Creative Exchange

Friends of Tynemouth Outdoor Pool

This project investigated the appropriation of a Facebook page by a group of residents as site for discussion and where a campaign to save a derelict outdoor swimming pool developed. Through in-depth analysis of Facebook data, the project explores the relationship between cultural memories, cultural expression and everyday politics and how interactions through the Facebook page challenge traditional ways for conceiving politics and the political.

Reference:

Crivellaro, C., Comber, R., Bowers, J., Wright, P., Olivier, P., “A Pool of Dreams : Facebook, Politics and the Emergence of a Social Movement”, Proceeding of CHI ’14

On The Precipice

This Creative Exchange project explored how situating digital fabrication within a souvenir-making activity can enrich audience experiences of cultural events and engage visitors in discussion and reflection upon their experiences. Giving the visitor the possibility to reflect on their experience also enabled the arts organisation to gather valuable insight into their audiences’ experience allowing them to better understand the experience they are providing.

BigM-for web2

In conversation with our partner organisations, ISIS Arts and Chris Newell (University of Hull), we developed a series of fabrication activities that offered visitors the opportunity to create their own personalised souvenirs based on their experience of the Big M, an inflatable, mobile exhibition venue housing a touring programme of immersive film installations titled On The Precipice. 

all-souvenirs-forweb

This project was AHRC funded through The Creative Exchange and was developed in collaboration with ISIS Arts and Chris Newell from the University of Hull. For further information please visit the Creative Exchange website.

Department of Hidden Stories

DOHS001

Department of Hidden Stories is a card-based and mobile phone app-based alternative reality game designed to transform the Library into a gaming space where children can use books as a resource for creating their own stories, narratives and sharing these with others. Stories are written down on paper, captured as a photograph on the phone, and then “hidden” in the books that inspired them for others with the same App to find in the future.

The game opens by alerting the player how characters from books in the library have become lost and that we need to work together in order to find them a new home. A character (e.g, a captain, a tiger, a princess) is randomly assigned and the player has to create some qualities of this character by finding a book where their stories begin. The app then takes the child playing the game through a series of “fortunate” and “unfortunate” events to help them develop their story before bringing it to a close after a specified period of time.

Designed specifically for Key Stage 2 students with low to medium English proficiency, the game aimed to engender increased interactions with books and motivate the children to write their own stories based upon prompts from bot the App and the books they picked up. 

The game was developed in collaboration with Juliana Mesnah, Helen Limon, John Challis and Linda Anderson of Newcastle University’s School of English Literature, Language & Linguistics, Adam Clarke of The Common People and Newcastle City Council Libraries.