Month: September 2025

Artwork #1 Tone Deaf

Tone Deaf

‘Tone Deaf’ is a simple but unpredictable music game for four players in a 2v2 style format. Each round, one player acts as the Composer, creating a short melody, while their teammate becomes the Repeater who tries to play it back. Both players roll a dice to determine the “modifiers” that change how they must perform. The Composer might be forced to write the melody backward or only use black keys. Similarly, the Repeater might have to play at double speed or with their eyes closed. Points are awarded for successfully following the modifiers and playing the melody correctly. Conversely, mistakes will cost your team points.

Teams race to 12 points; however, victory isn’t guaranteed. Once a team reaches the goal, they must replay all the melodies they created throughout the game in order. If they fail, the opposing team gets one final opportunity: successfully play their melody, and they can steal the win. This last twist keeps every game tense until the very last moment.

This game references Yoko Ono’s ‘Grapefruit’ due to their similar nature. Like the reading, it employs unusual yet straightforward instructions to spark creativity in unexpected ways. Ono’s work asked people to try unusual task, like “Hide until everybody goes home” or “Take the sound of stone aging. These simple prompts turned into art. Tone Deaf works the same way. Rolling dice to decide rules like “play with your eyes closed” or “compose backwards” might sound silly, but they push players to think

differently and create something they never would on their own. Similar to ‘Grapefruit’, the game demonstrates how simple rules and imagination can transform mundane actions into a highly interactive and enjoyable art form.

Tone Deaf Instructions

Artwork #1: Room Game

Score

This is a score that is designed to make people have fun with the space around them. I was inspired by John Cage’s “4’33”, where the performer is instructed to sit in silence for 4 minutes and 33 seconds. I love that piece because it makes the audience pay attention to the little sounds around them, like the air conditioning running, or a cough, or the shuffling of seats.

I wanted to do something like that where people gain a new appreciation for the space around them, which is how I came up with the Room Game. The concept is to make a game out of any indoor space such as a classroom, living room, etc. so that people can gain a new appreciation for the spaces around them. I wanted people to imagine the objects around them as a pretend playground or jungle gym, and be able to play around with them creatively just like we all used to do as children.

For the playtest, I had players start in the corner of the room and roll dice – moving horizontally if it landed even and vertically if it landed odd. Immediately, I saw that there were some annoying loops where people couldn’t move in the direction that they desired. For example, if they wanted to slide vertically down a surface, they would have to wait until they rolled an odd, which often never happened when the player wanted. It meant that players didn’t feel much agency when choosing where to go. If players had more of a choice of where to go, and make up more of their own rules of how to move, I think it would’ve been a much more interesting experience for the players.

I added these fun and surrealistic characters to add a sense of playfulness to the game, but since the game wasn’t very dynamic, I don’t think it lent very much help to the game. If I were to do this project over, I would change the rules to be more open to interpretation – maybe choosing from a set of cards that revealed very abstract instructions that would make players think outside the box. I think that would’ve been more in spirit with the score and the Fluxus movement. However, I still like the aspect of opening up the room as a playground, I think that idea was strong and has potential to go further.

Artwork #1: Score of Theseus

1. Read this score aloud with your voice.

2. Erase and replace one word in this score.

3. Hand this score to a person nearby.

This is a score where the score itself is part of the performance. Audiences may follow the instructions and modify the score however they want, which could lead to unique interactions but also risks breaking the performance. This connects the many audience-driven works in the Fluxus movement, such as Yoko Ono’s Cut Piece, where audience participation could make or break the performance, and Happenings. The score is written on a piece of paper to be passed around and modified; through playtests, the paper itself also became an affordance that the audience could play with.

The score is crumpled as one of the modifications requires throwing the score.

By the end, none of the original text remains as part of the score.

I was inspired by the board game Fluxx, a game centered entirely on the idea of evolving rules throughout gameplay. Scores are instructions, and instructions are just like the rules of a game, so what happens if the score that is meant to be followed changes during the performance? I tied this idea to the thought experiment, the Ship of Theseus, which asks if a ship’s components have all been replaced to keep it operational, is it still the same ship? These kinds of self-referential concepts also appear in works such as Ben Vautier’s Total Art Match-Box.

Most of the iterations focus on determining the base version of the score that allows room for modification and does not confuse the audience. The first iteration does not include numbers on each line, which led to confusion about which action should be performed first. It also only included one verb in the second line, which did produce some interesting happenings, where in the end, there were no verbs left to be performed. However, I also felt that it limited the creativity of the audience, so I added a second verb to the sentence. I changed “the person closest to you” to “a person nearby” to make it more open-ended and prevent the score from not being able to be passed along in early stages.

Video of playtest

 

Artwork #1: Phone Score

The score presented to the performer

My score called “Phone piece” is a piece inspired by Yoko Ono and her cut score where my version was a modernization of said score. When I initially saw a performance of the cut score I thought that it was fairly easy to perform in todays day and age. This got me thinking about how I could modernize the piece and the first thing that came to mind was our technology and how glued we are to it. However I then ran into the problem which was also the point I was trying to make with the piece which was that we value our privacy and our phone more than our potential well being. I wanted to be able to give up my life practically and leave it in the hands of strangers (classmates in this case) but I couldnt do it without the assurance that they wouldnt A.) break my phone and B.) ruin my life. Luckily none of these problems came up and in fact everyone was increddibly tame when they had someone elses phone in their hands even though they were given the liberty to do whatever they wanted no one seemed to do anything even close to harmful. When asked why they were only doing mild things after the playtest the audience said it was because they felt a sort of social contract to be kind and many said that might be due to the fact that we were not complete strangers.

Some of the examples of how the audience used the performers phone included, taking a photo, playing a performers mobile game, texting a person from their contact and going through their photos. This also caused me to make the desicion to make the performer decide when to end the piece since there was a case in early playtest where a performer took their phone back from the audience which perfectly portrayed the piece.

Even though this piece was based off of Yoko Ono’s cut piece the results reminded me a lot of the score that we talked about in class for a little bit by Marina Abramović where she invites people on stage to harm her because even though I agree that this piece likely could not be performed again in todays day and age I think the results were simillar. Where if you allow the audience to have full access to your phone for a longer period of time what they do with your phone would likely be more extreme. However due to this social stigma it seems like at least in this presentation the audience usage of the performers phone was very tame.

-Carlos Garza

Artwork #1: Score Score(s)

Score Score(s) by Daniel Rosenthal

Conductor Score

𝄞 Ask the people in the room to raise their hands if they would like to participate in the performance of a score. After the performers have been identified, ask them to put their hands down. Briskly read the Performer Score to the performers. Do not answer any clarifying questions. 

A score is initiated by starting a timer for one minute. At the end of a performance, ask each performer for their score, stating that it should be a number. If the performer doesn’t have a valid score or doesn’t know what their score is, tell them their score is zero.

Run the score twice. For the first performance, tell the performers that any person whose score is higher than the composer’s high score gets $1. [Note: the composer’s high score currently does not exist.] Once scores are collected at the end of the performance, state whether anyone accomplished this achievement and distribute the prize. Then, state that the score will be run one more time, but due to “underperformance” in the previous run of the score, anyone whose score is lower than the composer’s high score must pay you (as the conductor) $10. Commence the score shortly after. Once scores are collected at the end of the second performance, state whether anyone incurred this penalty and collect the fees.

If any performers complain about the rules of the score, you can either ignore these complaints or defend the score, so long as you don’t directly pass any blame onto the composer. 𝄂

Performer Score

𝄞 In this score, over the duration of a minute, you can score a point by mentally envisioning a single score being etched on a scoreboard. The scoreboard should contain two rows for scores to be scored, with the scores being scored as tallies. Start by scoring scores in the bottom row. When this row reaches a score of points, clear the scores in that row and score a score in the top row. Your total score comes from the number of scores on the scoreboard, with the top-row scores scoring you a score of points and the bottom-row scores scoring you one point. If you lose track of your score, then your score resets back to zero. At the end of the score duration, remember your score. 𝄂

 

Summary:

In my score, performers listen to instructions for a mental score-keeping system that frequently uses the word “score,” utilizing several different definitions. The performers then attempt to follow the instructions and gain as many points as possible, with the goal of surpassing the composer’s (non-existent) high score to gain $1. (Note: during the performance of this piece in class, I forgot to state this goal.) The score is then performed again, but with the initial goal scrapped and replaced by a penalty, where performers who score less than the composer’s high score must pay the score’s conductor $10. The conductor facilitates the performance, following a separate score that prompts them to defend the rules of the score being followed by the performers. This structure is intended to emulate the performance of a musical score, where a piece is created by a composer and enacted by performers under the direction of a conductor (although I played the role of both the composer and conductor in the class demonstrations).

Artist Statement:

My score is primarily inspired by the “Fluxus Manifesto” by George Maciunas, in which he details what he views as the three main definitions for “flux” (purge, flood, and fuse) and applies them to his political goals for Fluxus. This work reminded me of when I was reading “Grapefruit” by Yoko Ono and tried reconciling her instruction pieces with my idea of a score, which required understanding an alternative definition of the term “score” from the musical one. I also took some inspiration from Ono’s “Bell Piece,” an event score where the sound of a bell “decrescendos” as it goes from being heard to being thought of to being dreamt of to being forgotten, as well as Maciunas’ “One Year,” where empty containers from food that Maciunas ate in a year are arranged in a grid, quantifying the time of one year through the space taken up by the containers. read more…

Artwork #1: Winner Loser Piece

WINNER LOSER PIECE Find another person and play any simple game with them. Each condition that would make a player lose now makes them win. Play until somebody or nobody wins. For an alternate piece: Remove “simple” from this score and start again.

My score, called “Winner Loser Piece,” is built on the idea of how quickly games change when you change the winning (or losing) conditions. In this score, players are asked to play a simple game (unless reading the last line, in which a different piece with any game at all is proposed). To win this game, however, you need to lose because of the second line of the score, which says that losing actually is winning. This is what makes the score interesting to me, because would winning the game itself be a condition that should be reversed? Would line 2 of the score cancel itself out if taken literally to the extremes? And what does winning in these low-stake games really mean? That is why the end condition of the score is so open, so that everyone could interpret those questions how they like.

Part of a thumb war game during the score.

Ending of a tic tac toe board when both players are trying to lose.

Part of a rock paper scissors game during the score.

This score was inspired by the simpler pieces in Yoko Ono’s Grapefruit, which I feel have the most impact (and are the most impressive) if they are small and efficient in what they try to convey. This idea came to mind when I was playing “rock paper scissors minus one” with my younger sister, and we kept struggling to figure out who won. This inspired me to think, what if we were trying to lose in that game? How would our strategies change? Most likely we would try to tie again and again, but if we were trying to make only one of us win by losing, we wouldn’t do that. That situation in the style of Yoko Ono inspired this piece.

– Yonatan Catran

Artwork #1 – Canvas Walk

Canvas Walk is a way to create art by the mundane act of walking. For this score, you ask your friend to draw the silhouette of their favourite object on translucent paper. You will then overlay this with a picture of the map of the city you are in. Then, mark out the streets you will walk to create this silhouette. Go outside with your marked map and walk the streets, recording your walk on Strava. You will also look for the object or related things (for example, if the object is an apple, you will look for apples or a street named ‘Apple St.’, and take pictures of these objects. The objective of this piece was not only to create art but also to be present and experience your surroundings.
I think I was inspired partially by Yoko Ono’s ‘Smoke Piece‘ from Grapefruit and Allan Kaprow’s concept of ‘happenings’. Smoke piece asks you to observe the movement of the smoke from a canvas; this gave me the idea to use movement and canvas to create art. Moreover, Kaprow’s essence of a Happening, using mundane actions to create art, also influenced this score. I also believe I subconsciously chose to work with a maps since I am learning to make them in 2 other classes.
I playtested my score on a smaller ‘canvas’ first. Northeastern campus. I quickly realised that the area was too small to draw something. My first draft required the ‘thing’ drawn by my friend to be an animal; however, that turned out to be too complicated to be drawn by walking. A few things that worked well were the physical map, that way I wasn’t constantly looking at my phone, and spotting drawing related objects, which also helped me be more present.
For the final score, I expanded my canvas from Northeastern to Back Bay and repeated the score.

Pizza shop on my walk

Pizza silhouette recorded on Strava

My friends drawing

Artwork #1: Name A Line

Draw a short straight line.

Start with this line.

Each participant can make five modifications—you can add, extend, rotate, curve, or move the line. Use your modifications wisely.

After making five modifications, proceed to the next step.

Please remain silent. Each person should make one small modification to the drawing. No discussion or gestures are allowed.

Stop when all participants have made one modification.

Now, describe what you see.

Take turns saying one letter at a time until everyone agrees on a suitable name.

“Name the Line” starts with basic visual components which participants develop through shared work. The main essence of this score exists in its rules and silent teamwork and the method of creating meaning. The starting point of the score consists of a basic straight line which serves as a fundamental graphic element. The participants have five chances to modify the image through extension, rotation, twisting, movement and repetition but they cannot repeat any action. The restricted number of possible actions forces participants to think carefully about their moves while they explore new creative possibilities. During the second stage participants perform one modification to the image without speaking. The non-verbal exchange between participants creates a silent negotiation that challenges their ability to trust their instincts and observe the situation. The image provides the only feedback during this process which enables participants to engage in a silent dialogue through their actions. The work’s title emerges through a gradual process of combining individual words into a single title. The naming process functions as both a linguistic game and a shared act of giving names to things. The final name emerges through chance operations and absurd elements which also create poetic effects while serving as the work’s conclusion and its new creation. The artist drew inspiration from Yoko Ono’s “Grapefruit” and George Brecht’s Fluxus instruction art. The executable instructions in their work transformed art into actions which create short-lived yet touchable processes. The score demonstrates how people can create an “imagined form” through collaborative work under restricted creative parameters using rules and silent communication and symbolic elements. The score merges elements of painting with play and collaboration and poetry while maintaining its focus on interactive conceptual and performance art.

Test 1 Test 2Final Test

Project 1 Score Friends Game

Video:

https://drive.google.com/file/d/1GFuiqGlIN2XqryKAtFcByspySooNLR6X/view?usp=sharing

Draft

Stand or sit with someone nearby.

Remain silent for one minute, breathing deeply.

When the countdown ends, both of you must make an expression and an action or gesture to end the silence.

Then, say the first sentence that comes to mind after making the expression and gesture.

Final version

Stand or sit with someone nearby.

Remain silent for 10 seconds, breathing deeply. If you don’t have a phone, count to 10 in your head.

At the end of the countdown, choose one of three reactions: laughing, crying, or smiling, and perform the corresponding gesture.

After observing the other person’s reaction, ask each other a question.

Participants then need to answer each other’s questions

Repeat the above steps three times

Then I will ask a question “Do you think this score helps you understand yourself better or the other person better?”

Summary

This participatory artwork invites two people to connect through silence, emotion, and curiosity. The reason I chose to improve this Score is that after the last playtest, I found that the waiting time was too long, and most people did not know how to express an emotion or action. So I chose to shorten the time, limit the choice of emotion expression, and let the other party ask a question after expressing the emotion, so that it is easier for both parties to care about each other and quickly build a relationship.

Artist Statement

This work is inspired by instruction-based art, particularly Yoko Ono’s “Grapefruit” and George Brecht’s “Water Yam.” Their works are centered around a simple set of instructions, yet are transformed into meaningful artistic experiences through audience participation. Through a similar approach, I hope to transform everyday social interactions into an artistic experience that inspires reflection for both audience and participants. It can also serve as a game that helps strangers quickly build connections.

The idea for this work stems from my observation of silence in interpersonal relationships—it can be both unsettling and comforting. By asking participants to interact with three emotional responses and questions after a brief silence, I explore how emotion and curiosity naturally flow through nonverbal communication. The three emotional responses (laughing, crying, and smiling) represent joy, sadness, and calmness. After demonstrating these emotions, they develop curiosity through their responses, a feeling of wanting to understand the other person.

At the end, I ask, “Do you think this score helps you understand yourself better or the other person better?” This encourages reflection and helps both parties quickly build connections.

 

Artwork #1: Clocks Score

For my score I created a simple game with the usage of clocks and using time and sound to invoke confusion and trying to find order. I reference in this score the ideas that Yoko Ono had in her book Grapefruit where the pieces were regarding what to do with clocks. These clock pieces were making all clocks in the world two seconds faster without anyone noticing and the idea of having multiple clocks together and setting all of them to a certain time, but none of them can be the same or correct time.

So, I took these ideas and decided to add to them, where each player will be given their own clock with the clock hands set at a certain time. Each player is close to one another, but they can’t see each other’s clock. The players would all hear the sound of a clock ticking and would move the clock hands based on how many times they hear a tick, when the player hears 1 tick the hands would move 15 mins (ex: if you hear 4 ticks of the clock an hour would pass). Then once the ticking sound stops, players should pass on their clock to the person on their right. The goal of the game is to keep the momentum going of changing the time of the clocks without missing the tick of the clock and for everyone to end with a different time (no clock should have the same time at the end). However, there is a twist in the game that players don’t know about till the end of the game. It is where the clocks would be set to being certain hours apart without the players knowing and if by the end of game all the players were somehow able to maintain the time distance they would earn an added 2 points.

During the in-class playtest, players tried to keep track of hearing the constant ticking, while also trying to move the clock hands accordingly, they all had different methods in keeping track of the ticks whether it was moving the clock hands while hearing the ticking or counting how many ticks they heard and then moving the clock hands. At the end all of the players each had a different time on their clocks but weren’t able to maintain the hour apart from each other. The purpose of this score is trying to have the players maintain the momentum, while working with the other players in maintaining the clocks at different times.

Images of Artwork #1: Clock Score – Elisabeth Giraldo – Google Docs