WEEK 3

general feelings

In week 3, I found myself pretty overwhelmed and everything was definitely feeling quite daunting. The class itself revolved around a dicusssion about AI and, in particular, google's 'stitch' web builder. I found this discussion and subsequent playing with the tool to be pretty scary at first, but talking with the class and tutors, plus actually looking at the code that the AI was creating, definitely made me feel a lot better. I think that while this is likely something that I will use in the future, for now, I am going to be satisfied with using it to play and experiment, while building my actual submissions and artworks myself.

activities

Wireframes

I took my rough paper prototypes and revisualised them as a series of wireframes. These are very basic and show the underlying structure of my workbook. They're also pretty rough and ready - I think that I will most likely figure out and modify the placement of my images and text quite heavily once I begin playing in visual studio code.

Using Google Stitch

Woah! Google stitch can literally build an entire website and edittable code in moments! This class was a bit emotional moment for me, to be honest, and I think this development feels different to the other steps that we have seen in AI so far. That being said, we had a play in the AI during the Week 3 class and tested out its strengths, its limits and how its code is actually structured. It definitely has its limitations, but these are mostly stylistic, and I am sure that with time, they will be overcome. No matter how hard I tried to push it from the kind of standardised, minimalist layout that it wanted to use, I could not really get it to do what I wanted. Here are my promts from that class:

trial 1 initial prompt:
design a visual journal website that uses the visual aesthetic of lauren child/charlie and lola. pages should include experimentation and play, research/case studies and a knowledge base of links, glossary, tools, tutorials and readings. I want it to feel loose and free. The background of imagery should be a black spider web on white, and links/buttons should be styled to look like photographs of flies.

refinements:
- make the background image an image of a spider web
- i want a stronger sinister feeling
- make colour palette white, black, green and red and make typography more handwritten
- use this imagery aesthetic (see image below)


trial 2 inital prompt:
use the visual style of the website margotshiel.neocities.org to create a visual journal of web design experiments research and play. The design should feel loose, erratic and haphazard. I want the imagery to feel textural and playful. The typography should feel handwritten and chaotic. There should be cyber punk elements that clash hard with the handwritten and textural elements. Bright colours and wild fresh expression.

refinements:
- use the google font Rock Salt and the DJR typeface input sans
- invert the colours so the background is light and the text etc. is dark
- make the background bright yellow

case studies

The Minority Report, 2002

The Minority Report was released in 2002, directed by Steven Spielberg, and the IMDb log line is as follows; 'John works with the PreCrime police which stop crimes before they take place, with the help of three 'PreCogs' who can foresee crimes. Events ensue when John finds himself framed for a future murder.' Omg! What good fun! I watched this after seeing on the list of recommended watchings and put it on one night. I really loved it; all of the harsh cool lighting and 2000s spinning cameras.

The influence of The Matrix was definitely clear: someone in a trace-like state lying in a vat of goo, seeing things that may or may not be real etc. The interfaces in the film were also pretty amazing, in particular Tom Cruise's special glove and screen set up that allows him to watch back the visions of the pre-cogs, and his holographic, life-sized projections of his ex-wife and late child.

The one thing that really struck me, though, was how we have moved so much further away from physical media than this movie ever guessed. We no longer use USBs and floppy disks - not even the cool looking clear ones from the movie. And I would hazard a guess that if this kind of technology did exist today, it would not print out solid wooden balls with the name of the perpetrator and victim engraved into them. I do think that our move away from physical media is quite sad. I love my collection of DVDs and CDs and records, and I think it's scary that people now generally pay for subscription services rather than actually ever owning the TV, music and movies that they are consuming.

glitch manifesto

Written by Rosa Menkman in 2010, whose website, beyond resolution, I previously looked at. This is a manifesto of 8 principles of 'glitch art'; art that breaks and subverts expectations of how technology is meant to function. This art lives in the 'vortext of technology, the in-between, the art of artfacts' and creates 'noise' and tension in our experience of the vitrual world. Menkman asks the reader, and artists at large, to use glitches/breaks to bring a critical eye to the inherent politics of the way in which we consume media and use technology.

Reading this has made me understand Menkman's website more deeply, and also to appreciate the way is makes me feel surprised and delighted as I move through it. Everything is unexpected. The form of the manifesto is fascinating to me, a series of rules or dogma like this is always written to be broken, I think especially, in the case of a manifesto which is explicitly instructing the artist to break and change things. It also functions, I'm sure, as a guiding light for Menkman herself, to revisit in moments of blockage and confusion. There is something so elegant and calming about a set of strong written rules.

Further, the layout and treatment of the manifesto itself is a manifestation of the principles that she has laid out. For example, on pages 5 and 9, the typography itself seems to glitch, making the reader work a little bit harder to understand her meaning. Additionally, the typography as a whole is antithetical to what has traditionally been labelled 'good' typesetting. There are strange gaps where text has been set to justify, the tracking and kerning are inconsistent and words appear in bold or repeatedly layered almost at random. But none of this is random. All of these design choices ask the reader to work a little harder, to give a little more of themself. And they serve to turn the pages themselves into pieces of lyrical art.

Memento, 2000

I am including a case study on the movie Memento, not because of any depictions of interfaces, necessarily, but because of it's transformation of the body itself into a tool of memory and information storage. Directed by Christopher Nolan and released in 2000, the IMDB log line for the film is as follows; 'A former insurance investigator who now suffers from anterograde amnesia uses notes and tattoos to hunt down his wife's murderer.' The story is told using two simultaneous timelines - one running backwards and the other forwards, so that the film ends with the climactic middle of the story. I think the experience of watching the movie, and attempting to figure out what is actually happening, is a feeling of effort that could be cool to inspire in my audience. Like the glitch manifesto suggests, I want to make my art work hard and for my audience to work just as hard, in these strange pockets of unknowing and breaking.

One of the most arresting visuals of the film is when Guy Pearce's Leonard takes off his shirt to reveal a patchwork of beautiful tattoos with horrific messages. Here the body is a storage device for Leonard's memories. This is so different from how we interact with our memories now (either as social media feeds or camera rolls), and it feels visceral and dangerous and demands your attention. This is definitely a reimagining of an interface/interaction, like the activity we did in week one with the spoon. Here the function (input and output) of the body as an artefact is totally transformed.

Project Hail Mary, 2026

Released in 2026, directed by Phil Loyd and Christopher Miller, the IMDb log line for Project Hail Mary is as follows; 'Science teacher Ryland Grace wakes up alone on a spaceship light-years from Earth. As his memory returns, he uncovers a mission to stop a mysterious substance killing the sun, and save Earth. An unexpected friendship may be the key.' I saw this in the cinemas just this week and thought I would note it down because the protagonist Grace is seen coding in it! He is able to create a translator that allows his to communicate with a rock-like alien.

Additionally, the rock-alien's own form of communication was interesting to me, in terms of interactivity and interfaces. This creature communicates, in part, through a series of markings on his body, and through the creation of sound in what can only be described as body percussion. He cannot see but uses echo location - this got me thinking about texture, braille, high contrast imagery and other forms of accessibility that I could explore. The film also features infographic designs that are aimed at explaining the Earth and humans. Flat pictoral diagrams of the Earth's location in the universe are compared with the rock creature's three dimensional map to his home planet. I just thought that overall this was a really interesting look at the assumptions we make when we communicate and how these forms of communication can limit or exclude us from the possibility of learning from others.

play

developing the site

I decided that the best plan of action for my site build during the weeks of week 3 and week 4, would be to first gather all of my information and content into an excel spreadsheet. In doing this, I decided to structure my workbook into weekly pages - with activities, case studies and play included on each page. The final page of the workbook will therefore be a glossary/links/blogroll that links to all of the content that I have accessed in alphabetical order. My hope for the site's interactivity is that as a user clicks through the pages, a new 'fly' (link) appears on the homepage that takes them to the next week.

Next I took all of my written and visual content into vs code, and structured my html body in a clear hierachy, without any styling as of yet.

I then added a background image (one of my paper prototype drawings) and decided to change the typeface and colour for each section on my weekly pages. I thought this would be funny and a kind of nice, loose way to differentiate between sections. I used the preloaded fonts, including my all time favourite - comic sans. I was reminded of this font after playing in the long doge challenge.

I then played with a couple of different ways to style and sort my content (text and images) - using first the flex box strategy, which failed woefully, and then the display:grid. I added transparent white containers behind the text to improve readability.

I added and styled a bright red footer to act as navigation. For sections in which I had multiple images for a single block of text, I implememted a scrolling flex box system. This is definitely an imperfect fix for this issue and I am certainly going to come back and rethink a new strategy for dealing with images more elegantly. But this feels like a pretty solid starting point at least.

I continued to add my content and images, then I decided to extend the scope of the navigation contained in the footer and it now features links to each individual page. For my links/glossary/blogroll page, I decided to lean into the messy and exciting aesthetic that I was playing with in my case studies in week 2. This page contains a series of links to all of the artists that I have referenced in my case studies.

Finally, as a last minute edition after the p5.js activity in week 4's class, I decided to add an interactive/generative/creative coding element to each of my pages. This use of line kind of looks like a spiderweb, so I thought I would just go with it!