598
views
0
recommends
+1 Recommend
2 collections
    0
    shares

      Celebrating 65 years of The Computer Journal - free-to-read perspectives - bcs.org/tcj65

      scite_
       
      • Record: found
      • Abstract: found
      • Conference Proceedings: found
      Is Open Access

      Co-authoring with the collective: An iterative design framework for participatory art

      proceedings-article
      Proceedings of Politics of the Machines - Rogue Research 2021 (POM 2021)
      debate and devise concepts and practices that seek to critically question and unravel novel modes of science
      September 14-17, 2021
      Practice-Led Research, Participation, Social simulation, Multiplicity, Interdisciplinarity
      Bookmark

            Abstract

            Global issues like climate change, public health and social justice require diverse, collective thought in order to materialise solutions, but the way to achieve this is less clear. Participatory art provides fertile ground for research into this topic, and can act as both laboratory and playground in the quest to harness collective methods. This paper explores discourse on participation from the disciplines of Performance Studies and Game Studies in order to develop an experimental framework for participatory art design. The mechanisms and methods mentioned were tested through practice-led research, which culminated in an experimental performance at ArtEZ University in May 2021. Defining participatory art as a form of simulation highlights the multiple roles played by artists of such works that differ from other artistic disciplines, such as designer, procedural author and facilitator. Key aspects of the design framework include ideating from core values, recognising multiple subjectivities within participants, and employing a collaborative approach to design through iterative feedback cycles. The framework can be used as a tool for both creation and critique, contributing to the dialogue about the politics embedded within participatory mechanisms.

            Content

            Author and article information

            Contributors
            Conference
            September 2021
            September 2021
            : 96-104
            Affiliations
            [0001]ArtEZ University of the Arts

            The Netherlands
            Article
            10.14236/ewic/POM2021.13
            bb8b6d02-b7e7-43b5-b5e6-19e61083bd3b
            © Renfro. Published by BCS Learning & Development Ltd. Proceedings of Politics of the Machines - Rogue Research 2021, Berlin, Germany

            This work is licensed under a Creative Commons Attribution 4.0 Unported License. To view a copy of this license, visit http://creativecommons.org/licenses/by/4.0/

            Proceedings of Politics of the Machines - Rogue Research 2021
            POM 2021
            3
            Berlin, Germany
            September 14-17, 2021
            Electronic Workshops in Computing (eWiC)
            debate and devise concepts and practices that seek to critically question and unravel novel modes of science
            History
            Product

            1477-9358 BCS Learning & Development

            Self URI (article page): https://www.scienceopen.com/hosted-document?doi=10.14236/ewic/POM2021.13
            Self URI (journal page): https://ewic.bcs.org/
            Categories
            Electronic Workshops in Computing

            Applied computer science,Computer science,Security & Cryptology,Graphics & Multimedia design,General computer science,Human-computer-interaction
            Interdisciplinarity,Social simulation,Multiplicity,Participation,Practice-Led Research

            REFERENCES

            1. (2004) ‘Genre trouble’, Electronic book review, 3, pp. 1–7.

            2. (2006) Participation. Cambridge: The MIT Press.

            3. (2012) Artificial hells: Participatory art and the politics of spectatorship. Verso Books.

            4. (2014) ‘Enstranging play: Distinguishing playful subjecthood from governance’, in. Philosophy of Computer Games Conference.

            5. & (2014) Values at play in digital games. Cambridge: MIT Press.

            6. (2013) ‘Simulation versus narrative: Introduction to ludology’, in The video game theory reader. Routledge, pp. 243–258.

            7. & (2013) The exploit: A theory of networks. Minneapolis: University of Minnesota Press.

            8. , & (2004) ‘MDA: A formal approach to game design and game research’, in Proceedings of the AAAI Workshop on Challenges in Game AI, p. 1722.

            9. (2004) Conversation pieces: Community and communication in modern art. University of California Press.

            10. (2015) Video games and storytelling: Reading games and playing books. Palgrave Macmillan.

            11. (2016) Hamlet on the holodeck: The future of narrative in cyberspace. Updated Edition. Cambridge: MIT Press.

            12. (2014) The emancipated spectator. Verso Books.

            13. (2021) We called it ____: Filling the gaps in participatory art design. Thesis, ArtEZ University. Available from: http://www.performancepractices.nl/students/we-called-it--_____%3A-filling-the-gaps-in-participatory-art-design [Accessed 15 January 2021]

            14. & (2004) Rules of play: Game design fundamentals. Cambridge: MIT Press.

            15. (2017) ‘5. In Access: Digital Video and the User’, in Asian Video Cultures. Duke University Press, pp. 114–130.

            16. (2011) The ethics of computer games. Cambridge: MIT Press.

            17. (2013) Audience participation in theatre: Aesthetics of the invitation. Springer.

            Comments

            Comment on this article