May 3, 2020
I'm offering an online artist statement workshop with the School for Poetic Computation starting on June 1st, 2020. There will be 5 sessions, 3 hours each.
Enrollment is open to anyone including artists, designers, creative technologists, engineers, architects, and others whose practices are difficult to define.
Much like a user guide helps non-technical readers understand a system, an artist statement introduces an unfamiliar audience to the artist’s practice and informs them about the references, questions, and thought processes behind the artist’s work. We will consider the artist statement as a practical communication tool (for grant and residency applications) as well as a more intimate map for guiding the direction and values of one’s practice.
☆ give thoughtful presentations of their own work and feedback to others
☆ participate in writing exercises and one-on-one editorial meetings
☆ read and discuss texts written by artists
☆ engage in group discussions about the challenges of maintaining an honest practice
☆ imagine alternatives to capitalist institutions as the context for our creative work
By the end of the workshop, students will cultivate clear and compelling artist statements which will be published in a collection on the SFPC are.na.
October 30, 2019
The Eyebeam Center for the Future of Journalism and The Nation invited me to collaborate with artist Angela Washko to produce an interactive article about the research behind her project The Game: The Game, building upon our conversation in Rhizome in 2017. The Game: The Game is a choose-your-own-adventure style video game in which a player navigates a female protagonist through a bar attempting to meet a friend. In order to advance, the player must interact with pick-up artists blocking her way and deploying the manipulative strategies that gained them notoriety. The article contains text written by me, a Twine game made by Angela and data visualizations she made in collaboration with Aman Tiwari.
Read it on The Nation.
May 31, 2019
I interviewed artist Tiri Kananuruk whose practice explores the manipulation of sound in the context of technological consumerism, examining human relationships through the use of transmitted signals and machine learning, natural language, and bodily movement.
April 24, 2018
For the past two weeks I’ve been ruling centuries of kingdoms in Reigns: Her Majesty, reincarnated as queen in perpetuum. The iOS game succeeds its king-centric predecessor, Reigns, in which the player makes choices to advance the narrative by swiping left or right on cards, as in Tinder. Reigns: Her Majesty is not simply a version of the original game with an almighty female head of state, but is instead a complex examination of the contradictory obligations and impossible choices for a woman in (proximity to) power.
July 17, 2017
I interviewed Angela Washko about her art practice and ongoing projects challenging misogyny in both virtual and IRL gaming cultures. In particular, we discussed her most recent project The Game: The Game, a choose-your-own-adventure style video game in which a player navigates a female protagonist through a bar attempting to meet a friend. In order to advance, the player must interact with pick-up artists blocking her way and deploying the manipulative strategies that gained them notoriety. I asked Washko about her frustrating experiences interacting with the pick-up community, developing counter-strategies for game, and how we, as women, can treat the well-being of these men as a feminist issue while practicing self-preservation.
June 19, 2017
opensignal is a collective of artists based in Providence, Rhode Island concerned with the state of gender and race in experimental electronic-based sound and art practices. I spoke with them about carving out space for traditionally excluded voices in a creative field dominated by homogeneity.
June 5, 2017
I co-authored an essay with Son Kit to accompany the presentation of Samsung by Young-hae Chang Heavy Industries in Rhizome's Net Art Anthology. We discuss globalization, South Korean corporate culture, and the complex nature of Samsung—its existence not only as an economic entity but also as an emotional phantom, reaching its incorporeal fingers into relationships, daydreams, and fantasies.
May 31, 2017
Artist Diane Zhou grew up in New Jersey and currently lives and works in Beijing and New York. Through a variety of media, her work explores the complexity of Chinese identity (both across diasporic populations as well as mainland China) through playful engagement with cultural artifacts such as bubble tea. I asked her about surfing the Chinese internet, her GIF-making process, and anime in contemporary art, and she answered in both text and GIF.
February 7, 2017
Artist Anthony Antonellis playfully engages with network culture and investigates its relationship to IRL phenomena such as institutions, bodies, and physical objects. I asked him about his personal archival practices, GIF art preservation advocacy, and feelings on surgically integrating technology into his body.
September 22, 2016
I wrote about the group show, Respectability Politics at OUTLET which asks how identity shapes participation in the art world and determines the parameters of acceptable behavior. The transgressive energy in these works serves as a reminder of norms of decency in the art world and beyond, prompting a reflection on who gains from flouting them, and how.
December 7, 2015
I wrote about John Russell's hypertext fiction, SQRRL. The text is structured along two trajectories, allowing the reader to toggle between a narrative poem and a series of footnotes. Moving fluidly between contemporary theory and futuristic narrative, the reader of Russell's text finds that this cynical and beautiful vision of a future society, in which a person's consciousness may be distributed among seven lizards, has strong echoes of the present.
October 20, 2015
I wrote about Laura Brothers who was included in the online exhibition Brushes and is featured on the newest installment of Gene McHugh's podcast, Net Art Hell.