recentpopularlog in

robertogreco : surfaces   6

The Walking Playground – Linda Knight
"Edges are an interesting concept to consider. Do edges exist? Does everything have an edge, even the atmosphere or air? If edges do exist, are they sharp, sudden? Do edges sit alongside each other without space between them? What might be between the edge of an object and the edge of air? Ideas about matter are being reconceptualised and ‘things’ are being thought about less as discrete bodies, but as clusters of forces, what Karen Barad calls ‘transmaterialities’, energy fields of particles moving in times and patterns with lively edges that move back and forth. Barad’s research into theoretical physics exposes how even seemingly inert matter is not dormant or static but consists of particles busily moving and experimenting with possibilities and futures.

These theoretical reconceptualisations around matter enable thinking about taken-for-granted notions of how space, structures and forms can be allocated particular purposes. Playgrounds are static, demarcated architectural sites, however I’m curious about where the edge of a playground sits. Clearly, invisible force fields do not surround a playground so at what point does the playground end?

My work explores the pedagogies that occur in pedagogic sites and how ideas about pedagogy as a human exchange, might be rethought. I also explore the pedagogic in/of the other-than human, including surfaces, light, time, animals, birds, sounds, gestures, shade, rain, and noises. In rethinking where and what is pedagogic, the static playground loses its edges and becomes a series of moving, traveling, multispecies events, shifting locations in unpredictable ways. This project investigates the walking playground through a series of inefficient mappings."
lindaknight  edges  karenbarad  maps  mapping  multispecies  playgrounds  walking  birds  animals  light  time  morethanhuman  human  surfaces  gestures  shade  rain  noise  sounds  sfsh 
march 2017 by robertogreco
BBC - Future - Secret city design tricks manipulate your behaviour
"Hidden in our streets and buildings are "unpleasant designs" that force us to make certain choices, discovers Frank Swain. Once you know what they are, it will transform how you see your city."
architecture  design  frankswain  cities  urban  urbanism  2013  homeless  inhospitable  benches  furniture  surfaces  skating  skateboarding  skateboards 
december 2015 by robertogreco
Ethel Baraona | dpr-barcelona | TWELVE SUBVERSIVE ACTS TO DODGE THE SYSTEM 1. Open...

1. Open the imaginary 
2. Operate in illusion 
3. Dislodge the immobile 
4. Think continuity 
5. Surf on the surface
6. Live in obliqueness
7. Destabilize
8. Use the fall
9. Fracture
10. Practice inversion
11. Orchestrate conflict 
12. Limit without closing 

Claude Parent, 2001"
subversion  claudeparent  2001  obliqueness  limits  conflict  inversion  fracture  destabilization  surfaces  continuity  mobility  imagination  illusion 
november 2013 by robertogreco
naffidy: Andrea Zittel -----"These things I know for sure"
"1. It is a human trait to organize things into categories. Inventing categories creates an illusion that there is an overriding rationale in the way that the word works.

2. Surfaces that are "easy to clean" also show dirt more. In reality a surface that camouflages dirt is much more practical than one that is easy to clean.

3. Maintenance takes time and energy that can sometimes impede other forms or progress such as learning about new things.

4. All materials ultimately deteriorate and show signs of wear. It is therefore important to create designs that will look better after years of distress.

5. A perfect filling system can sometimes decrease efficiency. For instance, when letters and bills are filed away too quickly, it is easy to forget to respond to them.

6. Many "progressive" designs actually hark back towards a lost idea of nature or a more "original form."

7. Ambiguity in visual design ultimately leads to a greater variety of functions than designs that are functionally fixed.

8. No matter how many options there are, it is human nature to always narrow things down to two polar, yet inextricably linked choices.

9. The creation of rules is more creative than the destruction of them. Creation demands a higher level of reasoning and draws connections between cause and effect. The best rules are never stable or permanent, but evolve, naturally according to content or need.

10. What makes us feel liberated is not total freedom, but rather living in a set of limitations that we have created and prescribed for ourselves.

11. Things that we think are liberating can ultimately become restrictive, and things that we initially think are controlling can sometimes give us a sense of comfort and security.

12. Ideas seem to gestate best in a void--- when that void is filled, it is more difficult to access them. In our consumption-driven society, almost all voids are filled, blocking moments of greater clarity and creativity. Things that block voids are called "avoids."

13. Sometimes if you can't change a situation, you just have to change the way you think about the situation.

14. People are most happy when they are moving towards something not quite yet attained (I also wonder if this extends as well to the sensation of physical motion in space. I believe that I am happier when I am in a plane or car because I am moving towards an identifiable and attainable goal.)

15. What you own, owns you.

16. Personal truths are often perceived as universal truths. For instance it is easy to imagine that a system or design works well for oneself will work for everyone else."

[Also (only 1-14) printed here: ]
andreazittel  criticalspace  progressive  human  humans  sorting  dichotomy  dichotomies  categorization  patternfinding  patterns  generalizations  generalization  surfaces  maintenance  time  art  learning  filingsystems  design  rules  constraints  personaltruths  universaltruths  truths  happiness  movement  progress  attainability  goals  perspective  comfort  security  clarity  creativity  freedom  creation  choice  polarization  ambiguity  function 
july 2012 by robertogreco
Media Surfaces: The Journey – Blog – BERG
"These little inventions have hopefully got you to your train (Arthur, remember?) on time, and in a more of a relaxed state of mind…

In one of our concept sketches below we’re exploring that first case – could your ticket be the missing jigsaw piece to the reservation stub?

A bit Willy Wonka magic ticket!…

We know that we’re going to be passing certain places at certain times, to some accuracy, during our journey.

The burgeoning amount of geo-located data about our environment means we could look to provide snippets from Wikipedia perhaps, with timings based on how they intersect with your predicted journey time – alerting you to interesting sights just as they pass by your window.

These tiny, personalised, collectable paper-spimes provide a kind of papernet augmented-reality – giving a routine journey an extra layer of wonder and interest."
berg  berglondon  papernet  paper  trains  augmentedreality  2010  displays  everyware  spimes  design  information  future  ubicomp  mediasurfaces  dentsu  transport  surfaces  mattwebb  timoarnall  jackschulze  ar 
november 2010 by robertogreco

Copy this bookmark:

to read