The Institute for the Future’s (IFTF) 2010 Map of the Decade is part of their annual Ten-Year Forecast which uses foresight and scenario planning to help organizations navigate change. Entitled “The Future is a High-Resolution Game”, the research materials demonstrate the re-emergence of games as a systematic process for positive change.
Map of the Future
IFTF uses a variety of strategies to help groups understand and interpret macro-level trends across several functional areas including carbon, water, power, cities, and identity. The long term goal is to use these sensemaking activities to meet diverse economic, technological, social, political, and ecological challenges. For organizations it is often the case that the interpretation and implementation can be difficult to connect. As foresight and sensemaking tactics become better honed to organizations of different sizes, structures, and cultures, so will the tools that help dedicated individuals in organizations recognize emerging landscapes AND translate those insights into priorities.
One key in making these translations is the ability to connect macro level processes to micro level behaviors – and everything in between. IFTF took a different tactic towards games as a tool for their 2010 map of the decade, and I think it helps move us in that direction of positive change.
IFTF has been at the forefront of what some call gamification – the systematic use of game mechanics for the development of positive psychology, practice, action, and cooperative dynamics. As IFTF’s Director of Game Development describes, games are put together with a goal, rules, a feedback system and voluntary participation. So it’s pretty easy to see how game mechanics can connect with operational challenges such as problem solving, productivity, and personal growth within organizations.
Critics argue that in most organizations and real-world situations things are pretty fuzzy, conflicted, and confusing. Agreeing on goals, rules, feedback systems, and participation can be difficult obstacles to begin with. But I think that is why games are tools that help us move in positive directions. We don’t often want to spend too much of our time arguing over goals; we’d rather just get on with it, play/work hard, and feel good about what we accomplish.
Th polling organization Gallup conducts surveys among employees every year across thousands of organizations worldwide asking hundreds of questions. THREE of those questions where employees responded positively turn out to be the largest human factors for organizations that are successful.
I have a commitment to quality.
I know what my job and/or role is, and
I trust my leadership.
Organizations are set up to accomplish a wide array of highly-complex tasks. No one person can keep track of everything. So in order to get things done, people have to simplify their overall cognitive load. They have to eliminate many conflicts and sources of confusion to deal with what they know and how it relates to new challenges. Game mechanics (goals, rules, feedback, participation) can be vectors for the above three factors, and more importantly they systematize them within organizational processes – something good human resource departments struggle to do everyday.
Think about it. I trust my leadership so I don’t always need to reevaluate the goals. Check. I know what my role is so the rules are clear. Check. I have a commitment to quality which means that I show up to participate and when I get feedback I self-correct to improve what I’m doing. Check.
I think the differences there have a lot to do with focus – of setting priorities and knowing what to spend one’s time on – especially when things go awry. We often get distracted, but even when we don’t human, social, and technological systems are always out of sync. Sometimes they connect and we may even experience periods of intense connectivity, creativity, and productivity. Albert-Laszlo Barabasi calls these bursts. So I suppose one of the benefits of the scenario platform IFTF uses is its ability to concentrate social interactions to achieve these bursts. We always need some latent time to process, connect, and search further. Maybe that’s why IFTF does the Map just once a year
One element of IFTF’s Map of the Decade is “The Happiness Kit”. It’s a platform for helping people ruminate on the kinds of transitions that could lead to more happiness in the world. There are a few standard tools of the foresight practice included like writing headlines from the future to identifying events that might shape or be shaped by the trends. There are also points where participants can identify new services, communities, and practices.
In science and technology sociologist Bruno Latour’s book Reassembling the Social, he looks specifically at groups, actions, objects, and facts as sources of uncertainty in the emergence of new technologies or innovation paradigms. These highly social elements tend to reveal themselves when controversies emerge. They help shape our future when, for example, a nuclear plant melts down and new groups, objects or facts insert themselves into society. Most recently at the Fukushima nuclear plant, it was formerly an established fact that the leaked radiation was 10% of Chernobyl disaster. Now as a society we are learning much more about nuclear radiation leakage models and their diversity when it is revealed that two different groups used two different models. The fact has been revised to 20%. We also know much more now about the safety mechanisms at nuclear facilities, especially the roles of strange monsters like emergency generators, vents, and containment vessels. Groups we never really paid attention to, methods of establishing facts, and objects with strange names all the sudden appear as important factors for how we think about the future. Kits like the IFTF Happiness Kit help us by working through some of them before they emerge from other events.
The kit also works to identify the actors involved in these transitions – as well as the distribution of those that are happy and those that are not. Understanding the distribution and abundance of elements in a system is important when we consider that rare things may become more prevalent and ubiquitous things sometimes disappear. William Gibson is famously quoted, “The future is already here — it’s just not very evenly distributed.” As we consider technological diffusion, development, and knowledge-networking, one of the questions we have to ask is how the future can be more evenly distributed. I’m not sure I know the answer, but I think that getting more explicit about the social-technological-ecological networks that individuals live in can help. This graph of system elements in a rural farmer’s immediate grasp might be one step towards understanding, for example, the diffusion of organic farming methods and how they interlink with new sources of income and time for alternative activities.
Overall the thing I like the best about the map of the decade is its ability to use foresight methods while leaving open space for individual interpretations. Some scenario techniques can lead to overarching narratives which create sources of bias. In IFTF’s platform, it appears that participants are encouraged to apply the trends to their immediate organizations and processes (although I cannot be sure since I’m reading the product and not the use-context). My sense is that it’s more of a constructionist approach than the methods used by Royal Dutch Shell or the Global Business Network (for a critique see: Wright 2004; pdf) which define opposing axes and use those for story generation. The way IFTF does it is to throw out a variety of results, new ideas, patterns, and processes – allowing users to pick and choose where to apply them. It’s a more humble approach (if I may say so) that stems from the simple proposition that we can’t really predict what is going to happen and neither can we take everything into account. The point is attenuate our mental models towards things that we think will matter – so that when they become relevant – we notice them.
Still I think there are opportunities to bring greater resolution and hence greater relevance to the process. While the Map of the Future helps deal with actors and events, I think it gets less explicit in areas that matter a lot. More important than who or what is why. The goals that actors have lays out different sets of procedures for attaining those goals. So it’s important to demonstrate how goals and the ways that actors achieve those goals converge on other elements. For example, resources and boundaries are areas that can undergo rapid restructuring or remain relatively stable over time. Helping people make explicit predictions about the direction and magnitude of these changes is helpful for understand the complex dynamics of interacting systems.
Similarly, rules, conflicts, and the outcomes of conflicts are specific pivot points for change. What helps us navigate change well is being able to understand the implications on all side of those transformations. Whiles rules, conflicts, and outcomes are somewhat embedded in the IFTF process, how can we support thinking about how they would change and what changes they would bring in turn to the procedures or boundaries shared by different actors?
I think these additional elements can be added to these types of foresight exercises with little additional cost. And they yield a huge benefit of allowing the results and products of foresight exercises – namely the knowledge generated – to be transferred to the engineers that develop computational simulations. Actors, Goals, Procedures, Boundaries, Rules, Resources, Conflicts and Outcomes are all the basics of putting together agent-based simulation models that allow us to look at the interactions and assumptions of our exercises and turn it into sustained practice.
After all, wouldn’t it be really cool if the Future WAS a High Resolution Game?
The image above was the first draft. This is the second. Thanks to Aliya for good, perceptive comments.
attachmentModel_v2
Premises:
Culture as the processes that allow the uptake of processes, procedures, information, beliefs, values and social norms.
Cultural affiliations are attachments.
Attachments and reattachments are limited (quantity) and constrained (quality) by pressures.
Aspiration is a cultural step in creating capability.
Based in part on: Appadurai, A., 2004, ‘The Capacity to Aspire: Culture and the Terms of Recognition’, in Rao, V. and Walton, M., (eds.) Culture and Public Action, Stanford University Press, Palo Alto, California, pp 59-84.
A group of researchers made up of advanced students from the Center for Experimental Media Arts (CEMA) and the Dhirubhai Ambani Institute of Information and Communication Technology (DAIICT) set out to learn about ethnographic practice and to experience the places and people that may have something to add to our understanding of how the technology fits (or doesn’t fit) with their everyday life. Their goal was to identify how user context could affect the landscape of educational technology…or at least that’s how they started out.
Playpower is a initiative to support affordable, effective, and fun learning games. The project is starting with an existing $10 TV-computer as a platform for learning games in the developing world.
The video below introduces the Playpower Foundation’s mission.
Working on a set of social research practices means getting to know or getting NOT to know (depending on how you look at it) the places and practices of the people who can potentially create something valuable from changes to the exiting technology and it uses.
We held a summary and feedback session at the Center for Study of Science, Technology and Policy after their first week of training and observation. They shared their process of ethnographic research gathered feedback to develop it further and begin to implement more observations on a wider scale.
The research team gave a great introduction of their process with some initial results. What followed was a fantastic discussion among approximately 15-20 staff and researchers at CSTEP as well as visitors and the Playpower team.
Many themes began to emerge, and it became clear that the exciting thing about the Playpower project was more than its concept of low cost computing. Instead, I think it raises as many questions as it answers and engages its audience with problems about the role of technology in education and everyday life.
We explored multiple themes in more or less detail, but overall the session was a fantastic success and good model for how to bring about discussions that relate social science, technology, economics, and education in exciting ways.
Questions and themes for further follow-up:
1. What is the role of ethnographic researchers in relationship to the design process and the Playpower project more generally? That is, how do perspectives gained “on-the-ground” compete with held assumptions about the project and its implementation?
2. How do we move from perspectives of technology as a solution questions about peoples’ goals and aspirations? That is, are we working on the Playpower technology as a panacea for educational constraints rather than understanding how family and individual wants and needs articulate their own technology (or otherwise) solutions?
3. Understanding context means that we may need to do some questionnaire redesign – to understand more than just the landscape afforded by people’s lifestyles and incomes towards an understanding of how practice and purpose shape socio-technical interactions.
4. How can the conclusions and assumptions held by programmers and designers be refined? Put another way, do designers or researchers feel free, comfortable, or motivated to redress cultural biases and modes? Also, how is the distinction between game design and development articulated?
5. Does ethnographic research inform through techniques beyond the interview-questionaire-film? What are additional techniques for research?
6. What are the values that Playpower is proposing, advocating, or nominating? For example, are fantasizing, empathy, or transitions in behavior and practice something the project aims to make durable in its presentation and game design? What about the game or software content? How do these values translate into design – e.g. process or pattern knowledge as bird’s eye views and 2nd order perspectives.
7. Can film and cinema provide media and narrative precedents for games and instruction?
8. Did they buy (the original keyboard/game sets) because they are educational? Or for other purposes?
9. Are there game paradigms to move beyond the screen and into interaction and engagement with the real world.
After ManU went up 2-0 against Arsenal I started browsing and commenting on the submissions to this year’s Digital Media and Learning Competition that the MacArthur Foundation and HASTAC run each year.
Some observations:
Lots of games and game-like labs in the mix.
Art/Sci is now officially mainstream.
Climate and Sustainability are BIG social issue themes in the sci/tech proposals.
Lots of brands in the mix (Exploratorium, National Park Service, xlabs, Media Lab, Eyebeam, etc)
But after culling through them for an hour and a half, I think I got a good sampling of the 800 or so submissions to the Learning Labs track. Here are a few that seemed interesting, relevant and promising….to things I’m interested in..
This is a nice compilation of resources assembled for a course entitled MAPPING CONTROVERSIES in MIT’s STS program. The course focuses “…on developing aptitudes for combining multiple ways of knowing: textual interpretation, intensive search in heterogeneous databases, and design tasks; all of which point to the invention of new tools of representation for an increasingly complex environment.
A letter to this week’s Nature describes a study that reveals an interesting model of human movement patterns. The study is the first of its kind for the simple reason that the researchers were able to objectively track people in the natural environment by using mobile phone locations as proxies for their movement.
location tracking phone
Biologists have been performing similar studies on animals for years, using radio tracking devices and similar forms of locations awareness. However, because people tend to be difficult to keep track of, subject to influence from experimental methods, and resistant to monitoring by others, it has been previously difficult to get this kind of accurate data about humans.
Without recapping the study itself (you can read the original abstract and related news stories from the links below), there are many reasons why these data are interesting and useful. The least of which concern us with how people behave and how their behavior translates into public health practice, urban planning, education and communication. For me, the most interesting questions come when we understand what kinds of heterogeneity exist in populations. Understanding what motivates people to behave and respond differently is curious, especially when it relates to their cognitive capacities, their environment, and their learned behaviors. Thus we can begin to ask questions about how systems like architecture or policy, at very different scales, affect systems at other scales–like human reproductive choices for instance.
This study demonstrated that people aren’t really all that interesting in the movements, which is to simply say that we are predictable. We generally stay close to home or work and move in small bursts around these areas most of the time. Occasionally we make wider forays across the landscape.
There are privacy concerns to be negotiated. Many have been critical of the use of this information for the study. To my mind I don’t find the use of the data in the current study problematic for two reasons: 1) there is no identifying information available in the data, and 2) the mobile phones companies have been collecting this data, often out of legal obligation for billing precision, and using it for proprietary purposes with contractual consent from subscribers. I think it is important that some public good be made of the information, even if it means simply bringing to light the fact that these kinds of data are ubiquitously collected under the terms of cell phone contracts. Furthermore, a sample of people in the study explicitly consented to having their movements tracked as part of a value-added service, associated with navigation or weather for example.
Still, the study raises questions and begs for further social questioning and negotiating. I think where it starts to become problematic is when these studies begin to impede personal autonomy. Then again, the negotiations are where all the fun is…
This semester I have the pleasure of being able to lead and help two teams of students create engaging, socially-embedded, interactive design projects. The experience was a success both for me and the students. I learned a lot about my students and what they needed to do excellent work. I think we also found some new ways of working here at Srishti that may prove valuable in the long-term.
The teams also took part in a competition in which the winning team is invited to present their work at the Microsoft Research Design Expo, part of the Faculty Summit held in Redmond, WA in late July. We’re all looking forward to attending because we are very proud of the students’ accomplishments.
The ‘Moon Vehicle’ project consisted of a system to create interactive storytelling experiences around themes of the moon, space exploration and colonization, and India’s forthcoming launch of the Chandrayaan-I moon satellite.
Screen captures from the \'Moon Vehicle\' project design.
The Moon Vehicle team’s design developed in part from the Bangalore Space and Culture Initiative, an interdisciplinary endeavor of artists, scientists, designers, and technologists that began in late September, 2007 and coordinated by Srishti, NIAS, and ISRO.
The Play Revolution project changed many times, but it was always focused on the idea of building a socio-econo-technical system for improving the knowledge-networking opportunities of children living in slums in and around Bangalore.
The lab itself and the social interactions were influenced in part by the GROCS lab at the University of Michigan. Thanks go to Linda Kendall-Knox for her willingness to share aspects of their process.
The course started as a relatively straightforward user interface design series of topics, but this plan was quickly abandoned for a more socially-embedded model that would adapt to the different concerns and questions we were going to encounter. The primary article guiding this process was entitled “Products and Practices: Selected Concepts from Science and Technology Studies and from Social Theories of Consumption and Practice” (Ingram et al. 2007). The article stressed six stages of technological adoption: acquisition, scripting, appropriation, assembly, normalization, and practice.
We used these stages to guide our design process.
The students were given a design brief that consisted of two challenges: one consisting of Srishti’s existing commitments to cultural, educational, artistic,and design-based engagements with society, and another consisting of a more general challenge to design a user interface and/or interactive experience around the theme of learning and education. They were asked to develop a project that synthesized these challenges into one unique approach that incorporated the concerns, commitments, and constraints that were implicitly and explicitly embedded in the issues raised.
The theme of this year’s competition was “Learning and Education”, and students were challenged to design a user interface and/or interactive experience around the theme of learning and education that improves the daily life of a wide variety of users through learning and education, promotes creativity and curiosity in new topics, demonstrates novel ways of providing instruction, and rethinks education systems and tools.
Check this: This report is intended to help companies design specifically for the so-called base of the pyramid in Emerging Economies such as Brazil, China, Indonesia, India, South Africa, Egypt and Kenya.
An EMERGING ECONOMY is a country that is experiencing rapid informationalization under conditions of limited or partial industrialization. In the past, some of these regions have been understood as being in the process of industrial development, and were therefore described as ‘developing countries.’ Alternatively, they have been described as ‘emerging markets’ for goods and services created in the industrialized nations of the world. Our conception of Emerging Economies, however, recognizes that these parts of the world are not merely slow to industrialize, nor merely markets, but strategic centers for the emerging networked knowledge economy.
One of the biggest challenges found in India is convincing others about the value of design and design research. On the other hand, I have never been in a better place for learning and conducting research that takes into account the views, perspectives, and voices of others. Call it a post-colonial mandate or whatever, but in terms of making design adaptable and responsive to user needs, the context couldn’t be better for innovation and the creation of appropriate technologies and product service systems.