Figure 2 - uploaded by Stuart Candy
Content may be subject to copyright.
Generic Responses within the Quadrants 

Generic Responses within the Quadrants 

Source publication
Article
Full-text available
This article describes the origins and uses of a classroom and workshop activity called "The Polak Game" or "Where do you Stand?". Over a dozen years of use to date, the game has provided a user-friendly structure for facilitating quite far-reaching conversation among foresight students and clients. Duration is flexible, but typically runs 30-60 mi...

Contexts in source publication

Context 1
... the game developed after that, I would either show this basic set of perspectives in a powerpoint slide, or draw out the relevant characteristics through discussion during the game. Figure 2 shows an attempt to capture a sense of the quadrants, employing what I would describe as a naïve framing. BUT we can act to change things for the better, and avert disaster. The framing shown in Figure 2 will get participants to stand somewhere and have interesting conversation, but I came to feel that it was also a bit limiting, as people tended to congregate on the influence-optimism (right) side ...
Context 2
... the game developed after that, I would either show this basic set of perspectives in a powerpoint slide, or draw out the relevant characteristics through discussion during the game. Figure 2 shows an attempt to capture a sense of the quadrants, employing what I would describe as a naïve framing. BUT we can act to change things for the better, and avert disaster. The framing shown in Figure 2 will get participants to stand somewhere and have interesting conversation, but I came to feel that it was also a bit limiting, as people tended to congregate on the influence-optimism (right) side ...

Similar publications

Article
Full-text available
Information warfare is an emerging threat which is developing into a significant future global security challenge, especially as the relationship between information and power is strengthened. Futures studies generate foresight about the manifestation of information warfare in the 2030s as an upcoming national security threat in Africa. The four sc...

Citations

... Dator, 2009;Fergnani & Song, 2020) and futures games (e.g. Bontoux, Bengtsson, Rosa, & Sweeney, 2016;Hayward & Candy, 2017). Additionally, it is further corroborated by the active use of images of the futures in represented, simulated, or artifact-based form, front and center, in futures and foresight activities as explained by the above literature. ...
Article
Wenzel’s response to Fergnani (2022) is a laudable effort to advance the study of corporate foresight practices and processes, an important yet underinvestigated area of research in management and strategy scholarship. Wenzel’s arguments encourage us to reflect not only on the arguments made by Fergnani (2022) but also on the core tenets of the futures studies and foresight literature1—tenets that could be misapprehended. Such reflection opens opportunities to clarify the construct of corporate foresight and further integrate it with existing management and strategy scholarship, which can encourage conceptual and empirical research in this domain. This rejoinder elaborates on these points in more detail as follows.
... This activity helps organisations consider the different viewpoints that each individual has about the future. It also opens up a rich discussion in which the participants share the nature of their answers, their moral basis, and culture (Hayward and Candy, 2017). ...
... The game's object has initially been to use a set of cards, divided into four groups, to generate new artefacts or "things" from the future. The four sets of cards are: a) arc, which outlines the type of future world that the "thing" comes from and how far away it is from today; b) terrain, which is the thematic location where the object is to be found in the future; c) object, a specific cultural element that reveals something about how the state of the future is different from the present; and d) mood, which express how it might feel to experience this object from the future (Hayward and Candy, 2017). The way the players create the artefacts from the future is by producing their brief description and sketch or collaging images of the object they have developed by combining the cards. ...
Conference Paper
Full-text available
The Circular Economy (CE) is conceived by many as paramount to decouple economic growth from environmental impacts and resource depletion. Implementing this economic paradigm in the private sector is challenging, as it requires substantial changes at the strategic level. However, while SMEs represent 99% of all businesses and 67% of employment in Europe, the available support for a CE transition has been mainly focused on large corporations. Therefore, the backbone of the European economy might be left out by the CE if tailored solutions are not implemented for SMEs. Furthermore, most strategic decision-making activities lack Futures Literacy (FL): the capability to understand the role that the future plays in influencing the present and the skills to generate the imaginary futures to catalyse change today. Through a literature review, complemented by a snowballing technique, we reviewed the available CE and FL approaches and analysed further the most prominent of these frameworks. As the available frameworks lack guidance for their implementation, we developed an integrated and systematic process to make it more practical and applicable, especially for those SMEs to which the FL concepts are novel. The combination of Futures Studies (FS) methods and a Futures mindset could contribute to a successful transition towards sustainable futures by (i) understanding the different concept and meanings of the term future(s); (ii) exploring possible future pathways for better decision-making in the present, and (iii) building resilience for unexpected events to survive and stay future-relevant in uncertain times. The developed process provides a customisable approach to SMEs, contributing to both disciplines’ literature. This paper attempts to discuss the relation between FS, CE and how SMEs can thrive with the support and input of both disciplines. We expect this research will influence the interface between top-down policy-making and bottom-up business decision-making as a valuable hands-on guideline. By that, the approach could enhance the policy developments that focus on supporting the vast number of existing and future SMEs in Europe and around the globe.
... Examples of these hybrid practices were central to our large-scale Plutopia events that were held in collaboration with SXSW from 2005 to 2013, followed by STEAM 3 in 2014 and 2015 and the design jams at the Extrapolation Factory or Situation Lab (Candy and Kornet 2019 Frederick Polak's game "The Image of the Future" has had a major influence on gaming futures (Polak and Boulding 1973), as well as The Polak Game (Hayward and Candy 2017). According to Dator (2017) games are the best way to "preexperiencing alternative futures so as to have a wider understanding of what might be viable preferred futures." ...
Article
Full-text available
Throughout 2018/2019, The Futures Lab, Inc. (TFL) was commissioned to undertake a comprehensive foresight study on the potential futures for universities in Norway. For the most part, the project followed the full, TFL comprehensive six-stage foresight process and a number of customized approaches that leveraged the specificities of the Norwegian Education System. The foresight project covered two future time horizons, namely 2025 to 2030 and 2031 to 2040. Rather than focus here on the Future of the University project itself, this paper considers five experimental foresight methods that produced an extra edge to the creative inputs to this project and delivered some unexpected and critical insights that became decisive platforms and framing cues for the ultimate seven futures scenarios that were delivered, and for which strategies and action plans were created. The term experimental foresight is interpreted as freeform thinking, testing the boundaries, incorporating unorthodox, disparate approaches, tools, artifacts and environment, and real-time improvization, it is about testing new techniques and repurposing and updating older ones. Experimental foresight is closely allied with and some would claim often indistinguishable from experiential futures, which has become prominent within foresight. We distinguish the two insomuch that experiential refers to the way the foresight is conducted, whereas experimental is what is conducted. The paper describes the five experimental foresight methods and techniques based upon theory, practice and proprietary development processes, reflecting various approaches to creative thinking. The paper outlines the design and architecture of each method as well as how it was applied to the Future of the University project, the outcomes, values and benefits. Where appropriate examples of the outcomes have been used to explain or underpin the purpose and benefits of the method under discussion. The methods selected are always harmonized with the more linear, mathematical and modeling applied in the practice of foresight.
... Many successful examples of this pairing probe it such as Face the Future (IFTF n.d.), The Polak Game (Candy 2017), The Sarkar Game (Hayward, Voros, and Inayatullah 2017) and The Thing from the Future (Candy 2018). Tenkuä acknowledges the lessons learned from some of these games and picks up some of their principles although it explores its pathway putting its emphasis on two fundamental aspects. ...
... Hi ha nombrosos casos d'èxit d'aquest emparellament: Face the Future (IFTF s.d.), The Polak Game (Candy 2017), The Sarkar Game (Hayward, Voros i Inayatullah 2017) i The Thing from the Future (Candy 2018). Tenkuä admet haver après lliçons d'algun d'aquests jocs i aprofita alguns dels seus principis, tot i que obre el seu propi camí incidint en dos aspectes fonamentals. ...
... Existen numerosos casos de éxito de este emparejamiento: Face the Future (IFTF s.f.), The Polak Game (Candy 2017), The Sarkar Game (Hayward, Voros e Inayatullah 2017) y The Thing from the Future (Candy 2018). Tenkuä admite haber aprendido lecciones de algunos de estos juegos y aprovecha algunos de sus principios, aunque abre su propio camino poniendo el acento en dos aspectos fundamentales. ...
Article
Full-text available
This work presents the initial results from two years of Tenkuä, a participatory futures workshop created by CENTRO, a higher education institution in Mexico City specialised in creativity. This experience aims to help participants to have a better understanding of the contexts and environments where they live and to design strategies that can contribute to improving community life. The methodology of the workshop combines a foresight framework with the Right to the City approach. The preliminary results refer to the learning experience as a product of design itself and how, during the process of participatory futures, the relationship between the institution and its neighbours was transformed into an experience of participatory presents.
... Sweeney (2017) reports on a foresight gaming system initially developed for the United Nations Development Programme, with the aim of serving as a tool for dialogue and exchange. The so called Polak Game (Hayward and Candy 2017) is another example of games being used in the context of foresight. However, BW in the context of firms focuses on the competitive dimension (Schwarz et al. 2018) and is in respect to its duration longer, as for instance compared with Polak Game which might only run up to thirty to sixty minutes (Hayward and Candy 2017). ...
... The so called Polak Game (Hayward and Candy 2017) is another example of games being used in the context of foresight. However, BW in the context of firms focuses on the competitive dimension (Schwarz et al. 2018) and is in respect to its duration longer, as for instance compared with Polak Game which might only run up to thirty to sixty minutes (Hayward and Candy 2017). ...
Article
Full-text available
The key aim of Open Strategy is to open up the process of strategy development to larger groups within and even outside an organization. Furthermore, Open Strategy aims to include broad groups of stakeholders in the various steps of the strategy process. The question at hand is how can Open Strategy be achieved? What approaches can be used? Scenario planning and business wargaming are approaches perceived as relevant tools in the field of strategy and strategic foresight and in the context of Open Strategy because of their participative nature. The aim of this article is to assess to what degree scenario planning and business wargaming can be used in the context of Open Strategy. While these approaches are suitable, their current application limits the number of potential participants. Further research and experimentation in practice with larger groups and/or online approaches, or a combination of both, are needed to explore the potential of scenario planning and business wargaming as tools for Open Strategy.
Chapter
Full-text available
Najistaknutiji aspekt razvoja sadašnje generacije skriven je u percepciji slike globalne budućnosti. Brojne sociološke studije bavile su se analizama predviđanja pozitivnih i negativnih scenarija budućnosti s različitih aspekata (filozofija, teologija, psihologija, povijest i antropologija), no jako je malo istraživanja koja su se odnosila na dublje analize „pogleda u budućnost“ iz perspektive pedagogije, didaktike i metodologije. Usprkos brojnim razlikama u stajalištima, mnogi su se autori u opisivanju teorija društvene dinamike prilikom predviđanja različitih budućih scenarija suprotstavljali teoriji kontinuiranog evolucijskog napretka uz pomoć genetike, biokemije, a u novije vrijeme sve više i umjetne inteligencije. S obzirom da u većini studija koje se bave istraživanjima odgoja i obrazovanja nailazimo na već dobro poznate istraživačke tehnike, ovaj rad ima za cilj predstaviti upravo suprotno: prikazati i sistematizirati dosadašnje spoznaje o relativno novoj istraživačkoj metodi praktičarima i znanstvenicima te pokazati različite mogućnosti njene primjene u kontekstu odgoja i obrazovanja, a posebno u pedagogiji i didaktici. Navedena metoda ulazi u domenu futuroloških istraživačkih metoda i svakako je jedna od onih koja zaslužuje ravnopravan tretman u odnosu na druge istraživačke metode. Metoda je nadahnuta osnovnim idejama za koje se zalagao sociolog Fred Polak koja je po njemu i dobila ime pa ju nazivamo Polakovom igrom (engl. Polak game) ili metodom „Gdje stojiš“ (engl. Where Do You Stand?). Peter Hayward je sa svojim suradnicima prvi kreirao proces koji je olakšao postupak provođenja ove metode koja se provodi u stvarnom vremenu, a od sudionika se traži da se pozicioniraju na jednom od četiri kvadranta. Kvadranti su raspoređeni prema zamišljenoj matrici 2x2 koja predstavlja četiri dimenzije: esencijalni pesimizam, esencijalni optimizam, optimizam mogućnosti utjecaja i pesimizam mogućnosti utjecaja. Uz pomoć voditelja (moderatora) od sudionika se očekuje da iskoriste fizički prostor u kojemu se nalaze kako bi preispitali pretpostavke o budućnosti na jednostavan, moćan i generativan način te demonstrirali svoje razumijevanje budućnosti u smislu očekivanja pozitivnog odnosno negativnog ishoda, s jedne strane, i njihovog osjećaja osobnog utjecaja na postizanje željenih promjena, s druge strane. Današnje je vrijeme doba denaturacije, a upravo planski i ciljano planiranje pozitivno usmjerene budućnosti može biti panaceja za većinu današnjih izazova s kojima se susrećemo i za većinu onih s kojima ćemo se tek susretati. U tome nam od iznimne pomoći može biti Polakova igra kao jedna od novijih mogućnosti u istraživanjima tema iz pedagogije, didaktike te odgoja i obrazovanja.
Article
Our tiny provocation is that the word “sustainability” is not sustainable. Just using it is sabotaging our efforts to build a better future for the planet. Despite decades of global sustainability discourse, the world is still going to hell. What's gone wrong? Our paper is about willful ignorance and complicity at a global scale; the benefits of small talk; and a better, more effective word than sustainability.