Monday, November 02, 2015

La Chose du Futur à Paris




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

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



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

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




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

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








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


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

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

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

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

Tuesday, October 20, 2015

The Thing From The Future


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

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

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

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

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

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

Here it is:



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

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

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

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

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

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

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

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

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

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

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

Saturday, September 19, 2015

1-888-FUTURES

"Dial a future, deliver a present."


Want to put systemic challenges on the radar of your local Congressman? Help a relative living on the opposite coast to prepare for climate change? Send a 30th anniversary gift to the couple just now celebrating their 10th? Share a dream for a brighter world with your kid?

1-888-FUTURES is a service that takes a future dream, vision or problem, renders it tangible as a "future present", and delivers it to a specific individual.

You, the visioner, call the hotline and place a request for delivery of a future present based on some image of the future that you describe in your message. Our dedicated staff retrieves the message, finds a way to make the dream into a specific artifact, boxes it up, and sends it to your chosen recipient.

The future present recipient – whether it's you the visioner, or someone else – may choose to keep the package as a mystery box until the stated opening date, or may instead open it sooner, and be duly delighted/horrified/provoked/touched/nonplussed by the contents. A transcript of the original dream recording will be posted together with the artifact inspired by it.


A lot of work in the design fiction / speculative design mould is created, it seems, for no one in particular. Even if produced only once (like an artwork), often in effect it's a mass consumption object rather than something made for one. So 1-888-FUTURES is a small experiment in making such future design more personal and personalised; a true gift, connecting the imagining and creation process to a named individual, an audience of one.

This is the third "Futurematic" design jam jointly run by Situation Lab (Jeff Watson and me) with New York-based design collective The Extrapolation Factory (Elliott Montgomery and Chris Woebken). Graciously hosting on this occasion is the University of Southern California's Visions and Voices series, with the priceless collaboration of Professor Jen Stein from USC's School of Cinematic Arts.

Futurematic events riff playfully on commercial and industrial making processes, while focusing on the very non-industrial, not-yet-massified design space of imaginary objects. At the first event, participants filled up a vending machine with future artifacts in a day last spring at OCAD U. For the second, last summer at NYU, people created and put future street merchandise on sale at Canal St and Broadway in Manhattan. Both those events used Situation Lab’s imagination-boosting card game The Thing From The Future as the creative engine. This time, the ideation engine is the public's imagination itself. With that as the driving force, workshop participants will send out as many "future presents" made to order as we can, from our temporary 1-888-FUTURES fulfilment center in Los Angeles to all over the country.

The whole thing is free: so long as the delivery address is in the U.S., callers from anywhere can participate by calling 1-888-FUTURES from skype.

But this offer is limited - so call now! The lines are open 24/7 until midnight on Saturday, September 19th.


Browse the catalogue of future presents, designed, sealed and delivered, at 1888FUTURES.com.

Thanks to Jen Stein, Jeff Watson, Danyel Copeland and Josh McVeigh-Schultz, and the rest of our hosts and helpers at USC. Thanks also to our Futurematic collaborators Chris and Elliott, aka The Extrapolation Factory, and not least to our wonderful workshop participants!


[Originally posted at the Situation Lab blog.]

Links:
> Project website: 1888FUTURES.com
> Feature at Core77
> Feature at Tech Insider
> Feature at Medium

Related posts here:
> Big shifts, small change
> Participatory cli-fi
> More found futures
> Design fiction, emerging
> Object-oriented futuring

Monday, December 08, 2014

The technology of public imagination


A remarkable short called Wanderers has been going around online in the past week. It's a captivating vision of space exploration, channelling Carl Sagan's cosmic outlook (literally; it's his voiceover) with an aiglatson we seem to find it hard to muster these days.

This you-are-there take on spacefaring – in timely resonance with Christopher Nolan's recently released Interstellar – has rightly earned admirers in various quarters. But what's most exciting to me here is the fact that the piece seems to have been produced by a handful of individuals (one or two dozen at most, to judge from the credits), led by a very talented and determined CG artist, Erik Wernquist.  My point doesn't rest on precisely how many people were involved; it is simply to contrast the resource commitment required for this sort of thing now with what could be done less than a generation ago, say, when Terminator 2 came out (prompting my eleven year-old self to write a letter of appreciation to Industrial Light and Magic). Loosely speaking, the difference is one of orders of magnitude.

Wanderers is a fabulous calling card. It's also part of a significant trend. Let's think for a moment about what it means, this new situation where such things are possible –– photorealistic, far-flung futures, on a shoestring.

Short videos are constantly appearing online (e.g. last year YouTube reported 100 hours of video uploads every minute). These go variously viral, or not, and some proportion of these deal with possible futures, and of those, a few are sufficiently artful to be somehow genuinely curiosity-fuelling, or mind expanding, or alarming, or whatever. Like all successful media, they add their bit to the reservoir of what we can know or imagine together, to "the future as a commons" in Shiv Visvanathan's wonderful phrase. Also, and crucially, such vivid, 1:1-scale contributions to the shared imaginary no longer need to involve hundreds of crew and millions of dollars.

I have in mind for instance Neill Blomkamp's Tetra Vaal clip (02004) about robot peacekeepers, produced years before he was Hollywood-empowered to make District 9: https://www.youtube.com/watch?v=VTnxP7e7-YA I'm also thinking of Bruce Branit's almost entirely CG World Builder (02007): http://vimeo.com/3365942 And this sardonic glimpse of augmented reality gone mad, by Keiichi Matsuda (02010), which has launched a thousand conversations: http://vimeo.com/8569187 Or, in a more modest, geek-culture-tribute way, Mike Horn's (02008) video that puts the Death Star over San Francisco: https://www.youtube.com/watch?v=AfqDVP_0O0c (I'm sure there are dozens –– please feel free to add to the list.)

As I say, these specific images and artifacts are often striking and masterfully made.

Meanwhile, however, there's another story here; a layer up, in the spread of the means and modes of production. The tools are giving stunning new power to diegetic (in-world) storytelling idioms –– artifacts from the future, design fictions, and other experiential futures –– that help us visit these places. Wernquist's imagery is based on actual locations in our solar system. For many viewers, this is the first time we'll have been invited to regard and contemplate these locations as real places one might conceivably visit. This is a remarkable (because until recently, impossible) gift for a group of Swedish geeks to be able to give the online world.

Powerful technologies of public imagination are hitting the street. They are fast infiltrating society's main stream. And as they go, we find ourselves living out a dictum something like McLuhan meeting Polak: "We shape our images of the future, and meanwhile, they shape us."

Related:
> Death of a President
> The Futures of Everyday Life
> Neill Blomkamp, visual futurist
> Death Star Over San Francisco
> In praise of Children of Men
> A History of Experiential Futures

Saturday, April 26, 2014

A history of experiential futures

What could become of all this intriguing experimentation around turning ideas about the future into visceral experiences?

Fortunately, a research paper unearthed from the year 02034 offers some answers.
 

(Update 26aug16: Free pdf download here.)

Apparently co-authored some twenty years from today with fellow Toronto-based design futurist Trevor Haldenby, the article provides a timeline documenting the rapid rise and remarkable reach of increasingly large-scale efforts over a generation or so (02006-02031) to bring futures to life through immersive scenarios and participatory simulation. What emerges is a portrait of a society that, via experiential futures and transmedia storytelling practices, has integrated and harnessed public imagination as a world-shaping cultural force.

In a way this so-called "age of imagination" echoes in more concrete terms an argument I mounted in the last chapter of The Futures of Everyday Life (pp. 287 ff.) about the development of what Richard Slaughter dubbed "social foresight", a distributed and always-on capacity for thinking and (let's be sure not to omit) feeling ahead.

Due to some sort of wrinkle in the spacetime continuum, it seems this paper from 02034 by Trevor and me was actually prepared and accepted for the ACM CHI Conference on Human Factors in Computing Systems, which – lo and behold – starts in Toronto today. While neither of us could make it to the event in person, the program has some very alluring bits; particularly the workshop Alternate Endings: Using Fiction to Explore Design Futures. Here's a full list of accepted papers.

And here is the abstract (aka summary) for our paper, the full text of which is embedded above:

Imagination is a critical public resource. However, in Western culture, as late as the turn of the 21st century, it was primarily thought of as a fragmented and personal property of individual consciousness. This paper examines the recent flourishing of transdisciplinary practices for cultivating shared public imagination, focusing on the generation-long period circa 2005-2030, now known as the Age of Imagination. The historic emergence during this time of design fiction, together with other experiential futures practices consciously scaffolding collective imagination, proved to be a turning point for collective human capacity – not only, as many initially recognised, for practical design applications on a modest scale, but also for shaping history itself. Acknowledging a cultural debt to long-standing and diverse strands of imaginative activity including storytelling, theatre, simulation, prototyping, and the 20th century tradition of futures studies (aka strategic foresight), two practitioners who helped bring this new tradition into being pause to look back upon a quarter century of astonishing change. In the process, they acknowledge the growing significance of seventh generation ritual computing technologies to the Age of Imagination.

Related:
> The futures of everyday life
> A future of design
> Build your own time machine

Sunday, April 13, 2014

A film from the future



One of the more interesting and humbling aspects of getting older is seeing things you have imagined come to pass, or not. No doubt this is true for everyone, but such moments perhaps carry an extra charge when you imagine possibilities for a living.

Sometimes it's a matter of provocative notions materialising sooner than expected. In 02006 Jake Dunagan and I featured corporate candidates running for public office as part of our continued growth scenario for 'Hawaii 2050'. We were taken aback when a public relations company called Murray Hill Inc announced its plans in early 02010 to run for Congress in Maryland. Apparently they were making a satirical point in the wake of a recent Supreme Court majority decision which seemed to pave the way for corporate voting in elections. Our scenario had played in the same satirical territory 3 1/2 years before – only set 44 years into the future. Too far, perhaps?

An even more striking example of the future arriving early came with a project called Coral Cross, a 'serious game' about a flu pandemic, which I was directing for the Hawaii Department of Health. (The CDC was funding it as an early experiment in using games to engage the public for serious health promoting purposes.) Just weeks before the game's scheduled launch date, the game's hypothetical near-future scenario was pre-empted by an actual pandemic – H1N1 swine flu. To this day it's still a little bit hard to believe that actually happened. The project went ahead, incidentally: we turned on a dime and redesigned it from the ground up to make what we dubbed an Emergent Reality Game as opposed to an Alternate Reality Game.

Sometimes, the opposite occurs. A thing you expected doesn't happen, or happens otherwise than anticipated. We could perhaps file the following story under that heading.

Back in April 02007 when I was in grad school, a number of us in the Dept of Political Science at UH-Manoa made a short film for a 48-hour film comp in Honolulu called 'Showdown in Chinatown'. The way these things work is that certain creative constraints are provided at the start of the period, which both helps to inspire projects and to verify that submissions are authentically tailor-made for the occasion. You then run around like headless chooks for two days trying to make a short film using those parameters.

Readers will be unsurprised to learn that I was interested in making a film from the future. (On which theme more in another post soon, but meanwhile anyone keen to understand where I'm coming from may begin here.)

The given constraints called for referencing the topic 'addiction', using the line 'that's it', and incorporating an apple and a pencil as props. During our Thursday afternoon beer-and-brainstorm session, Ashley Lukens (now Dr. Lukens) made the outlandish and frankly inspired suggestion that the addiction in question could be someone 'addicted to being a dog'. The film pretty much made itself from there.

Why do I blog this now? It's not that it was an especially serious bit of forecasting or rigorous future-date-selecting, but when I edited the short together, the excerpt from our fictitious news magazine show Aloha Tonight happened to be post-dated seven years: April 14, 02014.

Which is – holy crap – today. Time flies when you're meddling with it.

Related:
> On Death of a President, and other films from the future
> Hawaii 2050 kicks off
> This is not a game
> Coral Cross concludes
> Hawaiian shorts