilla futures projects like NaturePod; we launched it at an architecture and design trade show, so the people who came across it thought it was real. The organisers of the trade show knew what we were up to, but the thousands of others attending didn't. I was interested in trying to import the lessons and techniques from creating encounters "in the wild" into the cube of a contemporary art museum. That's why this piece is not sitting on a white box; it's sitting on the kind of table you might find in an Apple Store.



AC: The NurturePod box has all the kind of labelling detail you would expect to see in a package. Is that part of the experience as well?

SC: I think the attention to detail that makes a hypothetical resemble the real is an important part of this practice. It is intended to invite, not a suspension of disbelief exactly, but more an investment of belief, a kind of willing desire on the part of the viewer to say okay, suppose that I did come across this in a few years' time. What do I think about that? What do I feel about that? I think the details provide added dimensions of engagement so they can dive deeper, if they want to. Most people are probably going to engage with the main image; a glanceable, instagrammable baby in a pod wearing a headset. But for those who take the time, there is more detail to enjoy, or be dismayed by, according to your taste.

AC: There's a little tag, "control baby's experience with the NurturePod App", and a kind of WiFi, Bluetooth-type logo suggesting I can download it. I haven't actually tried to do that; I'm guessing that bit might not be real?

SC: That's right, it does break at a certain point because it isn't real, but it's supposed to feel like it is. All of these messaging elements are scaffolded in detail on existing products, and existing idioms that we recognise subconsciously, being citizens of the early 21st century. We’re literate in ways we don’t even realise about the semiotics of marketing, and electronics in particular. This is using that language to get something across about a seemingly imminent possibility.

AC: One more thing that strikes me about this, about the languaging, is it's not just about marketing. There are a whole lot of cues about the idea of the new, the idea of the modern, and the classic ways in which technology companies make us feel inadequate and then sell us reassurance.

SC: I suppose using those tropes could be said to invite reflection on how embedded in the tropes we are, because we know this particular thing doesn't exist. But that's a bit of an intellectual angle. I find people's emotional responses interesting, from watching them interact with it and from what they've shared in conversation.

AC: What sort of things have they said?

SC: "I'm really drawn to this, and also repulsed by it." There's this sense of being torn, and that is quite satisfying to hear, because I think creating or inviting a complex emotional response is something that we should strive for in futures work. This is why design and film and performance and games are important –– the whole repertoire of approaches to experiential futures; like the proverbial toothbrush that reaches places regular ones can't. Hopefully we are on our way to a better futures toothbrush.







***

The NurturePod installation is just one part of A Temporary Futures Institute (ATFI), a boldly experimental M HKA exhibition which opened in April, curated by Anders Kreuger and Maya Van Leemput.

(M HKA was also the main venue for Design Develop Transform, where Kelly Kornet and I recently presented the Ethnographic Experiential Futures framework.)

There are some stellar artists featured in ATFI (including Michel Auder, Miriam Bäckström, Alexander Lee and Darius Žiūra), and the other futurists involved in the exhibition are Agence Future (Maya Van Leemput and Bram Goots, Belgium), The Centre for Postnormal Policy & Futures Studies (Ziauddin Sardar and John Sweeney, UK/US), and Mei Mei Song (Taiwan).

Show runs until 17 September –– so if you're within range of Antwerp, check it out!

Acknowledgements:
- Seth Keller and Kazuki Guzmán, Fabrication consultants
- Tarik El-Khateeb, Graphics consultant
- Special thanks: Maya Van Leemput and Anders Kreuger (for curating ATFI); Bram Goots (for crucial logistical help), Ceda Verbakel (for copywriting assistance); Giulia Bellinetti, Georges Uittenhout, and the rest of the team at M HKA (for essential technical support); Jake Dunagan (for inspiration); Jessica Charlesworth, Ilona Gaynor, the Toronto Uterati (for helpful conversations)

See also (last updated 16aug17):
- Features in VICE and Boing Boing
- Opinion piece in The Irish News on NurturePod and the future of parenting
- Bruce Sterling's repost of the interview above at Wired
- Article from Harpers Bazaar on what to see at A Temporary Futures Institute
- Video from ARTtube about ATFI (5 1/2 mins)
- Show summary from Belgian newspaper De Morgen (in Dutch)
- ATFI exhibition brochure (pdf)
- Two contemporary artists I greatly admire whose work has influenced this piece one way or another: Patricia Piccinini and Ron Mueck

Related:

Tuesday, February 28, 2017

Adopt-a-vision: WikiLeaks edition

Could this be the future of WikiLeaks?


***

Many organisations claim some larger purpose, although not that many offer a specific vision for the future they wish to bring into existence. As it turns out, even fewer make explicit such visions as they purport to follow by actually showing how the world could look, feel or work differently if they succeeded.

One technique I've developed for teaching experiential futures practice in recent years is to have students identify and adopt an existing vision –– as publicly stated, when available, or inferred, when it's not –– of an organisation they deem worthy of closer attention. The students can then draw on the whole range of experiential futures approaches and their cognates (strategic foresight, transmedia storytelling, design fiction, live action roleplaying) to bring that vision to life in the present, while in a sense reflecting the organisation's aspirations and assumptions back to it in a more detailed form.*

This is a way to interrogate existing futures discourse with greater rigour, and to prepare to hold our own investigations to a deeper level of consideration. As a side effect, it can also produce materials that a wider audience may find useful.

Adopt-a-vision: think of it as a sort of guerrilla consulting engagement; a service to the public imaginary; a contribution to the future as a commons.

Last year, a team in my Experiential Futures course adopted a vision for WikiLeaks and devised a guerrilla futures project around it, set a generation from today.

Check out the project video (1 1/2 mins):


The group that made this comprised five graduate students hailing from the Inclusive Design and Strategic Foresight programs at OCAD: Abid Virani, Anna Colagrossi, Chad Lesch, Courtney Cooper and Laura Mills. They lay out the story below (edited statements from project documentation).

***

Where did the future scenario driving the project come from?

Our final challenge was to select a vision of the future to materialise and enact for unsuspecting passersby [in downtown Toronto]. We thought about topics from ethical supply chains to creative commons, open source to democracy and accountability.

We tried to articulate the vision of Anonymous, but it was challenging to nail down a vision for such a decentralised and varied group.

In the end, we settled on WikiLeaks because we share the belief that transparency can help the public make better decisions and hold organisations and governments accountable for their actions. We chose 02040 as our time horizon.

What future vision did you uncover for WikiLeaks?

In this preferred future, people expect transparency from their governments, corporations and NGOs. Technology is ubiquitous and the public is highly educated and informed. People realise the power of their spending habits and wield that power to stand up against corruption and exploitation.

How did you arrive at a concrete situation from there?

Once we had a clear scenario in mind, we scouted locations. We noticed many empty storefronts and were inspired by the DineSafe signs on all the restaurants, then brainstormed how the role of WikiLeaks could develop and how companies might signal their transparency in the future.

We imagined that a transparency agency might emerge that would issue a well-known certification similar to Organic or Free Trade. We decided to call this organisation WikiAudits.

For the live portion, we decided to film a WikiAudits representative being interviewed by a local news station. The scene started with a WikiAudits Representative hanging a closure notice on a storefront and a news crew arriving for an interview. Our hope was to spark the curiosity of bystanders and engage them in a conversation about transparency and corruption.

How did things go on the day?

The day of the intervention was much colder than expected. We met at 10am and set up our home base at Little Nicky’s [a café near campus]. We spent the majority of the day filming and performed the intervention three times.

The biggest challenge was attracting attention. The biggest takeaway was that creating an experience in an open setting requires very compelling signals to provoke participation. What can often be missed in an open setting is an activation (a prompt, if you will) that can transport the participant into your designated future.

Despite some of the setbacks, we feel we built a well thought out and executed experience.

***



***

I was recently in contact with the group's videographer, Abid Virani, who observes that the scenario they developed, six months before the U.S. presidential election, is eerily on track –– starting with the footage incorporated into their video of the Boston Globe's monitory "front page from the future" set in April 02017. (This was an unusually creative attempt on that newspaper's part to warn of the possible adverse consequences of a Trump win, published in April 02016.)

"The newspaper depiction of deportations from America, riots amongst increased policing and gold curtains all look plausible for Sunday, April 9th, 2017," says Abid. But it's not all grim: "The idea of WikiAudits was plausible to us as well and the entire project reflects what I now see as an optimistic outlook of the future."

Turning to the lessons of the project more broadly, he adds: "The mere act of considering a possible future and documenting it allows us to understand the present with greater nuance, and it can inform us of how to navigate forward."

"There is no shortage of possible futures, but I suspect there is a shortage of energy put towards imagining them."

***

In a sense, Adopt-a-vision is an effort to generate and channel some of that missing creative energy towards public imagination.

It also seems to be a relative of political activist duo The Yes Men's signature move, Identity correction, described by Yes Man Andy Bichlbaum as "exposing an entity’s inner workings to public scrutiny". A key property that Adopt-a-vision has in common with Identity correction is a kind of ventriloquism; a tactic of assuming the mantle of an organisation, speaking in its voice.

But there are differences too. Identity correction often (not always) draws its potency from statements being mistakenly identified as coming from the target organisation. For Adopt-a-vision, the target org's public persona and statements are just a starting point; the intervention need not be taken to be authoritative in order to resonate.

A form of culture jamming, Identity correction has a critical agenda at heart, being usually applied to "some entity running amok". This can be immensely valuable, and some of my favourite guerrilla projects do precisely that (the Yes Men's New York Times Special Edition is a beautiful, multifaceted example; and their Dow Chemical intervention on BBC World in 02004 is simply staggering).**

Adopt-a-vision is not necessarily critical in the sense of requiring an entity running amok, or jamming in the sense of subversive. The approach is flexible: you might choose an organisation that worries you, or one with an agenda you wholeheartedly share. The point is not necessarily to propagandise for or against, but rather to use designed objects, performance, and film to ramify that entity's preferred future into a more granular hypothetical to think and feel with. In this way, you can aim for even greater depth of exploration of a future vision than the organisation itself might offer.

None of this, of course, guarantees any particular outcome. The ingenious future fragment created by Abid and colleagues, portraying a WikiLeaks spinoff that works locally to make companies ethically transparent at street level, may or may not be a likely trajectory.

But whereas a tactic like Identity correction is about revealing what is true, Adopt-a-vision is about probing what is possible. It's not a matter of prediction –– it's a matter of thinking through the possibility space by generating more detailed reference points within it, to see where those in turn could lead.

***

My thanks to Abid, Anna, Chad, Courtney and Laura for their work on this, and courage to vision adopters and future explorers everywhere.

* For more on using experiential futures to "hand an audience's assumptions back to them", see The Futures of Everyday Life, p. 103, note 224.
** For more on culture jamming and guerrilla futures projects, see TFOEL Chapter 5.

Related:
> Impacting the Social