Artwork #2: Appropriate

What the Fuck and Who Done It?

The game is called What the Fuck and Who Done It?

Score:

Place body in the noose

Both players tap the body for 30 seconds.

Which ever side the body lays on the line at the time the timer goes off is the loser of the game.

Enjoy!

This game was inspired by Heartfiled and Schlichter’s Prussian Archangel piece from the 1920. I feel that the political commentary that was present in many of the Dada groups that we have studied in class inspired me to create something that was equally disturbing as it is enticing and thought-provoking. As soon as step one was completed in my playtest, the air was removed from the room and one could hear the tension that was boiling.

I also took influence from a popular children’s game called Hangman where one would try to guess the word letter by letter that the other player would choose and after so many tries a man is built on a noose. The game ends when the full body of the man is made.

I find it interesting that suicide is a subject of popular entertainment in a way that is funny or meant as a reversible action. In Hangman, once a person loses, the players can erase the body drawn and try again. This is opposite to the reality of the action that is so widely accepted.

In “What the Fuck and Who Done It?”, I wanted to tackle this idea of using dark, suggestive material to comment on a popular trend that desensitizes young minds to harsh realities. For this appropriation assignment, I decided to use found objects in my house for the first iteration. Combining a lamp with a pencil, I created a “noose” with string and tape tied to the end of the pencil. At the bottom of the piece is a piece of paper with a line. On one side of the line displays the words “What the Fuck?” while the other displays “Who Done It?”. I chose this as the title of my game because it explains in a crude way my reaction to suicide happenings in an honest way. In class, we spoke about how especially in places with political unrest like Germany and Berlin, artists would use their pieces as a form of activism. While I do not consider my piece to be a form of activism, I do think of future iterations that would interact with a more public environment and possibly a larger scale to truly convey the seriousness of the topic at hand.

Upon reading the score, I am sure you have noticed that there is no win condition, only a lose condition. In reality, no one wins and everyone involved loses. Those who play the game and those who watch.

Take Your F**king Meds

the original inspiration for this was a day when I was feeling kind of awful and when I sat down to try and figure out why I realized it was I had missed my meds not only that morning but also for the past two days! I got so angry that I picked up one of my pill bottles and threw it at the wall it bounced and rattled and hit my bed, It was an utterly unhelpful action. but throwing the bottle was rather satisfying. This may have been similar to the feeling the New York dada mush have had in their obsession with capturing motion. the soundness of the New York dada feels so satisfying because there are objects that are not art but by their combination and designation, they become art that is supposed to be played with. The kinetic sculptures are so interesting to me because if nobody touches them then it is not kinetic anymore. whether I was the sound or watching the bottle bounce I dont know but it made sense. It was very kinetically satisfying how the pill bottle bounced. In the spirit of experimentation, I threw it again, less satisfying due to the fact that the cap popped off and my medication went all over my bed (not my finest moment) however that did give me the idea to launch the cap at the bottle like a slingshot. this was not successful. On a table perhaps?  it was like bowling. in all this time I still hadn’t taken my meds. so I paused, took my various medications, and tried to figure out how to gamify this.

the rules are simple;

take your medications every day, on time until none remain in the bottle.

at your leisure separate the cap from the bottle and set the bottle up at the end of the table

place the cap in the launcher and attempt to knock over your empty pill bottle (preferably into a recycling bin).

 

 

Competitive Collaging

Game Rules Description

Materials:

  • Magazine / Assortment of images (Required)
  • Binding agent (tape, glue, pins, etc.) (Required)
  • Separation agent (scissors or tearable materials) (Required)
  • Limited drawing resource (single stick of mechanical pencil led) (Required)
  • Canvas (Required)
  • An abstract prompt (Required)
  • As many random and weird materials as you can find

Rules:

“Players, you have 20 minutes to create a piece that you feel best applies to a given abstract prompt. Your material pool stands before you and is shared by all of you. Your time starts NOW!”

Artist’s Statement

I created this game because I wanted to create a collaborative and competitive collaging experience that pushed people out of their comfort zone and forced them to create something different. Players are forced to negotiate how they will share resources and may have to change their designs if something they wanted to use it taken by someone else — The playing field always changes. 20 minutes is also not a huge amount of time so players must make compromises in executing their ideas. This game is intended to produce interesting art whether the players consider themselves ‘artists’ or not. Players are tasked with creating a piece that best fits a given prompt. This prompt should be curated so as not to be too literal. This is to ensure there is no “correct” way to make your art and that the players aren’t all trying to make the same thing (otherwise ‘art skill’ becomes a big factor instead of individual creativity). There should also be a wide array of materials for the players to use including a magazine and some binding agent (glue, tape, pins, etc.), as well as multimodal elements like plastic, cardboard, rubber, or any other unconventional material. This will further push players out of their comfort zone. I was inspired by Hannah Hoch’s photomontage art, appropriating a variety of images from all kinds of context into a new image. As such, I want players to draw from magazines that have a wide variety of imagery to work with. I was also inspired by Kurt Schwitters’ collages that often incorporated a variety of materials and sometimes multiple dimensions. I don’t just want players to cut and paste on paper, but to explore different ways of combining their elements. By providing a wide assortment of materials, players are (by the sheer quantity of different materials) encouraged to branch out. I also wanted to give users a canvas and limited drawing resource because I want players to try to walk down the ‘expected’ path of just drawing and pasting images together but then realize that this method will not be tenable in creating the artwork they image. In doing so, I’m allowing players to “play the game wrong” in order to realize why they should go out of their comfort zone and try something different. Additionally, by giving players little direction, they will need to think for themselves and tap into their creative sides. Ideally, the resulting works should be beautiful and hard to judge because they are so different and creative.

Playtest notes

Prompt: “Trapped”

Materials included (all shared unless specified otherwise)
○ Spring 2022 experience: The Magazine of Northeastern University
○ Scissors
○ Stick of mechanical pencil led (each)
○ Sheet of sketchpad paper (each)
○ Plastic orange and black bag
○ Domino’s Napkins
○ Empty Capri Sun box
○ Tape
○ A LOT of fruit shaped erasers

The playtest went great. Although I provided a sheet of sketch pad paper as a canvas and a stick of led as a drawing utensil, neither of the players used the stick of led at all and both used the sketchpad paper but not as a traditional canvas. One player cut up the canvas to use as a component of their collage and the other cut it up to use as a layer on their 3D artwork. They especially had to negotiate how they’d share the magazine and it’s images. The players created art that stood on their own with no use of the canvas at all. Both pieces had dimension and used a variety of resources available to them. They both approached the prompt differently too. The process is recorded below

Final Products

The Broken Box Game

Game Description

Number of Players: 2

Materials:

  • 3 tennis balls
  • 3 cardboard boxes, each of varying sizes, with holes cut into the bottom
    • The smallest box has 3 holes, the medium-sized box has 4 holes, and the largest box has 5 holes
    • The medium and large boxes also contain openings in the middle of each wall where the wall meets the bottom

Rules:

  • Determine which player will start the game holding the box and which player will start the game throwing the tennis balls into the box.
  • The player starting the game holding the box must take the smallest box.
  • The throwing player and the box-holding player stand 6 feet apart from each other.
    • Both players must keep their feet firmly planted in place until they switch roles or the thrower misses a ball.
  • The throwing player will throw each ball one at a time into the box.
    • Balls that miss the box entirely can be retrieved and rethrown.
  • The player holding the box must attempt to balance each ball inside of the box such that each ball is in the box at the same time.
  • The round is over once each ball is thrown.
    • If all 3 balls are not in the box, the players will switch roles and repeat. If the goal is not met within 6 rounds (each player plays both roles 3 times), both players lose.
    • If all 3 balls are balanced in the box, the players repeat the above with the box of the next largest size.

Goal:

The game is won when the players have successfully balanced 3 balls at once in each of the available boxes.

 

Artist’s Statement:

This game was inspired by Marcel Duchamp’s use of a urinal in his piece, Fountain (1917). Duchamp’s idea to use an object that many people see every day as an art piece while commenting on its original purpose inspired me to do the same with the stipulation that I only use items that I could find in my room. This design restraint was implemented for two main reasons. The first of which was to emulate Duchamp’s appropriation of an every-day object into a work of art, or in my case, a game. The second was to minimize the costs of producing a game.

My apartment room is a fairly small one, and in order to neatly organize all of my belongings, I have a lot of storage containers and boxes lying around with various items inside of them. This game was inspired by two that were sitting right beside each other: a box for an Instant Pot, and a crate container with multiple holes on each of its sides. I thought about how often smaller objects fell out of the holes on each side of the container and what good a container was if it couldn’t contain things. I then thought about turning that idea into a game with my very busted-up Instant Pot cardboard box. The box was fairly used-up, and if it ever got to the point where it could no longer fulfill its purpose of being a container, I wanted to use this game as a way to give it new purpose. In the game, the tennis balls act as the item to be stored, and the player holding the box signifies the attempt to hold onto that box’s purpose while turning it into a fun cooperative game.

Ramenara

Score:

Take a dish with all its ingredients and preparations

Find another dish

Experiment in a way to bring the two together in an artful way

 

Artist’s statement:

I love cooking and I also love experimenting with cooking, testing out different spices with different bases resulting in mixed reactions, sometimes good and sometimes not so good, but every time I experiment with cooking, I end up learning far more than when I just follow a recipe. Each ingredient adds something to a dish, for example, certain spices mixed will give a “tex mex” feel to a dish like cumin, paprika and cayenne mixed with lime, or an Italian feel from Oregano parsley and lemon. Dishes have a unique and deep taste to them, so what if we experimented a little further and combined two of them together. There are many ways to achieve this and none of them wrong, but some would probably taste better than others. I went with trying to combine Carbonara and Ramen, I also made sure to not break even a little bit of pasta in this process since I had already offended Italy by suggesting this. I initially wanted to try and add some bacon bits and a little bit of egg to instant ramen to replace the broth it is normally cooked in. At the end this tasted a bit off and a little greasy, like a hint of bacon in starchy noodles, then a friend informed me that Binging with Babish had made an episode on “Ramen improvements” where he had a “Ramenara” recipe. I of course tried it, and he added on top of the bacon bits some parmesan and some pasta water as well as he cooked the ramen in pork flavored broth. This version tastes much better and combines two storied dishes together in an artful way. I did not expect to eat all of this dish, but I did.

 

Using and combining two objects to create art is a staple in dada appropriation art, seen in Duchamp’s Bicycle Wheel 1913, Man Ray’s gift and Indestructible object and most of all Duchamp’s L.H.O.O.Q 1919. I was looking at these simple combination of ideas that created art trying to figure out what to make for mine, then I got hungry and went to make dinner while still thinking about it, leading to my idea to combine two dishes into one edible “art” piece.

 

ROTATOR

Game Requirements: A device with the ability to reverse audio

Game Rules: There are two characters in the game, one is going to be the Speaker and the other is going to be the Listener.

  1. The Speaker is going to record one clip of their words. In this case, the Listener can’t hear them talking. (put on a headphone)
  2. The Speaker needs to Reverse the clip and show it to the Listener.
  3. The Listener is going to imitate what they heard and record it.
  4. The Listener is going to Reverse their clip again and guess what the Speaker said.

Artist’s Statement:

I was influenced by many later Dada artworks on my Appropriate. As the main point of Dadaism, we need to use existing things as prototypes and make a re-creation on the basis of it. According to some modern works, such as Open Source, by Super Soul, 2012, they chose to use technology as creative conditions to make people get more interesting feedback on this activity. Or Mary Flanagan, Giant Joystick, they have a very shocking understanding of the Appropriate in the Digital Age. I was deeply influenced by the use of technology on existing technologies, and the influence of Open Source on me, so I wanted to create my project focused on sound.

For the recreation of sound, TENET has given me great inspiration. Because when the main character enters the counter-world in TENET, everything around him will operate in the opposite direction, including sound. When the voice is reversed, people cannot understand its meaning. So I want to create games by playing the sound upside down. Like Keep Talking and Nobody Explodes, players convey information and give feedback to teammates through language. If we create a “meaning” for the reversed voice, will there be a chance for people to understand the reversed voice? So I was thinking that if people were asked to imitate the reversed voice and then reverse it to guess how the original sound was, it would also add difficulty to the game. Because people need to speak according to the reversed voice, which means they need to talk to people in the counter-world, making the game interesting. Players can also increase the fun of the game by increasing penalties for not correctly guessing the original sound and exchanging characters.

Artwork #2 Appropriate Reverse Poker

For this assignment we were tasked with creating a playable game that involved the use of appropriation. For my game I essentially took Texas hold ‘em style poker and made a single change to the gameplay: the way the cards are held is reversed. The change makes it so that instead of players taking the cards and holding them in a way that stops the other players from seeing them, the cards are held so everyone but the player they belong to knows what they are. I dubbed this version “Reverse Poker”, or simply “Rekop”

The simple act of reversing the way hands are held completely changes the way the game is played. In a conventional game of poker players make decisions based on their confidence in their own hand, and can only theorize as to what other players might have. With the hands reversed, the game is now about weighing the strengths of other people’s hands while trying to figure out how good your own is. In my test games the first few hands felt like shooting in the dark, as without knowing our hands it felt like we lacked vital information needed to make decisions, but as we got more comfortable, viable strategies began to reveal themselves. At one point I was convinced to fold by another player’s confidence in their own hand only to find out my hand was actually much better, and another time I began to play uncharacteristically aggressive because I had figured my hand was statistically the winning since I could see everyone else had complete junk. Effectively the core of the game had changed from convincing others of the strength of your hand to convincing them that their own hand was weak, whether or not it is true. In one memorable instance, one player had three kings —an incredibly strong hand— causing every other player to fold immediately, much to the winner’s bemusement. This led me to discover that unlike in regular poker, where you want your hand to be as strong as possible, in reverse poker the ideal hand is good enough that it beats everyone else’s, but not too good as to discourage other players’ confidence in their hands or to risk using mind games, as the longer the game goes, the bigger the winnings that are up for grabs. I had decided to use the Texas Hold’em variation of poker after comparing it with other variations of the game for two reasons: The first being that I felt that having only two cards in one’s hand would make determining its contents easier for the players, and the second being that Texas Hold’em is very simple and by far the most popular variation of poker which would make it easier for players to pick up my take on it.

The chief inspiration behind my idea was Yoko Ono’s white chess set. This artwork is a game of chess in which every piece and square on the board is painted white. I really enjoy the concept of changing a familiar game so that it adds an extra dimension to it or changes the experience completely. Ono’s change doesn’t render the game unplayable, rather it changes the experience so that players not only have to outmaneuver their opponents, but also remember whose piece is whose. When I was first introduced to this artwork I began to think about how I would have altered the game of chess, and started applying that thinking to other games, eventually coming up with reversed poker. Another inspiration behind my idea are the many different “formats” for playing magic: the gathering, a trading card game. Aside from the standard way to play as prescribed by the official rules, there exist a number of variations that toy with the game’s mechanics, like deck size, life totals, card colors, and creature types. My favorite variation is called commander, which is a format meant for large groups of players that makes massive changes to the standard game. Commander was originally created by fans, and I’ve always enjoyed the fact that actual players have put their own spins on games that they love, which inspired me to put my own spin on things.  

The Poker Chips we used in our games were generously provided by my classmate Jackson, who also created a poker based game.

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Artwork #2: ABCDEFGHIKeyboard

Requirements:
A keyboard that is remapped so that the keys are laid out as abcdefg like in the picture below (both keycaps and the actual inputs).
Some typing test website (monkeytype.com for example).

Rules:
Perform a 60-second typing test with the keyboard.
You may restart as many times as you would like.
Try and get the fastest speed you can with this new layout.

Artist’s Statement:
The game is meant to critique how as a society we sometimes implement things without considering why they were done that way just because “it’s always been that way.” We currently don’t know who or why the qwerty layout was invented. A common theory is that it was to slow down typists so that a typewriter wouldn’t get jammed, but there is no supporting evidence for that theory. There are other layouts that have been invented since, such as Colemak or Dvorak, that are more efficient ways of typing on a keyboard. Unfortunately, we don’t pick up these layouts simply because its not worth relearning how to type, and most of us already are accustomed to the qwerty layout.

This game is meant to poke fun at that by asking you to type in a comical layout: the order of the alphabet. It was heavily inspired by Yoko Ono’s White Chess, which is where the idea of taking a game and making it more challenging by messing with the components to drive the message across came from. I think the game ended up being actually very fun to play. It provided a lot of friction but felt very possible and that the next time you attempted the challenge you would do better than the last. The game itself felt fair, even though it was very difficult to get a good time, which ended up making it quite popular among other students. I was also inspired by a video I watched called “How I went from 10 to 130 WPM in 3 months” from YouTuber pinguefy in which he talks about swapping to a different keyboard layout. The initial struggle he showed of learning it and having to retrain the muscle movement in his hands played inspired the keyboard aspect of this piece

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Aaron Cai’s Appropriation Project

This game can be played with any number of players above three, although one needs to be able to hear everybody speak if the game is to be played in person. Alternatively, this could also be played with an online chat system, which could allow for more players than the soft limit imposed by the aforementioned restriction.

First, pick two people to be competing against each other. One will be the drawer, and the other the saboteur. The rest of the group will be the guesser(s). These roles can be determined any way the group likes.

Then, pick a word or phrase. This word or phrase will be only known to the drawer and the saboteur, not the guesser(s).

Use an online tool that allows multiple people to draw on the same canvas simultaneously. This game will work with any software that allows for this. The best option out there currently and the one used for playtesting is aggie.io.

When everybody is ready to begin, the drawer starts drawing the word or phrase to the best of their ability. The guessers will attempt to guess the word or phrase from the drawing. The saboteur’s goal is to thwart the drawer and guessers by drawing on the canvas as well. The saboteur is not allowed to just cover up the drawing. The refereeing of this rule is up to the group. One way to discourage this behavior is to have the drawer’s drawing on top of the saboteur’s drawing. This is not foolproof as the saboteur can still effectively cover up drawings if they use the same color as the drawer (assuming the drawer only uses one color), so the refereeing is necessary. Additionally, if it is at all possible to view what one person draws separately from another, the guessers must abstain from that information. In aggie.io, this takes the form of layers. Each participant can only draw on one layer, so if one were to look at the layer previews, one can see what the drawer is drawing without the interference from the saboteur. This can be resolved by obstructing the guesser’s view of the layer previews.

Some tips for the saboteur:

  • Use the same color and stroke thickness as the drawer to make your red herrings indistinguishable from the actual drawing
  • Add elements that make the drawing appear to depict something else
  • Add arrows pointing to unimportant areas of the drawing if you are especially devious

Some tips for the drawer:

  • Use different colors relevant to the word/phrase
  • You can restart the drawing in a blank space (if there’s any left) if what you’re currently working on in unsalvageable

Some tips for the guesser(s):

  • Differences in color and brush stroke can tip you off that different people are drawing different parts
  • Usually, the stuff closer to the center tends to be the drawer’s and the stuff surrounding it are the saboteur’s

The round ends when the guessers have correctly guessed the word or phrase or when the group collectively agrees to give up. If it took more than one minute to guess, the saboteur wins. If it took less than a minute to guess, the drawer wins. This time length can be adjusted if the group wishes but play testing has found that a minute is a good threshold for our group. For example, if the words or phrases being picked are consistently very difficult to draw, the group may want to extend that time, or shorten it if the words or phrases are easy to draw.

A new round can have the same people in the same roles, but we found it more fun to rotate the roles around so that everybody gets a chance to try every role.

Here are some of art created from play testing:

Husky

Eiffel Tower

Cash

Artist’s statement:

I knew I wanted to do a game where multiple people draw on the same canvas because of the child-like nature of it. I was also inspired by Yoko Ono’s scores that resulted in artwork being created, such as Painting to Hammer a Nail, and John Cage’s procedural pieces that were slightly different every performance. I liked the idea of creating art by following rules or instructions. In this game, art is constantly being created every round, and it is all done without the main focus being the creation of art, but rather defeating your opponent. I think this creates art that could be more spontaneous or organic. I also think shifting the focus away from the creation of art can help those hesitant about art be more free from their preconceptions about themselves. I was also intrigued with the idea of two parties clashing in a competition where one is declared winner. I enjoy competitive video games in my free time, and I wanted to include that competitive feeling into this game. I think I was successful, even though the game is very casual in its presentation. I feel like it strikes a good middle ground where some groups can get very into winning and losing and other groups can be more focused on the drawings instead. As for what I appropriated, I’ve appropriated drawing software to play this game, as well as other drawing games where people guess what others are drawing such as skribbl.io, garticphone.com, or the drawing version of charades.

Nickerson Isidor’s Appropriation project

For my appropriation. I chose to create a game I will tentatively call. Visual MadLibs. The core concept of the game is to take a sentence, and have a player create a collage preexisting images on the internet. They then pass on this image to the next player to change in a way according to the next part of the sentence. This goes on for however many players there are until the final product loops back around to the person who had made the original image. An example of the transformation of an image can be seen here. My main inspirations for this project were one, they eyeball collage we looked at in class, and two, the fact that Mrs.Pierce’s suggestion that my previous score would have been a good fit for this assignment as well. With that in mind, I warped the idea to become more “gamey” and unravel into a more ridiculous image the players you obtain.