===== Animation and Animism ===== OBJECTIVE **What is it?** To design an experience in which human subjectivity is felt as a temporary pattern that emerges from the interaction of human and nonhuman forces at a multiplicity of spatial and temporal scales. **What does it do?** To expose how there is something magical in being animated by so many “codes,” and to find consistency among them. Maintaining the magic, animated layers is also deeply political: How dare you reduce me to one plane/code/meaning system?! [magical = irreducible?] **Why do it?** Political stakes: We live in in a world in which there is increasingly only one coding system – neoliberalism. It’s political proposition to open up us up to a multiplicity of planes. This is reclaiming the many scales that animate us. It is reclaiming the magic of anthropos. ==== notes 2015-06-15 ==== {{>http://www.flickr.com/photos/foam/18674995259}} ==== notes 2015-06-16 ==== {{>http://www.flickr.com/photos/foam/18898678901}}{{>http://www.flickr.com/photos/foam/18868984236}} ==== notes 2015-06-17 ==== {{>http://www.flickr.com/photos/foam/18274606773/}}{{>http://www.flickr.com/photos/foam/18927239641}} ==== notes 2015-06-18 ==== {{>http://www.flickr.com/photos/foam/18741338409}} {{>http://www.flickr.com/photos/foam/18740530078}} \\ ====Design Process==== facilitated by Maja Kuzmanovic and Nik Gaffney * Free-form conversation about individual and collective wishes of the family, understanding of the content, context, expectations,​ etc. * [[:futurist_fieldguide/affinity_map|Affinity mapping]] to uncover connections and diversity of points of view on (japanese) animism, arising from individual interests of the residents * Scoping the work using the [[:futurist_fieldguide/growth_model|GROW]] model from business coaching * [[:futurist_fieldguide/moodboards|Moodboarding]] to tap into the visual thinking and get a sense of what the outcome might feel like * Conversation based on the discovery phase of [[:futurist_fieldguide/appreciative_inquiry_interviews|appreciative inquiry]] to uncover the qualities of the performative experiment the residents would like to design (sensations,​ actions/​experiences,​ environment…) * Individual exercise to find images, quotes, sounds, examples of lived experience etc. that would evoke the atmosphere of the experience the residents would like to create. * After getting a good sense of the qualities and atmospheres of the experience, we moved onto more or less classical brainstorming (coming up with ideas and building on them, without discarding anything outright - using the improvisational technique of "yes and" and avoiding sentences starting with "yes but" ​ * Discussion about the follow-up process including documentation,​ user journeys, experience prototyping and possible models for sustainable collaboration between philosophers and artists/​designers possibly modelled as a temporary atelier. The residents agreed to write up their experience of the residency, the process and the outcomes. * The children had their own creative process, guided by Rasa Alksnyte including watching Japanese anime, compositing physical '​spirits'​ they created from found objects and plants with photographs taken in the city, collaging written stories, photos and drawings based on a game of '​exquisite corpse'​. ​ * Throughout the residency, socialising,​ communal meals and interaction between the whole family and all of the FoAM collaborators was an important part of the process. ==== References and Reading ==== * Blog post by Stacey describing the content of the residency: [[http://fo.am/blog/2015/10/18/animation-animism/|Animation and Animism]] * Papapetros, Spyros. On the animation of the inorganic: art, architecture, and the extension of life. ==== Other... ==== * [[:the_animist_paradox|the animist paradox]], [[category animation]] * etc.