synctank issue 3
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WELCOME #3 The third edition of SyncTank, the print companion to welcometosync.com, is all about the three Ps
— Practice, People and Process.
At Sync, we’ve been listening to the ideas and concerns of those working in the arts in Scotland, and learning about how best to turn this knowledge into real and exciting digital innovation in the sector.
What you’ll read in these pages are think pieces, profiles and features that explore, highlight and promote the ideas and processes that we think will ultimately inform and influence another very important ‘P’ — Policy.
welcometosync.com
@synchq
Sync is a programme of activities, including Culture Hack Scotland and Geeks- in-Residence, designed to support cultural organisations in Scotland develop a more progressive relationship with technology and technologists. The pieces in this publication are part of a bigger set of articles and information you can find on the Sync website. If you enjoy what you read here, pay us a visit — we’d love you to join in the conversation.
SYNc TEAM, NovEMbEr 2013
SYNC TEAM
ROHAN GUNATILLAKEERIN MAGUIREDEVON WALSHE SUZY GLASSEMMIE McKAYCHRIS SHARRATTCONTRIBUTORS
DAVID KETTLEBEN EASTLUCY CONWAY
PEOPLE
If you would like to contribute
to SyncTank please email:
Sign up to our mailing list:
welcometosync.com
Designed by Rydo
Edited by Chris Sharratt
SyncTank is supported by the National Lottery through Creative Scotland
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COMMENT:
–PRACTICE-LED // ROHAN GUNATILLAKE
FEATURES
–SOPHIA GEORGE: V&A GAMES DESIGNER IN RESIDENCE–VICKI BENNETT’S ADVENTURES IN SOUND & VISION–JOE HOWE ON CONDUCTING ‘LIVE’ DIGITAL MUSIC
COMMENT:
–PEOPLE-CENTRED // SUZY GLASS
PROFILE:
–HUGH WALLACE: HEAD OF DIGITAL, NATIONAL MUSEUMS SCOTLAND
INTRODUCING:
–THE SYNCLIST: OUR NEW SHOWCASE OF TALENT
SYNC SESSIONS:
–TALKING ANONYMOUSLY ABOUT ARTS ORGANISATIONS & DIGITAL
COMMENT:
–PROCESS-FOCUSED // ROHAN GUNATILLAKE
CULTURE HACK SCOTLAND:
–THIS YEAR’S 48-HOUR HACK REVIEWED
GEEKS-IN-RESIDENCE
–EDINBURGH MEET-UP REPORT & EIGG BOX THINKING
LAST WORD:
–ENDINGS & BEGINNINGS
CONTENTS
PRACTICE -LED
Real digital innovation in the arts has to be about the art, and that means focusing on creative practice rather than digital platforms and business models.
ROHAN GUNATILLAKE
COMMENT
7
I used to think that policy was not real life
— that it was the stuff of jargon-filled documents
thrust down from ivory towers. But then I noticed
an interesting change, and one that was especially
clear in the area of digital innovation in the arts.
I noticed that it was no longer the wonks who held
the lead in the policy conversation; it was the
practitioners.
With a lack of practical digital intelligence
at the higher echelons of organisations with more
traditional influence, I’ve found that the best source
for policy-like insights and models for progressive
digital practice are the people and organisations who
are actually producing work — the likes of iShed,
Caper, National Theatre Wales, Hide&Seek, Blast
Theory, and Sync. It is clearly a time for producer-led
policy making.
At Sync, we’ve started to reflect on all that we’ve
done to date, what we’ve seen and what it might
mean. Through our experiments, we’ve seen, listened
and learned enough to propose a fresh new policy
direction in response to the question: what should be
done to enable the most progressive relationship
possible between the arts and digital? The framework
we propose is made up of three conveniently
alliterative parts: practice-led, process-focused and
people-centred.
The last five years has seen the arts bullied by
new technology and it is something that needs to
stop. So much activity has been driven by two main
stories: that we must adapt to a particular digital
platform or tool because it’s the fashionable thing
to do; and that the integration of new technologies
will create new business models and income streams
that will improve our balance sheets — if only we
were to become more entrepreneurial. 3↑ I'd Hide You by Blast Theory
8
Practice-led innovation — say it out loud and
smile. Let’s invest in and prioritise the making of new
creative work that is inspired by and built on digital
tools and digital thinking. Only when this innovation
stuff makes a difference to creative programmes will
it get the attention it deserves. To continue to silo it
within communications and marketing relegates its
importance, and to continue to call it digital art rather
than just art belies the fact that as a society we’re
moving on from classifying digital as different from
everything else in our lives.
It may sound like stating the obvious to say that
digital innovation in the arts must be about the art,
but from a policy perspective this has just not been
the case. The starting place for this approach is
the artists and companies already practising in this
way: Circumstance, James Bridle, the Lighthouse
in Brighton, as well as processes like Culture Hack
Scotland and the brilliant suite of work that makes
up the REACT collaboration, hosted by Watershed
in Bristol. These show what can happen when digital
is seen as part of the creative toolset.
Of course, practice-led innovation is not
appropriate for everyone, and those who do not
want to use digital tools and digital thinking to create
new work must be able to make that choice. But if
we continue to ignore practice as a priority area for
innovation policy and support, the relevance of the
arts in society will inevitably be eroded. :
> Both stories ignore the fact this doesn’t have
to be a one-way street. It’s about time we gave the
arts the chance to influence digital technology as
much as the other way round; it’s time to grow
together as partners rather than battle it out like
a couple in a dysfunctional relationship.
It’s often said that what art does best is help
us find meaning in what it is to be human, and in the
last decade understanding technology and how it is
impacting on our world has became paramount. As
a society we need more art that takes digital tools
and digital thinking and uses it to express and curate
beauty, meaning and debate.
Much attention from funders and other
infrastructure bodies is given to digital as a way to
help organisations do what they’re already doing,
but a little bit better: smarter ways of marketing and
selling tickets; using broadcast to take existing work
to more people; updating your web presence so it
works on mobile.
While this kind of thing is certainly important,
it is a disservice to the sector to call it digital
innovation, rather than what it really is —
organisational development. To describe such
work as innovation lowers the bar of our collective
ambition.
Funders also have an obsession with business
model innovation — again, part of the story that if
we’d only try hard enough, we’d discover a scaleable
market-ready income stream that takes the pressure
off grant finance. This focus on business model
innovation is often poorly defined and by definition
takes already stretched organisations away from their
core business. After all, most arts organisations are
so brilliantly streamlined and good at what they do
that they’re not in a position to do things differently.
This article was originally published by Guardian Culture Professionals Network.
Rohan Gunatillake is a co-producer of Sync.
“Let’s invest in and prioritise the making of new creative work that is inspired by and built on digital tools and digital thinking.”
9FEATURES
“THERE’S NOTHING STOPPING A GAME WINNING THE TURNER PRIZE. EVENTUALLY”
BEN EAST
Sophia George is the V&A’s first Game Designer in Residence. We talk to her and the project’s partners about the challenges and possibilities the residency presents.
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> It could almost be a scene from Tomb Raider.
Wide-eyed and curious, a young woman peers around
the 15th century chapel of Santa Chiara, looking for
inspiration and adventure as she takes in her
surroundings. In fact, though, it isn’t a chapel at all
— it’s the V&A’s stunning medieval and renaissance
rooms in London, and the woman is Sophia George,
a 22-year-old BAFTA winner and the museum’s first
Game Designer In Residence. “It’s exciting,” she says,
”but also just a little bit daunting.”
It's hardly surprising that George finds it all a
bit scary. There are a staggering 4·5million objects
in the V&A's collection, and the project — which
began in earnest in October — will involve using
a small number of these as inspiration for a game
or app. Sensibly, as daunting as it may be, the
Dundee-based games designer has plan.
“In the application process, I had to supply
artwork, videos and suggestions for the residency,”
she explains. ”The idea is to make a game based
solely on the British collection, so I’ll be spending
a lot of time in those galleries, but I’ll also host public
participation programmes, with games jams and
workshops for children and families.”
George continues:“It’s all about showing how
games, digital, art and culture can merge into one.
In schools we’re taught that IT is separate to the
arts, but if you look at games design properly,
there’s concept art, sculpture, sound — all sorts.”
George, who was one of the judges of this year’s
Culture Hack Scotland, studied Games Art & Design
at Norwich University of the Arts. In 2011 she
submitted a game to Abertay University’s Dare To Be
Digital competition. After winning with Tick Tock Toys,
a puzzle game for iPad, she went on to gain a BAFTA
Ones To Watch award in 2012. Then, on completing
her MProf in Games Development at Abertay, the
university gave George and the team who worked
on Tick Tock a £25,000 grant from its Prototype
Fund. Earlier this year, the finished game was
downloaded a staggering 100,000 times in its
first week.
The residency is a partnership between the V&A,
V&A at Dundee, the University of Abertay Dundee
and the Association for UK Interactive Entertainment
(Ukie), the games industry body. Professor Louis
Natanson, who leads computer games education
at Abertay, chuckles with satisfaction at his former
student’s meteoric rise: “Sophia is clearly a very
special, formidable person,” he says.
Natanson is keen to see how the residency
impacts on the idea and reputation of games design,
but there’s an end product here, too. After George
has completed her six months in London, she will
go back to Abertay to produce the game with a crew
of programmers and artists. Although how much of
a traditional ’game’ George’s idea ends up being is
still to be determined.
“It may be an app that has a playful element to
it,” suggests Natanson. “What we and the V&A are
looking at is how you engage people using some
of the techniques of gaming, without necessarily
providing a traditional game with levels and so on.”
3
→ Victoria & Albert Museum, main entrance. Credit : Victoria and Albert Museum, London
↗ (Next spread): Tick Tock Toys for iPad, designed by Sophia George
↘ (Next spread) Noble Living gallery at Victoria and Albert Museum. Credit : alanwilliamsphotography.com
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> “When you’re going around a museum, often
you find information about an exhibit on a board
beside it. But that’s very restrictive. Games and
digital content allow people to discover stuff for
themselves and the experience is naturally richer
for that. The audience feels they have created
their own visit.”
V&A residency co-ordinator Ruth Lloyd agrees
that digital tools are now a natural way to create
links between the objects and stories in the collection
and museum-goers. But interestingly, she’s just as
keen for the residency to underscore the idea of
games design as a serious subject worth
investigating. Everything in the V&A was new and
innovative once — and for Lloyd, this residency
simply continues an ethos of engaging in current
art and design.
“The V&A is the national museum of applied arts
and design,” she says. ”We not only collect design
but represent it, and so it was natural for us to
reflect what’s happening now. And it’s not just about
archiving good games design, it’s celebrating the
process of creating it — and a residency brings
together the people who make the work, the people
who talk about it, the people who advocate it and
those who teach it.”
So in the future, the V&A might celebrate more
cerebral PlayStation 3 games such as Flower or
Journey as examples of artistic excellence. (Designer
Jenova Chen has said his intention with both games
was to get away from the typical defeat / kill / win
mentality.)
“Both of those games are wonderful,” smiles
George. “They could easily go in an art gallery and
museum, and I’d like to see more of that. People are
getting very excited about the capabilities of the
new PlayStation and Xbox, but I’d prefer to see more
experimentation in game design, and different artistic
styles being involved.
“You know, I got a congratulatory e-mail from
someone about the V&A residency, and the next line
was ’now you have to try and make games win the
Turner Prize’. And there’s nothing stopping that
happening. Eventually.”
Indeed, Wafaa Bilal’s Virtual Jihadi, a shoot-
’em-up in which the artist cast himself as a suicide
bomber, was the stand-out exhibit in a group show
at Manchester’s Cornerhouse gallery last year. At
the time, Bilal said that it wasn’t a game produced
for commercial gain, but to make a point about
“the vulnerability of Iraqi citizens to the travesties
of the current war and racist generalisations.”
“People do tend to get a bit shocked when they
hear about games that are created without a financial
imperative,” says George.
Natanson believes there has been a huge shift
in the image of game design: “We used to have to
persuade parents that coming to Abertay wasn’t
going to be a waste of their child’s hard-earned
qualifications,” he says. “And really, for the last
decade, we haven’t had to make that argument.
Game design is a serious part of the economy, and
our programming degrees are strong maths-based
computer science courses where the best minds
of a generation are tackling some pretty big
problems.”
And now, showing their skills to the wider public
in one of the most prestigious museums in the world.
”Absolutely,” agrees Natanson. “I firmly believe that
if Leonardo Da Vinci was studying now, it would
probably be something connected with games.
They have that same lovely mix which transcends
art, culture and technology to find something new.”
:
“In schools we’re taught that IT is separate to the arts, but if you look at games design properly, there’s concept art, sculpture, sound — all sorts.”
Ben East is a freelance arts writer and journalist based in Manchester. @beneast74
ADVENTURES IN SOUND & VISION
CHRIS SHARRATT
As People Like Us, artist Vicki Bennett has been working in the field of audio-visual collage for over 20 years. Here she talks about digital’s impact on her practice and process.
FEATURES
15
Digital technologies have changed the way
Vicki Bennett creates her art — but she
emphatically states that this doesn’t make her
a ’digital artist’. ”I am not playing with digital
technology,” she says. ”I am just using the platform
to make something. The results show little sign
of what was used to create them.”
The impact of digital technology has, she explains,
been immense and groundbreaking. ”Since 2000 my
work has flowered. People may be nostalgic about the
[pre-digital] limitations, but it was very frustrating.
Now I am doing what I had in mind for a full 15 years
of analogue technology. People always argue that
limitation is good. Well it is, if those limitations are
something you set for yourself, not ones imposed
upon you because of your circumstances.”
Bennett, better known to some as People Like
Us, recently released a new 15-minute work, Gesture
Piece. It features scenes from hundreds of films, all
representing gestures or instructions, which Bennett
has deftly edited into seven ’chapters’. She then
invited a different sound artist to create a new
score for each section.
“My work is very much process led, and it’s only
a matter of tradition/necessity in art that there is a
product at all,” she says. ”So the journey, the search,
is the place where ideas form and — if I’m lucky —
exciting surprises happen.”
Gesture Piece was commissioned by Pixel Palace,
the digital media arts programme of Tyneside Cinema.
Mark Dobson, Tyneside’s Director, feels that Bennett’s
approach dovetails perfectly with the purpose and
intent of the programme.
“People often obsess about the technology and
it becomes a barrier to what they want to achieve,
rather than a means to achieve it,” says Dobson.
”What’s been interesting about the [Pixel Palace]
artists so far — like Vicki Bennett but also someone
like Kelly Richardson who we worked with last year
— is that they have an absolute clear vision of what
it is they want to create, and the technology allows
them to create that. They are not learning
technologies in order to have an idea — I think that’s
critically important for the kind of work we’ve been
wanting to look at.”
For Bennett, making Gesture Piece involved
watching around 150 films, identifying clips to use
and then subediting these for inclusion. After that,
things got a bit messy.
“I take written notes of what they [the film clips]
are,” explains Bennett. ”Then I print out the written
notes and cut them out and put them all over the
floor. This is where I start to make the conceptual
connections between the material, like the
ingredients to a recipe.”
Although not on the same scale, the visual
experience of watching Gesture Piece is similar to
that of Christian Marclay’s crowdpleasing 24-hour
epic, The Clock (2010). Bennett knows Marclay and
admires his work — in fact she even helped out
a little with the making of The Clock.
“I did actually contribute some clips. I was
working on a large piece of work myself at the time
and spending several months watching movies on
fast forward, so I told Christian I’d look out for clocks
along the way. I still get excited when I see clocks
in films.” 3
→ (Next page) Extracts from Gesture Piece by Vicki Bennett
← Vicki Bennett
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> Bennett’s work, again like Marclay’s, is
very much concerned with sound, how it affects
us, and how we interpret the world through it.
“My background is in making audio compositions
(albums, radio and so on), for over two decades
now. And I actually think it’s all the same — it is
all compositional and I approach visual art and art
that uses sound in the same way.”
Working with other artists forms a large part
of Bennett’s practice — last year she curated Radio
Boredcast for AV Festival, a month-long radio station
that produced 744 hours of sound and involved
around 100 artists. ”[Doing Radio Boredcast]
started me wondering how I could make a film
which collaborated with other artists, something
I’ve not done before,” she says.
“Then I started to think about the tag-teaming
methods that I use to edit material, where I place
similar imagery side-by-side and gradually change
the content. I thought that it would be nice to make
a film where I gave a different piece to each artist,
isolated from that which was to go before and after
it, and to see what happened.”
The seven sound artists Bennett worked with
include Baltimore-based Matmos (experimental
electronic music duo M C Schmidt and Drew Daniel),
UK composer and collagist Ergo Phizmiz and New
York-based composer and performer (and Professor
of Psychiatry, Neurology and Pharmacology at
Columbia University’s Department of Neuroscience),
Dave Soldier.
While Bennett had no way of knowing how
the pieces would turn out, she’s clearly pleased with
the result. ”It [the sound] does work without the
movie, and the movie works without the soundtracks.
The context changes of course, and maybe the
setting you would put it in to view it, but essentially
they work independently from each other.”
Interestingly — bearing in mind the nature of the
organisation that commissioned it — Gesture Piece is
screening exclusively online. The idea was Tyneside’s
rather than the artist’s. (“I’m happy for this film and
all published work to be screened anywhere capable
of doing so,” says Bennett.)
Tyneside’s director sees the decision to distribute
it this way as part of the cinema’s ongoing interest in
disrupting traditional cinematic forms of distribution.
”We did think about the idea of premiering it to
Tyneside audiences online at a set time, asking them
to bring along popcorn, that kind of thing, but in
the end we thought that wasn’t appropriate. We’re
playing around with ideas of distribution and looking
at the role of the building and the context in which
something is viewed.”
Bennett, meanwhile, is perfectly happy for the
piece to just be viewed online. In fact, on the Vimeo
page of Gesture Piece, she has inserted markers so
that people can experience the start points of all
seven soundtracks.
“I have no problem with people pausing or moving
around a piece. There is value to having the attention
span to experience things in full like they were
originally made (and sometimes intended),” she says.
”But it’s up to us what the hell we decide to do with
it after that point.” 1
peoplelikeus.org
Chris Sharratt is a writer and editor based in Glasgow. He is the editor of SyncTank.
@chrissharratt
“I am not playing with digital technology, I am just using the platform to make something. The results show little sign of what was used to create them.”
CONDUCTING CHANGE: DIRECTING ’LIVE’ DIGITAL MUSIC
Musician and composer Joe Howe has developed a dynamic tool for conducting electronic and acoustic music. He explains why it’s needed and how it works.
DAVID KETTLE
FEATURES
19
“This whole project came from a problem —
how to involve the choir and soloists with music that
was pre-recorded on a computer. More importantly,
how to make it so that the conductor could direct
everything with some kind of dynamism.”
Joe Howe has just finished his Masters in the
Sound for the Moving Image course at Glasgow
School of Art, and solving this conducting conundrum
forms part of his thesis submission. ”The idea behind
my system,” he says, ”is that a conductor could
conduct both the electronics and human performers
with the same movements.”
It’s an ambitious idea, but judging by the
presentation he gave at Glasgow School of Art’s
graduate degree show in the city’s Lighthouse design
centre, it works. The project’s origins, however,
predate Howe’s time at GSA.
“I’d been living in Germany for a couple of years
and I was approached to work on an opera by the
Argentinian composer Santiago Blaum, called Switch
On: Konferenzoper,” he explains. Appropriately
enough, the opera, staged at Berlin’s HAU3 arts
centre in October 2010, was itself about electronic
music.
Along with its four-strong chorus, its three main
characters represented three early pioneers in the
field: Wendy Carlos, Robert Moog and Rachel Elkind.
And it was all delivered in the form of a Baroque-
style opera. ”I was brought in to translate lots of
Baroque music into electronic music, arranging it
for four synthesisers,” says Howe.
Ironically, the solution they ended up with for
that particular project was rather prosaic: “We just
used the laptop’s spacebar to control the tempo
in the end,” he explains, ”but we wanted to finesse
the system, and make it into something that people
could actually use.” 3
↑Joe Howe demonstrates his conducting program at The Lighthouse, Glasgow.
> What Howe has developed is based around the
synthesised Baroque music he arranged for Switch
On, but he can now control the overall speed and the
individual dynamics of each of the four synthesisers,
using gestures rather than a keyboard.
“Your left hand controls the speed, and you use
your right hand for dynamics,” he explains. ”It’s just
like a conductor would do with an orchestra. When
you start using the program, you get the orchestra
ready by holding up your left hand as if to ask
everyone to watch you — again, like a conductor
might do.” After that, it’s a case of giving the
overall pulse with the left hand, and summoning
and balancing different lines with gestures from
the right.
But how does it actually work? “The system
consists of a laptop running Max MSP and Synapse,
four speakers, and a Kinect camera that works with
the Xbox 360, which is an infrared sensor as well as
a camera. It perceives depth as well as motion.” This
means that the user can move their arms forward
and back as well as up, down and from side to side.
“The Synapse program imposes a skeleton on the
user’s body, so when you first start using it, you have
to strike a pose to show it where the joints of your
body are. After that, it’s always looking for the left
and right hand in space, relative to a line down the
centre of the torso.”
→ Joe Howe in mid-flow at The Lighthouse, Glasgow
↘ Synapse software screen shot
↓ Screen shot of Joe Howe's conducting program
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It’s an impressive sight in action, with Howe
nudging the speed of a synthesised Jean-Baptiste
Lully orchestral piece up or down a notch by varying
his left-hand gestures, and pointing at the system’s
speakers to indicate which lines he wants louder.
For Howe, it’s important that the system matches
as closely as possible what human musicians would
be used to. ”The world of opera, for example, is very
rarefied, and everyone is very highly trained, so you
don’t want something that’s completely alien coming
in and disrupting things.
“I want this system to be invisible, essentially,
so that the conductor can do his or her job without
having an extra element that might make things more
complicated.” Likewise, he’s thinking of adapting the
system so that it could eventually learn individual
conductors’ movement styles.
Originally from Perthshire and now based in
Glasgow, Howe studied for a degree in English Lit.
Music, though, has always been important to him and
he has worked on a variety of other music projects in
recent years. ”I’ve had piano lessons since I was five,
so it was probably inevitable that I’d end up in music.”
He’s also already been in the music business for
ten years. ”I’ve released eight albums in that time,”
he says. ”Before this, I was mainly recording albums,
and touring in Europe and the US. I used to play in
a very silly band called Gay Against You, which was
more like performance art — stupid costumes,
running about in the audience, making a big mess.
The most recent thing I’ve been involved in is called
Ben Butler and Mousepad, which is getting more
towards dance music with synthesisers.” 3
22
> Howe is currently working on a monster-
themed project with visual artist Annabel Frearson.
“Her PhD project is to make a new novel using all the
words of Mary Shelley’s Frankenstein, and she’s got
lots of arts projects that are iterations of this. She
asked me to make an album of eight songs using
the text, which we called Bad Brain Call.” The pair
presented a live version of the album in October
at Art Licks in London.
How does he view his electronic conducting
project in the context of his earlier work? “It’s
absolutely not stuff I was used to working with
before,” he admits, explaining that the GSA course
opened his eyes to the possibilities of using
technology in this new way.
“I got a lot of confidence out of it — confidence
to make ideas such as this happen, and also technical
confidence. The difference is that this is facilitating
an idea, whereas my previous work was making a fun
piece of music. I can now approach a project in a
technical manner, rather than simply making a piece
of music that suits it — that’s the distinction.”
For the future, Howe has a simple ambition: to
see his new electronic conducting system in action.
”I hope we’re going to use it on a new opera I’m
working on, also with Santiago Blaum, in the
Sofiensaal in Berlin in the New Year. It’s going to be
a version of Stravinsky’s The Soldier’s Tale. Ironically,
we may not actually need to use it, as there’s only
one singer. But the director is very interested,
so there’s definitely a possibility.”
“The idea behind my system is that a conductor could conduct both the electronics and human performers with the same movements.”
Even if that doesn’t come off, he’s keen to find
uses for the system elsewhere. “I’m approaching
a lot of other people about it. I definitely want it to
have a practical application — whether it’s me using
it, or asking others to think about incorporating it
into their work. But hopefully with me being involved!”
:
joe-howe.com
David Kettle is a writer, editor and classical music specialist . His work has appeared in numerous publications including The Times, BBC Music Magazine, The Scotsman, Scotland on Sunday, The Strad, Classical Music and The List .
PEOPLE -CENTRED
Digital policy needs to be all about people, rather than the technology, if we’re ever to successfully embed digital creativity in the arts.
SUZY GLASS
COMMENT
24
> There’s a trap we keep falling into as we
attempt to embed digital creativity in the arts.
Just look at the programmes that encourage and
support digital work. They tend to focus on product:
what innovative thing are you making? Occasionally,
they deal with organisational health: how can you
be better equipped to deliver this type of work?
Talent development, though, barely gets a look in
— it seems we’re forgetting that behind every great
digital project there’s at least one great person
making it happen.
Little wonder, then, that there are very few
people working in the arts in the UK who are ready
to drive the digital agenda, who feel confident
enough to bring together teams to make genuinely
mind-blowing digital work. Instead, they are at best
struggling to come up with digital ideas, and at worst
so confused or overwhelmed by the task that they’re
hiding their heads in the sand.
Even the language we use is wobbly and
unconvincing. Take digital, technology and
innovation — words that are regularly interchanged
with one another. Not only is this irritating for any
semantic sticklers out there, it’s also contributing
to misconceptions that are holding the sector back,
preventing us from moving enthusiastically towards
a future in which digital creativity is no longer
fetishised or feared.
These terms all carry big meanings. For a lot of
people, they carry intimidating baggage, too. Just one
of them on its own might be enough to send a digital
scaredy-cat into a frenzy of panic. Bundled together,
they can represent a world of torment and confusion.
It doesn’t have to be like this. Digital creative
work, like most if not all creative work, is led by
(and made for and about) people. And at Sync, we’ve
started making sure that people are at the heart of
all our conversations. We’ve shifted our focus and
tone, and we think that those designing and
managing funding programmes and training
opportunities should do the same. We want people
to drive the agenda, not the technologies, projects
or products.
Towards the end of 2012, we realised that a
significant number of people we were talking to about
digital innovation were crippled by what can only be
described as fear. We found that people are worried
about looking idiotic, feeling irrelevant, being pushed
to one side, being overwhelmed by things they don’t
really understand. They are worried about economic
and reputational pain.
It’s really no wonder, then, that nationwide we’re
struggling to develop an environment that nurtures
excellent digital work in a way that’s progressive and
sustainable. And yet how we make a work that sits
on a digital platform or uses digital tools is really no
different to making a non-digital piece — we bring
visionary people together to imagine and then build
the impossible, to find meaningful ways of talking
about contemporary issues, to engage people in
dialogue and discussion.
There’s no secret recipe with digital; we just need
the right people to be together in the right room at
the right time. Yes, of course at some point we’ll start
talking about logistics and technologies, and that’s
when the experts within the team should be able
to take over. Whether they’re specialists in app
development or lighting design, data management
or script editing, the principle is the same.
“At Sync, we’ve started making sure that people are at the heart of all our conversations, not the technologies, projects or products.”
25
Clearly though, something isn’t quite clicking,
which brings us to the role of the producer within the
digital landscape. These are people who can straddle
different sectors, speak different languages, bring
disparate people together and facilitate processes
that support effective communication. It’s not just
about producers though; as this conversation has
developed, we’ve started to talk about ’bilingual’
people. These might be designers or developers,
directors or writers — whatever they call themselves,
they are the lynchpins.
You may know some. There’s Sarah Ellis, currently
doing amazing work at the Royal Shakespeare
Company; or Ben Templeton, who has developed
work with Tate and the National Museum of Scotland
through his company Thought Den. Look also at how
Yann Seznec works, making and selling innovative
products through his company Lucky Frame and also
sustaining an individual arts practice, collaborating
with the likes of musician Matthew Herbert and
the Edinburgh Art Festival.
Bilingual people know others who work in
different sectors. They can predict and deal with
points of divergence, and they know how to steer
towards points of overlap. They are the people who
can create the right environment for progressive
creative processes to emerge and establish
themselves.
This article was originally published by Guardian Culture Professionals Network.
Suzy Glass is a co-producer of Sync.
@suzyGlass
The single most impactful thing we can do to
create a sustainable digital landscape within arts
practice is to concentrate on these people; those
who already exist and those who are showing signs
of becoming bilingual. There are relatively few of
them, but it’s worth seeking them out, concentrating
on them, and ultimately creating better spaces to
work in. Let’s support the real innovators to do what
they do best. Let’s believe in them and give them
room to experiment. :
← (Previous page) Yann Seznec at Culture Hack Scotland 2013. Photo by Chris Scott
↑ Culture Hack Scotland 2013. Photo by Chris Scott
CREATING DIGITAL SPACE AT THE MUSEUM
PROFILE
Hugh Wallace, Head of Digital Media at National Museums Scotland, shares his thoughts on embedding digital in the museums sector.
CHRIS SHARRATT
27
“The thing with digital,” says Hugh Wallace,
“is that if you over-evangelize it and overstate what
it’s going to do, it can come back to bite you. So,
my style is very much that of the diplomat, the
pragmatist.”
Wallace is Head of Digital Media at National
Museums Scotland — a grand title that needs to be
put into perspective. The digital team, which he was
responsible for recruiting after joining the museum
from Oxfam four years ago, has three other staff.
It is the smallest department in one of Scotland’s
pre-eminent cultural institutions, which has nearly
300 full-time staff across its four venues, and in 2012
attracted nearly two million visitors at the National
Museum of Scotland alone. “Big remit, small team,”
smiles Wallace.
Before Wallace took on the role, there was no
digital department. But while that means he was
starting from a pretty low base, he says that the
organisation was well prepared for his arrival. 3
↑ Hugh Wallace
← Grand Gallery, National Museum of Scotland
28
> “The person who’d brought me into the
organisation had made the case and already folded
some other roles into the team, so there was no
sense of any resentment about this new shiny
digital thing. The big focus at the time was a public
engagement strategy that joined the dots between
programming and learning, and seeing digital as
all part of that.”
Four years on, and with the museum having
recently added a very digital artifact — FOUND’s
Cybraphon — to its collection, Wallace feels that
the organisation is at a pivotal moment in terms
of its digital ambitions.
“We’ve got to a point where it’s seen as an
important, value-adding part of the rich array of
things that National Museums Scotland does," he
says. “But at the same time, it’s often been a happy
accident that we’ve been able to do stuff, rather
than part of a strategic approach. Developing the
appropriate mechanisms for people so that they
can get the digital team in the right place to shape
a project — that’s a big piece of work that is
needed now.”
A clear strategy and voice, believes Wallace, is
crucial to the process of embedding digital into an
organisation’s culture. "There are people who say
that organisations don’t need a digital strategy and
there shouldn’t be separate digital media
departments — that it should be so intrinsic to
what we’re doing that there shouldn’t be something
called digital.
“But in all my experience, it’s really important
that there’s someone who can translate and interpret
what can be quite complex and abstract ideas to
those who don’t necessarily have an appreciation
of technology or an understanding of data. There’s
a definite role for that in lots of organisations —
the person who can broker conversations at
multiple levels.”
Wallace’s ’happy accidents’ at National Museums
Scotland have delivered some interesting results
to date, from a significant jump in website traffic
to a simple but successful Museum Explorer app,
released last October. More recently, the launch in
May of Capture The Museum — a mobile, multiplayer
game produced in collaboration with Thought Den
and Splash and Ripple — has provided an extra layer
of competitive engagement when exploring the
collection.
↑ Imagine Gallery, National Museum of Scotland
↗ Grand Gallery, National Museum of Scotland
29
A prototype funded by the Technology Strategy
Board — “I happened to be at the right end of a
phone when someone got in touch,” says Wallace,
“I think we were lucky.” — the end result is great
fun and something quite different for the museum.
Although there’s still some tech work needed and the
mechanics of facilitating the game in a busy museum
remain a challenge, Wallace is
hugely positive about the
project. But while a lot of
attention has been paid to the
app itself, for Wallace it’s been
about a lot more than just the
end result.
“One of the biggest innovations was the actual
process and being able to realise the project at all,”
he says. “The digital team tend to sit in an office and
our work is largely delivered to devices or computers,
so to suddenly become part of the physical
institution — and very obviously because you’re
all over it — wasn’t without its challenges.
“The game is very much about a physical presence
in a museum setting, and I know now what a big deal
that is for an institution of our size, and how it just
wouldn’t have been tolerated and allowed in a lot
of places.”
Bringing in outside thinking
and letting that shape the
finished product was also a
challenging, but ultimately
fruitful, process. “It was very
much a collaborative effort,
with us always trying to meet
them halfway — sometimes failing and sometimes
over delivering.”
Although it was only funded as a prototype with
no requirement for it to be sustainable, if funding
can be secured, Wallace is keen to refine and further
develop Capture The Museum. “We feel we have
something that is worth doing, and having put so
much effort in to get here it would be great to see
it continue.” 3
“We’ve got to a point where digital is seen as an important, value-adding part of the rich array of things that National Museums Scotland does.”
30
Part of what will be explored in the newly
refurbished galleries is the intersection between
the disciplines — how things get made and produced.
It’s clearly fertile territory and Wallace is already
beginning to explore ideas.
“It’s a really ripe area to be doing some cool stuff
in,” he says. “What I’d like us to achieve is possibly
something mobile-delivered, but it’s difficult to tell.
We haven’t quite worked out what the hell it will
be yet!” :
> What’s next for Wallace and his team? The
biggest story in the National Museum of Scotland’s
recent history has been the reopening of the museum
after a £47m refit in 2011. When the redevelopment
project began in 2008, the digital department didn’t
exist. Now, with more major capital work on the way
and the Art and Design and Science and Technology
galleries due to close soon for redevelopment,
Wallace is looking forward to digital having a
significant role when the galleries reopen in 2016.
“We started mid-way through the last
redevelopment and so our impact was fairly light,”
he says. “Now, it’s a much more interesting time
for us because we can look at how we make digital
a more integral and deliberate part of what gets
delivered.”
↑ Capture The Museum game players at National Museum of Scotland
www.nms.ac.uk
31 INTRODUCING
THE SYNCLIST
At Sync, we've collaborated with, spoken to and written about some amazing people working in the space where the arts meets technology
— people that we believe are key to continued innovation in Scotland and beyond. That's why we've decided to create the SyncList — an online showcase of talent that shouts about people rather than products.
It's a dynamic list that will of course evolve and grow, and you can view who's featured so far at: welcometosync.com/synclist. Here, though, are a few people to be getting on with...
32
GILLIAN EASSONPROJECT DESIGNER
DUNDEE
BEN TEMPLETONFOUNDER & DIRECTOR
THOUGHT DEN
BRISTOL
“I create ways for people to engage, connect
and collaborate, often designing the links between
organisations and audiences,” explains Gillian Easson.
“Supporting these online / offline communities enables
people to be active in shaping things that matter to
them, and helps organisations reach and better
engage audiences.”
A project manager with Nesta from 2006—13,
Easson explains that she's inspired by "the moments
when creatives/organisations/audiences 'get' the
potential of digital, and then most critically use it
to enable and extend their practice — whether it's
to enhance their work artistically or to reach new
markets.”
While firmly embedded in the city's creative
community — she founded the online platform
Creative Dundee and led the development of
wedundee.com, part of the city's bid to be the
2017 UK City of Culture — Easson’s work is
national and international in scope.
“[I'm excited by] anything which encourages
people to come together and experience the world
in interesting ways — and leaves you thinking
it’s a little bit magic!”
www.gillianeasson.com
@gillianeasson
“Playfulness is at the heart of what we do at
Thought Den,” says Ben Templeton. “We specialise
in broadening and deepening audience engagement
in arts and culture.”
Thought Den has produced innovative and
characterful projects across web, mobile and
installation for the likes of Tate, Science Museum
and National Museums Scotland. An eagerness to
talk to and work with the people who will ultimately
interact with what they create is a hallmark of
Thought Den's approach.
“I love the content, the people and the challenge
of innovation,” says Templeton. “Despite the
supposed rapid march of technology, the principles
of interaction design and working with people haven’t
really changed for decades. Finding the sweet spot
is great fun — or put another way, incredibly
frustrating / eventually rewarding.”
Describing the UK's arts and culture scene as
“utterly incredible right now”, Templeton says: “In
terms of technology and culture coming together,
I think we're reaching a tipping point of mutual
understanding.”
www.thoughtden.co.uk
@thoughtben
33
BRIAN BAGLOWFOUNDER
SCOTTISH GAMES
NETWORK
DUNDEE
OONAGH MURPHY
ARTS MANAGER
WRITER & LECTURER
BELFAST
“The convergence between games and the rest
of the creative world is going to create entirely new
types of experience. It's going to be incredible.”
Brian Baglow works with and represents the
games industry in Scotland, helping it to evolve
and work more closely with the rest of the creative
industries. As such, he sees interactive media as
being about much more than games, apps or
‘digital art’.
“It's a transformative technology that is
fundamentally changing every aspect of the creative
industries,” he says, “from the way they're created
and distributed through to the way they're monetised,
consumed and even the way people experience them.”
Baglow mentions National Theatre of Scotland’s
work with game development studio Quartic Llama
on the horror game, Other, as one example of how the
arts and games industry can work together. “For me,
the most exciting projects are those which go beyond
‘gaming’,” he says, “bringing together the games
sector with other areas of the arts.”
www.scottishgames.net
@flackboy
“To most people, digital technologies are like
magic — cool but scary. I love it when I explain
a digital platform in plain English and see
someone’s whole approach change.”
Oonagh Murphy researches digital innovation
in the cultural sector, with a particular focus on
the scalability of emerging technologies for
small cultural organisations. “In short,“ she says,
“I help arts organisations with tiny budgets and
not enough staff to take the first steps in the
digital world.”
Murphy believes that the way digital
technologies are introduced and explained
is hugely important. “Plain English, a friendly
approach and simple anecdotes can make the
most complicated technologies seem simple
to anyone,” she says.
With the right approach, thinks Murphy,
the future is bright for the arts and digital:
“With an increased digital skills base across
arts organisations, the role of ‘digital’ staff
will move from content creation and delivery,
to management, strategy and training."
www.oonaghmurphy.com
@OonaghTweets
34
SARAH ELLISDIGITAL PRODUCER
ROYAL SHAKESPEARE COMPANY
STRATFORD-
UPON-AVON
TOM METCALFEPRODUCER
REACT OBJECTS SANDBOX
BRISTOL
“What excites me [about digital] is the
possibilities for transforming how creative work
is made,“ says Sarah Ellis. “What’s interesting
is how audiences are engaging with these new
platforms and how this is shifting the
relationship between art and society.”
As the Royal Shakespeare Company's (RSC)
Digital Producer, Ellis produces live and online
performances and projects that “reinterpret
Shakespeare for the digital age.”
It‘s a huge job that has seen the RSC working
with a variety of partners. “It involves exploring
new ideas, devising strategy, fundraising, making
new partnerships, commissioning artists and
technologists, mentoring, and engaging
audiences with the work.”
Ellis has also been working closely with
academics to understand the impact of digital
technologies on our engagement with the arts:
“The two main projects I’ve produced at the
RSC — myShakespeare and Midsummer Night’s
Dreaming — have, I hope, in some way explored
this and presented new questions into the
debate.”
www.rsc.org.uk
@scarahnellis
“Above all,“ says Tom Metcalfe, “my job
involves working in collaborative environments
with people that have diverse skill-sets,
backgrounds and expertise. Around that core,
there are many things that I get super-excited
about.”
Metcalfe is based at the Pervasive Media
Studio at Watershed. His work involves research
and enterprise in arts and creative technologies,
supporting and funding collaborations between
academics and creatives.
A practising designer (when time allows)
and co-founder of Fieldguide — an ‘occasional
collective and sometimes journal’ for people
interested in design, tech and society —
Metcalfe has a background in both industry
and academia.
And those things he's very excited about?
“The exploration of experiences in objects and
installations; design fictions and near-futures;
creating things that haven't previously existed;
and the journey through to elegant simplicity …”
tommetcalfe.com
@tommetcalfe
35
JOELI BREARLEYDIRECTOR
CULTURECODE INITIATIVE
MANCHESTER
ANNA HIGGSHEAD OF FILM 4·0
LONDON
“I ultimately get my kicks from watching people
learn, collaborate, co-create and develop new fruitful
relationships.”
As Director of CultureCode Initiative, Joeli
Brearley develops long-lasting sustainable
relationships between cultural professionals, artists,
computer programmers and creative technologists.
“When you place an artist with a technologist,
academic or scientist, this can drive the other
members of the team to repurpose and re-imagine
new ways of working,” she says.
CultureCode's approach involves rapid
prototyping, disruptive innovation and open data.
“Data excites me,” says Brearley, “and this includes
data visualisations and data art … I am always
interested in work that is being undertaken to try
and make data more meaningful for citizens.”
Brearley is also the Innovation Projects Officer
at FutureEverything, an R&D hub for digital culture,
and as part of this role was recently working with
artists and technologists in Russia.
“There is something very satisfying about taking
a process you have refined and tweaked and pored
over for many years in the UK to a different territory,
then watching as the magic unfolds.”
www.culturecode.co.uk
@Joeli_Brearley
“I am always learning and I love the openness of
the time we're working in now,” explains Anna Higgs.
“There's no one-size-fits-all model anymore, and
collaboration and communication is key to us all
moving forward together into an exciting future.”
Higgs‘ work as a film commissioner for Film4·0,
an innovation-driven talent and ideas hub within
Film4, involves helping to develop and finance feature
films. Specifically, she is interested in enabling
projects that are innovative in terms of storytelling
and audience engagement.
“I’m really excited about the power of multi-
platform storytelling,” she says. “Not the same story
being told across as many platforms as possible, but
really beautifully crafted journeys in which audiences
can explore as broadly or as deeply as they want to,
and where each platform (not necessarily digital)
brings something really unique, thanks to good
design and thoughtful development.”
While professing an aversion to futurology —
“unless you’re Marty McFly, we haven't been there
yet!” — Higgs knows what she wants the future
to look like: “I’m hoping that the future holds more
building of immersive worlds and experiences that
feed curiosity and bring joy, learning and revelation.”
www.film4.com/productions
@AnnaEHiggs
“DIGITAL —IT’S A WHOLE NEW MINDSET”
In the second of our Sync Sessions, two professionals from the worlds of theatre and visual arts in Scotland talk anonymously and candidly about their experience of digital technologies.
CHRIS SHARRATT
SYNC SESSIONS
37
“I think it’s integral … it’s just part of you as a company.” For the second of our Sync Sessions, we sat down with two senior arts professionals from the worlds of Scottish theatre and visual arts to discuss at length their relationship with digital.
Sync approached the discussion with no specific agenda. The purpose of the session was to explore how these arts professionals from two very different backgrounds use and view digital in their organisations. The information they provided will feed into Sync’s activities to support cultural organisations in Scotland to develop a more progressive relationship with technology and technologists.
Like the first Sync Session last year, in order for the participants to be open and candid about their thoughts and experiences, what they had to say is presented anonymously. What follows are the edited highlights — a snapshot of current thinking and a fascinating insight into the daily challenges and possibilities faced by the sector.
Whose job is digital?
“In the organisation I’m in, digital very much sits
with me. But that’s because the other members of
the team don’t want anything to do with it. I think
it is a little bit generational, too; my artistic director
is interested in the concept of it but just doesn’t
want to be involved in the reality of implementing
it. The younger people coming in to the creative
industries just naturally embrace it, but for some
of the older people — people who’ve been there for
a long time — either they don’t want to or haven’t
got time to or it’s not for them.”
“You can’t not know about or engage with digital.
The problem in terms of people’s time, and you see
it again and again, is that the digital stuff is always
delegated to one person. There just needs to be a
huge culture shift that it’s everyone’s job. A lot of
the fear is ‘I’ve got to do this on my own’.”
“Within any small arts organisation you tend to
be doing far more than your remit, so that extra thing
where you know you’re going to be the go-to person
for everything is a big one to take on. So I think it’s
more that the responsibility can be overwhelming,
rather than time.”
What do we mean when we say digital?
“That’s really hard to define, isn’t it? It’s like
electricity; it’s one of those terms we chuck around
and means a lot of things. Organisationally, at the
moment digital is seen as additional to your own
practice, in terms of platforms, in terms of your online
presence — whether that’s social media, website
presence. But that’s not how I personally think it
is — I think it’s integral, it’s like your show or flyers
you put out on the street, it’s just part of you as
a company. I work with a lot of very traditional
producers and I suppose they would see digital as
something extra, something additional, something
else. They’ll fit it into the old ways of working.” 3
> Dealing with the ‘weight ’ of digital
“I think it [digital] is weighted down by traditional
hierarchical structures that are artistic director-led,
rather than producer-led. As a model, that’s already
out of date, but to change it within the working
reality of a lot of theatre companies is a big job.
It’s old-fashioned structures — a system that doesn’t
work in a changing environment. I also think that it’s
a lot about protecting your artform. In theatre there’s
a strong idea that there’s something pure about live
theatre and we need to protect that, but it’s just a
nonsense, it’s not a threat.”
“For sculpture, there’s no issue of protecting the
artform. If anything we’re keen to get away from what
people think of as sculpture — bronze and marble,
etc. Not that we wouldn’t work with them, but the
more things going on the better. I think the
generational thing is interesting — there are still
an awful lot of people coming out of art school who
aren’t the most engaged with technology. The fine art
departments often seem to be the poor relations of
the art school, where the architects and designers
are all getting 3D printers, vacuum formers, laser
cutters — they’ve all got access to these things.
Whereas for fine art — nothing. I would expect
there to be more of a push coming from the recent
graduates in terms of using digital technologies,
but from my experience it’s not happening.”
Adapt and adopt or be left behind
“I was at an event recently and they had a systems
analyst talking about the way systems work, and
it made me see our company as a system within a
wider environment. He was saying that, when an
environment changes, if a system doesn’t change too
then it ceases to exist. And of course the environment
is changing, and all these little arts organisations are
run on systems that aren’t changing. What that really
impressed on me is that you have to change or you’ll
become extinct. And Scottish theatre is particularly
bad; it’s very much, ‘This is the way we do things.’”
“I think a lot of people think, ‘I’ll learn it [digital]
once and then that’s it.’ But of course you can’t, you
don’t just learn once, it’s a whole new mindset and
you just have to carry on learning. And I think maybe
a lot of people think, ‘I missed the boat from the
beginning, so how do I catch up now?”
39
Resistance to digital
“It can be hard to introduce digital in theatre.
The definitions of what people see as theatre are
very set. And the other thing about theatre is that
it is heavily unionised. And so to go into a BECTU
theatre and say, ‘Can we just do a bit of filming
backstage with one of the actresses trying on their
costumes’ — that can be an absolute nightmare,
a minefield. It’s all for good reasons, to protect
workers rights, but it’s like going back to the
Winter of Discontent in terms of negotiating
and mindsets — it’s very, very hard.”
“You have to experiment on the show you’ve
got and often the show isn’t perfect for what you
may want to do digitally; for example, the lighting
might be too dark. Our long-term goal is that
everything works together from scratch, but
theatre takes so long, it’s very difficult to do
quick experiments and progress more quickly.”
Two cultures clash
“There’s this sense in theatre of the live being
superior and something that must be preserved, and
what we’re trying to do with the recorded output is
make it not the same but of equal status … What we
want to experiment with is that when we make a film
it’s not just a recording — we can add extra context
to it, we can have the actress filmed walking into her
dressing room and getting into character. But at the
moment the two worlds of theatre and film are
meeting as a commissioning relationship — we’ll
commission you to film it, live stream it — rather
than a creative relationship as creative partners.
But it’s not about more people seeing a performance,
it’s about the screen-based audience and what they
expect artistically.”
The need for time and space
“What I find is that we don’t have any time to
play — we have these mammoth, long timescale
projects in theatre, so within that mindset you don’t
get to play around the edges with it [digital]. I think
what we miss is that ‘fail cheaply’ mentality. If
we fail in theatre, it’s very expensive. If there’s
something you can do and try out and it doesn’t cost
a lot of money then that’s really exciting and it might
lead somewhere, and that’s definitely what’s missing
with us at the moment when it comes to digital.”
What needs to change: 1. Funding structures
“What’s not changed and what needs to change
is the funding structure. So, if you apply for money
you have to say what are the outcomes of your
project, and of course if you’re doing a digital project,
your answer might be: ‘Don’t know’. But you won’t
get the money if you say that. So how do you
experiment, open up the possibilities of the unknown,
if even before you get the money for a project you
have to think through what the outcomes are, and
then know when you’re doing the project that at the
end you have to tick a box to say that it happened?
Even with funding that’s about innovation, you have
to say what the outcome will be, what will happen.”
What needs to change: 2. Organisations
“The top-down structure in terms of funders is
not really fit for purpose, but it also doesn’t work
organisationally either. Key ideas might come from
an intern, or the person who works in the box office
and is bored out of their head and has time on their
hands. There are recent graduates with up-to-date
knowledge and enthusiasm and they’re not being
tapped into when you’ve got over-worked, underpaid
artistic people at the top who haven’t got the time
or the headspace or the knowledge to interact and
come up with ideas.” 3
40
> More collaboration, please
“What would be really useful for us and the sector
as a whole is the sense of more collaboration. We’re
all grappling with what websites we should have,
what computer systems we should have, and trying
to find somebody — because we can’t afford to
employ someone — who can do that role for us …
I think there’s a lot of organisations like us grappling
with the same questions but not talking to each other
or aware of each other or sharing resources. And I
think a lot of theatre companies like us are sticking
their heads in the sand because they just don’t know
what to do about it.”
But make it the right kind of collaboration…
“Collaboration is good but you have to make sure
you don’t end up doing design by committee, which
just kills any sense of creativity, usability, flexibility.”
Working with higher education
“One of the key things and joys I have had is
working with universities… What they’ve offered
is just phenomenal: business innovation, interns,
academic help, funding. I don’t think enough arts
organisations are making the most of the resources
that they have, at a time when universities are under
immense pressure around employability of students
and they really want to engage with the sector.”
Experiment until it breaks
“Experimentation is generally what the arts are
good for … It’s about empowering people to break
websites and giving them access to different bits of
kit — because it’s a tool, at the end of the day, which
most people are willing to embrace if you give them
the permission. It’s about not being afraid to push
things a little and to play about with it.”
What ’s going on? Where will it go?
“One of the things I took away from a recent digital
conference I attended was that someone said 65%
of jobs for students hadn’t been invented yet, and
I have to think about that as an organisation and
what our jobs are going to be in the future. We can
employ people but what does that mean, where will
it go? I find that hugely exciting. What’s going on in
that fringe world?” :
“I think digital is weighted down by traditional hierarchical structures that are artistic director-led, rather than producer-led. As a model, that’s already out of date.”
41
PROCESS -FOCUSED
The arts sector needs to shift its funding focus from projects and products to the how and why of process.
ROHAN GUNATILLAKE
COMMENT
42
> We are currently making an important
mistake when telling the story of digital innovation
in the arts — we are focusing on projects and
products instead of process.
It's understandable of course — after all, it
can be very exciting to hear in detail how a project
was delivered. We enjoy seeing screenshots of the
latest mobile apps and marvel at the technical skill
of the developer teams while nodding approvingly
at the (seemingly) all-positive user feedback. But
when the short-lived inspiration dies out and we're
back in the day job with our barely functioning IT,
our extremely tight budgets and our overflowing
inboxes, the prospect of making amazing digital
work feels at best a million miles away, and at
worst intimidating or depressing.
Funders make the same mistake. Having been
a funder myself, I know how attractive it can be to
fund product — we now live in an age where a credit
in an iPhone app is the equivalent of having your
name etched on a shiny brass plaque on the side
of a new building. But the focus on funding and
valorising individual projects and particular
technologies has three main problems.
First, when funders dangle relatively large carrots
but then provide no means or guidance for detailed
idea development, validation and prototyping, it
biases that funding towards more resource-rich
organisations, results in predictable projects and
increases the risk for that investment capital.
The second problem of focusing on projects
is that when the funding closes and the project is
complete, there is no accessible legacy for the wider
sector to progress on their own authentic innovation
journey. The only option is to copy projects that may
not be relevant to the wider or more specific context.
Finally, by making training programmes about
particular technologies rather than more sustainable
ways to keep abreast of the latest developments,
knowledge becomes out of date at the rate of change
of technology — which as you've probably noticed
is rather quick.
What this conversation urgently needs is less
‘what?’ and more ‘how?’ and ‘why?’ Finding out the
intricate details of how a national performing arts
company delivered a live-streaming project is only
of limited value to a small regional gallery. But if they
understood more about why the project was the best
of all the options available; more about how it was
taken from idea to full production, then that is
transferable learning that can be adapted to
the gallery's own particular context.
In order for this shift to happen, funders
and policy makers need to start prioritising the
development and embedding of innovation processes
instead of the production of individual innovation
projects. While it's harder to stick a plaque on a
process, unless this change in emphasis occurs, the
arts sector will continue to be given lots of tasty fish,
but will still have no means by which to catch any.
The great thing about innovation processes is
that by their very nature they create projects. So, if
this change in approach were to happen, there would
still be good projects, but also sustainable ways by
which creative talent and arts organisations can
explore the use of digital tools and digital thinking
in their practice.
43
As with all important directions for policy
development, there are already a number of instances
where the innovation process is the star. Hackdays
such as Digital Sizzle's Art Hack have been
a phenomenon in the last three years, and while
the resulting projects continue to create fascinating
stories, people who participate understand that it
is the nature of the event itself that is most
transformative; the process helps those working
in the arts to move beyond the limitations of a
transactional relationship with digital talent.
The Sandbox family of projects pioneered by
Watershed under the visionary leadership of Clare
Reddington has five years' experience of focusing
on process, showing how to make amazing new work
in a range of contexts. Festival Design DNA is an
impressive set of service design methods developed
and shared by Edinburgh's Festivals to give arts
organisations an end-to-end and highly practical
process, from project idea generation to full delivery.
As a sector, we need to develop a larger palette
of accessible innovation processes and to get better
at replicating those that already work very well. In
the places where the arts meets digital, the last five
years has seen funding, policy making and support
programmes get stuck on product and a provision
that is patchy and gives undue privilege to the
parochial. Now is the time for genuine ambition,
a progressive vision and remarkable work.
Based on our experience with Sync, we believe
that for this to happen we need to reframe policy
and systems to prioritise practice, people and process.
The UK is fortunate to have a generation of producers
on the ground right now with the talent, experience
and vision to lead this conversation. :
This article was originally published by Guardian Culture Professionals Network.
“Funders and policy makers need to prioritise the development and embedding of innovation processes instead of the production of individual projects.”
CULTURE HACK SCOTLAND 2013— THE REVIEW
The third annual Culture Hack Scotland happened over a hot summer weekend in Glasgow, with 23 incredible projects created in 48 hours. Here’s a snapshot of what went on.
DAVID KETTLE
CULTURE HACK SCOTLAND
45
The weekend’s first hack, joked Sync co-
producer Rohan Gunatillake, was the installation
of a kitchen — part of the transformation of the
third floor of The Whisky Bond in Glasgow for Culture
Hack Scotland. It’s second was over even before
Gunatillake and fellow Sync producer Suzy Glass had
finished their introductions. Syd Lawrence of Twilio
had sat quietly at the back of the throng, setting up
a single mobile number that would trigger texts to
the whole Sync team in case of queries and
suggestions, then text them back once the issue
was resolved.
Enthusiasm, eagerness to share and — let’s
face it — sheer speed of working were essential
and clearly visible ingredients right from the start,
even at the informal Friday-
night opening party. Strangers
introduced themselves,
tentative bonds were forged,
skills noted and shared.
This was the event’s third
outing. Beginning as a tentative 24-hour project
in Edinburgh in 2011, it’s grown ever since — in
participant numbers, duration, diversity and sheer
ambition. Now an adventure playground for geeks,
technologists, artists and anyone interested in the
blurred edges between art and technology, its aims,
said Gunatillake, were clear: “To re-imagine what it
might be like if the arts and technology got on like
good friends — in fact, like best friends — who
went on amazing adventures together.”
The fuel for these adventures came from three
sorts of resources: data, materials and people.
Materials for the weekend ranged from a bike to
a sewing machine to the reality-shifting Oculus Rift
virtual reality headset. The data included paintings
from the Royal Conservatoire of Scotland, birdsong
from composer Hanna Tuulikki’s Away with the Birds
project, and even Creative Scotland’s sensitive yet
voyeuristically compelling arts funding data.
By Saturday, loose teams had formed and the
fine detail of projects was the subject of heated
discussion. One quartet had hit upon realising the
Glasgow Sculpture Studios’ membership data as
— yes — a sculpture. But it
was a sculpture that would be
assembled according to users’
whims from small tokens
slotted together.
Standing around a
whiteboard criss-crossed with shapes and patterns,
and with multicoloured stickies in hand, the foursome
were deep in the design process. Should those
component parts be shaped to symbolise the
different member strands? Or would that be asking
too much of the Flux Laser Studio team, on standby
next door to cut out the shapes? Should they simply
use different colours or designs instead? Would
that make the final sculpture too uniform, or too
colourful?
Elsewhere, designer Roy Shearer was busy
tinkering with the controls of a sewing machine.
He wanted to see if he could control it using a
computer, he explained, as he applied a glue gun
to a small piece of hardboard. And if that worked,
he had bigger ambitions for the set-up. 3
“An adventure playground for geeks, technologists, artists and anyone interested in the blurred edges between art and technology.”
46
> At the other end of the busy workshop space,
an island was being created by product and furniture
designer Sam Frankland and designer and visual
artist Dougie Chalmers. Visitors to their scaled-down
cardboard version of Canna would hear birdsong
collected on the real island, along with Hanna
Tuulikki’s composed music from Away with the Birds,
all triggered by pressure-sensitive pads under their
feet.
“There are going to be four sensors that allow
users to navigate the space,” explained Chalmers,
while Frankland was busy smoothing over a tin-foil
square that would act as his prototype pad. “They
work independently, but they also communicate with
each other, so if two people are in the space at the
same time, it’ll sound different to if there’s just one.
We’ve got a total of 16 different sounds depending
on how many users there are.”
Tuulikki’s birdsong data was proving popular,
and it was the inspiration behind a very different
project from a team including Sync technology lead
Devon Walshe. “We’re building a kind of interactive
game using the Oculus Rift, the VR headset," he
explained. "It’s using the patterns of sightings of
particular birds on the islands, and also the songs
themselves.”
What he had in mind was an ambitious virtual-
reality vision of the island of Rhum, allowing the user
to experience the island and its birdlife through the
headset. “There will be birds flying around that you
can interact with. When you’re close to them you’ll
start to hear their songs.”
There was plenty of activity on Culture Hack
Scotland’s first full day — a web TV programme
(which the participants named Live and Hacking)
being planned, a great deal of perspex being cut
and engraved — but there was also the sense of
ideas still in flux, new projects on the verge of
springing to life, and participants happy to discuss
their thinking. By Sunday morning, with the project
deadline only a few hours away, heads were down
and warnings issued not to disturb those hard
at work.
The weekend culminated in the grand unveiling
of the weekend’s projects, which took place in the
company of the hack’s three judges — game designer
Sophia George, the Royal Shakespeare Company’s
digital producer Sarah Ellis, and Simon Kirby,
professor of language evolution at the University
of Edinburgh and member of arts collective FOUND.
The 23 projects showed the many ways that
participants had interpreted Gunatillake’s opening
request for them to embrace the unexpected. An
internet high-five machine (commended by games
designer Sophia George) solved the problem of those
working from home being stuck at their computers
with little motivation or recognition for their
achievements. A moveable cardboard hand strapped
to their chairs would allow them to virtually high-five
anyone in the same network via the internet.
Musician and developer Yann Seznec, meanwhile,
had created an online game from Creative Scotland’s
funding data that challenged users to guess how
much financial support specific arts projects had
received. This game, hilarious yet deadly serious,
was commended by Simon Kirby: “It’s brilliant in
its simplicity, and a genuine provocation.” 3
→ Culture Hack Scotland 2013. All photos by Chris Scott
47
48
> Judge Sarah Ellis’ winning project was Blind
Data, developer Phil Leggetter’s large-scale database
that brought together all of the weekend’s data to
allow broad searches and the linking of disparate
material. Creative Carnage (another of Sophia
George’s commendations) hooked up Oliver Searle’s
2003 orchestral piece My Day of Carnage to LEDs on
an engraved perspex screen, highlighting with flashes
of varying brightness which instruments were playing
and when. And We Are Albert Drive (another of Simon
Kirby’s commendations) embedded social media from
a large-scale Glasgow community project in an
interactive bench that would allow Albert Drive
residents themselves to explore their own material.
The Glasgow Sculpture Studios membership
project had become MASS Social Sculpture, an
elegant assemblage of pristine, interlocking shapes
that seemed organic in its forms, yet also provided
a refreshingly unmediated delivery of the data it
represented. It was Simon Kirby’s winner: “The
cherry on the cake,” he said, “is how appropriate
this visualisation is to the source of the data.”
As had become increasingly clear over the 48
hours, the birdsong data on offer had inspired several
projects, from Kraig Walker and Alistair MacDonald’s
mobile jukebox app that allowed up to 20 users to
play Tuulikki’s music together, to the VR headset
birdsong tour of Rhum.
Roy Shearer’s computerised tailoring experiments
had led to a sewing machine that functioned
according to audio input — meaning that Tuulikki’s
birdsong music could be used to generate costumes
for its own future performances. And Canna Hear the
Birds, the large-scale map of Canna whose sensors
triggered bird audio clips, was Sophia George’s
winning project — and was held in wonder by
other participants.
As the Culture Hack Scotland weekend
exhaustedly wound down, there was the feeling that
its project outcomes, as well as the new relationships
it had encouraged, would take months to assimilate
and digest. It was a short burst of startlingly intense
creativity and collaboration, forming new friendships
and showing what the arts and technology could
achieve together.
“I’m completely bowled over by what I’ve seen
today,” said judge Simon Kirby, summing up.
“This would be an amazing outcome from a year’s
work, let along from 48 hours.” :
Culture Hack Scotland 2013 was held July 12—14 at The Whisky Bond, Glasgow. You can review the 23 projects in more detail at :
www.welcometosync.com/category/chs-2013
49
GEEKS, HOSTS AND A MEETING OF MINDS
CHRIS SHARRATT
At Sync’s recent meet-up in Edinburgh, participants in the Geeks-in-Residence programme came together to share their thoughts and experiences.
GEEKS-IN-RESIDENCE
50
> Newcastle-based developer Alistair
Macdonald is, in many ways, an über geek. “I just
like to prototype things and move on,” he says with
a smile. For Sync’s 2012 Geeks-in-Residence
programme, he was paired with Andy Young from
Snook and hosted by the Edinburgh Military Tattoo,
a cultural organisation very much in the business
of delivering tangible outcomes.
Such pairings are, in part, what Sync’s Geeks
programme is all about: bringing together people
and organisations who on the surface may appear
worlds apart, but who share a willingness to embrace
innovation in the arts. That doesn’t, and shouldn’t,
mean that all parties see eye-to-eye on everything
all of the time, as Macdonald is happy to point out.
“In the end, the Tattoo wanted the confidence
of a major technology partner,” he says, explaining
why the idea to involve the event’s audience and
their phones in a colour coordinated pixel-patterned
finale didn’t quite happen for 2013, despite the great
enthusiasm of all those involved. Yet while the
residency is now over, the project is still very much
alive — there’s always next year.
Macdonald was sharing his experiences during
a recent gathering of geeks (and a few hosts, too)
at Summerhall in Edinburgh. Not everyone involved
in the programme over the last two years could be
there, but those who did make it were open and
insightful about their work. And while the projects
have ranged from Twitter-based audience
development initiatives (macrobert arts centre,
Stirling) to online visual timelines (Stills Gallery,
Edinburgh), the recurring theme on the day was
very much that it isn’t actually the end product that’s
most important — the process of exploration and
collaboration is what’s really exciting.
Perhaps the most extreme example of this open
brief approach was the pairing of Stef Lewandowski
with Eigg Box. Lewandowski arrived on the remote
Scottish island of Eigg after a 36-hour journey from
London. He had no idea what he was going to be
doing during his brief stay, and it quickly became
clear that Eigg Box’s Lucy Conway wasn’t sure either.
But rather than this being problematic, it came to
define the short but influential residency, the
reverberations of which are still being felt on Eigg
and in Stef’s work back in London. “I treated the
residency like a big hack day,” he says. “I realised
that it was the process of doing that was the point,
so the idea was not to finish anything, but instead
to do lots of tiny experiments.”
The space to experiment and explore is a key
aspect of the Geeks programme. For Jackie Wylie,
Artistic Director at The Arches, Glasgow, this is a
natural extension of the everyday activities at this
lively theatre, music and club venue. “The Arches
is built around the idea of experimentation, it’s
what we do,” she says. Wylie and the venue’s geek,
Edinburgh-based web developer Hassy Veldstra,
were in the process of formulating the shape
of their 2013 residency. “The first thing we’ve
been trying to figure out is what the residency
shouldn’t be,” explains Veldstra. 3
“I realised that it was the process of doing that was the point, so the idea was not to finish anything but instead to do lots of tiny experiments.”
51
← (Previous spread) Data necklace by Stef Lewandowski
← Pens and stickies at the ready for macrobert design session
↙ Data necklace by Stef Lewandowski
↓ The macrobert design session
↓ The bus stop on Eigg
> For Edinburgh Art Festival (EAF) geek Trevor
Fountain and festival Director Sorcha Carey, the
residency presented a number of challenges, with
Fountain explaining that, after a few false starts,
“we got there in the last week [of the month-long
festival].” One aspect of the process of getting there
was realising that imposing a digital solution on
an artist's work is inherently problematic — the
technologist needs to be invited by the artist. For
that to happen, time and space is needed to establish
a creative relationship.
“When I first heard about the Geeks programme,
I thought in terms of it helping us deliver things
like, perhaps, a mobile app,” says EAF’s Director,
explaining how being involved had shifted her
thinking. In the end, Fountain worked on a digital
composing device designed to complement Sarah
Kenchington's defiantly analogue Wind Pipes for
Edinburgh, a playable sculpture. But rather than
creating a tangible ‘thing’, what the residency has
produced so far has been a wealth of process and
experience to mull over and learn from.
In contrast, a web app is exactly what macrobert
arts centre, part of the 2012 programme, got from
its geeks residency. “It was quite a problem-solving
approach,” explains Phil Leggetter, a real-time web
development specialist who worked with Andy Young
on the project. After design sessions led by Young
that established the parameters for the residency,
the pair set about creating Middlemans, a Twitter-
based tool to digitally earmark users who best
represent macrobert’s intended audience. The arts
venue has already used Middlemans to recruit digital
ambassadors to tweet about its events.
OUT OF THE EIGG BOX THINKING Lucy Conway’s experience as a host in round one of Sync’s Geeks-in-Residence programme had a huge impact on her organisation, Eigg Box, and her wider thinking. Here, she explains what she learnt.
Working fast can be good.
The act of moving quickly from
idea to developing, testing and
sharing, can be incredibly
powerful.
It’s good to share. Sharing
ideas or projects at an early stage,
and asking for feedback, not only
improves a good idea, it can also
save masses of time if it’s a
bad one.
Bury babies. Sometimes,
no matter how wonderful you
think an idea is, if it’s been tested,
refined and tested again and your
hand is still not being bitten off,
maybe it’s time to bury that idea
and use your time on something
more profitable.
Be brave. Try something
you haven’t done, don’t be afraid
of failure, admit what you don’t
know.
Talking while walking is
brilliant. Want to get something
sorted? Go for a walk together
and talk about it. Walking gets
the creative head juices flowing
and problem solving and new
ideas come naturally. D
Part of what was revealed by this meet-up
is how hugely different each residency has been,
from Yann Seznec’s stalled work with Scottish Opera
in round one of the geeks programme, to Kate Ho’s
fast-moving and productive 2013 residency with
National Theatre of Scotland. There is no standard
model — each project is defined by the people
involved in it. That’s not an excuse for flabby thinking
or adopting an ‘anything goes’ attitude. As Stef
Lewandowski puts it: “You have to have some
framework, some methodology.” The key, it seems,
is being adaptable and responsive enough to make
sure that it’s a framework that supports innovation,
rather than constrains it. :
GEEKS & HOSTS2012
+ Alistair Macdonald and Andy Young with Edinburgh Military Tattoo
+ Phil Leggetter and Andy Young with macrobert arts centre, Stirling
+ Yann Seznec with Scottish Opera
+ Denise Ross with Stills Gallery, Edinburgh
+ Stef Lewandowski with Eigg Box
2013
+ Alasdair Campbell with Bodysurf Scotland, Moray
+ Trevor Fountain with Edinburgh Art Festival
+ Kate Ho with National Theatre of Scotland
+ Hassy Veldstra with The Arches, Glasgow
+ Alexander Laing with Visible Fictions, Glasgow With support from Andy Young
Accepting equity of (different)
expertise can produce incredible
results. A lack of knowledge of
some things shouldn’t take away
from expertise in others. When
you are doing a residency
together, each set of expertise
is of equal value and interest.
Don’t be digi-scared. It’s
just a set of tools that offer
an enormous range of fantastic
ways to make something really
beautiful, exciting or profitable.
Know what your idea is and
what digital solution you might
need. This doesn’t mean you need
to have the project set in stone
before you start, but you should
have the central idea sharp
in your mind. Even for the
digi-scared, it’s much simpler
searching through the vast array
of digital tools when you have
a clear idea of what you want to
make happen. And having found
one tool, you can always go back
to the digital toolbox for more.
Cultivate curiosity. Look
beyond whatever you or someone
else has made and explore how
things work, and how they could
be made better, adapted, involve
other people, or be used in
another context.
www.eiggbox.com
LAST WORD
SYNC: ENDINGS & BEGINNINGS
This third issue of SyncTank marks the end
of the first two years of our activities, designed
to support cultural organisations in Scotland develop
a more progressive relationship with technology and
technologists.
There are some very obvious results from Sync:
the dozens of prototypes made at Culture Hack
Scotland in 2012 and 2013, and the many more
relationships that were formed through the making;
the projects, experiences and transferred learning
from our Geeks-in-Residence placements with ten
cultural hosts; the hundreds of exciting stories
featured on SyncTank both online and in print.
There are some less obvious results, too.
Working with and thinking about this thing called
digital culture has meant engaging with a lot of
people and organisations. Through this and our own
conversations, we noticed that the issues we were
identifying were not being raised or given a public
platform elsewhere. Issues like the existence
of digital fear amongst senior arts leaders; the need
for innovation funding to support the development
of people rather than products; the recognition that
human factors are just as important as business or
technical ones when it comes to using digital tools
and digital thinking.
We started Sync with the idea that there were
new ways to understand and frame digital innovation
in the arts and we are incredibly grateful to Creative
Scotland for their support and the creative licence to
evolve our work and thinking in response to what we
have learned. We are also grateful to the thousands
of people in Scotland, the UK and beyond who have
engaged with what we do.
Sync has changed a great deal in its first two
years. Our experiences in year one challenged some
of our fundamental assumptions and we changed and
adapted our approach and programme accordingly.
What we have discovered and learned can be
summarised almost too simply: if we want a
flourishing meeting place between the arts and
technology, and if we want this to be sustainable
and adaptable in a rapidly changing environment,
we need to invest, support and trust in people,
processes and practice.
If you would like to hear more about what might
happen next, please do join our mailing list. You
can also email us at [email protected]
or get in contact via Twitter @synchq
SYNc TEAM, NovEMbEr 2013
1
55
THE DIGITAL CULTURE MAGAZINE YOU’VE ALWAYS WANTED
publiShEd bY SYNc
welcometosync.com
@synchq