Guide
The Double Hexagon
A working map of the tools we reach for across a futures-design process. The first hexagon moves from a focal question through scanning and sense-making into possible worlds. The second picks those worlds up and asks what living inside them would actually feel like — what people make, govern, queue for, eat.
It's not a recipe. Most engagements skip phases, loop back, or run two at once. The shape is here to help locate where you are and what's nearby, not to march through.
Click a phase on the diagram to jump to its tools. Each tool has a quick-use line, the logistics it usually needs, and a more toggle for a longer note.
See these tools worked through → Twenty-five topics, each walked step by step — or jump to the tool-by-tool index below.
Two hexagons sharing a vertex at Possible Worlds. Flow is loose; loops are expected.
Align / Frame
Framing an issue usually means putting something together with a group of people, often coming in from different perspectives. Start by surfacing the histories and futures already in the room, then sharpen the question together.
Shared Histories / Shared Futures A timeline exercise where people place individual milestones against communal events. Surfaces what's actually shared, what's specific, and how time is being remembered. 60 min · long timeline on a wall or floor · sticky notes · 6–20 people
Run it as two passes. First plot the communal events along a labelled timeline — global recessions, local policy shifts, a pandemic, a national milestone. Then ask everyone to add personal milestones alongside — a job change, a child born, a move, a loss.
The conversation that surfaces between the two is the artifact. Why did that year matter to you and not me? Whose history is the room implicitly using as the default? Especially useful at the start of any longer engagement to ground a mixed group, and a quiet way to make difference visible before the futures work begins.
Act as a workshop facilitator. I'm preparing a "shared histories / shared futures" timeline for a group based in <REGION OR COMMUNITY>, covering the last <N> years. List 10–15 communal events likely to anchor the group's recent past — policy shifts, crises, milestones. For each, suggest one question I could ask the group to surface why that year mattered differently for different people in the room.
Drawing on Inayatullah, S. (2008). "Six Pillars: futures thinking for transforming." Foresight, 10(1), 4–21 — Pillar 1 (Mapping), which uses timeline exercises to ground a group in shared past before projecting forward.
Polak Game A two-axis positioning exercise: is the future getting better or worse, and can I influence it? People stand or place themselves on the floor, then debrief. 30–45 min · open floor space marked with two axes (or a flip-chart) · 6–30 people
Peter Hayward's adaptation of Fred Polak's work on images of the future. Surfaces where a group's sense of agency actually sits, before strategy conversations get abstract. If you can, run it twice across the engagement — once now, once after scenarios — and watch how positions move. The debrief is the point; the positioning is just a way in.
For the focal concern <YOUR TOPIC> in <YEAR>, voice four people standing at different positions on Polak's two axes — (i) the future getting better vs worse, (ii) I can influence it vs I can't. One paragraph per position, spoken in first person, grounded in the lived experience that shapes that stance. The aim is to seed a debrief, not to rank the stances.
Hayward, P., & Candy, S. (2017). "The Polak Game, Or: Where Do You Stand?" Journal of Futures Studies, 22(2), 5–14. Adapts Polak, F. (1961). The Image of the Future.
Futures Cone (Voros) Sort the futures you hold in mind into rings — projected, probable, plausible, possible, and forbidden. Notice which ones the group has already ruled out. 30 min · whiteboard or printed cone · solo or group
Joseph Voros's popularisation of an earlier visual cone (Hancock & Bezold) building on Henchey's typology. The forbidden ring tends to be the most generative — it surfaces the futures the group treats as unspeakable, which is usually where the most interesting design space lives.
Done early, this makes the room's assumptions visible before the question is even named — which is the kind of thing that's much harder to surface later.
For <YOUR TOPIC> in <YEAR>, populate the Voros futures cone with three entries per ring: - Projected — extrapolation of today's trajectory - Probable — what most people expect - Plausible — consistent with known drivers but not assumed - Possible — anything not ruled out by physics - Preposterous / Forbidden — futures the field treats as unspeakable For each entry, flag the assumption that moves it inward or outward.
Voros, J. (2003). "A generic foresight process framework." Foresight, 5(3), 10–21. Visual cone from Hancock, T., & Bezold, C. (1994); typology from Henchey, N. (1978).
Focal question A clear, scoped question the work is anchored to — usually phrased "What might [X] look like in [year]?" 30–60 min · whiteboard · whoever owns the brief, sharpened with the group
A good focal question is specific enough to invite signals but loose enough to be surprised by them. Test it by asking whether two people in the room would interpret it the same way — if not, sharpen. Beware questions phrased as binaries ("will X happen?") since they tend to collapse the space the rest of the work is trying to open.
Help me sharpen a focal question for futures work. Topic: <YOUR TOPIC> Timeframe: <YEAR> Audience / decision-maker: <WHO> Draft 5 candidate questions of the form "What might X look like in Y?" — each opening a different angle (system, lived experience, governance, infrastructure, relations). For each, flag whether two readers would interpret it the same way, and whether it secretly collapses into a yes/no.
Generic practice across foresight programmes; framing techniques are common in strategic and design briefs.
KANCILS Seven prompts around the focal concern — Keep, Away, Never, Challenging, Important, Learn, Strengthen — that lay out the obvious so the rest of the work has something concrete to push against. 30–45 min · sticky notes or a printed sheet · whole group
Walk the group through the seven prompts in relation to the focal concern. Phrase each as a question for the specific topic and timeframe:
- K — Keep. What should be kept going for Topic Y in Year X?
- A — Away with. What should be done away with?
- N — Never. What futures do we never want to go to?
- C — Challenging. What issues might be faced along the way?
- I — Important. What's personally at stake for the team — the actual skin in the game?
- L — Learn. What might the organisation (or community) learn from this?
- S — Strengthen. What present habits, practices, or relationships can be strengthened?
The point isn't to be exhaustive on any one prompt. It's to surface the obvious — the things everyone already half-knows but hasn't said out loud — so that scanning, sense-making, and scenarios have something to push against rather than starting from a blank page.
Walk through the KANCILS prompts for the focal concern <YOUR TOPIC> in <YEAR>. Give 3–5 candidate answers under each: - Keep — what should be kept going - Away — what should be done away with - Never — futures we never want to reach - Challenging — issues likely to be faced along the way - Important — what's personally at stake for the team - Learn — what the organisation or community might learn - Strengthen — present habits or relationships worth strengthening Keep the answers concrete, not aspirational.
Choo, E. (2022, June 16). "Grounding the present for the future — KANCIL." Scalable Analysis / Open Source Futures (Medium).
5 Whys Ask "why?" five times in a row from the surface problem. Often the fifth answer is a different problem than the first. 20 min · pen + paper · pairs or small groups
Originally a Toyota quality tool. In a futures setting it's used to surface the deeper driver behind a stated concern. Don't be precious about hitting exactly five — the point is to keep going past the first satisfying answer.
Apply the 5 Whys to this problem: <STATED PROBLEM>. Ask "why?" five times, each time digging into the previous answer. Then state, in one sentence, how the fifth-why problem differs from the surface one — and suggest one reframe that the deeper driver invites.
Originated by Sakichi Toyoda; formalised in Ohno, T. (1988). Toyota Production System: Beyond Large-Scale Production. Productivity Press (Japanese original 1978).
Causal Layered Analysis (CLA) Surface how an issue is held in place across four nodes — litany (what's reported), structures (systems, institutions), worldviews, and myth/metaphor. 60–90 min · sticky notes or large sheet · 4–8 people
From Sohail Inayatullah. The four are usually drawn as a stack or iceberg, but we'd suggest treating them as connected nodes — ideas move between them with some loose causal linkage rather than living on one tier. Start anywhere and draw connections where you see them.
The myth/metaphor node is the hardest to articulate and often the most useful — it's where reframes come from. If a workshop only reaches litany and structures, it's worth running again.
Run a Causal Layered Analysis on <YOUR TOPIC>. Give 3–5 entries at each layer: - Litany — headlines, statistics, surface accounts - Systems / Structures — institutions, policies, incentives holding the litany in place - Worldviews — assumptions, paradigms, ideologies underneath - Myth / Metaphor — the deep stories the issue lives inside Then propose two reframes by altering the myth, tracing what shifts upward through the other layers.
Inayatullah, S. (1998). "Causal layered analysis: Poststructuralism as method." Futures, 30(8), 815–829.
Scan
Open the field. Pull in signals, trends, and edge stories from outside the usual feed.
STEEP+++ Sort signals into Social, Technological, Economic, Environmental, Political — the +++ holds anything else that matters (Legal, Values, Demographic, Spiritual…). Ongoing · shared doc, Miro, or Notion · solo or distributed
STEEP (sometimes PESTLE / STEEPLE) is a sorting taxonomy, not a research method. The point isn't to have neat categories but to notice gaps — if your scan has 40 Technological signals and 2 Social, that imbalance is itself a finding.
The +++ matters because most interesting signals don't sit cleanly in one bucket. Adding optional dimensions for your question (Religious, Generational, Infrastructural) usually serves better than forcing fits.
For the focal concern <YOUR TOPIC> in <YEAR>, list 5 emerging trends or signals under each STEEP+++ category — Social, Technological, Economic, Environmental, Political — plus one extra dimension that matters here (Legal, Values, Demographic, Infrastructural, etc). Flag signals that sit across more than one bucket, and note which buckets feel over- or under-represented.
Aguilar, F. J. (1967). Scanning the Business Environment. Macmillan. (Introduced as "ETPS"; later expanded into PEST, PESTLE, and STEEP variants.)
Horizon scanning Collecting weak signals, emerging trends, and edge stories from sources outside the usual feed. Things that aren't yet news. A few hours per week · RSS, newsletters, conferences, conversations
The discipline is in sources. Pick three or four feeds outside your default — trade journals from adjacent fields, regional newsletters from places you don't normally read, fiction, even subreddits. A good scanner notices what hasn't been named yet.
Capture lightly. A line, a link, a date. Heavy templates kill scanning practices faster than anything else.
Act as a horizon scanner for <YOUR TOPIC>. Surface 10 weak signals or edge stories from outside the usual feed — adjacent industries, regional sources, fiction, subcultures. For each, give: a one-line description, where I'd plausibly read about it, and what it might be an early indicator of. Favour the not-yet-named over headline news.
UK Government Office for Science (c. 2004). Foresight Horizon Scanning Centre Guidelines. (Established the contemporary practice as a formal foresight method; widely adopted by the OECD, Singapore Centre for Strategic Futures, and others.)
Three Horizons Sketch three S-curves on one page: H1 (today's pattern, fading), H3 (the emerging future, growing), and H2 (the disruptions between). Place signals on whichever curve they belong to. 60–90 min · whiteboard or large sheet · group of 4–12
Bill Sharpe's framing. Both an analytical and a generative tool — you can use it to map signals, or to surface disagreement. People often disagree about whether something is H1, H2, or H3, and that disagreement is the point.
Apply the Three Horizons framing to <YOUR TOPIC>. - H1 — today's dominant pattern, and the signs it's fading - H3 — the emerging future glimpsed in fringe signals, and how it might grow - H2 — the disruptions, tensions, and transitional innovations between Give 4–6 items per horizon. Then flag the items most likely to be disputed between people who'd call them H1 vs H2 vs H3 — that disagreement is the point.
Sharpe, B. (2013). Three Horizons: The Patterning of Hope. Triarchy Press. Developed with the International Futures Forum (IFF).
Sense-make
Move from a pile of signals into shape. Look for clusters, chains of consequence, and the loops underneath.
Concept mapping Cluster signals into themes; draw labelled lines where they relate. The map's shape is the finding. 60 min · sticky notes or Miro · small group
Different from mind-mapping — concept maps have labelled relationships on the lines, not just connected nodes. Forces you to be explicit about how things relate, which surfaces hidden assumptions.
Take these signals about <YOUR TOPIC>: <PASTE SIGNAL LIST> Cluster them into 4–6 themes. For each pair of related themes, write a labelled relationship — a short verb phrase that names how one acts on the other (e.g. "reinforces", "constrains", "displaces"). Output as a list of theme nodes and a list of labelled edges, ready to draw.
Novak, J. D., & Gowin, D. B. (1984). Learning How to Learn. Cambridge University Press. (Method developed by Novak at Cornell, 1970s.)
Futures Wheel Pick a driver. Around it, write first-order consequences. Around each of those, write second-order. Repeat to third order. 45–60 min · large sheet · pairs working outward
From Jerome Glenn. The second and third rings are where the interesting stuff is — first-order consequences tend to be obvious. Don't try to be exhaustive; the value is in following one or two chains far enough to surprise yourself.
Run a Futures Wheel from this driver: <DRIVER>, in the context of <YOUR TOPIC>. Give: - 5 first-order consequences (direct effects) - For 2 of those, 3 second-order consequences each - For 1 of those second-order, 2 third-order consequences Pursue depth over breadth — the interesting findings sit 2–3 rings out, not at the centre.
Glenn, J. C. (1972). "Futurizing Teaching vs. Futures Course." Social Science Record, Syracuse University, 9(3), 26–29. (Invented 1971.)
Systems thinking / Causal Loop Diagram Map reinforcing and balancing loops between trends. Look for leverage points where small changes propagate. 90 min · group with some systems literacy · whiteboard
A causal loop diagram is one specific systems tool — arrows between variables with + or − labels, loops marked as reinforcing (R) or balancing (B). Donella Meadows's leverage points list is the natural companion.
Be wary of over-modelling. The diagram is a thinking aid, not a deliverable.
Build a causal loop diagram for <YOUR TOPIC>. Identify 8–12 variables. For each connection, give polarity (+ or −). Name each closed loop as reinforcing (R) or balancing (B). Output as: 1. Variables 2. Edges with polarity 3. Named loops, each with a one-sentence story Finally, flag 2–3 candidate leverage points using Meadows's hierarchy.
Forrester, J. W. (1961). Industrial Dynamics. MIT Press. Meadows, D. H. (1999). "Leverage Points: Places to Intervene in a System" (expanded in Thinking in Systems: A Primer, 2008).
Possible Worlds (Scenarios)
More than a hand-off between the two hexagons — this is where the work shifts. The scenarios stop being analytical outputs and become the new context that everything downstream is designed inside of. Pick a world. The rest of the process treats it as the room you're standing in.
2×2 scenario matrix Pick two of your most critical, most uncertain drivers. Their crossed axes define four worlds. Name each. 90–120 min · whiteboard · 4–8 people
Sometimes called the GBN / Schwartz method. The hard work is choosing the two axes — they should be drivers where the direction is genuinely uncertain, not just "good vs bad" thinly disguised. Each of the four worlds should feel coherent and surprising on its own.
For <YOUR TOPIC> in <YEAR>, propose three candidate pairs of critical uncertainties — drivers where the direction is genuinely unknown, not just good vs bad. For the strongest pair, build the 2×2 matrix: name each of the four worlds with a 2–4 word evocative title, plus a 2–3 sentence sketch of what life there looks like. Each world should hold a real contradiction.
Schwartz, P. (1991). The Art of the Long View: Planning for the Future in an Uncertain World. Doubleday. Method developed at Royal Dutch Shell (Pierre Wack) and Global Business Network (GBN).
Dator's archetypes Build four scenarios using the archetypes Jim Dator identified: continued growth, collapse, discipline, and transformation. 90 min · 4–8 people · works as follow-on to scanning
Dator argues these four roughly cover the space of how futures get talked about. Each archetype has its own internal logic — continued growth assumes the present pattern keeps scaling; collapse assumes something breaks; discipline assumes constraints get tighter and accepted; transformation assumes a qualitative shift in what counts.
For <YOUR TOPIC> in <YEAR>, sketch one scenario under each of Dator's four archetypes: - Continued Growth — the present pattern keeps scaling - Collapse — something fundamental breaks - Discipline — constraints tighten and are accepted - Transformation — a qualitative shift in what counts Each scenario in ~4 sentences: what's normal, what's contested, who wins, who loses. Avoid cliché caricatures of each archetype.
Dator, J. (2009). "Alternative Futures at the Manoa School." Journal of Futures Studies, 14(2), 1–18. (Refined over decades at the University of Hawaii.)
Scenario narratives Write 1–2 page stories per scenario. Give each world texture, characters, contradictions. The story is the artifact, not the matrix. 1–2 hours per scenario · quiet writing time · solo or pairs
Two tests for a scenario worth keeping: (1) is there a contradiction or tension inside the world — if it's all good or all bad, you've written a poster, not a scenario; (2) does a non-expert reader come out feeling something — curiosity, unease, recognition.
Expand this scenario sketch into a 1–2 page narrative set in <YEAR>: <SCENARIO SKETCH> Anchor it in one inhabitant's day. Include at least one internal contradiction (the world is not all good or all bad) and one sensory detail that doesn't exist today. Show texture rather than explaining the system. End on a moment, not a conclusion.
Kahn, H., & Wiener, A. J. (1967). The Year 2000: A Framework for Speculation on the Next Thirty-Three Years. Macmillan. (Established the narrative scenario as a forecasting form at RAND / Hudson Institute.)
Strategy
Sit with the worlds. Which strategies hold up across more than one? Which future is worth working toward, and what would it take to get there?
Wind-tunnelling Take a current strategy or plan. Run it against each scenario. What breaks? What survives? What's the move that holds up in more than one world? 60–90 min · scenarios on the wall · mixed-discipline group
The aim isn't to pick the "best" scenario — it's to find robust moves that pay off across more than one. If nothing in your strategy survives, that's itself a finding worth taking back.
Take this current strategy or plan: <PLAN>. Run it against each of these scenarios: - <SCENARIO 1> - <SCENARIO 2> - <SCENARIO 3> - <SCENARIO 4> For each scenario, name: what survives, what breaks, what becomes irrelevant, what new move emerges. Then identify the 1–2 robust moves that hold up across more than one world.
van der Heijden, K. (1996). Scenarios: The Art of Strategic Conversation. John Wiley & Sons. (Wind-tunnelling formalised from Royal Dutch Shell scenario practice.)
Backcasting Start from a preferred future. Work backwards — what had to be true a year before? Five years before? What were the signposts along the way? 60–90 min · preferred future already picked · small team
Distinct from forecasting. Forecasting projects forward from now; backcasting reasons backward from a chosen end-state. The signposts (intermediate markers) are the actionable output — they tell you what to watch for or work toward in the present.
The preferred future in <YEAR> is: <DESCRIBE PREFERRED FUTURE>. Work backward in steps. - Year −1: what had to be true a year before? - Year −5: what had to be true five years before? - Year −10: what had to be true ten years before? For each step, give: 3 conditions in place, 2 signposts noticeable from today, and 1 actor who had to move first.
Robinson, J. B. (1982). "Energy backcasting: A proposed method for policy analysis." Energy Policy, 10(4), 337–344. See also Holmberg, J., & Robèrt, K.-H. (2000) and the Natural Step framework.
Worldbuild
Pick up a world and start making it live. What do people do for work, play, care, move, eat, sleep? What's normal here that isn't normal now?
Day-in-the-life Write a single day of one inhabitant of the world. Where are the small frictions and small joys? 60–90 min · quiet writing · solo or pairs
A test of whether a scenario is liveable, not just describable. If you can't get past breakfast without making something up, the scenario is underspecified.
Useful to write from at least two different inhabitants — power doesn't sit the same way everywhere in a world, and the contrast often reveals more than the writing itself.
Write a single day in the life of an inhabitant of this world: <WORLD DESCRIPTION> Choose a specific person — name, age, role. Walk through morning, midday, evening. What do they make, who do they care for, what do they queue for, what do they avoid? Include small frictions and small joys. Don't explain the world; let it surface through what's mundane to them.
Borrowed from user-centred design (Cooper, A. (1999). The Inmates Are Running the Asylum) and adapted for speculative scenarios via Johnson, B. D. (2011). Science Fiction Prototyping. Morgan & Claypool.
Worldbuilding canvas Spread out the world's parts: governance, economy, infrastructure, rituals, taboos, language. Fill them in until the world starts to feel internally consistent. 90 min · printed canvas or Miro template · group
Various canvases exist (Superflux's, IFTF's, others). Pick or adapt one. The taboos cell is usually the most useful — every world has things it can't talk about, and naming them sharpens its distinctness.
Fill in a worldbuilding canvas for this scenario: <WORLD DESCRIPTION> Cover each cell: - Governance — who decides, how - Economy — what's valued, what's traded - Infrastructure — what's built, what's broken - Rituals — daily and seasonal practices - Taboos — what cannot be said or done - Language — the new words; the old ones that drifted Keep the cells internally consistent. The taboos cell is the test.
Zaidi, L. (2017). "Minimum Viable Worldbuilding" framework. Building on the worldbuilding practice of Alex McDowell (USC World Building Media Lab).
Generate
Get out of analytic mode and into making mode. Generate candidate objects, scenes, and interactions — most won't survive.
SCAMPER Take an existing object or practice. Apply each prompt — Substitute, Combine, Adapt, Modify, Put to other use, Eliminate, Reverse — to get candidate variants. 45 min · SCAMPER prompt card or sheet · small group or solo
A creativity heuristic, not a futures method per se. Useful in worldbuilding when you have an object from today (a vending machine, a passport, a payslip) and want to ask what it becomes in a different world.
Apply SCAMPER to this object or practice from today: <OBJECT>, imagining it inside this future world: <WORLD>. For each prompt, give one variant: - Substitute (a material, role, audience) - Combine (with another object or practice) - Adapt (borrow from somewhere it doesn't belong) - Modify (scale, intensity, rhythm) - Put to other use - Eliminate (remove the obvious part) - Reverse (flow, actor, or purpose)
Eberle, B. (1971). SCAMPER: Games for Imagination Development. D.O.K. Publishers. Adapted from Osborn, A. F. (1953). Applied Imagination.
Bodystorming Physically act out a scene in the world. Walk through it. Use your hands. Let your body notice what your head missed. 60 min · clear floor space · props help · group of 4–10
Especially useful for service or interaction questions inside a scenario — what does it feel like to queue for this, to ask for help, to be turned away? The point isn't theatre quality; it's the noticing.
We're bodystorming a scene inside this world: <WORLD DESCRIPTION> The scene is: <SITUATION — e.g. queuing for X, asking for help, being turned away, ending a relationship>. Walk me through it as an 8–12 beat embodied rehearsal — each beat one move or one line of dialogue. Note where a body would hesitate, where it would freeze, where it would lean in. Capture what the head would have missed.
Coined by Colin Burns at IDEO: Burns, C., Dishman, E., Verplank, W., & Lassiter, B. (1994). "Actors, Hairdos & Videotape — Informance Design." CHI '94 Conference Companion. Later formalised in Buchenau, M., & Fulton Suri, J. (2000), Experience Prototyping.
The Thing from the Future A card deck (Stuart Candy and Jeff Watson) that prompts an artifact via four cards — arc, terrain, object, mood. Draw a hand, write what the thing is. 30–45 min · the cards (printable PDF available) · pairs or small groups
A low-stakes generator. Especially good for breaking out of an analytical headspace and getting into making mode. Use the resulting things as seeds — most won't survive, one or two might be worth developing.
Draw me a Thing from the Future using these four cards: - Arc — Growth / Collapse / Discipline / Transformation - Terrain — e.g. school, clinic, kitchen, temple, transit, courtroom - Object — e.g. document, garment, toy, signage, container, ritual - Mood — e.g. tender, brittle, vindictive, casual, reverent, dazed Fill in any blanks. Output a 4–6 sentence description of the artifact as if catalogued in a museum: what it is, who used it, what it implies about its world.
Candy, S., & Watson, J. (2014). The Thing From The Future (card game). Situation Lab.
Artifacts
Make one thing from the world. The object only has to be convincing enough to provoke a question.
Object from the world Make one object as if it already belongs to the world — packaging, a form, a poster, a notification, a printed manual page. A few hours to a few days · making materials · some design skill helps
Sometimes called a diegetic prototype — film-theory shorthand for an object that belongs inside the story-world rather than commenting on it from outside. The aim is plausibility, not polish. Mundane objects (a receipt, an SMS screenshot, a parking ticket) often work better than spectacle, because they meet the viewer at eye level rather than asking to be admired.
I want to make one diegetic artifact from this world: <WORLD DESCRIPTION> Suggest 3 candidate objects of different kinds — a piece of packaging, a printed form, a notification screen, a poster, a parking ticket, a receipt. For each: who issued it, what it's for, what mundane details would make it convincing without explaining the world. Mundane beats spectacle.
Kirby, D. (2010). "The future is now: Diegetic prototypes and the role of popular films in generating real-world technological development." Social Studies of Science, 40(1), 41–70.
Design fiction A short artifact-plus-context: a news clipping, a manual page, a leaked memo, a product review. The context is part of the artifact. 1–2 hours per fiction · writing and design tools
Julian Bleecker / Near Future Laboratory framing. The artifact reads as if it's already real; the context tells you how it got there. Pairs well with experience prototypes.
Write a design fiction set in this world: <WORLD DESCRIPTION> Format: <NEWS CLIPPING / LEAKED MEMO / PRODUCT REVIEW / MANUAL PAGE / SUPPORT-LINE TRANSCRIPT>. Keep it 250–400 words. The artifact should read as if already real — voice, masthead, byline, dateline, conventions of the form. Don't explain the world from outside; let context leak through tone, references, and the banalities of the form.
Bleecker, J. (2009). Design Fiction: A Short Essay on Design, Science, Fact and Fiction. Near Future Laboratory. See also Sterling, B. (2005). Shaping Things. MIT Press.
Speculative policy Draft the law, regulation, or institutional rule the artifact implies. What had to be voted in, contracted, or normalised for this object to exist? 60 min · some policy literacy helps · group
Often the most challenging step because it forces the world to be governable, not just imaginable. Useful even when the speculation isn't policy-focused — every artifact has an implicit governance behind it.
This artifact exists in <YEAR>: <ARTIFACT DESCRIPTION>. Draft the legislation, regulation, or institutional rule that had to be in place for it to exist. Output as: 1. A one-line title for the instrument 2. The relevant clauses, in plausible policy register 3. The actors who pushed it through (and who lost) 4. The political compromise embedded in it Treat the world as governable, not just imaginable.
Dunne, A., & Raby, F. (2013). Speculative Everything: Design, Fiction, and Social Dreaming. MIT Press. Extended into policy practice by Anab Jain / Superflux (e.g. Mitigation of Shock, 2017).
Prototype
Put the world in front of a body that isn't yours. Watch where it lands, where it doesn't, what gets asked.
Experience prototype Stage a low-fi interaction with the artifact. Let people walk through it. Watch where they hesitate, what they ask, what they don't. 2–3 hours · some props, a room · participants beyond the core team
The participant is the instrument. The aim is to surface reactions that you couldn't have predicted from inside the team. Capture verbatim quotes — they tend to be the most useful artifact afterwards.
Help me script a low-fi experience prototype for this artifact in this world: <ARTIFACT + WORLD>. Output: 1. The setup — room, props, briefing in under 60 seconds 2. The walkthrough — a 6–10 beat sequence the participant moves through 3. Moments to watch for — hesitations, requests for clarification, refusals Verbatim quotes are the prize; design the prototype to provoke them.
Buchenau, M., & Fulton Suri, J. (2000). "Experience Prototyping." DIS '00: Proceedings of the 3rd Conference on Designing Interactive Systems. ACM, pp. 424–433.
Service or journey prototype Walk a person through multiple touchpoints in the world. What's the rhythm? Where do things break? 90 min · large sheet, sticky notes · small group
Borrows from service design. Useful when the speculation isn't a single object but a relationship or a system — applying for something, being granted something, losing access to something.
Map a service journey through this world: <WORLD>, for this user task: <TASK — e.g. applying for X, being granted Y, losing access to Z>. Output as 5–8 touchpoints. For each, give: channel, action, what the user is feeling, what's invisible to them. Flag where the journey is likely to break and where unexpected emotion shows up.
Stickdorn, M., & Schneider, J. (2010). This Is Service Design Thinking: Basics, Tools, Cases. BIS Publishers.
Reflect
Close the loop, lightly. What felt true, what surprised, what gets carried back to a sharper focal question.
Debrief A round-robin where each person says what felt true, what surprised them, what they resist. Lightly held, no defending. 30–45 min · whole group · quiet space
The discipline is to make it about noticing, not deciding. Decisions can come later. The most useful debrief outputs are the disagreements that surface and are left held, not resolved.
I just ran <EXERCISE — e.g. a scenario walk-through, an experience prototype> with <N> participants. Generate a debrief structure: 5–7 prompts for a round-robin where each person speaks once. The prompts should invite noticing, not deciding — what felt true, what surprised, what they resist. End with one prompt that surfaces a disagreement worth holding rather than resolving.
Candy, S., & Dunagan, J. (2017). "Designing an Experiential Scenario: The People Who Vanished." Futures, 86, 136–153. (Formalises the experiential-futures debrief cycle.)
Iterate Pick what's worth carrying forward — into a sharper focal question, another scenario, a longer-form prototype. Open-ended · next-step conversation
A futures-design process is rarely linear and almost never one-pass. The iteration is the practice, not a coda — most engagements run the hexagons two or three times over before something useful surfaces.
Here's what came out of our last cycle: <NOTES> Help me decide what to carry forward. Output three options: - A sharpened version of the focal question - A second scenario worth deepening (and which one to drop) - A prototype worth building further For each, give: the case for, the risk, and the smallest next move.
Generic to design and futures-design practice; iterative cycles are a defining feature across IDEO's design thinking, the experiential-futures cycle (Candy & Dunagan, 2017), and earlier action-research traditions (Lewin, 1946).
These tools, worked through
Each tool links to the worked examples that demonstrate it — one topic walked step by step, with the tool doing the work. The tool name jumps to its phase above.
- Causal Layered Analysis Healthy Ageing · Future of Childhood · Mental Health Framing · Caregiving · How We Mourn · Neighbourhood Mutual Aid
- STEEP+++ Public Space
- Three Horizons Automation × Gen AI × Skills — Individual Navigation · Food Security · Mental Health Framing · Antibiotic Resistance · Handwriting · Competitive Board Gaming · Cancer as Chronic Condition
- Futures Wheel K-pop · Automation × Gen AI × Skills — Individual Navigation · Heat · Healthy Ageing · Water Stress · Adult Friendship
- Causal Loop Diagram Food Security · Sleep Culture
- 2×2 Scenario Matrix Nuclear Fusion Adoption · Ocean Governance
- Dator's Archetypes Global Migration Patterns · Antibiotic Resistance · Libraries · The Future of the Firm
- Backcasting Circular Economy · Water Stress · Disability and Accessibility
- Day-in-the-life Future of Childhood · Disability and Accessibility · Adult Friendship
- Worldbuilding Canvas Public Space · How We Mourn · Libraries
- Design Fiction Nuclear Fusion Adoption · Healthy Ageing · Global Migration Patterns · Caregiving · Sleep Culture · The Future of the Firm · Cancer as Chronic Condition
- Speculative Policy Heat · Global Migration Patterns · Ocean Governance · Neighbourhood Mutual Aid
This is a working map, not a definitive list. If a tool you reach for isn't here, write to us at user@thefuturescollective.sg — we'd add it.