Animals Final Project – Final Version – Tempus Fugit Coloring Book

After weeks of concept development, drafting, and one critique, here is the final version of my final project for Animals, People and Those In Between — the Tempus Fugit coloring book (translation: time flies).

Shots of the installation:

Tempus Fugit large banner with coloring books below

Tempus Fugit banner and coloring book display

Tempus Fugit Coloring Book Display

 

 

 

 

 

 

 

 

 

Tempus Fugit banner alone

Fan of Tempus Fugit coloring books

 

 

 

 

 

 

This isn’t the best way to share this information, but it will have to do for now — here are PDFs of each page of the book: in book form and each page on its own.

And, of course, since it’s hard to read the tiny type on the bottom of those images, here’s the final text without images, for your reading pleasure (PDF).

——–Process & Decision Making———

I decided to do two things:

  • create a stand-alone coloring book (instead of making pages and sticking them back into an existing book)
  • make one page really large to draw the viewer to the book

The decision to make a stand-alone book came from the feedback that I should make the work more my own, abstract away from the material I was using as a guide.  This allowed me to break up the text and put fewer words on each page, which is a good way to get people to actually read the story.  I ended up making 12 pages, up from the 6 I had originally created.  The new pages show varied perspectives, I tried to treat the coloring book more like a comic book or storyboard.

Another piece of feedback was to play with scale and literally inflate the fly.  Part of me had a dream of making each page huge and displaying them as a gigantic mural, but after I finished the book I knew it wasn’t realistic to recreate each page on a 4′x5′ page.  Since I had to be strategic, I picked one page that I thought would interest viewers and hopefully encourage them to pick up the book.  (I also felt it was important to select a page that would allow me to draw a really big fly and that didn’t have too much text since the hand lettering is very time consuming.)  Instead of being displayed on its own, the poster becomes a backdrop for the coloring book.

Both of these pieces work to support the ultimate goal of the project: to elevate the fly.

—————-Post Mortem—————-

The critique in class went well.  The progress since last week, and the incorporation of the first draft comments into the final product, was noticed and appreciated.  In general, people liked the big banner and felt it did draw them to the coloring book.  Because I had made a few coloring books, people were able to pass them around and read some of the text, which was generally enjoyed.  (I was glad to hear that because I spent a lot of time working on the story and doing background research and character development.)

One comment was that it could be weirder still — grosser, weirder with more odd details and pages that highlight the fly’s fly-ness.  The question of audience was also brought up — who is this for?  The language and the story is adult but the context (Roman history) is usually taught to middle schoolers.  I had envisioned it for adults, I never thought this was something that kids or young people would use or enjoy; the magic is in the text and without that it becomes kind of confusing.

Overall, I felt good about the class presentation.  Who knows, maybe I’ll spend my summer compiling a series of weird insect fable comic books…

 

 

Interpretive Exhibition Design – Final – Cave Paintings of Altamira Exhibition Proposal

For the Interpretive Exhibition Design final we worked in groups of three to design an exhibition from top to bottom.  We were responsible for coming up with a topic, organizing the content, and designing all of the elements (from graphics to color palette to lighting to interactives).

Bomi, Jason and I worked together.  After our initial brainstorming session, we had decided to create an exhibition about paleolithic cave paintings.  After a couple more meetings, we realized we had to narrow our focus and settled on an exploration of the caves of Altamira, the first (though not oldest) cave paintings of this type found (in 1880).

We spent a long time, many meetings and conversations, discussing the content and refining the organization and section divisions.  This was the most important thing to us.  We felt that this spoke to the real meat of the class — the other elements are, of course, very important but what we spent most of the time discussing and critiquing was the organization and structure of exhibitions.  In the end, the time spent on the organization was well spent.  It gave us a very clear vision of the goals of the exhibition and allowed us to develop the other elements around those goals and the overarching themes.

Our proposal brief really says it all, providing detailed information about the design decisions.  Here also is the deck of our presentation (both in PDF).

One part not represented in the brief is the scale model.  The model was especially fun to create and helped us to get a concrete idea about what was going to work spatially.  Ideally, we would have refined some parts of our exhibition design after making the model, but the short time period didn’t allow for much iteration.  Unfortunately, the model is no more (you know how it is when you live in a tiny apartment…) but here is a walk-through of the scale model for your enjoyment (via Slideshare).

 

 

Animals Final Project – First Draft

Concept and form exploration for Animals final project continues…

I’ve decided to build out the Virgil story, to elaborate it and give the fly a bigger role as a hero.  I want to elevate the fly and give him agency in this story.

Regarding form, I want to tell this story in a way that lends credibility, that makes it seem true.  While it might not be the most obvious path, I decided to retell this fake story as truth using the format of an educational, historical coloring book.  These books pair complicated, sometimes lengthy, text with very detailed drawings.  It’s not entirely clear who the audience is for this material — the reading level is higher than that of kids who usually color.  The series suggests using the pages as supplemental material in the classroom.  But one thing is for sure: if you want to color in the pictures well, it’s going to take you a lot of time, some of which you’ll probably spend reading the text at the bottom of the page.

I wrote a draft of the story then purchased source of some really good material for the images: Life in Ancient Rome coloring book.  I drew some thumbnails to outline the story in pictures.

Sketches for Animals Final – Coloring Book Pages 1-3

Sketches for Animals Final – Coloring Book Pages 4-6

 

 

 

 

 

 

 

 

I used the images from the coloring book as material for my final product by reconfiguring parts from many images to create a new image. Getting from the thumbnails to the final version involved many steps of translation.  I kind of felt like I was a copyist in ancient Roman times; writing and re-writing some important work.

First: draft the layout with all the images at 100% — I had made a few photocopies of pages I thought would be useful.  Little did I know that there would be useful material on almost every page!  So these first layouts use cutouts as well as tracing to put together the image.  I included notes about elements that needed to be shrunk, enlarged, or repeated.

 

Page 1 – Fly overhears the conversation

Page 2 – Fly tells Virgil what’s up

Page 3 – Virgil & Fly hatch a plan

 

 

 

 

 

 

Page 4 – Fly’s last moments

Page 5 – Fly funeral

 

 

 

 

 

Page 6 – Virgil’s estate is saved

Second: create the final layout with properly sized elements — after making dozens (a hundred?) photocopies, I started the process of cutting out and rearranging the parts to create the final version of each page.  Not surprisingly, some layouts were revised in this process.

Page 1 – Final Layout

 

Page 2 – Final Layout

Page 3 – Final Layout

 

 

 

 

 

Page 4 – Final Layout

Page 5 – Final Layout

 

 

 

 

 

Page 6 – Final Layout

Third: trace the final layouts — after the pieces had been properly cobbled together, I had to trace each one.  The point of doing this is to get, eventually, a very good photocopy that doesn’t show any cutting or taping.  I want the final version to look like a drew it, not like I pasted it together from a bunch of other pieces.  Also, there were some parts that I had to (eek!) freehand and I wanted those parts to blend in with the professional drawing as well as possible.  Once the tracing was done, I printed out the text and added it to the bottom of each page.

Page 1 – Tracing & Text

 

Page 2 – Tracing & Text

Page 3 – Tracing & Text

 

 

 

 

 

Page 4 – Tracing & Text

Page 5 – Tracing & Text

 

 

 

 

 

 

Page 6 – Tracing & Text

Fourth: photocopy the tracings — By this time, the people at the Staples on Flatbush & Tilden are pretty tired of seeing me hanging around for hours at a time.  Especially because the machine that I need to use (the scanning is so much better on the color copier than on the ones that only do black & white!) keeps malfunctioning and requiring a reboot.  I have to ask them for help constantly, which feels bad because they are super busy.

Page 1 – Final Photocopy

 

Page 2 – Final Photocopy

Page 3 – Final Photocopy

 

 

 

 

 

Page 4 – Final Photocopy

 

Page 5 – Final Photocopy

 

 

 

 

 

Page 6 – Final Photocopy

The final photocopies turned out really good!  I feel like they look exactly like the coloring book, which is what I was going for.  I want to put the pages into the book itself but, for the critique of our first drafts, I decided to keep them separated so they can be seen by  many people at once.

Pages bound into a book: how I did not end up showing the work

 

—————-Post Mortem——————–

We had two guest critics to critique the first drafts of our final projects.  The feedback I got was useful, but I’m not entirely sure how to incorporate it into refining my final project.

  • One comment was that the coloring book pages were too similar to the original form, that I should abstract away from that form, reinterpret it somehow, make it my own.  I have to say, this is a problem I have in general.  I always take things too literally and follow the rules too closely.  So, I need to push myself to diverge, to abstract, to move away from this form but still reference the form.
  • Another comment was that I should consider how to create a sense of narration in the environment in which it will be shown.  If the text is an important part of the narration, then how can I force people to spend time with the text and actually read it.  What will make people pay attention to the final product?  Would it be more successful broken down into smaller bits, more pages with less text on each page?  Or maybe it should be presented as a wall mural instead of as a little book?

Bodies & Buildings – Final Presentation

Final presentation for Bodies & Buildings.  Text below and presentation on Prezi.

Breaking down ego by building living parking garages.

PROBLEM:

The problem is one of ego.  Buildings must be tall, bold, strong beyond their intended use, and they must be permanent.  The longevity of a building becomes a reflection of personal worth: a building that stands eternally is a form of immortality.  The current paradigm is that buildings should last forever.

Architecture driven by ego creates waste and perpetuates unrealistic expectations.  All things eventually reach the end of their useful life.  Buildings are no different, so why do we treat them differently? Why can’t we accept that a building, too, will die?

Instead of fighting against the inevitable end, we can use this fact to our advantage.  Embrace it, incorporate it into architectural vision, and generate positive externalities.

INTERVENTION:

Individuals develop emotional attachment to buildings, especially those they live in, have created, or idolize.  But they are only things, after all.

This cultural mindset, the attachment we have to things, is difficult to change.  In an attempt to work around this issue, the first points of intervention should be purely functional buildings: parking garages, bus depots, and similar structures.

This solution begins by leveraging two physical intervention points:  the parameters that define lifecycle: acknowledging that an end exists and working to close the materials loop; and the types of physical structures and materials.

These leverage points are low on the list but intervening here initially will allow for intervention at higher points as the project progresses eventually: changing the rules of the system by developing incentives for considering end of life; modifying goals to include flexibility, low environmental impact, and healthful effects; and, eventually, shifting the way we think about the permanence of a building.

LIVING BUILDINGS:

It is easier to understand the inevitability of death when talking about something that has life.  A building, perceived as inanimate, has no life and, therefore, no death.  Creating living buildings allows for a more natural integration of the idea of end of life.  Existing structures can be retrofitted, and new structures built, using living components.

Living buildings serve practical, as well as philosophical, purposes.  Trees & plants remove C02 from the air and improve the health of cities.  One tree can remove 26 pounds of CO2 each year, which is about 11,000 miles of car emissions.  In New York, air pollution is a significant environmental threat, contributing to approximately 6% of deaths annually.  New York, a city defined by progress and change, plagued with environmental concerns and traffic, is an ideal location for intervention.

TEN YEARS:

The City owns and operates 10 public parking garages, 33 public parking fields, and presumably dozens of additional facilities to house the 26,000 vehicles in its fleet.  The Office of Pupil Transportation operates 2,300 school buses, which have to park somewhere.  Then there’s the Port Authority Bus Terminal and the George Washington Bridge Bus Station where hundreds of buses owned by private companies begin and end their trips.

In ten years, these parking structures will have been retrofitted to incorporate living elements such as green screens to create growing walls, living roof components, and systems for rainwater collection and reuse, to list just a few possibilities.

In addition to garages operated by the City, there are numerous privately owned and operated parking structures throughout the five boroughs.  Some are small operations but others, like Icon Parking, operate hundreds of garages.  The City could partner with these companies to encourage similar practices.

These efforts will make the living building a part of New York’s façade.  Citizens will begin to see buildings as a way to support life and increase health.  With the understanding that a building is alive comes the understanding that that life will eventually end.

FIFTY YEARS:

After 50 years, many parking structures built  & retrofitted during the initial decade will have reached the end of their useful life.  They will have been deconstructed – taken apart by hand, the materials reused or recycled, the plants relocated to parks or other green spaces.

Perhaps some of those buildings will have been permanently dismantled and the land put to other use, as public transportation increases and people drive less.

The idea that a building has a lifecycle will have reached beyond the initial point of intervention.  New construction of office buildings and even residential spaces will be planned with the end in mind.  Homeowners will begin to see a house as the sum of its parts, which can be deconstructed, sold, reconfigured, instead of as something which is fixed.  We will begin to loosen our attachment to specific physical structures and will come to value reuse and prioritize environmental health.  A building will be judged not by its height or perceived impermeability, but by its flexibility and capacity to support life during its use.

TWELVE MONTHS:

One of the first steps toward achieving this paradigm shift is to create a demonstration project. This project should connect to the PlaNYC air quality initiatives, which intend to “achieve the cleanest air quality of any big U.S. city” and the Plan’s Green Building initiatives.  Since 2008, the City has collected and analyzed data on air quality.  Sites for demonstration projects should be based on this data: select locations with higher levels of pollution.  In addition, a highly visible demonstration site should be selected in order to gauge public opinion and allow the idea of living buildings to enter the public consciousness.

It will be necessary to involve local community groups that work in neighborhoods surrounding the demonstration sites.  Support from these groups will help to increase visibility and understanding of the project.  It could even be these community groups that encourage the development of a demonstration project by making their requests known to the City.

CONCLUSION:

In an era of growth and rapid change, we know that nothing is permanent.  Buildings should reflect this truth.  Instead of creating impermeable structures to last an eternity, we should let go of our ego and allow natural elements and the cycle of life and death to guide design and construction.  By starting small, incorporating living elements and end of life planning into parking garages, we can begin to change how citizens understand the function of a building.  Eventually coming to terms with this mortality.

 

Bodies & Buildings – Final Presentation – Concept Exploration Continued

With feedback from the class and continued conversation, Katie and I refined our thinking for the Bodies & Buildings final presentation.

The problem is one of ego: a belief that buildings should last forever.  There is no reason a building should be considered eternal.  Instead, we should consider buildings to be impermanent.  At the end of a building’s life, the resources within should be returned to nature, reused, or repurposed.

While it seems an unlikely place to start, we propose rethinking parking infrastructure as a way to begin to solve this problem.  Individuals are unlikely to have personal attachment to parking garages, parking lots, and bus depots.  Current design of these structures indicates that people care little about what they look like as long as they are conveniently located and fulfill their function.  We can use this to our advantage: if people come to appreciate the aesthetic of a living parking garage and understand the purpose of its limited-life, perhaps they will begin to see office buildings, suburban developments, and other new construction in this same way.  One eventual goal is to get people to think of owning a home as less about the complete structure and more about its resources and components.  By placing value on how those elements can be reused and repurposed the emphasis on eternity is lessened.

A conceptual, ideal structure would be made from porous concrete and covered with plant life inside and out.  The structure would put the natural elements of sun and rain to work sustaining these plants.  (Inspiration taken from the Harmonia 57 building in São Paulo and the EDITT Tower skyscraper in Singapore.)  The life of the building would be determined, at least partially, by the plants it supports.  Before reaching a point where the plants totally takeover, the structure would be deconstructed by hand.  (Inspiration from the ReBuilding Center in Portland, OR and this takedown of a skyscraper in Japan.)  Reusable elements would be put to use in a new structure.  Materials that are at the end of their structural life could be broken up and incorporated into other projects, perhaps becoming substrate for permeable pavers.  The plants could be permanently planted in parks and other spaces throughout the city or sold (or given away) to individuals to green private spaces.  The idea is to close as many loops as possible, to keep the construction materials in the building cycle instead of sending them to the landfill, where most of the concrete currently ends up.

This solution is, initially, for municipalities.  By starting here, we work around issues of personal responsibility and emotional attachment.  City governments can start by setting an example for citizens.  In addition, they operate at a scale that can have measurable positive impact.  New York is a city defined by progress and with this is a non-attachment to current infrastructure.  Demolition and construction are constant in every part of the City.  New York operates a huge fleet of city vehicles, is home to thousands of school busses, and operates Port Authority infrastructure.  Areas with high traffic density have higher levels of fine particulate matter in the air and locations down wind from those areas have higher ozone levels.  Both pollutants negatively affect the health of New Yorkers—air pollution contributes to approximately 6% of deaths in New York City each year (fine particulate matter pollution alone causes over 3,000 deaths annually)[1].  Implementing new design for some of these buildings will significantly increase the amount of green space and improve air quality in the City.

With this solution we are targeting lower leverage points: (12) by encouraging or incentivizing the reuse of materials and the incorporation of different (living) materials, we adjust standards and the flow of construction materials in and out of the construction process; (11) following from the aforementioned, removing concerns about permanence reduces buffers which is positive, considering the changes in flows; (10) we are suggesting overhaul of parking infrastructure which, by its nature, changes the structure of that material stock.

This solution does not access many of the informational leverage points.  This is the area where New York City has focused its initial work – adjusting feedback loops, shortening delays, making information available.  Our proposal is, in many ways, based on the data that the City has collected and the conclusions/suggestions they have published.

This solution also targets a few of the higher leverage points: (5) the shift to valuation of the elements of a building instead of the structure itself changes the rules of the system; (4) redesigning parking infrastructure changes the system structure; (3) the primary goal (safe place to park) remains but our proposal adds a new goal of improving air quality; (2) and, ultimately, this proposal aims to shift the paradigm from egotistical perceptions that buildings are permanent and humans dominate nature to a paradigm less driven by ego: buildings, like everything, are impermanent and should be integrated with nature.


[1] PlaNYC Air Quality Report http://nytelecom.vo.llnwd.net/o15/agencies/planyc2030/pdf/planyc_2011_air_quality.pdf

Bodies & Buildings – Final Presentation – Concept Exploration

This week, Katie and I spent some time brainstorming collaboratively about the upcoming final presentations for Bodies & Buildings.  Here are my still unformed thoughts:

For the final Bodies & Buildings assignment I want to explore a topic related to buildings.  I’ve recently found a lot of inspiration from a book called BioDesign: Nature + Science + Creativity.  Some of the projects profiled address architectural problems from a pretty radical perspective; the ones I find most interesting fully incorporate the natural world into buildings.

This idea – of allowing a building to be completely part of a natural environment – caught my attention and led me to think about the ideas of permanence and legacy that we attach to buildings.  We tend to think of a building as something permanent, made of the strongest, most durable materials, built to stand the test of time.  But what if we instead acknowledged that buildings have an end of life, in the same way that all bodies have an end of life?  What would it look like to build something that instead of blocking out natural elements such as water and air instead allowed those elements to permeate, to sustain the building while it was in its prime and to degrade the building naturally when it was time for that building to cease functioning.

In challenging the assumption that buildings are meant to last forever, we can also challenge the status of ownership, the idea that humans and nature are separate entities, and the notion that things not meant to last are shoddy or unstable during their lifetime.

If we accept the fact that all things come to an end, it becomes possible to more fully integrate living elements into building – elements that provide strength in their prime then take over the structure and eventually demolish it, returning all parts back to the environment in a healthful way.

Of course, it can be difficult to accept the idea of impermanence.  Few people feel at peace with their own mortality and that uneasiness is also expressed in the life of a building, the desire for legacy, the obligation to pass on something to future generations.  In consideration of this, I will focus the final on commercial instead of residential buildings.  One area of particular interest, because it’s a persistent side effect of transportation, is parking: parking lots, parking garages, street parking.  Individuals do not tend to feel ownership over parking spaces (except, perhaps, in the case of the office park) and protest is an unlikely reaction to the news that a parking lot is going to be eradicated or replaced.  Also, cars and concrete are significant sources of CO2 emissions.  Parking is a low-stakes area to test ideas about impermanence and begin to increase the acceptability of such practices.

Some examples of current projects (some still in conceptual or prototypical phases) that incorporate living organisms (though most still tout generations of stable use and do not address end of life):

 

Animals Final Project – Proposal – Concept and Form Exploration

Flies are strongly associated with death.  They live off death.  Flies can smell dead flesh from a mile away.  Flies lay eggs on the rotting corpse or other decaying matter and the emerging maggots consume the flesh, subsequently forming pupae and developing into flies.  Most flies live for only about a month.  And what happens when the fly dies?  Is its corpse eaten and degraded by other flies?  Is there anyone who mourns the death of the fly?

Individuals are remembered and mourned with obituaries and eulogies.  After death, almost all humans are afforded this treatment, animals, not so often.  The obituary in its standard form and placement is almost exclusively for use by humans.  Writing an obituary for an animal and asking for it to be treated equally causes disruption; it blurs the line between animal object and subject and legitimizes public mourning that is typically reserved for humans.  Jane Desmond, an anthropologist, contributed an article about pet obituaries to the 2011 book Making Animal Meaning.  In 2003, Desmond’s local paper, the Iowa City Press-Citizen, published an obituary for a dog, named Bear, in its standard obituary section.  There was public outcry against the publication and the managing editor later issued an apology and a clear statement of the paper’s policy on pet obituaries (to publish them in the classified section).  Desmond’s analysis is that public mourning elevates the pet to a legitimate part of the family, akin to a blood relation, that is uncomfortable for many people.

Arguably, a fly is never anyone’s pet.  Some research scientists, entomologists, and paleoentomologists work closely with flies, get to know them, care for them in some circumstances, but they probably do not consider them equal to pets.  Has anyone ever written an obituary for a fly?

There is a story about a funeral for a fly associated with Virgil.  As the story goes, Virgil held an extravagant funeral for his pet fly.  A retelling on the Cabinet Magazine website states “the funeral attracted the great and good of the city. Dirges were sung and tributes read. Virgil’s patron, Maecenas, delivered a lengthy and moving eulogy to the departed insect, and Virgil was himself said to have uttered a few of his exquisite verses over the tiny carcass.”  But this wasn’t all just for show; the fly’s tomb saved Virgil from having to give over his property to the Second Triumvirate, which came into power shortly after, as they made an exception for estates containing burial plots.

Cabinet deconstructs the story, trying to determine whether or not it’s based in truth.  After Virgil’s death in 19 BCE a poem attributed to him called ‘Culex’ (The Gnat) surfaced.  The poem tells the story of a sleeping shepherd who was awakened by the bite of a gnat.  Upon waking, annoyed, he smashes the gnat.  His attention is then drawn to a nearby snake poised to attack.  The shepherd reacts quickly and kills it, saving his own life.  Later that night, the gnat’s ghost visits him and reprimands him for not showing him any gratitude.  The shepherd is shamed and subsequently builds a large monument to the gnat.  That story was interpreted by Felix Boisselier in an 1808 painting The Shepherd.

Felix Boisselier, The Shepherd, 1808, oil on canvas.

Virgil became associated with flies in other ways as well.  It is said that he created a large bronze fly to keep the city of Naples free from fly infestation.  For the eight years it remained in place, the city was unbothered.  He is also credited with sending swarms of flies after armies that tried to attack the city.

In ancient Rome, during Virgil’s lifetime, all death was mourned publicly.  Bodies were put on display then paraded out of the city where they were cremated, the remains placed in an urn.  Proper burial was considered essential for transition to the afterlife.  Individuals who were poor or who had no family to attend to a proper funeral belonged to clubs which provided this function.

Ancient Roman funeral pyre and funeral procession. Print, 1784-1785.  From NYPL Digital Gallery.

 

Cinerary urns [and] funeral pyre, Rome. Print, 1784-1785, Simon Charles Miger.  From NYPL Digital Gallery.

I take these elements as inspiration for my final: the death of a fly and the public mourning of that death.

An appropriate and meaningful funeral for a fly would follow these same guidelines.  My current thinking is to write a eulogy, channeling the emotion of Virgil and Maecenas, his patron, and to present this in the form of an audio recording.  Accompanying the audio, a recreation of the public mourning.  I haven’t determined the best form for this recreation.  One option is a drawing, in the style of the prints above.  Another possibility is to create a diorama depicting the mourning, procession, and cremation.  When I consider this form, I think of the exhibits at the Museum of Jurassic Technology – detailed depictions of fabricated or fictionalized events.

Mobile Home Diorama  at the Museum of Jurassic Technology

And also the scene from Beetlejuice with the fly in the model graveyard:

Fly in Scale Model Graveyard from Beetlejuice

A third form I’m considering is photography.  This would involve building some aspects of the public mourning, procession, and pyre (not in as much detail as the diorama would require), then photographing the scenes.  A source of inspiration for this work comes from Catherine Chalmers.  Her work with roaches, flies, other insects, and rodents is thought provoking.

Particularly relevant work includes Burning at the Stake cockroach video:

http://www.catherinechalmers.com/american-cockroach/video/burning-at-the-stake/

Houseflies photography:

Fly Sex Photograph by Catherine Chalmers

 

http://www.catherinechalmers.com/houseflies/photography/

and Houseflies audio:

http://www.catherinechalmers.com/houseflies/video/

and the Foodchain photography series:

http://www.catherinechalmers.com/food-chain/food-chain/

I want the final project to have a feeling of gravity even though the concept involves a bit of absurdity.  I don’t want it to feel insincere although the idea of a funeral for a fly is silly.  I want to build up the story, make it seem real, actually get people to think about whether or not something like this could have happened.

Here are some rough initial sketches:

Sketch of Fly Funeral Diorama

Sketch of Fly Funeral Procession

Sketch of Fly Funeral Pyre

 

 

 

 

 

Matchstick Fly Funeral Pyre

Matchstick Fly Funeral Pyre with “Fly”

 

 

 

 

 

 

 

I’m most drawn to the idea of a diorama or a series of photographs.  I love those tiny, creepy re-creations.  My next steps are to build some of these elements and determine whether they are better presented in 2D or 3D.

 

 

Interpretive Exhibition Design – Midterm

Natasha and I partnered up for the Interpretive Exhibition Design midterm assignment.  The assignment parameters were: Teams will combine their work to date and collaboratively present an overview and comparison of the range of experiences across the art and natural history museum spectrum and their analysis of the role of design in shaping the experiences they have characterized and in interpreting content through exhibition design.

We spent some time discussing and decided one thing for sure: we didn’t want to make a PowerPoint presentation.  After some brainstorming, we determined we would make a game for our classmates to play.  The design and the content would present the requisite overview and comparison and we’d try to create an immersive experience while we were at it!

The game we developed was inspired by the play of the game Clue, a detective game where players gather information each turn to eventually figure out the identity of the murderer, the murder weapon, and the location of the murder.  In our game, players would work in teams to deduce the intentions of an exhibition curator.  Teams receive information on cards and use a notebook to record the information.  After drawing a card, a team can either pass to the other team or guess the curator’s intentions.  Each guess has four parts: content type (art, natural history, etc), duration (temporary or permanent), primary design element (the building’s architecture, interactive exhibits, dioramas, multi-media displays, etc), and the flow (open path, one primary path, etc).  The notebook acts as a word bank, giving the teams options in each of the four categories.  If a team correctly guesses the curator’s intention for a gallery, they “take” the gallery.  The team with the most galleries at the end of the game wins the museum (and the ghost will leave everyone alone!).

As we developed the game play, we also constructed the narrative.  A once popular and flourishing museum took a turn for the worse and has been left to decay.  The halls are drab, the exhibitions are outdated, visitors are few and far between.  A group of museum experts (graphic designer, lighting designer, museum president, conservator, curatorial assistant, fabricator, exhibition designer, and interactive media designer) have gathered at the museum (called the Institute of The Past or ITP) for a tour.  As the tour begins, they learn that the former curator was killed in a tragic installation accident and her ghost now haunts the museum.  Her old sketchbooks and notes have been found in an office.  The visitors must divide into teams and solve the puzzle.  They receive pages from the old notebook, which serve as clues to the curator’s intentions.  Until her wishes are carried out, the ghost will haunt all those who enter.  The teams must work to save the museum!

With the game design and the narrative established, Natasha and I began writing the clues and building the elements of the game, such as the board, the notebook, name tags for the players, and props.  We wanted the clues to be a little tricky but to reference the exhibitions that we had visited as a class.  We thought it would be too easy to guess the construction of each gallery if we mimicked our class trips exactly, so we made up new exhibitions that re-combined the exhibitions we’d seen.

As mentioned, we challenged ourselves to make the presentation not just a game but also an immersive experience.  In order to do this, we had to figure out how to transform the space and ourselves and encourage our classmates to buy into the narrative and play along.  We created two characters: the curator’s ghost and the museum docent.  These two would set the scene and guide the experience.  In addition, we would dim the lights, string cobwebs, put together sound effects, and encourage the teams to read the notebook pages using flashlights.  After a few rehearsals, we felt ready to present!

——

Here is the script from the presentation and a diagram of the gameboard:

Set Up:

  • Natasha’s laptop connected to projector
  • Keynote open and running
  • Audio open and ready to play
  • Clip light hanging from ceiling pointed at game board, turned on

Introduction:

  • docent at front of room, ghost near the door
  • pass out name tags (divide by sides of table)
  • game board on table with cards in place
  • map of game board projection on the wall

 

Institute of The Past – Gallery Map

[docent] Welcome to today’s inspection of the Institute of The Past (ITP).  As you can see, it’s in a state of disrepair.  No one comes to visit this museum any longer.  It’s been years since these once grand halls — [docent points to game board or wall projection] Wasserman Gallery, Skirball Memorial Hall, Tisch Center, Bobst Pavilion — have seen any tourists, school groups, first dates, or staycationers.

ghost slams door and turns out lights

[ghost – recorded creepy voice] Hello creative teams, I I see your on a tour of MY museum. I used to curate these halls but fate tore the from me. While installing its final exhibition there was a great accident that took my life and my plans were never carried out…until now.

Do you see those papers, on my desk? On those pages I poured my thoughts and wishes for this beautiful space. Please work as a team to bring my museum back to life. The door has been locked – no one is leaving till my vision is complete!

ghost hands envelope to docent

docent opens envelope, takes out these instructions & designers’ notebooks, hands one notebook page to each team (here is the designers’ notebook)

[docent] If YOU are the team to figure out the curators wishes, her ghost will disappear and the museum will be yours!  OOOooOoOoOOOOoooohhhhhh……

change to next slide, object/rules over map
hand out designer’s notebook to the graphic designer, one for each team

Rules of the Game

[docent] For example, if my team had gathered enough information to feel confident about the curator’s intention for the Skirball Memorial Hall, we would say:

We think that in the Skirball the curator wanted a permanent maritime exhibition with multimedia displays and incorporating axial views.

Note that characteristics are not exclusive, for example: all of the halls could contain art exhibitions.

Any questions?
Play the game! Both ghost and curator will have cards that have the answers
ghost is arbitrator

——

This document includes all of the clues that for the game were written on colored cards that corresponded to the color of the gallery: Game Clues

 

Adopted Animal – Cute/Monster

For this assignment and our final piece, we have to adopt an animal from the Reaktion series of books.  I’ve chosen fly.  Fly can be elusive, a little hard to get to know.  Let’s explore who he is:

The fly’s numbers cannot be controlled.  Although small in size, he is mighty in numbers and can invade, take over, even the most sacred of spaces.  He has blatant disregard for the taboo: he defiles what is clean, he will block out the sun without thinking twice.  The fly pays no attention to needs outside of himself.  He knows that his very existence is bothersome, disturbing, and he exploits that to get what he wants.

The fly flits about, cavorting here and there, but the fly is also self-conscious.  He doesn’t want to be seen, he wants to blend in, he wants to look, to see, without being seen.  He is deceptive and mischievous.  It can be cute when taken to an extreme; the fly peeking around the corner to catch a glimpse of what’s happening, attempting to creep in order to avoid notice, disguising himself as part of the wall, the furniture, the plate to grab a bite undisturbed.

The fly is sociable to a degree.  He enjoys being part of the swarm, fraternizing while supping on something sweet or enjoying the warmth of the sun.  But he will also strike out on his own in search of an exit to the outside world or a more delicious meal.  And he will turn his back on his brethren if an opportunity is presented.  He is selfish.  Although selfish, he wants to be part of everything, to know everything.  He will eavesdrop on the quietest conversations and is not ashamed to lurk in the most private chambers.  Your secrets are safe with him; he’ll never reveal what he’s seen or heard.

The fly has a large extended family and hundreds of close friends, many of whom are pictured here.  The fly was born on a piece of garbage and continues to visit the place of his birth often.  His own parents and many of his children were also born on that same piece of garbage.  It’s an important part of the family history, a history that he really can’t recall.  The fly doesn’t have much of a memory so he can’t make decisions based on previous outcomes.  He lives in the now, from moment to moment, without regard for consequence.  He sees the world around him as full of opportunity—everything is something to eat or someplace to rest.

 

Animals Midterm – Snail Diptych – Part Two: Post Mortem

In class, I set up the snail diptych on a small bench.  I set the comic up on the right side of the bench, leaving the left side open, and put the clock on the ground at an angle with one side touching the leg of the bench.  My thinking was that by leaving one side of the bench open I was inviting people to sit down next to the comic, creating a space for them to “hear” a joke.  And placing the clock on the floor forced the viewer to get down to a snail’s level and experience a snail’s point of view.  The critique of the piece was really interesting.

Midterm Snail Diptych Installation

Midterm Diptych Installation

Snail Diptych – Comic on Bench, Clock Below

 

 

 

 

 

Snail Joke Cut Paper Comic Installation

Snail Clock Installation

 

 

 

 

 

 

 

Some reactions and comments were expected: people were able to recognize that the snail was the animal and that the two pieces were a clock and a comic.  In general, people liked the comic.  They thought the pacing was good and that it looked nice.  Some feedback was a bit of a surprise.  There was some confusion about whether or not it was OK to pick it up and touch it or if they were supposed to peer around it in order to read the panels on the back.  In general, people did not feel like they were being invited to sit down.  In fact, people sat on the floor to read the comic and look at the clock and no one sat on the bench at all.  One person suggested that a pillow or cushion on the bench might make it more inviting.  I agree, and that wasn’t something I had considered: making the space comfortable will make it more inviting.  Another comment was that if there were many benches then it would be clear that benches are for sitting, but with only one it’s hard to determine whether it’s an off-limits part of the installation or functioning as a regular bench functions.

The class also took issue with the placement of the clock and its, well, general existence.  I wasn’t so shocked to hear this but it was interesting to get direct feedback about this part of the piece.  Some people felt uncomfortable with the off-center placement, that it was accidental but not in a good way.  Others didn’t mind the odd angle; they thought it made the piece seem more found and precious.  (That’s what I was going for so I was glad that at least a couple people perceived it in that way.)  Truth be told, I struggled with the placement of that clock, whether it should be flush with the corner or not.  I knew I wanted it on the ground because it is really meant for a snail and, as mentioned, my idea was that a snail would crawl around on it.  In the end, I decided to place it at an angle so that it would seem less intentional, but from the critique I learned that it’s important to consider the effect that crookedness can have on a viewer.  It tends to communicate that something is wrong and, in this particular piece, that is not what I wanted to say.

There was some confusion in the class about how the snail would use the clock,. Someone asked how the snail would get to it, or away from it, since it’s in a pen.  That was something that hadn’t occurred to me at all; I envisioned the clock and the surrounding foliage to be a sort of sample of the snail’s environment, but the way it came out it looked like a fence or pen surrounding the clock.  It had built a tiny cage!  Just the opposite of what I wanted.  That was a really interesting line of comments and so helpful in understanding what I’d done wrong in the setup and conceptualization of the project.  I’d been so focused on reconstruction a portion of a habitat, I’d forgotten to figure out how to communicate that it is, in fact, only part of something, not its entirety.

One additional comment about the clock was that it doesn’t feel like it’s for a snail.  I think you really have to own your work and not make excuses for the decisions you made or failed to make (it’s almost like these things are your family members, you have to stick up for and accept them even while admitting their flaws), so I didn’t talk about this in class but perhaps it’s OK to say so in the post mortem blog: I agree with this comment.  It’s hard for me to admit that I wasn’t able to figure out a better, more creative solution, but I think that’s basically what happened.  As I talked about in the process section, I was spinning my wheels thinking about time-telling and didn’t follow any abstract thoughts or ideas.

I took a lot away from this critique and I feel like I’m in a better place to begin thinking about my final project.  Things I learned:

  • Ask people to help you – show your work to people and actually find out what they think about the decisions that you made (or didn’t make).  I bet that if I’d asked one person about the angle of that clock, I would have had the information I needed to make a better decision.
  • Don’t be afraid to get abstract, but take a literal road to get there.
  • Consider context – sometimes it takes a lot of context to communicate a subtle point.

If I had to do the installation again, I would make some changes based on the feedback I received.  Assuming I can’t re-create the pieces themselves, I would fill a whole room with photocopied grass and other vegetation to create the necessary context and then place the bench, the comic, and the clock in that space.  I would put the comic on the left side of the bench and leave the right side open, to encourage the viewer to sit between the pieces.  I’d put a cushion on the bench.  The clock would be on the ground next to the bench, blending in with its surroundings, and the person sitting on the bench could see it if they looked down.  While this new installation doesn’t solve all of the problems, I think it addresses some issues that the class had with the piece.  Here’s a little sketch:

A revised hypothetical installation plan.