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Change Media

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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

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

Read more
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

Story Theft - the Get Off My Back manifesto

September 1, 2011 Carl Kuddell

Thought piece on digital media in CACD, commissioned by the Australia Council for the Arts in 2011

If you are working in the creative community arts and cultural development sector [CACD], there is a fair chance that you are engaging in story theft.

In a world where our social model survives on wealth generated from resources, stories represent a vast territory open to plunder. And digital content, created by communities for ‘free’ has become a thriving trade for artists, support organizations, broadcasters and governments.

This theft may arise from the best of intentions, but too often the owners of the stories feel misrepresented, hoodwinked and de-powered by the experience.

So how do we build equitable, sustainable community empowerment – with shrinking funds, vague guidelines, new demands for digital media across all CACD practice, and hordes of experts from other arts sectors flocking to CACD coffers?

Working in the CACD sphere is – and has to be – risky business, as we negotiate the power-relationships that arise from the economic disparity our work is addressing. Community Arts practitioners derive an income because communities are disengaged/ marginalized. So, in a cross-colonial context, we need to constantly review our role in perpetuating exploitation of these groups.  

Our company, Tallstoreez Productionz, has received great accolade for our digital media empowerment program, Change Media [formerly known as the Hero Project]. We have run hundreds of workshops with thousands of participants since 2004 and set up digital media hubs with many communities – but we still feel at a loss as to what exactly makes good projects work.

Instead of raving about our award-winning projects and glorious failures [check them out at: www.changemedia.net.au], we would like to explore what we, the practitioners, can do next, what we can improve, what risks we take and who really benefits from our processes and the products created.

For better or for worse, digital media helps create a lasting, mobile story about each community and is literally a lens that reveals the cracks in CACD practice. Now most practitioners use digital media as an integral part of their projects. Yet it is still perceived as scary, too complex, too time intensive and needing extravagant budgets for incomprehensible tools. And so it is often used as an after thought, as poor quality documentation, inappropriate video/ websites or fobbed off to external providers who parachute in to ‘capture’ the community.

We believe this often well intended, but non-the-less ignorant practice further widens the [digital] gap, fails to change the imbalance in power, reinforces misrepresentation, lowers the quality of work [and therefore overall reputation of the sector] and doesn’t lead to equitable partnerships.  

So here’s our thought piece. Get Off My Back - a strategy for equitable digital media across the creative community arts and cultural development sector, in a damaged world - to improve quality, accountability and independence.

"I sit on a man's back choking him and making him carry me, and yet assure myself and others that I am sorry for him and wish to lighten his load by all means possible....except by getting off his back." [Leo Tolstoy]

We developed Get Off My Back during the national CACD leadership lab run by the Victorian College of the Arts Cultural Partnerships in 2010 at Mount Eliza, in discussion with our colleagues from CuriousWorks and Darwin Community Arts, followed by an amazing 2-day workshop with iLabs’ Mervin Jarman at our studio.  

The ideas below are discussion starters; we are trialing them throughout our projects. The sub-chapters are interdependent and the order of appearance doesn’t matter [imagine a chart of connected circles of influence]. The guidelines are to support CACD practitioners - to question why you are involved in CACD. Your answers must be actionable, built-in to daily practice as a tangible and visible process reflected in the outcomes. It is about raising expectations, to push for excellence and to let go at the same time. This process is always evolving and inherently challenging...

Representation
Did we mention your practice is dangerous… marginalized people don’t see themselves as marginalized, their life is their centre of influence and experience. They - like all of us - deserve the best. Be the best, and then improve some more.

CACD work must aim to constantly devolve power and support communities to maintain control of their stories. Decisions need to be made with your participants, not for them. Yes, you are more skilled in a few areas, but so are they. What do you really know about their lives and challenges?

Even during one-off projects, think about long-term sustainability: offer different levels of social business models and employment educational pathways, according to expressed needs.

Support your participants to locate and voice their unique needs and utilise what they already have. This is where your area of expertise sits. Use it.

Voice / Story
What is your creative input? How do you appear in the work? Why? Why not? How is your liberation bound up with that of your participants, community and project partners? Build co-creative explorations as mutually engaging relationships.

Most CACD projects are cross-cultural collaborations: Be aware of context and the power struggles that fuel injustices: place of origin, ethnicity, gender, social background, age, ability.

Ensure the skills you bring are clearly acknowledged. We have found that when our mentor input is not credited in the final outcome it results in the community being heralded as ‘the unusually talented few, the special ones, others, not me’. This contradicts the reality that other communities can tell their own stories if they have access and appropriate support.

Distribution
Your final products will be digital at least in part [photos taken, website inclusion, blogs, twitter, video, DVD, slideshow presentation, funding reports, radio feature etc…]. So from the start of your project: Think digital and viral, learn the basics, share pipelines and access mainstream, fringe and open source networks.

From Day 1 identify your target audience / end user and the final product - it supports participants to clarify why they are involved, what they want and what they will do.

Excellence
Raise the bar across your art forms. Don’t subscribe to the view that Community Art is the poor cousin of Art. It ain’t.
Digital media is not just video and web, but more immersive experiences, authentic and deeper community engagement, performative evaluation, better sound, enhanced vision… Digital media is about changing how you work, not just new technology.

Train the Trainer
Train yourself out of a job - you should be obsolete after the project is over. Build local skills to a level so the community can do it themselves. This is what you promised in your funding submission… And yes, this needs more time, but even on short programs, you can start the process and plant a seed for future initiatives.

Offer mentoring in art/craft and producing [management, structure, legals etc]. These are potentially the boring bits, the invisible stuff – but this is where the ability to ‘do it again’ hides. Bring it forward; explain how it works. Let your participants take over and have them teach each other as soon as possible.

And while you are training and creating, record the process, make tailored peer-produced resources to leave behind. These tools are invaluable when you are gone. And no, they don’t necessary travel well, so keep it regional and peer-produced. There is no market for cookie-cutter empowerment tools, sorry.

Performative evaluation
Build evaluation into your project from Day 1, record your process, record feedback from your partners, participants during all stages, it will change the work.

Think of your project as a cyclic model: From Development, to Hands-on project practice to Post-production, to Distribution …to the Next pitch/ funding submission to Development. Then think backwards from delivery – what do we need to pull this off? Why are we doing this?

And film and review how you pitch /present your next project. Push yourself to raise the bar of your sector and the expectations of your partners. We all deserve it.
 

Accountability
Thiso ne is tricky: expose yourself, self-embarrass. When you build in evaluation of the project from Day 1, you might see different results in your community’s engagement, as you will need to share your thoughts, processes and finding in a way that is truly useful for your partners and participants.
Make your process visible in the final product. Rise to the challenge. What is stopping you [us, me]? Often we feel afraid to lay open the structures of our success and failures - why? Perhaps we’re afraid we’ll lose funding or be found out as spin doctors for embellishing our stories and outcomes, so what? Nobody can really steal our means of engagement; if you are that good people will copy you anyway – and it is incredibly hard work to actually empower communities. So why worry about competition? There should be more of us, and better. Let’s develop better evaluation tools that are actually relevant to our work now AND to our funders later. And remember, yes, it is a risky business – you are potentially benefiting from other people’s misery.

Ownership
Offer and push for transparency from Day 1 on copyright and legal processes. Outline your chosen legal set up in the rights & responsibilities of your Community Partnership agreement. Don’t start work without it, as it always leads to misunderstandings or worse.

And while you are at it: All of this is negotiable. Always. Why not??? A broadcaster may think differently, but hey, so can you. Make sure the ownership reflects the nature of the project and its partner’s investment, be that money, in kind, ideas, traditions, power of influence. And keep this process open.

A crucial part of an equitable agreement is that all partners and participants benefit. So think creative commons, moral rights, new ways to manage and share IP and copyright. This space is evolving, but most people are scared of legalese and so the old structures of control and ownership survive unchallenged. Keep it simple and build real trust. We see too many ‘15 minutes of fame’ promises being made that don’t change a thing.  Broken promises just reinforce feelings of dis-empowerment, however low the budget. Deliver what you agreed on, based on an open process and transparent negotiations. Over-delivery is even better.

Access
Provide access to gear and skills, ideally in a non-threatening/ non-restrictive environment. They must be dreaming? So use what you have, open source if it works, high-end if you can. Broker pathways to access new funds, bring agencies together, create knowledge archives, new alliances, think out of the box where to get the extra $5000 so the community can continue working with their own gear.

We are all using the catch phrase ‘capacity building’ [hmmm sounds just like ‘sustainability’…] – What does it mean to you? How long does it take to reach ‘capacity’ to do…what? This can only be determined by/with each partner community. But there’s urgency if we are to see social change in our lifetime. We only have now, here, with the means available to us. Source them.

Budget
This is always a conversation killer amongst colleagues in a competitive - exploitative environment. People are often outraged at the idea that budgets, expenditures and incomes should be transparent. Why not? Are you being overpaid?

Chances are that you receive public funds to do your work – these budgets are open to public scrutiny anyway. And yes, this is where it hurts. How do we transfer control and include our communities in budgetary decisions? Mostly we think we don’t need to - ‘They’ don’t want to know. But guess what, ‘there is a budget in my art…’ iiieeeeeehhhhh. So let’s talk about money. More often, and with the people you are delivering to. Budgets are blueprints for creative work, spreadsheets are our friends and need to be invited to the party.

‘Or Not?!’
All these points are dependent on each other and this one is crucial for all future disruptions and innovations.

It sits at the heart of our work, just at the edge of our consciousness, as the missing link in our storytelling. What if your community doesn’t want to tell their stories? What if you stopped making sense? What if you turn this idea upside down? Or these guidelines inside out?

Unknowable things constantly rock our world. The ‘Or Not’ factor is our pressure valve, the delete button, the time for self-reflection without navel gazing. What if we imagine this from a different angle? What if creative communities are at the heart of social well-being? What if we are the gatekeepers, the wardens of possibilities? What if you suddenly had the power to change something? What if suddenly you become obsolete?

Build it into your practice: What have I missed? Am I engaging in critical practice or repeating the same old? Are my failures and successes measurable and how, for whom? What is needed now, what is not there yet? Show me the way to the next paradigm shift.

We are keen to build this with anyone interested. Contact us here.
 

Jennifer Lyons-Reid & Carl Kuddell, 2011

In 2010-2012 Tags Story theft, get off my back, manifesto, critirc, critical literacy
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