DISSERTATION: Creative Check-In

autoethnography, critical making, dissertation, game jams, Process Writing

In tracking my creative work closely, I am learning a lot about myself and how I work. I hope that eventually that data can be generalized to others, although that’s not my goal. At the very least, I can propose hypotheses. Here are some thoughts.

1. Most importantly, the more stressed and unwell that I am, the harder it is to feel able to do creative work, both in terms of scheduling and prioritizing it, and actually accomplishing it when I finally do sit down to work.

In December, I opened and looked at my script a good half a dozen times, but I was stuck. I was too worried about other things (primarily, things related to Tom’s work situation and precarity). While being busy has gotten in the way of my creative work in the past, finding the time to get down to work was always the challenge.

2. Enjoyable, challenging work balanced with breaks and personal time can be fulfilling fuel.

Sure, I am now adjusting to teaching for the first time and managing other commitments that I have made (opportunities to publish, to edit/give feedback to others on their work, to collaborate on design projects), but I enjoy that work for the most part. It affirms (in most cases) my confidence in my own abilities, even though I may have the occasional doubt. Doing work that shows me my own capabilities helps me fight impostor syndrome!

But I also definitely need to build in more breaks and rest into my schedule. Yes, sometimes that means choosing between taking the time to cook a larger (time-consumption-wise), healthier, homecooked meal or eating something fast. It’s a balancing act. I also still need to find ways to fit more exercise into my schedule. But it also means actually taking a break and actually letting myself do nothing, take naps, stay at home, and, y’know, read a book, play a video game, regardless of whether there are chores that are left undone for a while longer. I am trying to get better at balancing all of this. I suspect it’s something that I’ll struggle with for the rest of my life, especially with my tendency to overcommit (which is prized and encouraged because it makes me so *productive*).

As an example of how skewed these priorities can get, I finally managed to make myself a doctor’s appointment and attended it to deal with some issues that I had started investigating in Fort McMurray. I had to cancel my Fort McMurray appointments when we moved here, and I only got a Quebec health care card in early November. So, yeah, it feels good to have those balls rolling.

3. Recognizing and naming burnout, and taking as much of a break as you can from the things burning you out seems crucial.

I feel like I keep having these mini-burnouts — I have the evidence of them and their mounting severity every time I write one of these posts. I’m not an expert on this by any means, but after not even attempting to work on my dissertation project for the past few weeks, I have felt able to do creative work and I find myself excited to work on my dissertation project once more.

4. It is easier for me to work with someone else. I find it easier to get past blocks and prioritize working when I’m working with at least one other person. This is born out by how many solo projects I’ve released versus how many team projects, I think. At least right now, having a lot of creative control is important to me, so I like working in small groups on all aspects of the game. Maybe that will change with experience.

I’m also trying to get better at asking for help (even with individual projects) and letting other people take over tasks in groups that I’m working with. One of my problems is feeling like if I ask for something, I’m being a pest or taking up other people’s time, but I think I am fairly generous with my own time, so I am trying to ask for help in ways that I feel are fair and respect people’s boundaries.


Speaking of that creative work, I participated in Global Game Jam 2019 with Squinky this year. We decided to scope really small and made a queer dressup game called “Mx. Dressup: Squinky and Jeka’s Outfit Creator for Dapper Queer Millennials”, which you can play here: https://squinky.github.io/mxdressup/

Squinky and I designed the game together, then Squinky focused on the programming and I focused on the art assets. Taking a whole weekend just to draw cute clothes was so relaxing. I gave myself permission not to think about anything else. We scoped small, so whatever assets I was able to get done, that was what went into the game. It was really, really nice.

And now, as an extra surprise, my brother is in town, and Tom is teaching him to drive (with the occasional backseat help from me — I can’t be the accompanying driver because I’m probationary, but I am allowed in the car, so I can give a different perspective and whatnot).

That also means that my brother and I are doing our best to get Icosahedral (which is a working title) into fully playtestable shape, as final as we can get it. We’ve been working on the project off and on since April 2017, which is pretty amazing. We’ve already done some playtesting with an earlier version and it went really well. But now, it’s time to think about the numbers and whether other people can run it, and the usual business of playtesting. It feels great to be back at it! I think we’ll have a playtestable version ready real soon, and I’ll be sending out calls for playtesters.

Time, scheduling and how busy I am is always a concern, but I am doing my best not to worry about the dissertation project. I feel like my thoughts about it have slowly matured inside of me, and I am excited to get back to it. That’s far different from feeling like I was banging my head against the wall in December and early January trying to get something done. I will be trying to prioritize working on it more now that I’ve had the chance to get used to my new schedule a bit. Of course, Tom’s situation could throw all of my plans out the window at any moment (yikes).

Now then, here’s hoping I can manage to make more progress on my second dissertation project!

DISSERTATION: Extensions, Burnout, and welcoming 2019

autoethnography, critical making, dissertation, Process Writing

Time for the first substantial update of 2019!

The first thing that I have been meaning to bring up is that I will likely have to extend this second design project past six months, strictly speaking. Having lost most of September to travel and QGCon, I was still hoping to be able to finish in five months to stay on-schedule with my ideal timeline for the making and writing of this here dissertation. But the truth is that while I was able to get a decent amount of work done in October and November, I involuntarily took almost all of December off, and I still haven’t quite managed to get back to work on my creative projects.

It’s not that I didn’t get anything done in December: I finished my syllabus and made a course pack for the course that I am teaching this winter, I made some last edits to my paper for Game Studies, which came out on December 31st, I’ve been working on materials to help organize future QGCons and have a record of the roles and responsibilities involved, working on conference submissions, updating my CV, and writing an interview piece between myself and another queer designer where we ask each other questions that I think is really pretty awesome. That’s on top of the usual holiday commitments and slowdowns. Not to mention that I have been cooking a lot more home-cooked meals, which is part of that invisible second shift that we don’t really talk about: my laundry is done, my bills are paid (thankfully), and I am working on all sorts of neat things…except for my creative work.

There are a number of factors here: my physical health, my mental health, and Tom’s work situation… which is a coded way of talking about the on-going harassment by process that he is facing, almost a year and a half after they first tried to bully him into resigning. On both December 20th and December 24th (the day before a commonly-celebrated holiday across the world), the RCMP dropped more work with strict deadlines onto our heads. These deadlines failed to take into account that everything is closed during the holidays, and practically everyone is on vacation, so there has been information that we’ve needed that we just can’t get as easily as under normal circumstances. And even if I didn’t want to prioritize this, the truth is that it is hard to think of much else.

On the health fronts: I have been sick off and on for the past two months with respiratory illnesses, colds, at one point I think a mild flu? I was socializing with a very sneezy five-year-old at one point who clung to me like a limpet, so, that’s just the way the cookie crumbles. I think that I may have a deviated septum or other issue that is leading to frequent sinusitis and headaches. It’s on my list of things to check out.

Speaking of which, the reason why it’s still on a list might have something to do with the situation described in this article.

Honestly, I have never identified so much with an article about millennials or probably anything else. I feel this in my soul. And if this article is to be believed, I’m not the only one. I constantly feel at the edge of burnout, and I note exactly the kinds of behaviours written here — optimization means that it can be really hard to make time for things that have a low payout, or seem like they do, especially if they’re otherwise stressful for me. It can take me months to make a needed appointment, and I honestly just don’t have that much time for bad news or to be slowed down by issues that’ll require addressing them and then healing from them. I have a bone spur in my thumb that I had an appointment to deal with before we left Fort McMurray — but in Fort McMurray it was easier to say no to things because I would just not physically be in the same city that things were happening in. That left more time for things like doctors’ appointments.

On a similar note: I have whitecoat syndrome when it comes to taking my blood pressure taken, but in order to verify that, I was, again, in Fort McMurray, supposed to get a 24-hour monitor to verify. Since it makes me anxious, and since I had to leave Fort McMurray, that’s another thing I haven’t done yet. But, then again, I only just became eligible and received a Medicare card for Quebec, so that’s the excuse there.

Not to mention that, because of dysphoria and trans issues, I would really, really like to get top surgery. But the research exhausts me, and so does the idea of being out of commission for potentially months. Plus, since I haven’t been going to the gym regularly (too busy with everything in my own career plus the RCMP issues), I feel like I’m not in a good place for a surgery. They say that the healthier you are going into surgery, the easier the road to recovery will be. So I do want to get into better shape before I think about surgery.

All of this is of course a recipe for disaster — I have to admit that I have been ignoring these health concerns because they don’t feel like emergencies. But then, they will turn into emergencies. I know that. I know that as much as anyone quoted in that millennial article knows that they need to register to vote or whatever other thing they’re putting off on their to-do list.

…anyhow, what this means is that it is really difficult to be creative right now. And even things that aren’t strictly creative about the project feel pretty difficult. But I’m doing my best to work on it. At this point, it feels like this isn’t just about the ebbs and flows of creativity – this is about what late capitalism does to art, what it is doing to people. How come even the most “successful” of us can’t have a damn rest? It seems like we’re all just a step away from burnout.

So. I am hereby granting myself an extension until at the very least April for this project. I still feel strongly about the project — it feels big, meaningful, and like it is pushing me artistically. That excites me. I want to give this project the time that it needs and deserves.

Game Studies Special Issue!

Process Writing, research

This is just a quick post to say that my research on queering game controls has been published in Game Studies as part of a special issue on Queer Game Studies. You can find the special issue here. You can find my article, entitled “Queering Control(lers) Through Reflective Game Design Practices” here. Thanks to Bo Ruberg and Amanda Phillips for all of their work guest editing the special issue!

DISSERTATION: On continuing to be tired

autoethnography, critical making, dissertation, Process Writing

Thought it was time that I wrote another autoethnography blog post.

Since the last time I wrote, I’ve been slowly plugging away at a variety of tasks that aren’t directly related to my dissertation research. What I am coming to realize, I think, is just how much external factors affect my ability to work creatively or work on code. Yesterday, for example, I tried to do some creative writing after a meeting and spent a good deal of time staring at the screen instead. Then, when I decided to try to switch to coding, I could feel my body physically saying “nope, nope, nope” — it felt like my brain and body could anticipate what would happen if I were to code right then — the slog of working through something that I would either have to interrupt and possibly lose the thread of for next time, or that I would get caught up in and skip out on other responsibilities for (such as the roast lamb dinner I was planning for last night).

I am getting other work done, such as finishing the syllabus and course pack for the course I am teaching next winter, and writing a co-interview article with Kara Stone, and choosing the abstracts for full articles for the issue of First Person Scholar that I an editing, but that tiredness that I mentioned before is omnipresent. The threat of burnout seems to be constantly just at the periphery of my consciousness. I find myself taking long breaks, but still not feeling refreshed by them. I have had unexpected bodily aches and pains too — a bulging disc in my back giving me more pain, requiring me to apply heat to my back and return to doing strengthening and stabilizing exercises and stretches from my physiotherapist, a constant returning sinusitis causing debilitating headaches just behind my eyes, and the most awful cramps — for which I applied more heat.

The biggest pressures that I am feeling related to my dissertation work are measuring the time that I have left alloted to this project against my abilities and the work left to be done. There are still prototype portable sensors to build and figure out, there’s still a lot of programming to do that is currently outside of the scope of my skill — but only just outside — that I really should be asking for help with (but everyone is busy, eh?), and there are the sculptures themselves to build.

Unfortunately, there are so many factors outside of my dissertation and currently outside of my control that are contributing to this stress, and it’s also very difficult for me to do creative work while I am stressed. Some things are within my control if I make the time for them, and that would make me less stressed, but it also will take up time that I feel I should be spending working on my creative project. I could really use a long break, where I don’t do anything related to work, but if I take that long break, it feels like I’m just eating into my time. There seem to be more days where it is difficult to work than there are good days, especially when it comes to work that I am only accountable to myself for.

Tom has been a big help, particularly for things that have just felt like a total slog (changing all my Harvard citations into MLA for the syllabus, for example, and gathering all the articles for the course pack).

Even making these records of process make me feel guilty when I’m not doing them, but the truth is that I haven’t been getting all that much done. I’ve solved a number of important programming issues, but there’s still a whole lot more, and I’ve written about half of the script for the game, but there’s still, again, a whole lot more.

I’m happy with the work that I have, but I wish that I could be more efficient and faster. Everything is a tradeoff: if I want to make a nutritious meal, that means going home early from work, or working from home. But when I work from home, because of all that’s left to do to set our place up, I am distracted by the mess and everything that needs my attention there.

Ah, and I shouldn’t leave this out for future Jess: last Thursday, we found out that our dear friend Serge Mercier, who I wrote about in my Master’s dissertation, was on his deathbed. Tom spent Thursday evening contacting people to let them know, and then we spent Friday taking Serge’s son to be with him at the hospital before he passed. We were there until about 10:30, then took his son home, and Serge died that night. Then, I woke up another day this week to a text message from my mom letting me know about a funeral that morning for a family friend that attended her church – someone I had known my whole life. So, that happened. Maybe those things also have to do with this state that I am in.

Finally, of course, the issues with Tom’s work continue. You can read a bit about them at rcmpaccountable.wordpress.com if you like. It continues to be draining and stressful. Come the end of January, Tom will have been on sick leave for a year because of this, and he has been actively fighting these issues since September 2017. Before that, things hadn’t yet bubbled up from under the surface. It seems that there are still years to go on this issue.

I guess autoethnography can mean disclosing some pretty uncomfortable things. It makes perfect sense to me that this would all be affecting my creative process, but I can see no alternative but to keep going, and keep doing the best that I can. I’m doing my best to rest, but I am worried that teaching next semester will only further eat into my time. Still, I know that it will be valuable experience, and frankly, I have to think about saving money for when my SSHRC runs out and because of the uncertainty with Tom’s work.

DISSERTATION: I’ve Been Tired!

autoethnography, critical making, curious games, dissertation, Process Writing

Well, sportsfans, I’m keeping busy and working away on my dissertation project and a whole whack of other things.

Since the last time that I wrote, I’ve participated in a lot of events, which is the primary reason why I haven’t been able to write too much here. In between the events, I’ve just needed time to recover, work on my code, and do my chores.

Speaking of code, you can now find the repository for my working-title project Traces here.

What I have discovered after a lot of effort and working with Node JS and etc is this:

— Johnny-Five doesn’t not play well with this NFC shield. I could either get my little LED light to blink using a node server command or I could get my RFID shield to read my NFID tags, but not both. People have been asking for support on this from the johnny-five developers since 2015, but obviously it’s a labour of love and it just hasn’t happened.

— I will have try to use websocket and serialport instead, although I remember there being some issues with serialport and one of our previous projects. Alternatively, I will have to try and make everything happen through the Arduino board (this is not ideal for audio or for using multiple com ports).

Okay, so my last post was written on a Sunday. Then, there was a week of work from there, where I did some writing and a lot of code troubleshooting that I don’t have a lot to show for. On the 8th, I did a Costco run with one of the organizers of GAMERella in preparation for, you guessed it, GAMERella, which happened on the 10th and 11th.

I made a game that weekend with Narf and Catherine called “TAMAGAMEWORKER”, and it’s about unhealthy working conditions in the game industry. You have to try and take care of a tamagotchi gameworker named Tama, while they try to balance their basic needs alongside demands from work and other spheres. You can check it out here – it’s not perfectly balanced and you may have to install “Noto Sans” for the fonts to display properly (I haven’t gotten around to doing web fonts for it yet). I did the programming, most of the art except the tamagotchi animations, the annoying music, and I helped edit the writing. Catherine did most of our writing and Narf helped with programming, did the Tamagotchi animations, and helped Catherine with syntax for the JSON file.

Then, this past weekend (and when I say weekend here, I mean covering the period from the 16th-19th), was the Montreal Mini Maker Faire followed directly by the Maker Cultures conference and symposium. It was four days straight of very intense, long days.

On Friday and Saturday, I was exhibiting. I didn’t realize how tired I was ’til after — it can be really hard to take a break and have someone else watch your booth when you’re the only one who knows what needs to be done and, as the Gamemaster, your skills are a big part of the experience. It was helpful to have to explain Flip the Script! (the game I was showing) to so many people. I was also on CTV Montreal with the project — you can check out the video here (although unfortunately it misgenders me).

On Sunday, it was a day of talks followed by dinner with the presenters, and Monday was a day of workshops and trying to help define this area.

One very serendipitous meeting from this weekend was with Tess and Karen Tanenbaum from UC Irvine. We had met at QGCon in LA two years ago, which Tess was kind enough to help me remember by saying “we haven’t seen each other since…” because I had total face blindness. The Tanenbaums have done some really cool work with — surprise! NFC! That includes a storytelling NFC glove, so I definitely plan to engage with their work as I think about Traces.

Yesterday, Tuesday, I took the day off and went to see Burn The Stage in theaters. I slept in, I ate ramen, I bought art supplies, I watched a movie, I cuddled kitties, I played video games, I wrote with Tom…It was glorious.

And that brings us to today. Today, I worked on some other tasks needing my attention regarding my work as student rep and some other administrative things. I also had the chance to practice Japanese with a dear friend. She is very patient with me — with all that’s been going on, I haven’t had much chance to practice. Oh, and I got a new night-guard and had it adjusted.

I jokingly told my friend today that maybe the reason I was working so much with Time Travel themes (in the tabletop RPG I am running for my friends, for example, and with this project) is because I never seem to have enough of it and I want to make more of it.

As the Pixies say, “I’ve been tired! T-I-R-E-D spells it, spells it, spells it”.

So I’m trying to be cautious, take the time that I need to rest, and keep on keeping on.

DISSERTATION: Learning new technologies

adventures in gaming, autoethnography, critical making, dissertation, Process Writing, research

Just a quick update so that I have a record of what I was working on yesterday. I spent around seven hours fiddling with the near-field communication tech and trying out different programming. It turns out that there is a lot less detailed guidance for the recommended Adafruit libraries than one would hope — and the alternate libraries are often deprecated, don’t work nearly so well with my physical technology, or just don’t quite do the thing that I want them to do. To make matters a bit more complicated, my chosen NFC tags don’t work with newer phones, which was one of the ways that I was testing, and, without additional apps, the NFC for phones is really only designed for very specific uses (actually activating email, the phone, a webpage), or so it appears. So, just generally not a lot of guidance for using NFC for what I intend to. Generally, people seem to program them on their computer and use them on their phones, or they don’t care about what the actual message on the cards say? Or, if they do, the projects don’t clearly indicate the steps for getting there.

When I program a tag and read it on the reader with my current library (PN532), however, there doesn’t appear to be a function to a) just have it be a string of text and b) to read what the tag actually says.

The library itself has almost no clear documentation, just example projects.

So, it’s got me thinking about alternate ways of handling the issue (like just using the unique ID of each TAG without actually putting a message on it to trigger a program). But I also need to be able to translate what I’m getting from the monitor into actual triggers for the arduino to talk to a javascript app.

I was talking to Tom about this yesterday: I want to be independent and handle the tech myself this time. It’s not that I mind collaborating with others, but because I am largely self-taught when it comes to all the tech that I use, I need to prove to myself that I’m able to do it, or something like that. It seems a bit ridiculous putting it into words, but that’s the feeling that I have. Maybe the truth is that I just need to ask for help because the documentation just isn’t there. It was frustrating to work for that long yesterday and not have a lot of concrete work to show for it. Or maybe the documentation is out there somewhere and I’m just not finding it.

That’s all for now!

Dissertation: Changing Stakes

adventures in gaming, autoethnography, critical making, dissertation, Process Writing

The seven weeks since I began my latest design project, working title/codename “TRACES” have been busy, but I’ve already talked a bit about that, so I won’t go too far into it — first, Ars Electronica, then guest-lecturing, then QGCon, then Different Games, and then a family event in New York City. This, alongside further issues with Tom’s work situations. My apartment still needs to be painted, and we still have furniture to build, rooms to fix up, and boxes to unpack. One thing that I haven’t mentioned that took up a fair bit of time and energy recently is that I released an open letter talking a bit about Tom’s situation. You can read it here if you want to. There are times when this situation makes me completely unable to work, both because my help is needed, and also because it’s incredibly stressful. So I want to be sure to note that, for autoethnography purposes.

All of that means that I haven’t had a lot of breathing room to focus on the project — but things are moving ahead, little by little. Technology is on its way. I have started to write the game’s story and script. I am thinking about aesthetics, and rules, and context. I’ve been doing a lot of thinking about time travel — I’ve run two sessions of my time travel RPG with my usual RPG night group, and am aiming to run a third one soon. I’ve also started to read Ryan North’s How To Invent Everything (which is a guide for stranded time travelers to recreating modern amenities and “civilization”). My spouse and I are watching (re-watching, in my case) Altered Carbon. So yeah, I have been thinking a lot about the future and about time travel.

I thought consuming this media about time travel and thinking about the rules of the technology of this world, linked to the thinking about societies and gender that I’ve been doing in relation to The Left Hand of Darkness, would be all the “research” that I needed to do for the writing. But I should have been reading about fascism, bigotry, the darkness of human history.

I wanted to tell a story about my transness and feeling undervalued and underappreciated in a conservative country’s art world context, feeling alienated by people who were supposed to be peers. I wanted to tell a story of hope and community, even if just as the backdrop for a society that did value the characters in question. But now, the stakes have changed. The real-world ones.

It didn’t happen overnight, and maybe they haven’t actually changed as dramatically as all that. But the facts remain that a major world power (the United States) and a neighbour to my country, who is currently electing conservative leaders all over the place, is trying to legislate transgender and intersex people out of existence, based on pure bigotry, ignorance and hatred. This is just the latest in a series of exhausting, dehumanizing events in the United States. Fascism never went away, really, but it just keeps rearing its head in government-mandated ways and somehow each moment feels like that’s as bad as this administration can get. And somehow people keep normalizing these new situations, or somehow believing that there are “two sides” that have equal validity and a right to be heard.

So.

This game…might not be what I thought it was going to be.

DISSERTATION: On QGCon and Community

autoethnography, critical making, Process Writing

I’m tired. Exhausted, in fact.

But I’m also energized, renewed, re-invigourated. For all of the ways that Ars Electronica was alienating, the Queerness and Games conference, which I co-organized and which happened this weekend at Concordia with the help of TAG and Milieux, made me feel like a part of a community.

One of our keynotes, Mattie Brice, talked about finding inspiration in performance arts, in the Happenings of the sixties, and, in its own way, I think QGCon is a Happening. It’s a temporary space where the usual rules are in some way suspended. It’s a space of caring, softness, kindness and vulnerability.

I’m not too sure exactly what I expected from the event, but it wasn’t exactly this. I had a great time at the last QGCon in 2017, but this time, maybe because I was closer to the event, it felt like there was a real, tangible presence of…I don’t even know what to call it… Hopefulness? Goodwill? permeating the space.

Organizing the event took a great deal of energy and labour, and I had to take on a lot as one of the local organizers. I wish I had been able to get more rest.

But nevertheless, while before I wanted to make a game about alienation, I think I want to make a game about feeling alienated and finding others who mitigate that feeling.

I’ve still got to sit down and design this project, but ideas are forming in my mind.

Rather than trying to find others for competitive reasons, maybe this can be a game about trying to find others so that you can be reunited, so that you can find community and hope in each other.

I’m reminded of a game that we showed at Princess of Arcade called Secret Agent Party. That’s a game that requires a lot of players in a contained space. I wonder how I can make this game playtestable or workable with very few people present or very many people. Maybe I need to narrow the scope.

Maybe static objects can also be people in some version of the game and give you info, but in other versions, the static objects are being worn and carried by others. So that, if there are only a few players, the story is filled in from static objects that stand in as people with histories (thinking of the programs you find in Transistor), but in a version with more players, those objects can then be on players who are also scanning you.

Thinking about the themes of Time Travel that I was working with, maybe it makes sense for there to be echoes or traces of people even if the people themselves aren’t always visible.

Well, just some design thoughts inspired by QGCon and sleep deprivation (please don’t worry — I’ve slept two solid 10 hour blocks since QGCon or more, even if I am still tired).

Dissertation: Autoethnography Project Notes from Steyr, Austria

autoethnography, critical making, dissertation, Process Writing, reflective games

[NOTE: These notes are transcribed, annotated but unedited, from a handwritten version.]

PROJECT 02 for my dissertation. Sept 9th 2018.

I was hoping to find inspiration for this project in my travels. Before I even left, I was sort of dreading this trip. I was feeling exhausted but still had so much to do. I didn’t want to leave home and Tom because of all the work to be done, and also because we’ve been away from each other so long with no time to rest and just be in each other’s company. The first 24 hours of this trip were stressful and restless, with trains to catch and a new country to navigate, with the knowledge that when we arrived, we still wouldn’t be able to make it to the place we were staying [clarifying note: our train arrived at 11:17 but the last train to Steyr departed at 10:52]. The next day, we found out that the folks in charge of setup had been unable to get the project working, and when and how they told us this was a tad frustrating and unprofessional.

We fixed it.

Still, the frustration and exhaustion didn’t go away, and in many ways we struggled to feel welcomed to this place.

This is the first place I’ve felt truly out of place as a trans person. I’m not on on any sort of supplement to alter my hormones, but i guess with a binder and short hair, I “tip the scale” into an uncomfortable place for these people. I felt stared at, and was worried when someone approached me on the train platform to ask how I felt about gay and trans people. It wound up being a friendly conversation, but the whole place feels fraught. So. Discomfort and alienation, even from the people we’re supposed to be here with, is definitely a huge, present concern for me.

Yesterday was a bit better. We checked out more of the other exhibits, had to fix part of our installation that someone decided to fiddle with, and I had a long conversation with two older artists working in textiles. They’ve been collaborating for over twenty years (and they also totally thought I was a dude through most of this conversation. At least they thought I was a nice dude).

The installations that we saw and that discussion have got me tihnking about this project as a narrative wearable project about being a stranger in a strange land. I am also thinking of the wearable as a living, alien guide. Maybe using defamiliartization and recontextualization with language. I’m definitely thinking of the work of Blast Theory and ZU-UK.

A narrative you can experience and carry around with you.

I’m trying not to let myself get too bogged down in how technically difficult the concept will be at first. I could see this requiring QR, GPS, radio coms…

I also really do want to think about Augmented Reality and also interactive theater/escape the room projects.

I’d like this to not need to be site-specific. At the same time, I’m only one person. I’m not sure I can keep track of someone wandering through a truly open space.

What if someone wanders off, or gets lost?

I don’t want this to just be an app or a webpage people use on their phones. I want to highlight the interface. But phones come equipped with so much useful junk — the GPS, gyroscope, the QR scanner.

This is why I don’t think I want to narrow the focus and worry about scope or tech yet.

I’m also thinking of the voice that the writing in transgalactica uses — sort of rueful, sort of hopeful, but jaded, a tad bitter.

I’m also thinking about time travel because of the Time Travel RPG I’ve been running. And again, that whole ZU-UK, Place des Alts [explanatory note: a recent TAG project that started out as a collaborative piece between ZU-UK and TAG] inspiration.

I was really inspired by the MIT Cillia project. I wonder if there would be a way to access that.

A pocket companion, guiding you through an almost familiar, alien civilization…

Actually, it’s worth noting that I just finished Ursula K. LeGuin’s “The Left Hand of Darkness.”

I guess I could maybe limit the scope to certain parts of the EV building, 10th+11th floors.

Players could play different parts — some the populace of this alien, different time, a few others the time travelers. Maybe something like two rooms and a boom?

I think having audio communication through some kind of wireless device would be nice. I think having some kind of costumes (I’m thinking scarves) could be nice.

The scope of the playtesting immediately comes to mind as a concern, but I’ll try to put that aside for now.

All of this makes me think that this might ultimately be that game about genderfeels that I wanted to make in some form.

DISSERTATION: PROJECT 02 START

autoethnography, critical making, dissertation, Process Writing

Yes! I have a few more playtests coming up in the fall with Flip the Script, but I’m onto Project 02, currently untitled for my dissertation.

This time, I want to push both the technological/programming side of things and possibly a firmer narrative. That might be a tall order for a project that I have to finish in a little less than six months, but at least, in these first few hopeful weeks, that’s what I’ll be thinking about.

The truth is, running Flip the Script! requires a tremendous amount of work for me, because the playthrough can go so many places. Even if it means making a shorter game, I think that I need to have more pre-determination.

At the same time, I would love to make an exploratory physical toy, that, when you play with the toy, things happen programmatically (possibly on-screen visualizations or gameplay). After all, that’s one of the ways that I emphasize the physical aspects of physical-digital hybrid games.

So, toy or story? Toy Story? I don’t know yet.

From September 4th-18th, I’ll be in Europe. I’m going in the first place because of Ars Electronica — ‘rustle your leaves to me softly’, my ASMR plant dating simular project, made in collaboration with Dietrich Squinkifer, is part of Hexagram Campus’ Taking Care exhibit. (You can read about the exhibit here and here.)

We will be there from the 5th to the 10th, and are then taking a few days to travel since we’ll already be in Europe. I am hoping that Ars Electronica will provide plenty of inspiration for my new project, along with the series of long train rides involved in making it from Paris (where it was cheapest to fly to) to Linz and back.

I am definitely aware that my programming and arduino skills might get one heck of a workout for this project. I’m apprehensive but excited.

More as it happens!