Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Friday, July 31, 2020

Knowledge Base of Futures Studies


Just published this month is The Knowledge Base of Futures Studies 2020, the latest in an edited series collecting key works in foresight over time.

The original version of KBFS was released in 01996, the same year I first encountered the futures/foresight field; the most recent update came out in 02005, the year I went to study with Jim Dator at the University of Hawaii's 'Manoa School' of futures. So it's been a long while, and a huge amount has changed in the field over that period.

I'm excited to have two pieces in this collection, both coauthored with terrific colleagues –– Kelly Kornet and Peter Hayward. Both articles are adaptations of work previously published, and speak to aspects of how the field has evolved over the past decade and a half towards more participatory, playful, experiential and inclusive modes.

The Polak Game (aka "Where Do You Stand?"), written with Peter, is about a classic workshop and classroom game in the futures field, which Hayward invented, inspired by the remarkable work of Dutch sociologist and proto-futurist Fred Polak. The game offers a user-friendly structure for facilitating far-reaching conversation among foresight students and clients, introducing "images of the future" as a basic property of both cultures and individuals, thus helping pave the way to more advanced tools and frameworks. It first appeared in 02017 as a peer-reviewed article in the Journal of Futures Studies (JFS).

Ethnographic Experiential Futures (EXF), written with Kelly, introduces a framework for hybrid design/futures research and practice that is all about making images of the future more legible and concrete, and seeing what one can learn from doing so. The piece sets out a practical structure and set of prompts for devising projects and interventions, with a view to promoting the availability of a more diverse and deeper array of scenarios for consideration, in all sorts of contexts, ultimately in service of developing a social capacity for foresight. It first appeared in 02019 as a peer-reviewed article, Turning Foresight Inside Out, in the JFS special double issue on Design and Futures co-edited with Cher Potter.

Fifteen years is a long time, and to be fair not all of the changes that the futures/foresight field has seen are (or could be) reflected in a selection which, as this version's co-editor Andy Hines points out, was subject to real constraints. But there are over 500 pages of material from contributors around the world, and I'm looking forward to digging in! Meanwhile the next edition, we might hope, will appear sooner rather than later, and will also seize the opportunity to push even further in surfacing the tremendous diversity of views and approaches to futures research, scholarship and practice from all corners of a burgeoning and multifaceted global conversation.

Well done to the three dozen contributing authors, and to editors Richard Slaughter and Andy Hines, for this valuable contribution! While previous editions were sometimes hard to find, this new collection is electronically available directly from the publisher, the Association of Professional Futurists.

Related:
> Ethnographic Experiential Futures / full-text pdf from KBFS 2020
> The Polak Game / full-text pdf from KBFS 2020
> Design and Futures book release / full-text pdf
> Transforming the Future book release / full-text pdf
> Ghosts of futures past
> A History of Experiential Futures

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

Tuesday, March 31, 2020

21st century divination


This video was shot right after a workshop, devised and run with experimental philosopher Jonathon Keats, called New Divination Techniques for Generating Alternative Futures.

It was part of a large collective effort mounted by the international futures community late last year at UNESCO (United Nations Educational, Scientific and Cultural Organisation).

The Global Futures Literacy Design Forum took place at the organisation's headquarters in Paris and consisted of more than two dozen "learning-by-doing labs" curated, organised and facilitated by top futures researchers, teachers and practitioners from Oxford to Jamaica.

The event was open to the public –– I'm not sure of the final number of attendees, but some 600 folks registered –– and was explicitly aimed at demonstrating, celebrating, and extending futures literacy humanity’s capacity to imagine and use the future(s) in all sorts of contexts, for all sorts of purposes.

I was also involved in another session; Imagination and Creativity: Gaming the Future of Migration and Climate Change together with my fellow futurists John Sweeney (Qazaq Research Institute for Futures Studies), Anisah Abdullah (Strathclyde Business School), and Daniel Riveong (Futures Centre).

Thanks to the head of futures literacy at UNESCO, Riel Miller, I've collaborated with the organisation several times before, and I was excited when he approached me last year about the Forum.

Its key objectives were institutional on the one hand and disciplinary on the other: "One is to prepare the ground for a UNESCO Ministerial Summit on Futures Literacy in late 2020 by showcasing and refining a range of already proven techniques for integrating Futures Literacy into government activities. Two is to build awareness and networking related to the development and diffusion of Futures Literacy."

Here's the description of the our workshop on 21st century divination techniques that appeared in the event catalogue:

One of the greatest human foibles is our ability to find patterns in just about anything, imagining that random phenomena carry meaning. Might that trait, technically known as apophenia, also be one of our greatest gifts? In this experimental workshop – prototyped especially for this occasion by conceptual artist Jonathon Keats and experiential futurist Stuart Candy – participants are invited to re-visit ancient modes of divination and also to devise some new ones. Simultaneously playing with and against tradition, our aim will not be convergence and prediction, but to generate new and diverse possibilities for action by collectively exploring and exploiting some of our most powerful psychological quirks.

A note of personal context here: legitimate futures/foresight practice is at times misunderstood as or unfairly conflated with a kind of charlatanry. I've generally aimed to avoid adding any fuel to that fire by eschewing anything that smacks of soothsaying –– tarot, tasseomancy, astrology, and so on (well... except for this one time at Burning Man, when I agreed to play the Oracle... but that's another story).

The low level of futures literacy in the population at large often finds people projecting trope-riddled preconceptions and prejudices about what a futurist's job entails, and particularly assumptions revolving around a misplaced obsession with prediction, and it's already challenging enough getting people to engage seriously in thinking about possible futures without playing into their most unflattering assumptions.

However, I recognise that it's also possible to protest too much, and get trapped by personal policies that can become too rigid. So when Jonathon, a superb conceptual artist, experimental philosopher and writer whose work I've admired for years, proposed a collaboration around exploring the possibilities for 21st century divinatory practices, the spirit of his curiosity –– avoiding wild-eyed faith on one side or blanket disapproval on the other –– got me interested. I took a step towards getting over a long-ingrained aversion. As he pointed out to me in one of our pre-event design conversations, the air of suspicion, and even demonisation, that attaches to these practices in post-enlightenment Western culture might usefully be taken as a cue not to avoid, but to be curious about, what we're collectively avoiding or denying.

Jonathon and I are currently working to bring the process to other participants in other locations, so I won't say too much here in terms of workshop detail, but I think it's worth adding, as COVID-19 spreads around the world, that even those of us who have spent decades helping to prepare organisations for inevitable surprises, are challenged to reckon with the question of how effective, or otherwise, our efforts have been.

It seems about time for a dramatic, collective rethink of how we engage with future possibilities.


The full catalogue of UNESCO's Global Futures Literacy Design Forum is available in English and in French, and a range of additional videos describing other programs at the event can be found here.

Related:
> Barbershop Futures
> Transforming the Future
> La Chose du Futur à Paris
> Where Do You Stand?
> Using the Future at NASA
> When Reality Outruns Imagination (Coral Cross)
> On Playing the Oracle: Foresight 101 at TEDx (video)

Monday, October 21, 2019

Augmenting Cities

Augmenting Cities image via.

Niantic CEO John Hanke opens the event | Photo: Niantic / Knight Foundation

We were excited to take part in an invitational symposium a few weeks ago, Augmenting Cities, that brought together under one roof 150 game designers, artists and urbanists from a number of countries "to reflect on how people, cities, and technology will evolve and be shaped through augmented reality (AR)".

The gathering was convened by groundbreaking AR games company Niantic –– the folks behind Pokémon Go, Ingress and Harry Potter: Wizards Unite –– together with the Knight Foundation, a leading urban philanthropic fund. It was hosted at the Oakland Museum of California, itself part of a city that has recently seen rapid and far-reaching transformation through the Bay Area's latest tech boom.

As the event description notes, "Just as mobile communication and computing has altered the evolution of cities over the last 20 years, AR technology stands to fundamentally change how we connect with each other and experience communities for decades to come." But what might that fundamental change look like?

USC Situation Lab director Jeff Watson (centre) speaks on a panel with (left to right): Ina Fried (Axios; moderator), Gene Becker (Samsung), Ross Finman (Niantic), Ilana Lipsett (IFTF), and Kevin Slavin (The Shed) | Photo: Stuart Candy / Situation Lab

So on the back of two days of presentations and panel discussions by game and experience design luminaries, including Felix Barrett (founder of Punchdrunk), Sarah Brin (Meow Wolf strategic partnerships director), audio artist Duncan Speakman, game designer Katie Salen (UC Irvine), and Niantic founder John Hanke –– as well as our own Jeff Watson (director of USC Situation Lab) and Sitlab collaborator Jen Stein (creative lead at Experimental Design) –– we were asked to devise and run the culminating session, an afternoon's activity for all participants to explore possible futures in this area.

Our mission was to come up with a hands-on, playful, and collaborative intervention that would help develop not only deeper social connections among attendees, but also potentially actionable initiatives in this fast-changing urban AR design space. With around 150 participants and only two hours to get through generating, refining, selecting, and sharing out concepts, it was a worthy challenge.

I led process design and facilitation with a fantastic team made up of Stein, Watson, and CMU Situation Lab associate Ceda Verbakel. We realised that thanks to the venue's particular layout and the number of attendees, players would have to take these co-creative steps at the same time while sited in different locations. This helped to birth, at last, a project that had been gestating for some time; a self-contained facilitation kit.

Participant teams proceed through the Urban Playshop staged by Situation Lab at the Augmenting Cities symposium | Photo: Niantic / Knight Foundation


Photo: Niantic / Knight Foundation

Photo: Niantic / Knight Foundation

In teams of three or four players, future-artifact ideas were incepted using combinatorial prompts from a modified version of our game The Thing From The Future, with ideation rounds timeboxed at 3–5 minutes. This first phase allowed folks to explore in relatively open fashion to start with, and produced a wide variety of imaginative responses. In the second phase, each team selected two of their most promising ideas from the collection that they had generated together, surfacing some of their most thematically relevant concepts and provocations. They then partnered up with another team, to receive feedback and discover which of the two candidate concepts should be developed, in the third and home stretch of the Playshop, into a pitch or advertisement to share live on stage with everyone in the last session of the conference.

We at Situation Lab don't always have the time to write our projects up for sharing more widely, although we have featured at our website some of the gameplay approaches and variations developed over several years, and we continually partner with groups around the world, with a focus on values-aligned initiatives and organisations, to offer customised processes that scaffold rigorous imagination, co-creative exploration, and strategic conversation.

Last year for instance, we ran sessions or whole events in this design space with, to name a few, the Omidyar Group, Pennsylvania's Department of Education, Alaska's Cook Inlet Tribal Council, Mexico City's Laboratorio para la Ciudad, the Association of Professional Futurists, and Institute for the Future (IFTF) with the World Bank Climate Investment Funds. In 02019 so far, Sitlab has collaborated with, among others, the Skoll World Forum on Social Entrepreneurship at Oxford University, NASA Jet Propulsion Laboratory, Stanford d.school, the Obama Foundation, the British Broadcasting Corporation, the brand-new Pittsburgh high school City of Bridges, and (in collaboration with IFTF's Governance Futures Lab) United States Conference of Mayors gatherings in Austin and Honolulu.

This post is prompted by a desire to share a bit more of what we've been doing, and more particularly by the terrific energy generated in this initiative. For more information on Augmenting Cities check out the event webpage, overview (pdf), and recap.

Participants devise and share ideas using a specially adapted version of The Thing From The Future | Photo: Stuart Candy / Situation Lab


Photo: Stuart Candy / Situation Lab

Many thanks to our fantastic Playshop participants, to our awesome facilitation team, and to Niantic and Knight Foundation for spearheading the initiative.

We look forward to further developments in this exciting and fast-moving area, and find it hopeful that processes like these –– supporting rigorous imagining in emerging design spaces, as they are being explored and mapped –– are rapidly finding their way into many organisational and community toolkits, to help new ideas and their implications come into focus.

(Report also posted at Situation Lab website. This version updated 22oct19.)

Related:
> Bringing Futures to Stanford d.school
> On Foresight in Organisations
> On Getting Started in Experiential Futures
> The Thing From The Future / Sitlab project page
> Gaming Futures Literacy (article)
> Transforming the Future (book)

Monday, April 30, 2018

Transforming the Future


Last week a book was published by Routledge and the United Nations Educational, Scientific and Cultural Organisation (UNESCO) called Transforming the Future: Anticipation in the 21st Century.

Assembled by my colleague UNESCO futurist Riel Miller, it documents an ambitious effort to develop a framework for Futures Literacy, via dozens of engagements with diverse communities all around the world over several years. The research is ongoing; this volume presents the story so far.

What it means to be ‘futures literate’ …[is] emergent. People’s fictions about the later-than-now and the frames they use to invent these imaginary futures are so important for everyday life, so ingrained and so often unremarked, that it is hard to gain the distance needed to observe and analyse what is going on.
…
[Anticipatory assumptions] are the most basic component of anticipatory activities: these assumptions are necessary for all ‘uses-of-the-future’ because ‘imagination’ can only be elaborated on the basis of the underlying assumptions.
…
The research is concentrated on how to define and assess the extent to which someone has or can become futures literate by collecting evidence of her capacity to understand the nature and role of the [anticipatory assumptions] needed to ‘use-the-future’ in practice.

My own contribution to the collection, 'Gaming Futures Literacy: The Thing From The Future', springs from our work with UNESCO a few years back, which included producing a special (bilingual French/English) edition of The Thing From The Future to distribute to delegates at the Youth Forum held in Paris in 02015. The introduction, condensed:

Amid pervasive uncertainty and accelerating change, one of our great challenges, and opportunities, is to make high quality engagement with the yet-to-be more widespread.
…
The good news is that our repertoire of uses of the future, the set of available ways to map and manifest possible paths or waypoints ahead, is far from exhausted. Exciting vistas have recently opened up with foresight’s ‘experiential turn’ towards fuller exploration of design, media and games.
…
This chapter presents a case study of an experiential futures card game called The Thing from the Future, reflecting on it as a method for popularising and demystifying futures, and explaining the design mechanisms that make it tick. While undoubtedly a limited tool (like all tools), its potential significance as part of a wave of efforts to spread Futures Literacy which are actually enjoyable to use may give heart to those in search of new ways towards distributed anticipation and social foresight.

The whole chapter ‘Gaming Futures Literacy’ is available here.

A short video about the larger Futures Literacy Labs project was released by UNESCO last year, and can be found here.

And finally, thanks to Innovation Norway, the book Transforming the Future is available in full here.

Related:
> La Chose du Futur à Paris
> The Thing From The Future
> The Polak Game, or: Where do you stand?

Saturday, December 30, 2017

Where do you stand?

A crucial part of foresight work, whether it's in a corporate boardroom or an undergraduate classroom, is helping people surface and test their assumptions about the future.

The Polak Game offers a simple, powerful, and generative way of doing just that.

Introducing the Polak Game (with Jake Dunagan) at our first Design Futures Masterclass at CEDIM. Mexico City, 02015 (Photo: Jorge Camacho)

Named after the Dutch sociologist Fred Polak whose work inspired it, the game is also alternatively called "Where Do You Stand?" Aided by the facilitator, players are invited to use the physical space they are in to demonstrate their understandings of the future, in terms of expectations, on one hand, and their sense of personal agency to effect desired change, on the other.

The heart of the activity is a guided conversation aimed at understanding diverse perspectives across these dimensions, including the way that people's different views are grounded in their different experiences of the world. It helps us make explicit the importance of certain aspects of our thinking about futures that are always present, yet almost always invisible. The discussion can often become quite profound.

Playing the game as part of a course in the Media Design Practice program at ArtCenter College of Design. Los Angeles, 02016 (Photo: Stuart Candy)


Participants on a sound stage for a feature documentary film shoot, directed by Shannon Owen, about Australia's South Sudanese community. Melbourne, 02017 (Photo: Stuart Candy)

It is now over a dozen years since Peter Hayward (until recently the coordinator of Swinburne University of Technology’s futures program in Melbourne) ran the game for us in Honolulu, at the University of Hawaii at Manoa futures program. Since learning it from him there, I’ve staged it many times, for classes, workshops, and even a feature documentary shoot on a sound stage; with participants in different kinds of organisations, communities, cultures, and parts of the world. The game has also begun to spread, appearing in the toolkits of more and more practitioners, as useful tools do; changing as it goes.

People sometimes ask whether there are any published works to reference that describe and unpack the Polak Game. Until now, the answer has been no.

But we have just co-authored a piece aimed at filling this gap; precisely because "foresight craft genealogies often escape not only documentation, but even our explicit notice". For collective learning in the field there's a value to capturing how, where, and why these tools of the trade emerge and evolve. The same reason applies for sharing the work here in this post.

The article is in two parts. Hayward's deals with the "Origin and Orientation" of the game, and mine focuses on its "Exploration and Evolution" as it has played out in my experience over the past dozen years.

I'll finish this post with his conclusion:
It is when I have used it with groups trying to create a vision of a shared future that I think the power of the Polak Game has become most apparent. Humans construct narratives from their own experience and sense of the world. You could say that we stand on our individual ontology. What the game can reveal to players is that we each need to meet others where they are, and listen to their ontologies, before we have any chance of creating a shared one. During the game, it often becomes obvious who in a group feels that they have power and opportunity, and who does not; who has been treated fairly in the past, and who has not. By bringing these hidden dimensions to light, those with power may feel humbled by their privilege, and those with disadvantage can feel acknowledged and heard. And from there, an enduring sense of what "our" future could be starts to emerge.

The full article, including detailed instructions for facilitation of the game, appears in the December 02017 issue of the Journal of Futures Studies: The Polak Game, Or: Where Do You Stand?

Related:
> Dreaming together
> Brand runner / Colonising the future on film
> The technology of public imagination
> Design fiction is a fact

Monday, November 02, 2015

La Chose du Futur à Paris




A special edition of The Thing From The Future was distributed to 500 delegates at the UNESCO Youth Forum in Paris last week.

Since 01999 the Youth Forum has been the institutional mechanism for youth (which in the UN system means people aged 15 to 24) to make recommendations to the UNESCO General Conference.



This 9th edition of the Youth Forum incorporated, for the first time, a process aimed at improving participants'  futures literacy, developed by UNESCO's head of foresight Riel Miller. The Future Literacy Knowledge Lab, or FKL, is described in outline here and in detail here [pdf].

From my perspective as an advisor and senior facilitator for the Forum, among the most notable elements of the experience was the juxtaposition of this process, aimed at exploration and emergence, with the formality and fixity of international diplomacy's default settings. Ingenious workarounds were required in order for delegates to be able to converse and co-create in small groups given the geometrically pleasing, but collaboratively disabling, furniture arrangements. The literally nailed-down meeting room configurations reflected a firm expectation of centrally managed, as opposed to open or peer-to-peer, conversations.




How does such an architecture shape what happens, and what doesn't? An instructive contrast may be found in the opening and closing circles of Open Space, a meeting format which both symbolically bespeaks and practically enables something very different; a fluid and participant-driven flexibility (see, for example, Harrison Owen, Expanding Our Now, pp. 82-83). Maybe someone has already compiled a pattern language of meeting spaces. There's much to learn from such cases.

In any event –– despite its best efforts, here the furniture's expectations were not allowed to triumph! Far-reaching futures discussions were had, assumptions were surfaced and questioned, alternatives were articulated, expressive future artifacts and prototypes were created.








And at the end of the Youth Forum futures workshop, a special bilingual English / French The Thing From The Future / La Chose du Futur * was distributed to all attendees, a concrete expression of the intention to democratise and distribute futures thinking far and wide. Now these hundreds of delegates have made their way home to communities all around the world, cards in hand.


Thanks to UNESCO, to Youth Forum delegates –– and especially to Riel Miller and team for their efforts to open space for possible futures, not only in the proceedings themselves, but through providing an experience and a tool to use again in days and years to come.

Of course distributing cards and rearranging spaces are fine ways to begin; meanwhile I wonder about working with the deeper cultural currents in play. How may we make a habit of inviting fuller versions of ourselves to show up in these formal and ritualised settings? How might we offer better hospitality to the unusual, the creative, the crazy and playful and magical and wild and unborn in each of us?  For when it comes to "serious" conversations about the future, these voices too seldom find any place at the table.

Related:
> The Thing From The Future
> The technology of public imagination
> Whose future is this?

* Very special thanks to Cedric Flazinski of N O R M A L S design lab, and to Sandra Coulibaly Leroy of the Organisation internationale de la Francophonie (OIF) for their invaluable translation assistance. And on a semi-related note: bilingual Emglish/French Playsheets for the game are available via the UNESCO website [pdf, A4].

Tuesday, October 20, 2015

The Thing From The Future


The Thing From The Future is an imagination game that helps players generate countless ideas for artifacts from the future; to amuse, delight, explore, and provoke.

Designed for play by individuals or groups, this hybrid party game and creativity tool has been compared to Cards Against Humanity and Oblique Strategies. It's easy to hack and customise, so can be used for exploration in specific domains, or in random-access mode as a gym for the imagination.

The game has been played in all sorts of contexts including:
- classes at Johns Hopkins, MIT Media Lab, and Parsons Mumbai;
- gatherings such as the World Future Society annual conference in San Francisco, 5D's transmedia "Science of Fiction" shindig in LA, and the United Nations Development Programme's annual strategy meeting in New York;
- festivals including IndieCade (LA), FutureFest (London), Hot Docs and Maker Festival (Toronto), Amplify (Sydney), and the Berlin Film Festival;
- design jams resulting in popup artifact exhibitions at OCAD University, NYU, and Stanford d.School;
as well as at any number of parties and kitchen tables, and inside countless organisations from community arts groups to Fortune 500 companies.

Co-designer Jeff Watson and I published The Thing From The Future through Situation Lab in March 02014, and we have been refining it continually since. A revised edition, containing four times as many permutations as the original, was released last October.

The project was recognised this year by the Association of Professional Futurists (APF) with a Most Significant Futures Work award.

I wrote an article about the game for the APF periodical Compass in April, and then revised that piece for an anthology on Methods which came out this month. The text looks under the hood at how the card deck's four-suit structure scaffolds players' imaginations.

Here it is:



To reiterate a key point made there: The Thing From The Future comes against a backdrop of increasing interest over the past five years in hybrid design/futures practices such as design fiction and experiential futures. The game takes a certain kind of intellectual and creative operation (viz. quickly moving from vague notions about alternative futures, to ideas and stories revolving around specific artifacts) that has so far been relatively specialised and unusual, and renders it accessible and fun, thereby in a modest way helping to demystify and democratise futures.

As the game becomes more widely known, the novelty of the "artifact from the future" premise will wear off. This is a good thing. People ought to be less apt to be impressed by that concept in itself, clearing the way for a more futures-literate interest to develop around the substance of the ideas themselves. It would be good for the field and its underlying goals if more of us were able to be curious, critical and demanding about what makes certain future narratives, and their experiential manifestations, worthy of attention.

Thus the practice shifts to its next level of maturity. A larger corpus means a proportionately larger number of projects with something to say. Meanwhile, the game provides a fun entry point, without requiring anyone to engage explicitly with such state-of-the-union practitioner concerns.

This post is prompted by two things that have happened in the past week or so.

First, we at Situation Lab have just launched a free, downloadable, print-and-play edition in Creative Commons (BY-NC-SA) that anyone in the world with a computer, web access and a printer can now use. The INK Conference in Mumbai provided an excellent platform from which to announce this news and bring the project to a wider and more international player base.

Second, we have put out two special online shufflers to support participants in the United States Department of Arts and Culture (USDAC) national grassroots campaign #DareToImagine, described here.

(Update 3 Nov 2015: A special bilingual edition of The Thing From The Future has been distributed to delegates at the biennial UNESCO Youth Forum in Paris.)

To download the inaugural Print and Play edition, including Playsheets, go here.

The revised edition of the game deck, containing over 3.7 million possible prompts, is still available for purchase here.

Finally, check out what's happening in the gameplay community via the hashtag #FutureThing on social media. Or better yet, why not play a round right now? :)

Related:
> 1-888-FUTURES
> Build your own Time Machine
> Designing futures

Wednesday, February 12, 2014

Participatory cli-fi: the Making of FutureCoast

FutureCoast is an ambitious, just-launched collaborative cli-fi (climate fiction) storytelling game, created by the PoLAR Partnership at Columbia University and funded by the U.S. National Science Foundation (NSF).

IMG_9572

A central interest of ours at the Situation Lab* has to do with the design of participatory frameworks for storytelling at scale - also a central challenge for this project. So we asked the creative team behind FutureCoast, our friends Ken 'Writerguy' Eklund (World Without Oil) and Sara Thacher (The Jejune Institute), to tell us about what they have been learning from the making-of process. Here's what they said...

Stuart Candy: How do you describe the kind of work do you do, and what's the situation in that domain?

Ken Eklund: I am a creator of authentic fiction, by which I mean I create the attractive narrative vacuum that people fill up with their stories – playfully, yet with intention. I use game design behind the scenes, but often that's not apparent at all in the play itself. I help people find new ways to engage audiences, especially through collaboration. It's work that's more and more in demand, as old ways of communicating ideas and presenting issues lose ground to open, participatory experiences.

SC: What's the story behind FutureCoast? And the PoLAR Partnership?

KE: In fall 02008 the NSF convened a day-long symposium at The Exploratorium, in which innovative practitioners outside of science explained what they did to the NSF's advisory team. Afterward, Stephanie Pfirman, a chaired professor from Columbia, sought me out and we talked for two hours about game ideas set in the polar regions (her area of study). This is how my projects often begin...

Fast-forward to early 02011: Stephanie's back in touch. The NSF is calling for proposals for climate change education projects, and Stephanie thinks learning games are an exciting approach.

We learned we were chosen for funding in fall 02012; that's when the PoLAR Partnership was born.

The NSF has begun to focus on storytelling as a necessary part of climate change education, which maps exactly to how FutureCoast is played. So suddenly there's a lot of attention on our gameplay and methods.

SC: Some intriguing terms appear in the project description ("authentic fiction", ""de-abstractifies", and "veil of unreality") which seem to go to the heart of things. Where do these come from?

KE: Short answer: I made them all up.

As you know, I have trouble describing concisely what a game like World Without Oil is. After years of struggle I hit upon "authentic fiction" and like how it feels as a descriptor of my work. "Authentic" in this context means multi-authored, textured in the way only diverse minds can supply; but also reality-based, painting reality within a playfully fictional frame.

"De-abstractify" is my attempt to fill a hole in the language. There's a thing that happens with stories, when you stop observing the story and enter it. In real life, we say "the shit got real" but there's no equivalent in a storytelling context. Yet we all know there are those times when you're reading a book or watching a movie or, especially, playing a game, and the shit gets real and affective.

"Veil of unreality" comes from observation of the climate change discussion.

Sara Thacher: These are Ken's words. Words that I've also found very handy for discussing the project because they all touch on the personal nature of FutureCoast. The structure of a voicemail – one person calling another and leaving a message – is a hyperlocal thing. It's not a global phenomenon; it's about the connection between two individuals. Each of these words get at what happens when you start trying to think about climate change – something we generally hear about on a grand scale – on a much more individual level. It becomes something that's part of your neighborhood, something that impacts where you decide to buy a house, or the news you share with your parents.

 
IMG_9700

SC: The time horizon for players' voicemails from the future is 2020-2065. Can you walk us through the thinking there?

KE: Well, a software system in many of our futures has a leak in it. It's in the voicemail system, so voicemails are what's leaking through space-time. This software system comes online around the year 02020 in most futures, and they finally fix the leak around 02065. That's just what's happening, as near as we can tell anyway, so our thinking really doesn't enter into it.

Of course, this timeframe is probably a sweet spot, futurethinkingwise. It encompasses the lifespan of many people alive today and includes the adulthood of their possible children, so there's plenty of emotional engagement on offer.

SC: What comparable efforts have appeared before around climate change as a theme, and where does this project fit in? What challenges come with that territory?

KE: I don't know of any comparable approaches, but in a wider sense this project fits into the emerging genre of "cli-fi," climate fiction. Works of cli-fi tend to be single-authored stories about a single possible future, though; I don't know of any that are participatory or that explore the cloud of plausible futures.

The challenge with climate change as a subject is the polarized state of its discussion. It's made people wary of engaging with anything that has the global warming or climate change label. Less well recognized, it's also disefranchised people from the story – a scorched-earth war of talking points with no safe place left for the common person to venture hopes and fears or express what they know.

SC: As a "collaborative storytelling game" what precedents does FutureCoast build on? What perhaps has not been tried before (and why not)?

ST: Participatory storytelling happens around shared worlds – places where all of the participants generally know what the world is and then create their own space within that universe. These can happen with worlds that are anything from Harry Potter fanfic to people Tweeting as characters from The West Wing long after the show is over.

There are also participatory storytelling projects where the participatory part was explicitly planned for by the creators. Welcome to Sanditon let the fan community that had built up around their wildly successful web series, the Lizzie Bennett Diaries, have the opportunity to make their own characters in the fictional town of Sanditon (another Jane Austin adaptation).

What these projects and FutureCoast have in common is establishing a world that participants can share. Everyone participating agrees on two things: (1) the basic structure of the world – voicemails are appearing from the cloud of possible futures and (2) to the improv rule of "Yes, and . . ." where everyone's contribution is accepted as part of the world.

KE: This all very apt, and it made a connection for me that I've never made before:

I grew up in Arizona, in Phoenix, and my dad had this huge map of Arizona on our family room wall. On Friday nights we'd gather around that map and Dad would announce, "Well, we've never been HERE" and point to the map. (Some completely empty spot, like as not, as there are a lot of those in AZ.) And then on Saturday we'd pile some things into the family station wagon and go there.

Along those lines, as I grew up, as much as I admired Sherlock Holmes or Rivendell, I was even more captivated by Mycroft or Minhiriath – the unknown stories, the rabbit holes, curiouser and curiouser.

I think if you look at FutureCoast, World Without Oil etc. you can see there's an intention there to create as thin a narrative frame as possible, to make that "Yes, and..." as inclusionary as we can.

FutureCoast builds on the other works of authentic fiction I've done, most notably World Without Oil. It also builds on Sara's experience with The Jejune Institute and other geolocated experiences. But by design it's mostly experimental. I don't know of any other experience that uses in-game voicemails as the storytelling itself, or that embraces our level of multithreadedness, for example. We take a very positive approach, and that's noteworthy too, especially given the subject.

And it's rare to see game narratives that take their immersion as seriously as I do with mine.
 
IMG_2295-sm

SC: Tell us about the choice of media and other elements of structure you've created for players to plug into.

KE: The main media are the voicemails. We've really focused on that medium because:
  1. It's rich. It's the human voice; people are wired to glean meaning from it (both informational and emotional).
  2. It's familiar and accessible. People widely have experience with the vmail form itself and are comfortable with it.
  3. It's EZ Story. People use voicemails to tell and receive stories all the time. Very low barrier to entry!
Voicemails are compact. In voicemails, people get to the point. They are a breath of fresh air in the climate change discussion.

The main storytelling structure is: the voicemails leak out of the cloud of possible futures. What this means is: inclusiveness regarding the voicemails that people contribute. Your expression of the future is not only accepted, it's valuable and welcomed as such.

Structurally, there are two halves to FutureCoast: the immersive narrative centered on FutureCoast.org, and the behind-the-curtain participatory storymaking centered at FutureVoices.net. At FutureCoast.org, you play along with the game narrative, listening to voicemails from the future and collecting them into mixtapes ("TimeStreams"). At FutureVoices.net, you help create the game narrative: you call the FutureCoast hotline to record the voicemails that express your visions of the future. You also volunteer to geocache a chronofact, a secret mission to make it seem the chronofacts are mysteriously appearing from the future.

At FutureCoast.org, you interact with the game characters as though the fiction were real. At FutureVoices.net, you interact with the gamerunners to help move the game forward.

SC: What main lessons for practitioners (in transmedia, futures, or game design) have come from the "making of" process?

KE: One main lesson is about the power of storytelling to engage hearts and minds. From the time I proposed FutureCoast to now, I've watched it move steadily from a shot in the dark to the bullseye in terms of how to frame issues in a meaningful way.

Another corollary lesson is about making a narrative truly participatory. As a storyteller, as long as you keep it your story, your audience won't regard it as their story – and will be less affected by it. I think futures practitioners should be especially interested in this approach. In our playtests so far, we've seen the future take on a high level of reality for people, very quickly. We have a fascinating blend of seriousness and playfulness.

Last, this authentic fiction stuff is really hard. But do it anyway!

SC: What sorts of possibilities do you see for this kind of work in the medium to long term?

KE: The more analysis I read about the effects of an Everything Is Connected world, the more well-positioned this approach seems to be in terms of creating engagement engines for real-world issues. The challenge is to keep moving; today I murmured to myself, "I don't think I'm unlearning things fast enough".

ST: I think our perceptions around 'authorship' are going to continue to break down. The area for participatory storytelling that I'm most excited about is just how much our remix culture has changed what it means to participate. Appropriation is almost not the right word anymore, because there's already a feeling that stories/media belong to everyone. In this brave new world, the TV show 'Mean Girls' becomes an avenue for political commentary and The Hulk becomes an advocate for feminism. In the future ahead, I'm excited to see how this'll be applied as increasing numbers of storytellers realize that their creations are already participatory.

[Chronofact images courtesy of Ken Eklund and Sara Thacher. What's a Chronofact?]

*Originally posted at the Situation Lab blog.

More posts:
> Mapping c-change
> Superstruct
> Coral Cross
> A climate of regret