Showing posts with label immersive scenarios. Show all posts
Showing posts with label immersive scenarios. Show all posts

Thursday, October 09, 2025

Building Time Machines at California Institute of Technology

I haven’t posted here for ages – a story for another time.

Today, I’m writing to share something I’m focused on right now.

This weekend I’m starting a stint as Artist in Residence at Caltech Theater. This is tremendously exciting to me – a chance to bring experiential futures, worldbuilding, and high-speed co-creation to a remarkable and storied institution. For example, one of the spaces we’ll be working in is the Feynman Room, named for the legendary bongo-playing Caltech physicist and Nobel laureate who was active in the theatre community there.

Our first event coming up is called “Immersive Futures Jam” – IFjam for short.

With a select group of participants, including undergraduates, graduates, alumni and staff from Caltech, as well as folks from NASA Jet Propulsion Laboratory and the wider community, we’ll be embarking on an ambitious co-creative process; producing immersive, you-are-there experiences of various futures, at the scale of a room, over the span of a weekend.

In a hat-tip to H.G. Wells, I call such room-scale future immersions “Time Machines”. Without quite meaning to, we essentially piloted a highly adaptable format two decades ago in Hawaii, and I’ve since modularized and sharpened it through numerous iterations – in Canada, Mexico, the UK, Singapore, and various parts of the US – with hundreds of students, colleagues, and intrepid volunteer time travellers. This is the first time I’m running it in California.

The very possibility of this edition of IFjam comes down to the vision and will-to-experiment of the unique creative force that is Brian Brophy, Caltech’s long-serving director of Theater Arts. We got to know each other over the past few years while working together on the NASA JPL show Blended Worlds; JPL’s contribution to the most recent instance of Getty Museum’s once-a-decade initiative PST.

A fuller treatment of Time Machines is in the pipeline. But for a sense of how they can look and something of the underlying process, a few starting points: A Pecha Kucha talk given years ago in Chicago. A short piece from The Futurist (the periodical of the World Future Society, as was). And another one from The Economist.

Stay tuned.

Related:
> Experiential Futures for NASA JPL (Library of Possibilities)
> A Time Traveller's Story
> Experiential Futures in The Economist (pdf version)
> Time Machines in The Futurist (pdf)
> Bringing futures to Stanford d.School
> Futures for Bristol
> Ghosts of Futures Past (Hawaii 2050)
> Time Machine / Reverse Archaeology (pdf)
> Using the Future at NASA (pdf version)

Wednesday, May 22, 2024

Look out, Banksy

Hello, Bristol!


I’ve just arrived for a month in the UK, where I’m excited and honoured to be a Bristol Benjamin Meaker Distinguished Visiting Professor at the University of Bristol.

Within this hybrid role, crafted to be part visiting professorship and part artist residency, my project is called From Experiential Futures to Social Foresight.

It’s about working with colleagues to share and explore experiential futures (XF) practices to use design, media and the arts for grounding ideas about futures in everyday life – and thereby helping shift our organisations and public cultures towards deeper, more diversified, and wiser embodied engagement with alternative possibilities.

Activities here through mid-June include a Public Seminar hosted by the Pervasive Media Studio, an XF Masterclass for researchers at the ESRC Centre for Sociodigital Futures, and Advisory Sessions with individuals and groups from across the university and wider community.

Something a bit ambitious that we’re also doing is the Bristol Immersive Futures Jam – a live, face-to-face, weekend-long experiential & participatory foresight intensive, including a collective worldbuilding and making process, as well as a public activation with additional guests. Basically we'll be concretely imagining, physically staging, and having conversations about how life here could look decades or generations from now.

This builds on work I’ve done with groups in Singapore, Canada, Mexico, and various parts of the US – most recently through a wonderful artist residency late last year with the immersive theatre community in Denver, Colorado.

It's the first time we’ve offered the process in the UK.

The Bristol Immersive Futures Jam (Fri 31 May 5PM – Sun 2 June 5PM), which calls for a commitment to participate across three days, is fully booked up. But folks who may be interested in joining the waiting list for the whole event, or who wish to join only for the activation / time travel part on Sunday 2 June, can register their interest here.

The Public Seminar (Fri 31 May, 1–2PM BST) may be attended in person at the PM Studio / Watershed, or viewed live online here.

I’m most grateful to my University of Bristol hosts Dr Paul Clarke, Prof Keri Facer, and especially Prof Helen Manchester of the School of Education, and really looking forward to all the future-shaping we'll get to do together.

Related posts:
> Killer Imps – Bringing futures to the Royal College of Art (02009)
> Dreaming Together (02015)
> Introduction to Experiential Futures in The Economist – outlines some of our Time Machines / immersive scenarios (02015)

Wednesday, December 19, 2018

On Getting Started in Experiential Futures

The Omidyar Sessions, Part 2

This post concludes an edited transcript of a webinar I did recently for The Omidyar Group. The first part was about some of the strategic purposes and elements of foresight work; this second part deals with organisations venturing into experiential futures. Both represent my responses to practical questions posed by folks working for various impact philanthropy entities in a range of broadly intrapreneurial roles, but the key points may be applied to a wide range of contexts.

***

People are asking about the usefulness of immersive scenarios, and also about the creepiness of certain examples.

The first thing is to recall that “immersive” is not the only possible scale of this work. That’s important because making something immersive can be a pretty high bar, in terms of labour and time, and potentially other kinds of resources, like expenditure of political capital to try it for the first time in an organisation. So experiential futures is not only about immersive experiences where you inhabit a future, or a set of them, for a period of time: that's just one end of a spectrum. At the other end are things at a smaller scale, easier to produce; artifacts from the future. These are closer to the kinds of assets produced all the time within organisations to communicate ideas and fertilise conversations, but they come out of this approach of “how do we make something from the future?” All this falls under the design-space umbrella of experiential futures.

The other point to note is that creepiness is only one possible tone that an experiential scenario – object or immersion – might evoke. A project like NurturePod might be creepy to some people, but an intervention like the Tunisia 02014 scenario wasn't creepy at all; it was super aspirational, and even (against that backdrop of extreme turbulence) almost utopian. So again, in the same way that we should be careful not to overidentify the immersive end of the design spectrum with experiential futures more broadly, because there's a lot more options than that, we should also be careful not to overemphasise certain moods or genre conventions, because there’s certainly not just one flavour of future out there.

And I think that is part of the utility. As an experiential futures practitioner, someone who has been mapping and using it over the last dozen years, and coming to understand its potential, I operate from a recognition that there’s a vast amount of variation for us to work with. Any kind of future that you may want to have people think about, or to think about yourself, can in principle be mediated in any number of artifacts or situations. Whereas traditional futures practice has usually used a very narrow set of strategies.

My students recently completed an assignment at Carnegie Mellon, a class of 40 designers, where in teams of four or five, each team turns a classroom into an immersive scenario that that the entire class group steps into and spends 15 minutes in. We call these rooms Time Machines. (This is inspired by H.G. Wells, who was not just a founding figure in speculative storytelling, but a founding figure in futures. Wells invented the idea of the time machine in the late 19th century.) Our use of the term refers not to a device, but to a space designed to think and feel with. The students don't have a huge amount of time or resources to do this, so notwithstanding what I said before about immersiveness possibly being more demanding, it doesn't necessarily have to be. It really depends on what you're trying to do.

This mindset (experiential, transmedia) invites you to going through the process of figuring out who you are trying to reach, and what kind of vectors you have to them. Say that it's the leaders or founders of some large organisation, and that they are super busy people and you're lucky to get a 15 minute appointment. This tells you something about the kinds of ways that you may be able to engage, or the kind of impact that you will need to design for. In this case maybe one option would be to make something to send them or put under their office door. They could open an envelope and find this physical thing from the future. Then it's not a room they have to be physically transported to, which could be really hard to organise.

Part of the value of having the wide design space of “experiential futures” lies in actually thinking through the options, because it forces you to figure out what is important about the futures conversation that you want to have, with the people you want to engage, and how you hope to move the needle in that encounter. Is it to get them to take some problem more seriously? Or maybe the topic is something they obsessively discuss, but the longer-term thinking around how it could evolve is limited, because they lack high-quality hypotheticals to work from. So maybe that's a clue to the interventions you could be doing. Thinking through the design space is in itself a potential value, and the action that follows can be that much more tailored and intentional.

In the case of me and my colleagues, all this experimentation started with workshop or process design. So before we ever imagined the approach of creating hypothetical artifacts and bringing futures to life in a performative way, like many futurists we used to run workshops where the standard settings would be for people to read a scenario we'd written, and then respond to it based on the mental model that it conjured for them. And that can be quite effective in some ways, but it always relies on a certain level of what we might call systems imagination, which is not a ubiquitous skillset. To read something about how the world, or a community, could be wildly different 20 years from now, and be able to think and feel that through properly, is not a task that everybody finds easy. (In fact, it often doesn’t work at all, in terms of leading to the kind of strategic and operational changes that it is supposed to prompt.)

We realised that we needed to make a greater effort on our side, so that less effort would be required on the participant or audience side, in order to get to higher quality, more granular, more viscerally grounded conversations about alternatives. My dad used to say, “hard in the writing, easy in the reading,” and I think this is useful not only for writing, but for any kind of communication. You as a practitioner have to put the hard yards in on your end, particularly if you want to engage people who aren’t always thinking about this stuff, or who are time poor. Everybody's got reasons to put the futures conversation aside and deal with the urgent things in front of them. But by creating experiences that enliven the hypothetical, whether they be immersive, or tangible, or interactive like a game (these are all part of the same design landscape), you create different types of portal into strategic conversation and raise the chances of high quality engagement. This is part of the job.

Turning to the ethics question, which comes up especially around guerrilla futures and staging what-ifs that present as-if real, it's really a case by case matter. I don't think the extremes of “always” or “never” are useful. “It's never okay for people to feel for a moment like something is happening that is not happening” would prohibit even, say, surprise parties. And the “always ok” end isn’t right either. “It's just a hypothetical, what’s the worst that could happen?” Well, potentially a lot of harm. (This is why shouting fire in a crowded theatre is illegal.) And circumstances change. Just recently we had the 80th anniversary of the War of the Worlds broadcast from Orson Welles and the Mercury Theatre, an amazing moment in the history of media. This was a 1938 radio dramatisation of the H.G. Wells story about an alien invasion, which was taken seriously by some proportion of the population across the U.S., because it sounded just like it might have played out on radio at the time if there really had been an alien invasion, where your regular programming is interrupted and so on. This was a first, so they didn't necessarily know beforehand that it would create the kind of turmoil that it did. But when the same strategy was adapted for broadcast in Spanish in Ecuador in the 1970s, the people who did that couldn't say they didn't know, and I think somebody was killed in in the panic that ensued, and that's not defensible. It has to be a case by case thing, rather than always or never.

Somebody else has asked, if we were to apply experiential futures to our work, when and where would we use it?

You could tie it in to the strategy generation process discussed earlier, using engagement with alternative futures to generate options: have the people in the room take the scenario seriously enough to come up with ideas about what could be done either to make more likely the things that they’d like to see happen from that scenario, or make less likely the things that they wouldn't want. Using the experience and its emotional affordances as a way to create motivation to engage in that discussion over that longer time horizon, instead of it being like, “Oh, that's 20 years away, too far to worry about it.” That why immersive scenarios can be so striking: done right, they kind of collapse the distance, temporal and psychological. People in the room get angry, or excited, or sad about things being hypothesised as happening decades from now. And the time horizon for the scenarios, how far out you're inviting people to think, is also a really important and context-sensitive variable. If it's too close then you're not stretching into the variety of things you may need to deal with. If it’s too far out, there’s the risk of snapping the bonds of credibility, and you kind of check a box, “Okay, we talked about 2050, can we please come back to reality now?” Judging where the sweet spot is, between too far and too near, is part of the art of this work.

And then there’s a question here about opportunities to integrate futures and systems practice. Well, in some senses they are already integrated. Many practitioners, including me, see futures as the deployment of a systems mentality and way of thinking about change. Systems and futures are not these two completely separate things, “Oh, golly, how do we mesh them?” They actually have a lot of shared history. For example, The Limits to Growth report from 01972 is a landmark of systems literature and of futures literature, which is not a coincidence because they have some common roots. Still there’s lots of opportunity for continued integration.

One last thing about the variety of ways experiential futures can be deployed. I mentioned it as a prompt for discussion of possible strategies, or for testing existing strategies. It could be used as a way of exploring particular issues or points (what ifs) in the possibility space, on a more ad hoc basis, rather than a fully-fledged systematic one (multiple future rooms staged in parallel).

And experiential approaches can also be used as a way of bringing to life, for deeper scrutiny and discussion, the futures that are already in the room, or in the culture. There's a framework that a colleague of mine, Kelly Kornet, and I have developed called Ethnographic Experiential Futures (EXF). It begins with inquiring into the images of the future that a particular population or person has: What do they worry about? What do they hope for? What do they expect? This is called Ethnographic Futures Research (EFR), and it goes back to the 1970s. You draw them out on those things sufficiently to produce, or really co-create, a scenario; asking a bunch of questions to help structure the thinking. Then you “experientialise” it by taking these scenarios and turning them into artifacts or experiences. Then you might loop back and put artifacts from those futures in front of them, or put them in a space where those futures are dramatised. “Remember that conversation where you said these words about how the future might look, or what you're worried about, or hopeful for? How does it look now?” Or, it could be that you do the ethnographic interviews with the leadership of an organisation, manifest their imagined futures, and then put a wider constituency into these mental models brought to life, as a basis for deepening the conversation. So there are different ways that this stuff can be deployed for organisational strategic purposes, as well as for citizens.

I hope that these brief touchpoints we've had are starting to trigger some thinking that might be useful, and offer ways of amplifying what you’re trying to do, by adding experiential futures elements.

***

(Thanks again to TOG's S&C team, and everyone who contributed time, energy, and excellent questions during this phase of our collaboration.)

Related:
> Experiential Futures: A brief outline
> The Experiential Turn (with Jake Dunagan)
> Dreaming Together
> The Original Time Machine Assignment
> Time Machines in The Futurist
> Time Machines in The Economist
> Guerrilla futures ethics (The Futures of Everyday Life, Ch. 6)
> Ethnographic Experiential Futures (EXF)

Wednesday, October 31, 2018

Experiential Futures: A brief outline

From hypothetical to hyperthetical...


I recently wrote a short intro to Experiential Futures (XF) for designers interested in transition-oriented practice. XF is a big topic, so other approaches and formats have their place – a plain-language one-pager from The Economist; a book-length treatment in The Futures of Everyday Life; an interview from earlier on in its development – but this post gives a more up-to-date brief encapsulation of the overall concept, and the evolving design space it refers to, with pointers to further reading.

***
To design is to grapple with the future. To design for civilisation-scale transition, even more so. The trouble with ‘the future’ is that it doesn’t exist. It’s a construct, a stew of more or less examined assumptions and interpretations carried over from the past, blended with extrapolations of trends and emerging issues in the present, inflected through hope and fear to produce fantasies and imaginaries projected into various quarters of the possible, probable, preferable, and their opposites. 
It turns out that the troubling nonexistence of the yet-to-be is also an opportunity. Pages unwritten await their authors. The futures in our minds may sometimes pretend to us that they simply reflect on and respond to the outside world, but they are a technology of discourse and agency, a special subset of imaginative storytelling. While seeming merely to be inspired by observed change, they are in fact covertly shaping it. 
Experiential futures refers to a set of approaches to make alternative futures present. The juxtaposition of ‘experience’ and ‘future’ is a deliberate contradiction: the here and now, the impressions of senses and mind, 1:1 scale reality as we experience it moment to moment; all this set against an inherently abstract notion of the to-come, by definition absent, forever at a temporal remove. XF seeks to make productive use of that contradiction, and harness the energy of its friction, by collapsing the distance, rendering absent and abstract futures cognitively and culturally tractable. 
An experiential scenario is a future brought to life. It’s a tangible ‘what if’, more textural than textual, and a way of thinking out loud, materially or performatively, or both. Seeking to collapse temporal distance and offset our habitual discounting of future events (Ainslie, 2001), XF angles for ‘what ifs’ real enough to trick the body into taking them seriously. Its contours are generous, taking in “the gamut of approaches involving the design of situations and stuff from the future to catalyse insight and change” (Candy, 2015, p. 18). XF “involves designing and staging interventions that exploit the continuum of human experience, the full array of sensory and semiotic vectors, in order to enable a different and deeper engagement in thought and discussion about one or more futures, than has traditionally been possible through textual and statistical means of representing scenarios”. (Candy, 2010, p. 3) 
As a lens, it is an invitation: how might you take your idea –– any idea –– of a future and bring it concretely to life, now? This move may be motivated by a wide diversity of agendas from the exploratory to the evangelical, the entertaining to the educational (Candy, 2010, p. 114). Any reason to think or feel into any future is a reason to mediate it, make it experiential. The matter of interest is not the design of artefacts per se, but the design of circumstances for thought (which may manifest as or incorporate artefacts). Less contents than context; less stuff than situations; less the things themselves than the conversations, insights and actions they enable. In each case, the latter implies and includes the former as appropriate.
"We must make our freedom by cutting holes in the fabric of this reality, by forging new realities which will, in turn, fashion us. Putting yourself in new situations constantly is the only way to ensure that you make your decisions unencumbered by the inertia of habit, custom, law, or prejudice--and it is up to you to create these situations." (Graeber, 2015, p. 96) 
Some experiential futures examples from among many (for more see Candy, 2010; Candy & Dunagan, 2017):
• A product that immerses its user in a simulation of natural environments, apparently promoting the health of stressed-out urban office workers in the early 2020s, launched and demonstrated in the midst of a large (real, present-day) interior architecture trade show (Alter, 2016).
• A technology for babysitting infants in a virtual pod, presented in a present-day art museum, but surrounded by the accoutrements of a commercial sale context (product specifications, price banners, brochures), as one might find them in an electronics store in the next decade (Furness, 2017).
• A special future edition of the New York Times, reporting from the following year and embodying a fulfillment of progressive/liberal fantasies, handed out to commuters in the streets of Manhattan (Lambert, 2009). 
The view through this lens is the capacity to regard the effective engagement with futures as about the generation or construction of scaffolding to think and feel with. The entire sensory and semiotic context of the body is the relevant canvas – and not just for the individual, but also for groups. ‘The Time Machine’, a room where you can inhabit a pocket of (say) the year 2040 for (say) 20 minutes, is one example of a pattern for immersive scenario creation that becomes possible through this lens (Candy, 2013; 2014). 
Consider the philosophical concept of the ‘extended mind’ (Clark & Chalmers, 1998; Dunagan, 2015): thought isn’t contained exclusively inside our skulls, but it occurs in and with our environments. This view could be adopted as a frame for examining all sorts of ordinary, existing practices, but it can also be taken further. If a notebook or whiteboard is a convenient prosthesis for memory, an experiential scenario is a prosthesis for imagination. It is a provisional, localised, and made-to-order ‘mental ecology’ (Bateson, 1972). The manifestation an imagined future context (see Imaginaries*) variously in forms tangible, material, interactive, playable and performative, provides a wealth of opportunities to think and feel with beyond producing the most eloquent report. Experiential futures uses the idioms of reality to mediate hypothetical as hyperthetical, something more than just a thesis; an almost-real place. 
Media theorist McLuhan’s concept of the anti-environment may be useful here. The anti-environment relates to the environment in a sort of dialectical figure/ground relationship whereby the former highlights the unnoticed or taken-for-granted properties of the latter (the fish out of water realises with a jolt, at last, what it has been swimming in). “It is useful to view all the arts and sciences as acting in the role of anti-environments that enable us to perceive the environment.” (McLuhan, 1967, p. 42) 
So: all possible futures (literally an unimaginably vast space of stories one might tell) multiplied by all possible situations and stuff from within each. This represents a dazzling astronomical superabundance of theoretical design possibility. It is both wildly transdisciplinary and transmedia in character. That does not mean that the result or the ideal is an all-encompassing, extravagant gesamtkunstwerk: it is simply a medium-agnostic design opportunity. Simplicity will often be best, but it is perhaps the “simplicity on the other side of complexity” (reputedly prized by Oliver Wendell Holmes). It’s more a matter of producing circumstances than a report, a video, or a telling artifact: any one of those things may indeed turn out to be the best thing for the job, but noting and avoiding unjustifiably mediumist assumptions is key. 
All of the above brings into focus the critical need for thoughtful and critical attention: what futures to choose to manifest in this way, when we consider transitions? Prototyping or performing something random that is purportedly ‘from the future’ might seem worth it as a lark, the first time or two, but sooner or later the mere conceptual novelty of long-range prototyping for its own sake has to wear off (Candy, 2018, p. 243). What is left is perhaps a closer attention to which futures, in whose interests, with what effects. Deeper questions. More critical questions. Opportunities to do better.  
References:
• Ainslie, G. (2001). Breakdown of Will. Cambridge: Cambridge University Press.
• 
Alter, L. (2016, 9 May). Get your hit of nature inside your home or office with NaturePod. Treehugger.
• Bateson, G. (1972). Steps to an Ecology of Mind. San Francisco: Chandler.
• Candy, S. (2010). The Futures of Everyday Life: Politics and the Design of Experiential Scenarios. PhD dissertation, University of Hawaii at Manoa. doi:10.13140/RG.2.1.1840.0248

• Candy, S. (2013). Time machine / reverse archaeology. In C. Briggs (Ed.). 72 Assignments: The Foundation Course in Art and Design Today. Paris: PCA Press, pp. 28–30.

• Candy, S. (2014). Experiential futures. The Futurist, 48(5): 34–37.
• Candy, S. (2015). The thing from the future. In A. Curry (Ed.). The APF Methods Anthology. London: Association of Professional Futurists, pp. 18–21.

• Candy, S. (2018). Gaming futures literacy: The thing from the future. In R. Miller (Ed.). Transforming the Future: Anticipation in the 21st Century. London: Routledge, pp. 233–246.
• Candy, S., & Dunagan, J. (2017). Designing an experiential scenario: The people who vanished. Futures, 86, 136–153.
• Clark, A., & Chalmers, D. (1998). The extended mind. Analysis, 58(1), 7–19.

• Dunagan, J. (2015). Who owns the extended mind?: The neuropolitics of intellectual property law. In M. David & D. Halbert (Eds.). The Sage Handbook of Intellectual Property. Los Angeles: Sage, pp. 689–707.
• Furness, D. (2017, 1 August). Here's a baby VR headset for the parents of the future. Vice Creators Project.
• Graeber, D. (2015). The Utopia of Rules: On Technology, Stupidity, and the Secret Joys of Bureaucracy. Brooklyn, NY: Melville House.
• Lambert, S. (2009.) Best case scenario. Fillip 9.
• McLuhan, M. (1967). The relation of environment to anti-environment. In F. W. Matson & A. Montagu (Eds.). The Human Dialogue: Perspectives on Communication. New York: The Free Press, pp. 39–47.

***

Designers are increasingly turning attention to designing for transitions –– in contrast to a traditional focus on the adjacent possible.

This piece is part of an article I wrote with my colleague at CMU School of Design, Dan Lockton, aiming to highlight a range of terms and practices that could be useful for designers keen to work on bigger issues and longer time horizons. More specifically our focus was on existing approaches that might help with the "vision" aspect of transition design; imagining and articulating how things could be otherwise, later in time.

(Dan's brilliant research and scholarship deals often with questions of how design relates to imagination, metaphors, and mental models – check out his work here.)

Our article, "A Vocabulary for Visions in Designing for Transitions," assembles a sort of preliminary lexicon; seven entries each introducing an existing "lens" to invite the designer to approach the vision/transition space differently, with a short "why have we included this?" rationale appended. The other concepts outlined are Backcasting, Circularity, Dark Matter, Imaginaries[*], Lenses, and New Metaphors.

The full article appears in slightly different forms in Proceedings for DRS 2018 (the text above comes from here; the Design Research Society Conference held in Limerick, Ireland in the summer), and in a special transition-flavoured edition of the Argentinian design journal Cuadernos del Centro de Estudios en Diseño y Comunicación, edited by Terry Irwin, and featuring splendid work by many of our colleagues on related themes.

See also:
> Dreaming Together (from the book Made Up: Design's Fictions)
> Experiential Futures in The Economist
> Interview: Imagining Transitions
> Ethnographic Experiential Futures
> Foresight is a Right
> The Futures of Everyday Life

Saturday, June 09, 2018

A Time Traveller's Story


This talk provides a short introduction to the experiential futures practice of designing and staging what I call Time Machines - immersive scenarios of possible worlds at 1:1 scale.

I've now run the Time Machine as an assignment with many groups in cities around the world – Singapore, Mexico City, and Toronto, among others. A short piece which appeared in The Economist describes several Time Machines created in experiential futures courses. A longer article from The Futurist provides a bit more background, although there have been four more years of experience and iteration since then.

Background to the talk: I spent last year as a visiting professor at the School of the Art Institute of Chicago, and this presentation was given at the 40th edition of the city's PechaKucha Nights in March 02017. (As some readers may know, PechaKucha is a format in which 20 slides are shown for 20 seconds each, advancing automatically, which keeps things nice and brisk.) Why am I blogging this now? I received this video months ago, but it had an audio issue that I finally had a chance to fix yesterday before posting.

Background to the topic: Time Machines have their roots in the four parallel experiential scenarios which we created for the Hawaii 2050 kickoff back in 02006. The process was subsequently modularised through teaching, first via a guerrilla futures experiment with undergrads at the University of Hawaii at Manoa in 02008, then projects in the Strategic Foresight course of the Design MBA at California College of the Arts in 02010 and 02011, and then a prototype assignment culminating the intensive futures course at National University of Singapore in 02012. In mid-02013, I contributed an assignment to a published collection about the cutting edge of art and design teaching, and first used the Time Machine framing there. Later that year, having started as a professor in OCAD University's Master of Design program in Strategic Foresight and Innovation, we introduced Time Machines as an end-of-semester studio project, where it became a staple. At SAIC last year, I ran two design/futures courses; one was on making documentary films from the future, and the other concluded with the 02016 election-related guerrilla futures project that's described in the talk (it went on to win an award from the Association of Professional Futurists last summer). I've had the privilege of being in something like 50 Time Machines to date, most recently at Carnegie Mellon School of Design during the academic year just ended.

A proper effort to capture the practical lessons from all this for design and futures is on the way.

Special thanks to PechaKucha Chicago organisers Peter Exley, Sharon Exley, and Thorsten Bösch. An alternative recording for the same talk, focusing on the slides, is at the official PechaKucha website. My previous PechaKucha talk, from 02012 in Melbourne, is posted here.

Related:
> Build your own Time Machine
> Time Machines in The Economist
> American Futures
> The Futures of Everyday Life
> Future documentary
> Travelling without moving

Saturday, August 27, 2016

Ghosts of futures past

Experiential Futures turns ten.


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

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

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

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

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

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




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




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




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



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

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

A retrofitted shorthand for this difference in approaches:


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

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

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

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



(All four videos can be found here.)


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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

We are designing ghosts.

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

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

***


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

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

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

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

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

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

Friday, August 19, 2016

Introduction to Experiential Futures in The Economist


This is a short article I published in The Economist's annual look at the year ahead, The World in 2016.

Part of a section called "Minds on the Future" included for the thirtieth edition of The World In, my contribution appears right between a piece by the chief economists of Google and IBM, Hal Varian and Martin Fleming, and another by Canadian science fiction novelist Margaret Atwood. That's good company for an introduction to Experiential Futures––in this case, outlined with reference to Time Machines developed with learners around the world, from Singapore to Mexico.

***

'Experiential Futures: Show and Tell'

Within a generation, those unable to afford time outside Toronto’s dense urban environment will resort to Nature Deficit Disorder Clinics, where they will get essential dietary supplements along with a virtual rainforest immersion and brain scan.‡

In Singapore, a popular museum exhibition will chart the startling social transformations over the previous few decades in romance, sex and marriage, including the introduction of state-subsidised love robots to maintain well-being across the population.

Mexico City will be subject to severe flooding, and a peer-to-peer emergency service called Operación 
Axolotl will emerge as citizens step up to meet each ­other’s basic needs.

By 2044, young people in North Carolina will face a critical choice at the age of 18: whether to let life’s slings and arrows take their natural course, or to accept the wonders of modern medical technology and become, in effect, immortal.

How can anyone possibly claim to predict all this, you may ask? Actually I’m not predicting that these things will happen—even though I witnessed them all first-hand.

As an experiential futurist my job is to create, and to help others create, transmedia situations where such possibilities can be thought, felt and used to make better decisions. In this practice, all media are fair game for bringing futures to life, from interactive performances to physical artifacts, from video to food: whatever enlivens a future scenario as a potential reality-in-waiting.

If Andy Clark, a cognitive scientist at the University of Edinburgh, is right, thought isn’t confined to the boundaries of our skulls. We think with our environments. The map or smartphone in your pocket is a deliberate extension of your thought processes.

We can design situations that help us understand possible futures by visiting them. How much more powerful this is than the white papers and slideshows that are the typical focus of future-gazing in boardrooms and at UN summits.

Driven by the irrepressible human urge to bring our inner worlds to life, the culture of public imagination is set to make a leap: in coming years we can expect to see more and more companies, governments, advocacy organisations and communities creating and sharing experiential futures. The sooner we learn to use and democratise collective imagination to dramatise our alternatives, the more powerful will be our capacity to shape change towards just and worthwhile ends.

***

The World in 2016 appears in print in 90 countries and was translated into more than 30 languages, with circulation of the English-language edition exceeding two million copies.

While approaching the tenth birthday of Experiential Futures, and half a decade after writing a doctoral dissertation on that topic, for this little description to reach such an audience feels like a valuable step towards public visibility and normalisation of a practice that I suspect is essential to the development of a collective cultural capacity for foresight.

Full text pdf is here.

‡ This Time Machine, created in the Foresight Studio at OCAD last year, eventually led to the NaturePod project for Interface Inc.

Related:
> Foresight is a right
> Build your own Time Machine
> Dissertation: The Futures of Everyday Life
> NaturePod™
> Dreaming together
> Journalism from the future

Wednesday, May 11, 2016

NaturePod™



What if you could reap the health benefits of spending time in nature––for productivity, creativity, and stress relief––without even leaving your office?

All this is coming soon to a cubicle near you.

Canada's largest architecture and design trade show recently saw the global launch of a new product called NaturePod™.

Each unit provides intensive personal exposure to sounds, imagery, and (selectively) smells of various natural environments. The system gently guides the user through its Natural Resonance Imaging® technology, which maps the brain's real time responses to specific stimuli. A helpful Relaxation Status Display appears in the field of view throughout.

Capitalising on the latest findings in environmental neuroscience, the product's Toronto-based creators claim that their patented personal wellness system brings restorative benefits equivalent to, or even greater than, nature in the raw.




At IIDEXCanada, all a new user had to do to get started was adjust the Pod Body to their particular dimensions, and calibrate the Pod Headset's stereoscopic display to their personal IPD (interpupillary distance), before immersing in one of three demo environments: a lush valley mid-summer, snow-covered mountains in winter, or a temperate forest in spring.

Of thousands in attendance at this annual design exhibition and conferences––which included summits on Healthcare, Wellness, and Accessibility in the built environment––many who got to try NaturePod™ first hand were immediately enchanted, and prepared to buy or lease the devices on the spot.

But frankly, reactions were mixed. A few declared their horror at the idea that anyone might try to substitute a new gadget for the experience of forest.

Even so, no one appeared to have any difficulty believing that this was a real product being offered to mitigate the chronic disconnect of modern urban dwellers from the experience of nature.

In fact NaturePod is design fiction––for now.

It's an experiential foresight project in the public interest; a scenario set five years into the future but brought to life today, created by a team of graduate students from OCAD University's Strategic Foresight and Innovation program, and led by me under Situation Lab auspices.

Neither a prediction nor a preference, but a provocation, we wanted to use design and performance to invite consideration of how our relationship to nature in cities is changing, and contribute to a dialogue about potential differences between our current direction, and what we might collectively want.

The people in the video above are responding to a direct experience, not to a hypothetical question.

***

"Powerful critical design does not present itself as critical design. Powerful design fiction does not present itself as fiction."
- Matt Manos

***






***

A few hints about the future setting were planted, including a full-page advertisement in the Show Catalogue announcing the release of the product in Fall 02021, but we were shooting for present-day realism in the encounter. The aim was to let folks come to their own genuine conclusions about the whole idea before the hypothetical status was revealed. The story told in the video has the same structure.

This unusual project grew out of a Time Machine, an Experiential Futures module that I created in 02013 and have taught each semester for the past three years at OCAD University.

That particular run of the Foresight Studio course, just over a year ago, was co-taught with the marvellous Suzanne Stein. One group of our students––Bergur Ebbi Benediktsson, Nourhan Hegazy, Jennifer McDougall, and Prateeksha Singh––spent the semester exploring the futures of humanity's relationship with the environment. When it came to the Time Machine, their response was ingenious; they created a "Nature Deficit Disorder Clinic" from 02040. In this experiential scenario set a generation from today, daily contact with nature is rare. The deficit is both ubiquitous and medicalised. People try to mitigate it with oxygen supplements and exposure to simulated forest, gauging their progress via brain scans.

A top Canadian environmental advocacy organisation, the David Suzuki Foundation, had served as this group's external partner throughout the class, and at their request we re-staged the NDD Clinic on Earth Day 02015 for the Foundation's employees and industry partners. Among the attendees was Canada's head of marketing for Interface, Inc.

Interface is a rather remarkable company. (You might know them from the documentary The Corporation, and especially the influential voice of their late founder Ray Anderson.) They're the world's leading carpet tile manufacturer, and also a global trailblazer in corporate sustainability. By no means is this a typical combination.

They engaged Situation Lab to create an experiential scenario to nudge their customers and others towards a deeper conversation about humanity's changing relationship to nature in the built environment. The same highly talented group of four graduate students came aboard to adapt the original concept for a totally different context: instead of a room-specific, 20-minute immersive installation for a captive audience of 20-30 members, we were to make this experiential scenario available to thousands of people over two full days at one of the largest expositions of its kind in North America.

Now, in the architecture and interior design world, it turns out that there is already lively discussion underway about (E.O. Wilson's term) "biophilia" in a design context, for instance in the 02015 report, Human Spaces: The Global Impact of Biophilic Design in the Workplace.

Biophilia refers to the "instinctive bond between human beings and other living systems"; a bond variously accommodated or cheerfully ignored by present urban and building designs. We designed NaturePod as an experiential contribution to both broaden and deepen the conversation. What are the implications for our wellbeing of trying to close the nature gap using increasingly sophisticated imitations? Where might that lead?

While evidently exercising a degree of creative licence to prototype possibilities from half a decade out, our imaginings were tied to real research. Readers curious about the current science behind these developments in nature simulation and related themes can find plenty of material for further investigation (for example: de Kort et al, 02006; Kahn et al, 02008; Kahn et al, 02009; Kjellgren and Buhrkall, 02010;  Valtchanov, 02010; Valtchanov et al, 02010; Valtchanov and Ellard, 02015).

What I love about the project is that this visionary company took such an unusual step, sponsoring a guerrilla futures intervention to urge industry and public engagement with issues that matter and affect everyone. (To the extent that corporate entities have engaged in experiential futures or speculative design previously, the results have tended toward the shamelessly commercial and trite, as Noah Raford has persuasively argued.)

NaturePod™ comes almost a decade after the first experiments in what we've come to think of as a special strand of publicly-oriented foresight work. Guerrilla futures combines strategic foresight and tactical media to produce unexpected encounters with possible worlds (see FoundFutures, for instance). Injecting possibilities into the present lets us think and feel new potentials, not "merely" hypothetical, in a mode of exploration squarely located where serious investigation meets play. (See Chapter 5 of The Futures of Everyday Life for more.)

This may be a first for corporate use of experiential futures / design fiction in guerrilla mode, and it is our hope that it provides a bracing contribution to design conversation far and wide.

Thanks and bravo to Interface, and to our marvellous design team: Berg, Jennie, Nour, and Prat! Huge thanks to all participants, assistants, volunteers and supporters; full project credits appear beneath the video.






Stills by Connie Tsang.
Videography by Filip Vukcevic.

Related:
> Strategic Foresight meets Tactical Media
> The Futures of Everyday Life
> Guerrilla futures performance at South by Southwest
> FoundFutures: Chinatown