User:Kendal/Situationist Times

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Art in the Waiting Room



Labyrinth, non-places (airports, places where you wait)-> Non - Places by Marc Augé

“Town labyrinths, again. There's Pisa, I don't know what is labyrinthine about it. Then suddenly, this is like when you are queuing at the airport. At some moment I start to call just about everything a labyrinth.”

“Again processions and processions ... I don't know why processions all of a sudden become labyrinthic. And that's how you walk in an underground train station.” -


SOFT DIMENSIONS - Worked with architect, Inara Nevskaya, for Volume, that studies the psychology of how people use space - [Soft Dimensions ]

Notes on readings


  1. _ZINE: With Louisa & Floor, we started annotating the existing materials for edition #7 of The Situationist Times. A prevailing theme we all connected with was the idea of the attention economy and how games are built with the purpose to keep us locked in.
  2. _TWINE: Using Twine 2, I added new layers of annotation, introducing the concept of non place into the Situationist discussion. [SITU ANNO]


Translating concepts and research into how things can manifest in a gameplay :

TIC80 :
Attempt at creating a scene and character, realised pretty quickly that the idea I had regarding sound would be less than ideal in tic, so settled on creating the game is p5.js.

attempt to create sound


ASCII map with Euna

World Of Text w/Euna

Collective pad of potential approaches

Overall pad

Master Pad


  1. Creative Direction
  2. Copy-Editing


[Research PAD ]

Game Ideas:

Martin Parr - Boring Postcards
Affordances of the interior
Bruno Munari - Seeking Comfort in an Uncomfortable Chair

Spam bot/chain mail characters waiting room

The limbo of waiting for people to reply/forward emails

Aspects of waiting rooms, bad art, stock furniture etc. Non-places -

Create a Situationist non-place

"Concentration of culture, located in a single building" Situationist Manifesto ---> cannot get the malls out of my head

The affordance possibilities of a waiting room. Gamify the non-place, what can you do with sparsely scattered interiors of transitory space?


"maybe its worth considering the sounds of non-spaces too, like the ambient noise of cars in the distance, service counters, toilet flushes etc along with the muzak that is dispersed into the environment"

A seemingly regular non-place (torn between the waiting room, an airport terminal, or an airport hotel). The player has to click the boring objects of the interior and create new affordances to create a state of play. What can a chair do? What about the non-offensive ambient music? Can this be disrupted?

Can a non-place become an opportunity for the situationists? How would this look?

I am currently using Notion to organise my thoughts with creating the game. Most updates as they are being done are recorded here

Main themes:

  1. Obsolete Media - Chain mail stories
  2. Non-Places -
  3. Psychogeography- Unitary urbanism
  4. Performative use of space - Skateboarding
  5. Affordance vs intention

- linked to the attention economy of gaming? Fast, explosive etc

- Could this be an antithesis to this?

Short description of W808

Non-places seem to be the absolute thing situationists want to avoid. The idea of a place so bound by rules yet devoid of humanity and play is fascinating to me because they're so easy to identify and we spend a lot of time in these places. Given this, I want to take the mundane aspects of a waiting room, and use them as ingredients to create a performative use of space in an attempt to suggest what a situationist non-place could be.

In regards of gameplay, this translates to using found ambient sounds to create a disruptive soundtrack of a space. Taking recognisable clips, we can redefine the meaning and purpose of this atmosphere as a jumping-off point for creativity and play.



Screen Capture of entering the game from the launch page


AI generated waiting room art
Waiting Room Art Zine

While exploring the similarities of the medical waiting rooms, I became fixated on the enigma of waiting room art and its absolute indistinguishable nature from one to another. This prompted me to create a zine about the phenomenon and also experiment with using AI tools to create my own 'artwork'.


Books & Essays referred to:


  • Non Places - Marc Auge
  • A Pattern Language - Christopher Alexander, Murray Silverstein, and Sara Ishikawa
  • Skateboarding and the City: A Complete History - Iain Borden
  • Planned Obsolescence - Kathleen Fitzpatrick
  • Boring Postcards - Martin Parr
  • Super Normal: Sensations of the Ordinary - Naoto Fukasawa
  • Blinking and Flapping - Yasuhiro Suzuki
  • On Lingering - Kirsten Spruit
  • Concrete Island - J.G. Ballard
  • The Production of Space - Henri Lefebvre


  • Salvaging Situationism: Race and Space by Andrea Gibbons
  • Homo Ludens for the People by Mattie Brice
  • Game Boys by Vicky Osterweil
  • Making Games in a Fucked Up World:
  • Viceral Facades by Matthew Fuller
  • Another Pavement, Another Beach: Skateboarding and the Performative.Critique of Architecture by Iain Borden
  • Hostile Architecture’: How Public Spaces Keep the Public Out by Winnie Hu:
  • Baring Life and Lifestyle in the Non-Place by Sarah Sharma
  • Study on Personal Characteristics and Affordance Perception by Yong Se Kim
  • Dynamics of Affordances and Implications for Design by Dhaval Vyas, Cristina M.Chisalita & Alan Dix
  • An Affordance-based Approach to Architectural Theory, Design & Practice by Jonathan R.A Maier & Georges M. Fadel
  • Musical Transformations of Non-Places by Antonio Francisco Alaminos-Fernandez
  • The Rhythm of Non-Places: Marooning the Embodied Self in Depthless Space by Les Roberts
  • Glitch Studies Manifesto by Rosa Menkman