Playing Out

This made me smile a lot; not only from a play point of view, but also the place-making.

Playing Out from Playing Out on Vimeo.

http://playingout.net/
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Colony prototype, in Holly’s words

http://www.hideandseek.net/nikki-pughs-colony-prototype/

It’s been deadline central around here for the last couple of weeks, so various things have slipped through the blogging net. Fortunately, Holly Gramazio has written a lovely insightful post outlining precisely what what going on last Tuesday:

We went out in a group of four, and wandered around, occasionally passing the bundle between us – just to see what it was like, how the vibrations felt, whether people looked at us oddly or didn’t notice, whether we felt friendly and warm towards the bundle or annoyed by it. In the end we wandered arond for an hour or so, everyone taking a couple of turns with the bundle.

The first thing we noticed was that was that holding the bundle gives you an immense feeling of entitlement. Only you can tell when it’s vibrating; only you can interpret its whims. Is it happy? Which way does it want to go? Does it have a name, and if so, what is it? Holding the bundle makes you feel like these are your decisions to make, even when you know perfectly well that the vibrations are random and you’re interpreting them pretty much as you like. It invests you with power.

Please go and read the whole thing!

Colony prototyping #1

I’ve been developing a project that investigates taking the phenomena I use to generate work such as Uncertain Eastside and 19,264 seconds of qualitative and quantitative data (Curzon Street, 2010) and turning it into a real-time experience as you move through the landscape.

The early stages of this are supported by Fierce’s Platinum development programme and yesterday was a sharing event to which guests were invited to sample the nascent work from the 6 artists taking part and offer constructive criticism and feedback.

Many thanks to all those who walked the streets of Digbeth with me and my bubblewrap-encased GPS receivers and vibration motors sharing ideas and exploring possibilities. Here are a few photos from the day:

Testing, testing…

Please ensure the gate is bolted after entry and exit.

I’m test-driving a few ideas and approaches in preparation for a week in residence at New Walk Gallery as part of their Play Ground exhibition programme:

What rules do we follow in galleries? What rules would you most like to break? What new rules would you write?

The Ministry of Rules (MoR) is a fictional organisation that will be based in the Play Ground exhibition. The MoR needs your help to research, observe, explore, enforce and re-write the rules people may or may not be following in the art gallery and museum.

As part of this I want to check having a Flickr account that people can post to. Would you help me out, please?

I’m looking for examples of signs and notices with some sort of imperative about them. The theme is rules, so the sorts of things that tell you to do this, or not do that or that such-and-such is forbidden.

I suspect road signs and other massively mass-produced signage might get a little dull, but there are loads of examples out there that are custom-made or more interesting because of their context. Can you help me hunt them down and then email them to church20arts@photos.flickr.com ?

Just add the photo as an attachment and, if you want, put a title as the email’s subject. The photos will get posted to this photostream: http://www.flickr.com/photos/therepositoryofrules/

I’ll leave it running for about a week to see how it shapes up. Get noticing!

Things we have learned #1:

You can add descriptions for the photos in the main text of the email. If your email automatically adds a signature with your contact details etc, you may wish to remove it…

Things we have learned #2:

If you don’t add a title via the subject line, Flickr will use the file name of the image.

We are the experts. Who are we?

An open sketchbook post in preparation for 5 days residency-style alongside Play Ground. See this initial post for more background. Open to influence, rather than just on display: all constructive conversations and contributions welcomed. All posts in this series can be found under the Play Ground tag.

In this post I ask for suggestions for the name we will work under. Probably some sort of government ministry, but we don’t know yet. What do you think?

***

We work closely with professionals from affiliated departments.

We are the experts in how the public behave in cultural institutions. We work with theory, observation and practical experimentation. We work in large groups and small teams. We work alone. We sometimes go undercover. We make the decisions about what is proper behaviour within museums and art galleries. We enforce those decisions.

Who are we?

Please add your suggestions for the name of this group to the comments, or tweet @genzaichi

Getting stuck into The Participatory Museum (part 2)

An open sketchbook post in preparation for 5 days residency-style alongside Play Ground. See this initial post for more background. Open to influence, rather than just on display: all constructive conversations and contributions welcomed. All posts in this series can be found under the Play Ground tag.

In this post I continue reading The Participatory Museum to get a critical foundation in different approaches to… participation in museums.

As before, below are fragments from the book that seem particularly pertinent. I’ve copied and pasted them across to here as a sort of scrap book as I’ve come across them. Sometimes I’ve added notes, sometimes I’ve added italics, sometimes I’ve added nothing. In an attempt at making things easier to find again later, I’ve organised the cuttings under links to the sections of Nina’s book that they came from.

***

http://www.participatorymuseum.org/chapter2/

This technique, like all audience-centric initiatives, requires staff members to trust that visitors can and will find the content that is most useful to them. When staff members put their confidence in visitors in this way, it signals that visitors’ preconceptions, interests, and choices are good and valid in the world of the museum. And that makes visitors feel like the owners of their experiences.

Reminds me a little of the saying “the pictures are better on radio”. Leave space for people to make their own meaning etc etc

Cultural institutions are often terrible at this, especially when it comes to visitors. Even at museums where I’m a member, I am rarely welcomed as anything but another body through the gate. This lack of personalization at entry sets an expectation that I am not valued as an individual by the institution. I am just a faceless visitor.

To some extent, ameliorating that facelessness is a simple matter of providing good guest service. Vishnu Ramcharan manages the front-line staff (called “hosts”) at the Ontario Science Centre. He trains hosts with a simple principle: hosts should make every visitor feel wanted. As Ramcharan put it: “The hosts shouldn’t just be excited generally that visitors are there, but that you specifically showed up today. They should make you feel that you are someone they are thrilled to see at the Science Centre.” This may sound trite, but when you see Ramcharan’s smile, you feel as you do in the hands of any accomplished party host—desired, special, and ready to engage.

Magic vest! Can I wear a magic vest?!

The small presentation of self-expression becomes a kind of beacon that links me to others in a loose social network of affinity.

Aspirational stickers :)
Which behaviour do you secretly most harbour a desire to do when faced with a staid gallery setting?

These kinds of profiles are only useful if the institution can deliver an enhanced experience based on them. In Heroes, the enhancement was the opportunity to find and explore hero-specific content threads throughout the exhibition, and to connect with other people about their different identities.

hmmmmm. What enhanced experience? Link aspirations to the exhibits?
Will people chant together at Sculpture for Football Songs if they’re all wearing stickers saying they want to be noisy in galleries?

Rather than focusing on extending single visits with a pre- and post-visit, it can be more valuable to link multiple visits with offsite experiences.

Starting to sound very transmedia!
(I also think I’ve started reading this through the lens of other projects, since a lot of this chapter is way beyond the scope of my 5 days in the corner of a room. Will be good to see what I can apply, though.)

There’s no “delete” button for the postal service

:)

establish an expectation that you might visit multiple times

See you in a day or two for the next chapter!

Getting stuck into The Participatory Museum (part 1)

An open sketchbook post in preparation for 5 days residency-style alongside Play Ground. See this initial post for more background. Open to influence, rather than just on display: all constructive conversations and contributions welcomed. All posts in this series can be found under the Play Ground tag.

In this post I do some research to get a critical foundation in different approaches to participation in museums.

***

Nina Simon‘s writing on the subject of participation in museums – and the communities that I have been linked to from it – have been a stimulating influence on my work involving games, schools and more for a few years. Now I’m actually responsible for participatory activities in a museum it seems like a very good prod to get on and read her book The Participatory Museum.

Below are fragments from the book that seem particularly pertinent. I’ve copied and pasted them across to here as a sort of scrap book as I’ve come across them. Sometimes I’ve added notes, sometimes I’ve added italics, sometimes I’ve added nothing. In an attempt at making things easier to find again later, I’ve organised the cuttings under links to the sections of Nina’s book that they came from.

http://www.participatorymuseum.org/preface/

I define a participatory cultural institution as a place where visitors can create, share, and connect with each other around content. Create means that visitors contribute their own ideas[1], objects, and creative expression to the institution and to each other[2]. Share means that people discuss, take home, remix, and redistribute both what they see and what they make during their visit[3]. Connect[4] means that visitors socialize with other people—staff and visitors—who share their particular interests. Around content means that visitors’ conversations and creations focus on the evidence, objects, and ideas most important to the institution in question.

[1] Another reason to do a signtific brainstorm at the start of the residency? (see previous post). Preferably leave it up for the duration, too, so it can keep evolving.
[2] Make exchanges with spaces! 2 way exchange. (Ref Counsel for the Artist.)
[3] Seeing, making… different modes of engagement – provide different ways in.
[4] Makes me think of the “sense of community when it snows” example (see previous post)

http://www.participatorymuseum.org/chapter1/

visitor co-produced experiences.

Need to do prep-work and have a few ideas in back-up, but mostly focus on providing the platforms that enable the visitors to be creative.

Like schools work! “It’s not your job to be creative”!

This may sound messy. It may sound tremendously exciting. The key is to harness the mess in support of the excitement.

How much mess can we get away with?

But people who create content represent a narrow slice of the participatory landscape, which also includes people who consume user-generated content, comment on it, organize it, remix it, and redistribute it to other consumers.

creators are a small part of the landscape. You are far more likely to join a social network, watch a video on YouTube, make a collection of things you’d like on a shopping site, or review a book than you are to produce a movie, write a blog, or post photos online.

When designing participatory components to exhibitions, I always ask myself: how can we use this? What can visitors provide that staff can’t? How can they do some meaningful work that supports the institution overall?

What happens to the results? What’s the point? How does this translate to 5 days straight in and straight out? Might be about making it relevant to my practice?

If you focus solely on participation as a “fun activity,” you will do a disservice both to yourself as a professional and to visitors as participants.

As Geoff Godbey, professor of leisure studies at Pennsylvania State University, commented in a Wall Street Journal article: “To be most satisfying, leisure should resemble the best aspects of work: challenges, skills and important relationships.”

Games researcher Jane McGonigal has stated that people need four things to be happy: “satisfying work to do, the experience of being good at something, time spent with people we like, and the chance to be part of something bigger.”

Make them just tricky/taxing enough. How to make the museum activities just taxing enough? (esp for all age ranges!)

to collaborate confidently with strangers, participants need to engage through personal, not social, entry points.

Starting Points

An open sketchbook post in preparation for 5 days residency-style alongside Play Ground. See this initial post for more background. Open to influence, rather than just on display: all constructive conversations and contributions welcomed. All posts in this series can be found under the Play Ground tag.

In this post I unpick the exhibition blurb, looking for a way in.

***

The Learning Officer for the exhibition is giving me free rein on this project. My brief, such that it is, is to instigate activities that encourage people to work together whilst having a sense of fun. This could be in the form of competing against each other within a game, but the example she’s used a few times is like the feeling of community after it’s snowed.

The expected audience is predominantly families: “some with large quantities of kids, some a mum and a pushchair”. The activities therefore need to be interesting and accessible for potentially very young children getting involved for, say 20 minutes. My games-based work has mostly been with adults though, so I’ll be wanting to provide more challenging things for that sort of audience – say hello, let me know if you’re interested in visiting, so I can cater for you too!

So that’s it then. Blank piece of paper.

I started by dissecting the listings blurb:

At an art gallery we usually have to follow a series of rules. Don’t touch the work, don’t run, don’t shout, don’t play. Don’t, in short, have fun. We thought it would be good to try something else – this exhibition shows contemporary artists that treat the gallery like a fairground rather than a church.

What follows is a reproduced version of a list from my paper sketchbook, tidied up a bit and with more added as I think about it again now. I’d have preferred to have mind-mapped this stage, but was out and about without a large surface to work across. Oh for a large portable whiteboard!

Trying to capture the thoughts as fast as they pop into my head

A series of rules.

  • What rules do artists have to follow when making work for galleries?
  • Can we make a piece of work that, in being experienced, requires you to break all the rules?
  • Series? The sum of a sequence of rules?
    • To me implies one after the other, in a particular order.
    • How many rules in a row in the sequence?
    • How many rules in a row before you give up?
    • Who writes the rules?
    • Who teaches us the rules?
    • Are the rules the same everywhere?
    • What rules, Nineteen Eighty Four style, would stop you from having fun outside the gallery?
    • Panopticon gallery design to ensure rules are enforced.

Don’t touch the work,

  • Is remote touching an option? How would that work?
  • Can you have a member of gallery staff who is an authorised toucher? They then relate the sensations back to you…
  • What about work we’re allowed to touch, but don’t want to?
    • Electrified work?
    • Sharp work?
    • Fleshy work?
    • Work that smells?
    • Work that stains

don’t run,

  • Can we slob around then?
  • Take a nap?
  • How fast can you go?
  • Is there a lower limit on speed?

don’t shout,

  • Would people notice if there was absolute silence?
  • What would you like to shout?
  • Do we actually do much shouting elsewhere?
  • Gallery Tourettes

don’t play.

  • Is it not already an elaborate type of game?
  • There’s a particular article I’m thinking of, trying to find the reference…

Don’t, in short, have fun.

  • What constitutes fun?
  • Do we go to the gallery looking for fun?
  • If we were offered fun, would we be comfortable accepting it in those surroundings
  • Consensual? Same thing fun for all? Does everyone want to have fun?
  • Can you accommodate fun and not-fun in the space at the same time?
  • Covert fun vs overt fun.

We thought it would be good to try something else

  • I like the empirical approach! What can we get away with?

this exhibition shows contemporary artists that treat the gallery like a fairground rather than a church.

  • Imagining the artists themselves on display. A rogues gallery or police line up of people who flout the rules!
  • The artists may treat the gallery as a fairground, but what happens when the gallery re-appropriates the work and displays it under its own rules? Still can’t touch etc
  • Fairgrounds: Thrills, entertainment, paying for the ride, going on the ride again and again, sensory overload, eating candy until you are sick…

So, lots of questions – which is a good start for a residency!

I think taking the theme of “rules” would be a good starting point: from here we can link to the exhibition text, rulesets for games and also a lot of my work where I use rules as frameworks for exploration.

I also think it would be good to start off with a brainstorm in the space at the beginning of the residency. I’ll use the signtific approach which is a really nice way of getting away from your initial (predictable?) ideas and into new territory. I wrote about the process when I first came across it, and have used it in schools since then with some nice results. It’s also a nice way to plaster a wall or floor with post-it notes and get away from the scary empty space we start off with!

Limbering up for Play Ground

The City Gallery, Leicester have asked me to lead some activities for the education programme for their upcoming exhibition Play Ground at New Walk Gallery.

At an art gallery we usually have to follow a series of rules. Don’t touch the work, don’t run, don’t shout, don’t play. Don’t, in short, have fun. We thought it would be good to try something else – this exhibition shows contemporary artists that treat the gallery like a fairground rather than a church.

I’ll be there over half term, (21st – 25th of February) and treating the time as a residency where we’ll be exploring process rather than aiming towards a particular end result.

In the spirit of starting how we mean to go on, I’ll be using this blog as an online sketchbook as I explore some initial ideas. You’re invited to join in with any constructive responses and suggestions – everything is wide open at this stage so this is your chance to influence what happens at New Walk in just over a month’s time.

To get started then, here are some of the things that will be in the exhibition that I’ll be working alongside.

Mungo Thomson – Skyspace Bouncehouse

Skyspace Bouncehouse by Mungo Thomson

Skyspace Bouncehouse is bulbous and luminous as if designed to be a comic book rendition of a log cabin for the Michelin man, and the title refers, in part, to those brightly colored, inflatable structures one might see in an urban front yard, waiting for kids to climb inside and jump until they lose their birthday cake. Thomson first created customized “bouncehouses” for the Frieze Art Fair Sculpture Park in Regent’s Park, London in 2002, where the public could freely enter and bounce. [source]

Fischli/Weiss – The Way things Go

The Way Things Go (German: Der Lauf der Dinge) is a 1987 art film by the Swiss artist duo Peter Fischli and David Weiss. It documents a long causal chain assembled of everyday objects, resembling a Rube Goldberg machine.

The machine is in a warehouse, about 100 feet long, and incorporates materials such as tires, trash bags, ladders, soap, oil drums, and gasoline. Fire and pyrotechnics are used as chemical triggers. The film is nearly 29 minutes, 45 seconds long, but some of that is waiting for something to burn, or slowly slide down a ramp.[source]

Bob and Roberta Smith – Will you make it as an artist?

I'm not sure what happens here? Some sort of fortune telling?

Bob and Roberta Smith. Will you make it (as an artist)

Angela Bulloch – Sculpture for Football Songs (T12307)

Bulloch has made a number of works using Belisha beacons, which are more commonly used to illuminate pedestrian crossings. Here they are linked to a microphone in the gallery space and respond to sound, which initiates a sequence of flashing lights. The colours of the lights reflect the colours of the West Ham football strip, and the work’s title suggests that football anthems are a particularly appropriate trigger to speed up the light display. The unpredictable interactive element of this work is typical of Bulloch’s practice. [source]

That’s a small flavour. There will also be work by Cory Arcangel, Takashi Murata, Chris Marker, Hassan Hajjaj, Erwin Wurm, Marcel Duchamp, Annika Ström and Martin Creed. …And doings by me – we’ll find out more about what they could be over this series of posts.

London and Tokyo, via Bournville village green.

Since doing an exchange visit there in 2005, my contact with Joshibi University of Art and Design and its students has included: helping to host their exchange students coming to Birmingham; effectively working there as a technician for a month; countless days just sort of hanging out there; keeping in contact with several pupils and alumni, including visiting their homes and having them stay with me in the UK; and hearing from alumni friends their tales of working as artists post-graduation and their encounters with graduates from other universities. As a result, I have a pretty well-formed idea of some of the things I would like to do to shake things up a bit, beyond my low-level “So, have you ever considered showing your work, outside of a gallery context” vibrations.

In 2006, 2007 and 2008 I also coordinated and delivered the social programme as part of the annual Joshibi Summer School. This involved sorting out all the pastoral and evening/weekend social stuff for the 30-or-so students who would spend a month based at Bournville Centre for the Visual Arts (BCVA).

We’ve had many conversations about how the Summer School programme could be improved. The main problems from my point of view are that the students arrive as a group; take over a block in a halls of residence as a group; are the only group studying at Bournville over the summer; have an interpreter with them the whole time; and have negligible contact with anyone outside of the staff and the other Summer School students. They may get to experience something of a different way of approaching art education, but there’s a lot missing in terms of cultural exchange and development of language skills.

I decided I didn’t want to work on the social programme this year, but was later invited to provide a day’s teaching for the Summer School. Based on last year’s werewolf success, and my recent work with BARG, there was no doubt that a game would be involved.

dead pikachu

My contribution was to form a starting point for a larger project where the students would go on to develop work that contrasts London and Tokyo. I ran two workshops in the morning where we compared the places in Japan they recommended I visited to the places that actually had meaning to them in their day-to-day lives. This got us from guidebook staples such as the Emperor’s Palace and Kiyomizu-dera to stories of favourite ice-cream shops, overheard sounds of children playing in campsites and stars as seen above car parks.

We also looked at the landmarks that we give significance to in our journeys through landscapes that we are very familiar with. Taking our journeys to university as an example, we drew maps and uncovered more stories. I’m familiar enough with the bus ride to the Joshibi Sagamihara campus that I could recount my personal map of that journey and compare it to theirs. This experience lasting only a few seconds is so completely and vividly on my map that I’m genuinely shocked to realise now that it’s a memory from 4 years ago.

As expected, the smell of the chicken farms featured prominently in the cycled versions of the journey…

question card

For the afternoon, I’d prepared a scavenger hunt around Bournville Green and the surrounding area.

This was designed as a team game, but with significant components where each student would be very much working alone (…unless they plucked up the courage to ask passers by for assistance!). Use of the Japanese language was, of course, banned throughout.

consultation

The students randomly selected a question to tackle and then had some time to discuss it with their team mates. The questions were worded to avoid typical Japanese constructions of English. I also tried to avoid making them so simple that no discussion was needed to fully understand them.

Examples include.

  • There is a car park at the Western edge of the park. Around it, with one end in the ground, are wooden “dragon’s teeth”. How many dragon’s teeth are there?
  • Stand between the Porter’s Lodge and the church. Look at the church. Can you see the carved wooden panel? How many flowers does it have? What is the man holding in his left hand?
  • Go to the chemists and find a lilac-coloured dog hanging up by a door. What colour is his collar, and how many diamonds are on the front of it?
  • In the alleyway between the chemists and Louise’s, there are some old style posters. What is the name of a UK city written on one of them?
  • Go to the butchers shop. What is the name of the sheep on the counter near the window?
  • Go to the Wyevale garden centre. There is a scarecrow near one of the doors. How much did his hat cost?

There were a range of strategies employed in designing the questions. Some of them, such as the sheep’s name question above, could only be answered if the student asked the appropriate question of the relevant shop keeper. Others would be made infinitely easier if they asked a member of the public for help in explaining what a particular word refers to (e.g. dragon’s teeth).

The other major aim was to get the students out and into parts of Bournville that they would never normally go to. This had the intended bonus of meaning that I had to seek out these places first. I was a student at BCVA for 5 years, and yet there were so many places in that tiny area that I had never been to until the planning stages of this game. I had lots of adventures and conversations: so much of Bournville is hidden away in a secret second-layer-back, and there are some truly class acts working there.

I was also determined that I would work with what was already in situ, and not parachute in any foreign bodies to plant for the game. The sharks, Iggle Piggles and Bill Oddies were all there already, waiting to be discovered and played with.

Right, so we had the basic mechanism of having to go to places and find answers to questions. The other aspect of the game design was about how to make this an intense, sometimes visceral experience.

tech amnesty

Prior to explaining the game rules, we’d confiscated (in a nice way!) all their mobile phones, electronic dictionaries and phrasebooks. This was originally done to ensure that looking things up didn’t replace discussion, but I think it also had quite a wrenching effect, because this technology is usually very heavily relied upon.

maybe the man with the plant knows where the garden centre is

I deliberately made it so that, after the initial discussion phase, each player then had to go off independently to find the answer. This took away another safety net of group decision making.

The other thing to do was to add a magic vest in the form of some hats for the players to wear whist they were out and about.

consulting the map

This covered my usual criterion for having an element of silliness involved in order to break down a few barriers, but as Holly Gramazio pointed out at Hide and Speak, your players look like criminals and, if the students were going to be in the bank counting CCTV cameras, I wanted it to be clear that they probably weren’t dangerous! The “help me find stuff” labels on the hats were intended as an invitation for people not involved in the game to approach the students and initiate conversations.

The weather was drizzly, the students were extremely tired after spending a long weekend in London (not to mention the jet lag!), energy levels were low, and I had to tweak some stuff on the fly to increase the pacing, but it all worked! It worked a treat!

magic hat and green

run

It was great to see the balloons bobbing around on the green and in front of the parade of shops. It was fun to see the teams playing jan-ken-pon to decide the next runner, but substituting diddle-diddle-dum lyrics so as to avoid the 50 point fine for speaking Japanese. It was satisfying to hear small groups of students with nothing to do standing around and chatting in English. It was worrying to hear that one girl hadn’t been seen for 25 minutes, but heart-warming to hear from the search party that she’d been found in the park with a gang of kids around her trying to help her solve her clue. We giggled to hear the story of people offering to help count dragon’s teeth. It did nothing less than warm my cockles to hear someone describe the hats as being magic, a comfort, and to thank me for making them wear them.

relocation of the Bournville factory, as explained through the medium of leaves

thinking hat

changeover

All three teams did really well and the rain mostly stayed away until we had finished playing. The final scores were in the region of 120 points (average 10 points per question) with only maybe 4 failed questions per team.

I finished off the day with a more formal presentation about the use of mechanisms and rule sets to instigate interactions with spaces; how presenting something as a game contrasts with presenting it as a piece of performance artwork; the importance of stories; the importance of magic vests/hats; the importance of silliness (and how it’s easier to be part of a large group doing silly things rather than being by yourself doing silly things) and how doing projects in public spaces confers ownership of that space to you (in the sense of responsibility and empathy, rather than of power).

Anyway, it looks like I may yet end up doing some social stuff with the group on Saturday: I may take the opportunity to quiz them on how the game has affected their perception of Bournville…



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