PRESENT PROBABLE PLAUSIBLE POSSIBLE PREFERABLE speculative-design · cone of possibilities · probable · plausible · possible · preferable · design the question before you ship the answer

Speculative Design

Design futures that do not exist yet — to have conversations we cannot afford to skip.

Future Thinking Ethics AI Design Long-Term Product Strategy Design Fiction Technology Policy

Two sentences.

Speculative Design uses fictional, provocative artefacts from imagined futures — not to propose what should be built, but to make consequences tangible before they arrive. It is a conversation tool, not a prediction tool: the artefacts exist to surface ethical concerns, stress-test roadmaps, and give teams a shared vocabulary for discussing futures that do not yet have language.

The framework was formalised by Anthony Dunne and Fiona Raby, most fully articulated in Speculative Everything (2013), and draws on critical design, futures studies, and design fiction. It is distinct from user-centred design — which asks what users need now — and from science fiction, which entertains. Speculative Design interrogates. In product practice, its value is practical: it stress-tests roadmaps against second- and third-order consequences, surfaces ethical concerns that resist conventional analysis, and builds shared vocabulary for futures that teams would otherwise navigate in silence.

Apply this when…

You are building AI, algorithmic, or platform-scale systems whose consequences compound over time and across populations in ways that user testing alone cannot surface
Your roadmap contains irreversible decisions — infrastructure commitments, data architectures, or policy positions that will be expensive or impossible to walk back once shipped
The team faces ethical questions that resist analytical frameworks — situations where spreadsheets and risk matrices cannot capture what is actually at stake for the people affected
Stakeholders need alignment on values, not just features — when the disagreement is not about what to build but about what kind of future the product is contributing to
Your team is entering a new technology domain where precedent is thin and the implications of design decisions are genuinely unknown
You want to build futures literacy across the organisation — the capacity to think about long-term consequences as a routine practice rather than a crisis response

When NOT to apply it

Skip it when you need an immediate deliverable and the decision horizon is short — Speculative Design is not a sprint tool. Also skip it when there is no organisational mandate to act on what the exercise surfaces (speculation without a path to influence is entertainment), or when the organisation treats ambiguity as risk rather than signal and will dismiss speculative outputs as impractical.

The mechanism

Speculative Design works by making abstract futures concrete through artefacts. The core insight is simple: people cannot meaningfully discuss a future they cannot see. A team debating "what if our AI scheduling assistant starts making commitments on behalf of users" will go in circles — but a team examining a fictional news article about that outcome, or holding a prototype of the notification it would send, will surface specific concerns, disagreements, and design implications that abstract discussion cannot reach.

01
The cone of possibilities structures futures thinking
Speculative Design uses a cone model to distinguish between four types of future: the probable (what is likely if current trends continue), the plausible (what could happen given known drivers of change), the possible (what might happen if assumptions are relaxed), and the preferable (what we would want to happen). Most product teams operate exclusively in the probable zone. Speculative Design deliberately pushes teams into plausible and possible territory — because the preferable future is rarely found where current trends already point.
02
Artefacts are the medium: design fictions, critical objects, scenario constructions
The output of Speculative Design is not a report or a presentation — it is an artefact. A fictional product review. A speculative terms-of-service document. A mock news article from 2035. A physical prototype of a device that does not exist. The artefact's power comes from its concreteness: it makes a future specific enough to argue about, specific enough to have an opinion about, and specific enough to reveal the values and assumptions embedded in the team's current trajectory.
03
The stance is neither optimism nor pessimism — it is interrogative
Speculative Design is not dystopian storytelling and it is not utopian visioning. It is a structured way to ask questions. The artefacts are designed to provoke conversation, not to propose solutions. A speculative artefact that makes everyone comfortable has failed — it has confirmed existing assumptions rather than challenging them. The most productive artefacts generate disagreement in the room, because disagreement reveals the values and priorities that the team has not yet made explicit.
04
Measurement: quality of conversations, decision changes, strategic clarity
Speculative Design is not measured by the quality of the artefacts — it is measured by the quality of the conversations they produce. Did the exercise change a roadmap decision? Did it surface an ethical concern that the team had not previously articulated? Did it create shared vocabulary for a future the team was navigating in silence? If the artefacts were admired but nothing changed, the exercise was entertainment. The decision harvest — the specific list of commitments, concerns, and questions that emerge — is the real output.

Speculative Design vs Futurism

Futurism predicts. Speculative Design asks. Futurism produces forecasts — probable trajectories based on trend analysis. Speculative Design produces artefacts — concrete provocations designed to surface questions that forecasting cannot reach. The difference matters: a futurist tells you what is coming, a speculative designer asks whether you want it to arrive.

Google PAIR and speculative AI interfaces

Google's People + AI Research (PAIR) team used speculative design exercises to explore the implications of AI interfaces before building them. One exercise imagined a scheduling assistant that had evolved to make commitments on behalf of users — accepting meetings, declining invitations, and rescheduling without explicit approval. Another explored AI-generated content boundaries becoming invisible to readers, where the line between human-written and machine-generated text had dissolved entirely.

These were not proposals. They were interrogative tools. The team did not present them as "here is what we should build" but as "here is what could happen — what do we think about it?" The conversations that followed surfaced specific design principles about user agency, transparency, and consent that would have been difficult to articulate in the abstract. Several guidelines in the PAIR Guidebook emerged directly from these speculative exercises — not from the artefacts themselves, but from the disagreements and insights the artefacts provoked.

Google PAIR · AI Interfaces · Speculative Exercise
Artefacts as interrogative tools
SPECULATIVE ARTEFACT AI accepted 3 meetings on your behalf today. Should it have asked? Discuss SPECULATIVE ARTEFACT This article is 40% AI-written. Can you tell? Does it matter? Discuss SPECULATIVE ARTEFACT Your AI learned your preferences from 3 years of deleted messages. Who owns that knowledge? Discuss DECISION HARVEST 1. User agency: AI must never commit without consent 2. Transparency: content provenance must be visible 3. Data rights: deleted = truly deleted Not predictions. Not proposals. Questions that changed the guidelines. Google PAIR · Speculative artefacts → conversations → design principles
PAIR Guidebook principles emerged from speculative exercises

Test yourself & see real examples

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Spotted a product that clearly thought through its long-term implications — or one that shipped without considering consequences? Submit what the team examined, or what they missed. Every approved example gets attributed to you.

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Seen Speculative Design used to examine implications — or a product that shipped without considering them? Help grow the evidence base.

Where teams go wrong

Selling a predetermined future. The most common failure is using speculative artefacts to advocate for a specific outcome the team has already decided on. If the exercise is designed to convince stakeholders that "this is where we need to go," it is not Speculative Design — it is marketing with extra steps. The artefacts should open questions, not close them. If every scenario conveniently validates the existing roadmap, the speculation was not genuine.
Treating artefacts as proposals rather than provocations. A speculative artefact is not a pitch deck. When a fictional newspaper article about your product is presented and the room starts debating whether to build it, the exercise has gone wrong. The artefact exists to generate conversation about implications, values, and consequences — not to be evaluated as a feature request. Teams that confuse provocation with proposal will either dismiss the exercise as impractical or accidentally ship something that was meant to be a warning.
Confusing speculative timeframe with product planning horizon. Speculative Design works best when it stretches beyond the 2-3 year product roadmap into 10-15 year territory. Teams that set speculative scenarios only 18 months out end up doing conventional product strategy with an unconventional aesthetic. The power of the method comes from the distance — futures far enough away that current constraints become irrelevant, revealing the values and assumptions that drive decisions regardless of timeline.
Running exercises without a path to action. Speculative Design without a decision harvest is creative fiction. If there is no structured process for converting the conversations into specific commitments, roadmap changes, or design principles, the exercise will be remembered as interesting but inconsequential. The most important 30 minutes of any speculative exercise are the last 30 — when the facilitator asks: "What did we learn that should change what we are building?"

Connected ideas

Speculative Design operates at a different altitude than most design frameworks — it asks questions about futures rather than solving problems in the present. The frameworks below connect to it in specific ways: some extend naturally into speculative territory, others provide complementary lenses for examining the implications that speculative exercises surface.

The most important pairing is Speculative Design with a structured decision harvest. Without it, speculative exercises produce admiration but no action. The decision harvest — a facilitated process that converts speculative conversations into specific commitments, roadmap changes, and design principles — is what separates Speculative Design as a strategic tool from Speculative Design as an interesting afternoon.

Run it right now

⏱ 10 minutes · Team · No prep

The 10x Scale Scenario

Pick the most significant feature your team is currently building or has recently shipped.

1. Describe the baseline: what does this feature do today, for how many users, in what context? Write two sentences maximum. This is your "present" — the narrow end of the cone.

2. Now imagine it at 10x scale: not 10x users, but 10x adoption — every major product in your category has copied this feature. It is now a standard pattern used by hundreds of millions of people daily. Spend three minutes describing this world in concrete detail. What has changed?

3. With that 10x world in mind, answer three questions: Who benefits most — and is it the same people who benefit today? Who is harmed — and would they have consented if asked? What governance or oversight would this world need that does not exist yet?

4. Review your answers. If any of the three questions surfaced a concern the team has not previously discussed, you have found a speculative signal worth exploring further. Write it down as a one-sentence design principle your team should carry forward.

10 minutes