Speculative Design
Design futures that do not exist yet — to have conversations we cannot afford to skip.
01 — TL;DR
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.
02 — When to Use
Apply this when…
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.
03 — How It Works
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.
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.
04 — Real Example
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.
05 — In the Wild
Test yourself & see real examples
No examples yet — be the first.
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.
Seen Speculative Design used to examine implications — or a product that shipped without considering them? Help grow the evidence base.
06 — Common Mistakes
Where teams go wrong
07 — Variations & Related Principles
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.
08 — 10-Min Exercise
Run it right now
⏱ 10 minutes · Team · No prep
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.