Month: November 2025

Artwork #3: Tomfoolery

Impractical Jokers has always been one of my favorite shows that I have ever watched. From its breathtaking comedy to its tense, and sometimes stressful, moments, it is a must watch show. The basic premise of Impractical Jokers is that there are four lifelong friends who continuously try to embarrass each other. They compete in challenges where either one, two, or all four guys are out in very social settings and must do and say whatever the other guys tell them to do. They could be forced to go up to a stranger and ask them for directions to a made-up place, or they might have to get someone to sign a wacky petition on letting children eat glue sticks. These challenges make up the show, and the comedy is built off of each guy. If the main guy participating does not want to do something, they fail the challenge. The ones who are able to do what they are told succeed at the challenge. At the end of each episode, the man with the most fails is considered the “big loser” and must face a punishment which they CANNOT, under ANY circumstances, say NO. Some punishments include getting a new tattoo chosen by the other guys or shaving your head and eyebrows and then changing your license photo. The show is a great watch, but what they are really doing is playing a game, and I wanted to try and simulate that game in normal life.

Tomfoolery is the game that I created with inspiration from Impractical Jokers, and it involves players taking turns to perform tasks in social spaces with random strangers. First, the number of players can vary, but it works best with 3 or more players. The game includes a deck of cards with tasks written on it. One thing about Impractical Jokers is while the jokes they make on the show aren’t outright harmful, they can border the line between harmless at best and at least antagonistic at worst. I didn’t want to create a game that was antagonistic towards random people, especially in the modern age of content creation where random “influencers” will antagonize or bully innocent people for the sake of “content.” That type of stuff really irks me, and so I wanted to create tasks that were harmless and more fun for the strangers. Some tasks I created were:

  • Get a selfie with a stranger
  • Crumple a ball of paper and get someone to be the hoop that you throw it into.
  • Do 50 consecutive lunges forward
  • Get a double high-five AND a double low-five both from a stranger.
  • Arm Wrestle a stranger

These tasks do not encourage players to be obnoxious or antagonistic to society but instead aim to get players to interact with society at a friendly level. I live with the philosophy that one smile a day will keep the Grim Reaper away, and so I try to make people laugh, or even smile. daily. You don’t ever know what someone could be going through, and so putting a smile on their face could make all the difference. Regardless, players play in a circle. One player draws a card and then must do what is on that card for a specific number of points. If they refuse to do what is on the card, it becomes fair game for any player to do with an increased point value. If no one wants to do the task, the card is discarded. If a player does a task or the task is discarded, the player counterclockwise to the previous player can now draw a card and the process continues. When a full circle rotation has been completed, a round has passed. Players can play for as many rounds as they want, and the player with the most points by the end of all of the rounds wins.

Tomfoolery has a very simple gameplay loop that makes or breaks depending on the level of comfort players have in social settings. I believe that it can be used to help people ease into being around others and communicating with strangers. I, for one, am someone who has a hard time talking to people I don’t know, but playtesting Tomfoolery helped me get out of that comfort zone. I had a blast playtesting with my friends, and I know others would have a blast playing as well.

Artwork #3: Photo Finish

Photo Finish works like this:

Objective: find the people/items and take a picture with your phone faster than the other players.

Photo Finish was an game inspired by outside street-interventions turned into a searching game using photos and phones. Similar to a lot of public interventions people will have to intervene in a public place while playing this game in the wild.

How to Play

For 2 or more players and optionally: 1 game master to run generators and verify photos.

Each round, the GM announces a challenge based on the setting
(Should be usually played outside, but can be played anywhere):

Object Hunt: If there are not a lot of people outside
  • Go to: randomwordgenerator.com/letter.php
  • Find an object in the world that starts with the generated letter.
  • Take a picture of it as proof.
  • The first person to send or show their photo wins.
  • No photos of yourself, your own items, or the other players.
  • If everyone’s stuck, the GM may draw a new letter.
People Hunt: if there are
  • To randomize the challenge: Google “pick a number from 1 to 50.
  • Match that number to Photo Finish traits list. (Wearing a hat, etc.)
  • Find a person who fits that trait and ask politely before taking a photo of or with them.
  • The first photo submitted wins.
Scoring
Each round’s winner earns 1 point.
First to reach 5 or 10 points wins overall.

Trial Run

I played as the GM with 3 other players. We started with some (6) rounds of Object Hunt, and then two rounds of People Hunt.

  • Round 1: – players found hand and husky
  • Round 2: K – players couldn’t find anything starting with K – I then ruled you can make players return if they cant find anything
  • Round 3: R – players found ring and recycling bin – I then ruled that you cannot use anything on your body / you own
  • Round 4: – players found bench and bin
  • Round 5: L – players found leaves
  • Round 6: A – players found art
  • Round 7: Find someone… wearing a brand logo on their clothing – players took picture of each other’s shirts – ruled you can’t take pictures of each other
  • Round 8: Find someone… wearing a uniform – players found Northeastern workers

Artwork #3: Outerventions

Much of the power of intervention art lies in its unexpectedness. When an artist inserts themselves or their art somewhere that they don’t belong, there must be an element of surprise in their work in order to disrupt the situation, which can dictate how impactful the work is. While mass communication through the internet and social media has greatly increased the scale and possibilities of intervention art, it has also made interventions more commonplace and known to the public. While artists can still find new ways to surprise their audience through creative disruptions, the bar for the unexpectedness of intervention art is higher than ever.

I propose the concept of “outerventions” as a strategy that retains the unexpectedness of intervention art. Rather than inserting their work into a situation where they aren’t expected, artists performing an outervention remove themselves or their art from a situation where their presence is expected, subverting the audience’s expectations with a surprise exit. This strategy is particularly well-suited for conveying themes such as loss, abandonment, isolation, and alienation. While some artists have performed works that could be considered outerventions, this form of intervention is less utilized than the typical “additive” format, making this “subtractive” performance more novel to an audience aware of typical intervention art. I came up with three examples of outerventions to display how they can be put in action with various performer group sizes: Classroom Outervention, Prudential Outervention (which can be performed as a game), and Protest Outervention. More information about these outerventions can be found in the linked presentation: https://docs.google.com/presentation/d/1b6y70QwyS0RQESU1uMkB95zJwJ84RiC2OYfBow8tWmE/edit?usp=sharing 

I wasn’t inspired by any specific art piece, but instead the common threads that I find in a lot of intervention-like viral videos that appear on my social media feed, where creators interrupt situations for laughs. So much of modern life is influenced by an algorithm-driven media ecosystem that incentivizes acts that draw attention to its subject. Because of this, I believe that artists attempting to remove attention from themselves while they already hold the attention of an audience can result in performances with greater potential for staying in that audience’s minds. This creates a sort of paradox where the outervention artist’s grasp of their audience’s attention is at its peak during and after the performance’s end and the subsequent disestablishment of the performer-audience relationship: in other words, outervention art grabs attention when the art is no longer perceptible.

Artwork #3 When You’re Down

My game involves collecting the songs people listen to when they’re feeling down. I created a questionnaire and placed it in public places (restrooms, etc.) using QR codes for people to fill out. I received responses for about 30 songs, ranging from humorous edits to melancholic tunes to optimistic ones. People listen to songs reflecting various emotions when they’re feeling down.

Concept / Intention
The participatory artgame When You’re Down allows people to share their emotional experiences from sad moments. The project allows people to share their songs for low moments through a basic survey which appears as QR codes in public areas including restrooms and hallways. The collected responses function as both statistical data and individual disclosures which turn individual music listening into a shared display of emotional exposure. The project aims to discover various emotional coping methods which people use to deal with their feelings including melancholic thinking and humorous responses and hopeful attitudes.

Mechanics as Expression
The game exists through the process of participant involvement. The game mechanism requires participants to share their emotions through music instead of competing for points or winning. The submission of each song serves as both a game move and an empathetic expression. The QR code system together with anonymous participation design creates a simple way for people to join without facing social obstacles while preserving personal connection. The resulting playlist demonstrates human emotions through diverse musical expressions because sadness produces different sounds for different people. The playlist contains songs that use ironic editing to hide pain through comedy and other tracks which present authentic emotions that express personal struggles and determination.

Process & Influence
The project developed from my belief that games function as emotional exchange systems beyond their traditional roles as competitive or simulated activities. The Night Journey and dys4ia served as inspiration for my work because they use interactive elements to study personal experiences instead of pursuing external objectives. The project aimed to bring this interactive approach into physical public spaces by uniting digital elements with traditional participation methods. The project spanned multiple weeks during which I distributed printed QR codes containing the question “What do you listen to when you’re down?” throughout campus buildings and public areas. The project received thirty responses which combined to form a musical representation of shared emotional experiences.

Reflection
The experience of When You’re Down exists to be felt throughout different times rather than being played only once. The game transforms play into empathy through musical shared emotional experiences. The project showed me how music functions as an individual healing method which also connects people at a universal level. The participants used two different approaches to handle their sadness by either using humorous songs or listening to peaceful music. The combined responses from participants establish a detailed depiction of emotional strength and diverse emotional responses. The game reaches its conclusion by establishing a musical bond between participants who discover they share a common musical experience through their song exchanges.

Artwork #3

Artwork #3: Cogito, ergo sum

When you need to speak, don’t.

Consult the Assistant.

Speak only what it gives you.

My inspiration comes from the way the emergence of Large Language Models has promoted outsourcing and offloading our thinking to AI tools. They are capable of generating convincing responses, and there is a trend to treat them as real people or friends you could talk to. For this project, I wanted to explore the extent to which AI tools can replace me in interactions with others by embodying the AI and becoming a mere messenger between the AI and the opponent.

My initial idea was to let an AI “assistant” rewrite everything a user writes to “better express themselves” and “foster community harmony”. However, this cannot be done effectively due to the limitations of existing platforms, and creating a platform I own would also weaken the statement. In the first iteration, I tried letting an AI take over my social media account and interact with others in my name. I noticed that while it is using my account, it’s not really representing my identity. Taking the feedback into account, I decided to bring the concept to real life and truly embody it.

For my second iteration, whenever someone talks to me or I need to say something, I ask an AI (e.g., ChatGPT) for what to say. I noticed that while simple greetings are just delayed by the act of typing the prompt, most conversations that involve more information make no sense because the AI doesn’t know the context in which they take place. It would often ask for clarification, offer different options, and tend to end the response with “would you like me to…”. Because of this, most people quickly realized what I was doing and were either annoyed or played along. Some of my friends began doing the same, and in the end, it became an existential discussion between the two AIs, with my friend and me completely disconnected and uninvolved. Weirdly, despite being unable to maintain any meaningful conversation, I felt a sense of comfort that I did not have to think about my responses or their potential consequences.

Through this project, I saw a scary future that could become true. If an AI that can see through your eyes through a camera feed, listen through your ears through a microphone, or use BCI to fully capture all of your senses, and has a database of every single piece of information about you, understands the way you talk to different people and the way you think, it can very well replace you in your own life. What is left of your identity and autonomy, and if the AI can make the same decisions as you through a deterministic algorithm, is there free will? While I always felt it would be nice to have an AI clone whenever I’m going on a trip by myself, it is very uncanny to know that the AI achieves the level of “humanness” solely through computation and math. I also realized how I myself am guilty of the very thing I’ve critiqued through this project. I use AI for inspiration in many things, such as my personal projects and coursework, and researching with natural language is often too easy to avoid. While I initially planned to start my final presentation by asking the AI to prepare a presentation and slideshow, I realized how natural it felt to use AI-generated content as a starting point. The argument for accepting and embracing new technologies like this, which supposedly make our lives more convenient, is often convoluted, but the progress is inevitable.

The form of this piece aligns with Fluxus scores such as Yoko Ono’s Grapefruit. It is also, in a way, similar to Exquisite Corpose in how the AI doesn’t know the context of the conversation and can only produce responses based on what the other person said. Although it is done deliberately, having the AI “intercept” the conversation and processing it feels similar to Men In Grey intercepting public network communications. You can easily consult the AI for various problems, share personal stories or struggles, or treat it like a friend, but it is never truly there to understand, just as god isn’t truly on the phone in Talk to God Now by Lynn Walsh. Nam June Paik’s Good Morning, Mr Orwell is also relevant: in 1984, language is simplified and used as a tool of surveillance and control. Paik expresses the creative and cross-cultural communication that digital tools such as mass media can bring, but such communication is today at risk due to the impact of AI on how we communicate.

Intervention: Public Arguements

My intervention involves having at least two people having a very passionate argument in public around a lot of people. The goal is to have people approach and give their perspective similarly to how they do on social media where everyone is extremely opinionated and loud over every little thing. I think it would be nice to simulate that and throw away the silliness and frankly ridiculousness of current social media outlets which seems to involve everyone trying to prove someone else wrong. On top of that this piece also came to me as a reaction to rage bait where people say outlandish things or push you to a point where you get very angry due to the reaction that you give and I think that this has been very normalized in social media and online culture generally. Thus I wanted to make a type of commentary on this by making the discussion that seems to be very common on online platforms and place that discussion in a public space where everyone is able to see the person that is making all of these arguments for their point. How differently will people react if they don’t have a screen to hide behind are they willing to join a conversation that wasn’t directed to them like they are online or will they shy away. I only attempted this intervention with silly topics where we mainly discussed which condiment we thought was best but extremely passionately we began by simply arguing really loudly and I wanted to see if that would be enough to get somebody to join the discussion. You can see this first attempt in the first half of the video where we do get a couple of strangers to give us strange looks but they all seem to want to stay out of it for the most part. Then we saw Christopher Barney and decided to regroup and try again but this time grabbing a stranger and asking them what they thought of the argument that we were currently having. You can see our attempt in doing this in the latter part of the video and even though the person we asked was willing to give their personal opinion it was very obvious that they were incredibly uncomfortable partaking in the discussion and wanted to leave as soon as possible. As I mentioned in my presentation I think it would be a good idea to do this intervention again in a different location and with different groups of people arguing along with try varying subjects. I would like to keep it apolitical as the idea that I am bringing up mainly involves the discourse present for political arguments. 

The presentation: Intervention presentation

My intervention was heavily inspired by the interventions that people have been doing for social media where they are incredibly loud and attempt to get a reaction from the people around them normally they end up being quite obnoxious but I think most interventions are somewhat an inconvenience for those who are being intervened. I think a great example of this is ADrizzy or Aaron Yeung who tends to go to very crowded locations such as the T and then starts saying things like “HEY EVERYONE TODAY IS FRIDAY AND I HOPE EVERYONE IS EXCITED FOR THE WEEKEND!!!” while everyone in the T looks incredibly uncomfortable or tries to avoid him. I also really like the intervention we saw in class which I can’t quite remember the name of but the general idea was having these two hackers walk around the cafe and are using suitcases and the cafes wifi to see what everyone is looking at and at the end they swap what two of the devices are looking at. I think this very much represents the idea of my intervention where people are very willing to look at certain things online but when that is brought into the public everyone suddenly feels naked because again they no longer have the internet or their screen to hide behind. Finally I feel like I should bring up the intervention created by the guest speakers where you are able to play the game on twitter by using their @ or on their site and having a lot of discourse online that is more visual than simply seeing tweets which at points you could see a lot of missiles being fired. Along with this you would have a lot of people who were not aware of the game trying to @ the game and get mad at them for talking to the president or saying whatever they were. I think this shows the general idea that the state of argument and discourse that we have right now in the 21st century is how everyone tries to respond to everything they can disagree with to the point where regardless of the topic or to whom it is like a game people would yell their opinion at.

Artwork #3: Intervention-Survey

Idea:

Social Anxiety Simulator is an interactive artgame that explores the emotional and psychological experience of social anxiety.
Rather than focusing on winning or completing objectives, the game’s purpose is to make players feel the tension, discomfort, and self-consciousness that people with social anxiety often experience in daily interactions. The project aims to transform internal emotional struggles — like overthinking, avoidance, and fear of judgment — into playable mechanics.

Implementation steps:

1.Create the online questionnaire (using Survey Mars).

2. Title it “Rountine quetsion” to make it appear formal and legitimate.

3. Include typical demographic questions first (gender, age, major) followed by increasingly personal ones.

4. End with a disturbing message (“We now know when you’re most vulnerable”) and a final reveal (“Don’t be alarmed, it’s just a joke”).

5. Send the link to friends and classmates, asking them to share it further with others and strengthens authenticity.

6. Post the link on reddit, discord serve with a short message”This is part of a small social experiment about online honesty. Please answer truthfully.”

Feedback:

  1. Interesting
  2. I actually answered everything truthfully, even the weird ones. I guess I just wanted to see where it was going. 
  3. I didn’t really feel much. It was kinda weird
  4. This was not funny
  5. I guessed everything.
  6.  I kinda love it though, creepy but funny.
  7. Bro, I was chill until that last message. 
  8. uhh

Artist Statement:

In contemporary digital life, people constantly reveal private information through small, habitual actions,clicking “agree,” typing an email, answering a question, without questioning who is watching or why. I wanted to explore this blind trust and the false sense of safety that surrounds it. So my project takes the form of a fake online questionnaire titled “Rountine Quetsion.” For this project, I went through several different ideas before deciding that a fake online survey would be the most suitable and efficient approach.In the end, I designed it to look like a real social experiment, and the feedback I received ranged from laughter to discomfort. Some found it funny, others called it disturbing or “not funny at all.” Many admitted they answered everything truthfully, even the strange questions. Simply because it looked legitimate.

At the end of the survey, I added a small joke,then I put a message revealing that the project was an experiment about privacy and trust. My intention was not to scare anyone, hoping to remind those who participated in my experiment that the internet can easily leak other people’s privacy. This piece operates as a tactical critique of how surveillance and consent work in digital culture. The player becomes both the performer and the subject of the experiment. Through this process, I realized how powerful simple digital interactions can be in revealing people’s blind trust in familiar formats and how art can use that trust to provoke awareness.

Artwork#3 Good Vibes Playlist

Fort Artwork #3, I wanted to take a different approach compared to the previous games that I had made. Since this project was assigned during midterms season and the keyword was “intervention,” I thought it would be a great idea to have the campus work together on a collaborative Spotify playlist. The idea behind it was to create something positive and community-based that could help lift people’s moods. To match the theme of intervention, I decided to set the playlist’s genre to “Good Vibes,” leaving that entirely up to everyone’s interpretation. Regardless of age or language, I wanted to see what kinds of songs would show up and how people defined what “good vibes” meant to them.

After completing the design, I printed multiple copies of the flyer and began posting them around campus. Most of them were displayed on bulletin boards in main hallways and near common areas, but I also taped a few inside bathroom stalls, ensuring that more people would see them. The poster featured a QR code that directly linked to the collaborative Spotify playlist. Within the first few days, people started scanning and adding songs. There were a lot more than I was expecting. The playlist quickly evolved into a diverse mix of genres and languages. There were familiar pop, indie, and a few older classics. It was interesting to see how everyone’s idea of “good vibes” differed. Some leaned toward calm, relaxing songs, while others picked energetic or more nostalgic ones.

Good Vibes Playlist

My original Idea was to set up a big sign in the middle of campus that people could scan, but I figured flyers would be better since I could put them in more sports. The first version of the flyer had a yellow and pink color scheme with an almost Hawaiian sunset vibe, but it looked too bright and didn’t really fit what I was going for. I ended up changing it to a darker, clearer design that better matched the mood. Before putting the flyers up, I asked a few friends to add some songs first so it wouldn’t look empty. That way, when people scanned the QR code, they’d see songs already there and feel more comfortable adding their own.

These are some of the locations where I’ve put up these flyers.

Artwork#3 A Moment of Warmth

Link to documentation: A Moment of Warmth – Google Slides

During midterms, the mood on campus shifts. People move quickly, talk less, and carry stress like invisible weight. That was the atmosphere when my friends and I decided to host something small in Kretzmann Hall: a table with hot chocolate, snacks, sticky notes, pens, and soft background music. At the center of it all was a simple prompt: “Share some encouragement for the next person who needs this.” Setting it up became more of an adventure than I expected. We went to CDCS to ask if we could use their hot-water machine for making hot chocolate, and after filling it, we carried steaming containers back and forth to Kretzmann Hall to keep everything warm. We borrowed a table from Curry Student Center and arranged the items carefully at first from left to right, until we realized most students approached from the opposite direction, so we rearranged the setup for a more natural flow. Even the wind played a part, knocking the board over and inviting people to help us hold it in place, which became a conversation starter in itself.

 

Once people began to stop, something meaningful unfolded. Students gathered not just for the hot chocolate but for connection. They talked about midterms, family, culture, religion, the weather, and how they were handling change. Some spoke about their research, others about their sleep schedules, some about uncertainty. People read the encouragement notes left by strangers and added their own responses. Friends brought more friends, and gradually the table became a small hub of warmth in the middle of a stressful day. By the end of the event, we had collected forty-five handwritten encouragement notes, each different in tone, some funny, some deeply thoughtful, and some gentle. I left with a new LinkedIn connection! This experience reminded me of what Celia Pearce, Tracy Fullerton, Janine Fron, and Jacquelyn Ford Morie describe in “Sustainable Play: Toward a New Games Movement for the Digital Age.” They discuss the importance of forms of play that restore us rather than exhaust us, play that is cooperative and open-ended, rooted in human connection rather than competition or productivity. Contemporary culture often treats play as something childish on one end or something to be won on the other. In contrast, they argue for a type of play that is gentle, communal, and sustaining. In many ways, our hot chocolate setup unintentionally reflected this idea. There was no goal to achieve or performance to measure. People were simply invited to share, to pause, and to be present. The table became a temporary gathering space where new interactions happened naturally.

I realized that I needed this as much as anyone else. At first, I did not want to host the event because I felt overwhelmed and wanted to study. However, the act of slowing down and connecting gave me something that studying could not. It reminded me that encouragement does not have to be elaborate or complex. Sometimes it is a warm drink offered to someone. Sometimes it is a short sentence written on a sticky note. Sometimes it is standing with others and realizing you are not alone. As the reading suggests, sustainable play creates experiences that replenish rather than drain us, and that is exactly what this moment became: a shared pause, a gentle sense of community, and a soft space in the middle of a hard week.

Artwork #3: Expectations to Speak

This artwork was initially inspired by my previous struggles with public speaking. I believe I have gotten better but I have done presentations in the past where my legs are literally shaking*. The social pressure to speak and the absolute horror when nothing comes out is an experience I wanted to try and recreate/reflect on with my intervention artwork.

I also found inspiration from Yoko Ono’s cut piece in the sense that you are putting yourself in a situation that is comfortable/uncomfortable depending on how others react to it. You are allowing others to determine how the piece goes. I was also heavily inspired by Marina Abramovic’s The Artist Is Present although that piece is more explicit that the artist will be sitting in silence I enjoyed it’s exploration of human connection through silence and how people react to silence, both comfortably and uncomfortably.

My initial pitch for the project was as follows: Put yourself in a position where you are expected to talk. I.e. a pitch or a presentation but stay silent. Say thank you and then go sit down.

I was able to play test this during my initial pitch. I just went up there, set up my laptop and waited. I lasted around four and a half minutes before giving up and explaining my intervention. While I was up there I started thinking about how the artwork would be drastically different depending on the context surrounding it, in this class I felt comfortable standing there in silence, partly because I know a lot of the people in the class but also because the class expects artworks to be performed. Around 15 seconds in it was clear I wasn’t planning on talking and other students got up and started fiddling with my laptop or asking me questions, trying to participate in the artwork without knowing what it was. If I performed this piece in any other class this semester the results would be drastically different, I would not be in a comfortable situation and the other students probably wouldn’t be comfortable either.

Apart from my four and a half minutes of self reflection I got suggestions to try and gamify the artwork and have a clear end goal. I mulled these over for a bit and came up with my second pitch:

Prepare a stopwatch. Put yourself in a position where you are expected to speak. This can be anything from an important presentation to going up to a person and saying “excuse me”. Start the stopwatch when you feel that the expectation for you to speak has begun. Stop the stopwatch when you speak or there is no audience. Try to get the longest time.

The format is very much like a score and I added a clear goal, to get the longest time possible. I also expanded the examples a little bit to help people that perform the intervention know that it doesn’t have to be a presentation but can also just be a one on one conversation with a stranger. Furthermore, I clarified that there are two end conditions, when you speak or if there is no audience. I felt this was a clear distinction because there are certain situations where the social expectation doesn’t require the listener to just wait for you. For example, if you go up to a stranger and say “excuse me” but never say anything else they will most likely just walk away and you will be left with no audience.

After play testing and getting another round of feedback I felt my artwork itself was in a good state and even though I wasn’t directly inspired by it when I created the piece I like how the piece also explores the positions of power in social situations. If you are in the position with social power that changes the context of the piece and typically increases the time you can just stand there silently.

Here are the play tests I did and the times I got. See if you can beat them!

  • This class 4:54
  • Class I TA for (first time) 2:25
  • Class I TA for (second time) 0:30
  • Online call with friend 1:03
  • Roommate (“Did you hear about…”) 0:00
  • Roommate (Knew about it) 0:54
  • Stranger (“Excuse me” strat) 0:20, 0:37
  • Stranger (“Can I interview you for a class” strat) 0:25
  • Cashier (“Can I get a uhh…”) 0:15

 

The ones that are most interesting to me are when I play tested twice with the class I TA for and when I play tested with a cashier.

Both times I play tested as a TA were during my typical beginning of class speech where I go over what we will talk about and what work they need to do. Both times I just said “Good morning” and nothing else. The first time the whole class just waited and waited with confused looks on their faces for me to give my typical speech. One by one they just started doing the work they knew they had to do until they all had started working and I had lost my audience. However, not a single student spoke up to ask if there was anything else from me, even though they were expecting me to give my morning spiel. I think this is because I was in a position of social power and because no one wanted to be the first person to think something was weird and risk the person with social power singling them out. I have been on the flip side of this social dynamic, being in a class where you are confused but you don’t want to ask a clarifying question because the professor hasn’t stopped talking and because no one else seems to be confused about it either. The second time I play tested (a week later) I got a dismal 30 seconds, not because I started talking but because the students already had the assumption that I would keep talking broken the previous week so just gave up on me earlier and started working.

When I play tested with a cashier I simply walked up to order a meal and said “Can I get a uhhh…” and stopped talking, pretending to think about my order. I cracked after 15 seconds and proceeded to order. This situation was interesting because in our consumerist culture the person purchasing would be assumed to have the social power (“The customer is king”, “The customer is always right”…) however that was not the vibe I was feeling at all while standing their silently. I felt awkward, embarrassed and a bit of shame for wasting this person time. Out of all the play tests I did this was the only one that I cracked and spoke because of how awkward I felt.

 

Overall, I think this intervention helped the performer to reflect on the social dynamics that they choose to interact in while exploring the expectation to speak. I am glad it is over and I don’t have to play test it any more.

 

Here are some audio files from two play tests I felt comfortable recording:

Friend Online Interview

Friend Phone Interview

Stranger Interview

 

 

*This was always funny to me because in Italian you can say “le gambe fanno Giacomo Giacomo” which is a saying that means “the legs are shaking/trembling” (For context Giacomo is my name).