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Interview with University of London

May 18, 2023 Carl Kuddell

Artwork Change Media

Artistic Director Jen Lyons-Reid and Creative Producer Carl Kuddell were interviewed by Sophie Hope, Senior Lecturer, Department of Film, Media and Cultural Studies, School of Arts, Birkbeck College, University of London, and Henry Mulhall, research assistant, Birkbeck College.

They run a fascinating game project, called Cards On The Table, exploring the how games can be used to facilitate difficult conversations.

Here is a link to the full interview on their blog.

Artwork Change Media

And here is interview:

Hi Jen and Carl, thank you so much for taking the time to talk to us. Could you start off by telling us what the game was initially designed for?

Jen

We're constantly looking for any tool that can generate challenging conversations with and by communities, for us, the game is an artwork. Using the cards when gaming is just another storytelling device. We started with the concept of how to unpack the complexity of our interconnectedness, given that we live in a cultural frame where an ignorant, privileged belief system is idolised. We wanted to look at the thinking behind the thinking. The absurd part is that we decided to use a pack of 50 cards arranged in a grid, to move away from binaries of good and evil.

We wanted to sit with people, with the various communities we worked with, to actually look at ourselves and the ignorance that we hold. A simple card game version of the work is a ‘Tarot’ - self-reflection, not surprising - but people really struggle to sit with each other and look at their ignorance. With various audiences, the cards have been fantastic, but they split people. We've had a room full of hundreds of people playing ‘My Team is Better Than Yours’. People use the cards to assess their organisation's privileges and how they can change. We go back and use them every time we come up with an absurd idea; the 50 characters come out and harass us!

 

Sophie and Henry: Can you tell us more about the contexts you’ve played in?

Carl

Initially, we used it as a tool for community arts and cultural development practitioners or organisations to develop critical awareness. It was a toolkit to help gain a sense of radical critical literacy and to have difficult conversations about the colonial practice we’re all always engaged in. We are agents of empire, even if we try not to be. We’re often paid to come into difficult circumstances and work with marginalised or excluded communities.

In the first 10 years of our practice, we often came across this sort of Wild West cowboy politics where people literally come to town, and get paid a lot of money for a two-day workshop, and no one shows up or can access it because the barriers are way too high. It really only benefits the already privileged.

We created card role-playing games to reveal our subconscious privileges and tactics. Some people really loved the idea of a sarcastic, ironic Tarot kit, you know, the idea of playing in a fake Jungian worldview, but we didn't want to have the essentialism of inbuilt archetypes. We saw so many repeat behaviours in ourselves and in others, and an inability to speak about privilege - privilege is like Fight Club, the first rule of privilege is don't talk about privilege. Now, 10 years on, it has become the first rule, we are meant to talk about our privilege: My name is Carl, and I’m a white, male, sis, privileged person from blah, blah, blah. That doesn't get to the heart of the matter, it becomes competitive and performative. We wanted something where we could pierce through the performative aspects of those professional engagements and disarm people with playfulness and silliness by using cartoon characters, with a Tarot-adjacent format, where people can just open up through gameplay to ask, what are the power relationships and how are they being negotiated?

  

Sophie and Henry: Can you tell us a bit about how the game is played?

Carl

Players randomly pick three cards from the deck of 50, that is your past, present, and future to reflect on your practice. Or sometimes we have people pick a hand of five from the deck and work with a bunch of people in a group to pick their best project that would win the colonial grand prize.

By asking people to take part in a Brechtian gameplay, by using alienation tactics and exaggeration, people can be mean and vile in a supposedly safe space – but safe spaces don't exist. The cards and gameplay help us frame things, it pushes players into a methodology of notice/disrupt/reframe. It’s an iterative, circular motion where we get people to notice their behaviour, to disrupt it, and then collaboratively reframe it, ideally with a sense of solidarity. But that's where it also got stuck, noticing is great, in the reflective sense. Disruption is beautiful when you're disrupting others. And reframing is beautiful when you can do it performatively. We live in a culture of fear, negotiating how we share and risk taking is not so performative.

 

Sophie and Henry: It sounds like people are quite challenged by the format. 

Jen

The difficulty is that when you're sitting in a group, it is so much easier to point a finger at somebody else. Also, those people who got the concept really got it and deeply engaged. And then a lot of people who didn't, not necessarily that they didn't understand the structures, but they didn't understand it on a meta level, took it literal or found it really confronting. People would say, they couldn't believe this other person was so racist, or they couldn't believe that they were so ableist. We've worked with groups that suddenly fell apart because people misunderstood the gameplay. The organizations found the sessions very revealing, helpful, but we changed that game, we want our work to punch up, not down.

 

Carl

There’s a voluntary requirement for gameplay, you cannot play this kind of game with someone who has been cajoled to be part of it, because they tick the box of inclusion or whatever.

 

Sophie and Henry: Tell us more about the kind of people and groups you collaborated with through the development of the cards.

Jen

We worked with a long-time collaborator, Clyde Rigney Jnr, he's a leader of the Ngarrindjeri Nation. We sat with him, and he went through the 50 cards, and we created several artworks together using the cards. He'd be hysterical and add his experiences working with bureaucrats and the colonial wall that he would be confronted with. He knew each character. We've created half a dozen projects with him, just based on using the cards.


It's the same working with radical artists in the disability space. Kath Duncan used the cards to create ‘The Oppression Olympics’. She has amputations and is in a chair, she's a fucking brilliant artist. She worked with Veronica Pardo, the then CEO of Arts Access Victoria. They got up on stage, and they got an audience of about 200 people to vote who was more privileged. It didn’t matter how much Kath put forward, that she was more privileged than the other white, able-bodied woman, the audience could not see past her being in a wheelchair.

Our experience has been people who do understand radical thinking around critical literacy, love the cards, and find it a really powerful tool.


Sophie and Henry: How has working with others changed your view of the game?


Jen

We've put aside the “My project is better than yours”, and turned it into “my team is better than yours”. We created these nasty missions, teams get to use our 50 characters - you get three of them in your team - and you compete against other teams to prove that they would be the best for the job. It created the same awareness, but it took away the tension of trying to create art projects. People felt uncomfortable that they were bringing forward all of this thinking based on supremacy.


Carl

For me, one of the aims of the cards was to create a safe distancing tool, something people could project onto very easily.

 

People say, oh yeah, this card, ‘The Bystander’, that’s that guy at work, I know that person so well. Then we would do a few rounds on trying to establish some sort of group rules and reciprocity and mutual understanding. We don’t want to blame and point the finger.

We found that when we actually prefabricated 150 missions with a couple of game rules, people would allow it in, like a Trojan horse. The barrier to entry, to self-embarrassment, was lower. We got invited to present it at the Adelaide Festival for Ideas in 2018. There were about 100 people or so on big round tables playtesting. That was quite an interesting mixed group. So people had fun with that.  

Jen

The original idea was that it was an art experiment. We played with it, and it's done all sorts of amazing stuff, but we don’t see ourselves as teachers, we have to step back to let groups work out what’s the value for them. We could peddle the experiences we’ve had but prefer to make radical art and use the cards as a storytelling device.

 

Sophie and Henry: Are you still developing new projects with the cards? 

Jen

They keep giving us hope, the current work we're playing on is called ‘NearNow – it’s coming straight for us!’ Our plan is to take about 10 investigative artists and break into the metaverse. The idea is the metaverse will be inhabited by the 50 characters who are going to just constantly try and co-opt us into being complicit and continue our denial of climate catastrophe, and you know, all of the other injustices we’re constantly bombarded with.

 

Carl

I've wanted to have a conversation about complicity for years that still goes right back to my more hands-on activist days in the Western German anarchist, autonomous scene and radical men's movement as a pro-feminist. We played a lot with antagonistic principles and a sense of agonies and exaggerations, trying to make the mundane oppressions suddenly special by shining a light on it.

The intersections of power and privilege are something that we need to address, not in the sense of what we are entitled to, but how we can fight them. How do we unite those things? It comes from a very old-school approach to political activism, libertarian anarchist organising etc. When we showed it to the critical community art sector, we became quite the darlings to start with, because people saw we had tools that people could easily adopt, and they'd be useful. We just wanted people to have honest and radical conversations that led to actions. Without actions, the reframing is worthless, it's just a performance.

We've wanted to have a conversation on restructuring power, not power as something evil as it’s often framed in progressive scenes, but as something unavoidable. Power and privilege behaviour types are unavoidable givens. Over the years, we’ve reframed this. Instead of talking about safe spaces like quasi-therapeutic containers, we say you're entering a contested space at your own risk. We are now here to renegotiate the rules of engagement. With that, we need to look at the baggage that we bring, it's unavoidable and that is not a pretty business. But the game is not intended as a blame-shifting toolkit. It is for the recognition of radical playfulness. There's nothing more powerful than watching children negotiate gameplay, we wanted to tap into that space.

 

Jen

It’s not to assign blame but to ask, what else can we imagine? At a very basic level, we all want control, any negotiation is about power and privilege. That isn’t gameplay, that's life. If we imagine that life is a game, and therefore has a set of rules, which are hidden mostly from us, it’s extraordinary when we discover those rules. At any given moment, we can change those rules, we can renegotiate them. Tomorrow, we could all wake up and say fuck, this game isn't working, let's do it differently.

 

Sophie and Henry: You mentioned the game as a storytelling device. I wonder about the idea of story theft and the ethics of initiating a game. Do you extract or harvest those stories?

Jen

When we facilitate card games or run video and art workshops, we advise the groups that any collaborative storytelling belongs to the group, so be ready to negotiate, or don’t share. When people develop work from the cards, we ask they acknowledge the cards, and us by extension.    

We have shifted our community art practice over the years from film-making to creative provocations. We coined the term ‘Story Theft’ in 2007, when digital-storytelling became a thing. We explored the concept in a thought piece commissioned by the Australia Council in 2011, called ‘Get Off My Back’, a manifesto to look at ways to address colonial practice and story extraction in digital storytelling.

Now we work with communities who want to radically explore, they identify issues, we create artistic provocations, using the cards, which they creatively respond to. So when we use the cards, we have already developed a project with the artists and their communities, so it’s an artistic collaboration and we negotiate shared copyrights, acknowledging the cards previous existence. We have a Kungun Yunnan Nukkan Agreement with the Ngarrindjeri nation, that recognises cultural and moral IP.

We're not really story gatherers. I love that all of us have stories but I'm not interested in collating or comparing or being responsible for bringing forward other people's stories. We regularly review our practice and ask ourselves what we've actually been doing. We imagine that we're doing one thing, for instance, when we were running video workshops, we would support communities who had never used video to make their own stories, but on reflection, we were actually setting up temporary autonomous zones.

 

We found that especially in the indigenous or refugee spaces, there was always somebody gleaning, syphoning up the stories, from the big TV networks to the local councils. But I think for me, the magic, using whatever devices we use, is just to sit with people while they have that experience of creating a temporary autonomous zone, that space in which, you know, the game is revealed. 

 

Carl

People needed to have awareness of a problem. Filmmaking meant we were making some kind of fame-adjacent products for people that already had solutions on the table. So we came in as problem brokers. That’s not such a hot ticket now. If people want to have critical literacy and cultural awareness training, they want to have it done by a fluffy, non-threatening black person ideally, and not by some scrawny, annoying white blowflies who get on your nerves and are arrogant and difficult to deal with. So, I didn't really want to hear the people's stories coming out of it. But what I loved was when the lights turned on, when that person became aware that everything is negotiable.

Most of us, through our upbringing and cultural conditioning, learn that things aren't really negotiable. That there are always power relationships and the caste system that stops us - glass ceilings, etc., exclusion zones. So we wanted to create a space where this could be changed as part of a workshop model and then gamified through a rule-based card system. A few years later, we realised that it's not so much about everything being negotiable, but that everything is being negotiated. The question is, how much are you able to participate? Then we enter much more into the underbelly of privilege as an exclusion zone where we can hide our ignorance in power, not so much as a power to oppress, but the power to access, power as a tool that makes stuff happen.


We're at a tricky crossroads. That's why your interview request came at an interesting time - we have used this game now very much for our own benefit. Jen got a two-year National Fellowship, ‘Creating Together, what can possibly go wrong?’, out of the game to interrogate harm and value in community art, which was very appreciated. So we redeveloped the card game over and over. Downstairs in the studios, we have big vaults of the 50 characters and the different iterations of what the game can do. So we are wondering if we pursue game facilitation and produce all the games or stick with absurd art.

 

Sophie and Henry: Did any other games influence you? What do you think the value of gamifying is?

Jen

We have invented dozens of games by now, but we don't go any further with them. You know, we get bored, we go down, and we spend a day reworking the grid. We just laugh hysterically. But, you know, we're still trapped in a grid we've made. Really, it comes back to this idea that life is a game and how to create temporary autonomous zones. So whatever tool to work with a group of people, people we've never met before, and to be able to say, hey, we could do this completely differently.  

I got totally into gaming and game mechanics and bought a shitload of games. All sorts of children's games, you name it, any card game. We played them through and tried to unpack them and work out the mechanics, trying to work out all the hidden rules that we were playing with.

Two games came up when you were talking. One is ‘The Game’, where you go and tell your friends that they're playing the game, but the minute you remember you're playing the game, everyone loses - a forgetting/remembering game. Infuriating if winning is the only rule we live by. The other one is around looking at non-hierarchical organising, it’s a systems game. You get one person to facilitate, anyone can, and you get everyone to stand up. And then each person chooses two people to be equidistance between. The game is just that, you must always be between those two people. And the room self-organises and just clicks, you know, very quickly, self-organises, but not because you have forced anyone else to participate. It's because you insert yourself in between two people, you have influence, not force, and, you know, a very anarchic way of understanding organising.  

 

Carl

My little, you know, high-achiever, market-profiteer wants to sell them and is slightly disappointed that it's not competitive with Cards Against Humanity. It's just not as much fun. But it was painful when we were just getting ready for our first launch, I think in 2014, that game went gangbusters. Anyone we talked about our game was just like, oh Cards Against Humanity. And we're like, nooo, this is horrible.

 

Sophie and Henry: How is or was the game funded?

Jen

After the first two iterations, which were funded by the Australia Council, we worked with Christy Dena, a cross-media storyteller who’s done international game design circuits. She worked with us to look at how we could peddle our game. One of her approaches was to work out why and how other practitioners would use our game. She had us review the circular model we devised to explore the creative process; collaboration, ideation, development, production, distribution, and at each point, think about how the game is useful. That was really fantastic, but we haven't pursued it. I think if we had, we would have needed to make it a reform tool, and the radical element that we want to play with would be gone.

 

Carl

We sold a bunch of units so that the print runs paid for themselves, we didn't have to spend money on it. That indicated there might be a market for it. But we don't like selling stuff, we prefer to get public funding, and then make stuff available for free, so that participants don't have to pay. If it becomes market-driven, the anarchic fun is stripped out of it, and everything gets pushed towards productivity.

Having said that, we all apply for funding in a competitive sense and feel great when we win, calling it ‘healthy competition’. When we actually wonder what's healthy about it, this is an assumption that we're not allowed to criticise, if we want to keep getting funding.

 

Jen

The alienation techniques of capitalism far outstrip any techniques that we're coming up with. We are all reward-based, capitalism has pushed us all into a space of commodified human exchange. Most of our exchanges are now transactional so it's not surprising that the children doing the lemonade stand are rewarded, and the children having a bit of a fight to work out how to negotiate are frowned upon.

We were privileged in that we had the money coming in to make the artwork so we had the choice not to pursue the game in that way.

 

Carl

Strategically, we’re trying to find new modalities of conversation away from success metrics and performance indicators, getting away from the whole productivity framework is important for us. Even to try for a 10% threshold of degrowth or to find new ways of power-sharing or collaboration, we will need to change the metrics on how we assess our work.

 

Sophie and Henry: Are you still developing games in new directions?

Carl

We did a work in collaboration with 100 community participants and a bunch of artists called ‘The Colony’ and redeveloped the cards into cartoon cards called 10 Easy Steps to Supremacy. We tried to simplify the grid after some critique from workshops, especially from the disability sector. 50 cards are just a lot to take in, to learn the literacy to play the game successfully, if you don’t just randomly pull cards.

In 2019, we boiled it down to 10 easy steps to address everyday supremacy thinking. The idea was it's all hiding in everyday, normalised behaviours and privileged assumptions. It really came down to a conversation about the social-Darwinistic framing of competition as something good, that it's natural and inherently good for us.

We simplified it by using gangs. There are 10 gangs in our game, each depicts an easy step to supremacy thinking, from pacifying to obeying to manipulating, controlling etc.

 

Jen

We've based ‘The Colony – Dare to Stop Us’ work around a walk through an IKEA store. That whole concept of being pushed through a maze that infantilizes people. It's a technique that IKEA revolutionised and every other store tries to mimic, how to infantilize people to buy more shit. The concept was the audience could become recruitment officers for The Colony or create artworks for the Resistance. Then a couple of years ago in 2020, we used the cards to create a work called ‘This Breath is not Mine to Keep’. We melded our 10 gangs with the Kübler-Ross concept of grieving and added a few extra bits, liberation and revolution, to the grief states. The idea was people would go on a journey of grief around climate catastrophe around the shitstorm that we, the global privileged, are creating. If we don't actually have those conversations, if we can't acknowledge what state we're in, how do we come together? There were online provocations, 5 physical exhibitions, hundreds of artworks created and the pandemic.

 

Carl

The same thing happened in reverse, people were quite happy to talk about the mess, and that they miss the natural environment, like how the blue Goldfinch has gone. It is bloody sad. Yeah, it's a real thing, but for us, it was a Trojan horse to use the grief conversation to talk about systemic violence. But the individualist framing really prohibits that. During the pandemic, our ability to engage with audiences was severely limited and mostly went online which got quite boring.

 

Sophie and Henry: We’re often faced with the difficulty of people not wanting to have those hard conversations, or not wanting to really engage with processes of self-critique. How have you found that when using your cards?

Carl

Silos come up for me a lot, we thought that critical literacy would be a desirable activity for people to break down silos. We saw it coming when we had massive public arguments, in our function on boards, or national sector reviews and committees, we’d argue quite heavily against co-opting the notion of self-organised safe spaces from the Māori health system in New Zealand/ Aotearoa into an Australian context or in a global context. Creating safe spaces from top down will shut down critical debate and critical literacy and the ability or desire to engage critically and radically. We saw that coming as a wave and this will crash over us.

 

Jen

Games are perceived as being childish, but I think the best way we could move forwards is if we take ourselves far less seriously. Props are a brilliant way to work with a lot of communities, props and laughter. People open up and feel relaxed, so we can communicate more easily. We bring in props and humour to try and crack open a shared space, in a very small time. We all only have a really small time on this planet. One of the biggest problems is that we just don’t have enough time. Oh, I just remembered.

In 2021-2023, art, games, thoughts Tags What Privilege, critical literacy, games

Change Media highlights 2002 - 2021

October 28, 2021 Carl Kuddell

Change Media highlights from 20 years of community arts and cultural development practice across Australia since 2002: Collaborative art vs everyday supremacy thinking… Enjoy!

Thanks to all our supporters and participants - what a ride...

Intro and theme music courtesy of Nexus Arts - artist: Tagore (feat. The Three Seas), by voiceROM, from the album Nexus Album: https://voicerom.bandcamp.com/album/nexus-album

For all other credits for music and artists involved, please visit the individual project pages.

©2021 Change Media. All rights reserved. Not for public use.

In art, festival, broadcast, thoughts, training, 2021-2023 Tags Change Media, 2021

What Privilege - Adelaide Festival of Ideas

July 5, 2018 Carl Kuddell
WhatPrivilege_AFOI_2018_panel_500kb_IMG_4289.jpg

What Privilege panel and public game workshop at the Adelaide Festival of Ideas 2018

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In thoughts, games, 2018-2020 Tags Adelaide Festival of Ideas, What Privilege, Change Media, Tallstoreez, Carl Kuddell, Jen Lyons-Reid, Clyde Rigney Jnr, Veronica Pardo, Arts Access, Ngarrindjeri, Treaty, #whatprivilege, 2018

Australia Council Fellowship

February 27, 2015 Carl Kuddell
changemedia-2015-Jen-Lyons-Reid-fellowship.jpg

2-year Australia Council Fellowship for Jen Lyons-Reid 2015 February - SA

Interrogate stories, values and best practice in CACD to identify new narrative and media strategies:

Informed, egalitarian societies rely on individual critical literacy – our ability to understand and meaningfully engage in the ethical, aesthetic and political stories that shape our collective lives. Valuing and exchanging stories is at the heart of CACD practice and I am interested in how we collectively script powerful stories for social change within a rapidly changing media landscape.

 This Fellowship will enable me to interrogate critical literacy strategies across the CACD sector. I will explore the values behind the thinking that drives our sector, via a robust collaborative and creative peer-exchange. It will result in an exploratory, transmedia CACD model, published on The Platform, as an open source Critical Literacy Forum. Currently there is no accessible exchange on how we use narrative in CACD – this Fellowship will break new ground.

From the Australia Council for the Arts website:

Friday 5 December 2014

Australia Council invests in leading artists

Some of Australia’s most accomplished artists working in various art forms have been recognized with prestigious Australia Council Fellowships. The highly sought after fellowships, worth $100,000 over two years, are awarded to outstanding, established artists for creative activity and professional development.  

This year they have been awarded to 12 artists in seven art form areas. Find full list and bios of selected artists here.

Australia Council Chief Executive Officer Tony Grybowski congratulated the recipients of this year’s fellowships and paid tribute to the outstanding body of work each had already produced in their respective art forms.

“Fellowships have always been central to the Council’s grants program and for many artists they are life-changing to their career,” Mr Grybowski said.

“Fellowships are only granted once in an artists’ lifetime to those who can demonstrate outstanding achievement on the national and international stage, so the calibre of these recipients is very impressive. 

“One of the goals in the Council’s new Strategic Plan - Australia is known for its great art and artists - aims to build the capacity of artists to make excellent work and foster experimentation and risk-taking in all art forms.

“Fellowships realise this goal by supporting artists to develop their arts practice, experiment, research and create new ways to present their works and further their artistic ambitions and career.

“They play an important role in providing artists with the time and financial security needed to focus on their work and the freedom to reflect, innovate, experiment and collaborate.”

Fellowship applications are assessed and awarded by peers in the relevant art form areas.

Under the Australia Council’s new grants model, which begins in January, Fellowships will be offered once a year with a June closing date.

Past Fellowship recipients include Gary Lang, Alana Valentine, Archie Roach, Tim Daly, Judith Wright and Geoffrey Gurrumul Yunupingu.

Jennifer's Fellowship will focus on interrogation of stories, values and best practice in CACD, to identify new narrative and media strategies.

In thoughts, 2014-2018 Tags Jen Lyons-Reid, Australia Council for the Arts, Fellowship, critical literacy, 2015

Typology of Harm

February 27, 2014 Carl Kuddell

Critical literacy game workshops, presentation and exhibition at Spectre’s of Evaluation international conference in Footscray, Melbourne

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In games, thoughts, art, 2014-2018 Tags critical literacy, Spectres of Evaluation, Footscray Community Arts Centre, What Privilege, Australia Research Council Linkage, Here Studio, University of Melbourne, 2014

ArtGate – iStreet Lab

March 28, 2010 Carl Kuddell
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2010 March - Clare SA

The Change Media Team worked for 2 days with Mervin Jarman from the iStreetLab and the Container Project, to compare our art and community capacity building practice in Australia and Jamaica. The workshop was the first stop  of Mervin’s Australia tour over the coming weeks. The workshop was broadcast live via iStreet Radio, with listeners in New Jersey participating live thoughout all sessions.

   During the workshop we developed a long term project for 2010-2012, to create an international community arts exchange workshop program and interactive hard/software interface, a social archive and reference video manuals for marginalized communities worldwide, to enhance cross-cultural understanding and mutual respect. Project officers Wallace McKitrick and Davina Egege, from the Indigenous Coordination Centre SA [DEWHA], took part in the discussion on the second day, to provide feedback and add to the feasibility of the project, in terms of relevance for Indigenous communities in SA. Francesca Da Rimini offered her vast experience in international collaborative new media work as observer/adviser. Rohan Webb, iStreet Lab educator,  youth mentor and educational researcher, logged in as a participant remotely  from New Jersey, USA – he was there for all of both broadcasts…regardless of time zone difference!

It was very refreshing to compare notes about both our projects with Mervin, and start immediately to collaborate on a new venture, that will combine Change Media methodology with iStreet Lab work in Jamaica and join up with Canadian artists Camiile Turner and Mike Steventon for the Canadian part of the triangle.

The following text is from Mervin’s blog at istreetlab.ning.com:

Tallstoreez/Change Media was host to discussions on the feasibility of developing a relevant and sustainable architecture for cross-cultural exchange. Carl and Jen of Change Media have been especially engaging in our examination of the broad scope of possibilities, potential challenges, risks, and social benefits. The discussions have been charged with high expectations, enthusiasm, and a profound sense of purpose. The context of the dialogue is based on the need to forge forward in demonstrating the relevance of our working art practices and the implications for community development. The central idea of how to make meaningful changes for both our communities is an enduring theme.

Cross-cultural exchanges, we agreed, are a potent expression of the need to find commonality between and throughout our communities with an aim to reducing marginalization. Using our art in a socially conscious way to make a difference through incremental change is already occurring. However, we seek to amplify this by creating opportunities for learning and synergy. This in many ways has emerged as our overarching theme.

This idea spawned conversations on a concept of expression through a “Xcolonial triangle” in which Canadian, Jamaican, and Australian marginalized/first nation communities work on developing a global village art interface (code name ‘Art Gate‘). Further discussion will ensue!!!

Mike Steventon’s idea/work was also introduced in the discussions as I am collaborating with him on his work on OCIS – Open Interactive Collaborative Space, which he introduces to me and I immediately saw as a practical and relevant community resource.

   It was exciting to nut out a community development project that invites the mentors to take risks as artists, and share their creative energy as well as mentoring to build the project.

Partners

Apple

Arts SA Partnerships for Healthy Communities

Australia Council for the ArtsDarwin Community Arts

ICE Sydney

Indigenous Cultural Support, Office for the Arts, Department of Regional Australia, Local Government, Arts and Sport

The Edge Brisbane

dLux Sydney

In thoughts, 2010-2012 Tags 2010

Mobilize This conference Darwin Uni

October 28, 2008 Carl Kuddell
changemedia-2008-Darwin-conference-mobilize-this.jpg

Darwin Uni conference 2008 October - Darwin NT

The Hero Project was invited to present its community empowerment at Mobilize This 2008 in Darwin.

Over 30 people attended our presentation at the Darwin University. We also managed during the conference to connect the Hero Project to Darwin Community Arts and Corrugated Iron Youth Arts, with the aim to collaborate in training Indigenous communities in the Northern Territories.
Big thanks to our friends at Formation Studios for setting this up!

Partners

Apple

Arts SA Partnerships for Healthy Communities

Australia Council for the Arts

University Darwin

In thoughts, 2008-2010 Tags 2008, Youth

Art at the Heart - Alice Springs

September 28, 2008 Carl Kuddell

Regional Arts Australia 2008 September - Alice Springs NT

During the RAA’s (Regional Arts Australia) most recent bi-annual conference in Alice Springs, the Hero Project was invited to present its community empowerment work in a 1 hour conference presentation. We also were selected to run a 2-hour edit-in-camera workshop, introducing regional art workers and artists to our unique model.

We had a record number of participants: over 100 people attended our presentation and 40 people participated in the hands-on workshop on the second day. The 4 teams producing 4 great films. Feedback from the participants and audience was that it was one of the best presentations at RAA that year…

Above you find  links to the films made during the Saturday 2-hour  workshop at ‘Art at the Heart’ at CAAMA. 
(We found the ‘lost film’, yah) and couldn’t resist making some tiny-weeny changes to support your edit-in-camera film ideas (as we understood them), we hope you like our input… Again big thanks to CAAMA for supporting the workshop and offering their great space.

Partners

Apple

Arts SA

Australia Council for the Arts

Central Australian Aboriginal Media Association

Department of Education and Children Services

Regional Arts Australia

In thoughts, 2008-2010 Tags 2008, Regional Arts Australia, Art at the Heart, Alice Springs, Edit-in-camera
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Collaborative art vs everyday supremacy thinking

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