User:Kendal/Situationist Times: Difference between revisions
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==== SESSIONS WITH LIDIA & STEVE: ==== | ==== 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 | ||
“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, | 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] | |||
<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 | ||
Line 36: | Line 81: | ||
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:== | ||
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# Non-Places - https://board.net/p/Non-Places | # Non-Places - https://board.net/p/Non-Places | ||
# Psychogeography- Unitary urbanism | # Psychogeography- Unitary urbanism | ||
# | # 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 48: | Line 114: | ||
- Could this be an antithesis to this? | - 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. | |||
[[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 | |||
* Skateboarding and the City: A Complete History - Iain Borden | |||
* Planned Obsolescence - Kathleen Fitzpatrick | * Planned Obsolescence - Kathleen Fitzpatrick | ||
* Boring Postcards - Martin Parr | * Boring Postcards - Martin Parr | ||
* 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
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:
- _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. [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.
COLLECTIVE APPROACH:
Collective pad of potential approaches
ROLES
- Creative Direction
- Copy-Editing
LINK DUMP
[Research PAD ]
Game Ideas:
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:
- Obsolete Media - Chain mail stories
- Non-Places - https://board.net/p/Non-Places
- Psychogeography- Unitary urbanism
- Performative use of space - Skateboarding
- 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]
Screen Capture of entering the game from the launch page
THISISNOTART.ZIP
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:
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