Showing posts with label center for science and the imagination. Show all posts
Showing posts with label center for science and the imagination. Show all posts

20121129

Thinkering Tomorrows -Playing the Future

Previously on this blog, I critiqued Science Fiction Prototyping, and talked about how role-playing games work. Today, I’d like to bring those two themes together to talk the design of my scenario planning role-playing game, Thinkering Tomorrow.  The goal here, in the words of Brian David Johnson, is to help people change the future by changing the stories they tell about the future.


To summarize the older posts, Science Fiction Prototyping is problematic because writing is surprisingly hard, and gets even harder if you want to achieve both scientific accuracy and literary quality. Additionally, the “gentle art of reperceiving” in an institutional context, which is at the heart of scenario planning/foresight methodologies, is diametrically opposed to the individual task of finishing a story. Role-playing games (RPGs) serve as a method for a group to successfully negotiate a common outcome, both by determining who speaks at a given time, and providing some way to foreclose debate over contentious issues. I thought that the strengths of role-playing games could compensate for the weaknesses in Science Fiction Prototyping.

The main concept behind Thinkering Tomorrows is a basic set of rules and pieces to help a group use their narrative imaginations and intrinsic understanding of ‘good reasons’ on the future.  To do this, the group first generates a set of random elements chosen from a list using a deck of playing cards, figures out in some loose way how all the elements work together, and then plays through a story about the future in 16 or so brief scenes. It’s inspired by the award-winning Fiasco, but different enough that I feel safe in saying that it is its own thing.

The Set-Up, laying out the disparate elements and figuring out how they fit together, is a game in and of itself. It is synthetic, in that is about challenging and exercising the players’ collective ability to generate meaning out of chaos. The items on the list are meant to be provocative and inspirational. A game that simply repeats culturally embedded stories about technology, like Frankenstein, Icarus, Telsa, etc. is not particularly successful. At minimum, the elements mean that everybody is working with the same pieces, and that the group can get over the terror of the blank page.


In most RPGs, characters are defined by a series of numbers that represent a kind of ‘imaginary physics’; bodily statistics, skills, equipment. Thinkering Tomorrows instead defines characters by their social roles, their relationships with the characters to their left and right. These relationships might be something like Family: Parent and Child, and Social: Shared Subculture. This system elegantly produces internal tensions for each character; they will have two roles to play, and multiple goals that may not align. Characters in the game will almost certainly be inspired by the experiences of the players, but hopefully will be different enough to inspire empathy and speculation. The space between “what would I do?” and “what would this other person do given who they are?” is a very productive one.

The Gizmo and the System Failure are the most important elements for the shape of the game. The Gizmo is a technology, composed of a Mechanism, Interface, Infrastructure, and Output. An earlier version of the game focused on lists of technologies that you might find in futurological forecasts, but playtests revealed that not all technologies were created equally, and that the technology was ignored for most of the story. Some of the Gizmos are ordinary, and some are quite fantastic, but all are detailed enough to help provoke design fiction style speculation about the daily use and purpose of technology.

The System Failure is what sets the plot of the game in motion. It is only realistic to say that technology rarely works right, and almost never does exactly what it was specified to do and only that. A technology might be misused, or it might have negative externalities, or it simply might break down unexpectedly. Dealing with the consequences of this failure; trying either to put it right or take advantage of the chaos, kicks the drama into high gear.

Objects and Locations help define the setting of the game, providing a few concrete places for the players to hang around in and McGuffins to fight over. They’re not supposed to be the only locations used, but rather serve as Chekov’s Guns which force the story towards some kind of conclusion. The Values serve to say in the broadest sense what the game is about: Democracy vs Authoritarianism, Transformation vs Tradition, or Independence vs Integration. Values are designed so that a reasonable person could support either side of an issue, but conflict is inevitable.

As I mentioned earlier, the game plays out in brief scenes of 3-5 minutes, rotating through the group so that everybody has equal ability to participate and shape the story. While some players will have better ideas and be more forceful in arguing them, there’s no single authority in Thinkering Tomorrows.  At most, someone might serve to facilitate play. In the first half of the game, players declare which elements on the table they want to use, and gain tokens if they successfully incorporate those elements into their scene. If they fail, the tokens go to a communal Crisis pool, to represent the situation getting worse.

The second half of the game takes on elements of a collective action problem, as players can choose to allocate their hard earned tokens to Fixes, Values which shape the big picture, or their own personal well-being. Depending on how the game plays out, there could be agreement on what is to be done and an efficient and easy implementation, or a bloody struggle that leaves the problem triumphant, and all the characters exhausted in pursuit of their ideologies.

Now, Thinkering Tomorrows needs more playtesting, and I won’t claim that it is the be-all-end-all of foresight exercises. The plot of problem-crisis-solutions-outcomes is a little stereotypical. The game’s ability to provoke interesting discussions is highly contingent on the group, how much they know about the future, and how well they work together. And finally, there’s no formal mechanism for players to introduce analytic components, to make the game “about” some technology or issue of specific interest, although that could be modified easily enough. But I do think that it’s an unique way to rapidly prototype science fiction stories in the span of an evening, rather than weeks or months.

If you’d like a copy of Thinkering Tomorrows, please contact me.


20121007

Science Fiction, Seriously.



Recently, ASU launched the new Center for Science and the Imagination to use science fiction in serious ways. Things like CSI are literally unbelievable; they could only happen at ASU, and it’s why I’m a grad student here. I’m look forward to working with the new center, and I have some ideas.

In the words of the center’s director, Ed Finn:
Our mission is to foster creative and ambitious thinking about the future. We want to bring writers, artists, scholars, scientists and many others together in collaboration on bold visions for a better future. But more than this, we want to share a sense of agency about the future, to get everyone on the plane thinking about how our choices inflect the spectrum of possibilities before us.

Right now, the center is bringing people together around big visions for the future, the most prominent of which is Neal Stephenson’s Giant Space Tower. Unlike a space elevator, which would require tens of thousands of kilometers of catbon nanotube fiber at an unprecedented production scale, Neal’s tower is only 10-20km tall, and built out of conventional materials like steal. However, by getting a launch platform above the thickest parts of Earth’s atmosphere, rockets could reach orbit much more efficiently, opening up new frontiers in space travel. The idea is that as a potential rallying point for interdisciplinary studies in engineering, sustainability, the politics of siting the tower, economics of operation, design of human living quarters high in what climbers call the ‘death zone’. It’s a big vision, but are we really thinking about choices and possibilities?

The tower is a fascinating project in many aspects, but as a spaceflight critic, I have my doubts. The tower is an interesting idea, but it’s closest analog isn’t the Apollo program, it’s large scale infrastructure like the Panama Canal, which was at its time an incredibly ambitious and fraught undertaking, cost $375 million, was politically tied to the imperial domination of Central America and moneyed shipping interests, and killed tens of thousands of workers. While it was a bridge between worlds in its time, and a worthy and impressive project, these days, its most enduring legacy is not heroic engineering, but cheap consumer goods and the Panamax ship standard.

Science fiction asks us to dream big, but history tells us we should be cautious. The legacies of innovation are rarely what we think they will be. The most important technologies are rarely the most impressive ones, human genome projects and particle accelerators and rocket ships. The science and technology that impacts us the most are quiet, omnipresent, invisible, things like air conditioning and standardized forms, forms of transportation that are cheap, efficient, and safe, buildings that stay up in storms and earthquakes, and the millions of other things that modern living requires, and which we notice only when they break.

We live in an era characterized by technologies, and as Langdon Winner noted in his classic The Whale and The Reactor, these artifacts have politics, but their values, costs and benefits, and forms of responsibility disappear into a fog of engineering details accessible only to experts. The architectures of technological systems structure and direct our lives in subtle ways, and yet we lack good tools to evaluate these technologies. I can think of three primary ways we approach technology: elegance, expense, and inertia. Technophiles love the newest most technically sweet solution or gadget for its own sake. Accountants are concerned with how much it will cost, and who will pay. And most people approach technology from a position of minimizing disruptions in how they live their lives, and interoperability with the current standard.

When people to come together to discuss technologies, the result is all too frequently confusion because they are coming from mutually incomprehensible perspectives. Rationality is not a fair and even-handed way of adjudicating between perspectives; demanding rationality is a way of enforcing the use of only one perspective. Cost-benefit analysis and similar “rational” techniques of technology assessment and governance take in only a very small slice of the human experience. For democrats, people who believe that everybody should have a fair say in the development of the community, this ungovernability of technology is a perennial problem.

Instead of bemoaning the perennial irrationality of the public, or elite decision-makers, or the morons who programmed the menu system on my internet enabled BluRay player, I think we should look for a different way of communicating. People may be irrational, in that they do things other than how we would have done then, but their actions make sense internally. They are never unreasonable.

Walter Fisher, in his work on the narrative paradigm delimited his theory that:
(1) Humans are essentially story tellers; (2) the paradigmatic mode of human decision-making and communication is “good reasons” which vary in form among communication situations, genres, and media; (3) the production and practice of goods reasons is ruled by matters of history, biography, culture, and character… (4) rationality is determined by the nature of persons as narrative beings-their inherent awareness of narrative probability, what constitutes a coherent story, and their constant habit of testing narrative fidelity, whether the stories they experience ring true with the stories they know to be true in their lives… (5) the world is a set of stories which must be chosen among to live the good life in a process of continual recreation.

In short, good reasons are the stuff of stories, the means by which humans realize their nature as reasoning valuing animals. The philosophical ground of the narrative paradigm is ontology. The materials of the narrative paradigm are symbols, signs of consubstantiation, and good reasons, the communicative expressions of social reality.

We need to bring reasons to the forefront, and stories are some of the densest, most fruitful areas for discovering reasons. We need to start taking stories seriously, and specifically stories about technology. We need more people telling stories about technology, better stories about technology, and better channels for getting good stories out there. And for better or worse, science fiction is the genre of stories that deal with technology and the future. As Clark Miller and Ira Bennet, two professors at CSPO wrote, “Science-fiction is technology assessment for the rest of us.”

Jay Oglivy, a futurist with the Global Business Network, argues that, “Part of the role of futurists… should therefore be to articulate in an understandable and appealing way images of a better future. We need an antidote to Blade Runner, a foil for A Clockwork Orange, a better sequel to 1984, a truly humanized Animal Farm.” I hope that the new Center for Science and Inquiry can take up this challenge, creating a community of interdisciplinary scholars and methods to use science fiction to articulate, discuss, and create this better world. Anything less would be a betrayal of our ambitions.