Abstract
A sand table is an intentional structure that is an early, indeed ancient, interactive platform for visualization and simulation. An intellectual furnishing that is also a tangible instance of speculative infrastructure, the sand table offers a tactile space for the rehearsal of tactics, staccato words whose roots lie in haptics and arrangement. While common in military settings, sand tables have also been used to teach the blind, train wilderness firefighters, conduct therapy for trauma victims, illustrate stories to children, and play imaginative games. Today there is a direct line from this seemingly modest technology—an implementation of what has been called elemental media—to augmented reality and other tangible interfaces. Part media history, part media archaeology, this article argues that sand tables belong to the lineage of platforms for speculative thinking and world-building that culminated in the rise of the digital computer amid a Cold War complex of scenario-driven futurology (whose centerpiece was the so-called situation room). It also suggests that sand, in its literal granularity—the physical affordances of the minute particulars of its particulate matter—offers an alternative to the binary regimen of ones and zeros that is the extractive product of the refined silica out of which semiconductors are still made.