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During FMP I would like to take on and incorporate more experimentation. I want to more effectively test different method for getting to outcomes as well as different outcomes entirely.

Material testing is incredibly important to ensure that I land on a strong material that is reagent to the themes. At this point I'm fairly certain I want an installation of a sculpture(s) and for them to be intractable, as this makes sense with my themes of accommodation and making the city your own). For this I need to make sure the material is safe for those using it as well as study enough to be within the space for a prolonged period and to have constant touching and interactions (especially with moving parts).

For most of my previous work experimentation have been textural and colour focus within my painting works, as well as experiments with bleach and fabric in thirty tasks. This will continue to be relevant as they are features that are all still relevant within any piece of work but more the leading focus of the pieces. Coming up with methods of test both theoretically and in practice will be vital to making the best piece of work I can and implementing my themes and ideas as effectively as possible.

Experiments will also include testing with other artists and observers to see how people perceive different forms, mediums colours and scales. For the project to work the ideas must be clear without explanation as well as the methods of interaction without hand holding or dictation. The Instal must be interacted with naturally as that is one of the topics of the piece.

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I've always been interested in cities. I find their uniformity facinating. The concrete spires and the suit and tie army that occupy them.

But when the working week is over the city is also a home to millions, so how do you make a space that is so manufactured feel natural and inhabitable?

When I started looking at this I was think mainly about the division between the working and the inhabiting, and the resident and the tourist. But I'm stating to find more interesting the relationship and harmony between them. How cities are designed to accommodate so many people and so many needs.

Stylistically I love the deep tones and aggressive nature of Rothko, but in every way but form, also the opposing Halley.

Godzilla 1954 and its practical effect are also really intriguing as if I were do a city installation, its one of the most well know media who have created interact-able city's on that scale.

Cruelty squad has been an huge inspiration to a lot of my recent work, its themes of cooperation, status and the individual in the current changing socio-economic climate are all incredibly relevant and still remain relevant into my fmp. I've mainly been drawing stylistic references into my work from cruelty squad but with this work I want to do more with it thematically they are so pertinent to the topic.

City planning, however dull, will also be a noteworthy point of research, how peoples natural movements are accommodated for and thought about during the planning process. Dérive and psychogeography and both really relevant here, think about how people interact naturally and subconsciously with their city and how they carve it into being their own.

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Critics Hated this film. They said it was overly sentimental, and a childish take on what it means to get out of your comfort zone, and theyre right. But i think thats brilliant.

Much life the stanley parable, the secret life of walter mitty is a story of an office worker, who lives a repetitious and dull life, stumbling across an adventure that will change his life forever. While this isnt exactly an original story, nor a groudbreaking film, it carries hope, and does so with charm and care, for not only their story but the viewer.

This movie is above all about exploration and escapism. Its not overly self indulgent as critics claimed and its DEFINETLY is childish, but in a way we all need. The world and the working world especially are becoming more and more horrific, and we all wish we could take back control of our lives, and freedom to do as we please. The film endulges that escapism and adventure and inspires to break free and do the same.

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There are not many experiences more difficult to process as a human being than a war zone. The mass death and the constand fear for your own life. To those in power war is a game, one to be played with precision and caution but a game none the less. This simplification may help them make more rational decisions, or distance them from the people dying. Either way, soldiers strive for that same distance, a little desensitisation from the horrors they face everyday. Set to the backdrop of an eastern european war, Concrete tremor turns the pain of mass death and bombing into a game of battleships. You take turns setting off plastic explosives along the grid lines of a city lay out, hoping to detroy the oppenent citie before they destroy yours. While the themes may not be entirley relevant, the stylisation and layout of the city, as well as the distance between residents and those put into these positions of supreme power, that is the blood of this project.

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As im planning to make an interactive sculpture im hoping seeing how other designers (in a more formal, consumerist setting) take on a user first mind set and encourage interaction

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hopefully I can answer some of my questions about the way cities are designed to accomodate people, their needs and more specifically their movements and sense of freedom.

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How are cities built to accomodate peoples movements?

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How are cities built to accomodate peoples movements?

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What factors effect wether people react possitivley or negativly to prolonged stay/ living in a city?

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What factors effect wether people react possitivley or negativly to prolonged stay/ living in a city?

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How do people experience an art piece diffently in different contexts?

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How do people experience an art piece diffently in different contexts?

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How do people visiting the city from the country side view it differently to those within?

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How do people visiting the city from the country side view it differently to those within?

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How do humans react natually to a city, which is such a manufactured, unnatural space?

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How do humans react natually to a city, which is such a manufactured, unnatural space?

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How do you make a sculpture of something bland, interesting beyond form?

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How do you make a sculpture of something bland, interesting beyond form?

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How to people who live within the city center feel about the dominations of coorperation

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How to people who live within the city center feel about the dominations of coorperation

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How do you show that an piece is be interacted with/ touched?

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How do you show that an piece is be interacted with/ touched?

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How does staging change our interactions with art

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How does staging change our interactions with art

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What are the silhouettes of the windows of the city

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What are the silhouettes of the windows of the city

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How does psychogeography come into play within galleries and art spaces

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How does psychogeography come into play within galleries and art spaces

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The (relativley) newly built buisness capital of the UK (certainly london). Here i can learn about the lay out and iteractions of the people occupying this city hub, both in some of londons most expensive housing and highest paid jobs. Street interviews could be beneficial.

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Tokusatsu is a Japanese term for live action films or TV with heavy use of practical special effects. One of the earliest examples of this technique reaching outside of Japan being Godzilla 1954. The practice involves make large puppets or suits for actors to use to play out the scenes involving larger than life monsters among miniature scenery of the city. Tokusatsu started in the early 20th century with its use mainly being with puppets in stage show, but when the moving pictures came about it was quickly adapted for the big screen.

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Abstract comedy is hard enough on its own, we've learnt this from shows like darkplace and mighty boosh who, however ingenious and genre bending, failed to appeal to the masses. Playtime turns this up 10 fold. It has made every aspect of filmmaking harder for itself, huge sets, complex winding jokes that only 10 of the people who watch the film may even notice without repeat views. In play time you are now within the action, you are observing the "action" though this is a broad stretch of the word. The main theme of playtime is a whimsicle exploration of modernity, and this what interests me most, how this is Made interesting to a viewer while still holding g its message.

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How does war/ conflict effect a cities landscape, style and development.

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How does war/ conflict effect a cities landscape, style and development.

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How does a city become a melding pot of architectural style over time?

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How does a city become a melding pot of architectural style over time?

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Peter Halley's work puts focus on colour, form and texture above anything else. His works make their forms in-obvious, allowing thmselves to exist as they do, as colours, shapes and texture, but also to be interpreted by viewers. His works very often seem to depict cells, bricks and pipes, but again, this is up for interpretation.

To be completely transparent I dont completely understand why I find his work so appealing. I think he used colour, form and texture beautifully and with amazing effect that draw emotion from me, but i cant put my finger on exactly what does that. Oh well.

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Model making is a fairly common hobby, the painting of figurines and landscapes in great detail as a recreation of actual battles or wars. I find the need to replicate conflict and mass death intreguing, out of all things to recreate, why war?

Techniques used for the hobby are incredibly intricate and time consuming to allow to models to be as detailed as they are. Common materials include: Foam, fake grass, sand, plywood but alot of the time the model make will have to innovate and find creative solutions they can use for their specific scenes.

The people making these models are often driven by their interest in history and thus make them highly historically accurate meaning perfect recreations of the weapons, uniforms and vehicles.

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What types of psychogeography do I interact with/ form in my day to day

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What types of psychogeography do I interact with/ form in my day to day

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Related to psychogeography, dérive is a term coined by Guy Debord in his paper "Theory of the dérive". He defined dérive as "an unplanned journey through a landscape, usually urban, in which participants stop focusing on their everyday relations to their social environment" this include emotional disorientation and large use of psychogeography with large weight put on natual, instinctive drift through the city

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The relationship between individual and the environment (typically cities). This involves the warping or sculpting of the environment by individiuals, for exple a path left through a field by dog walkers or wearing of yellow lines on tube platforms from where the doors arrive most. This human interation can make an environment much more suitable that what was ade by original designers or city planners

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How do cities look different to tourists and residents, what stands out/ recededs?

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How do cities look different to tourists and residents, what stands out/ recededs?

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How do tourists and residents of cities interact with the landscape differently?

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How do tourists and residents of cities interact with the landscape differently?

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How is the landscape of cities changing?

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How is the landscape of cities changing?

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Work made to be used by regular people and about them! My project will certainly be interactive, and to see how this pieces engage with people will be incredibly beneficial.

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I realise this a broad and unoriginal reference, but I will argue that it matters, as does the conversation I talk about below.

I was sat on a bus with my dad, the conversation wasnt exactly flowing and I wanted some kind of entertainment. Knowing who he was and how he is, I knew how I could get a conversation out of him. "what do you think of modern art dad" I said, knowing he'd have strong opinions about even such a sweeping general statement. So I went through photos of art works with him, getting more and more "simplistic" as I went. Basquiat, Pollock, Twomble, Duchamp and eventually, Mark Rothko. He was irritated me the shape, dumbfounded by the forms and perplexed by the colours. He hated it. He explained to me in no uncertain terms why this, was not art. He said, anyone! even he himself, nay, even a child could do this, "it is just colours and rectangles" he said, and I said he was right. But, as anyone who has seen a rothko in person knows, they are so much more than that. Rothko's planning into these seemily simple forms was immense, the levels of testing with washes and medium and stain could last years and the final pieces show this. People very often weep when they stand infront of rothko's work, often saying they dont know why. I hope one day to take my dad to see one of these and I hope he'll understand what makes his work so special.

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A simple story following a couple going through marraige counciling after the wife has been unfaithful. While that sounds boring, fantastic writing and acting makes this show an incredible and compelling watch. In an media, creating believeable, likable characters is sometimes the hardest part, but State of the Union does it so seemlessly. This show is such a simple and beautiful piece of television, working with so few sets (a pub and a road) and only 2 "real" roles. If there was ever a totem for simplicity in television, this is it.

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Paris syndrome is an extreme and severe form of culture shock, in which tourists are so dissapointed by the reality of paris that they can experience extreme medical issues. This was first discovered in 1986 by psychiatrist, Hiroaki Ota, publishing a book under the same name. Paris syndrome's effect where so severe that the japense embassy in paris had to set up a 24 hour hot line for those suffering the symptoms (japenese tourists where thought to be those who felt the effects most severely).

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Style bleeds from Yorgos Lanthimos' cimematic masterpiece. Emma stone depicts Bella Baxter, a woman who through ruthless surgery and experimentation hes been given a childs brain. With time and her "fathers" watch, played by Willem Defoe, she quickly matures and learns to see the world and its inhabitants for what they really are. You follow her groth through the film as she learns the struggles of poverty, sex and what itmeans to be a woman. Incredible art direction, cinematography and set design helps guide the view on this journey and experience her life with her. As she gains perspective so to do we with the cameras angles and lenses becoming closer and closer to that of life and traditional film. It is these clever and unique choices that for me make poor things such a fantastic film, bolstered of course by the performances from Emma Stone and Willem Defoe as well as Alasdair Gray's original Novel providing such a fantastic story.

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Stewart Lee, The life and death of a stand up comedian - 1989-Present

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Stewart Lee, The life and death of a stand up comedian - 1989-Present

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Stewart Lee, the comedian, is a man who believes he is genius and despises his audience, simultaneously for not understanding his genius and for trying to.

Stewart Lee, the man, is a man who writes stand up for his character to perform. He is a genius.

The main crux of his comedy is grounded in the rules of all comedy; set ups, punchlines, "ole switcheroos", etc, etc. But what Stewart Lee does differently from most other main stream comics is so freely break the aparent rules of stand up. Alot of the comedy in Lee's shows comes in the pauses, whats not said. These jokes are only really possible with a level of trust in the audience to know what should be said in the gaps, were this a regular stand up set. This relationship between audience and performer does exist in most all media, but is never so obvious as in a Stewart Lee stand up set.

"What you've [Stewart Lee] done is evlove a system that knowingly operates the levers that make people laugh, by using any means possible apart from actually saying anything funny. You make them feel awkward, you make them feel a little bit afraid, you make them feel nervous. And that is the only reason they laugh"

- Spoken by, Chris Morris, Written about Stewart Lee, By Stewart Lee

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In superliminal, perspective is key, with the point of view of the player warping the world as their perspective litirally changes. For example you couldpick up the millenum wheel if you were far enough away from it, all that matters is scale. Superliminal litirally means "pertaining to, or involving conscious awareness; above the threshold of the subconscious" and that is what the game is playing with; what are players of video games conciously aware of, what do they think they can do? Levels in superliminal, if you can call them that, often require a player use what would normally be an utterly farfetched or outright impossible solution to solve a problem. So, think big, think small, or think inside out.

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Cruelty Squad takes place in a far off distopian future riddled parasites and disease in the form or currency and the human ego. Cappatilism has dominated all, now at its latest possible stage, money is all and any person who can control it is not less than a god. The world is seemingly run my these global elite but really its the lower class workers who keep everything going, but with the wealth disparity already in place theres no hope of ever achieving a monetary equality. While there are actual gods within the universe of cruelty squad, all they provide is a full stop to "life".

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The Stanley Parable is a game in which the player take the role of an ordinary office worker, Stanley, who on this particular day has found him self alone in the office. His co-workers have seemingly vanished, but as the player explores the office and its connection sectors it becomes obvious everything is not as it seems. The game is a toung and cheek modernisation of classic "choose your own adventure" games and books but with polictical messages and darker themes scattered through. Exestentialism, Comedy and Fourth wall breaks are at the center of this experience, with asthetic (while being consistant) not being the focus.

The games cycling is a repeating day, that you the player (stanley) lives over and over. While this is an obvious metaphor about the monotany of the day to day tourture of office work, The stanley parables endings provide insight into the damage this cycle can perpetuate.