trash of the future


Workshop: Transporting users to what life would be in 2050 if trash was eradicated due to global warming.



This workshop was inspired by "The Thing of the Future" card game developed by Stewart Candy. In the workshop we were tasked to vision life in the year 2050 by hosting an event that our future selves would attend. Victoria Gerson. Ann Fohbose, and I decided to host an art exhibit of what trash used to look like before it got eradicated years prior. This exhibit incorporated a presentation of how we got to this point in 2050, an interactive trash station, and a live demo of a trash man picking up trash to throw it out.

Transport the user


When we started creating this exhibit we wanted to make it as absurd as possible so that the visitor would leave their world behind entirely and start thinking as if this was the future. When visitors walked into the gallery they were presented with face masks due to their immune systems not being up to par from a trashless reality. After a 10 minute presentation of what trash was and how it impacted our lives in 2019 visitors were free to move around the exhibit.


Their first stop was a row of trash that were individually placed on pedestals. Visitors can observe trash as if it were frozen in time and if visitors were unfamiliar with the past they had description cards with a material breakdown.


As they move around the exhibit they are able to view a trash man (me) in a hazard suit picking up trash and throwing it out. We made every movement very slow to accentuate the mundane task of throwing out trash.


Lastly the visitors are given the opportunity to live like people from 2019 and throw out some trash themselves. We called it the interactive trash station.

design is always evolving

This workshop was a major shifting point in my design thinking. Prior to this workshop my users have been primarily from this decade so to think about users 30 years from now allowed me to open up my mind and solve for problems that haven't happened yet. This has allowed for my design process to give a seat to the future user who will be interacting with my products and the pain points they might have.