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


FROM MATT>
FROM MATT:


"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"
"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 and an airport terminal).
The player has to click the boring objects of the interior and create new affordances to create a state of play.
Can a non-place become an opportunity for the situationists? How would this look?''


==== Link Dump ====
==== Link Dump ====

Revision as of 13:02, 1 February 2021


Art in the Waiting Room

NOTES

SESSIONS WITH LIDIA & STEVE:

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.” - http://vandal.ist/thesituationisttimes/04/index.html#9/-2.512/116.266http://vandal.ist/thesituationisttimes/04/index.html#9/-2.445/148.773

LIMINAL SPACES - https://www.youtube.com/watch?v=_SX8XMwMw6Y

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

ANNOTATION METHODS:

  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]

PROTOTYPING:

Translating concepts and research into how things can manifest in a gameplay : https://pad.xpub.nl/p/visceralfacades


Game Ideas:

Martin Parr - Boring Postcards

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 - https://thespinoff.co.nz/art/10-05-2020/art-in-the-waiting-room/

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?

FROM MATT:

"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 and an airport terminal). The player has to click the boring objects of the interior and create new affordances to create a state of play. Can a non-place become an opportunity for the situationists? How would this look?


Link Dump

[Research PAD ]

Itch.io

Main themes:

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

- Goes hand in hand with non-places as they sometimes seem like relics of the past

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

- Could this be an antithesis to this?

Books:

  • 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