Experiential Futures scaling down
At the Dignified Futures conference on June 3 & 4, 2025, I gave a keynote talk on hopeful futures. Creating visions of inspiring future outcomes
can be a leverage point for change. You can download the slides and learn more about it here.
The talk and Experiential Futures (XF) workshop led to several amazing conversations about how people could embrace XF practices for their own organizations. But then I worried about how intensive XF projects can be to undertake.
I want to advocate for the power of Experiential Futures to communicate the futures we WANT to create in the world. But also caution people about how complex and intensive it can seem to build out an XF project.
Then on the plane home from Atlanta, I had time to reflect. Maybe it’s not true that XF has to be big.
I want to propose that there are Large, Medium, and Small ways to engage people in a tangible moment of a possible future.
These methods are from Stuart Candy’s fantastic work combining Futures Studies + Design.
Large = Full-scale immersions
Medium = Artifacts from the future
Small = Future things brainstorming
Large — Walk-in.
Build a scene of a potential future that is interactive. This requires a clear vision of what is different in your future, a specific moment that can demonstrate how your future is different from the present, a plausible reason that strangers are walking into your scene and doing something, and costumes, props, and scenery to transport people into the future. For example, alongside CivicMakers and the amazing Virginia Hamilton, Hillary guided a process of collectively imagining a future where government had fully embraced co-designing. We then built two experiential futures for county government partners to literally ‘step into’ and experience what that future might feel like.
Medium — Hand-held.
But maybe it’s not fully room-sized. Maybe just an object. Stuart Candy describes these as ‘artifacts from the future’, and Nick Foster and Julian Bleecker describe these as ‘design fictions’. Rather than building out an immersive scene and storyline, you can hand people a provocation in the form of an object that looks as if it arrives through time travel into your hands. For example, this could be
- a brochure from the job fair of the future
- an advertisement for a new type of food
- a new way of celebrating
It should show, not tell, that the future is different. And when you hand it to another person, they can imagine the everyday moment that would surround this artifact in the future.
Small — Play.
A third way to engage people in thinking tangibly about a possible future is to ask them to imagine with you. You can describe the qualities of a potential future and invite people to play a modification of the Candy & Watson game, Thing from the Future. That game ask people to imagine things that would exist in futures prompted by a deck of cards. But to invite people to focus on a specific vision of the future, you can skip the shuffled cards and use only the prompts that help people to imagine everyday moments that would occur in your future story.
For example, In a future where government has fully embraced co-design, what would we see?
- What new celebrations might there be?
- What new jobs?
- What new infrastructure?
- How would citizens see that their government is working differently?
This can be a fun way to ask people to actively imagine what your vision means for everyday life.
Toni Cade Bambara, the beloved Black Feminist poet, said
“The role of the artist is to make the revolution irresistible.”
I hope we can do that by giving people glimpses of what a ridiculously hopeful future will look and feel like.