3.1 Reimagining Work
The first project that we would like to analyze is Reimagining Work, which was part of the Open Society Foundation's Future of Work Inquiry, a two-year learning project that “engaged a diverse group of academics, activists, economists, and corporate, governmental, labor, and technology leaders to address some of the biggest questions about the transformation of work and what work might look like in 30 years” [
98]. The Open Society Foundations's inquiry was predicated on the assumption that, for better or worse, new technologies will change the nature of work in the future. Their hope was to intervene in these changes to help protect workers from being left out or marginalized. As in many cases of the adoption of new technologies, we believed that an examination of the past might help to contextualize and understand our current thinking about the future. Thus, this project asks the following questions: How might engaging with the historical contexts and situations around technology build agency among worker advocacy organizations? How might history be mobilized for the purpose of experimentation with alternative possible futures? How might design facilitate new alliances across scholars, technologists and worker advocacy organizations? How might fiction offer modes of experimenting that can resist the constraints of everyday advocacy work?
In order to answer these questions, we developed a four-hour workshop in order to engage stakeholders from the social and economic justice community in Chicago. Prior to the workshop, as part of our ongoing research on the topic, we conducted qualitative research on the future of work using the following methodologies: the analysis of over 275 mainstream media articles; fourteen semi-structured, hour-long qualitative interviews; and, the creation of a PD workshop. We conducted interviews with activists from organizations that served diverse communities of workers, ranging from telecommunications workers to domestic workers. While the majority of the activists and organizers were based in Chicago; two were based elsewhere. Eleven of these interviews were conducted prior to the workshop in order to inform its design and three were conducted after the workshop in order to evaluate its results.
These interviews focused on three concepts related to the work organizers were doing in their respective organizations, and the attitudes they thought they were seeing from their organizations and constituents. The first line of questioning focused on their perceptions of the current and future state of labor practices in the United States and included questions about challenges and opportunities facing the labor force and their organizations. For the second theme, which was technology, interviewees were asked about their own relationship to technology, the impact they felt it had on their constituents, and work they were doing to manage that impact. Finally, interviewees were asked about how their organizations planned for the future, and how they and their constituents talked about the future. The purpose of these interviews was to gain a better understanding of pressing issues related to the role of technology in the future of work as well as the kinds of philosophies and values that shaped the work of labor activists in order to inform the design of a workshop. Another reason for the interviews was to reach out to labor activists in order to build relationships with individuals that might be interested in participating in the workshop as well as to get recommendations of additional labor activists and organizations that might want to be interviewed or participate in the workshop. This outreach and interview phase was important to ensure that we had a wide range of groups represented including those that worked on behalf of women, immigrants, youth, formerly incarcerated people, African-Americans, and Latinos in the Chicago area.
The purpose of the workshop was: (a) fostering the examination of new and emerging technologies with an historical lens; (b) using the tools of critical play, speculative design, and reflective practice to engage activist communities and designers in meaningful collaborations, and (c) developing our understanding of related concepts in HCI including prototyping the past, counterfactual artifacts and material speculation. The workshop was designed to help stakeholders examine paradigmatic shifts in labor throughout history to better understand the current changes impacting the labor force. We set out to devise a way to build on various stakeholders’ (such as labor activists, tech activists, designers, historians, and other scholars) understandings of the past by creating an open, playful forum, that, like the cultural probes described above, would help the players express their ideas and beliefs about the relationship between labor and technology.
We organized the workshop into two sections. The first, a game, was meant to help participants examine some of the ways emerging technologies transformed work throughout history and to begin to imagine how they might do so in the future. The second part of the workshop, the prototyping activity, was meant to provide opportunities for them to develop creative responses to some of the challenges. Discussion throughout the day helped participants reflect on their experiences and to suggest future directions for the work.
Approximately twenty-five people including labor activists (8), technology activists (2), designers (9), funders (3), and scholars (3) attended the workshop. Four of the workshop participants were interviewed as part of the project—two before the workshop and two after the workshop. Workshop participants were not paid. One of the authors participated directly in the workshop while the other primarily facilitated and observed. The workshop had two parts. The first part enlisted participants in a board game designed by the authors using critical game theory [
99,
100] and reflective design practices like cultural probes [
45,
46]. The game was designed for up to four teams of two to four players. Two games were played in tandem with one of the authors participating and observing each game, while a graduate student observed and reported to the authors her impressions of game play. The games each had twelve players total, with three players on each team. One of the paper's authors [removed for review] participated on a team while the other [removed for review] observed and answered questions (she was the thirteenth player at the table). The game was an exercise in thinking speculatively about both the past and the future and it represented a timeline that spanned five eras, beginning with ancient Greece and Egypt, and ending in the year 2050. Each space on the board was within an era and featured a specific point of view. For example, a team might land in “Era 2”, on a space labeled “Child factory worker” and might draw a card that asks them to create a list of demands. Or later in the game, they might land on a space that identifies them as a robot worker, and tasks them with sending a postcard from their vacation.
The game allowed workshop participants to explore historical and present technologies, socio-economic conditions, and labor realities in order to open up discussions around the way in which technologies shaped and were shaped by social, economic, political and cultural contexts. It also allowed labor activists to collaborate with scholars, designers and technologists around the creation of counterfactual histories that might allow for alternate relationships, outcomes and possibilities that might benefit workers. However, we were specifically interested in how this engagement might allow for the design of future technologies that might embed the philosophies of labor activists. As a result, the second part of the workshop tasked groups to work together to design an object, prototype, experiment, or platform that drew on the most unexpected or counterintuitive moments during the game play. In order to do this, participants reviewed the ideas that they had come up with as part of imagining counterfactual histories as well as how these ideas expressed their values and used them as a basis for the creation of the prototypes. Groups were asked to specify who they were designing for including demographic characteristics such as race, class, gender, economic status, and industry.
Each team from Game A joined with a team from Game B to complete the prototype. Each of the four prototype teams had six members, and each team had forty-five minutes to create their prototype using materials that were in the room. We provided low-fidelity supplies such as cardboard boxes, blue tape, markers, and twine, to encourage the groups to create objects that more closely resembled sketches than polished prototypes. To better understand the impact of the workshop, we paused between activities and at the end of the workshop to ask questions and invite reflections on participants’ experiences. These brief focus groups were recorded and analyzed along with the interviews that guided the development of the workshop.
The game, which spanned 3,000 years in history, invited participants to invent counterfactual actions—such as worker campaigns, schedules and uniforms—around the intersection of technology and labor throughout human history. The purpose of using history as a speculative space was to support a kind of long-term thinking by taking participants out of their day-to-day constraints and realities, which are structured by short-term demands, deadlines and campaigns. By inviting participants to create fictional artifacts and prototypes as part of the game play, participants could experience a sense of agency around what it might mean to engage in the designing technologies that might incorporate their values, ethics and concerns. In this way, the game-based workshop explored ways of engaging social and economic justice organizations in the PEST.
As we designed the workshop, we focused on what was similar and what was different about past changes in the labor force with changes that we see as looming factors in the next major shift in the socio-technical relationships between technology, labor and the future of work. We were interested in moving beyond the utopian and dystopian narratives that so frequently frame discussions about the future of work to open a discussion about possible new directions for labor advocates. To situate current shifts in the future of work related to the introduction of new technologies, we devised a game that would offer opportunities to consider past shifts in the relationship between labor and technology. The game was developed to help participants explore the past without having to become experts on the historical relationships between technology and work. This focus on the past was tricky because we did not want to spend the time “educating” the participants about what the past was like. Instead, we wanted to give them some information and let them rely on their own knowledge as well as their imaginations. So, the tasks had to be fairly whimsical. The game asked teams of players to imagine counterfactual histories and to complete a task to express something about those histories during each turn. The goal was to reach the end of the board first, or, as we explained in the rules of the game, to get to the future first. The board itself was a timeline and was approximately five feet long (See Figure
1). It was divided into five eras: Ancient Egypt and Greece; the era of steam power in Europe in the 18
th and 19
th centuries; the assembly line in the early to mid 20
th century in the US and England, the current era of automation, and a future era around 2050.
Upon entering a new historical era on the board, each team would be able to open a dossier on that time period. The dossiers were meant not to be a comprehensive history lesson, but to provide some sense of the time, and some inspirational material for the task. The dossiers contained photographs and drawings, advertisements, graphical information, quotes, and short texts about labor and technology in that era. For example, the second era included a timetable of Lowell's Mills, a photo of children working in a mill, an advertisement, and an excerpt from Lord Ashley's 1942 report on mining conditions [
101] (See Figure
2). Each era had six spaces that identified an individual from that time period. For example, in the first era, a team might land on a pyramid builder in Ancient Egypt, or on a domestic slave in Greece. Once a team landed on a space (through a roll of the die), they drew an “Action Card” which asked them to collaboratively develop a response or solution.
An example of a turn might be to draw the card “plan a collective action with fellow workers” while on a space marked “pyramid builder” in Ancient Egypt on the board. Other “Action Cards” included the following: Create a list of demands; Draft a memo from the head of the company; Create an image that represents the relationship between workers and technology; Draw a mechanism by which labor could be measured. Describe the mechanism; Create an alternative way of engaging goods and services; Create a job application; Create a schedule for regular time away from work or leisure time; Create a corporate logo; Design a worker's uniform; Design the mechanisms by which a worker's schedule is determined; Describe a meal break or lunch break; Describe how a worker travels to and from work; Send a postcard from a workers vacation; Draw one instance of a worker interacting with a technology from the time period and industry; Develop a new purpose for a technology that exists in this time period; and, Bring a technology from another time period into this one and adapt it for a new use. The aim of the action cards was for teams to use their imaginations and to develop alternatives to the historical, contemporary, and future scenarios, not necessarily to accurately represent history.
Each team was equipped with “Action Sheets” to use as worksheets for their task. These sheets would be an active site for speculation about counterfactual histories, as participants recorded their answer to the task provided on their “Action Card”, which are understood as “What If” questions. For example, the “Action Sheets” asked participants to think about the following questions: Who are the workers? Who do they work for? When is this happening? Where is this happening? Participants were asked to think of an idea, describe the idea and think through the implications of their idea.
The teams had 6 to 10 minutes to complete their task. They had, at their disposal, the information from the dossier of the era in which they had landed, as well as their own imaginations. We emphasized our hope that the game would help explore counterfactual histories to bring to life new and interesting dimensions of historical labor struggles. As such, we wanted the teams to share their answers with each other. Though it proved to be time consuming, the opportunity to learn what prompts other teams received and how they responded to them enriched the game, as well as the discussion and activities that followed.
A brief discussion after gameplay revealed what participants felt they gained from participating. There was an obvious value in new information about historical labor struggles. Many participants marveled at evidence of strikes in Ancient Egypt. They also enjoyed the way some of the primary sources in the packets provided new insights. For example, many were interested in thinking about time as a regulatory technology.
Another participant suggested that the counterfactual nature of the game promoted creativity as well as critical thinking about the future.
Listening to some of the answers during the game gave a nice angle on how to use existing technologies or current technologies from those times in a subversive way. Just to imagine a coal rail as a channel of dissemination of worker information, that was great. It really makes me think hard about what we're doing—what I'm doing in my industry—what ways to kind of use that in the same way.
The counterfactual histories helped some of them feel that they could stretch their imaginations about the way we use current technologies for activism, while they helped others reflect on the constructed nature of history. For example:
I really liked the term counterfactual. It was humorous and fun but also helps break open some more creative energy. And there are counter histories. So it's sort of thinking about what history are we paying attention to. Are we looking at the social history of conditions of work? Are we looking at industrial history and new forms of production and celebration of technology? So I think maybe it's about just being critical about what are we looking at as history, what constitutes history, and that's what's perhaps helpful. Are we taking inspiration from this history or from this history when we're thinking about current conditions?
Still others found a sense of solidarity with workers and labor activists throughout history.
There was something kind of empowering about seeing that throughout all of these ages, you know, it is a process of workers responding to the conditions that they find themselves in, and even in our little team of two or three people, in some small way we were creatively trying to respond to a challenge of our work situation.
Finally, there was comfort in the symmetry between what we don't know about the past and can't predict about the future.
Still so much in the past that we don't know there's that we don't know how it exists, like Stonehenge. And then there's so much in the future that we don't know what it will look like. So we still sit between these two worlds of not having all the answers even of things that have already occurred. And then by giving ourselves permission and being okay of not being in control of what the future might look like.
The conversation also served as a platform for the group to provide feedback for future iterations of the game. These focused largely on the length of the game and the time investment required, though alternative structures and formats were also discussed. Some participants suggested workers would find value in playing the game; however, gameplay was over two hours, which, for a worker would likely be two uncompensated hours.
The game and discussion were followed by a prototyping activity, for which we combined groups from each of the two parallel games. We gave them the following instructions:
Review your action sheets
•
What was the most unexpected or counterintuitive thing you came up with during the game?
•
How can that be relevant today?
Design an object, prototype, experiment, or platform
•
Who are you designing for (race, class, gender, economic status, industry)?
•
Represent your idea using the materials in the room
Each group came up with a unique design.
Relationship Model
Model of relationship between people and technology. Developed from one of the action cards (presumably “Create an image that represents the relationship between workers and technology.” As they described their model, they took it from its base and tried to stand it up. It would not stand on its own, which, they said was the point. Having them all “requires us all to be mindful and observant, or the game falls into the danger zone.”
LSCU
This group designed the “Little Sister Counter-surveillance System,” (LSCU, or Little Sister C's U) a system that monitors employers (See Figure
3(a) and (b)). This group put “sensors” around the room (and even on participants’ and organizers’ backs) to monitor the working and environmental conditions. The group envisioned LSCU as a way of warning workers when their physical and environmental conditions were sub-standard, or when they were being monitored without their knowledge. It was also meant to eliminate issues like wage-theft by keeping employers accountable.
Healthcare Robot
This healthcare worker's assistant robot (service robot) was designed to do some of the tasks associated with healthcare practitioners like nurses and aides. The robot would draw blood and do vitals while the worker was able to spend time speaking with the patient. The aims were to facilitate a more personal experience for the patient while helping support the worker.
Artificial Emotional Intelligence
The last team designed an artificial emotional intelligence that worked with wearables. The team suggested that using the device would prevent awkwardness and accidental offenses.
In most cases, the groups began with discussion, but the discussion led to more discussion rather than solutions. Organizers intervened and suggested that groups begin building something rather than continuing to deliberate. This prompted several groups to move forward without specific plans and to describe what they were doing as they were doing it. This act of making as a way of reflecting was fascinating and an important finding from this work; it planted the seeds for the next project. How could we take this kind of experience, in which the material nature of a design process sparked thought and reflection rather than a new product? How could it apply to a broader audience?
3.1.1 Contributions and Hopes.
The primary purpose of our project was to challenge the uncritical technovisions, myths and sociotechnical imaginaries around discussions about the future of work in order to raise the question of “How might it be otherwise?”. We sought to introduce—albeit in a less didactic way through a game—notions of the social shaping of technology and the ways in which human-technology relations have developed throughout history. As a result of this design intervention, we aimed at setting the conditions for building agency among advocacy organizations around the possibility that technologies could be designed differently. We also wanted to facilitate new connections between advocacy organizations, scholars (including historians of science and technology) and technologists for the purpose of infrastructuring new publics with a focus on the ways in which human-technology relations were being discussed and designed with respect to the future of work.
Through the game, we wanted to move beyond rational, verbal debates on issues and towards more playful, experimental, creative engagements and actions. In particular, we were interested in ways of moving discussions, concerns and questions about existing and future technologies into an exploratory space. By focusing on a historical context, we were able to remove the everyday constraints that faced worker advocacy organizations. These constraints included limited time, short temporal horizons and lack of resources in addition to the pragmatic and policy-oriented nature of their work. By using a game that was organized around specific historical contexts, we sought to create a space for participants to explore counterfactual actions that allowed for situated, experienced, embodied and performative ways of exploring their expertise and imagination. An alternate politics around the future of work requires new visions, myths and narratives around the role of technology. Our project sought to use history in order to seed these new visions (while also remaining aware of the frictions in human-technology relations).
3.1.2 Reflections and Frictions.
Despite our ambitions for the project, and what we believe was a truly enjoyable and valuable workshop based on our follow-up interviews, we would like to highlight a number of challenges: (1) establishing trust; (2) awareness of speculative approaches; (3) political orientation of the project; (4) potential for long-term impact; and, (5) lack of ties between social and economic justice organization and civic technology organizations. First, as academic design researchers, we faced difficulties in building trusting relationships with the economic and social justice organizations. In advocacy work, it is often necessary to establish credibility, for example, through prior work in grassroots activism. Second, while speculative approaches are not new, at the time that we conducted the project, we were not aware of any similar workshops or events that engaged advocacy organizations working on social and economic justice. Thus, experimental methodologies such as speculation, games and fiction were not familiar to the stakeholders that we engaged in the project. While the use of experimental design approaches to engage in discourses around automaton and the future of work is an enjoyable, hands-on mode of engagement, the implications of such methods in public policy are still unclear. Third, while we believed that we had a clear orientation towards the value of creating alternatives to existing technovisions around the future of work (specifically, those that would benefit the most vulnerable workers), we did not necessarily make these as explicit as would have been necessary to communicate our politics. As a result, in the final hour of the workshop, participants asked clarifying questions about the nature and purpose of our work. This brings to mind the earlier discussion about the ways in which future methodologies are often apolitical and/or framed as neutral and universal. Efforts must be made in the future to communicate more clearly the political stakes of such approaches. There remains a fundamental tension between researchers and participants around the degree to which the technologies of automation can be reshaped in response to the demands of social and economic justice organizations and their constituents due to the inherent inequities around power, resources, and agency. There are also persistent power imbalances as well as between (and among) university researchers and those advocating for legal protections and worker rights on the ground. Fourth, while we hoped that the project would result in more meaningful collaborations and connections with social and economic justice organizations, we have not been able to foster those relationships based on the workshop alone. Such long-term trusting relationships require a great deal of investment and commitment to the community, which is difficult without sustained funding and face-time working alongside community based organizations. Lastly, at the time of this project, there were not yet strong links between social and economic justice organizations and civic technology organizations. Over the last several years, with continued efforts by advocacy organizations, growing awareness of poor and declining work conditions (made increasingly stark during the pandemic) and growing tech worker organizing, we believe that the links across these advocacy efforts have strengthened. But, at the same time, the power of technology corporations to determine the conditions under which vulnerable people work has also increased, which has only underscored the urgency of finding ways to shift narratives around technology and the future of work.
3.2 Future Design Studio
The second project that we would like to analyze is the FDS. We developed FDS as a part of Emerge 2015, Arizona State University's festival of futurism in art, science, design, and engineering. The FDS was one of 10 “visitations of the future” featured at Emerge, along with a keynote presentation by RadioLab's Jad Abumrad. FDS was a two-part project developed as a way to engage audiences at Emerge in a conversation about technologies of the future through speculation. The first part was the Studio itself where anyone could come and build a low-fidelity prototype of an artifact from the future. The second, the Future Design Players, was an improvisational performance that explored some of the artifacts through long-form improvisation.
3.2.1 The Studio.
We designed the studio to be a fictional design space. Our aim was to provide an open space that had performative or theatrical qualities: a set for participants (it was open to the public) to play the role of designer, or to make believe. This theatricality would help to guide their experience and provide a starting point, so we provided fortune cookies with open-ended questions meant to spark design ideas. These fortunes were in the kinds of questions often asked in cultural probes: oblique (not directly to the point), and whimsical.
There were 15 available prompts. None of these prompts asked users to design a specific object, but rather, they asked a broad question about cultural activities: How do we walk our dogs in the future? What does a first date look like in the future? And How do we regulate temperature and control our environment in the future? were among the fortunes. We began the day with 500 fortune cookies, and ended with less than 50, while approximately 85 artifacts (include several taken home by participants) were created. Many people chose fortune cookies but declined to create artifacts.
To better understand the artifacts these prototypes represent, we asked participants to fill out an “abridged user manual.” (see Figure
4) The manual asked users to note the fortune they received, and to write a description and instructions for using their artifacts. Once the artifacts and user manuals were complete, participants took them to the “future artifact digital archivist.” The archivist photographed the prototype, affixed the photo to the user manual, and scanned the manual for later analysis. Participants kept their user manuals but most left the artifacts to be used in the improvisational performance. The visit to the archivist was designed to provide some kind of closing ritual and continue to build the aura of the fictional design space. Since not everyone who created a prototype also created a user guide, the FDS yielded 69 complete prototypes with user guides, about a dozen prototypes without accompanying guides, and several unfinished prototypes as well. Since these proved to be too difficult to parse without the supplemental information, only the complete prototypes with user guides were included in our analysis.
3.2.2 The Artifacts.
In collaboration with researchers from Arizona State University, we analyzed the completed user manuals (See Figure
4), which included images of the artifacts. Each manual was openly coded by two of the authors, and ongoing discussions helped refine the coding process. In the end, the authors agreed on a set of codes, and the manuals were recorded by one author. We identified four categories for the user manuals we examined: iterative, aspirational, cynical, and reactionary. It is important to note that there were many border cases, and some of these categorizations might easily be contested.
We categorized thirty of the artifacts as iterative. This category comprised iterations of existing technologies, new ways of doing things we do already, or ways of serving existing cultural phenomena. For example, a doggie treadmill answered the prompt asking how we walk our dogs in the future; headphones embedded in the ear were created for a prompt asking about music in the future; and a robot that picks up and sorts trash was created to help improve the environment. These artifacts were usually consumer electronics products and many of them involved bodily implants, like screens embedded in arms or holographic elements that replaced smartphone screens. In these cases, the new technologies often performed the same functions as their precursors.
Another thirty of these fell into our aspirational category. They represented transformational ideas or technologies aimed at changing sociotechnical systems in which these artifacts would be embedded. For example, a weather station that transformed global climate or a system to sustainably grow food in one's own backyard. Though they were often Aspirational artifacts sought some sort of transformation in how we do things. This was not always grounded in social good, though that often played a role. Like the iterative artifacts, some of these contained language that seemed to be borrowed from marketing campaigns, or proprietary brand names, like the Google.
A handful of the designs (six in all) were either cynical or reactionary. Objects that indicated an extreme pessimism about humanity were dubbed cynical, while those that resisted the concept of technological advancement “designing” existing human abilities or old technologies, like pen and paper, were coded as reactionary. We found the remaining manuals (three) lacked sufficient information to code into one of the four categories.
Many of the artifacts in both the iterative and aspirational categories had catchy names, like “Modul-ear” or model numbers, like Fanbox 5000. Many also included marketing language or referred to separately sold parts or components, indicating that their concept of the future was somehow tied to marketing tactics like planned obsolescence and iterative improvements in design.
Some interesting themes emerged across the responses to certain prompts. For example, “how do we regulate our environment or control the temperature?” saw the creation of artifacts to accomplish several different things. First, some participants designed iterative ways to control rooms and buildings, replacing existing thermostats with something they saw as superior. Others attempted to control personal environments through force fields built into wearable technologies like bracelets. Still others aimed for global systems to regulate the weather and heal environmental damage.
The future of fandom also inspired a variety of artifacts. One participant saw fandom as a way to own a piece of one's favorite famous person. The Fanbox 5000 promised to provide a miniature replica of your favorite star created with their DNA. Another saw an opportunity to create new ways to emulate the object of one's affection: a sleeve that changes its owner's appearance to match the celebrity they are following. Still another participant opted to create a device for listening/watching favorite artists or sports teams. These are different conceptions of fandom: possession, emulation, consumption.
3.2.3 The Future Design Players.
Because we wanted to maintain the playful spirit of the studio while drawing out some of the more serious implications of designed objects, we chose to use improvisation as opposed to a more traditional deliberative format. The improvisational performance allowed for humor, for the unexpected, and for surprisingly deep exploration of the themes.
To create this humorous forum for continued deliberation, we auditioned and rehearsed with a group of actors trained in log-form improvisation. Long-form differs from the more familiar short-form, which consists of a series of predetermined games often resulting in a sequence of thematically or narratively unrelated scenes. Rather than short, disconnected games and sketches, long-form work is best described as an improvised play in which the theme or narrative is revealed through connections made between characters and ideas over the course of a single or a series of connected scenes. Performers aim at finding human truth in the moment, rather than to seek opportunities for humor [
102]. We chose a long form-approach for its emphasis on patterns, themes and connections.
The aim of the Future Design Players was to be able to open up a deeper conversation about the assumptions and values embedded in participants’ artifacts and user manuals. To prepare for such conversations, the performers incorporated thinking from leading scholars in the social studies of science and technology, such as Winner [
103] and Bijker [
104]. Discussions surrounding seminal articles in the social construction of technology and the politics of artifacts began the rehearsal process and helped shape the final structure for the performance.
The structure of the improvisation was built on an existing structure for a long-form opening called “invocation.” The original invocation asks the audience to suggest an object, and then goes through a series of statements about that object that build to a crescendo, at which point the players move into scene work. Our structure began with our own version of the invocation. Once the audience selected their favorite from among the artifacts the performers chose, the performers began to chant about the object as a Greek chorus, each taking turns providing following a four-stage pattern:
IT IS: Initial statements describe the item and its functions.
MADE: These secondary statements begin to build a history of the item. Who made it, why they made it, what materials, resources, and industries were used to create the object.
LOVED BY/LOATHED BY: These statements examined the stakeholders and included broad statements about industries and organizations as well as accounts of individual relationships with the object.
IT IS: The return to the initial statement created a kind of symmetry; however, this instance offered the performers a chance to more deeply explore the nature of the item. “It is” statements made at the end of this opening probe more deeply into the place the item takes in culture and begin to develop the social and cultural implications of the object.
This opening was proceeded by open ended, free form sketches, and then by a structured closing, similar in nature to the opening, but using “it changed” and “it did not change” phrases to explore the impact of the artifact they had explored over the past 30 minutes. The performance concluded with a discussion.
3.2.4 The Performance.
The Future Design Players each selected an artifact and were given printouts of the user guides for their choice. They had several minutes to read over their user guides and continue warming up before the performance began. When it began, they each introduced their artifact and asked the audience to applaud for their choice. The winning artifact was the “Date-bot 2040X,” an artificial intelligence that helps alleviate both loneliness and social awkwardness. The bot was an answer to the question What does a first date look like in the future? The robot is described in the user manual as “companion contraption: highest order—empathy; design—flawed (artificially); but endearing to all human forms seeking mates.” Though the robot was designed to kiss, most of the functions the creator describes have more to do with emotional rather than physical intimacy. The future design players began with the opening described above to help them establish the world in which a Date-bot 2400X exists.
To do this, the actors used the opening (it is, made, loved/loathed by) to explore who makes Date-bot (factory workers who “don't quite understand what this device is used for”), who designed it, and how it is used. For example:
It has a mode for awkwardness if you'd like to practice.
It is loved by those who have finally learned to be less robotic themselves by loving a robot, they can love a human.
It is loathed by your grandmother who just wants you to find a nice Jewish boy.
Once the stage was set, the actors played out scenes in which Date-bot was used as a relationship coach, a companion, a babysitter, and even a US President (whose bot status is questioned by the media). Date-bots fell in love with humans and with other Date-bots. Maid-bots, Friend-bots, “Bachelor-bots,” and even Dog-bots made appearances, questioning human reliance on artificial intelligence for physical as well as emotional labor.
The scenes explored gender norms, existential loneliness, and prejudice:
I saw you on a date with a Date-bot…we're in the kind of place where people don't use bots.
I'm sorry, it's a part of my past that I'm trying to leave in my past.
It also drew on family dramas and coming of age stories:
Whoa. Are you the Date-bot that taught my dad to date?
Your father? I must have worked!
One subplot saw a bot president blaming faulty programming for illegal or improper behavior:
Any wrongdoing is regrettable, and a result of bad programming.
Mr. Presbot, if you go back to your factory reset, will we have a different administration?
The closing (It changed/did not change) contained some of the most insightful exchanges about the relationship between Date-bot and dating. Here is a sampling of the closing proclamations:
The date bot did not change the desire for human contact.
The date bot expanded what it meant to have a relationship.
The Date-bot did not change the truly awkward.
The Date-bot did not change our fear of the unknown.
The Date-bot changed the first date.
The Date-bot did not change all the other dates.
Though most of the performance was lighthearted and fun, it painted a picture of a world where we trust artificial intelligence more than we trust humans and began to delve into some of the ramifications. Subsequent versions of FDS were developed as pedagogical tools and professional development workshops. The process was refined so that participants also engaged in parts of the performance, pushing them even further, to unpack the unexamined and unintended consequences of what we choose to design and what we choose to buy. See for example, Wigner, Halpern, and Record, 2018 [
105].
The audience for Emerge was exploring other visions of the future that included online surveillance of ordinary citizens, utopian cities, and landscapes of the distant future through hacked cameras. These interventions and the design prompts worked together to guide participants toward design for their everyday lives, which are often bombarded with messages about consumption. It makes sense, then, that the artifacts were largely consumer products that people envisioned being largely available to US citizens in the future. The Date-bot, along with many of the other artifacts, was the kind of technology that would be widely available in the US despite its steep price tag. That ubiquity was hinted at in some of the early opening and scene work but could have been more explicitly explored. Future incarnations might see both design prompts and improvisational performances geared toward specific discussions about technology and culture.
3.3 Discussion
Based on an analysis of these two very different projects, we developed the
counterfactual actions approach, defined as situated, embodied and performative modes of participatory engagement. While our approach shares some similarities to other relevant examples that we have mentioned above, we argue that there are a number of aspects that distinguish it as well as prove its relevance for HCI researchers as well as for future application in other domains. Rather than arguing that our projects are two ideal cases, we argue that they present a research trajectory that draws on notions of patchwork [
1,
106] in which disparate projects can be joined together in order to define and characterize an approach such as counterfactual actions.
Our approach has five key themes—histories, speculation, participation, relationality and situatedness—that make it valuable for informing new directions in HCI research, which we will describe in detail below. A key to our approach is in bringing together these five themes in order to build the counterfactual action approach. While many of the projects that we have described in our literature review engage with one or more of these themes, none of them fully engages with all five themes. Furthermore, since our original empirical projects were conducted and published in an earlier article, there has been a growing interest in the themes that we have outlined, which we will illustrate through references to more recent design precedents than those described in the literature review. In short, since our initial projects, the relevance of our approach for HCI research has grown as it allows researchers to expand and experiment with new methodologies that are uniquely equipped for understanding emerging relationships between humans and machines.
3.3.1 Deep Engagement with Historical Facts is Essential for Relevant Design Futures.
First, related directly to the theme of this special issue, the counterfactual actions approach engages with historical facts (albeit through game-play). As we have argued above, while many approaches to design futures within HCI research focus on uncritical, linear understandings of the futures as directly tied to technology and progress, we seek to trouble these associations by engaging participants in the making of alternative histories and futures.
For example, as one Future of Work participant cautioned:
I think our culture tends to over-valorize technology as always creating good and progress. And I think this kind of exercise helps to break that down. But the distance between those extremes is great and to translate what we did together into real world—I think there's a lot of challenges to bridge that gap.
And, in follow up interviews, another participant working on advocacy for healthcare workers, emphasized:
There's real value in sort of seeing and thinking these things and seeing the progression and the interaction... it's potentially very beneficial, not only historically, but also concretizing…oftentimes, we don't do the work of sitting through and not only examining what has occurred historically, but also sort of using these processes to project [forward]. And I think that, so from the from, particularly in, in an area such as healthcare, where there's a lot of potential trepidation, [there are] huge, huge implications for the workforce. And oftentimes, these issues are not necessarily talked about in a sort of communicated in a transparent or in an effective manner. But then sometimes we need processes that sort of break down the barriers that have existed in terms of them. And I don't differ depending on where he's talking about that prevents those sorts of things from happening. And I think that this is clearly a mechanism for doing so that involves the workforce, I think is really crucial, but does not necessarily always been the norm, when we talk about sort of, sort of decision-making processes, solutions are starting to roll out rollout of particular indicate technology. But I think that there's clear value in that content.
Much research about the “future of X” whether focused on work, food or transportation in HCI is ambivalent about and, often, ignorant of historical context. In particular, HCI and design programs are often ahistorical and/or missing the social, cultural, political, economic and environmental contexts. Furthermore, in recent years, prominent schools have eliminated their historians and/or critical theorists. By using history as a speculative space for the use of counterfactual actions, we illustrate the value of engaging with historical context. While the Reimaging Work project engages explicitly with historical context, for comparison, the FDS project engages temporally with public engagement in futures. Though FDS is focused on futures, the process by which the performers give life to those futures is rooted in counterfactual actions and thinking. In order to make these futures meaningful for audiences, the actors treated them as pasts. As one performer noted, when building worlds around the artifacts, they must “look at it from an outside perspective instead of immersing ourselves immediately into it. As archeologists, as people beyond that time…and once we had those ideas, to immerse ourselves into it, to experience that culture.”
We believe that situating HCI in historical contexts, presents and futures will allow a more reflexive design practices. Lastly, we caution that HCI research is predominantly focused on Western understandings of modernist, technological progress, and temporality. One limitation of our approach is that we also embrace a linear understanding of time. For example, the layout of the Reimagining Work game is highly linear. While we considered and experimented with alternative notions of time—such as simultaneous and circular notions—we found that they were difficult to prototype and develop in this version of the game. We believe that non-linear time and other non-Western notions of time, history and ancestry could result in new understandings of time for the field of HCI.
3.3.2 Speculation is Tightly Coupled with Considerations about Social Consequences.
While many speculative design projects claim to allow audiences to consider the ethical implications around the development and use of technology, very few live up to their promise. In addition, such projects are often overly biased towards thinking about imaginative new uses for technology rather than considering their harms. In cases where social implications are considered, projects often turn towards dystopias imagined by a white, male, able-bodied and wealthy designer rather than the harsh realities that are experienced by billions of people everyday. As the performers developed their process for FDS, they often discussed walking this line between envisioning the dystopian futures or failing to adequately address social consequences. Reflecting on the process, they found that developing complex histories for these objects and the worlds they inhabit made their visions of the future more human. One performer described this as, “Trying to figure out the humanity behind it.” she continued, “There is an assumption that people in the future suddenly know everything…the future is the self, realized, full of genius magical people. It was nice to realize we had that preconceived notion and also break it. Oh yeah, people can be just as confused with incredible forms of technology [as] we are now.”
One new project within HCI research that engages both with speculation as well as with a more robust understanding of the legal and ethical considerations around technology is Casey Fiesler's recent work [
107–
109].
As one of our Future of Work participants, working on immigration rights advocacy, reflected:
…in the game, the whole thing on on, you know, bits and pieces of labor organizing throughout history, whether that's, you know, with slave revolts in the, in ancient Egypt, to the industrial age, and then even picturing into the future, what, you know, what does? You know, what does collective action at the workplace look like…50 years from now. So I think…that kind of imaginative exercise allows our folks who can begin to see new possibilities in the present as well.
They expanded on this, drawing attention to the tension between artifacts and actions that we have elaborated in this article:
…the game I thought was, was useful, it's something that our folks could probably enter into and play some version of it and get and come out with insights and ideas. On some level, the fact that the prototyping was focused around a thing [emphasis added] …could be limiting as well…what if instead of, you know, prototyping…instead of looking at an object, you know, what would, you know, what would a process of organizing look like? [emphasis added]…These are the questions that I think a lot of organizers are dealing with, you know, how do you organize fast food workers? And, you know, some people are trying some experiments with that, or, or day laborers or domestic workers or things like that is to say, you know, even, yeah, 10 years from now, like, what, what new technologies, could you imagine that would support or enhance the organizing work that you're doing?
At the same time, they continued, the speculative artifacts themselves created some interesting trajectories: “The prototypes that we came up with were actually interesting…this idea that came out of our group was an artificial emotional intelligence. Like, I've actually been doing some poking around on artificial intelligence, since then, because it felt like such a compelling idea to me.”
Again, while most speculative work focuses on futures, our work engages with “what ifs” in historical settings, making up alternative histories and thinking through the possible implications of these counterfactual actions as part of game-play. Tying speculative artifacts more directly to counterfactual actions is one way to achieve more relevance for the purpose of social change and social consequences.
3.3.3 Participation and Community-based Futuring are Necessary for Impactful Design Futures.
While not necessarily unique in HCI given the acceptance of PD within HCI research more recently, our approach is specifically oriented towards engaging stakeholders and publics in conversations about the political choices that we make as a society around the development and use of technologies. While many speculative design projects consider the designers as the experts that design a set of artifacts that allow for engagement with possible futures, our projects specifically sought to engage participants in the practice of futuring itself by allowing them to engage in counterfactual actions.
Yet, upon reflection, our engagement with stakeholders and publics may not have gone far enough in depth nor in making a more long-term commitment. For example, in the Reimagining Work project, while we designed the game in response to a set of interviews with social and economic justice groups, we did not have strong enough relationships with them at that time to engage them in choices about whether a game would be valued and/or what the game might allow for. In this sense, we created the conditions for design futuring without explicit input from the stakeholders that we wished to engage. Similarly, in the FDS performance, we created the idea for a theatrical engagement without the input of participants. As such, for the purpose of these projects, we achieved a participatory engagement but, perhaps, not an actual PD of the projects.
One of our Future of Work participants strongly emphasized the value of our process, saying that the workshop could be used in a variety of advocacy settings:
Yeah, so I actually came back and I did say that I thought we should be using them…Yeah. So absolutely. I absolutely see the potential benefits of using so even the activity that we went through, I absolutely see the potential benefits of doing so…there's clear value. And so one of things we talked about also was involving the worker perspective and things of that sort. I think there's clear value in the work that we are having individuals go through that exact same process that we have no question. I have no question about that. And I've actually recommended that, I think that we can do that, both in the context of I mean, there are there upcoming things that we have that might be larger scale things, and they're also smaller venues that we can make use of the process...I think that the value in sort of an exit sort of an exercise, this is one that we went through is it sort of, it provides the space for people to engage in a different manner than they traditionally have done. Even if it's a facilitated discussion or conversation in the labor management contract, right. There's certain things that always said in the labor management context…I think that the exercise that we went through, provides a space for individuals to engage perhaps in different ways in which they had in the past, or perhaps there are other barriers for people to engage in the imaginal, which could be most fulfilling to them, right. So I think that this provides the opportunity to, because of the nature of the design process provides the opportunity to engage in a different way. It provides a nice quality for workers to engage in different ways.
3.3.4 Understanding and Engaging with Socio-technical Systems Requires a More Relational Approach.
The HCI field is still predominantly focused on making tools, artifacts, things and prototypes as solutions to problems (and this impulse is shared in the design and futures fields). While there is a growing community of researchers interested in critical approaches such as the sub-community on critical social computing, the focus on making objects as discursive tools for the purpose of asking questions is still not the norm. While we believe that artifacts, things and prototypes (or, more accurately ‘provotypes’) are valuable, there is an opportunity to bring them to life through actions, events and situations to emphasize their relationality. Because we are committed to broadening debates about human machine relations within the context of complex socio-technical systems, we believe that a relational approach is essential. Barad's notion of intra-actions signifies that things and people together shape agencies in dynamic ways [
110]. This is captured by a number of projects mentioned above in the literature review. As such, the focus on making things or artifacts is not necessarily static or fixed but the shift to actions allows for a deeper exploration of identities, relations and processes in the context of socio-technical systems.
Both of our projects illustrate ways of participating in and creating actions. For example, in the Reimagining Work project, the use of “Action Cards” suggests the opportunity to create counterfactual actions such as worker campaigns in historical contexts. The focus on actions also references the ways in which humans not only have relationships with individual artifacts but, rather, are entangled in broader and more complex socio-technical systems. Through game-play, we sought to focus on the ways in which things become relational through being embedded in actions. In our interviews for the Reimagining Work project [
111], we sought to understand the ways in which (different) technologies could be seen, on the one hand, as impenetrable “black boxes” as well as, on the other hand, easily used for activism in social media campaigns on labor issues such as the “Fight for 15”. This contradiction led us to want to embed agency and action into the game in a more deliberate way since activism is often tied to action (rather than discourse). As we disagree with the binary opposition between discourse and action and, rather, embrace a praxis that integrates critique with creation, our game sought to integrate discourse and action through game-play. This necessary focus on relationality has been reinforced more recently in discourses around the posthuman [
112], the more-than-human, the decentering of the human [
113], other than human [
114] and entanglement in HCI research [
115]. Rather than viewing things and artifacts as fixed entities as previous HCI research has typically done, we embrace a phenomenological understanding of the agency and dynamism of things in relation to humans in the context of wider socio-technical systems. We believe that our projects do this quite successfully, informed by the field of science and technology studies. Here, recent scholarship has emphasized the co-performance of relations between people and things with respect to artificial intelligence, which helps to dispel a range of myths about the deterministic agency of AI [
116].
3.3.5 A Relational Approach is Predicated on Situated, Performative and Embodied Engagement.
In order for an approach to be relational, there must be a kind of responsiveness embedded into the process. Suchman's original notion of situated action, based on her studies at Xerox PARC, refers to the ways in which digital technologies that are designed around psychological models and plans are often in conflict with the ways in which situated actions play out in everyday human-computer interaction [
117]. Suchman uses the metaphor of canoeing through rapids in order to illustrate the ways in which context-specific and embodied responses are essential to understand the relationship of humans to the world and, in particular, to our technological systems. Building on this, recent work in HCI has engaged with literature on infrastructures from science and technology studies [
118,
119]. Specifically, Jack et al build on Nguyen's concept of infrastructural action [
120] to develop their understanding of infrastructure as creative action defined as “the resourceful, ad hoc and imaginative development of homegrown infrastructures and the work of integrating new tools into older infrastructures and cultural practices” [
119].
We share this orientation and believe that it is an essential component for design futuring. Our approach to counterfactual actions is similarly a situated, performative and embodied engagement. Counterfactual actions—like other experiential approaches such as role-playing and bodystorming [
121]—require that participants put themselves into new situations in order to explore what it might feel like to be a different person in a different time or place or, even, as themselves in a different situation whether historical, present or future. For the purpose of the Future of Work project, this meant participating in and imagining historical identities, relations and processes from the perspective of their present role as worker advocates. This emphasis on their existing professional identities, ties our approach to another important strand of emerging HCI methodologies around somaesthetics, first-person research and autoethnography. For FDS, this embodied engagement meant imagining futures through specific imagined artifacts, and then exploring how those artifacts shape the imagined, counterfactual futures in which they exist. As one of the performers noted, they were engaging in a “collaboration with the objects that had been created. Trying to find potential context for them and how they would come about and effect…potential realities.”
Specifically, counterfactual actions take up engagement with embodied interaction and embodied design [
122,
123], somaesthetics [
124] and first-person approaches in design [
125], which draw on the knowledge that can be gained from engaging the body [
124,
126,
127]. One such approach is the creation of biographical prototypes [
128] based on first-person accounts by disabled people in order to recognize their contributions to the field of design in terms of the ways in which they draw on their own experience to make something work. Another relevant lineage of this work is tied to social practice theory [
129] and, in particular, Kuijer et al.’s study of bathing, which was “integrated into a Generative Improv Performances (GIP) approach, entailing a series of performances by improvisation actors with low- fidelity prototypes in a lab environment” [
130]. Specifically, they argue that GIP shifts the focus away from professional designers and towards actors that are skilled at navigating complex situations for the purpose of working out more sustainable use of resources. This is perhaps similar to Cefkin's [
131] lab-based engagements with ethnographic futures around autonomous vehicles, which mobilizes the space of the lab as a site for ethnographic understandings about cultural practices rather than their more common use for psychology experiments. Lastly, counterfactual actions draw on notions of praxis in which theories can be experienced in everyday life and which are closely tied to the work of social justice and liberation [
132,
133]. We argue that finding ways of bringing situations to life in more embodied and performative ways will help to build less deterministic and more complex and dynamic ways of understanding human-technology relations.
By moving from artifacts to actions, we support ways of experiencing human-technology relations in more embodied, situated and performative ways. This approach builds on recent interest in somatic approaches within design such as autoethnography and first-person research. As one Future of Work participant noted:
I was struck by, especially in the [prototyping activity], how we started off in our group just talking and we just kept talking around each other until you actually came and intervened and said you must get up and do something and it wasn't until we actually started physically moving that we were—we weren't’ developing our ideas, we were just putting stuff together. And for a linear thinker that just like how did that happen. We're used to brainstorming or you know you have to battle out the ideas before you get to any kind of action, and this was actually, doing a physicality that actually helped me think through a problem.
Here, the reference to getting up and physically moving as part of the thinking process is striking as it is a direct reference to the value of a nondualistic somaesthetic approach. Rather than placing an overemphasis on the artifacts that were created, we seek to focus attention on the embodied actions of the participants. Counterfactual actions, as creative rather than dialogic, help to move away from the continued overemphasis on dualistic, rational, mind-focused modes of knowing and towards experimenting with the role of the body as a generative source for HCI.