An immersive simulation on AI governance.
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The last update showed your AI guardrails might not be strong enough. The developers across the room want to keep going. The policymakers want a pause.
You are the business table. Nothing has slowed down since lunch, and you have to vote before the round ends.
11:00
Sources: TLT AI Brief; Skadden; Travers Smith; Axios; CNBC; Quanta; Al Jazeera; Mofcom. August–October 2026.
Organizations are making commitments about AI that are expensive to unwind. What to deploy, what to allow, what to concede.
The people who would have to make that call have never made one together, fast. Neither have the organizations that share a sector. Foom is where they do it first, before it counts.
“Foom created the chance to explore options without breaking something in real life.”
Finance Official, Government AI Working Group
Foom is a physical, immersive simulation. Five teams represent developers, business, public, policymakers and activists, and play a series of rounds through the future of AI, making the decisions that shape how far it gets. It runs in a room, anywhere in the world.
One line on the big screen tracks how far AI capability has progressed — 0 at the start, 100 at full AGI. It moves only when the teams vote.
We bring the experience—from tablets and environment to a live broadcast with a human newsreader—to make the simulation immersive and engaging, as well as strategic. It’s as much about being human as governing a machine. Teams are built with a minimum of three people, meaning a group of 15 or more is needed.
How your team makes decisions when the clock is short.
What your long-term objectives are for AI.
Where pressure will emerge in a fast-changing landscape.
Where the point of no return is.
Whether your assumptions and reality match.
| Open | Frame the world | |
| Act I | Deliberation | long rounds, full negotiation |
| Lunch | ||
| Act II | Consequence | shorter rounds, less room to move |
| Break | ||
| Act III | Endgame | short, reactive, uncomfortable |
| Close | Debrief | where the day pays off |
By the last act, the room is making decisions in a fraction of the time it had in the morning, with the pressure of commitments already made.
Most organizations never get them all in one room, and assume they know their positions.
Nobody plays themselves. You are handed a position you would not normally defend, and you have to make it work for a day.
Spend an afternoon making someone else’s objections and you find out which of them were negotiable. That is what people carry back.
The headlines respond to how the teams vote.
The world is built around your location and situation. No two sessions run the same.
It reaches the room the way the world reaches anyone — as media. Headlines on the screens at minimum, and depending on the room, a live, responsive news update read out between rounds.
More on how this works: When the Future Pushes Back.
What is happening out there, as the room is being told it.
Where the simulation stands, and how much of the day is left.
How fast, and how far, AI is developing.
The same three readings, but from each team’s own point of view.
What decision the AI is making, and why.
Continue, Regulate, Stop — changeable until the window closes.
Each table can push AI’s development along, but not by the same amount. Every one of them wants something different, and has different partners available to get it.
Show up late and you are arguing with someone else’s draft.
Nobody is told when. It arrives with a vote of its own, and that vote gains weight. It can speak to the whole room, or to one table privately.
What it says it is voting for is not always what it votes for. Nobody learns that until the debrief.
One session at FACT at ACMI, Melbourne, 2025. Images: Bryan Tang.
Teams decide between collaboration to achieve goals, and competition to gain advantage.
Teams debate what winning would look like, and whether it is available.
Speed vs safety. Jobs vs profit. Innovation vs the status quo, all move center stage.
Everything the room did is on record, so the conversation afterwards runs on evidence rather than recollection.
Every round and vote, who carried each decision, and what the AI said against what it did.
The fault lines between functions, when each appeared, and who was on which side.
Where each team stood strong, or was vulnerable.
A full day sits in the same cost band as one-day executive education or a strategy retreat, travel included. Shorter formats are priced in proportion.
One room, five teams, fifteen to thirty people, 10am to 4pm.
A conference or festival slot. Around three hours, one room, one run, the acts compressed.
A conference stand. A short sitting per group, group after group, one world that never resets.
Some clients want the day and nothing else, and that is a complete engagement.
The tensions the room found, built out properly. What would have to be true, what breaks first, and what you would need to see coming.
Positions, triggers and thresholds written down, so the next real decision starts from something rather than from scratch.
Ongoing tracking of the signals, emerging trends and shifts that can change your operating landscape overnight.
“Foom was a magnificent strategic simulation of the interaction within groups and between groups, using the five rounds perfectly to bring a sense of real peril to each decision and encourage deep conversation beyond the gameplay.”
Tech Critic, Large Media Organization
“Foom gave me a much deeper understanding of the challenges AGI presents, while offering a rare opportunity to connect with peers who are equally invested in the future of AI.”
Coordinator, Government AI Working Group
“Working with the team to imagine plausible tensions for the workshop is a really interesting way to examine the pressures on our teams.”
Foresight Strategist, Large Media Organization
Foom is designed by Scott Smith and run by Changeist, a design futures practice building simulations, artefacts and tools for organizations since 2007.
Building a world and then running it in front of thirty people is its own craft — fusing systems design, scenario design, experiential futures, and serious games. We follow where AI is heading, so the world in the room rests on current research.
Designs experiential futures — simulations, artefacts and exhibitions that put people inside decisions before they make them. Founded Changeist in 2007. Author of How to Future.
Partner at Changeist, former creative director and educational designer, with a decade designing learning experiences across cultures and industries.
Fifteen years as a strategic consultant across three continents, helping brands and organizations grow through cultural insight and AI innovation.
Creative technologist and researcher. Two decades across games, installations and immersive theatre, including eight years at BBC R&D.
Scott Smith · Managing Partner, Changeist LLC
ssmith@changeist.com · +1 310 382 6202
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