User:Kendal/Situationist Times: Difference between revisions

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==NOTES==
==NOTES==
==== First Session: ====
==== SESSIONS WITH LIDIA & STEVE: ====
Labyrinth, non-places (airports, places where you wait)-> Non - Places by Marc Augé
Labyrinth, non-places (airports, places where you wait)-> Non - Places by Marc Augé
https://www.martinparrfoundation.org/product/boring-postcards/


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


SOFT DIMENSIONS - Worked with Inara Nevskaya, an architect while @ Volume Magazine, that studies the psychology of how people use space - https://softdimension.wordpress.com/2012/10/08/40/
SOFT DIMENSIONS - Worked with architect, Inara Nevskaya, for Volume, that studies the psychology of how people use space - [[https://softdimension.wordpress.com/2012/10/08/40/ Soft Dimensions ]]
 
[[File:Notesonnotes.gif|thumb|right|Notes on readings]]
 
===ANNOTATION METHODS: ===
 
 
# _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.
# _TWINE: Using Twine 2, I added new layers of annotation, introducing the concept of non place into the Situationist discussion. [[https://hub.xpub.nl/sandbot/~kendalb/__lab__/files/public_html/Situ_nonplace/Situ.nonplace.html?_xsrf=2%7C92a228a8%7C3f80a0f142e0f1a354157af148cde5a4%7C1617290327 SITU ANNO]]
 
=== PROTOTYPING: ===
 
Translating concepts and research into how things can manifest in a gameplay : https://pad.xpub.nl/p/visceralfacades
 
TIC80 : https://hub.xpub.nl/sandbot/PrototypingTimes/tic80/tic80.php?cart=/sandbot/PrototypingTimes/tic80/2021-01-18/tubeguy.tic<br>
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.
 
[https://pzwiki.wdka.nl/mw-mediadesign/images/0/0e/Ticsoundtry.mp4 attempt to create sound]
 
=== COLLECTIVE APPROACH: ===
[[File:Asciimap.gif|thumb|right|ASCII map with Euna]]
 
[https://www.yourworldoftext.com/~prioudiha/ World Of Text w/Euna]
 
[https://pad.xpub.nl/p/protoSI14 Collective pad of potential approaches]
 
[https://pad.xpub.nl/p/protoSI14 Overall pad]
 
[https://pad.xpub.nl/p/23032021 Master Pad]
 
==== ROLES ====
# Creative Direction
# Copy-Editing
 
==== LINK DUMP ====
[[https://pad.xpub.nl/p/RESEARCH Research PAD ]]
 
[https://klbbb.itch.io/ Itch.io]


ANNOTATION -


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.


<gallery>
<gallery>
SketchManifesto.jpeg|My interpretation of the Situationist manifesto
SketchManifesto.jpeg|My interpretation of the Situationist manifesto


Mac Augewriteup.jpeg|Marc Auge research
Visions.situ.jpg|Visual characteristics of a Non-place
Scan MFP-528 1561 001.jpg|Sounds of a Non-place
Gamedirection.jpeg|Figuring out the concept and areas of interest for a game
</gallery>
</gallery>


== Game Ideas: ==
== Game Ideas: ==
[[File:DelRayMotel-MartinParr.jpg|thumb|right|Martin Parr - Boring Postcards]]
[[File:Affordancesinanonplace.jpeg|thumb|right|Affordances of the interior]]
[[File:Brunomunari.jpg|thumb|right|Bruno Munari - Seeking Comfort in an Uncomfortable Chair]]


Spam bot/chain mail characters waiting room
Spam bot/chain mail characters waiting room
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Aspects of waiting rooms, bad art, stock furniture etc. Non-places - https://thespinoff.co.nz/art/10-05-2020/art-in-the-waiting-room/
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, 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 [https://www.notion.so/SITU-NON-PLACE-0f1a394955bd436dbea2f69bdf140e9a Notion] to organise my thoughts with creating the game. Most updates as they are being done are recorded here'''
https://monoskop.org/Arseny_Avraamov


== Main themes:==
== Main themes:==


# Obsolete Media - Chain mail stories
# Obsolete Media - Chain mail stories
# Non-Places  
# Non-Places - https://board.net/p/Non-Places
# Psychogeography- Unitary urbanism
# Psychogeography- Unitary urbanism
# Goes hand in hand with non-places as they sometimes seem like relics of the past
# Performative use of space - Skateboarding
# Affordance vs intention


- linked to the attention economy of gaming? Fast, explosive etc
- linked to the attention economy of gaming? Fast, explosive etc
Line 45: Line 114:
- Could this be an antithesis to this?
- Could this be an antithesis to this?


== Books:==
==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.
 
[[https://hub.xpub.nl/sandbot/PrototypingTimes/HOTSPOTS/5%20pigeonplaza/appointment/ W808]]
 
[[File:W808.png| thumb|center|W808]]
 
[https://pzwiki.wdka.nl/mw-mediadesign/images/9/9c/W808game.mp4 Screen Capture of entering the game from the launch page]
 
== THISISNOTART.ZIP ==
[[File:Thisisnotart.gif|thumb|right|AI generated waiting room art]]
[[File:Waitingroomzine.gif|thumb|right|Waiting Room Art Zine]]


* Non Places - Marc Auge
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'.
 
https://hub.xpub.nl/sandbot/PrototypingTimes/HOTSPOTS/4%20shoppingstreet/overwhelmed.gif
 
== Books & Essays referred to:==
 
===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
* Boring Postcards - Martin Parr
* A Pattern Language - Christopher Alexander, Murray Silverstein, and Sara Ishikawa
* Super Normal: Sensations of the Ordinary - Naoto Fukasawa
* Super Normal: Sensations of the Ordinary - Naoto Fukasawa
* Blinking and Flapping - Yasuhiro Suzuki
* Blinking and Flapping - Yasuhiro Suzuki
* On Lingering - Kirsten Spruit
* On Lingering - Kirsten Spruit
* Concrete Island - J.G. Ballard
* The Production of Space - Henri Lefebvre
===Essays===
* 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: https://www.molleindustria.org/blog/making-games-in-a-fucked-up-world-games-for-change-2014/
* 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: https://www.nytimes.com/2019/11/08/nyregion/hostile-architecture-nyc.html
* 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

Latest revision as of 11:45, 11 April 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 ]

Notes on readings

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

TIC80 : https://hub.xpub.nl/sandbot/PrototypingTimes/tic80/tic80.php?cart=/sandbot/PrototypingTimes/tic80/2021-01-18/tubeguy.tic
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

COLLECTIVE APPROACH:

ASCII map with Euna

World Of Text w/Euna

Collective pad of potential approaches

Overall pad

Master Pad

ROLES

  1. Creative Direction
  2. Copy-Editing

LINK DUMP

[Research PAD ]

Itch.io


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 - 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, 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

https://monoskop.org/Arseny_Avraamov

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

- 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.

[W808]

W808

Screen Capture of entering the game from the launch page

THISISNOTART.ZIP

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'.

overwhelmed.gif

Books & Essays referred to:

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

Essays

  • 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: https://www.molleindustria.org/blog/making-games-in-a-fucked-up-world-games-for-change-2014/
  • 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: https://www.nytimes.com/2019/11/08/nyregion/hostile-architecture-nyc.html
  • 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