I am very honored that my work “Blucle, archivo de ficciones” is part of the Electronic literature collection Vol 4
Bucle is a hyperfiction story based on the life and work of Ulises Carrión, it is a risk taking, a digital exploration of the PDF format based on several ideas exposed by Carrión in the famous essay: “The new art of making books”. This archive of fictions emulates the twists and turns of creating a rumor, it is a digital object that is built and destroyed at the same time. Originally, this work was published by Centro de Cultura Digital in Mexico city
Originally, the objective of the workshop was the production of the common good. Since the medieval times the workshops have been a place for learning and teaching craftworks.
For example, xylographic printing workshops, typographic cutting and foundry workshops; typesetter and illuminators among others. The creation of a single object such as a book joined various workshops in an organized manner. The function of the workshop links social life , produces goods and distributes knowledge.
During the second half of the XX century, the workshop acquired a new understanding that differs from the original purpose. It became a space for alternative education that is open to pedagogical exploration and experimentation. For instance, the Blueprint for counter education (1970, Stein & Miller) serves as a portable learning environment for a new process-based model of education. This bookwork is proposed to be a self contained workshop facilitated by a book and composed by a series of visual posters.
Today there are workshops about poetry, design, yoga and dancing; there are workshops to develop psicoemocional skills or to manage workshops. Some other workshops are about computation, herbalism and dreams and/or secret depictions. Or even, there are workshops that work as a playground to play, exchange the common goods or meet new people. While some workshops take place as a physical experience, some others might happen in the network and programmable environments. There are workshops that last one hour; some others result in the daily work and they last generations of artisans.
Under the context of the fourth industrial revolution, the idea of the common and “the social” is questioned by the constant privatization of cultural goods and natural resources; and by an adulterated idea of the social. What do we mean when we use the pronoun ‘We’? How to socialize and empathize with our environment? Who are the owners of the production of the digital common goods?
“Some other workshops manifest” observe innovative ways to produce and distribute knowledge and different ways to ensemble the social within the workshop format.
So then, the workshops aim at knowledge dissemination and production; practical problem solving and common goods developing.
“if the social is a trace, then it can be traced ; if it’s assembly then it can be reassembled” Bruno Latour, The actor Network Theory (2005, 128p)
El taller nace como una remediación del Taller “Trueque” en línea (2020), el cual también es un taller de intercambio de objetos no físicos pero en ambientes digitales. Ambos talleres plantean el intercambio o trueque de objetos no físicos , ethereos pero producen muy distinta experiencia. Mientras “Trueque” se enfoca en hacer posible el intercambio de objetos, servicios digitales y objetos ethereos (perfromances e intercambios de lengua natural); Trueque de agentes no humanos se enfoca en los trazos que generan los intercacambios.
¿ Cómo se tejen las historias de “lo social”?
TRUEQUE DE AGENTES-NO HUMANOS es un taller de intercambio de objetos no-físicos que sucede en un ambiente físico.
El facilitador de este taller es “Gepeto”, un agente compuesto por tarjetas, una pizarra y las reglas de juego. Es decir , gepeto es conceptualemnte un algorítmo. El objetivo del taller es el intercambio de agentes humanos y no humanos usando la experiencia y la imaginación del participante como divisa del intercambio.
El producto de este taller es la creación de historias hechas colectivamente.
Al final del taller leímos algunos trazos de los participantes. Es una pena que la lluvia paró la lectura poiética.
A continuación se muestra los trazos Producto del taller.
Gracias a todos los académicos, artistas, diseñadores y pensadores involucrados en el desarrollo de la exhibición “Mujeres y Naturaleza” ; 5to Coloquio Diseño sustentable e inovación social y Moloch Galeria.
Especialmente a Denise Martínez Bucio, por la invitación
“Exposición mujeres & naturaleza. Hilando una sola tierra” en https://farolito.me/resenas/artes-visuales/exposicion-mujeres-y-naturaleza
Vengan a jugar un rato esta remediación del taller de Trueque de objetos no físicos (origialmente online ). Durante este taller-experiencia intercambiamos entidades, interpretamos y usamos como monedas nuestras experiencias o historias propias.
El taller es facilitado por Jepetto , un cojunto reglas de juego y sus cartas.
Nota: el Taller se jugará en sittu , solo durante la inaguración de la expo.
The aim of the workshop is to make visible — through sharing — social, personal, or collective issues/challenges which had become more apparent during the Covid 19 global pandemic and to induce meaningful conversations through the production of creative digital proposals to heal them. All the participants response are anonymous.
During the first iteration on Viral, my role was providing Maria -the facilitator- and the participants everything that they need. For example, I randomized and distributed participants stories. Also,I allowed participants cameras to be played. Lets say, I was playing to be the algorithm
From a system perspective, this workshop is about randomly exchanging anonymized stories between participants during an online workshop
Since then, We have modified the logic, mechanics and visual aesthetic of the workshop experience different times. For instance, the first prototype for ELO21 we were aiming to provide an user interface that automatically distribute and visualize participants stories. We successfully did it but due the stories matching distribution system, we implemented an in log time based experience, where participants accessibility was allowed only during a period of time. As consequence the experience turned to be very hard for natural erratic events, such as time and technological misfortunes. For instance, people that arrive out of time couldn’t join; Or other participants were already inside the virtual room but they lost their internet connectivity and they could not re-join the workshop.
So we have to over come on these challenge, and besides that the project has not arrive yet to the final stage. We are very proud and happy with the result of this second prototype V2.
We also invite a new participant Pietro Paresi, italian game designer/developer who is in head of the development.
Features of Share to Heal Workshop V2
Simplify the login experience
Develop a bilingual web experience (Spanish and English)
Implement a User panel that:
Optimize the user access by allowing the user to return at any time during the workshop experience.
Update the user name at any time
Upgrade the Control panel that allows the facilitator during each experience :
To name the workshop session
To open a workshop
To end the workshop at any moment.
To distribute the stories based on the workflow of each community
Display the archive from previous workshop experiences.
Optimize the back end communication with the database (MongoDB)
Enhance the UX by improving the user journey with a “one button experience”
Unify visual language in the UI for different monitors, such as: Typography, Sizes, buttons, colors and template.
Re-design a new logo that works for both languages.
Thanks to all the volunteer and academics that have provide a feedback during each group test (29.09.21, 12.10.21,15.11.21 ) Deena Larsen, Dene Grigar, Mark Marino, Pilar Morales Vernice Marquet , Oreto Doménech Thanks
If you are interested in inviting us to your own community, please drop me a line.
Thanks to the financial support of Kingston University We could make Share to heal an open source project.