I just realised that this thing, the frame, the viewer, the [enter other casually used descriptor] has never really had one particular name. What is it? Well, it’s an Obliquiscope.
I’ve previously used the word to define a process, which I think I taught at a session at the RCA back in 2016 or so. And the process took on a variety of diagrammatic forms, of which this is one:
Until now, I have used the definitive article – The Obliquiscope – to describe it.
But really there could be many ways into achieving the same aims of looking at the word obliquely.
As I sit here finishing the regenerative design toolkit, having to name the contents, I’ve decided that the frame is also an obliquiscope. And there may be many more. To be going on with then, here’s a generic description…
An Obliquiscope is a tool which sets different apertures for reality.
It works to bring your focus to bear at different layers of a scenario or situation.
Depending on what you need to do, it helps you see the surroundings more clearly, or blurs them for convenience.It helps a novice understand the basic principles of zooming in and out. For an experienced practitioner, it is a reminder to explore methodically in their inquiries.
Point an obliquiscope at something, and see the world differently.
As perhaps we all have, I’ve spent a lot of time reflecting in the last few months about how to make those precious moments when people are together really matter.
For a lot of people, the working week has been transformed by the pandemic, of course. Moving into this year, it feels that businesses now must learn to live in a world where shadows of this pandemic and future ones will hang over daily operations to some degree. Pining for a return to the past is no longer an option.
Instead, being thoughtful and intentional about the platforms you provide for people to come together effectively is vital. If your colleagues only see each other in person one day a week rather than five, what can you do to make the most of that time together?
One thing we worked on last year now seems to have extra relevance in this regard; a commonplace book created for an event designed by our friends at Thompson Harrison. What follows is a quick overview of the project, and then some reflections on how the principles might apply more broadly in future.
Shaping collective experiences
Thompson Harrison is a leadership and organisational development consulting business founded by Tracey Camilleri and Sam Rockey.
Tracey and I know each other from the early days of Smithery, where she invited us to be part of the Oxford Strategic Leadership Programme she runs at the Saïd Business School. We created an experiment together called The Key To Leadership.
It was a visceral, hands-on creative process for a small group of leaders as a container for their experience. The key we helped each of them make was a physical totem representing their learning journey, linked to a digital repository of notes, images and the like they made during the week.
With this project in mind, Tracey and I started talking last spring about something new she was plotting.
“What might we do that’s like the key” said Tracey, “but for more people… over 400, rather than 35…?”
ConvexUnited
The event was for Thompson Harrison’s client Convex. A relatively new player in the international speciality insurance space, since the start of the the pandemic Convex had seen significant growth in terms of business and headcount. This meant that a significant majority of people had not spent any time working together in person.
The plan was to create a two-day experience for people to come together and celebrate the shared culture and values through a series of diverse, compelling learning sessions.
There were to be over twenty different sessions, across seven different themes (Space, Language, Image, Movement, Sound, Magic and Memory), and each person would only be at three of them.
Which brought some challenges when it came to thinking about replicating what we achieved with the key. What sort of material mechanic could work between that many people? What thing could connect over 400 people through an experience which would be shaped by the participants themselves?
One of the things which struck us early on was how much would be going on that an individual wouldn’t see. Whilst you were learning and reflecting in your own sessions, you’d also be aware that other people were doing the same in different experiences.
The organisation as a whole was learning new things, which meant that you as part of it should be able to access to that knowledge. Therefore, finding ways to encourage people to discover what others had recently learned became a key principle.
After much thinking, sketching and deliberating together, we decided that we should make a commonplace book.
What is a commonplace book?
Commonplace books have been used throughout history by everyone from Roman emperors to Enlightenment philosophers, pioneering scientists to modernist authors, US presidents to technology moguls.
They are a place for collating knowledge in a way that will help you see the world differently. A place to gather snippets of stories, observations, experiences, quotes and anecdotes, sketches and models, poetry and verse. Everything from the enduring ideas of the ages to startling new perspectives you’ve never heard of before.
A commonplace book is somewhere you can collect anything that feels important in the moment, even if you’re not yet sure why.
The most powerful thing about commonplace books is how they illuminate connections between ideas in ways previously unimagined, simply by bringing them together in one central place.
In the more recent decades, of course, personal collation of this sort is well supported by digital tools – early blog platforms, Delicious, Tumblr, Pinterest, and so on – and we toyed briefly with the idea of something as a shared digital experience or app.
But as we thought about all of these different people joining sessions with new people, learning a wider variety of different things, it felt that something physical and visible to others was really important.
A commonplace book could be used be participants to collect, connect and reflect on their own experiences throughout ConvexUnited. And yet it could also be something they could take pride in showing others in the moment.
This would prove to be especially useful in the moments in-between sessions, where people would stand next to each and ask “so, what have you just learned?“
Making a commonplace book
We brought in long-time friend Emily Macaulay of Stanley James Press, printmaker and bookbinder extraordinaire to help us make a commonplace book just for this event.
Yes, we might have used just a high-end blank notebook instead, but there were two reasons for making something bespoke.
Firstly, the moment where people receive the book on registering was to be a vital one. Every opportunity to make something extra special mattered. A custom commonplace book would immediately feel like something ‘just for us’.
Secondly, we wanted the learning themes to have a specific place in the book. You might only be going to three sessions, and therefore use the blank pages in just three sections. But the invitation was there in your book to go and find out what others learned within the wider cohort. Fill the pages with the knowledge of others.
This wasn’t just a book for individual learning and connection. If you were to gather all the commonplace books together, the sum of the knowledge would be greater than all the individual notes.
Small pieces, loosely joined
We needed more ways to help reinforce this message however. Asking people to share their notes and ideas left a lot of work to be done on their part.
We wanted to make it as easy as possible to give ideas away. The goal was to make items of information hop from one book to the next.
So in each session, we gave each participant an envelope. Inside these envelopes was a postcard based on a key insight from that session, and a series of custom stickers from Sticker Mule to help prompt reflection.
Some of these stickers were key questions to reflect on the general theme. Others featured a QR code leading to some further viewing related to the session.
Throughout the experience, we saw people using the commonplace book in three ways. Firstly, as you’d expect, as as a freeform space for notes in each session. Secondly, as way to explore the theme more broadly for themselves and the organisation. And thirdly, as a vehicle for shared experience, as they told others what they’d just been a part of.
Those moments were small parts of a much larger whole of course, expertly designed and delivered by Tracey & Sam. Yet from the large communal spaces to the small intimate moments, all of these moments were connected by the commonplace books as a way to capture, build and share understanding.
Layers of interaction
What’s this got me thinking about for 2022 then? Here’s an initial sketch I made used the Zenko Framework to play this out…
From the bottom-left upwards, what matters in this area is about individuals and teams. How people gather and work together, what they did to compensate in the last year, what will work moving forwards. Often, you’ll find that small groups can create effective ways of working together and problem-solving that aren’t replicated across the business.
Then from the top-right downwards, there are existing large, slow-moving structures that contain companies. The buildings rented or bought, or the decades-old functional silos. These large structures offer stability which means a company stands a good chance of persisting into the long term.
Both of these dynamics, of course, link back to some of the original Pace Layers thinking by Stewart Brand that the Zenko Framework is based on – “the slow proposes, and the fast disposes” and so on.
The creative and imaginative energy that small groups of people come up with frequently bump up against the functional way that both the building works, and the structures of the business.
But what if there’s now an interesting space that could emerge in between these two dynamics, as businesses start examining what a building is really for?
Staging social imaginaries
The opportunity in 2022 might be to build in more flexibility in fixed office space and firmly structured groups. A company could make imagination and creativity more scalable on a regular basis by continually creating temporary, social imaginary spaces.
What’s a social imaginary? Let’s use this definition by Charles Taylor:
“By ‘social imaginary’… I am thinking of the ways people imagine their social existence, how they fit together with others, how things go on between them and their fellows, the expectations that are normally met, and the deeper normative notions and images that underlie these expectations.”
Charles Taylor, Modern Social Imaginaries, 2006
When people in your organisation imagine how they work together, what it is they have in common, the viewpoints and ideas they share… well, it isn’t just about the work.
If everyone in a company only imagines they are linked by the prosaic output of the business, and the office is just a place to make that happen, the obvious pushback becomes “well, we’ve shown we can keep creating the output when we work from home“.
Which is probably true.
Instead, the office might have to become an ever-changing, inspiring centre for collective imagination.
Employ themes like those we used in at Convex United, and captured using the commonplace books; ideas that are stimulating, and open to interpretation.
Embrace seasonality, and shape activity, spaces and sessions around the things that are really important to your people at a given time.
The office space in this regard might become a stage, a playhouse even, where shared social imaginaries act as a container for the organisation’s imagination.
Rather than just expecting everyone to trudge back into the office at some point this year, eyes down and forward focussed, what might you do to make their shared experience of work a joyful, exciting, inspiring one?
I was honoured to give a talk on Zenko Mapping as part of this year’s virtual Word Information Architecture Day. Thanks to Mike and Mari for the invitation, and help in planning.
As per the last talk I gave, I made a film to do it, using some of the previous ideas I’d used in the last Zenko Mapping film, and crucially some new parts more relevant to the
You can watch it here:
Additionally, some resources for you if you were at the talk (or just interested after watching this)…
Firstly, you might want to play around with the basic Zenko Mapping template, just to get a feel for how some of your own projects might play out. There was a copy or two on the Miro board as part of the event, but here it is here too.
Secondly, you might do this for a bit and think “well that’s interesting, but I need help applying it with my team”. Get in touch here, and we can help with that. We’ve been exploring different ways of using it with client for years, from running rapid orientation settings with teams, to designing custom versions for whole businesses to deploy.
Thirdly, I was also making an origami fox throughout the film, and so thought I’d share the instructions for that too so you can have a go.
I was delighted to be asked to speak about Zenko Mapping at the Marketing Society’s Brave Get Together conference last month, especially given how many people are looking for new ways of working at the moment.
I put together a little film as an introduction to Zenko Mapping, a tool I’ve been developing for the last six years or so.
It’s a mapping tool which helps you to ‘do the next right thing’, whether when collaborating with others inside and outside of your organisation, or making decisions on where to go next. It makes your strategy and tactics visible.
Once you’ve watch the film, you may want to do one of three things.
Firstly, you might want to play around with the basic Zenko Mapping template, just to get a feel for how some of your own projects might play out.
Secondly, you might do this for a bit and think “well that’s interesting, but I need help applying it with my team”.
Give us a shout here, and we can totally help with that. We’ve been exploring different ways of using it with client for years, from running rapid orientation settings with teams, to designing custom versions for whole businesses to deploy.
Thirdly, I was also making an origami fox throughout the film, and so thought I’d share the instructions for that too so you can have a go.
There is a crack in everything, that’s how the light gets in
Leonard Cohen
First of all, thank you to everyone who’s said nice things about this new website. And more crucially, perhaps, to those with more suggestions on how to make it clearer still. Thankfully, the design is built for iteration, and so all suggestions, improvements and comments are welcome.
The purpose behind redesigning the site is to create a space that naturally helps expand on the ideas that I’ve been pulling together over the last few months.
To do that requires more writing, talking, making and sharing. Making sure there are cracks for the light to get in. The crucial lesson then is that rather than trying to perfect things in isolation, I want to keep finding new places to talk and explore the topics with folk.
It was really useful, in this regard, that Jess and Phil at Subsector invited me to be their guest on a Subsector Short, a (supposedy) five minute discussion slot on a particular topic. I chose to see what would happen if I tried a crunchy, straightforward description of the idea that information is light, not liquid, the first of the TENET tools.
Jess listening, Phil drinking tea, me looking at something else it would seem.
Already it’s generated some great thoughts elsewhere about the concept, and how it butts up against other conventions in interesting ways.
I’ve also put together a Miro board to walk people around the thinking. I’m gradually pulling examples and projects into as a way of developing a relevant narrative in conversation with guests.
It is a little like being a tour guide around your own head, so I’m experimenting with quick introductions and then leaving folk to wander through at their own leisure over subsequent days.
Another work in progress – a Miro Map around the tools
Over time, it may be something I can just open up for everyone, if there is enough DIY guide material in there that helps people follow a rough route.
Finally, as I’ve been writing about topics, ideas naturally occur to me on how to visualise them.
For instance, one of the tools, Kaleidoscopes, is based on some work called Flow Engines which I talked about way back in 2014, at things like Brilliant Noise’s Dots Conference, and the Happy Startup Summercamp.
It evolved into the Smithery logo too, a glanceable glyph to continually prompt a way of setting up productive working practices.
Original ‘flow engine’ diagram, and the Smithery Logo it inspired
What evolved in combination with the new thinking was a need to accentuate the visual aspects of work more – especially relevant when thinking about when planning and running workshops remotely. How do you make sure people see the elements being ‘brought to the table’ and make connections they otherwise wouldn’t have?
The Kaleidoscope metaphor was a natural fit here, as a way of reminding people that no matter how creative the output, the inputs can be quite delightfully mechanical. You need to put all the materials together in such a way that participants can simply twist the devices themselves to see new possibilities. A simple bit of After Effects helps bring that to life, I think.
(And it also gave me the chance to make a GIF of a classic moment from High-Rise…)
If you fancy a tour of the board, do let me know, I’m really interested in the opportunities people can see for the tools for teams in a wide variety of different work. More soon.
Earlier this week, I posted up the four images above on a twitter poll and on instagram, and asked the simple questions; A, B, C or D? No context, just that – of the four images, which would you choose. I’d said I’d explain a bit about it, but first though, what were the results?
Instagram folks are kinda similar, though it’s a much smaller sample size. The reactions, when people sent some additional thoughts, are also really interesting, but in particular I’m going to draw attention to Richard‘s comment here:
A because the gradients are spot on and draw your eye out of a hexagon into a cube. Solid yet transformative. But with refinement of colour distribution D makes my mind feel kaleidoscopic.
The real extremes in the test are A and D, to my mind.
The former is a solid, simple structure that’s trying to do one thing. All the colours are aligned, all the gradients are consistently directed. As Fraser said in his response, “a designer’s designer would say A“.
The latter, D, has a whole lot of things going on.
At first, it just feels a bit like random chaos, especially in context with the others. But then as you scan it a bit more, looking more closely, or holding it at arms length, it starts revealing different things. Richard’s idea about it making the mind feel ‘kaleidoscopic’ is bang on, I think.
Beyond playing with delights of isometric shapes and gradient effects though, I did promise to explain a bit more about what it’s for though.
Last year, various streams of work and teaching the Innovation & Future Thinkingcourse at IED in Barcelona made me start wondering about revisiting the underlying tools and frameworks of Smithery’s work (Strategy, Prototyping, Culture, Design, Innovation… etc), and how all of those things connect. The last time I’d done this was back in 2014, when a month of blogging every day produced a set of theories and practices which formed the backbone of the following five years’ work.
Back in January, in ‘the before’, I gave a talk called “A Blacksmith Makes Their Own Tools“, which set the seeds of the reading and reflection on our work so far since starting in 2011. Then these past couple of months have provided a brilliant opportunity to get torn into that work properly, and start to shape a few early parts of the new work, of which the images are part.
What I’d been working on was a graphic representation of a basic information process, from sensing what’s out there in the world, through to the actions people take as a result. It pulls on a few pre-existing models already (Boyd’s OODA loops, some of Boisot’s information space) as well as some other reading I’ve been doing, and it’s not finished as yet. As a basic general framework, it’s a fairly useful starting point for me at the moment, and would already serve as a useful tool in asking questions of clients or students (Where do we get information from? How do we process it? What filters can we identify that prevent some information getting it?) in order to identify intervention points and practices to deploy.
I’m not going to dwell on it a lot now, but come back instead to the “A versus D” thing from above, as to which best represents the ‘in here’ part of the model. In short, what does the processing of information look like internally, be it as an individual (the things in your head) or an organisation (the knowledge we hold)?
Now, if I’d framed a question around this (perhaps ‘which of these represents thinking?’ or something similar), and presented people with the four images, I would imagine the answers would be very different. We are aware of the unstructured nature of our own minds as much as we are of the information and knowledge that resides inside the organisations we populate.
I would argue though in this context, the neatness and perfection of A is likely not what we’re looking for in these terms; the Sisyphean task of organising all our ideas and workflows into perfect order, I think, will remain forever beyond the grasp of people. Which opens up the question; if striving for perfection in structure is a futile goal, then what should we be aiming for instead? What does good thinking look like?
Anyway, that’s the next couple of months of thinking and writing sorted – pursuing the above and the themes obliquely sketched out below. I’ll be sharing more as soon as it is ready (and maybe an additional post on why it’s not following the same process as a month’s worth of blogging from the last time). Thanks to everyone who played along with the picture experiment.
This week, I gave a talk (with a little bit of workshopping) as part of the third module of IPA Excellence Diploma. This was a course I did back in 2007/8, and without doing it, I probably wouldn’t be doing what I do now, and definitely wouldn’t be thinking about things in the way I do.
It’s never a substitute, but people have asked if I’d be sharing the slides, so here you go. Just imagine that when you get to the ones that make no sense, I am in front of you saying something really profound. Ignore that pesky internal voice of yours that questions that how likely that would be, and just go with it…
It was an honour to be invited back by Amelia and Sera from The Fawnbrake Collective, who have taken over and reimagine dates course for the 2020s. Yet it feels like a gift, because being asked to reflect on 12 years of making / thinking and spot patterns in your own process has given me a view of my own work I’d never have seen otherwise. We alway look at the mountains ahead, rather than the hills behind.
The title of course comes from Dan Dennett’s 2013 book, Intuition Pumps and Other Tools For Thinking, and quite clearly I’m still a sucker for anything that extends the blacksmith metaphor…
Last week, after two days of teaching at the RCA with the Design Products gang, I also took part in a Future of Manufacturing edition of the School of Design’s evening lecture series. This involved three short talks and a panel with Asif Moghal from Autodesk, Gavin Munro from Full Grown and myself.
The below isn’t the script as such, just a (less sweary) exploration of the main points and some subsequent post-rationalisations. That said, it’s still written in the present tense, as it’s the sort of things that I wish I’d said (and might have said), but, like, said better. Ish.
My thanks go to Hannah Stewart at the RCA for the invitation, and to John Dodds for suggesting the pithy title of the talk…
The Oliver Twist
I’d like to talk about a problem in how people think about the things they make for people, and what we all might start doing to change that. I run Smithery, a Strategic Design Unit in London. In our interpretation, Strategic Design bridges disciplines and departments, roles and responsibilities; it is concerned with all of the factors around a thing, be they visible or invisible, and not just the thing itself.
Our practice is rooted in the philosophical stance that Making Things People Want > Making People Want Things. But we’ll come back to that in a bit.
It should be noted that I have a somewhat strange background to be doing this work and talking here at the RCA. I went to university through the clearing system, when doing such a thing didn’t carry the financial disincentives that it does today. I’d originally wanted to study English, and did for a while, but ended up with a degree in Economics. In hindsight, I’m unable to tell you which demands a more applied use of fictional devices.
After university, I landed in market research, and spent a time unknowingly looking at what was the start in the decline of local newspapers. Then it working out how to replace the old paper posters on the underground with as many flashy, whizzy digital ones as possible. Then finally into media innovation for a seven year stretch.
This graph neatly shows my tenure in that area, starting at a time when social media was just a thing you did to get your friends along to see your band’s gigs. Then Friends Reunited was bought by a telly company, Myspace was bought by a newspaper company, and Facebook realised you can’t afford to be bought by anybody if you want to get on with your mission of destroying the fabric of democratic society as we know it connecting everyone on the planet.
The reason I got out was that it’s was really quite boring. As Jeffrey Hammerbacher pointed out back then, all of these great minds and technologies are being honed and pointed at making people click ads.
Maybe Jeff’s quote should now be updated to “the best minds of my generation are thinking about how to make agencies tell their clients that a pixel being on a screen for barely a second is probably enough to justify the expense of buying this shit”.
It’s not as catchy, but is arguably the only business model that Silicon Valley has managed to crack repeatedly, unless you count VC-backed Ponzi schemes pushing market-destroying services at a loss on the run-up to some ridiculous future IPO valuation.
Anyway, 2011 was a good time to get out of that.
Yet funnily enough, a lot of the companies who’ve spent all that time thinking about making people click boxes on tiny screens have started to expand their thinking away from just the screen and into things too.
The data monster needs more to feast on than the meagre scraps of information you’re feeding it now… how can Amazon launch an Alexa Advertising Network based on just knowing everything about some of the things you buy sometimes… it wants to know more…
So we’re now seeing the rise not of ‘product-as-a-service’ so much as ‘product-as-a-parasite’.
It comes into your home, or your office, plugged into your dashboard or splattered across your actual face, and (even when you’ve paid money for it) makes a living by sucking the data out of your daily routines and feeding it back to the central nervous system.
For example, take the Snap Spectacles – please, in fact, take them, because there are 300,000 pairs unsold, wasting in a warehouse somewhere. That little lot caused Snap to take a $40m write-down. But hey, that’s fine, it’s someone else’s money, right? That’s what investors are for.
The inherent gamble in products like this is that it might increase the number of users of the greater system (new users who’ve never used the old thing, but are attracted by the new product), or it might increase the amount of data you have from existing users. And if you’re very lucky, it might do both. More likely, it will do neither.
But where as digital product development is equally prone to failure (and perhaps more so), we can more easily bear the cost that this brings, both as the company trying something, and the wider society.
If a new digital thing doesn’t take off, then you’ve lost more human effort than anything else (and even then you could argue that when people are getting paid in the process, there’s some valuable economic activity happening somewhere). There’s no real long-term downside. But that’s not true if you have 300,000 plastic, metal, and rare-earth mineral things in a warehouse.
Another way of thinking about it is with economies of scale. In traditional manufacturing, if you just want to do one of something, it’s really, really expensive. Your cost per unit for the next comes down, and continues to do so for a good while – the next 300,000 after the first 300,000 look really cheap in comparison.
If you’re more used to scaling digital businesses, the curve you operate on might look a lot different. You can build something for the first ten users in a weekend with a friend, on computers you already own. Over time, you can increase design, functionality, hosting, and grow the user base as you go. If it gets bigger still, you rent some office space, grow the team, move on to better servers, redo the brand… the cost per user keeps going up, but only after you’re making enough money to pay that off and keep investing more of your money (or more likely your investors money) into feeling user growth.
Perhaps the problems start when a digitally-trained business are offered a cost curve like that of a traditional manufacturing business – at the point where things usually get more expensive per user, the manufactured items are getting cheaper! Cheaper, you say?! Let’s but an extra 300,000, I’m sure we’ll sell them.
The more shit products created by companies who haven’t really though this through, but just feel that it’s a useful route to growing their user base, then the more warehouses and dumps full of redundant waste future generations are going to have to deal with.
Designers are complicit in this. It’s the age of click-bait design, where, if you’re really lucky, you’ll get the lovely photo of the product you’ve designed for that start-up into Dezeen, and you can send it in an email to your Mum and say ‘look Mum, I designed that‘.
And then banner adverts for isometric chairs will follow your Mum around the internet for weeks afterwards, and she’ll wonder why.
But as a designer, you’ve got to own all of your product shots, not just the one you send to your parents.
Let’s take an example from this piece by Benjamin Haas in the Guardian recently. Here’s your standard product shot, well done you:
But then you should really send your Mum this one too, where the thing you designed didn’t really fit into the existing systems people were already using, and it go a bit inconvenient. That’s on you.
Then there’s this one, where the people who were using the thing you made started abandoning it in the middle of towns and cities because… well, it wasn’t obvious or easy where they went, or there was no incentive, and then someone else had done it, so… yeah, that’s your product shot too.
Then there’s this doozy. That’s a repair man in Beijing wondering where he’s going to start repairing all of the bikes which have something wrong with them to get them back on the streets. He’d tell you that this is your product shot too.
Then, finally, comes the best product shot of all, because they had to use a drone to take it. That’s a sharing bike graveyard in Xiamen in China, where the whole ‘bike-sharing start-up’ craze has reached the point where you have 1.5m sharing bikes in Shanghai, which is three times bigger than London which manages with 11,000 Santander bikes.
In short, if companies continue to make physical products with a start-up. digital first mentality, then we will drown in this stuff.
What we need to do is find a way of persuading people to want not more, but less. Making Things People Want, yes, but where the ‘thing’ in that idea is a concept of responsible sustainable existence, rather than simply the accumulation of MOAR THINGZ.
I’ve been thinking about the term leastmodernism since a talk I gave at dConstruct in 2015 – how do we fuse together than spirit of modernism, the wide-scale, far-reaching transformation of the world, but centred around the idea that it’s about what you’ve not done, what you’ve chosen to leave out, the repairs you enable… what are the repeatable patterns and expectations we can build into a wide variety or products, services and systems so that the expectation of less becomes a habit?
After the five-year celebratory extravagances of last year’s festive Three Spirits project, we over at Smithery decided that we’re keeping the basic form of those three trees and expanding it into our annual Christmas present to Smithery clients. This year, we’ve made two things from it. First of all, there’s a special Christmas Coffee blend produced in collaboration with Lindfield Coffee Works. Then there’s a screen-printed card that Helen created, setting up a mini printing press in our kitchen for a couple of days. These all went out a week and a half ago, in plenty time for people to receive and enjoy the coffee on their Christmas holidays.
We hope you all enjoy your time with friends and family too, and wish you a very Merry Christmas and all the fortune and fun you can wish for in 2018.
We’ve recently been working with the Emerging Technologies team at The Royal Society, for a conference they put on for their Fellowship.
The purpose of the conference was twofold; to introduce the fellowship to a set of different tools from the ‘futures’ toolkit, and then use those tools to explore which areas of technological focus the Fellowship believed should be of highest priority for The Royal Society in the coming years.
Our specific role was to take four broad scenarios for the UK in 2030, as developed by the Emerging Technologies team, and solidify that in some speculative design work which would give the Fellowship prompts to examine each of the four scenarios, work out what was happening in that specific future, and begin to describe the implications these futures would have on science in the UK.
Here’s how we went about defining an approach, putting together an awesome team comprising Scott Smith of Changeist, Thomas Forsyth, Stanley James Press,School 21 and Helen and myself from Smithery, and then delivered it through a new clandestine national facility; The Time Capsule Retrieval Service.
So, why time capsules?
When thinking about the context, we first of all thought about the participants at the conference. The Fellowship of The Royal Society are by definition the leading scientific minds of the age, pioneering breakthroughs in specific fields through both academic and commercial environments.
In short, if there are to be significant scientific and technological breakthroughs that impact our lives in 2030, in all likelihood the Fellowship are working on them now.
Which means you enter a tricky dilemma when it comes to speculative design; how do you avoid trying to out-science the scientists? Anything you put in front of a group such as this will be immediately subject to a natural level of scrutiny that keenly-honed expert minds will bring to bear.
Our proposal was to switch the emphasis in the speculative design away from representing the ‘ground-breaking’ technologies of 2030, and examine the social impacts that particular technologies may have. What would life be like for people in these particular scenarios? If only they could show us…
Which is where the time capsules come in.
For over a hundred years, communities have been marking important events by gathering together a series of artefacts in a robust container, and burying them in the ground, securing them in foundations and walls, or even designing special crypts to hold them. If you’re of a certain generation, the versions that come to mind most might be from the BBC children’s show Blue Peter, who buried a succession of capsules on their show.
All time capsules have a common message at their heart – “hello there, people from another time… this is who we are”. Imagine if a series of time capsules put in the ground in 2030 didn’t go forwards in time for future generations, but came backwards, so we could see what’s in store.
And so, The Time Capsule Retrieval Service was born:
Using the British Library’s guide to making a time capsule, we set boundaries for how the capsules themselves would be created by the groups in 2030. We simplified a little, to give ourselves some cleaner design constraints:
Get a strong, non-corrodible airtight container made from stainless steel/tough plastic
Use things like paper, non-PVC plastics, wood, devices without power, wrapped separately
Avoid plants, animals, insects, rubber, and batteries – all can give off corrosive substances
Place the time capsule in a cool, dry location (e.g. building foundations)
In order to think about what groups of children would be likely to put in a time capsule, we worked with the pupils and staff at School 21 in Stratford. I recently met Debbie Penglis from the school at a conference, and had subsequently had a tour from her around the school to learn more about their unique approach to education. In particular, I was very excited about the Project Based Learning approach, which feels to me like the sort of education that will really help bring out the best in a lot of people. They were a natural partner to work with on a project like this.
Alongside the Emerging Technologies team from The Royal Society, and the staff at School 21, we ran a workshop with a group of 13 year olds in two halves.
Firstly, what would the pupils put into a time capsule today to represent what life was like for them? Then, once we’d introduced the four scenarios, what could they imagine that a class of 13 year olds in 2030 would put in their time capsules?
The exercise gave us a whole raft of inspiration for the sorts of things that groups of children (and more broadly the communities they live in) would include when it came to communicating who they were through a series of objects.
With all this material to work from, it was then time to create the time capsules for each of the four scenarios.
To do this, we needed to define a clear situation for each of the time capsules, writing a story about the exact “who, where, what and why” that we could keep coming back to.
This additional layer of story was injected to help us get from broad, world-sized scenario to a more human scale environment in which we could imagine—then manifest—everyday objects that might exist in each future.
We set each time capsule in a different town, and wrote a short story of the events in that place that led to the creation of their time capsule. I’m not going to reproduce them here (for reasons I’ll explain shortly) but the summary banners from the event are pictured below.
Each narrative then acted as a bond between the different objects we would go about creating.
We developed a long list of roughly twenty-five objects for each capsule, pulling on the lists created with School21 plus our other time capsule research, and set the goal of selecting the six most viable objects for each capsule to get across all the core emergent technologies in each scenario.
Of course, doing this much design so quickly was always going to be a challenge; not only do you need a team that can flit between styles and approaches in creating the objects, they also need to continually test the believability of each item. Scott, Emily, Thomas, Helen and myself found ourselves constantly testing each other on the credibility of each item as they developed.
The hardest part, perhaps, was how to do ‘plausible’ design; an underfunded school in the future is not going to have beautifully designed templates, so how do you design something that looks like it’s been put together by an in-house team, but is well designed enough to get the points across in the conference.
Finally, the last part of the task was to introduce these capsules at the conference, the third of three exercises on the first day, and after the Fellows had been introduced to the broader scenarios to set the scene for where these time capsules had travelled back from.
The broad delight when people started digging in was wonderful to hear – I was playing a floating role in the background, though in the end didn’t need to really help at all, the objects seemed to speak for themselves.
Perhaps what made it work so well was that we didn’t give the participants the full narrative structure (the stories I mentioned before). In each time capsule, just as you’d find in a real one, there’s a letter from the people who’ve put it together (this one, for example, by one of our in-house junior designers):
After reading the letters, the participants had to find and make connections of their own. By freeing the objects from the whole story, the time capsules themselves a platform for lots of different potential futures.
I’ve been thinking about it graphically like this; to start with, the narrative was about keeping the objects cohesive as a set, bound into one structure:
Whereas by taking that narrative away, it meant the Fellowship from The Royal Society who opened the capsules were asked to fill the gaps between the objects with their own ideas and experience.
Each capsule contained objects that were open to interpretation, and it was the interpretations we were seeking in the first place. If these were potential futures for people in the UK, then what might be the factors that take us there, and which emerging technologies must the UK focus on as a result.
But the themes that emerged from different teams opening the same capsule were different, and I have no doubt you’d continue to get more interpretations with different groups of people if you reran the exercise.
“Lossy futures — be they artifacts, simple scenarios, wireframes of speculation, rich prompts, brief vignettes or some other material object — give us the scaffolding and ask or allow us to determine the details ourselves. In doing so, they transmit the critical data, the minimum viable future, and give us the opportunity to fill in the gaps we think are important to understanding, or have a dialogue around what these gaps may mean.”
Once people discovered that this was ‘the game’ they were being invited to play, it meant that they got even more creative with their interpretations, pulling out angles and information we hadn’t yet thought about.
Throughout the process, I kept thinking back to the work we shared in 2014 around “Flow Engines”, and how the time capsules are a very useful example of how to take that idea and put it into practice.
The ‘high consequences‘ at the start comes from the unveiling of the capsule itself, and the simple instruction; we want you to tell us what’s going in in this future, and how we will come to get there.
The ‘rich environment‘ is then created by the mix of different objects, the need for complex puzzle solving, and the various layers of information that reveal themselves as people investigate items for a second or third time.
Then, finally, there’s ‘embodiment‘. The last task for each group was to take the items, and create a map around them of the emerging technologies and the implications they would have on our future.
All in all, we’re delighted to have worked on the project with a great team at The Royal Society, who were very up for pushing the boundaries of what we could and couldn’t do.
Thanks also to Provenance, for allowing us to sneak in little Easter egg on the packaging for The Maidstone Saveloy (100% NuPro cricket protein sausage folks… well, it’s better for you than the typical mystery meat).
Thank you also to Curtis James, who took a beautiful set of inventory photos for us.
It’s also the very first Smithery project that (to the point of a ‘family business‘ I talked about last year) all four of us in the Willshire household have made something for. So thanks to the junior design team for their contributions.
And thanks again to Scott at Changeist, Thomas Forsyth, Stanley James Press and School 21, for making it one of our favourite Smithery projects yet. Who knows, maybe we’ll repeat the experience with some other organisations who’ll call upon the service of the Time Capsule Retrieval Service.
Contact us here if you know of anyone, and we’ll be sure to pass the message on…
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