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Information Experience Design


2014-2021


This presents an archieve of work from my involvement in the MA Information Experience Design between 2014 to 2021, where I worked as a Visting Lectuer, Senior Tutor and then Acting Head of Programme. 
 
In its simplest form IED is about collecting data (the information) and designing it into an experience with a particular audience and location for where the work will be interacted with in mind. The methods for doing this stretch across analogue and digital means of researching and practice. Work is often collaborative bringing together disciplines that do not often mix. 

Visual Representation of IED by Olivia Sullivan, 2020


IED Lab



At the core of IED was a lab that formed the epicentre for an experimental approach to hands-on teaching and learning. Here students could come together for a taught session and have easy access to materials for prototyping and exploring core theories through making and doing. This was particularly important because the majority of IED work included digital and analogue materials realised in reletively large spaces for audiences to move and be within. 


IED Lab, South Kennsington Campus


IED Lab, White City Campus


Seminars


Representation
Unflattening
Non human [ Donna Haraway’s Cyborg Manifesto]
Journalism [Subjective Atlas of Palestine]
Relational Aesthetics
Water
Systems [Dancing with Systems by Donella Meadows]
Conversation
Design
Deep Time
Elements & Figures
Universal Design
Bio Design
Fungi
Screens
New Materialism [Interview with Karen Barad]
Cybernetics
ASMR
Critical Design [Speculative Everything]
Critique [Towards a Constructive Technology Critisims]
Speculation
Naked Experience [Data Body as Artefact]
Beyond Information [Toward Embodied Virtuality]
Metaphysics
Innnovation
Investigative Design
Multimodality
Spheres
Design for Inclusivity
Texture [Material as Metaphor]
Information
Emotion
History of computer Art
John Cage at 70
Human Computer Interaction
Digital Touch
Affordance
Serious Gaming
Lines
Prophesy
Augmentation
Artists and Architects
Senses
Topology
Relations



Professional Practice/ Guests


Hirsh & Mann
Sophie Clements
Peter Shenai
Lawrence Lek
Open Cell
NESTA
Block 9
Ain Baily
Tim Ingold
Bompas & Parr



Reading Lists



2020/21

Information Experience Design General

Bogers, L.  & Letizia Chiappini- The Critical Makers Reader 
Byung-Chul Han (2017) Psychopolitics: Neoliberalism and New Technologies of Power, Verso Books.
Campagna, F. (2018) Technic and Magic: The Reconstruction of Reality. Bloomsbury.
Dunne, A., Raby, F., (2014) Speculative Everything; Design, Fiction and Social Dreaming, MIT.
Escobar, A.  (2018) Designs for the Pluriverse: Radical Interdependence, Autonomy, and the Making of Worlds.
Fuller, M. & Goffey, A. (2012) Evil Media. MIT Press.
Gabrys, J. (2013) Exploring the materiality of digital devices through electronic waste. University of Michigan Press.
Gilroy, P. (1993) The Black Atlantic. Verso Books
Haraway, D. (2016) Staying with the Trouble, Durham, Duke University.
Noble, S. U. (2018) Algorithms of Oppression: How Search Engines Reinforce Racism [RCA hold digital copy]
Nold, C. (2009) Emotional Cartography: Technologies of the Self.
Souansis, N. (2015) Unflattening. Harvard University Press.
Tsing, A. (2017) The Mushroom at the End of the World: On the Possibility of Life in Capitalist Ruins [RCA hold digital copy]
Virilio, P. (2008), Open Sky, London, Verso.

Experiemental Design

XD: Systems 

-D'Ignazio, C. and Klein, L. F. - Data Feminism
-Jones, C. et al (2016) Experience: Culture, Cognition, and the Common Sens. MIT Press.
-Kuhn, G. (2019) Experiencing the Impossible: The Science of Magic. MIT Press


-Zuboff, S. (2019) The Age of Surveillance Capitalism. Profile Books.
XD: Stories & Games

-Bailes, J. (2019) Ideology and the Virtual City, Videogames, Power Fantasies and Neoliberalism, Zero Books.
-Grau. O. (2004) Virtual Art: From Illusion to Immersion, Cambridge, MA, the MIT Press.
-Madden, M. (2006) 99 Ways to Tell a Story: Exercises in Style.
-Mazzucchelli, D. Asteliop Polyp. New York: Pantheon Books
-Rose, M. (2018) ‘The Immersive turn: hype and hope in the emergence of virtual reality as a nonfiction platform’. From Studies in documentary film, 2018, Vol 12, No 2, p.132-149.
-Ryan, M-L. (2015) Narrative as Virtual Reality 2. Revisiting Immersion and Interactivity in Literature and Electronic Media, Baltimore: John Hopkins Press.
XD: Science & Art

-Barad, K. (2007) Meeting the Universe Halfway: Quantum Physics and the Entanglement of Matter and Meaning.
-De Lauretis, T.  (1987) Technologies of Gender. Indiana University Press
-Le Guin, U.K.  (2019) Always Coming Home.



-Le Guin, U.K. (2017) The left Hand of Darkness.
XD: Spatial

-Easterling, K. Extrastatecraft 
-María Puig de la Bellacasa, Matters of Care: Speculative Ethics in More than Human Worlds.
-Meissen, M.  Crossbenching: Toward Participation as Critical Spatial Practice.
-Schuppli, S.  – Material Witness: Media, Forensics, Evidence.
-Stoner, J. Toward a Minor Architecture. 
-Tsing, A. Nils Bubandt,  Gan, E.,  Swanson, H. A. (2017)Arts of Living on a Damaged Planet: Ghosts and Monsters of  the Anthropocene.


Sound Design

-Augoyard, J. (2006) Sonic Experience: A guide to Everyday Sounds.
-Eshun, K. (1998) More Brilliant than the Sun: Adventures on Sonic Fiction.
-Fryer, L.- An Introduction to Audio Description
-Goodman, S. (2012) Sonic Warfare: Sound Affect and the Ecology of Fear. MIT Press.
-Henriques, J. (2011) Sonic Bodies: Reggae Sound Systems, Performance Techniques, and Ways of Knowing.  Continuum.
-Idhe, D.- Listening & Voice
-Ikoniadou, E., Goodman, S., Heyes, T.  (2019) Unsound. Urbanomic


-LaBelle, B. - Acoustic Territories
-Mills, M.- Deaf Jam
-Voegelin, S.- Sonic Possible Worlds
-Weheliye, A. G. (2005) Phonographies: Grooves in Sonic Afro Modernity. Duke University Press

Moving Image Design

-Aristotle (1996) Poetics, Penguin.
-Eisenstein, S., (1949) Film Form, Harcourt, Brace.
-Bresson, R. (1975) Notes on the Cinematographer: Éditions Gallimard.
-Tarkovsky, A.,(1989) Sculpting in Time, University of Texas Press.
-Reynolds, L., (2019) Women artists, feminism and the moving image: contexts and practices, Bloomsbury.
-Manovich, Lev. (2003) Moving Image After Computerization: Extending Traditional Elements of Cinema.
- Lavin,S. (2011) Kissing Architecture: POINT: Essays on Architecture. Princeton University Press.
-Uroskie, A. V. (2014) Between the Black Box and the White Cube: Expanded Cinema and Postwar Art, University of Chicago Press. 
-Elwes, C. (2015) Installation and the moving image, Columbia Uni Press.
-Aston, J.,Gaudenzi, S., Rose, M., (2017)The Evolving Practices of Interactive Documentary, Columbia University Press.
-Abram, D., (1996) The Spell of the Sensuous, Vintage Books.
-Murch, W. (2005) In the Blink of an Eye, Silman-James Press.
-Berger, J., (2013) Understanding a Photograph, Penguin Classics.
-Perec, G., Species of Spaces and Other Pieces, Penguin Classics, 2008
Research Methods 

-Gaver et al (1999) Design: Cultural probes. Interactions, Vol. 6 (1), p. 21-29.
-Ingold, T. (2013) Making: Anthropology, Archaeology, art and architecture. Routledge.
-Jewitt, C. (ed) (2011) The Routledge Handbook of Multimodal Analysis. Routledge.
Kress, G. (2010) Multimodailty: Exploring Contemporary Methods of Communication. Routledge.
-Kress, G. and Leeuwen, T. Van. (1996) Reading Images: The Grammar of Visual Design. Abingdon:  Routledge.
-Rautio, P.  (2013) Children who carry stones in their pockets: on autotelic material practices in everyday life, Children's Geographies, Vol.11 (4), p.394 408.



IED Games Club




IED Awards Ceremony



Trophy for Best Design by Ashley Zhang, 2020

Trophy for Best Information by Kate Amery, 2020



Trophy for Best Experience


IED Awards Ceremony Invite 2020


Exhibition Trips


Forensic Architecture Exhibition

Modern Couples

Instant Stories. WimWenders' Polaroids
12th January 2018, The Photgraphers Gallery

Basquiat Boom for Real
30th Nov, The Barbican

The first large-scale exhibition in the UK of the work of American artist Jean-Michel Basquiat (1960 -1988)"Discover the work of Jean-Michel Basquiat, the pioneering prodigy of the 1980s downtown New York artscene. This unprecedented exhibition brings together an outstanding selection of more than 100 worksfrom international museums and private collections. Engage in the explosive creativity of Basquiat whoworked with Andy Warhol, Keith Haring and Blondie, among others. Featuring rare film, photography andarchive material, the show captures the spirit of this self-taught artist, poet, DJ and musician whose influence, since his death at 27 in 1988, has been enormous.

Snoopy
Somerset House





Experimental Research Methods


Here my teaching formed a series of three-hour workshops open to all MA IED students in Years 1 and 2. They were designed to support students collection of the “Information” part of their experience design work, and took a format of an introduction to an area of research theory followed by a practical workshops for students to explore this using hands-on techniques that they were free to experiment with and push further. A more detailed documentation of these workshops can be found here. 

Topics included:

Space and Scale
Interviews
Visual Stories
Mapping & Connectivity
Instruments of Inquiry
Micro Research: Scale
Reseach Ethics
Design & Research
Quantum Storytelling
Sensory Ethnography
Multimodality
Participatory Methods
Observation
Conducting your own research



Exploration of what an IED approach to data collection might mean led me to consider how data collection could also be an “experience” for participants. In relation to my own research and practice this related to child-participants and manifested of a series of bespoke interactive data experience machines created with MA IED students for a range of clients. Further documentation on this can be found here. 


Experiemental Design Pathway Workshops


Live Coding
Prototyping
Installation
Material Interactions
Drawing
Exhibition prep
What is physical computing
Health and Safety
Practical machine learning
Full dome
Making light work
Creative interfaces
Spatial Abstractions
Wood
Publication Design
Documentation
Cinema 4D
Max MSP
ARKit
Metal
Light (Activation)
Projection Mapping
Bioplastics
Arduino
Slime Mould
Processing
Experience transactions
Cuddly Fungi
Sensor Disorientation


Cohort Photos


 


Student Final Projects 2019



Living With CO2/ Rebecca Lardeur

Working with and exhibiting at Stave Hill Ecological Park, London Rebecca’s work is focused on bringing carbon dioxide into the familiar by revisiting known objects, such as a sundial and a scale, designed to interpret the external world.

Due to human activities, carbon dioxide levels are rising, causing the Earth to become warmer. New scientific discoveries provide knowledge, which challenges past insights on the topic. This rapidly developing science can be seen as uncertain, which limits the understanding of the individual and therefore their ability to act. At its current measured levels, carbon dioxide has no smell, no tangibility, and no colour. However, it has an impact that can clearly be observed.

This project materialises the gap between the unseen and the tangible by using one of the byproducts of photosynthesis, wood, as a medium. Photosynthesis intake of carbon dioxide varies with the seasons, affected by the sun's rays. By relating seasonal actions to the carbon cycle, changes become relatable and doubt can be embraced. In time, this can formulate new ways to comprehend and experience the science of carbon dioxide.

The project is based at Stave Hill Ecological Park in London.


Why You Should Put Yourself Into A Block Of Tofu/Yena Park (Graduated 2019)
The film is a contemporary anti-systematic journey to find an alternative way to perceive the world based on Shinto, the Japanese way of appreciating, merged with Deleuze’s notion of becoming. This is a poetic exploration of ideas – with two languages, it creates a confusing landscape, and considers meaning across two different symbolic forms.



Pensato/ Yaprak Göker (Graduated 2019)

Pensato is a graphic score, designed to explore how repetition becomes rhythm. Keeping playfulness and improvisation as its essence, the score communicates through colour and pattern instead of written information. Each movement transforms the reading process into a musical experience, where reading becomes an execution of a rhythmic sequence. It invites audiences to feel sound as texture. It’s an instrument that becomes you, a multiverse people keep coming back to. Pick the score, pluck the strings – do you hear what the line sings?


Spitting In Time/ Ashley Zheng (Graduated 2019)

Put a chocolate in your mouth and let it be until the moment you feel it is about to disappear –spit it out.

By performing the act of spitting melted chocolate, it is questioning how form and meaning of an object changes in time and space. The behaviour of putting something in the mouth then spitting it out again explores the notion of  ‘dirt as matter out of place’. The transition of an object from one place to another can change its meaning, which also changes with our state of knowledge and perception.

When the chocolate is in the mouth, it allows someone to experience the change of time physically, and sculpting a form invisibly. There is no right or wrong time to spit, everything is just in time. The measurement is a choice based on the ontological experience for individuals. When the chocolate has been spat out, they become unexpected uncanny forms, without its original purpose and definition.



This Is Not A Survey Of 24 Pools In London/ Lucy Anderson 

The lifeguard blows the whistle and we all get out of the pool, standing around half naked and dripping onto the tiles. He grabs a net and fishes around in the water until he brings up a plaster. We all dive back in.


Installation

Postcard series

Work in Progress

Natural Curiosity/ Daisy Buckle 

An immersive installation of lit woven willow nests designed to generate curiosity and intrigue. Drawing people in and starting a dialogue about our interactions as part of the natural world.
Final Work



Work in Progress 

Shoki Play: a shared VR experience/ Felix Scholder 

Step behind the paper doors onto the tatami mats and become the vanisher of demons, exploring the story of a Japanese netsuke.

Shōki Play is a mixed reality installation that combines XR technology with the concept of ancient shadow play to enrich museum experiences. The installation pushes the boundaries of an individual VR experience to include spectators. The narrative is told through multiple digital and physical objects, blurring the lines of reality inside the VR experience. In addition, the active VR user becomes a shadow play performer for the audience outside, steering curiosity through to invite the spectators into the virtual world.

Shōki Play is a full-body narrative experience that allows the audience to explore a Japanese netsuke in detail, while its character’s fantastical story is revealed through an immersive game. Addressing different senses, like smell, touch, and sound, enables users to reach a higher degree of embodiment.

Installation

Work in Progress

Native Alien/ Kumi Oda 

The status and identification of non-human species as invaders or weeds are conditioned by cultural and political circumstances – it is not the species, but how beneficial they are to the economy. As the introduction of these species becomes more visible to the utopian view of how humans think nature 'should' be, they begin to be eliminated.

For example, in UK there has been a lot of effort to protect red squirrels from the threat of grey squirrels, because reds are native and greys are alien. IED Moving Image Design student Kumi Oda’s film explores the political issues around what the government terms ‘invasive alien species’ through political analogies.



A Soul in a Shell/ Ziquan Wang 

The image is no longer a two-dimensional image. With the advent of 3D scanning and printing technology, images have become 3D images, a kind of 'deadstone' (Hito, 2017) that lacks the essence of all elements, but is reasonably present in space.

I scanned the fish in 3D and then printed it on the fabric in two dimensions. After sewing the fabric, put the fish in it. In this way, the missing elements of the 3D image are retrieved. Viewers can see the images of the fish, and through the fish in these images, they can also smell the fish and touch the texture of the fish.





Student Final Projects 2017



DotDotDot/ Luka Kille 


The project takes visitors on a journey that recreates the emotional and physical sensation of blindness, based on my own experience of being blindfolded for one week. This journey attempts to simplify the struggles and positive surprises presented by the experience.


Work in Progress

Emily Briselden-Waters


Kim Yip Tong


Rose Leahy & Amanda Bahm





Student Final Projects 2014