Strange Attractor
Workshop · Half day (3h) or full day (6h) · Up to 40 participants
From 20 000 kr (half day) / from 30 000 kr (full day)
Most futures exercises produce clever gadgets. This one produces futures that have to make sense for actual people — which is harder, and more useful.
This suits you if…
- You're going into a strategy or creative process and you want participants to be genuinely comfortable with ambiguity before it starts. We create Design Fictions that forces them to become comfortable with uncomfortable futures
- Your team keeps generating ideas that don't survive contact with real users. You want explore a method that forces social plausibility before technical possibility.
- You're working on something — a product, a service, a policy — and you want to explore what the world around it might look like before you commit.
What you take home
- Documented scenarios from the session, with the card combinations that generated them.
- Consequence maps per scenario: named beneficiaries and those made worse off, with human specificity.
- Tagged output from the group pass: Signals, Wants, Watches.
- For the full day: focused scenarios tied to something your organisation is actually working on.
- You get a few Design Fiction Kit decks that you can use to run your own ideation and consequence sessions.
What happens
You can either go in to this session with a clear product, relationship, attribute or trend — and we'll create material design fictions based on that – or we can use the Design Fiction Kit to generate completely novel material futures. A pre-session discussion allows us to decide on either or both.
The Design Fiction Kit process relies on four categories of concepts, and it is the Archetype card that is the mechanism that makes this different from every other futures exercise. It's an artefact brought back from the future — an information booklet, an ID card, a product manual — something with a function you recognise from today even though its form has changed. The Archetype is the stand-in for human need: it explains what the human conditions are that surround this material futures: who uses it, what it asks of people, who benefits, who is left behind.
Without positioning this future in a human context, material futures default to inventing interesting technology things that reflect your teams technical skill and imagination, but which doesn't challenge their thinking around how society works. The Archetype forces a position: this object exists in a human world, it serves someone specific, it has a social logic.
After each scenario is presented, the group does a consequence pass: who benefits from this future, and who is made worse off? The first level of each answer must name a specific person, group, or human condition — not a general effect. This prevents the session from producing abstract futures with no one in them. Humans are always effected by the futures that you create – by identifying as these effects as broadly as possible we can better identify your challenges and opportunities.
Half day — blue sky format: Scenarios are unconstrained. Ends with the consequence pass and a group tagging round: Signal (already happening somewhere), Want (worth working toward), Watch (worth keeping an eye on ).
Full day — focused format: The morning runs as a blue sky session to build comfort with the method. In the afternoon, we replace a few of the cards with something you want to examine deeper — a specific user, a technology, a context you're designing for. The consequence pass in the afternoon has a different quality, where participants are now accounting for real people and social contexts effected by something you're actually building.
Book a call
Book a free 30-minute call — no sales pitch, just figuring out if any of my formats fit your situation.
Contact me
Design fiction is a way of looking at what we need in the future and what we have today, to make a plan to get there. It doesn't have to be positive — it's more of a way to try to anticipate what can happen.
Niklas Asp, izedLAB