Probable. This is where most designers operate. It describes what is likely to happen unless there is some extreme upheaval such as a financial crash, eco disaster or war.
Plausible. This space of plausible futures is not about prediction but exploring alternative economic and political futures to ensure an organisation will be prepared for and thrive in a number of different futures.
Possible. The skill here is making links between today's world and the suggested one. They should be scientifically possible, and second, they should be a path from where we are today to where we are in the scenario.
Preferable. Not trying to predict the future but using design to open up all sorts of possibilities that can be discussed, debated, and used to collectively define a preferable future for a given group of people: from companies, to cities, to societies.
Speculative design aims to imagine all the possible futures that could be. These futures can be probable, plausible, probable, and preferable. Any good piece of speculative design should fall within one of these areas. These possible futures are lenses used to better understand the present, and what we want and don’t want to see in our future as a society. It is about disruption and designing without the constraints of modern considerations.
It’s the year 2050 and you have been given the same Zeitgeist design challenge from Week 1.
What products and experiences can you design to assist with the problems of the time period?
In groups of 4 dream up a concept for a speculative future issue. Or even an issue that may be perceived differently in the future either ethically or culturally.
What issues will there be in 2050?
Artificial Intelligence
The increase on digital systems could make society far more exposed to cyberattacks.
If AI and robots have taken over and reduced jobs in all industries. Then can we really depend on them?
Especially when it comes to finances, personal data and then also all digital infrastructure behind all of the AI and Robotic machines.