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The Thing From The Future

A card game in which players combine a type of future, a place, a kind of object and a mood to imagine a specific object from that future and discuss it as a group.

Origin
Situation Lab, by Stuart Candy and Jeff Watson (Candy, 2018)
Output
Descriptions of objects from possible futures, to discuss as a group

What it’s for

It helps you imagine alternative futures, which is hard: the game gives a concrete starting point and makes it fast and fun.

Key elements

  • Arc

    The type of future (growth, collapse, discipline, or transformation) and how far away it is.

  • Terrain

    The context or place where the object appears.

  • Object

    The kind of thing to imagine, which becomes concrete when combined with the other cards.

  • Mood

    What it feels like to come across it.

How it’s done

  1. Draw the cards one of each type.

  2. Describe an object from that future, each person on their own.

  3. Discuss the ideas as a group and pick the most telling ones.

Applications in design

  • When to use it

    To open a futures workshop or as a warm-up before building scenarios.

  • Avoid

    Stopping at the witty idea: the value lies in discussing what each object says about that future.

  • Don’t fall for it

    Play several rounds: the first ideas tend to be the most obvious.

Authors and works

  1. Stuart Candy and Jeff Watson

    Created the game at Situation Lab.

  2. 2009

    Jim Dator

    Proposed the four archetypal futures on which the arc cards are based.

Sources

Original sources

  • Candy, S. (2018). Gaming futures literacy: The Thing From The Future. In R. Miller (Ed.), Transforming the future (pp. 233–246). Routledge. View source: Candy, S. (2018)
  • Dator, J. (2009). Alternative futures at the Manoa School. Journal of Futures Studies, 14(2), 1–18. View source: Dator, J. (2009)

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