User:FLEM/Final presentation

From XPUB & Lens-Based wiki

Special issue 16

My main project during the special issue 16 was the impossible process project.

Wiki research & documentation: poems translations.

Website: https://hub.xpub.nl/soupboat/theimpossibleprocess/

the impossible process of grasping the other side

the impossible process of grasping the other side is a project by Emma Prato, as part of the Special Issue 16 //Learning How to Walk While Catwalking// carried out by Piet Zwart Institute (XPUB) students on the topic of Vernacular Language Processing.

the impossible process basically wants to play around with the structure of poetry translations and mix together different versions of the same text.

translating a poem into another language is an impossible process - so what if we gather translations from different people? from different languages? and what if then we mix them up? what if we change them? what if we play with words? it probably won't solve the impossible process but for sure is an interesting experiment.

//multiple translations can give us a much better sense of the poem than a single translation can, so that even if we can’t read the poem in the original language, we can come closer to that experience° // the impossible process is made of two sections: one (THE CROWD) is to gather //vernacular// information and the other (THE MASHUP) is to process texts, which can be both taken from the vernacular content or from already existing translations. The poetry archive (work in progress) will showcase the results.

Connection with second year project

In the SI16, I analysed patterns and disrupted common structures to create new versions of texts. I created a prototype of linguistic patterns and the impossible project website, a tool for vernacular translations. Plus, I used the annotation system created for Special Issue 16 to gather translations from users. The final publication for the public to interact and understand the Python function I created has been the "letter bag", an activity that would reproduce what happens in the function and ask the user to do it by hand. In recalls what I am making in the Second Year project with the following question: what happens when you mirror digital interactions into a physical movement? In both cases, I reckon, it is a very interesting tool to make people who know nothing about coding, what is happening.

I started to understand how python scripts work and started making some website to try out things.

Contribution/groups

  • I was part of ADMIN TEAM: creating the meetings, schedules, keeping track of the work.
  • I was part of LAUNCH TEAM: event coordination, organisation and user experience for the launch day.
  • I was part of FRONT-END TEAM: support during the creation of front-end of the website, advices and considerations.
  • Content group: research on python function, set up, layout and flask for website of “the impossible process”; prints and booklet for the same project. In addition, general research for the “vernacular maps” group.

Side things

My notes documentation: User:FLEM/1.1

Gallery

Special issue 17

The crossword experience

The crossword experience is a reference to the crosswords as well as an overview of the productive play glossary, that will be found inside the loot box and represents the research part of our project. The post-its/squared pieces of paper definitions act as a go-between the content and the players, and obviously share the values and reasons why post-its have been chosen as the mean for this project. The idea emerged to reflect on some of our main topics (slow-thinking, delayed rewarding, gamification processes, competition, individuality, productive environment) in a gamified way.

The player will:

1. Complete a puzzle to create a word, therefore to play a game to obtain a drink, instead of having a need and satisfying it immediately. It is a critic of loot boxes philosophy and serves to slow the pace down because the players can't get the drink immediately (delayed-reward and slow-thinking).  
 2. By the end of the event, the public will have produced a collective work, a big crossword made by everyone in the room. It's a way to create interaction and criticise the videogames world that produces a lot of individuality and competition. Instead, this method invites the player to embrace collectivity and inclusivity.

Wiki research & documentation: User:FLEM/Crosswords

Connection with second year project

Again, I always tried to involve a public, to explain more than what seems like needed, had in mind the idea that our public should understand and it has been underlined my intent of translating one form of research into an activity/event. One of the results of this has been the crosswords game, both for the launch day and for the publication. I like the idea that an audience can interact with what is shown to them: everyone has different learning methodologies, and it’s our job to put everyone in a situation where they can get the best out of the experience.

Contribution/groups

I did research and polished the glossary of productive play to transform it into a usable and understandable game for the public. A way to access our theoretical research through the use of gamification. The result was both presented inside the box as “The Crossword Imaginary Grid Game” and during the launch as “the Fage Not Pound Bar Counter”.

I was part of LAUNCH group: Price of the box, Texts for the launch, both documentation and presentation of the work, Prints and plotting, name tags, Plexiglas letter game for the launch.

Side things

My notes documentation: User:FLEM/1.2

Gallery

Special issue 18

The SI18 structure gave more space for our personal interests, actions and reactions.

I enjoyed creating small weekly prototypes, and the possibility to try new things proposed by other people: the moment when I received the proposals and had to discover what it could be about. Then, seeing how my brain starts to work and looks for inventive solutions to learn and to try out different methods or tools.

I am happy how I managed, as a caretaker, to go deeper into my personal interests, to see how contributors reacted to the proposals (7&5) and the possibility that my ideas will change after other people experimented with them or created their own way out of it.

I am pleased to see how we could influence each other and evolve in very different ways with every method we've been using and the person we were working with. It all gave me the feeling of collective work.

In the past, i worked with videos, photography, animation, drawings, design, bookbinding etc and switched from one to the other depending on the need

therefore, playing with sound and sound mechanics and also approaching storytelling in a different way, by using my "new skills" in prototyping.. making things i was just able to imagine in the past something more concrete

i enjoyed creating small prototypes of things and i integrated the prototyping method into myself and my way of thinking

i am happy i had the possibility to try new things proposed by other people: that moment when you receive the proposal and have no idea what it could be about, and then seeing how my brain starts to work and looks for inventive solutions to learn and at the same time to try something different out. Trying to look at things from different points of view, trying to turn them around and create something new

and i am also happy i managed, as a caretaker, to go deeper into my personal interests and see how other contributors would react to the proposal, to my thoughts, to my ideas

the possibility that your idea will become even more interesting after other people have touched them, experimented with them, or created their own way out of it in addition, the way proposals are built up, the exchange of thoughts between us, seeing our brains connected together, and seeing the moment in which someone in the group has a solution to produce the result we are looking for.

reasoning together

taking the best out of each other just by the means of talking

i also loved working with a different person every week. This gives so much power, i believe, and so much creativity flowing

everyone works, thinks, produces differently, and it's been really nice to see how we could influence each other differently and how we could evolve differently with every method we've been using and the person we are working with

i am happy that a lot of ideas are floating into my head and i totally feel the need to grab something and make it mine

Contribution/groups

Wiki research & documentation:

Side things

My notes documentation: User:FLEM/1.3

Gallery

Second Year

My thesis

Research

The publication and plans for the grad show

The publication

final work: starting from the question on how can I edit and present all of this material I gathered in the last year. I wanted to share all the little discoveries I made and what I learnt with others. The choice of the cards come together with the consciousness of how hard it is for reader to follow such a long research and using my knowledge of notebooks structures and explorations to find a fitting solution. The notebook I created and experimented on myself in November 2022 (the notebook kit), provides a special feature "It has been helpful to re-organise thoughts in very small sheets of paper. This obliged me to describe a concept in a little amount of words". By dividing the concepts and information in small pieces and by transforming the medium into an interactive activity, that allows personalisation and modularity, i invite users of this publication-game to explore the concepts at their own pace. In addition, the concept of modularity participated widely also thanks to the concept of index cards: "Secondo Lancellotti (1583–1643) created an index system in which he would insert “associative cross-references and pointers whenever and wherever possible, enabling the reader to surf through” all these annotations, “replacing reading with a type of early modern hypertext” (Cevolini, 2020).

The grad show

22.05.23

little gift idea

this specific little notebook that i gifted kim and chae for the midwives work showed itself to work for specific activities: writing letters, free-writing, getting rid of thoughts very fast let's say. We discussed in class that we are going to have a shop were we can sell little things and i was thinking about selling them for a *on offer* price as i am making them with 0 expenses as it's all leftover materials. It would be nice maybe, to have a table with them and then other materials so if someone wants they can come and make them. Maybe, i would not even need to prepare them beforehand but bind them directly on the spot in my area and if someone is interested in receiving a little gift to help them to write a lotttttttttt they can get it here. It's also a way to give an example of what you can do with 0 money. And would it be fun or awkward to say if you make it yourself it's for free and if you just want to get it you pay a little for my working time (that it's still very limited). Talking about the price of work, and how people can experiment with this shape and make them a tiny different from my version... mmm i like it, it doesn't have to be a CES, but sort of. And maybe with the making there'll be some chatting and that's all.

A sort of notebook that can be used if you need to write letters, get rid of thoughts, write fast, brainstorm for projects or writing tasks, see what happens. Maybe add the print of the ones I gave chae and kim for context. + comment from mitsa during CES (so narrow make me think i can write down without thinking). If you do not know what to start with, there it is. And in case, you can also gift it to someone!

Side things

Gallery

Write in the presentation that in the notebook book there are also information and discussions on how to write where to write and questions on how it makes a difference also the notetaking practice when approaching different interfaces

General side things

  • worked for V2, Worm, Mama and art and music festival (Conflux, Rewire Festival) as a host since January 2022
  • worked as a archipelago member and designed and risoprinted 4 newspaper The Piet, as well as organised a series of events and workshops.