My own material. Everything else on this site was taken from somebody else; this is the only section where it is mine.

That puts the work in an awkward double role worth stating rather than hiding: I am not a neutral observer of these installations. I make them, and the questions come from things going wrong in my own work rather than from gaps in a literature.

Projects

Finished or running work. Every project page ends with what making it exposed — not what it achieved.

Phosphor is the current example: applying a borrowed concept to it revealed that two of my three mapping principles are not perceivable at all, which no amount of conceptual tidiness fixes.

Pachinko develops gesture-driven sound toward a two-person interaction: one person releases a ball, another shapes its path. It asks how participants negotiate shared control, and whether they can tell each other’s influence from the system’s chance-based behaviour.

Fragments

The rawest layer. Not conclusions, not even questions yet — just what I keep circling back to across projects, papers and interviews.

The rule: something gets written down the second time it appears. Not the first — the first time is a thought. The second time is a pattern.

When one gets sharp enough that I can say “I want to work out exactly this”, it stops being a fragment and becomes a project, or the thing a concept gets tested against.

The Controller as a Cultural Symbol · Game Engine as Instrument · Interactivity vs. Gamefulness

Why the fragments matter more than they look

The most useful test I have found for a research direction: check whether it is in here. A direction that arrived from a gap analysis, and never from the material, is a direction anyone could have had. See Log.

Adding something

One page per project, one per fragment. This is where the prototype goes — the system being built, and each iteration of it, including the ones that failed.

5 items under this folder.