Chris Sugrue is an artist, programmer, and designer who does interactive installations, audiovisual performance, and algorithmic animations. Her works focus on getting a digital work to invade our space or break away from the rectangular confines of a screen. Her project, Delicate Boundaries (2007) investigates the imaginative worlds inside our digital devices. She makes small bugs made out of light projections that come off a screen onto the bodies who make contact with them. They crawl up the participants hand and arm and eventually drop to the floor.
This intimate experience causes the participant to become lost within the work. For the most part digital technology takes place only with the eyes consuming the screen, and I think it is admirable that she uses this experience to integrate an intimate virtual experience with one’s own body.
In her presentation she uses individual projects as stepping stones to explain the progress of her works. Using this technique makes it easy to understand her thinking patterns in why and how her investigations took place. For example, she focuses a lot on hands to create intimate experiences, and one can see how she moved from Delicate Boundaries to the negative hand space projections, to Augmented Hand series, and so on.
Link to website here
INSTINT 2014 – Kate Hollenbach from Eyeo Festival // INSTINT on Vimeo.
Kate Hollenbach is a information visualization and interaction designer that currently works at Oblong Industries, a company with a focus on computing interfaces. Oblong designs software and interfaces that occurs in real space. Currently at Oblong, she works as the Director of Design and Computation.
During the talk, Kate has a presentation that allows the audience to be able to see what she is referring to her talk which I think is very helpful, since her talk has a lot of different facets, and it would otherwise be hard to follow along with what she is saying.
What I admire most about Kate’s work is the interaction component that is very evident in everything. The merging of the fields of design and computing is something that I have recently been very floored by, so her work in the fields of collaborative spaces and interactive experiences really peaked my interested when I was looking through her work. Prior to working at Oblong, she studied graphic design at RISD and computer science at MIT prior to this. I found this was good to know, because I’m currently studying design and taking computing classes, and it’s relevant to know what she studied since interaction is something that I may want to get more into in the future.
The artists I’d like to write about are Deray Mckesson and Samuel Sinyangwe’s Eyeo Festival project on Mapping Police Violence. From his biography, Mckesson is the Senior Director of Human Capital with Minneapolis Public Schools and is a Teach For America alum, having taught 6th grade math in NYC. He has been documenting the events of Ferguson via twitter and is the Founder and Co-Editor of the Ferguson Protestor Newsletter. He is an activist, organizer, and educator focusing primarily on issues impacting children, youth, and families. From his LinkedIn, Sinyangwe is the co-Founder of national advocacy organization equipping activists with cutting-edge tools, research and policy solutions to end police violence in their communities.
Mapping Police Violence – In the wake of Ferguson, police and elected officials demonstrated a shocking inability to provide the public with the information needed to fully understand police violence in America. We didn’t know where police violence was happening, how police were targeting people by race or ethnicity, or whether police violence was rising or falling over time. Activists from Ferguson, San Francisco and Minneapolis decided to answer these questions using crowd-sourced data. Their work, MappingPoliceViolence.org, demonstrates in jarring visuals that Ferguson is everywhere – and black people are most at risk of being killed by the police.
Since the video is too large to input, their work can be found at: https://vimeo.com/channels/eyeo2015
The speaker I studied this week was artist and programmer Zach Lieberman. Zach studied Fine Arts at Hunter College and Design & Technology at Parsons School of Design. He describes himself as “an artist, researcher, hacker, dedicated to exploring new modes of expression and play.”
Zach started out as a painter and printmaker, but since he has started using the computer, he makes use of code to create drawing tools for himself and to build his own means for creative exploration. I find his work fascinating because it is largely performance or installation based and encourages interaction with the public. In the video, Zach says he like to inspire “surprise and wonder”, and reach people through his work.
I’m interested in his collaboration with advertisement and design and using creative practice to solve problems. I especially liked his projects dealing with interest in movement and the human body, such as a tool he helped build to allow a paralyzed graffiti artist continue making art. I also liked similar projects such as the ones that tracked movement to turn runs into paintings and used a car’s path to create a font.
I admire Zach’s work because he explores how art can be used in functional and everyday activities and how to come up with creative solutions to ordinary problems. As a designer, I can learn from Zach’s process of creative exploration and research through artistic approaches.
For this week’s looking outwards I watched Paola Antonelli give the keynote address at Eyeo 2012. She was born in Sardinia, Italy and is an author, editor, and curator. She is also the Senior Curator of the Department of Architecture and Design at the Museum of Modern Art (MoMA). I thought this address was very interesting because as she is a curator and author, she did not have her own work on display. Instead she spoke about design as a whole with its evolution from problem solving to problem finding. She also gave many examples of excellent design projects such as “green” bullets, digital urns, and Massoud Hassani’s “mine kafon” ( a device to clear minefields). Antonelli is an excellent presenter as she spoke clearly with concise ideas and gave LOTS of examples. I have many more people to look up now!
Reza Ali is a computational designer who was initially interested in the effect that we get when mixing cream and coffee. The beautiful moments that are made when different particles behave among one another was what caught his interest and lead him to create visually interesting projects. The idea of how numerous particles can act against or with another to create a compelling visual representation was interesting. He also created 3-dimensional renderings based on his ideas which was quite fascinating. What was most exciting for me about this project was the numerous iterations that he can create that seem impossible to do without coding. Then he ended up using digital fabrication to generate the patterns and forms he created from applying coding to Maya and Rhino.
Since I share the same interest in creating 3-dimensional objects in program and fabricating them, the lecture from Reza Ali allowed me to find out a whole new world in digital fabrication and help me direct in how I might apply what I learn in this class to my future projects and work.
Jake Barton’s self description as a storyteller memory-engineer is incredibly inspiring for me as I intend to live forever through my work and its impact on the world.
His (& Local Projects, his NY based studio) focus on their self-created/self-creating apparatus for creating things which create almost anything — i.e. the process of working — is very informed and thoughtful, and I find this sort of self-reflection upon the process of storytelling and the process of the process of self-reflection to be inspiring in its depth and impact on their work.
In terms of his work, I highly admire their work applying quantified self principes to museum visitors, building up emotive maps of the space and using this knowledge to inform the exhibits contained within, I firmly believe these sorts of insights into the self and its interaction with the world will be the basis of the next paradigm shift in the way our self/our world exists.
website : http://localprojects.net/type/collaborative-storytelling/
Ben Fry is part of a design and software consulting company called Fathom, located in Boston. His infographics have been featured in a variety of movies, newspapers, and journals, and he even served as the Nierenberg Chair of Design at Carnegie Mellon; however, he is particularly well known for developing Processing for open source programming.
In his lecture at Eyeo 2015, he introduces the importance of audience, and how ultimately the work that he does is to take vast amounts of complex data and present it in such a way so that the audience can understand and be impacted by the data. He talks about his work on the project “The Full Participation Project: No Ceilings”, led by the Clinton Foundation, that studied data about women in countries around the world over a 20 year period. Some of the facts gathered from this data were shocking, such as “In the developing world, 200 million fewer women have internet access than men.” In order to process the 850,000 data points, Fry had to first build tools to navigate easily through the data. Using software such as Python and Processing, he created tools that allowed him to organize the information visually by country, year, amount of data, etc. This allowed him to then create infographics that presented facts in an succinct and interesting way to the audience. With this project in particular, multiple social media platforms were utilized to spread information.
I was interested in the power of campaigning and spreading awareness through the use of data visualization and infographics. Ben Fry’s work is not only technical and artistic, but is also very social and influential in the way it spreads information.
The Full Participation Project: No Ceilings
I chose to research Chris Sugrue, a fine artist and professor at Parsons’ Paris Campus. Sugrue studied design and technology and holds a master’s degree in fine arts from Parsons. She describes her work as aiming to “create playful experiences” in the form of interactive art installations. This is primarily achieved through creating programs that manipulate light and span across multiple mediums. I particularly admire the interactive nature of Sugrue’s art. She invites audiences to take an active role in her installations and seems to enjoy their corresponding reactions. I especially admire her augmented hand series. This is because I find the concept of unrealistically manipulating participants’ hands in real time both original and compelling. It introduces an aspect of surrealism to veiwers’ otherwise ordinary and mundane worlds. Through researching Sugrue’s work, I realized the value of writing code that interacts with audiences. This creates increased interest on the viewer’s behalf because he or she leaves his or her own personal touch upon the installation.
Sugrue’s website can be found here.
Sugrue’s Eyeo video:
Eyeo 2015 – Chris Sugrue from Eyeo Festival // INSTINT on Vimeo.
An installation involving bugs that appear to leap off of a two dimensional surface and onto audience’s bodies:
Jake Barton creates physical art that people can touch and that touches people. His work ranges from somber memorials such as the famous 9/11 memorial to playful interactive software that better convey the meaning of art in museums.
He likes to show new perspectives by utilizing technology in a meaningful way. Often times, when new technology is used, the creators are too focused on what the technology can do, so – counteractively – they fail to add meaning to what their individual pieces actually do. However, Barton has surpassed that flashy, spellbinding novelty. Straying from the stereotype of contemporary, cold robots and code, his work plays with audience’s heart strings.
For example, in Times Square, he helped install a 3D piece called BIG HEART NYC, which was made up of tubes and LED lights that flashed a heart-beat when someone touched it. Bringing the emotional connection to another level, when more people held hands and touched it, the heart beat faster and brighter. Simple but strong, Barton successfully portrayed physical, lively illustrations of love.
His creations are presented as open platforms. They allow people to personally explore what technology can do: emotionally connect us to our world.