Showing posts with label structures of participation. Show all posts
Showing posts with label structures of participation. Show all posts

Tuesday, October 18, 2022

Welcome to The Futures Bazaar

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

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

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

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

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

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

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

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

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

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



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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

***

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

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

Wednesday, September 30, 2020

Theatre in Pandemic

"Historically, pandemics have forced humans to break with the past and imagine their world anew. This one is no different. It is a portal, a gateway between one world and the next." — Arundhati Roy

***

A group of Theatre in Pandemic participants test out a new streaming platform


This summer, together with my colleague Nica Ross from Carnegie Mellon's School of Drama, we staged an experimental research course called Theatre in Pandemic.

It took place against the backdrop of not only the COVID-19 crisis but also a national and global effort to confront police violence and structural racism.

Both call for radically different approaches to theatre, but seem to pull in different directions. The former made working in the same physical space impossible. The second demanded heightened attention to questions of power and consent; the terms of co-creation between artists as well as the terms of encounter between artists and their publics. In other words, one set of conditions militated against building the strong connections and trusting relationships that are central to theatrical art-making, while the other brought the importance of those same connections and relationships into the sharpest possible focus.

The result of our grappling with that challenging contradiction was one of the most experimental and exciting classes I've ever taught.

The syllabus started as a skeleton that we deliberately left under-specified so as to enable adaptation and emergence in the fleshing out. It included Fluxus scores, online larp, ritual design, transmedia ideation, critical examinations of media and their enabling constraints, and a whole lot of play.

That is, we put aside the temptations (and hazards) of trying to replicate on Zoom any kind of theatre as we knew it before. Instead, we set out in search of new possibilities through experimentation and games, resulting in a set of design briefs and performances for a pandemic-prompted "playable theatre".

An outline of our six half-day sessions or 'episodes' perhaps gives a sense of the arc.

Episode 1: This is Theatre Now
• In-Class Action: Pass Around a Shared Object
• Weeklong Action: Create a Score

Episode 2: Building Worlds Together
• In-Class Action: Play a Live Action Roleplaying Game
• Weeklong Action: Design a Ritual

Episode 3: Mediums and Media
• In-class Action: Research and Experiment with online tech/art projects
• Weeklong Action: 60 Second Play

Episode 4: A Play and a Project
• In-Class Action: The Thing From The Future
• Project Launch: The Final Action

Episode 5: Studio Time

Episode 6: Final Action

Gratifyingly, and as hoped, the three projects produced by our dozen participants were wildly different from one another.

Queerantine 2020 by Lyam Gabel, Lenora Gant, and Petra Floyd
A user-navigated web-based archive with mixed media content, both contextualising and telling the story of a triad of people trying to navigate the criminal justice system, queerness, academia, and life in a pandemic.


PBC by Zeja Copes, Sean Leo, Maggie McGrann, and Carey Xu
A live-streaming, 360-degree cut-up play incorporating the words of James Baldwin, Michelle Tea, Hua Chunying, and CNN to create a conversation at the intersection of diverse lives, conflict and care.


S.99520 by Davine Byon, Major Curda, Rachel Kolb, and Cynthia Xu
An online larp (or live action online game, aka ‘laog’) in which United States Senators and industry lobbyists persuade, bribe and cajole each other in the closing minutes before the crucial vote on the Bill for the Green New Deal. Hosted on the web-based virtual space and conferencing platform gather.town that stylistically emulates an 8-bit video game, the participants navigate their way around the game space to find each other, activate video chat, and engage in high-stakes negotiations.


Thanks in part to the interest that folks showed in what we were doing when I tweeted about the course a few months ago, we've open-sourced the Theatre in Pandemic syllabus, complete with all reading and media resources, in-class and weekly 'actions' or assignments, plus additional links and commentary, as well as a demo reel of the participants' efforts (see below).

My experiential futures practice and classes have for many years drawn on theatrical modes, including immersive theatre, live action roleplaying, and guerrilla performance –– and as it happens my first ever pay cheques, at 13, came from being in a professional production of an Andrew Lloyd Webber musical. But this was the first chance I've had to collaborate with the School of Drama. It was a blast.

Our hope is that others might find some leads or inspiration in these documents of our struggle to connect, co-create, and reimagine collaborative art in a very challenging time.

Meanwhile, much gratitude to Nica and to all our participants.


Related:
> Theatre in Pandemic: An Experimental Syllabus at Medium
Impacting the Social [pdf]: A conversation with Candy Chang and Bryan Boyer
> The Time Machine [pdf]: Immersive futures assignment brief
Experiential Futures: Stepping into OCADU's Time Machine [pdf]
> Designing for Emergence / Why Christchurch Should Not Plan for the Future [pdf]
> The Long Now course at CMU
> Future Documentary course at SAIC
American Futures course at SAIC
> Adopt-a-Vision / Experiential Futures at OCAD
> The Futures School at NUS [video]
Strategic Foresight course at CCA
> Intro to Politics course incl. Guerrilla Futures at UH
> In Memoriam / Guerrilla Futures intervention at SXSW
Design is Storytelling
> When Reality Outruns Imagination
> Immersive scenarios for Hawaii 02050 in 02006 and revisited a decade later

Thursday, April 23, 2020

Three Dimensions of Foresight

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

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



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

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

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

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

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

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

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

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

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

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

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



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

Sunday, November 22, 2015

Dreaming Together

Below is the text of an article I wrote for Made Up: Design's Fictions, a collection edited by Tim Durfee and Mimi Zeiger at the ArtCenter College of Design.

Artwork: Willie Riley Japanangka, Bush Plum and Snake. [source].

***

In my first year of university, I remember reading Heart of Darkness by Joseph Conrad. One passage in particular leapt out at me:

It is impossible to convey the life sensation of any given epoch of any one’s existence – that which makes its truth, its meaning, its subtle and penetrating essence. It is impossible. We live, as we dream – alone.

Something in my eighteen year-old mind resonated with this expression of fundamental existential loneliness which I suspect everyone feels to a degree as they come of age. But these words haunted me for years, and I’m not entirely sure why. It may be that I was grappling with this paradox: Are we truly condemned to live and dream alone? All of us?

Much more recently I read a novel by Arthur C. Clarke, Childhood’s End. It’s a terrific story, and has stood up well over something like fifty years; although here, as always, there’s nothing so characteristic of an age’s thinking as its science fiction. Clarke is of course most famous for co-writing with director Stanley Kubrick the epic 01968 film 2001: A Space Odyssey. Of all sci-fi writers, he strikes me as remarkable for the way his imagination burned to achieve escape velocity from the culture of his era – not to mention his species; to dream a way out into truly different times and places, and take us there.

It was reflecting on Clarke’s feats of imagination that got me to wondering about the odd fact that our brains are not temporally bound. There’s no physical limitation preventing us from cognising wildly different and yet fully coherent life-settings in detail. Anatomically, human brains across the planet, and over tens of thousands of years, haven’t really varied much. Yet the variety of worlds – landscapes, cultures, languages, values, technosocial setups – that the human brain has managed to host, to create and navigate, has been enormous. The very fact that each of us today carries in mind a model of our personal context and surroundings at this historical moment, a world in many ways unimaginable to our ancestors, underlines that in principle we’re capable of imagining equally disparate possible worlds of the future – even if we generally don’t. It’s what our minds are surrounded and scaffolded with that makes all the difference.

“Unimaginable” is not absolute, it’s situational. The reason that this matters, I suggest, is that it points to a missing piece in our modern technoculture: I think we have a chronically impoverished practice of public imagination. Yes, there’s Arthur C. Clarke, and Godzilla, and Star Trek, and many other speculative entertainments before and since; but for “serious” purposes – governance, politics, and the “real” worlds we shape using those processes – we simply have not developed a habit of imagining and sharing the long-range scenarios at issue in any concrete way. Meanwhile the massive failure to understand our power as a species and to exercise it with anything approaching strategic foresight, let alone wisdom, is producing epically hairy environmental, economic and other consequences that are increasingly plain to see.

This is not a new line of thought. Noting the curious imbalance that we have countless thousands of history specialists and yet pay scarcely any serious attention to the rest of time, it is now over eighty years since the stupendously influential author H.G. Wells (The War of the Worlds, The Time Machine, The Invisible Man) called for Professors of Foresight. Some inroads have been made on that front since; indeed the entire scholarly field of futures studies, also known as foresight, speaks to the need highlighted by Wells in 01932.

Nigh on half a century has passed since Alvin Toffler observed, in a classic article which led to his 01970 bestseller Future Shock, that we have no “heritage of the future”. This observation goes right to my point about the need for an overall cultural capacity, toward which an academic field has proven to be only a partial solution: our inherent and permanent lack of a future “heritage” means we have to work hard to create one. And although certainly a challenge, the creation of tangible compensations for our lopsided temporal inheritance can certainly be done, as the emerging practitioners of experiential futures and design fiction are now learning.

It seems to me that the stakes and eventual possibilities for these hybrid forms of design are far greater than one might suspect from watching highly produced videos on the thrilling future of glassware, or prototypes of nifty gestural computer interfaces.

For when it comes to the process of public choice – the way humanity supposedly shapes its destiny in our ostensibly most “developed” communities – we congratulate ourselves on the accomplishment of democracy, and fret endlessly over its procedures; the whos and hows of voting; the rituals of deliberation (the weighing of alternatives) and decision (the killing of alternatives when we make a choice). But regardless of who votes, what is the real meaning of any such choices if the alternatives among which we are selecting are underimagined, or clichéd – or simply absent?

Whatever their personal shortcomings, I locate the problem not with political candidates but in the scandalously uninspired fodder used to generate public conversation. So where might we look for a solution?

My friend Natalie Jeremijenko, an engineer and artist, has described her work as being about the creation of ‘structures of participation’, a phrase I use often because to me it captures what good futures work does, too. Foresight practice involves creating structures of participation for co-imagining. Likewise, the task of governance is bound up with the design and use of structures of participation for collectively shaping the common good. To my mind, those appear in quite diverse forms and at different scales, ranging from the design of a meeting or conference, to the design of a political/legal system like the United States of America, and also to the design of a political and experiential futures intervention like the one I’m about to describe.

With foresight and design colleagues I have been doing experiential futures since 02006, and its roots and influences go back much further. Of all interventions that I know of in this vein, the most exciting to date is one I heard about shortly after it occurred during the Arab Spring. It is a significant illustration of the faculty of public imagination.

In January 02011 Tunisia ousted President Zine El Abidine Ben Ali, ending a 23-year dictatorship. Immediately the economy started tanking – the revolutionaries hadn’t known they would succeed, and didn’t have detailed plans for next steps. With a backdrop of economic suspension and a political vacuum, what followed might have been as bad as what had gone before. What did in fact happen next was rather extraordinary.

A month after the revolution, for one day in February 02011, several newspapers, television and radio stations across the country reported as if it were June 16, 02014; three years and four months into the future. They reported stories from within a hypothetical future Tunisia enjoying newfound stability, democracy and prosperity.

Social media activity swarmed around the #16juin2014 hashtag (and for the first time led the national conversation to trend at number one on French Twitter), and critically, the mood and situation began to change as people imagined and debated the destiny of their country. The intervention also helped spread the call for Tunisians to get back to work, a key step towards recovery in the wake of the upheaval.

This remarkable story should prompt many questions, but the one we’re most interested in here is: how might a sustained commitment to structures of participation for public imagination work in other contexts at scale?

For instance, what if standard political brand-oriented advertising expenditure were curbed, and candidates instead had to produce feature documentaries not about, but “from” the future that their policies envision?

Most places have a library or museum dedicated to preserving their past; how about a public building dedicated to immersing visitors in an ever-evolving array of experiences of what the community could become one generation from today?

Or why couldn’t we set aside a public holiday each year, dedicated to staging a Festival of Possible Worlds in the streets, parks and piazzas of great cities around the globe?

Let us return to where we began. It is true that at some level, our personal experience can be only ours. But I no longer fear that we are condemned to dream alone.

I think that humanity is fundamentally psychedelic – quite literally: mind-manifesting – and that the history we collectively choose to live out in years and decades to come will depend on how well we cultivate public imagination, through experiential futures, large-scale participatory simulations, transmedia games, and the like.

I believe we can dream together, now. And I suspect that to the extent we rise to the challenge of good governance for the 21st century, that’s exactly what we will be doing on a regular basis.

***

Links:
(updated 05feb18)
Pdf version of the article including references as it appears in the finished book. The full title is "Dreaming Together: Experiential Futures as a Platform for Public Imagination".
Made Up: Design's Fictions finally published by ArtCenter Graduate Press and Actar in April 02018.
Video of the short presentation at Institute for the Future's 02013 ReConstitutional Convention, on which this piece was based.

Related:
The Futures of Everyday Life
> An experiential scenario for post-revolution Tunisia
A History of Experiential Futures 02006-02031
> Whose future is this?
The technology of public imagination
> TEDxFutures 

Tuesday, February 18, 2014

Build your own time machine

Newcomers to the design/futures party are often curious about bridging from abstract talk of possible futures into more tangible exploration -- but such interest doesn't automatically come with a sense of how to begin.

Last year I wrote a piece to provide a possible way to venture into this territory, for an anthology called 72 Assignments: The Foundation Course in Art and Science Today –– an assignment, Time Machine / Reverse Archaeology.

Published by the Paris College of Art, the collection's premise was to reimagine the Bauhaus Vorkurs ('foundation course'), almost a century after Johannes Itten introduced this landmark in arts education. (The book's working title was 100 Assignments: The Future of the Foundation Course in Art and Design.) Each assignment is meant to be doable within a three-hour window.

My piece was intended mainly as a first-timer's scaffolding for translating existing future scenarios into either physical prototypes or immersive situations. (You could tackle it alone, but in a group would be better. You could also do it in three hours, but longer might be easier.) The 'Reverse Archaeology' variant addresses the object-oriented concerns of design fiction. The 'Time Machine' variant exemplifies the more encompassing simulation/situation territory of experiential scenarios. Since publication in late 02013, both versions have given rise to some interesting results. More about those in posts to come.

It builds on similar assignments I've set for students at the University of Hawaii at Manoa (02008, with Scott Groeniger), at California College of the Arts (02011, with Jake Dunagan), and at the National University of Singapore (02012, with Aaron Maniam and Noah Raford). It also owes much to the alternative futures processes [pdf] that I learned from Professor Jim Dator and colleagues at the Hawaii Research Center for Futures Studies.

The whole idea of sharing materials like syllabi and assignments is bound up with a problem space I'm thinking about a fair bit lately: 'structures of participation' (a phrase borrowed from Natalie Jeremijenko) for designing experiential futures. This interest in structures of participation is about democratisation of the tools, in service of growing a more adept community of practice, in order ultimately to deploy experiential futures -- design fiction, experiential scenarios, etc -- at scale and to greater overall effect in the culture. To hone fluency in one's own practice is a fine thing, but it needs to be learnable in order to scale. And scaling our efforts towards 'social foresight' is the point, I think (see Chapter 7).

And so, to that question of democratisation, which might alternatively be framed as a matter of Open-Sourcing design/futures practice; it's nice to see the PCA Press collecting assignments, of all things. I'm now teaching graduate students full time. For three years before that I was consulting full time. A common feature to both areas of work, it seems to me, is that documentation isn't shared as much as it could be. A good deal of both teaching and consulting work seems to take place in bubbles, with no one quite knowing what's happening in others' bubbles. This is a paradox of practice-led discourse. You get practitioners so preoccupied with  learning-and-deploying in their own contexts that they don't, for whatever combination of reasons, share as fully as they could, thus depriving the commons of resources that would benefit all. We need quite deliberately and systematically to Open Source the work around which we seek to accelerate collective learning.

A disclaimer. The step-by-step process outlined in Time Machine / Reverse Archaeology is probably bleeding obvious in some ways and a bit opaque in others. One or two of the key steps from scenaric premise to concrete future artifact/situation may be reminiscent of the old Monty Python sketch about D.P. Gumby's School of Flower Arranging: "First, take your flowers. Then, arrange them in a vase!"

But perfection is not the first step. Getting involved is. To the extent that any how-to guide helps people cross the threshold to a first attempt, it has in an important sense already succeeded.

Do get in touch if you decide to try out #timemachine or #reversearchaeology assignments -- it'd be great to hear how you go.


[Thanks to Bruce Sterling for blogging this over at Beyond the Beyond -- the curiosity that piqued in various quarters helped prompt me to post here too.]

[Update 1apr2021: Replaced broken links. Unfortunately the Sterling/Wired post is not archived.] 

Related:
> Travelling without moving
> 99 cent futures project
> Strategic Foresight at CCA's Design MBA
> The first guerrilla futures class
> Why futures and design are getting married

Tuesday, September 12, 2006

My first Burn

Back in Honolulu, it's hard to describe the Burning Man experience in a way that doesn't seem slightly unhinged -- although it all makes perfect sense when you're there.

After amassing a long list of items to buy for the expedition, and plenty of friendly but puzzling advice from people I knew, who for various reasons were taking a break this year, I gathered everything I could manage during a busy afternoon of shopping in San Francisco -- items included ski goggles, hat, baby wipes, dust masks, and copious quantities of beef jerky and sports bars. I then found that my ride plans to get out to Black Rock City had fallen through, so resorted to that wondrous staple of early 21st century networking, Craigslist, to find someone to take me to the event. I took a phone call at about 11:30pm on Tuesday evening, a day and a half after arriving in town, and the fellow on the line said he was planning to leave in an hour's time, drive through the night, and set up camp at the playa on Wednesday morning. Sorted.

Mark, the guy who had responded to my ad on Craigslist, rolled up at about 1am in a blue sedan, and a trailer, both groaning with provisions, in contrast to which my two backpacks seemed absurdly minimalist. He was a Bay Area native and an entrepreneur between projects (which, a friend back in Honolulu astutely remarked, is San Francisco's answer to LA's ubiquitous unemployed actors). We made our way through the night toward Reno, and after sunrise, beyond into the Nevada desert, and the road-trip provided a good opportunity to exchange stories about our lives, and for Mark to entertain himself by asking me what I expected of the event, knowing that however well researched, my expectations could be but two dimensional sketches that were bound to be shredded by the blooming, buzzing confusion of the experience itself. (I noticed a gleam in the eye of almost any regular participant, or Burner, who discovered a Burning Man virgin in their midst.) As a four-time Burner, he took a certain pride in being prepared for any eventuality that might befall him in the desert, and was pleased to maintain the highest possible level of hedonism in the face of an extremely inhospitable environment. He also brought extras of pretty much everything, which was an unqualified blessing, because -- there's no two ways about it -- like most first timers, I was underprepared.

What can prepare you for Burning Man? I've been wondering about that, and although there are answers I could give, my conclusion is that if you could fully prepare for it, by definition, it wouldn't be as thoroughly worthwhile as it is. The scale and energy of the whole thing are so stupendous that, if they don't take you by surprise the first time, you're probably clinically dead.

That, it turns out, points to one of the signature themes underlying the event. Not indulgence, exactly, but joyful, artistic excess -- a half-million dollar wooden sculpture that looks like an architectural-scale Billy Idol hairstyle -- why the hell not? Three hundred cars, golf buggies, go-karts, school buses, and sailboats made up to look like pirate ships, dragons, UFOs, giant illuminated turtles, etc, most of them pounding out music, while cruising around a giant dustbowl? Naturally. 40,000 people celebrating life in a desert environment where ordinarily, no life survives? Now there's something you have to see to believe.

It's difficult to put in words, but if you combined a pagan feast; the Las Vegas strip; Disneyland reimagined by Dalí; Amsterdam; Woodstock; Mad Max; and the biggest rave you can imagine, you'd still be nowhere near it, but you would at least enjoyed the challenge of trying to mentally blend all that together. The day and night contrast sharply, not just in temperature (one's too hot, the other too cold) but in tone -- there's a shift from carnival to dance party, and each mode has its charms. Sleep, for me a necessary evil, was an agenda item which some participants appeared to find the wherewithal to forego for the duration.

I first heard about the phenomenon -- and it is a phenomenon -- two or three years ago from a splendid book called Breaking Open the Head (mentioned in this earlier post). The author, Daniel Pinchbeck, gives a great description, including the following observations: "Black Rock City is the psychedelic vision made visceral. [...] The event is a highly evolved, brilliantly organized follow-up to the Be-Ins and Happenings of the 1960s." (p. 81) Pinchbeck does well in his account, which I recommend highly, to capture the energy and intensity of the experience, but no number of written descriptions, photo essays or documentaries could possibly substitute for being there. Even so, it's an interesting challenge to try to cram into language the richness of it all. Burning Man is a spirited, as well as spiritual, celebration of life in all its variety and strangeness, with dazzling displays of artwork in every possible medium, ranging from the unmissably huge to the very understated, and shot through with experimentalism, irony, humour and surrealism.

There may be other places where you can awaken to your neighbours hula-hooping naked atop an enormous RV and singing "The Star Spangled Banner"; where you can watch hand puppets doing beatboxing and singing hip-hop; where you can breakfast for free on freshly shucked oysters beneath a canopy in the desert sun; where you can find a thousand pingpong balls with coloured lights inside them, arranged in 3D spokes so you lie underneath in the dark and have rainbow patterns shower onto your retina; where a serpent as long as 30 people spurts out synchronised bursts of flame; where 1,000 fire dancers put on a half-hour show followed by the ignition of a giant neon-lit effigy of a man, out of whose fiercely burning carcass emerge whistling dervishes of dust created by the heat... but if there are such places, I don't know about them.

Black Rock City is a marvel. While it exists, it is the fourth largest city in the state of Nevada. It's a vast camp arranged in a near circle, as on a clock, with each "hour", from 2:00 around to 10:00, a dusty road radiating from the centre; crossed by eight concentric streets (this year, in keeping with the designated art theme; Anxious, Brave, Chance, Destiny, Eager, Fate, Guess, and Hope). The Esplanade is the inner circle, where most of the larger art camps and villages (collections of camps) can be found. In the middle is a vast alkali dustbowl called the playa, with The Man in the middle, and populated by an ever-changing array of odd, mostly mobile art installations to explore day or night. Every corner and every road is populated with tents, vehicles, shade structures, and other temporary edifices housing all kinds of bars, clubs, stalls, shows, and creatively dressed, or undressed, people doing interesting things to, for and with each other for the hell of it.

It is impressive that the whole thing has managed to reach the scale it has -- about 39,000 people this year -- and yet it's still managed largely invisibly. The actual provided infrastructure and list of enforceable rules are minimal, but highly effective, and rely heavily on the "orgware" of the participants; a solid commitment to the evolved culture, which has its reasons and works exceedingly well. It occurred to me that this would be impossible to implement, fully realised, from scratch; but it's because it has been evolving for 20 years, and a core of returning participants seeds a strong sense of continuity and obligation to do the right thing for the community, that the event is able to keep running. For instance; apart from coffee, tea and ice sold at the Center Camp, money does not change hands on the playa. I was shocked to learn that this actually works -- that the gift economy can be, at least for a while, a reality. I was no less shocked to find that, unlike every other fair, concert or similar community event I've ever attended, where copious amounts of garbage appear underfoot within hours, after a week of outrageous partying, there was hardly any "matter out of place" in evidence: the ideal of "pack it in, pack it out" actually functions amid all the apparent chaos. The notion of "radical self-reliance" which BM proudly manifests of course depends on lots of consumption in advance, since you need to bring everything with you; and the event could be -- and is, by some -- roundly criticised for its profligate use of resources (especially the gas used for the art cars and pyrotechnics). Having weighed those criticisms, though, it seems to me a petty complaint in light of the broader purpose of the event. What feast, party or other worthwhile human celebration is fundamentally "sustainable" in its own right. That this could not continue all year round is beside the point. It isn't intended to continue year round.

Now, the art theme this year, which played no small part in my getting organised to actually attend, was "The Future: Hope and Fear". My colleagues at HRCFS and I had talked about staging a guerrilla campaign to pluralise every singular instance of the term "future" -- making it "futures" -- under the team name "S-cargo", with a logo somehow involving a snail. Yeah, well we thought it would be clever. But our duties to "Hawaii 2050" won out, so that didn't happen, although I did inexplicably find myself having lots of conversations on the playa about studying futures, and what that meant, and didn't mean, and so forth. An interesting question asked more than once was whether I thought the gifting economy could provide a viable model for a future society, or an element thereof. This is a topic I'll surely return to at some stage, because it's a really interesting thought. My reaction at the time was, it would be great to think so, but practically the reason it can work is because it's temporary, and everyone's pretty much on holiday from their "ordinary" lives. Currency -- the medium of exchange, whatever it may be -- evolves independently in different societies because barter is simply too inefficient to get everyone what they want. Money's an indispensible middleman. I'm still thinking about it, though, because what really counts here is the contrast between a spirit of mainly selfish accumulation of wealth, which prevails where most of us live, most of the time, and the largely selfless habit of gifting, and "paying it forward " which prevails at Burning Man. Speaking to someone this morning about this remarkable aspect of the experience, she speculated that the bigger idea of BM, in which people establish experimental communities operating on different values, may well become more common as they grow tired of the exploitation of mainstream capitalist culture. I think she may be right.

Now, despite the art theme, which gave rise to some very cool stuff, it is the conceptual and community level at which the Burn was most interesting from a futurist perspective, rather than the details of the art per se: I don't have other years to compare, but my impression was that the chosen theme didn't make a huge difference to what people produced; it tended to provide a loose inspiration, or a final gloss. The event is therefore likely to be equally interesting in any other year, and I urge futurists who haven't been to make it a priority -- if you're interested in being exposed to other ways to be, Burning Man is an inspiring and overwhelmingly energetic place to do that.

And as I reflect on the experience., there are two other ideas that stand out for me more than the "Hope and Fear" of the official theme. The first is serendipity. There is no much going on, all the time, that a saner strategy than trying to dart between scheduled events is simply to go with the flow of whatever you might stumble upon. There's plenty I missed that I would have liked to see (a thick program of scheduled events I barely glanced at all week), but each person's experience there is uniquely their own, and embracing that is one of its pleasures. (This is also true of life generally, but a heightened awareness of that fact is among the interesting lessons Burning Man gave me.)

The second theme is impermanence. On the playa, almost everything is moving, albeit at different rates. Most people get around on bikes, which are extremely useful in view of the scale of the event, but when you're exploring you need to be careful to park your wheels near some kind of landmark that looks like it might be there for at least an hour or two. Impermanence also comes through at a broader level, though, and there is a palpable life cycle to the build up and winding down of each day and night, and of the Burn as a whole. Mark stayed on several more days to volunteer with the cleanup, so I had to hitchhike back to civilisation, and shortly after being picked up by three kind souls in an RV, we were each given a parting gift through the window by a fellow Burner: a small purple box containing some of the ashes from The Man, and the salutary inscription:

Ashes to ashes
dust to dust
The Man
2006
RIP
Death is
the only
certainty

It boggles the mind to consider that this whole community springs forth in the wasteland of the playa each year, and that much of the art -- including vast installations representing thousands of hours of work -- are designed and produced specifically for the enjoyment of participants. And The Man himself is not the only ritual burning; many other artworks are also ceremonially sent off in the same way. The end of a particular art piece in this way is deliberately and appropriately celebrated with not a whimper, but a bang. For all we might say to bemoan the instant gratification ethos of disposable consumer culture, an equally insidious syndrome in our common experience is arguably a reluctance or inability to let go of things whose day is done. A life lived to the full is lived in recognition of its inevitable ending, and I liked the fact that there this was (implicitly) celebrated, eyes wide open, deepening rather than lessening the joy of the experience.

But overall, I think the best thing about this experience was that I used to feel sometimes like I was born too late, missing out on the major cultural shifts, experiments and innovations of the sixties and seventies. I don't feel that way quite so strongly anymore, because there is indeed a vibrant, growing group of cultural creatives looking for new ways to see, to express themselves, and develop in their lives and communities. It was inspiring and exciting to be a part of it in this case; and having completed what I now see as a reconnaissance mission, I'm looking forward to the chance to get back to the next incarnation of Black Rock City, and more fully engaging the Burning Man creed of active participation.