Friday 27 November 2009

Sunday 8 November 2009


Introducing PLAYWORKS


This week the ICA asked me to put together some text and an image for their website to advertise the programme of workshops I am holding there. The programme will be called "PLAYWORKS", of which first workshops series will be called
"Play, Invent & BUILD".

This is it:



28 - 29 Nov 2009, 9 Jan 2010

Playworks is a series of free family workshops at the ICA where children can invent their own environments for play. Together with architectural designer Erin Byrne, student at the Bartlett School of Architecture, participants will be able to draw and build on their own creations.

The initial series of family workshops is called " Play, Invent & build". The first of which will take place on Saturday 28 & Sunday 29 November 2009. Children will be able to explore and experiment with their ideas about places for play - both real and imagined.

In the final workshop on Saturday 9 January 2010, children will try out their ideas by constructing a full-scale playscape of dens and playthings in the ICA Theatre. Then together we can test it, play on it and hide in it...

Suitable for children aged 5-11 years, accompanied by an adult.

Free

Please call the box office on 020 7930 3647 to reserve your tickets.



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"PLAYWORKS" programme

I decided to come up with a title for the 'brand' or enterprise behind my family workshops programme. I wanted it to give the impression that the workshops would provide a sort of 'lab for making and playing'. I wanted to evoke the idea that Fox Reading Room would temporarily transformed into a facility for exploring ideas that have arisen during his project, but also for generating new ideas.

The workshops will provide a forum for children to externalise their own ideas through 'making' and visual processes (drawing, modelling & building). 'Invention' and 'experimentation' were the key themes I wanted to capture, as the programme is speculative and serendipitous.

Thus, I came up with the name PLAYWORKS for the overall workshop series, so that it sounds almost like a factory or facility. 'Works' was supposed to give the feeling of 'work in progress' or production/ industry- that we all will be working together for a shared goal.

"Play, Invent & Build" workshop series

I also thought on the day we could call the Fox Reading Room the 'PLAYWORKS Shop' as a pun on the word workshop, but also suggesting that 'PLAYWORKS' is a larger entity and that the 'Play, Invent & Build" workshops are a franchise of it.

The name of the I wanted to highlight the word BUILD because that is one of the unique characteristics of the workshop, that we will be testing our ideas at real scale. I used a yellow background so it will jump out against the other family workshops on the website.




Fun feedback!

Vicky, Evi and I also discussed 'evaluation' and measurable outcomes in research projects and working with children. I asked what the ICA protocol was for gathering feedback for their children's workshops. They said that they hadn't developed a system yet because they thought 'tick box sheets' had limited value for children and were difficult to implement.

I suggested that I would like to develop some kind of written or drawn 'fun feedback', that would be integrated into each session and could perhaps be developed into a model for other ICA Learning workshops.





PLAYWORKS: a speculative research project

I had a meeting on Friday with Vicky and Evi who work in the Learning department at the ICA. We discussed the idea of 'free play' and how the most rewarding children's activites have a very simple concept that sows the seed of an idea, allowing the children find their own answers. We also talked about how sometimes a strong pedagogical agenda and desire for 'measurable outcomes' can stifle fun and learning. Also that relinquishing a desire to 'stick to the original plan' can be very rewarding when working with children.


We discussed the influence of this approach on my attitude toward this project, which I view as 'speculative'. By hosting it in a gallery, I am aligning the project with Fine Art. I think art provides fascinating alternative models for the design or research process based on the speculative interplay of ideas and objects, with a more open minded approach to serendipitous outcomes (influenced by the notion of 'free play'), and less of an emphasis on a proscribed agenda (such as the need for a 'new building' or 'manual') which is often found in architectural research.


Coinciding with the PLAYWORKS Shops, the ICA is hosting an exhibition by acclaimed international group exhibition "For the blind man in the dark room looking for the black cat that isn’t there" which starts from the premise that confusion lies at the heart of wisdom, and aims to celebrate the speculative nature of knowledge, through artworks which imply that curiosity matters more than understanding. Arranged around the premise that the world--and art--is not a code that needs cracking, the works in the exhibition center on the fruitfulness of not-knowing, un-learning, and productive confusion.
"A mathematician is like a blind man in a dark room looking for a black cat that isn’t there."

Attributed to Charles Darwin




Thursday 5 November 2009


Street Play


The rise of the use of motorised vehicles and increase in parental anxiety has made the cityscape more adult centric, and less friendly for children to play than it has been for previous generations.


Street training


At the Glasshouse Young Spacemaker Workshop, I met Lottie Child. She devises urban explorations and produces guides for active engagement with urban places exchanging expertise and knowledge on the notions of freedom of movement and anti social behavior, in increasingly sanitized and controlled urban places.

"Street Training develops your own proactive strategies around inhabiting urban streets."

Urban exploration involves Research and Intervention:
Research is wandering, talking, looking, thinking, and Intervention might include talking to strangers, drumming on street furniture, climbing trees, visiting people, being asked to leave shops, lighting a fire, sitting around, tracing magic symbols on the ground, looking out for the dog with one eye, kissing, foraging for fallen fruits, listening to the sounds of the night, shouting and smelling flowers.

Visit www.malinky.org








Tuesday 3 November 2009

The Glasshouse Young Spacemaker Workshop

During my research up until now, it seems the link between relational art practice and spatial production is often neglected. This suggests that form making and proposition is the specialist job of the architect and it is therefore the architect’s role to ‘interpret’ the intentions of the community. This perhaps underlines the key difference between consultation and participation
.



This week I looked at people and organisations who are finding ways that end users can have a participatory role in the design process. The Glasshouse Young Spacemaker Workshop challenges this by attempting to furnish young people with design skills so they can have a more tangible contributory role to the design process.

One of the exercises at the workshop was about relinquishing the temptation to reject compromise and input from other people during the design process. In our group we were each given a word and a baseboard. We were asked to make 5 minute model about the word and then pass it to the person next to us so they can work on it, then the next person, until the model is returned back to you. Finally, you present/describe the model to the group.

our team:

The word I was given was, coincidentally, ‘play’. I cut the board into four and made four ‘play patches’, rectangles of different materials ‘grass’, ‘concrete’, ‘a rug’ and ‘water’. When the model came back to me the ‘patches’ had been constructed into two dens nestled in a hill with a climbable structure around it, and the whole model was covered in graffiti. The ‘patches’ (a last minute idea) had serendipitously provided a palette of materials that allowed people to construct their own idea of play, which was then personalised through construction and graffiti. Our co- authorship had fortuitously created a temporal, flexible, and (most importantly) personalisable landscape for play.



By building ‘incompleteness’ into the design, the final model had coalesced all our ideas, providing an unforeseen insight into how one could ultimately design for play in the real world.