
Adrian Hon
A History of the Future in 100 Objects
Future artifacts
Speaking from 02082, Hon described 5 (of 100) objects and events from this century’s history he felt most strongly evoked the astonishing trends that have transformed humanity in the past 8 decades.
Not all developments proved to be positive. One such was Locked Simulation Interrogation. In 02019 in Washington DC, frustrated by a series of 5 unsolved bombings, the FBI combined an unremovable top quality virtual reality (VR) rig with detailed real-time brain scanning to run a suspect through a cascade of 572 intense simulations designed to draw out everything the suspect knew about the bombings. As a result the 6th bombing was averted, and the technique of adaptive VR became a standard law enforcement tool. But over time it was found to be unreliable and often harmful, and in 02033 the Supreme Court declared it to be unconstitutional.
By the 02040s people’s comfort with mood drugs and discomfort with lives that felt meaningless (mass automation had replaced many forms of work) led to the Fourth Great Awakening. In 02044 a religious entrepreneur found a way to transform human nature and acquire converts to the “Christian Consummation Movement” with a combination of one eyedropper, 18 pills, and an “induction course of targeted viruses and magstim.” Inductees were made more empathic, generous, trusting, and disciplined. The movement grew to 20 million Americans by the 02070s before it leveled off. The world learned what could be done with desire modification.
A lasting monument to humanity’s progress off planet was Alto Firenze , the first space station designed for elegance. Constructed in 02036, it progressed through a series of beautifications and uses from hotel to conference center and art museum to eventually being declared a World Heritage Site. In 2052 it was moved to L5 and thus escaped the cascade of debris collisions that completely emptied the over-crowded low-Earth orbit later that year.
Perhaps it was the steady increase of older people, along with continuing trends in self-quantification and “gamification,” that led to the Micromort Detector in 02032. “What if you could have a number that told you exactly how risky an action, any action, was going to be?“ The Lifeline bracelet measured the wearer’s exact health condition along with the environment and the action being contemplated and displayed how risky it would be in “micromorts”—a unit representing one chance in a million of death. Go canoeing—10 micromorts. Two glasses of wine—1 micromort. The bracelets became tremendously popular, though they were found to increase anxiety badly in some users. Later spinoffs included the Microfun Detector and Micromorals Detector.
Signs of ancient life were found on Mars in 2028, on Europa in 2048. “By the time extrasolar alien life was first imaged in 2055, celebrations were considerably smaller, the wonder and excitement having been eroded by the slow drip of discoveries. By then, everyone had simply assumed that life was out there, everywhere.“ One planet now discovered to have signs of intelligent life is 328 light years away. Thus the Armstrong Expedition , using an antimatter-fueled lighthugger craft bearing only artificial intelligences set out to make contact in 02079.
“This century,” Hon summarized, “we learned what it means to be human.”
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primer
Adrian Hon uses the power of narrative to create a science fiction of history and bring possible futures into focus.
Nothing gets us going like a good story. Colorful details entice us to escape from reality for a while, juicy plot twists hook us into an alternate world, and mysterious cliff hangers leave us always wanting more. Adrian Hon is no stranger to this power of storytelling: in fact, he’s harnessed it as an effective tool for motivation and inspiration.
Hon is a successful entrepreneur and an expert on alternate reality games (ARG). ARGs are narrative-driven games that blur the line between reality and fantasy; they use real-world tools and interactions to advance their fictional plot lines. Hon co-founded and is CEO of Six to Start, the game design company that is now probably best known for creating the running app Zombies, Run!
In the early 02000s Hon was working on a PhD in neuroscience at the University of Oxford when his burgeoning interest in ARG gaming took him down a different path. It all started with his passion for The Beast, one of the most successful early ARGs created to promote Steven Spielberg’s film A.I. Artificial Intelligence. Hon became the moderator for The Cloudmakers, an online discussion group dedicated to solving The Beast, and he wrote a detailed walkthrough of the game called “The Guide“.
Hon’s work on The Beast attracted the attention of ARG developers, and in 02003 he was invited to join game design start-up Mind Candy in London. There, he co-created Perplex City. Ostensibly a collectible card game that featured interconnected puzzles of varying complexity, it actually transported players into an intricate alternate reality.
Perplex City was a fictional place that existed in a parallel universe, one where society revered mental acuity like ours venerates athletic skill. Citizens of Perplex City would solve puzzles in order to rise into the elite class, and only the very smartest were invited to join the academy in the city center. Mimicking that meritocracy, each game card had a unique code which, along with the puzzle’s solution, earned players points on the Perplex City global leader board. (Polygon).
After Mind Candy, Hon and his brother co-founded their own game design company, Six To Start. They’ve worked with organizations like the BBC and Disney Imagineering to create ARGs that bring television shows, literature, and even important lessons to life. Take, for example, Smokescreen, an alternate reality game that teaches teens how to interact responsibly with social media and other digital communication tools. Or We Tell Stories, a game-like experiment in digital storytelling – including a story told through Google Maps – created in collaboration with Penguin Books.
These games are clever forms of marketing, and exceptionally effective educational tools. Their rich alternate realities bring scenarios to life in full technicolor, and the game structure means that players learn by actively searching for information, rather than by passively receiving it. The motivating power of ARGs is illustrated clearly by Zombies, Run!, Six to Start’s popular running app. It’s not your average fitness tracker:
When you put on your headphones and hit the play button on Zombies, Run!, you are simultaneously in the real world and in the game world. Imagine virtual-reality goggles for your ears. Using the iPhone’s built-in accelerometer and GPS system, the program knows where you’re going and how fast you’re running. It creates goals to reach, places to explore, allies to meet and enemies to defeat. (Polygon)
Perhaps it’s this same interest in alternate realities that draws Hon to explore possible futures for human civilization. As a teenager, for example, Hon was actively involved in the Mars Society, an organization that promotes and pursues exploration of the Red Planet (incidentally, Hon once talked about Mars exploration at a TED conference, thereby becoming one of the youngest people ever to take the TED stage).
In his new book, A History of the Future in 100 Objects, Hon muses about Mars exploration and other scenarios that may mark the coming century. The book is a late 21st century analogue of Richard Kurin’s November 02013 SALT talk (“American History in 101 Objects“): Hon has written it from the perspective of a historian in the year 02084, who describes the hundred objects that illustrate the defining moments in 21st century human history. Imagine the first de-extincted animal to be returned successfully to the wild, or the first fan-fiction book to be written using RFL – a text written by an algorithm based on an existing author’s characteristic tone and style.
In the collection’s introduction, the fictitious historian writes:
Every century is extraordinary, of course. Some may be the bloodiest or the darkest; others encompass momentous social revolutions, or scientific advances, or religious and philosophical movements. The 21st century is different: it represents the first time in our history that we have truly had to question what it means to be human. It is the stories of our collective humanity that I hope to tell through the hundred objects in this book. … This book is not the history of the 21st century; it is only a history, and a hundred objects can only tell a fraction of our stories. Some we can be proud of; others we might prefer to forget. My goal is that this book will give our successors some useful knowledge, some insights, at least some amusement. Perhaps, I hope, even some guidance.
Blending fact with fiction (a balance that shifts gradually toward the latter as time progresses), Hon’s descriptions present a nuanced image of 21st century civilization. Neither utopian nor dystopian, the collection suggests a sense of hope in humanity’s ability to handle whatever possible crises are thrown in its way. Hon is imaginative in the technological advancements he describes, but also never without some skepticism about its impact on human relationships and societal well-being.
These are stories of a possible future, stories of life and death and love and war and science and faith and exploration and despair and hope. It’s about what it means to be human in a century where humanity has never mattered more. And, like all science fiction, it’s about the hopes and fears we have today.
In a way the book is a sort of time-shifted alternative reality, using the story-telling skills he has honed working on ARGs to lead his readers to think about possible futures that just might be the real thing.