User:Kendal/Situationist Times: Difference between revisions

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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 ]]
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: ===
===ANNOTATION METHODS: ===
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# _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.  
# _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/situanno.html SITU ANNO]]
# _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: ===
=== PROTOTYPING: ===


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




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Visions.situ.jpg|Visual characteristics of a Non-place
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
Gamedirection.jpeg|Figuring out the concept and areas of interest for a game
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[[File:DelRayMotel-MartinParr.jpg|width="80"|frame|right|Martin Parr - Boring Postcards]]
[[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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"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).  
''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.
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?
What can a chair do? What about the non-offensive ambient music? Can this be disrupted?
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Can a non-place become an opportunity for the situationists? How would this look?''
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'''


==== LINK DUMP ====
https://monoskop.org/Arseny_Avraamov
[[https://pad.xpub.nl/p/RESEARCH Research PAD ]]
 
[https://klbbb.itch.io/ Itch.io]


== Main themes:==
== Main themes:==
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# Performative use of space - Skateboarding
# Performative use of space - Skateboarding
# Affordance vs intention
# 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
- linked to the attention economy of gaming? Fast, explosive etc
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- 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]]
 
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
* Non Places - Marc Auge
* A Pattern Language - Christopher Alexander, Murray Silverstein, and Sara Ishikawa
* A Pattern Language - Christopher Alexander, Murray Silverstein, and Sara Ishikawa
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* Concrete Island - J.G. Ballard
* Concrete Island - J.G. Ballard
* The Production of Space - Henri Lefebvre
* 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