User:Kendal/Situationist Times
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
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 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 ]
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
- 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