RCOT 2021: Scenarios, foresight, and occupational therapy

Next week, Griffith University’s Professor Matthew Molineux and I present on scenario planning for the 2021 conference of the Royal College of Occupational Therapists.

In advance of the conference, we got together for an informal chat covering five years of work pushing the boundaries of occupational therapy education, exploring what futures & foresight work can do for occupational therapists, and how learning from the futures which challenge our assumptions can complement the practical experience which comes from student placements.

The Lusory Attitude: Interview with Florence Engasser

This month, I spoke with Florence Engasser, senior foresight analyst at the innovation foundation Nesta. Florence works on exploring the future of innovation for social good; her interests include intelligent cities, social incubation, games and simulation.

We caught up to talk about her work using games as a tool to stimulate and develop the thinking of policymakers, including the innovation board game Innovate!, which was released in 2018.

Playing the Innovation Policy board game prototype – image courtesy of Nesta

M: You’re fond of quoting Bernard Suits in The Grasshopper: games are “the voluntary attempt to overcome unnecessary obstacles”, what he calls “the lusory attitude.” Have you always enjoyed overcoming unnecessary obstacles?

F: It’s a really cool quote, isn’t it? I’ve always been into all kinds of games; growing up with two brothers who are close in age, and parents who weren’t great fans of television or pop culture, I spent a lot of time “off screen”. As I grew older, I graduated from games like Uno to those which my parents might have labelled as “brain games” – more intense and elaborate stuff like Pandemic or Risk, where you might end up banging your head against the board!

M: Games serve so many purposes: entering an imagined world, competition, intellectual challenge, social connection — for you, was there one particular aspect which appealed above all?

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Unscripted Futures: 2020 OsloMet Urban Research Conference

I’ll be co-presenting two projects at next week’s “Storbykonferansen” Urban Research Conference, hosted by Oslo Metropolitan University.

The conference’s “Unscripted Futures” session seeks to:

“explore how radically open futures can be constructed and how we can secure that future scenarios are not locked into the premises of today. The aim is not to simply celebrate the openness of the future, but to create a space for developing experiments, for proposing alternative possibilities and constructing new futures, and then studying and discussing their implications and consequences ‘on the ground’.”

Marie Mahon of NUI Galway and I will discuss “Unscripting Europe”: Using Future Scenarios to Rethink EU Territorial Inequalities, exploring the scenarios being developed by the Horizon 2020 IMAJINE project.

Inequality isn’t just a question of measuring the current distance between the haves and have-nots, then checking whether that distance increases or decreases. It’s also about changing forms of privilege and injustice, changing values, and a changing social context. How can plausible imagined futures help us to better understand the nature of inequality?

Then, David Robertson of Monash University and I will talk about Playing With The Futures You Didn’t See Coming: High-Agency Participatory Scenario Activities, On and Offline.

David & I will be looking at what it means to create truly playful activities and encounters where participants can surprise the facilitators, formats can be broken or rebuilt during use, and new ideas can arise. We’ll talk about the infamous Library Island game, as well as some of its successor experiments from the era of Zoom and COVID lockdown.

You can read all the abstracts from the session at the Storbykonferansen website (PDF download), and I hope you’ll join us online for what promises to be a lively set of discussions. Find out more, and register for the conference, here.

Campbelltown Library Island: Preparing for challenge and crisis

The Library Island immersive training tool was released last year as a free PDF download and has since been taken up by organisations around the world.

Earlier this year, Paula Pfoeffer of the Community Connections team at Campbelltown City Council in Australia ran a modified version of Library Island with her colleagues.

Council workers visited a make-believe island nation to explore responses to uncertain and challenging situations – from climate change events to social unrest, government budget cuts, and the need to meet demands for recognition and justice for the whole community.

Below, Paula explains how the event was run, what the outcomes were, and how it has fed Campbelltown’s response to the Australian bushfire crisis and the emerging COVID-19 pandemic.

It was just another day on Uluibau Island……

In the towns of Juschester, Becstone and Pfefferville, the collections were being maintained and programs and services were being offered to the community. Life was pretty good for the staff that worked at the combined library and child care centre facility.

Then a climate change event happened and there were increasing demands for recognition and justice from the island’s indigenous population. Then the desperate people speaking a language that no-one seemed to recognise migrated to the City. And then the Ministry began to make ominous noises about cutting library budgets……

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Auf der Trauminsel der Bibliotheken: Bibliothekskongress Leipzig

I’ll be at next month’s Bibliothekskongress in Leipzig, a gathering of German-speaking librarians and information professionals. If you’re attending, come say hello and talk Library Island – or catch me online.

Ändern sich Bibliotheken zu schnell oder nicht schnell genug?

Was bieten wir einer Welt, die sich schnell und radikal zu verändern scheint?

Wie sieht gute Führung in der Bibliothek des 21. Jahrhunderts aus?

Wie können wir für Zeiten der Veränderung planen?

Um antworten zu finden, besuchen Sie Library Island.

Library Island simuliert fünf Jahre im Leben von Bibliotheken in einem kleinen Land. Die Spieler übernehmen die Rolle von Bibliothekaren, Regierungs- und Gemeindemitgliedern.

Die Spieler verhandeln politische Konflikte und soziale Herausforderungen (oder sogar Naturkatastrophen!) und passen das Spiel dann an ihre eigenen lokalen Probleme.

Es ist ein einfaches Spiel, das nur mit Papier und Stiften gespielt wird, aber es ermöglicht den Spielern, komplexe Szenarien und unbequeme Themen zu besprechen.

Ich habe Library Island entwickelt, um Organisationen zu unterstützen, ihre Vision und Mission für die Zukunft zu definieren und umzusetzen. Library Island schafft Raum für die Erkundung einer ungewissen oder schwierigen Zukunft und hilft Mitarbeitern, Führungskräften und Trägern einen strategischen Standpunkt zu entwickeln.

Man kann Library Island als eigenständigen Workshop oder als Teil eines umfassenderen strategischen Prozesses nutzen. Es ist spielerisch, belebend, zum Nachdenken anregend und macht sogar Spaß!

Learn more about Library Island here.

Bandersnatch: Choosing a Future, Letting People Surprise You

Over at The Cultural Gutter, there’s a thoughtful piece about Netflix’s recent interactive film, Black Mirror: Bandersnatch.

The choose-your-own adventure film allowed viewers to shape the story of a young programmer trying to develop a computer game in 1984. Presented with either-or choices to make via their TV’s remote control, someone watching Bandersnatch can influence the outcome of the narrative – but as the story develops, the choices are increasingly unpalatable and the question of who is controlling whom becomes increasingly prominent.

The Cultural Gutter’s Alex Macfadyen writes:

What watching Bandersnatch felt like to me was entrapment. A choice between two terrible things is still a choice, but I often didn’t agree with any of the available options. There also seemed to be no way to avoid making some of the choices because you just got brought back to them after the other options resulted in a dead end. The writers clearly had a very specific moral direction they wanted the story to go, and the viewer is ultimately corralled into creating the narrative they want.

Part of that narrative was the construction of me, the viewer, as the person forcing the character to make bad choices and lose his mind, but the viewer also only has access to the paths that the writers dictated for them so it’s more an illusion of choice. There is no path that leads to a good outcome, but you have to follow them all to find that out. In the end, I think the only choice you could make that would resolve the ethical conflict they’ve posed would be to refuse to participate and stop watching altogether.

Playing Bandersnatch, and reading Macfadyen afterwards, reminded me of a British Library Labs event I attended a couple of years back.

Jon Ingold, who has made several great choose-your-own adventure games including the subtle and troubling World War 2 drama The Interceptspoke about the relationship between players and authors of such adventures.

Rejecting the language of “empowering players” or “co-creating game narratives together”, Ingold described adventure games as puzzles where the author attempts to lure the player into a trap of their own choosing – a trap to which the player must then find a brilliant escape. The player is never in control of the story, any more than the rat who turns left or right at a given corner is in control of the maze.

These problems of choice and control lie at the heart of the workshops I’ve been running over the past couple of years. To what extent can we allow participants in an event to surprise us?

I’ve devised participatory sessions for literary festivals, conferences, and training events; run live-action games where players must battle zombies and solve practical problems; I’ve even written a book review in the form of an online choose-your-own adventure for Australian literary magazine The Lifted Brow.

The challenge for me has always been – how can you let people surprise you?

Choose-your-own adventures, from Bandersnatch to Ingold’s more sophisticated offerings, are ultimately more like mazes which one can only choose to run or not run. (The promo art for Bandersnatch helps to make this clear).

black-mirror-bandersnatch

In activities like Library Island, I’ve been trying to devise opportunities for people to tell their own stories and genuinely shape the outcome of a collective narrative – the benchmark for this being whether the players were able to do something the author didn’t see coming.

Library Island players have brought fraud, civil unrest, and workers’ rights issues to sessions – helping us to address the most serious challenges to a community within the safer space of a playful, fictional setting. In the very first pilot for the game, a character stole a plane which they had illegally bought using government funds – something I definitely hadn’t accounted for – and an event which led on to serious discussion of scrutiny, oversight, and accountability for the use of public money.

Since then, players have only made the problem worse — delightfully worse.

Games which genuinely let people contribute to the outcome of a story also have the potential to change the way we look at the future.

Too often, when planning for the months and years to come, we see our options as constrained, like the forking but pre-written paths of Bandersnatch and its kin, railroading us towards a limited number of possible futures.

This can sap our ability to imagine a better world than the one we expect, but it can also make us vulnerable to harmful futures we didn’t see coming; financial crises, political upsets, and environmental disasters, for example.

In a turbulent era, finding ways to allow many voices to offer their story and participate in constructing plausible future scenarios help us to prepare for the world which is to come – a world which has not been pre-written by a game designer, and which therefore denies us both the safety and constraint of someone else’s narrative.

Read more about Library Island here.

Play The Lifted Brow‘s “choose-your-own adventure book review” here.

What exactly is Library Island anyway?

I’ve spent a fair chunk of the last two years working on something called “Library Island”. You might have seen photos, videos, or social media posts appearing online as university staff, health workers, museum professionals, students, and, yes, librarians take part in this interactive training activity.

Later this year, a free CC-licensed print-and-play kit for Library Island will be released, so that people anywhere can take this activity and use it with their institutions, companies, and communities.

But what exactly is Library Island? Read on to find out… Read more

Always get feedback…

Always get feedback…from the workshops and activities that you run.

There’s always something to learn from your participants, something to surprise you, or something to make you smile.

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(That “bit cold” line is about the air conditioning in the venue, not my icy demeanour…I hope!).

All Things Good and Strange

I love TV, and I don’t think I watch enough of it.

I’d watch more but it’s so slow*.  You can spend weeks of your life trying to hammer through season after season of just one show.  In Douglas Coupland’s 1993 novel Microserfs, characters “blitz” movies by watching videos on fast-forward with subtitles switched on.** My friend Katie, equally impatient, listens to audiobooks on chipmunk speed, but I don’t think I could sustain either approach for a full season of TV.

I watch television to get ideas for work. TV shows and community experiences like the ones I design have a lot in common. You need a central conceit which draws people in, and on which you can hang a series of recurring episodes. Action-adventure, problem solving, and play are closely entwined. This year’s non-speaking, musical keynote was inspired by dialogue-free sequences in the TV show Legion.

The teams I work with are pretty explicit about this link between TV and the events we run. The working title for Ann Arbor’s Wondrous Strange event was ‘Weirder Things’.

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Stranger Things is a difficult one for me because I’m not super into it, and that makes me feel bad. It’s so popular, I feel like I’m missing something. Like I’m out of touch. It’s doubly bad because I grew up immersed in – and totally in love with – the late 80s/early 90s world of Stephen King novels and pirate horror movies on VHS.

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#NotEnoughSciFi – Hope and Holodecks Revisited

This week in Michigan, I’m leading a series of talks, workshops, and pilot sessions on immersive play and live-action experiences in libraries and other community settings.

To tie in with these sessions, I’ve written a little piece about Hope and Holodecks – incorporating Blade Runner, Star Trek, Captain America….and Romy and Michele’s High School Reunion.

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Look, I think one day we’ll get holodecks.

That was what Star Trek: The Next Generation called the interactive, fully immersive spaces where crew members could conjure ultrarealistic, AI-driven virtual experiences of play, sport, storytelling, historical research, or even technical experimentation.

I think one day they’ll arrive.

I think that whatever the library becomes or is replaced by in the future will look a lot like the holodeck. Instead of summoning information in containers like books or web pages, it will feel like an immersive, flowing sensory and social experience.

It won’t be libraries or other knowledge institutions that develop them, though – it costs too much money.

What’s interesting about how Star Trek imagines that experience is not the pseudoscientific technology behind it. It’s how fluent all the characters are in its use.

They walk into that magic space, summon a story or game or simulation, and tailor it to their requirements. Read more