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Speculative design and experiential futures Stuart Candy, Ph.D | @futuryst Director of the Situation Lab | @sitlab Asst Prof, Faculty of Design, OCAD University | @OCAD Stanford dSchool 1 May 2014

Speculative Design and Experiential Futures

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Speculative design and experiential futures are practices for influencing what is possible by materialising the imaginary. This is an edited version of a presentation by design futurist Stuart Candy to the Stanford d.School class "Decay of Digital Things" (http://decay.io) at the invitation of Elizabeth Goodman (@egoodman) on May 1, 2014.

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Page 1: Speculative Design and Experiential Futures

Speculative designand

experiential futuresStuart Candy, Ph.D | @futuryst

Director of the Situation Lab | @sitlabAsst Prof, Faculty of Design, OCAD University | @OCAD

Stanford dSchool1 May 2014

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“Always design a thingby considering it

in its next larger context – a chair in a room,a room in a house,

a house in an environment,an environment in a city plan.”- Eliel Saarinen (1873-1950)

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Source: Candy 2014, based on Wendy Schultz /Hawaii Research Center for Futures Studies

planning

admin/ops

foresight

TIME

SCOPE

PARTICIPATION

What’s should happen in orgs: Planning for alternative futures

‘Outside in’ thinking; foresight informing

action today

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Source: Candy 2014, based on Wendy Schultz /Hawaii Research Center for Futures Studies

TIME

SCOPE

PARTICIPATION

What usually happens in orgs: Planning for the present

planning

admin/ops

(foresight?)‘Inside-out’

thinking; extrapolation of

the present

Page 5: Speculative Design and Experiential Futures

Source: Candy 2014, based on Wendy Schultz /Hawaii Research Center for Futures Studies

TIME

SCOPE

PARTICIPATION

How design should work: informed by experimentation from both sides

‘Inside-out’ thinking and ‘outside in’

simultaneously design

making

foresight

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the present moment

time

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Chess:

After one player moves: 20After 1 move each: 400After 2 moves each: 72,084 After 3 moves each: 9,000,000+After 4 moves each: 288,000,000,000+

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Source: Candy 2010Based on Hancock & Bezold, 1994

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Setting

Story

Situation

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Arc

Terrain

Object

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Arc

Terrain

Object

Mood

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