rubyharkness

How Are You Feeling?

By Ruby Harkness

 

How to play: 

  • Option 1: Find a QR code poster around
  • Scan it
  • Option 2: Listen to me tell you to scan the QR code 
  • Scan it 
  • Answer the google form question linked to the QR code “How are you feeling? Answer with 1 song title.” 
  • Submit the Google form

 

Artist’s Statement: 

“How Are You Feeling” is an intervention project based on taking a minute to ask yourself how you really feel. People live such busy lives and often don’t take the time to think about how they feel, this project is meant to intervene with that mindset and promote positive self care while people go about their day. I wanted this intervention to be simple, straight to the point, and meaningful for the people participating. Even the act of thinking about how you really feel is something people gloss over in today’s world. I think this is something that needs to be focused on.

Some inspiration from this project came from “Uncle Roy All Around You,” which combines the physical and digital world. I wanted to combine physical and digital as well for my intervention and I used QR codes and posters to achieve that. This intervention played out in two ways. Originally I was only going to put QR code posters up around campus. I did this and waited a few days and got like 4 responses. I learned that people don’t really take the time to scan a random QR code and usually end up going about their day. Although upsetting, I think this is completely normal. I tried to make the posters stand out to increase interest but that didn’t seem to work. The second phase was me intervening in people’s lives. I asked individual people in my classes and even presented the idea in front of the entire class to get everyone’s response. This was a lot more effective and helped me get the majority of my responses. I do think it’s interesting to think about how people don’t seem to take time out of their day to scan QR codes. This could even relate to the project, and provide evidence for how people are constantly on the move. Not only are people struggling to prioritize their feelings, but they also struggle to find curiosity in asking the question “How are you feeling”, which is written all over the posters. 

The project ended with the creation of the playlist: How we are feeling. This playlist is a collection of all 67 responses to the question “How are you feeling” in real song form. I wanted to make a playlist for this project because I think music is definitely a way people connect with each other and themselves. Relating to a song is a great way to think about your own feelings. The cover art for the Spotify playlist was also designed by me, and features organic shapes and lines. I wanted to represent how feelings are fluid, and in constant motion with this design. 

Playlist Link: https://open.spotify.com/playlist/4PRgmpObxHkkONEM7Pgpq5?si=97e04311329e4f1e

Documentation: 

Posters: 

Spotify cover art:

Appropriation: Geolistenr

By Ruby Harkness

Geolistenr:

Geolistenr is based on the well known game Geoguessr. Geolistenr acts the same as Geoguessr in the sense that the player is trying to figure out where in the world they are. Instead of google earth images, Geolistenr uses 10 second audio clips from around the world. The player will hear 5 different audio clips and attempt to match each clip to a country in a word bank. 

How to play: 

The Idea: Geoguessr with audio clips

  • Geolistener can be played with as many people as you want
  • One person acts as the game master, and uses the spreadsheet to access audio clips 
  • The game master will choose 5 audio clips coming from 5 different countries
  • They will write sound 1, sound 2, sound 3, sound 4, sound 5 next to a list of the 5 country names that go along with the sounds  (the game master should shuffle the countries around so they do not line up with the sounds) (see playtest image below) 
  • The game master will then play each sound for 10 seconds, and the player(s) will try to match the sound up with the country 
  • When played with more than two people, players are allowed to collaborate and talk about where they think each sound is from 
  • The player(s) win if they get all of the countries correct 
  • The spreadsheet is pictured below and shows how the game master keeps track of the sounds and countries 

 

Artists Note: 

Appropriation is using something someone else made to create something new. Geoguessr is a game in which the player is dropped into a random location on Google Earth and asked to decipher where they are based purely on their surroundings. I think this game is heavily based on appropriation, and uses maps, or Google Earth, to create a very enjoyable game. I thought it might be interesting to take a game based on appropriation and appropriate it further. (I also just enjoy playing Geoguessr.) 

I wanted to take appropriation of maps in a different direction and utilize sound as the main recognizer. It is based on DADA performance work. Before taking a deeper look into it, I was under the impression that DADA was overall a visual art movement. I have since learned about the intersection of visual and audio performance that was utilized in DADA after learning about Sophie Tauber and Hugo Ball’s collaborative performance project. While Ball performed a sound poem, Tauber danced. I thought this was interesting, and wanted to explore sound as a DADA theme. The original idea was for the game master to say outloud the name of a city and have the rest of the players guess what country it was in, but during a critique someone suggested using real audio from different places, and so I went digging for a source of audio clips. Finding the sounds was one of the most difficult parts of creating the game, but I ended up appropriating an artistic project titled “Cities and Memory.” This site is a project based on providing different sounds in different places all over the world. I went through and hand picked 25 sounds I thought would provide enough information that the player(s) may be able to tell where they are, but I didn’t want to make it obvious. In a perfect world, I would find a way to automate this process, but for now 25 sounds leaves enough room for 5 play-throughs of the game. 

I did three play tests of the game, one with a game master and one player, one with a game master and 2 players, and one with a game master and around ten players. The first play test done in class with one player was super fun, and it was interesting to see what the player thought of the sounds and how they interpreted what they were hearing. With two players, discussion was a big aspect of the game, and the collaboration between the players as they tried to figure it out was interesting to see. The final playthrough, done with the entire class was even more interesting, and made the game a lot more time consuming, with people going back and forth between answers throughout the entire playthrough. After much discussion, they eventually ended up getting all the sounds correct. It was interesting to see what assumptions the players made about places based on audio, and how language could either help or hurt them. Most of the audio clips I played utilized language, and watching the players try to decipher which language was being spoken and where it is commonly spoken was very intriguing. It was mentioned in a play through that this game could also provide a commentary on colonialism, and how that has altered the way language has evolved in different places. This is an idea I think the game could really utilize, and it could definitely be explored further with different game modes and groups of countries. If this game does anything, I think it provides players a bit more knowledge of the world through having to solve a puzzle. I am very interested in the world, and spent a lot of time lurking on “Cities and Memory,”  It is linked below if you would like to check it out. I love Geoguessr and in the future want to expand Geolistenr even more by adding more countries and sounds to the reference sheet.

Spreadsheet Link

Cities and Memory Link

Playtest and Spreadsheet Images: 

 

 

 

Walking Pictures

By Ruby Harkness

Score

find a friend 

and something to write with

take a walk together

 

avoid all distractions 

observe your surroundings

find something that interests you 

draw it

your friend will do the same 

repeat this 3 times

 

create a story

your drawings are performing

 

Author’s Note

Walking Pictures is a Yoko Ono esc set of instructions meant to promote observation, storytelling, and connections with others. The goal of Walking Pictures is for the user to completely rid themselves of all distractions and focus in on their senses. I feel that in today’s world people overload themselves with distraction, whether it be their phone, outside sources of stress, or even something as harmless as listening to music. Somewhat inspired by the Happenings we enacted in class, this score urges the user to rid themselves of distractions and be completely one with the moment for the duration of the score, which may challenge the user. Being able to draw your surroundings is also a very beneficial skill to have. I believe that visual artists are some of the most in tune with the world and observational people out there, and these skills can be developed through observational drawing, which is what Walking Pictures promotes. Not only is Walking Pictures a commentary on modern day distraction, but also it is a vessel to promote creativity and connecting with others. The entire score is done with a “friend,” who could be whoever the user wants. The storytelling aspect of the score is also a collaborative piece, with two people working together to use their observed drawings and make something more of it. It is a lesson in creativity and human connection. 

The language used in Walking Pictures is heavily inspired by Yoko Ono’s work in Grapefruit. I thought the simplicity and obscurity of the text was very interesting, and wanted to implement that into my own score. I liked the artistic nature of Ono’s writing, and when making a score somewhat focused on art, she was a perfect inspiration. 

 

Play test Images