Instantaneous structures

(operations in everyday space)

Aspects-Mechanics

Time: Shortness of the operation.

Casual:  Undertaking at in-between times.

Marginal: undertaking at in-between  spaces, on the side, during downtime.

Unexpected:  At that time and space, with little forewarning in terms of advertising or set up. that the activity is an unknown occurrence for those around who happen upon it due partly to it being an unsanctioned, unscheduled event.

Boundaries:  Visually impactful,  but open to easy crossing in and out for participants.

Flatness: You get what you see, it is all in the moment, with little progression of rules or levels.

Strategy:  Little internalised strategy, externalised spontaneous reactions to the tasks.

Direction: Activities to be undertaken are understandable, action and consequence is strong.

Proximity:  The closing of space between participants, of bringing them closer physically. But can be tempered if there is some form of other physical connection as in Slime tango.

Facilitation: The artist on hand as guide.

Weakness:  The Ludic activity should not overwhelm and make the social interaction focused on the task alone. (see gaps)

Consequence:

Time:  Easier to create a more concentrated participant focused experience in a burst of activity. Further a short time commitment, in the spaces the game artworks occurred, drew in a greater number of participants.

Casual: requires bursts of play, and is subservient to activities that players are undertaking in their daily routine.

Marginal: Therefore, the work as a casual endeavour when undertaken need not mean a lesser experience, but appropriate to engage in the space. So, a foyer space, where people when waiting could see the activity as something to fill the time.  In this way the work went to the participants. Where if busy and fully consumed in their everyday life, they may have rushed past the work, when they needed a distraction or to fill a moment, then the work interested them to undertake? the activity doesn’t have to be the central occurrence for its impact but builds its own visual language by happening at the edges.

Unexpected: Builds a further aesthetic outcome of incongruity or disjunction.

Boundaries: So, people moving in and out of the work, or dropping out, the numbers is part of the visual dynamics of the experience.

Flatness: Hence this lack of advancement can mean an artwork of the now, momentary and of the instant. This aids with the transference of rules and organises the way the activity is showed, as the rules should be able to be understood quickly.

Strategy:: For the purpose of participants action visually creating artwork.

Directions: To ease participants through the experience.

Proximity: Transgression in relation to bodies in space.

Facilitation: Easing  transition in crossing the boundary,  a more relatable experience.

Weakness: The art games serve a purpose beyond the engagement at the time.