Previously, I mentioned that the game experience I aim to create is one of creation, where materiality—i.e., the worldview framework—serves as a critical guiding clue. This article will briefly discuss two themes: elements of co-creation and the potential content the framework may encompass.
I have previously mentioned creation and cooperation, but I have never combined creation with collaborative exchange.This co-creation experience is closely related to design because design is not purely a discipline that pursues depth; cooperation, collaboration, and breadth are what create more possibilities for the future. To some extent, the scenarios requiring consensus and sitting down to communicate, which globalization and diversity need, are cooperation and co-creation. Promoting the breadth of knowledge connection and exploration through collaboration is also a strategy to foster global solutions and address shared global crises. The concept of breadth was also mentioned in the dragon speech I referred to earlier. Pioneers in various fields have long realized the importance of cognitive breadth in today’s communication environment. This is a potential of the present and future, belonging to the era of highly developed communication technology. Depth exploration, however, has always been discussed within relatively independent and small expert groups throughout history. Past development did not necessarily need to consider the macro proposition of a shared Earth, which is inherently a modern and future proposition. This does not deny the significance of depth exploration; I believe finding a balance between the pursuit of depth and breadth in the exploration process is crucial.
The “9 Dimensions for Evaluating How Art and Creative Practice Stimulate Societal Transformations”
https://creaturesframework.org/funding/creatures-dimensions.html
include three categories of change, each covering three dimensions:
- Changing meaning (embodiment, learning, imagination)
- Changing connections (caring, organizing, inspiring)
- Changing power (co-creation, empowerment, subversion)
This belongs to the future possibilities of design as an art and creative practice. Personally, I believe co-creation is at the core, as it includes imagination and caring, and imagination inherently includes organizing. If applied to my practice, the key lies in co-creation, subversion, and inspiration. The purpose of subversion is to create new ways of thinking or bring about practical new possibilities. This also relates to some workshops I have experienced. I personally believe that workshops achieving two out of these three points tend to be relatively successful; achieving one point makes the experience quite memorable. Most workshops do not achieve any, relying heavily on individual initiative.
As for how to guide my project participants to have better narrative guidance, I refer to some social issue models, mainly including: individual (rights, emotions, health, etc.), community (safety, media, immigration, etc.), culture (religion, language, arts, etc.), livelihood (property, work, business practices, etc.), infrastructure (energy and convenience of life, etc.), and environment (including natural resources, land, and housing, which can be encompassed in other categories). In designing the speculative card game, I can try to design around the six points I mentioned. The concept of future archaeology from design fiction strategies can better arrange these clues. However, how to relatively refine these clues? I cannot consider every possible scenario exhaustively, but I can set broad concepts like: A new religion//A new mode of transportation/A new communication method becoming the trend. Such broad settings allow for more expansive space for divergence. The premise I need to design is an anomaly in the speed of progress over time.
