robertogreco + openendedness   3

DAILY SERVING » Summer of Utopia: Interview with Ted Purves [via: http://randallszott.org/2012/05/25/ted-purves-aesthetics-social-practice-personal-economies/ ]
"I feel like a project is successful if we have had substantive encounters with people, if we have created spaces where a kind of exchange—whether it’s family history, or talking about why something should or shouldn’t be in an art museum, or sometimes it’s just swapping recipes—some form of animated or engaged dialogue comes out, or some sort of story emerges. It means we learn something, a story can be brought forward from that, that’s when things are successful. Another high-five moment comes when there is something compelling to look at. A lot of times when you see a social practice show, it’s either a room full of crap to read, or it looks like a place where they had a party and you didn’t get to go. I’ve been to a lot of those, and they’re not satisfying! You either wish they had just printed a book you could take home and read in your own chair—because it’s not very comfortable to sit in a museum—or you wish that you’d been at the party."
urbanism  rural  cities  urban  suburban  suburbia  suburbs  belief  via:leisurearts  democracy  alteration  change  perception  lemoneverlastingbackyard  wrongness  weirdness  glvo  openendedness  seeing  art  aesthetics  fruit  dialog  publicspaces  publicspace  workinginpublic  disagreement  decisionmaking  debate  negotiation  unplanning  thebluehouse  temescalamityworks  susannecockrell  sharing  2010  overlappingeconomies  capitalism  economics  utopia  thomasmore  socialpractice  tedpurves  from delicious
5 days ago by robertogreco
tevis thompson: Saving Zelda
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…

Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."

…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012  space  play  openendedness  open-ended  autonomy  exploration  memory  spatialmemory  worlds  worldbuilding  nintendo  videogames  gaming  zelda  games  gamecriticism  gamedesign  via:tealtan  tevisthompson 
february 2012 by robertogreco
‪Teddy Cruz Presentation‬‏ - YouTube
"We can be the producers of new conceptions of citzenship in the reorganizing of resources and collaborations across jurisdictions and communities…We could be the designers of political process, of alternative economic frameworks."<br />
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[via: http://www.diygradschool.com/2010/06/professor-teddy-cruz-ucsd.html ]
teddycruz  cities  citizenship  sandiego  tijuana  watershed  conflict  borders  community  communities  militaryzones  military  environment  infromal  formal  collaboration  2009  housing  crisis  density  sprawl  natural  political  art  architecture  design  urban  urbanization  urbanism  recycling  openendedness  open  vernacular  systems  construction  economics  culture  pacificocean  exchanges  flow  landuse  neweconomies  micropolitics  microeconomies  local  scale  interventions  intervention  communitiesofpractice  crossborder  from delicious
july 2011 by robertogreco

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