We talk with Andy Deck, that in March has presented inside the
Node.London program a new project, commissioned by Tate Online
and Whitney Artport.
DC: the title referring to the quilting circle caught my
attention. Could you explain this choice and how did you translate it
into the net language?
AD: "Screening Circle" refers to the tradition of the quilting circle, a group of people who makes pieces of
a larger fabric. I think the title fits because people contribute their labor in a way that's similar to the way
that quilting circles have worked for centuries. One difference of course is that you don't know the other people
who are drawing pictures with you. I replaced "quilt" with "screen" to emphasize that people are producing
a work for the screen. Also, I wanted to reference the word "screening" because there's a way to watch
the present and past content of the Screening Circle. Even if you don't want to draw anything, you can
see what others are making by visiting the screening area.
DC: during the creation of the quilt the aim was the finished
product, while, in your work, what's important is the "work in
progress" idea. Is that right?
AD: to some degree I leave that up to the people who are using it. People can simply scribble something
and then leave, or they can stay and work until there is a prolonged sequence of coherent images that
will remain in the archive as a kind of "product." In the future, I intend to use both of these types of
participation to create video projections of the ongoing activity. The variety and endlessness of the
activity are characteristics that I am trying to represent.
DC: Screening Circle is an online collaboration project based on the
users participation, a theme you have already explored in
different previous projects. Does Screening Circle add something new to
your reflection on this theme?
AD: with this piece I set out to involve people more in the production
of a series of images, sort of the way editors work with movie clips.
One point of reference for this work is the video editing software that
is widely used, mostly by specialists, to produce everything from films
to television and advertising. The way I have done it is quite
stylized and simplified. It's not even clear when you first
arrive that the arrangement of icons resembles the arrangement of movie
"clips" in a video editing program. But eventually, I think
some people will grasp this aspect of the piece, and as a result, the
archival "footage" from this project will reflect the alternation
between comprehension and coherence, on the one hand, and distraction and chaos on the other.
DC: just like other works of yours, the interface is very simple and
minimalist. Users don't receive many instructions on how to move in it
and are required to explore the drawing area. Why ?
AD: in some ways the interface conventions that have evolved over
the past decade are a nuisance to me as an artist. There was a
study recently that found people evaluate web sites -- positive or
negative -- in 1/20th of a second. I want people to approach my
work in a reflective state of mind, and I feel that one way to
force people out of their usual habits is to present them with
something that is not immediately obvious to
interpret. Also, I don't want to spell out exactly what
people should or shouldn't do. I feel I've only provided half the
content, so I want to leave some latitude for people to figure out what
to do with Screening Circle. I'm sure I'll lose some people, but
I feel like it's not my goal to make everything obvious to people who
aren't seriously trying to understand my work.
Later on I'll be able to project retrospective videos that show what
people have been doing in an accelerated stream. Those visuals
should be more accessible, in some ways.
DC: In your artworks public participation, shared authorship and open
source playan important role in the construction of an artistic
public space, independentand not controlled by media corporations.What
are the perspectives (limitations and possibilities) of your idea
of a "public art for the Internet"?
AD: i've used the term "public" in describing my work to pose the question of what constitutes
"public space" or a "public" artwork in the Internet sphere. In
the U.S. there are cities such as San Francisco that are fielding
proposals from companies like Google to provide "free" wireless
access. But that kind of "free" comes at the cost of privacy,
because Google intends to barrage people with targeted
advertising. In English we use "free" to describe both
"gratuit" (no money) and "libre" (vive la liberte), and I want both
types of freedom to be part of the social imagination.
I see some aspects of Internet culture that lead in interesting
directions. Things like open source software and shared wireless
connections have the possibility to reshape the way we use
networks. I'm trying to connect these ideas to the arts and to
find some common ground between the spheres of culture,
telecommunication, and politics.
DC: Http Gallery in London is presenting your exhibition. The old
question about net.art returns again: do you think your artworks will
maintain the same expressive strength if removed from their original
context and exposed into a gallery?
AD: the things on display at HTTP have never really been seen online
the way they can be seen in the gallery. Even I was surprised to
see some of the images tha people had produced. The amount of
different things that are being archived in my web site has grown quite
large -- I mean, things that other people have made using my more
tool-like artworks. So I don't even have time to see it
all. The show gave me an opportunity to put it on the walls
(including some projections), and see what people have been doing.
It's more fun to see it all that way rather than doing a lot of clicking and waiting for it to download.
DC: how do you think net art has changed during the last years and what can you say about the present situation?
AD: there's been some talk about the death of Net.Art, and I
think I understand what that's all about. In the beginning there
was HTML and the WWW was new. Artists started making unusual
websites and, like any kind of fad in the arts, Net.Art had its day in
the sun. But that attention was mostly about the _medium_, not
about the work. The medium was new and so, consequently, when the
medium stopped feeling so new, people started thinking that Net.Art was
"dead." What that gloomy arc fails to comprehend, however, is
that the dematerialized, global, telematic characteristics of Net.Art
continue to be serviceable to artists. I've developed a creative
process around these characteristics, and the issues and phenomena that
emerge from that commitment are as vital today as they were five years
ago.
>>>
www.tate.org.uk/netart/screeningcircle
www.nodel.org/projects.php?ID=145
www.nodel.org/people.php?ID=98&page=3
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