Artwork #1: Score

No Name Game

Learn everything there is to know about a person

except for their name.

If they give it to you:

Finish the conversation,

find a new person,

and start over.

Never see them again.

Artist’s Interpretation:

There are two kinds of introverted people. The first is a person who could spend more time interacting with others but prefers to keep to themselves. The second kind is a person who wants to socialize more but is not able to due to nervousness or social anxiety. As a kid, I was the second type of introvert. I always believed that I didn’t have anything interesting to say, and that introducing myself to other people would only result in me bothering them. However, my demeanor would completely change whenever I attended Magic: The Gathering events at my local game store. In that setting I would be outgoing, friendly, and way more talkative despite being surrounded by total strangers. I didn’t even know any of their names. Something about the low-stakes environment and being around people that I wouldn’t see regularly made meeting people much less intimidating. It felt like it didn’t matter whether I made a good first impression or not because it was probably the last time that we’d interact. I didn’t care about saying the wrong thing or not saying enough, it was just fun to engage in conversation.

The reason I wrote this score is because I wanted to recreate that experience for other people. I wanted to ensure that by playing the game, you are conversing for the sake of conversing and not so focused on seeming likeable. The irony of this score is that the longer you spend learning about the other person, the more of a connection you’ll develop. Once a certain level of familiarity is established, most people will exchange names with you in order to see you again. It is unlikely that a person will be able to complete the score without starting over. However, every single restart is tied to a person that you interacted with that wanted to see you again. The score isn’t meant to be finished, it’s designed to teach the player that they have the ability to find genuine connection in their everyday life.

These were the three people I talked to in the dining hall. All three of them gave me their names. I tried again later in centennial commons but didn’t get permission to take photos.

Destroy Draw Build

Destroy Draw Build Score

With Assistance 

From 1-100, choose how much you want to destroy.

Choose a graffiti pattern.

Chose whether to paint the old or the new.

Behold.

Without Assistance (i.e. with an administrator that knows how blender works and how the score is played)

Open the Blender file. 

Enter Edit Mode, Go to Select->Select Random.

Choose how much you want to destroy.

Right click-> Delete.

Pick a graffiti pattern from your available textures.

Choose whether you want to apply this pattern to the remnants of what you destroyed or what is going to fill in the gaps. 

Unhide the original model.

Destroy Draw Build Reflection

Destroy Draw build is of course inspired by Dada, but also inspired by the cartoon network show Destroy Build Destroy and the episode of Friends where Ross gets married. The goal of the piece was to allow players to experience the process of creation and destruction and ponder how they’re intrinsically linked together. Thus, the dichotomy of creation = good destruction = bad isn’t true, as new things cannot be created without old things being destroyed, and even without creation, destruction in of itself can lead to and be beautiful. 

Many of our readings talk about the political underpinnings of movements like Fluxus and Dada in addition to how they challenge what art is, especially the commercialization of art. This greatly inspired when designing this game. I can’t for the life of me remember the artist, but in class one of the slides went over this machine that broke and set on fire when operated, and thus could only be operated once before needing rebuilding/repair, and that was a great source of inspiration as well. I wanted to create a score where the process was as much the art as the literal artifact leftover at the end of said process, and I also wanted destruction to be part of that art and process. Socially, I want this score to recontextualize the meaning of destruction and thus art. I’m not sure how widely held this belief is right now, but I know some people think of graffiti just as defacement (in a way a form of destruction in of itself) and of course the art medium isn’t simply that. By pairing graffiti with literal destruction and then tying that to beauty, I want people to realize that many things can be art that you wouldn’t first expect. Hopefully, this would be a step for people to wonder why art has to be so commercialized, as graffiti can be beautiful and yet isn’t traditionally “commissioned” most of the time.

Playtesting was fun, I primarily did it with my roommate and my girlfriend, and it was interesting to see the different approaches applied. Some playtesters took more of a “screw it” approach when it came to the actual destruction, almost like they were just curious to see what happened. On the flipside, some where much more cautious. I find these different approaches telling, and would love to present this game to more people to see where most people default to. I also wonder what insight about people could be gained from such a choice, and how that choice could affect the score if I chose to game-ify it more.

Technically, this project presented some annoying difficulties but nothing too crazy. I was unfamiliar with blender so I had to relearn some elements like how to properly apply modifiers and texture mapping, some of which took some time. 

Overall, I am happy with how the score turned out. My favorite artifact would have to be the church paired with a graffiti pattern that had a lot of softer pastel colors, as shown below. I thought it ended up looking both very nice, and very nice in a way a church traditionally doesn’t (as the color scheme is anything but traditional). If I had to improve anything going forward, I would likely try to automate the process so that the user only had to input a few numbers, but that was beyond the scope of this project. Additionally, some technical issues remain, as I’m unable to render any high res images of my final product due to using in the rendering pipeline (everything is becoming tinted pink when I try to render it). While this could be a cool addition if I expanded this (pick a tint to tint the image or nothing at all) I would like the user to intentionally have that choice and not have it be forced on them because of a bug. 

Destroy Draw Build Pictures 

Final Product

 

?

Inspired by Kaprow’s ‘happening’. “The line between art and life should be kept as fluid, and perhaps as indistinct as possible. We learned most of the history by trusting the authorities. Humans are restricted to one single timeline and space. History is up to us what to believe. Think backward & find it fascinating that historical events are not by design.

instructions:

Take photos (use toy cameras) –low resolution 

Use the photo to come up with a narrative of made-up history

Mix them up with real historical events (newspaper/narrative) 

Tell an incredulous story convincingly (and with enthusiasm)

Examples: (gameplay)

Playtester 1:

PICT0677 (A photo of a man flying-kicking an iron ball)

【 A man claiming to be a descendant of Newton donated this sculpture to the MFA Museum. He recounted a family story about a true experience involving Newton: one day, Newton was struck on the head by a large iron ball that came from an unknown direction. Furious, he decided to study why the iron ball fell and hit him. This anger fueled his research, leading to the formulation of Newton’s three laws of motion. Inspired by this story, the sculpture was created. 】

Player 2:

**Pict0680 A Bunch of Statues**

 

【This is a record found in a donated diary, supposedly by Leonardo da Vinci, at the MFA museum.

“On October 11, while walking in the forest, the fog suddenly thickened around me, and I couldn’t see the path ahead. I had to stumble forward blindly. When the fog finally cleared, I found myself in a place I had never seen before, filled with ancient Greek sculptures, all of them incomplete. The architectural style of this place was completely beyond my understanding, and the materials hinted at something that filled me with dread—it didn’t belong to my civilization. My gaze met the head of a statue. I couldn’t comprehend what was before me, but I was deeply shaken. Back home, I fell into deep thought. I felt like I had received a new inspiration, with various truths and ideas flooding my mind. Perhaps I should start my creation now.” 】

PICT 0206

**A Corner of an Octopus Sculpture**

【 The curator of the Massachusetts Maritime Museum loves to share a story whenever he sees someone admiring his favorite octopus sculpture. He tells them that before Columbus set sail, he had a dream about a giant octopus. He told his crew he had never seen such a beautiful creature before. So, he decided to get ready for a voyage, hoping to explore all the oceans just to catch a glimpse of this amazing being.

As he traveled, he did expand our understanding of the oceans and continents, but he never came across that dream creature. His sailors insisted that finding the beautiful giant octopus was their reason for setting out, but historians didn’t really buy that explanation. So, this fascinating bit of history is only known by the curator, who is passionate about the ocean. 】

 

 

 

 

 

Everchanging Art Piece

   Final Rules:

  1. Find a friend who you may share this experience with
  2. Find a piece of paper and a chunk of charcoal
  3. Draw something that comes to mind with the charcoal
  4. Pass the charcoal over to your friend and have them do the same
  5. Continue this cycle until the paper accidentally becomes smudged through curiosity or process

Playtest Notes:

In my first playtest my players showed me just how constraining my initial rules were and I decided it was important not to guide players on what to draw but to allow their minds to wander and have their drawing interact naturally. 

In my second playtest (photos below) the players showed me just how difficult it was to smudge a paper using pencil lead, thus I changed the wording from pencil lead to charcoal.


Summary:

Looking at all the different scores on the blogposts I decided I wanted to make a Score that commented on the way a person can wind through life’s events, both expected and unexpected. I also wanted to comment on how each event can change the meaning of another and that chance increases as more events are introduced. To reflect this i needed to create something open and relaxed while adding an element of unpredictablilty.

After looking through the blog posts and reading the Scores by Yoko Ono I decided to mirror the Scores I found abstract yet elegant, which is something I find Yoko Ono does very well. I was also inspired by Dinner Piece (link) which has a very relaxed ruleset allowing it to be a very open ended and laid back game.

However, ideally this piece would be done with paint or by erasing lines to more accurately depict the idea of how life can affect a person. However, due to lack of materials and time to playtest either of these i was unable to change

Welcome to a unique collaborative music relay game! In this project, each participant will create a 16-clicks segment of music. However, there’s a twist: you won’t be able to hear the melodies or rhythms played by the participants before you.

materials: keyboard based on phone, laptop

How it works:asdasd

  1. Blind Relay: I was inspired by the telephone game. Each participant will compose and play their own 16 clicks of music, without knowing what the previous person has played. After 8 clicks of metronome played, you can start your composition. When some one is playing, other members need to stand outside classroom.
  2. Creativity Unleashed: You can follow any style, rhythm, or mood that inspires you. Let your creativity flow without boundaries!
  3. Seamless Integration: After everyone has contributed, all the pieces will be stitched together to form a single, continuous musical piece by a digital audio workstation.
  4. Incredible sound: play the sound after mixing, everyone will get a new feeling about their work.

To Jason

Score

Find A Piece of Papyrus and a Quill with ink

Using the Quill and ink make 25 dots on the paper

Number the dots randomly 1-25

In order connect the dots starting with 1

Ask a Friend If They Like it

If No:

Rip up the Papyrus

If yes:

Wait until their birthday, frame it, wrap it, and gift it to them

Original Score

There is actually very little reason to mention my original score as it had nothing to do with my final score but I thought it was also a good idea. The idea behind it was that very basic instructions would tell you how to play a certain chord on the guitar. The reason I liked this idea so much was because if I wanted to I could continue to make the score go further and further and get harder and harder by introducing new chords and strumming patterns. In short it would have become a very basic instruction guide on how to play the guitar. I scrapped this because no matter how specific and basic I got with the instructions to the score I was somewhat worried that without someone showing you how to play an instrument through a video or in person it can be hard. I figured without some sort of model there was a good chance that in practice the score did not succeed.

Final Score

This score was designed with Yoko Ono in mind. I liked the somewhat sadistic way she had extremely negative outcomes in many of her scores, however some of them were just too depressing for me (I have no desire to have the reader shoot through 100 panes of glass and send a map of each pane once a day to someone who hurt them). So I gave it a dual ending where my score can end positively or negatively. She also gave me the idea to use random objects in my piece which is why I specifically used the papyrus and quill instead of pen and paper, just to make it more fun. However I had two other sources of inspiration. It was my roommate’s birthday over the weekend. While we never do anything big for each other we always get each other small gifts (take them out to dinner, golfing, etc.). This year we did end up going golfing, but I thought that it would be interesting to dedicate this artwork to finding his next birthday gift. This leads me to my second source of inspiration. Connect the dots is a trivial and simplistic way of drawing. It is something that preschool children enjoy because turning a seemingly random pattern of dots into a picture is cool at that age. Last week I saw one of these books at CVS and I thought what if you take a seemingly random series of dots and turn it into something even more sporadic and crazy. Combining this and my minimal desire to go out and buy birthday gifts for people and you get my score. Originally called “Bad Friend” has now been retitled “To Jason.”

 

Following Your Past Through Pictures

Instruction

Take a picture of you. Then find a picture or video of you that was taken at least a year ago. Compare how you look today with how you looked back then. Then go back another year and repeat the process. Keep going back until you’ve reached 3 years or ran out of pictures. After you’re done, talk to a partner about the differences you noticed.

Materials Required

phone(provided by the participants)

Artist Statement

For this project, I wanted to create a score that focused heavily and specifically on self-reflection and soul searching. I believe it is an important and meaningful practice that should be done by someone every once and a while to remember where they’ve come from and who they are now.

The project is inspired by books read in class, such as Grapefruit by Yoko Ono. This book contained simplistic directions and instructions that were clear enough to understand but allowed for the reader to interpret them in their own way. This created thought-provoking and meaningful experiences that were unique to each and every reader but similar enough that they could be compared. After reading this book, I knew that I wanted to at least attempt to construct a score that achieved a similar effect.

At first, my score involved taking a series of pictures that represented different points in life, such as pursuing marriage, graduating from college, and having children, and arranging them in way that fit the life the player had in the past and the life they want to have in the future. However, I ran into a simple but devastating problem. What is considered a “meaningful” point in life? Owning your first pet? Getting your first house? Getting your first real job? What about something as small as achieving a savings goal? Fostering Self-love and self-appreciation? The problem that I uncovered was that there are simply too many experiences that are important for the human being to be condensed into 15 or 20 simple images. This in turn complicated my process, and I had to pursue the project from a different angle.

Consequently, I turned my attention to how a person views themselves, and how that self-image changes drastically even in a small amount of time. I focused on the pictures provided by the player themselves rather than by the project, and how the change of those pictures over time represents the change in the player’s sense of self, thus leading to the final iteration of my project.

Through the playtest, I received overall positive feedback from participants. They found the score very enjoyable and insightful, as it gave them a chance to reflect on how much they’ve grown as a person and appreciate what they’ve become. As a result, I would describe my project as a complete success.

Flappy Rainbow

The Score

  1. Start the game by uploading a photo(of your own)
  2. Use Space Only to draw on the photo
  3. Use the photo as your profile picture(take a screenshot)

Link to download on itch(windows version only): https://rexy77.itch.io/flappy-rainbow

Artist Statement:

One of the class readings that stood out to me was Music of Changes by John Cage, based on the I Ching. I had read the I Ching and am familiar with so-called Chinese fortune-telling: even though the coins you flip (which isn’t the formal I Ching way of fortune-telling) may seem random, it’s correlating as a result of your fortunes for the day, in another word, destined. This is why I used digital as the medium for this project; I limited the player’s control to a single key, which makes randomness values less, but also preserves the possibility of the player’s creative freedom.

I didn’t understand the concept of “score” very well at the beginning of the process and focused on random creations and existing assets. After figuring out a bit, my first score was created.

  1. Use space to draw with a rainbow trail
  2. After about 22 seconds, switch to another player
  3. Combine two players’ rainbow drawings.

The prototype is interesting and receives positive feedback in general, one of them is that it gives the player fuller playability, but it seems that the only player engagement is pressing space, and questioned whether there’s another way for the player to interact with this trail? Another feedback suggested to me that allowing players to go ahead and upload their own photos might be a very good interaction.

Thinking back to the Grapefruit by Yoko Ono from class reading, very interesting book because the whole thing is almost instructing the reader to do absurd things. Inspired by this, I chose to have the players upload their own pictures and eventually use the created image as their profile photo. This retains my original idea of creating something out of randomness and has continued to shift towards a more instruction-leading mini-game. The “flappy bird” is like a paintbrush, limited in direction and strength, not completely under the player’s control, but depending on the player’s intention whether to keep it stable or bouncing. This machine-based limitation I think sets it apart from other analog games in attracting players.

Plane Words: A Score

The Initial Inspirations

The things about Fluxus and scores were new to me. There were several ideas sitting around in my head. When coming up with my own score, I returned to them.

  • Some of the scores in Yoko Ono’s “Grapefruit” require materials. I like the idea of that. What if I could have a score that would require materials that are readily available?
  • I wanted to have a score that had an impact. After people read my score, they would walk away looking at the world a little differently. Not all scores are for this purpose, but some are. For example, the “Total Art Matchbox”, which provokes people to consider what art means and why they are preserved in museums. So, I wanted a score that has to do with materials, and I also wanted to have a score that could make an impact. What if it’s a score about passing materials around? I came back to the idea of a “kindness boomerang”. It was a video I watched on YouTube a while back. A person does something kind for someone, and because of that, that person does something kind for someone else, and so on, until the person who original did that kind thing is on the receiving end.
  • Speaking of the “Total Art Matchbox”, I also like the idea that the score is written on the object that the score is about. Its meta nature strengthens its message. What is a readily available material that can accommodate words on it? What came to my mind is paper. Paper is everywhere, and we write stuff on it.
  • Paper can have lots of words, that’s what they are for, but I am inspired by the vibes of “Grapefruit”. I honestly do not quite understand what those vibes are, but I think it has to do with the brevity of the text, yet they make you ponder. Thus, I wanted to have that level of brevity in my piece of paper, and to try and capture the vibes in “Grapefruit”.

At this point, the crux of my score has materialized in my mind. An interesting way for paper to be passed around and to be read by people is for it be folded into a paper plane, and then unfolded again to be read. This process would repeat. The instructions on the score must be written such that anyone who receives the paper plane are able to continue this process.

The idea that one person can be kind to another person requires some kind of contact. What if the paper plane could be that contact? What if people, upon receiving the paper plane and reading it, write words of their own to pass onward to others?

As the idea crystallized in my mind, I happen to have read the chapter “Food: The Raw and The Fluxed” from “Fluxus and The Essential Questions of Life”. A theme in that chapter is the life cycle of things. How are they born? How do they change? How do they end? The chapter compares food laid on the ground and tin cans. The former decomposes gradually, but the latter endures for what seems to be eternity. My score, if followed faithfully, ensures that it will never end. However, anyone is free to do anything when they receive the paper plane. They could think it is trash and throw it into the bin, or eat it. Or perhaps, the paper plane flies out doors on the ground, and is trampled on by the passerby, and then disintegrated by the weather. Still, anyone who writes on that paper plane and passes it on will never know the fate of that paper plane. In their mind, they could imagine that the paper plane, with their words on it, is somewhere out there, flying.

As a score that requires you to lose authorship over it, the fate of the paper plane can never be known (unless you are the person who ends it). The silver lining is that it is very easy to make this score. Below are how to make it yourself.

The Score (Original Version)

When the paper is folded, the top of the plane reads “OPEN ME”.
When the paper is unfolded, at the center of the paper, there is the set of instructions and some empty space below. There is also some diagrams on how to fold a paper plane.

1. Read the words on this piece of paper.
2. If you have a pen or pencil and there is space on this piece of paper, write down what the next person reading this needs to hear.
3. Fold the paper back up into a paper plane.
4. Throw the paper plane into an area where there are some people.

The Score (Final Version)

When the paper is folded, the top of the plane reads “OPEN ME”.
When the paper is unfolded, the very top reads “PLANE WORDS”. At the center of the paper, there is the set of instructions and some empty space below.

  1. Read the words on this piece of paper.
  2. Write down what the next person reading this needs to hear on this piece of paper.
  3. Fold the paper back up into a paper plane.
  4. Fly the paper plane into an area where there are people.

Changes Rationale

No more paper plane instructions:

  • Less effort to get read the score, less noise on the page.
  • You can’t fold the paper and follow the instructions on that piece of paper at the same time.
  • Balance between “plane” and “words”. The reader can tell that the paper was once a plane from the fold marks. Adding a paper plane diagram instructions will draw attention away from the words on the page, thereby offsetting the balance between the two concepts. Removing those diagrams balances the two concepts.

“Fly” instead of “throw”:

  • How you want to get the paper plane at a different spot is up to you. You can also just leave it somewhere. 
  • More imagination as to how you can get the paper plane at different place

Don’t mention finding a pen or pencil:

  • It’s implicit. Brevity is key, especially when I am trying to have Yoko Ono’s vibes in “Grapefruit”.
  • You can use anything that would leave a mark on the page, like crayons.
  • I am fine with people not writing anything down and passing the paper plane on. The score is a score, not the law.

Adding the title “PLANE WORDS” at the top:

  • Giving something a name allows people to refer to it and talk about it. I would like the score to be talked about.
  • A punny title to make it more memorable and friendly.

Story Time: How It Went Down

It is ironic that I made the score with one of the most readily available materials in the world, and yet, in the classroom, I had to ask someone for paper. (Paper being one of the most readily available material still made it easy to ask people for it.) For that person’s anonymity, I will not mention their name here, but if you are reading this, just know that I am very grateful for it, and your piece of paper was a part of everything I say here.

I had prepared the score, and even wrote my own words on it: “You are beautiful.” Those are words I can never say to a person in the face (perhaps because of deep psychological trauma, or perhaps because I am just shy), and yet, I believe those are simple words that would make just about anyone’s day.

When I actually wanted to try out the paper plane, Boston decided to rain the entire day. Thus, I decided to try out the score in Curry Student Center (CSC). It is strategic in that the space is huge, and there is a vantage point at the top floor where I can fly the paper plane, and then observe the reactions of the people that receive it. I always imagined that this score would be experienced outdoors, but it was a pleasant surprise to see that it also works indoors.

When I first tried to throw the paper plane, it plummeted straight onto the ground (the ground I was standing on, not the bottom floor). I apparently did not fold the paper plane correctly. After spending 15 minutes to fix it, I threw it out. No one had control over where the plane would land, except the laws of Physics. For one reason or another, the paper plane decided to land at the side of CSC where there are arm chairs.

I think there was a sorority event happening at CSC that day, because there were a lot of girls who were well-dressed, wearing the same dress. When I say “a lot”, I mean A LOT, there were rooms full of them. Anyway, I mention this now because the plane landed near people who were dressed for that event.

From my vantage point, I was not able to see how picked up the paper, or what their facial reaction was. But I what I was able to see is very confused faces, and people looking up trying to see where the paper plane came from. The paper plane was left unfolded, faced up, on an arm chair; someone must have read it, and decided to put it down.

For the next two hours, I would sit at a nearby spot, doing my homework, and observe the paper plane.

Nothing happened.

No one gave it heed, no one cared.

The unfolded paper plane sat alone on the chair. Even as swarms of girls (presumably from the sorority event) flood the area, that one chair that the unfolded paper plane was on remain unoccupied. It was as if an invisible barrier had been built around it. One would think that someone would want to sit down, and would lift the piece of paper up, and put it elsewhere, but for some reason, that didn’t happen. It is unsurprising that my score required it being dormant and untouched for long periods of time, but what surprised me was how that paper played a role in that social circumstance. It did not have any power, yet it had all the power to keep a chair to itself.

Eventually, I had to leave to get dinner and attend the Across The Spiderverse concert. As awesome as that movie is, there were times where I couldn’t help but think about what has happened to the plane.

When the event was over and I had gotten back on campus. I tried very hard to get into CSC. Most of the doors were locked, but I was able to find an unlocked door to a connecting building, and then again, several unlocked doors among locked ones to where the paper plane was.

And it was gone. The paper plane had disappeared.

Even as I am writing this now, I ponder where the paper plane is, and the reactions of those who have read it.

Art in Linguistics

As someone passionate about linguistics and education, I am always trying to find new ways to teach linguistics concepts in clever ways that can be understood easily. This idea for a linguistics score / word evolution exercise was inspired by a combination of the classic Broken Telephone Game and Yoko Ono’s Grapefruit that details many instructions for creating works of art, often abstract or even impossible. Unlike Yoko Ono’s work, I wanted to create something that was more tangible.

This score used to be more social justice-motivated, however I found it difficult to articulate my thoughts in alignment with the design choices so I omitted it in this version. In a future iteration of this score, I will try to focus more on the social justice message.

The score is as follows:

  1. Gather a bunch of people in a noisy room. Everyone should be facing the same direction, organized in a binary branching tree structure. This means that there is one person at the front center of the room, “Person 1”. Behind Person 1 are 2 people to either side of that person, Person 2 and Person 3. Person 2 and Person 3 should each have 2 people standing behind them to either side, and so on until there are no more people remaining.
  2. Give everyone a writing instrument and a surface to write on.
  3. Person 1 should secretly write down their hometown. Then, they should write it again, but backwards, in all lowercase, as one word. For example, “San Diego CA” would be “acogeidnas”.
  4. Person 1 should try to pronounce this word, quietly, to Person 2 and Person 3. Say the word twice, quietly but clearly.
  5. Person 2 and Person 3 should write down what they heard, as best they can.
  6. Person 2 and Person 3 should then turn around to each of their 2 people and whisper the word they wrote down to them, twice. The ones who hear the word should then write down what they heard, and repeat the process until everyone has written down something.
  7. Lay all the words flat on a surface and review how the words have changed from person to person.

The results of this score are quite intriguing. After running two trial runs in a classroom setting, one can see that consonants get flipped, whole syllables get erased, and complexity gets turned into simplicity. It is quite difficult for one to hear a word that they don’t recognize and try to recall it correctly, since we tend to remember phonological patterns we’re familiar with.

For example, one such trial started with the word “amnotnikpoh” for Hopkinton, MA and it became:

  • Adoknicough
  • Abdokmipa
  • Amnotnikpol
  • Adoknikal
  • Mnanikal
  • Amnonekal

A bunch of notecards with different spellings for a backwards word "amnotnikpoh"

Another trial started with the word “ailognomrenni” for Inner Mongolia and it became:

  • Ilocnolerni
  • Ilognomeli
  • Ilognomerny
  • Ilognomobi
  • Ailucknomerne
  • Aiglagnomali

Bunch of notecards with different spellings of the word "Ailognomrenni"

This was an interesting exercise to see how the word for a place (although encrypted initially) slowly distorts as it passes from person to person, and volume/noise (which was simulated through the noisy room) can also contribute to the phonological changes that arise from this.

The results of this experience are artistic in nature. I compare it to the works produced in the Fluxus era, and as Jacquelynn Baas and others write in their book Fluxus and the Essential Questions of Life, “It should not be surprising, then, that people sometimes have a hard time experiencing Fluxus objects as art. They are not “art”; they are more like tools or games” (Baas et al., 2011, p. 8). With a mindset of artistic creation, I hope linguistics and other educators can take this approach to classroom activities because they can encourage learning in a way that is unique and inspiring.