Showing posts with label play. Show all posts
Showing posts with label play. Show all posts

Tuesday, July 09, 2024

What if we could sing better futures to life?

Notes from our collaboration with Brian Eno on using music to grow public imagination.


This post is about a new initiative in progress – something I’ve really enjoyed working on, and have great hopes for as it unfolds.

Sing Wild Seeds is a project about having musicians and audiences pre-enact preferred futures together.

Conceptually, it springs from a question along these lines: how might music-making be combined with experiential futures towards developing our collective ability to imagine and shape desired change?

Institutionally, it’s a collaboration between the Joseph Rowntree Foundation (JRF) and Earth/Percent, both independent UK-based social change organisations, dedicated respectively to accelerating the “transition to a more equitable and just future”, and “unleash[ing] the power of music in service of the planet”.

Also centrally involved is Earth/Percent founder Brian Eno, a celebrated musician, producer, and expert collaborator in multiple artforms, whose extensive experience facilitating individual and group creativity has helped form the foundation for this effort.

To say a bit more about the idea behind the experiment – or series of experiments, really, as I’ll explain – the focus is on harnessing the promise and pleasures of worldbuilding on one hand, and musical co-creation on the other, to help people not just think or imagine but play and perform their way into future possibilities. 

If this strikes you as different from the commonplace framing of futures in support of “strategy” or “decision-making”, you’re right. In a sense, this is upstream of those, aiming at some of the background or cultural context within which conscious decision-making occurs. And in a different sense, it’s downstream, in the detail of lived experience, a part of what I call the futures of everyday life.

This goes to a motivation that’s long been key to our practices of and arguments for experiential futures, towards developing a distributed cultural capacity, social foresight.

As I wrote in The Economist many years ago:

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.

Sing Wild Seeds could be seen at once as a datapoint exemplifying this forecast coming to pass, and as a conscious contribution to taking it further.

It’s a matter of what my collaborator Cassie Robinson of JRF, who initiated the project, has inspiringly framed as imagination infrastructures, a kind of “soil work”, gardening towards conditions favourable for certain kinds of things to grow. (I also find the cognate idea of acculturation a helpful rendering of this approach, and an important complement to organisational reflexes towards institutionalisation.)

We’ve worked together on several occasions over some years, but Cassie and I began talking about this particular project late in 02023, on the back of a series of conversations about social foresight and collective imagination.

We launched Sing Wild Seeds in March this year, with a hybrid online / in-person event in two parts: I gave an introductory presentation on foresight and experiential futures practices for a cohort of interested musicians, assembled from Brian’s network, then he and I had a conversation to begin exploring a bit more of what the possibilities might look like within our chosen design space.

Cultivating public imagination through music is an appealing creative prospect, and also a good practical challenge.

Our approach has been not simply to have musicians integrate richer or more deliberate futures imagining into their existing creative practices – because while helping professional music folks make “songs from the future” is super interesting, Sing Wild Seeds has a more ambitious and fundamentally more participatory notion at its heart.

The idea is to expose musicians to futures ideas and methods, and then to support them in devising site- and event-specific experiments where they in turn will engage live audiences in real time, co-creating and performing songs from the futures that they’d like to see (and hear) come to pass.

This comes with an inbuilt complexity; synthetic and nested.

Nested because the project has entailed devising and running a participatory process to help prepare the musicians in turn to devise and run their own participatory processes, particular to them, with later audiences elsewhere.

Synthetic because it has meant figuring out a way to mesh the musical gifts and creative preferences of a cast of songwriters / performers with two other sets of practices that in most cases are unfamiliar; one to do with the granular imagination and articulation of preferred futures, and the other to do with facilitation and process design.

Tackling this combination was an exciting prospect, and maybe just a little daunting, since not only were the particulars of the musicians’ own sensibilities and orientations impossible to plan for in advance – the ways artists write songs varies enormously – but the ultimate design parameters, practical elements of context in which they would eventually run something themselves (location, duration, format, audience size, cultural composition, etc), would not be found out until later either.

Last month, then, while I was in the UK, we held two in-person workshops at Brian’s studio in London, to try out some ways of helping folks navigate and identify the most promising sectors, for each of them, within the vast design space of potential project-experiments.

The wonderful designer Sarah Drummond was enlisted to co-facilitate, and to support the musicians going forward as they craft their experiments to carry out with festivals and other partners over the next few months. (Sarah is an exceptionally intuitive and adept facilitator; we’ve known each other for well over a decade but hadn’t a chance to work together directly before – and what a pleasure!)




I’d suggested that we offer this face-to-face project development workshop not once, but twice, on different dates, in order to reach a wider pool of potential collaborators, and also to enable a bit of reflection and iteration between runs. This structure worked well, allowing Sarah and me the chance to simplify and better integrate our process for take two.

It’s too early to start talking outcomes, but I doubt if it’s ever too early to start trying to learn from an ongoing process, so I’ll just remark briefly on a few aspects of the foresight part of the project.

I chose two contrasting points of departure for engaging our musician friends in futures imagination and songwriting ideation. One was quick, and deliberately time-pressured; a combinatorial prompting activity using The Thing From The Future card game (second edition). The other was more leisurely, taking the form of a guided meditation or daydreaming exercise; the sort of approach that my colleague Oliver Markley calls mental time travel.

The pair of contrasting tempos aimed to elicit different kinds of creative response: imagining fast and slow, you might say.

From the outset, in relation to the mental time travel exercise, I was specifically interested in going beyond guided visioning. The sense of sight often implicitly overrides all others when it comes to imagining alternative and preferred futures, so we invited guided listening, too – having folks attend especially to their auditory experience, along with other senses, during their inner journeys.

We used a time horizon of 30 years (02054) the first time, and 50 years (02074) the second. Although we were able to give the activity a bit more breathing room in workshop two, on both occasions, from the reams of notes that people took upon returning to the here-and-now and opening their eyes, and the animated conversations that followed, there was clearly much more to explore.

In relation to the card game, both meetings were highly generative, but the second provided an opportunity to fine-tune the prompting a bit.

With participants clustered in small groups of 2–3, one member was asked to select a card on behalf of their group, to indicate the type of preferred future or world that they would be creating a song from (e.g., a “fair” future, a “decolonised” future, and so on). The theme or aspect of that world which each person would focus on for their song was individually drawn from the deck at random (e.g. farming, the ocean, love, cities). And finally, I assigned to the musicians not just the generic output “song” as the future thing for them to create, but instead gave each one a particular kind of song to make from within their chosen future (e.g. anthem, show tune, folk song, etc).


(The Thing From The Future has been compared to, and at its inception over a decade ago was directly influenced by, Brian Eno’s own classic creativity-enabling card deck, Oblique Strategies, so there was a highly satisfying coming-full-circle quality in getting to deploy it with musicians in his studio!)

In addition, following one of Brian’s specific creative mandates that arose in workshop one, we ventured to insist on strict parameters: people had to finish a song corresponding to their personalised prompt within five minutes, then actually sing it.

While obviously the product of a highly compressed creative process, the resulting first-draft compositions from both gatherings truly exceeded expectations. They included a chanted exchange between different species seeking to peacefully inhabit the same planet, a future ballad about farming, a children’s song celebrating science, and a call-and-response performance recounting how humanity saved the oceans.


Modest as these beginnings are, there’s something potentially significant here as a kind of prefigurative politics (see TFOEL p. 220) in the use of music, not just as a social medium – which thankfully has been part of human society since time immemorial, and which has nothing necessarily to do with futures content per se – but on top of that, as a way into shared imagining of new possibilities.

We can make out a kind of double prefiguration: the desirable-in-itself investment in solidarity or community-making by creating and performing in a group, coupled with the roleplay-like composition and singing of lyrics deliberately formulated to bespeak, concretise, and summon the futures we hope to bring into being.

Politics is perhaps too small a word. If this doesn’t sound like a recipe for magic, I don't know what is.

The very first public deployment for Sing Wild Seeds has just taken place – at Britain’s legendary Glastonbury Festival, in an experiment led by the marvellous Genevieve Dawson (pictured at the top).

Many thanks are due to Cassie Robinson, Sepi Noohi and Magda Maculewicz from JRF, to Cathy Runciman and Becky Young from Earth/Percent, to my star of a process design and facilitation partner Sarah Drummond, to Brian Eno for generously hosting these gatherings, and to all our musical participants to date.

No doubt there will be more to say as these wild seeds take root.



Related:
Experiential Futures: A Brief Outline
Introduction to Experiential Futures in The Economist
> Dreaming Together (from the book Made Up: Design’s Fictions)
> What Is the Value of Futures and Foresight? (a Q&A with the RSA)
> Imagining Transitions (interview by Rob Hopkins)
> The Futures of Everyday Life
> Inside a bold new experiment in public imagination (on UNTITLED Festival)
> Participatory Futures for Democracy (see “acculturation”)
> Gaming Futures Literacy (PDF – from the book Transforming the Future)
> The Thing From The Future (see also Situation Lab website)
Anything but Text (post anticipating XF from 02006)
Historical pre-enactment

Note 1: All photos by the author. Note 2: A bookmark: to write up an assignment I once set for my (non-musician) graduate students at KAIST – creating and performing songs from various futures for Korea.

(Update 08aug2024: This post was also published on Medium.) 

Tuesday, October 18, 2022

Welcome to The Futures Bazaar

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

***

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

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

Thursday, October 29, 2020

Introducing Experiential and Participatory Futures at the BBC

How do you develop foresight capacity inside an organisation, and experiential futures especially?

It's a question that comes up a lot. 

Recently I've spoken with government agencies from the UK, Denmark, and Australia, whose leaders all reached out for advice on growing their capability in these spaces.

The RSA (the Royal Society for Arts, Manufactures and Commerce) has just published a report on "Realising the Value of Futures and Foresight"; I was glad to contribute when the researchers got in touch a few months ago.

These are exciting signals that the conditions for social foresight are ripening, with experiential and participatory futures approaches migrating and spreading across contexts –– from academia and activism, to arts and culture, to business, politics and governance.

This post is about a fun project that also represents, I think, an exciting milestone in that journey.

A long, long time ago, in a pre-COVID otherworld –– last year, that is –– I had the privilege of collaborating with the British Broadcasting Corporation on an effort to bring futures thinking and practices into the design side of the organisation.

With the brilliant Filippo Cuttica leading the charge (Filo is BBC's UX Principal for Ethical Experiences; he is also part of art collective IOCOSE), and supported by a formidable in-house design posse, we devised a process for introducing around 200 people to the space of alternative futures.

Since our participants would mostly be designers of various kinds, we were resolved that these ideas should land with folks not just in theory, but in the most embodied way possible. So at an away day for the whole design side of the Beeb, hosted in Manchester's grand old Alfred Hall, I gave a keynote address to get some shared concepts and background into the collective mind, and then we transitioned to bringing alternative futures to life, on the spot.


Being quite excited about the event, I took a *lot* of pictures, including all the photos in this post
(except this one of me speaking, obviously... which was taken by Filippo Cuttica)

Everyone had been invited to bring in junk from home –– old shoes; defunct appliances; all sorts of things that they would otherwise have thrown out –– to serve as raw material. The group spent the afternoon in small teams, reinterpreting these "found" items using our card game The Thing From The Future as scaffolding for imagination, and then physically transforming them into a crazy array of artifacts from alternative futures. At that point they put their wares "on sale", across dozens of stalls set up in the style of a bazaar or flea market, complete with a special currency created for the occasion that let everyone ultimately "vote" on their favourite designs.

Lo and behold: the Futures Bazaar! A surprisingly coherent container for a mad hodgepodge of material ruminations. The video produced by the BBC team (at the top of this post) really captures the glorious chaos of the day. 





This co-created centrepiece, the Futures Bazaar itself, was complemented by a range of interactive demos organised onsite by BBC media tech unit Blue Room, including an adapted version (pictured below) of our experiential scenario from a few years back, NaturePod, featuring 3D video footage that the team had recently ventured out to a forest near Manchester to record.


It was exciting to build, in scope and ambition, on previous design jam deployments of The Thing From The Future. And turning household refuse into design fiction gold is an inherently satisfying form of creative alchemy, especially at scale. Scores of people, all playing and making their way into the futures together.

To revisit this work now, after more than half a year of working remotely, I find myself really missing the energy of co-creating in person. (It seems most of the time, I manage to avoid thinking about that; covid-coping reflex.)

But what makes a process like this tick, and how does it contribute to developing foresight capability?

I see two key factors driving it. The first is clear constraint. The second is permission to play. In a sense these pull in opposite directions, and that's the point. There's a productive tension in the middle, a sweet spot for creative, surprising generativity, neither too scripted nor too loose. Military drills have clear parameters, but also a tendency towards the predictable, this being of course among their main aims. On the other side, a young child's doodling may manifest a kind of pure play, but one scrawling sketch can look very much like another, and another, and another. Paradoxically, extremely open processes can produce results comparable in their unsurprisingness to extremely planned ones.

In jazz or theatrical improv, it's when the improvisers consciously adopt or, if they're really skilled, feel their way into a shared set of enabling constraints, "finding the game", that things start to click. The signal-to-noise ratio leaps. Pleasurable surprises appear. Embracing the convergent forces of constraint and the divergent forces of play in balance takes us somewhere interesting –– in this case, a gleefully absurdist and thoroughly engaging mode of co-creation.




Several layers of productive constraints are operating here. These include, naturally, time itself; we broke a fairly complex set of tasks into distinct stages, which sharpened focus, brought urgency, and raised energy levels. Another is the overall premise, "make a future artifact with this thing", paired with the specific semiotic or interpretive potential of any given object: each item that participants had brought from home could plausibly be "cast" as many future things, but not as absolutely anything. More granularly, beneath the "future thing" umbrella, the structure of a Thing From The Future prompt offers a kind of future to consider, as well as a theme, a particular context of society or human endeavour, to help the imagination along. A player might incorporate a found object into a prompt something like the following:

"In a {REGIMENTED} future, there is a {pair of old slippers} related to {JUSTICE}. What is it?"

Which might end up generating something like this:



Okay, you might say. People seem to be enjoying themselves and being creative. But so what? How does this help with the development of an organisational foresight capability?

A general answer is that many, if not most, organisations need play more than they realise. Workplace cultures often implicitly devalue and sacrifice, intentionally or not, anything unusual, subversive, humorous or nonstandard. This makes for infertile contexts, inhospitable to new ideas, and perhaps to diversity on other dimensions too (cultures, backgrounds, values). In my experience it's common for organisations to be more brittle, blinkered, and reactive than they might think they are, and to that extent, more vulnerable to changes in their operating environment that they have not made room to consider.

Foresight practice, a conversation space that's deliberately much broader than forecasting (an important subset of it), requires some openness to the non-extrapolative and non-obvious –– viz. Dator's second law: "Any useful statement about the futures should at first appear to be ridiculous".

More specifically, this particular kind of play arguably helps lower the bar to having more serious, strategically load-bearing conversations about alternative futures. I've written elsewhere about how The Thing From The Future is designed to operate, so won't reiterate that here, but as the celebrated designers Charles and Ray Eames used to say, "Toys are not really as innocent as they look. Toys and games are the prelude to serious ideas."

Am I saying that this is "the right way" to introduce futures thinking into organisations? No. It was, however, a great way to do it here, partly because this specific organisation is full of creatives, makers, and storytellers. Also, the context of an away day made a bit of fun welcome, even essential. We understood that participatory, playful and hands-on elements needed to be foregrounded here, and so they were.

In a more corporate, bureaucratic, or self-serious context, such as strategic conversation for a government department, supranational outfit, or large business, other approaches might be more suitable. Less out-on-a-limb for the participants while still inviting their engagement with future possibilities physically, emotionally, and narratively.

The Future Is Now project, which we advised as well as helped implement at the International Federation of Red Cross and Red Crescent Societies (IFRC), the world's largest humanitarian network, mobilised experiential futures approaches in a number of important ways, in order to introduce, enable and integrate foresight throughout a vast organisation. It ended up fuelling an unprecedented level of futures awareness and activity, now shaping strategy at the global level, as well as within many national societies. (We can look at that case more in another post to come.)

Well, that all sounds very nice in principle, you may say, but we can't do most of these physical interventions or collaborations at the moment –– what about the pandemic?

So, part of the reason we called experiential futures "experiential futures", since first plotting out and arguing for this much-needed broadening of foresight practice a decade and a half ago, is that the relevant canvas is huge. It's not about a particular medium or context of deployment. As large as the space of "possible future artifacts" may be –– and I have argued that it has to be much larger than the set of "all human artifacts ever created in history"; if history has happened but futures have not, then the latter space is bound to be ontologically multiple, encompassing the aggregated contents not of just one historical timeline, but countless potential ones –– the point is that there's no reason, for our purposes, to be exclusively interested in objects, or even in physical, face-to-face encounters, important as those are. This is tied in with why the frames of "design fiction" and "speculative design", while both valuable vectors for popularising a subset of experiential futures' possibility space among designers and the design-curious, can sometimes get in their own way a little bit.

The relevant issue for organisations or cultures recognising a need to navigate change more effectively than they have in the past is not "how do we make objects that speak about futures?" It is also not, "how can speculative design or design fiction or help with our policy/strategy challenge?" Nor is it even "how can experiential futures help with x or y?", which reifies a constantly-evolving collection of practices that spring from and must continue to be fed by what seems to me to be the key underlying question: "what can we do to navigate change more effectively?" Any experience that helps people to grapple with possible futures and to take wiser action in the present is in scope. Experiential futures simply designates a possibility space where the challenge is ultimately to make better collective choices among all available options, and the means for realising these are whatever you can come up with.

On this view, the ongoing covid-19 pandemic and its limitations are just another set of enabling constraints. It doesn't much matter if you can't meet in person; do immersive future exhibits with social distancing, or for one person at a time. Send stuff through the post, or by email. Or create digital experiences, or audio ones with no screens in sight. We recently did a hybrid drama/design course on devising theatre in pandemic conditions, which included online live action roleplaying games. We've staged Zoom-native, as opposed to in-person, Time Machines (more on that soon, too). A bunch of us around the world just ran the first edition of a decade-long annual festival program of experiential futures, all created and carried out under covid-19 pandemic constraints. And so on.

People ought to be exploring alternative futures in the highest-impact ways available, especially with the devastating consequences of a conspicuous failure of effective foresight rippling, or rather ripping, through our daily lives, globally, right now.

Filo Cuttica says this in his excellent write-up of this foray into experiential futures:

If there’s one lesson to take away from the pandemic, it's the importance of looking ahead. And not just "looking ahead", but "feeling ahead". By imagining together in structured ways, and creating the experience of change before it happens, rather than while it's happening, we have a hope of planning, and even affecting our future. ...

The idea [of this event was] to introduce the team to a seemingly obvious, and yet hard to grapple with idea: that the future hasn’t happened yet, that we can play an active role in shaping, but that before we can collectively choose what should happen, we ought to explore what could happen.

As noted at the top; it's great that more and more institutions are realising how embedding an augmented futures capability might be valuable. At the BBC, with this effort an internationally significant organisation spanning cultural and governance sectors has taken some deceptively playful first steps down an important path, and I'm excited to see where it might go.

If this sounds like something that your community or institution should be exploring, but you aren't sure what to do next, try the links below for a start.

***


Thanks and congrats again to Filo, to his team and their network of wonderful colleagues, and not least, to their awesome bosses at the BBC for supporting these efforts. I also want to mention prior work that in some ways made this delightful experiment possible, especially the series of participatory futures events that Jeff Watson and I (Situation Lab) organised years ago with our good friends Elliott Montgomery and Chris Woebken (Extrapolation Factory); Futurematic Vending Machine at OCAD, Futurematic: Canal St at NYU, and 1-888-FUTURES at USC; as well as the Discoverability Media Jam for the Canadian Radio-television and Telecommunications Commission (CRTC) with Rich Lachman at Ryerson University, and the Posteridade design jam staged with Marcela Sabino and her team at the Museum of Tomorrow in Rio de Janeiro.

Related
Dreaming Together | pdf from the book Made Up: Design's Fictions
UNTITLED: A Bold New Experiment in Public Imagination | Medium
> On Getting Started in Experiential Futures
Bringing Futures to Stanford d.School
Using the Future at NASA | pdf
Augmenting Cities with Niantic and Knight Foundation
> The Thing From the Future | pdf about the game design
Time Machines 
> NaturePod
> Theatre in Pandemic | full syllabus on Medium
1-888-FUTURES with Extrapolation Factory