Imagination of Things is a creative studio that uses design,
fiction, and technology to craft meaningful stories.
We collaborate with companies, startups, government, and cultural
institutions, using fiction as a toolset to spark innovative
outcomes - prototypes that bring more imagination to our reality.
The Disjointed Research Machine
How can we spark conversation on the fringes of a huge
database of EU science reports? A digital word game infused by
machine learning, to foster an irreverent inquiry into science
and policymaking that embraces machine sense-making and human
A digital game presented at the BOZAR in Brussels and commissioned by
the European Commission’s Joint Research Centre. Players start
by setting up their own provocative challenge, like ‘create a
political slogan’ or ‘write a tabloid headline’.
They respond to their challenge by rearranging and assembling
phrases from the science database, all in one minute. The interaction causes players to
contemplate a wicked
problem and a polemic issue, that is interesting for them, but
then address it with the language of the EU science reports.
What if insurance could be...?
A design fiction workshop to imagine the future of insurance
with several innovators in the company. Can you insure the sun
for your next vacation? We turned the conceptual prototypes
into tangible insights for business imagination.
Using a collaborative process of fiction writing, we mapped,
invented and played with fictional characters and scenarios,
to explore new possibilities for the future of insurance,
temporarily without the constraints of reality and
Together with a diverse group from a large Dutch insurance
company we burst assumptions about what insurance can be,
speculating products like insuring the sun on your vacation,
insuring for ‘back-to-school’ solutions in the face of
increasing automation and job loss, and helping people to
estimate the amount of money they can save from their small
healthy habits. The ideas from the workshop were collected and
illustrated in several motion vignettes that could be shared
and disseminated around the company.
The Sassy Lift
How can we encourage connection inside a hip hotel? An
interactive installation where the connection was needed the
most. No more awkward time in the elevator.
An interactive experience to spark connection between
strangers inside the elevator of The Student Hotel in
Amsterdam. A collection of sound and motion based experiences
to encourage quick interaction. High fives, high pitch sounds,
high energy. Using computer vision and measuring sound levels,
players can control the avatars and shout to shoot at the
fruit. A simple and intuitive interaction that only lasts the
few seconds spent in an elevator, and meant to tease a smile
out of strangers who might otherwise have spent the time
silently looking down at their phones.