Our Future Is Somewhere Here
_work-in-progress
// created during my CYENS Art Residency 2024
_editorial
// version 3.0 // 21-11-2024
// version 2.0 // 28-10-2024
// version 1.0 // 16-10-2024
_Introduction
Our Future Is Somewhere Here is a social artistic game for people who are interested in exploring potential future scenarios and are open to asking themselves questions about the relation between past, present, and future. It is a tool for people to have valuable conversations without fighting about today's hot topics.
Our future is one of the things that excite, worry, and bother everyone in some way. Yet, little do we realise how much we have a role in shaping it. If it’s not with what we design and create about it, it’s with what we choose to consume, buy, and support. By the way we perceive our present - either in an active or a passive role. All of our actions or non-actions do shape the future. What we already know and what we are able to imagine are the limits of our future designed. I wonder, how aware are we of that?
With this game, I invite you to co-create a possible future with your co-players. Everything that each player is doing affects everyone else and your collective future. During the game, you take rounds in collecting building blocks of future scenario elements by referring to a statement you find on your way.
The Future Is Somewhere Here also explores the levels and complexity of influences that are out there. They are divided into ten categories, which you will be able to explore while you play the game: family, friends, local community, education, work, culture, media, government, business, and big tech. Each statement you go through asks you to either agree or disagree with it, and following your choice, you receive a building block for the future scenario you are co-creating with the rest of the players. After a few rounds, you all reveal the future you designed as a group and assess it. There are also so-called info cards, which contain a valuable resource, inspiration or story connected to the game and the research that informs it.
_Goals of the game
With this game, I aim to bring awareness about how our past and present influence the future and especially our role in it. As human beings part of an extremely complex system, we often feel powerless and underestimate our role as individuals and as a community in shaping the future. In reality, our actions and non-actions actually matter - we are always part of a social system and as such, we influence the other parts of the same system.
I am also excited to create a space for connection. I would like to invite the players to be open to new discoveries during this game - about themselves and the others. This game is a facilitated conversation opener, be mindful of the others and give space for everyone to express and contribute. It is a collective game, not a game about competition.
This game also aims to bring an understanding of how designing a potential future could look like, what elements influence it, and what is our role in it.
_Context This game is created by a human who grew up in a post-communist society in Southeastern Europe, and trained in the Cyrillic alphabet first. During my teenage years, I was influenced by video games and English-speaking movies - this is how I learnt English. I have spent most of my conscious time working in an international environment with people mainly from Eastern and Western Europe. Many of the sources of my knowledge are written or translated into English and Bulgarian. In this game, I have shared lots of my personal experience and social research over the last 20 years. Thus, of course, the statements, their answering paths, info cards and speculative scenarios are influenced and biased by my own experience and imagination. While playing the game, please, be open to accepting someone else’s life experience and conclusions, keeping in mind it might not align with yours. And is totally ok.
_Understanding the categories
In the game, there are ten categories of influence arranged in gradation. They tackle aspects of our everyday life and ask you either about your past experiences or current beliefs and understandings. I’ve chosen topics and narratives that I find quite common in my context and wanted to invite the players to reflect on them. The game focuses on things that really affect the way we live and plays with concepts from real life. However, the game is also extremely simplified in order to fit in this small limitation - the statements have only Yes/No answers, while in reality, the world is much more complex. Thus, I would like to invite you to see this game as a bubble we are exploring with a possible alternative modular future we are creating as a group.
Categories of influence:
_family // our family has a fundamental role in shaping our values, beliefs, and understanding of the world. Usually, whatever we learn while growing up stays with us during our whole life. In the oversimplified causation model of the game, we consider that whatever we’re used to, tends to stay with us or makes us want to keep it in the future.
_friends // our friend groups have a strong influence because they are usually a safe space outside our family, where we can express ourselves and look for people with similar interests. While we grow up, we seek acceptance and space for experimentation. Thus, our friends can strongly influence our taste, beliefs, and understandings.
_local community // the local environment is another source of influence. It is what we’re getting used to - the connections with people in our neighbourhood form the way we interact with people outside of our closest circle; the aesthetics of the city form our taste in architecture and urban or rural design; the organisation of the community - the way we imagine living with others in a shared space.
_education // one of the most important foundations of our minds, perception, and thinking, education is essential for shaping our views and understandings of the world. Depending on in which language we’re learning and in what context we’re educated, creates particular nuances of the way we perceive the world, and what we understand as truth. Understanding that it is also always subjective depending on what sources inform our education gives us the power to seek alternative sources and form critical thinking.
_work // our work environment can have a strong hold on us, especially if we stay long in one company or organisation, or dive really deep into our work relations and the topic of our work. Our colleagues and boss can be influential people who help us find new ideas and open our minds to new possibilities. It can also have a hundred other ways to affect us, depending on where we are and with whom.
_culture // moving from our more personal experiences to a bigger scale influences the culture we are exposed to and that excites us and is also a super strong source of influence. While we are teenagers, we often go through different tastes in music that are quite important in our social circles at that time. The books we read give us narratives we keep with us during our lives, and the movies we watch not only entertain us but also inform us about many other life stories. We need those sources in order to understand life and the others because art, literature and storytelling make us understand how complex life is.
_media // media plays a powerful role in shaping the way we think and our beliefs, often influencing us in ways we may not immediately notice. It determines what topics we see as important by deciding what to cover. This "agenda-setting" effect shapes public discourse, prioritising certain issues, making some things visible and others - invisible. Media dictates opinions, narratives, understandings of reality, and particular truths - and it is never objective. The rise of misinformation, fake news, and all those sorts of confusing messages created a world in which our critical thinking is more important than ever.
_government // the government influences our lives by creating and enforcing laws, shaping public policies, and providing essential services such as healthcare, education, and infrastructure. It is supposed to regulate the economy, ensuring stability and fairness through taxation, trade policies, and labour laws. It is hard to describe in short the role it plays in shaping our lives because it is extremely complex. But what we need to consider while playing the game, is how much we understand that complexity and do we know how to execute our civil rights within the particular structure we are living.
_business // as we live in a capitalist world, business is affecting absolutely every aspect of our lives. We interact with countless businesses every day by doing even the simplest action, such as buying some food. It is essential for us to be aware of those choices we make even though it might feel overwhelming at some point. Whatever we choose to buy, we support its business model. And it could be painful when we feel we don’t really have a choice.
_big tech // Big Tech is becoming a dangerously strong player in the way the world is being shaped. The consuption of digital services and products is increasing without any limitation which makes it difficult for data centres and tech companies to keep up with the demand without damaging the environment. The impact of the technological development during the last 20 years on many things - like the environment, our psyche, etc. - is still hard to assess and evaluate. But no matter that, the growth (for the sake of growth so the investors are happy) is still being pushed more and more.
_Methods
For the design of the gameplay and the relation between statements and outcomes, I have played with different methods and mixed them.
The game’s narrative is based on reflection on our past and present. Through our response to the statements, we collect a future scenario. This scenario can be relatable for the player or completely bizarre. Its purpose is not to be realistic for everyone but to speculate about possible outcomes from our experiences and beliefs, and to reflect on them. It also gives us the opportunity to reflect on our own past and present choices. The main method for the narration is using speculative fiction and exploration of possible worlds. As we’re playing with our personal experiences, those scenarios are quite grounded in reality, but they create a fictional world that works with the concepts of the real one. While collecting the building cards (scenarios), we build a modular future created by many small stories placed on each one of the building cards.
For the statements and their outcomes, I’ve played with several models. There is a path dependency between the statement and the chosen answer, so it leads either to one direction or another. This is also based on counterfactual reasoning - if something doesn’t happen, another thing will. In these statements, there are, of course, some oversimplifications and exaggerations for dramatic effects. The game also demonstrates the entanglement of things - our past, present, and our choices affect everyone else in the game because we are building a collective future. We’re also playing with some diffractive ways to examine how elements transform each other (the categories of influence are also influencing each other) and how our differences and similarities are not fixed, but relational.
_In a nutshell, the methods used are:
+ speculative fiction
+ exploration of possible worlds
+ path dependency
+ modularity and non-linear narration
+ counterfactual reasoning
+ simplification (sometimes extreme)
+ exaggeration (for dramatic effects)
+ entanglement (Karen Barad’s concept of agential realism: “all entities are intertwined, continually shaping and reshaping each other in the process of their existence”)
+ diffraction (Karen Barad, examining differences that emphasise interaction, transformation, and entangled relations rather than simple reflection or mirroring)
↳ examine how elements transform each other;
↳ to trace how differences are not fixed but relational.
_game design
_prototyping
The first sod of this project was laid back in 2022 during my first academic year at XPUB (my Master's programme in Experimental Publishing at the Piet Zwart Institute in Rotterdam). It was during the third special issue when we had artist and scholar Femke Snelting as a guest tutor. She introduced us the philosophical concept of "diffraction" originally developed by Karen Barad in her "Meeting the universe halfway" book from 2007. As an assignment, we had to do a "diffractive reading" of two different sources and create something out of it. As a result of my small experiment, I created this ▶▶Intersection between what we know as individuals and what we know as a collective data as a spot from where we can imagine and design a possible future. I revisited this idea again for my CYENS residency, because I was interested in seeing how far this idea can go. I opened the Pandora box.
While there was a whole universe of possible scenarios to research, I had to narrow it down. I wrote a note to myself, so I don’t get carried away and pinned it: “Keep it simple!”. So, while researching the topic of “future design”, I also had to create a game that was easy and fun to play. Going from a big idea into a small game was an extremely challenging route.
_Game structure
I started creating a simple card game. The idea was to come up with a mechanism for the players to create a possible future scenario as a group. In order to do that, I went for making a modular, non-linear narrative based on different levels of influence. I extracted 9 categories of elements that influence the way we form ourselves over the years: family, friends, local community, education, work, culture, media, government, and big tech & business. For each category, I created two statement cards and based on what the player will choose as an answer (would they relate to the statement or not), they collect one building block (card) for the future world. This way, one by one, the players will make a modular combination of future situation that together build a world they will live in.
Then, I added some additional elements to make a more playful gameplay and give the players a more visual environment. Thus, I made a game board for them to navigate through. And some pawns, dye, and additional cards - the info cards.
_Game testing
The game prototype was tested at several sessions. You can read more about the tests here.
_final version
_game rules
_How To Play
Every player chooses a pawn and places it on the Start spot on the game board. From the start arrow on, the board has 10 categories spots and 1 info spot. Over the first round of the board, each player can choose two categories and one info card while taking turns. Once they finish one round, they can either enter the assessment round, or take another round with exploring more categories and statement cards.
▲ The first round:
Each player takes a turn. As this is a collective game, there is no competition, therefore - it does not matter who starts first and who is last. They just take turn and for round 1, each player has 3 turns.
Each player picks one category to explore at each turn. They place their pawn on that spot and they cannot go back to a category spot they passed. Once they pick a spot for their pawn, the player draws a card from the same category (e.g. spot with the sign “family” - takes one card from the “family” deck). They read the statement on the card out loud and choose whether they relate to the statement (yes) or not (no) while also elaborating on their choice, so the rest of the players can understand it. Depending on their answer, they can find a code on the card that points to which building card it relates. They take the building card, read it out loud, and place it in the middle of the board. When they decide to land on the info sign spot, they pick one "did you know" card and explore it together with the group by also having a short discussion about its content. The card can have a rhetorical question and the player can read it out loud and share their response to it. This round continues until everyone passes the end spot and gets in the middle or continues for a second round.
▲ If there is a second round or a third round, they go on the same way.
▲ The game ends with an assessment round. When every player gets in the middle of the game board, they have a moment to assess the future they have built together. They read all of the building blocks and all the scenarios that are now part of their collective future. Now is the time to change it as much as they wish: Every player is allowed to change one building block. They can either rewrite the whole card (by using the empty ones), or change only parts of it; or exchange it with another building block that was not picked during the game. The players can decide how to manage this collective moment - either to vote for which cards to change, or do it individually - it's up to them how their future design would look like. After the round is done, the game is finished. The players can have a final read and they can have a conversation to discuss the possible future they co-created.
Last round reflection/assessment questions:
Everyone takes a turn to share and assess the future they built together.
+ What do you think of this possible future?
+ Is it realistic?
+ Would you like to live in a world with these rules/situations?
+ Would you like to change a building block? -- You are allowed to change one building card - completely or partially. Write down the new statement on a blank card.
_In a nutshell:
1// Each player moves their pawn around the board and picks a category to explore via the statement and the building blocks. They start from the arrow and continue in the same direction without going back.
2// When a player lands on a category (like family or education), they pick one card from that category and read it out loud. Then, the answer with Yes or No to its statement and receive the building card referring to the code under their answer. When they get the building card, they place it in the middle of the board and the next player takes their turn.
3// When a player picks the “i” (info card) spot, they can draw a “did you know card” and read out loud its content. They can elaborate on it and have a discussion with the group before moving to the next player.
4// Each player can pick two categories and one info card per round.
5// Once the rounds are over, the players enter the middle of the board and the assessment round. They reveal the future they co-created and assess it. Every player is allowed to change one card (they can edit it or rewrite it using the blank cards).
_Code of conduct
With this Code of Conduct, I would like to clarify the values and atmosphere I aim to foster for this game. It is an invitation for you, the players, to collaborate and understand the boundaries of our behaviour in this common space we will explore together. In addition, as a group, you can also decide on other rules or adjust the ones I am offering. Our common goal is to create a safe space for everyone to share their personal experiences and not be judged by the others.
_What is expected while playing the game:
Open-mindfulness // Be mindful and vigilant during the game. Remember that everyone is sharing their personal experience that might be different from yours, and both of your experiences are valid. Be open to hear someone else’s view.
Listening // When the other player is reading their statement and sharing their experience and answer, remember to give them space to express and don’t interrupt them.
Mind your language // This game is written in English by someone’s who is not a native English speaker. Many of the players might not be either. Let’s try to use simple words and avoid jargon or specific terms. If we use it, we explain what does it mean to us and don’t take for granted that others know it already.
Be open to (un)learn // One of the goals of the game is bring up things that might not be seen by some of the players and create space for the group to discuss them. It might be something you never knew of, or you had a completely different idea about it. Remember that there is no universal truth about anything, therefore explore the new points of view and new learnings you might encounter with an open heart. It’s up to you how to embrace them and reflect on them.
Ask questions // If you don’t know or understand something, feel free to ask. If someone asks you about anything, please, explain paitiently. Try to avoid “feign of surprise” reaction to questions, because it makes people feel uncomfortable, stupid, or humiliated. (Feign of surprise is to pretend that you are surprised by somethinh, such as if someone doesn’t know something and say things like “Oh, don’t you really know what this is?” or “Oh, you haven’t seen this before?”)
Embrace collectivity // This is a space for co-creation, a collaboration game. Remember that you are building a future together as a group and at the end you can adjust it as you see fit. Enjoy this moment to speculate about what future you can imagine and what is the best we can do to create it.
Freedom to withdraw // If you feel uncomfortable with a particular card and its statement, you are free to skip it and draw another one. You are, of course, allowed to withdraw from the game at any moment if you feel too uncomfortable and if you’re moving to the so-called “panic zone” (when a challenge is so far away from the zone in which we feel comfortable, that it becomes overwhelming. In this zone we experience stress, fear and challenge in a way that learning is impossible).
_What is unacceptable while playing the game:
Aggression // In any form. The game’s topics can create some heated conversations, so it is important to keep yourself in check and don’t abuse the others. Aggression can only end the conversation in a sad place for everyone and that is not the point of the experience.
Be mindful that none of the players is demonstrating aggressive behaviour, such as bullying, making fun of and trolling, hatred and passive or active, physical or mental aggression, harassment, any speech of hatred, racism, homophoby, misogyny.
_colophon
This project is created during Ål Nik’s art residency at CYENS x ThinkerMaker Space x EdMedia in Lefkosia (CY).
People:
I am grateful to Eleni Pashia, Sonia Andreou, Alex Charalambous, Stratis Pantelides, and Stella Taousiani for their support or mentorship during the residency.
Also to the people who tested the game with me and gave me valuable feedback: Ágnes Kaszás, Alexia Achilleos, Antonia Christou, Betiana Pavón, Dimitri Mertzos, Divleena Singh, Eleni Pashia, Johannes Jakobi, Oleg Kabakchiev, and Sonia Andreou.
Fonts:
CirrusCumulus by Clara Sambot. Distributed by velvetyne.fr.
Roboto Mono Light by Christian Robertson. Distribured by Google fonts.
Reader & references:
▶ Future Design Reader