Let’s play: Window to the Future The game Window to the Future was created for and played by the participants during the 3rd European Academy Event in May 2024. It invites participants in small groups to open a window into the future – progressively, step by step. It is a reflection tool to kick off interesting and balanced conversations around what the future might hold for our communities and how we can act now to co-create a better future. Use it when you want to practice future-thinking skills, such as imagination, empathy, critical thinking and strategic thinking.
Further information about the game Window to the Future including a video tutorial with Anita Silva, material and instructions: Window to the Future.
Picture 2: Cards from the Window to the Future
Window to the Future @DIY²-Lab At the DIY²-Lab in December 2025 the game Window to the Future was played for the first time online. That was an experiment, and the game had to be slightly adapted to the online environment. The participants worked with the Windows to the Future-Sandbox on Padlet. For this they were sent to breakout sessions of 3-4 participants each. Each breakout session had its own Padlet board with fancy and creative names like “Future Foxes”. → Step 1: Thinking of the present or Signal Spotting In preparation for the DIY²-Lab the participants were asked to note hints of the future in the present on post-its (see picture 1). → Step 2: Building a Scenario For step 2 Anita prepared online game cards for the Padlet (see picture 3). Each card names two areas, for example “Health & Wellbeing” and “Innovation & Technology” etc. Each participant was invited to choose one of the cards and write down in one sentence one scenario for each area 15 years from now. For the area “Health & Wellbeing” for example this could be a sentence like “3-D Printers will be printing substitute organs with DNA taken from saliva” or “Virtual Vacation will be mandatory in the office for 45 minutes a day”.
If needed the participants could use the Ask a Futurist- Cards, for example in case some participant does not know what to write.
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