#3
WELCOME #3 The third edition of SyncTank, the print companion to welcometosync.com, is all about the three Ps — Practice, People and Process. At Sync, we’ve been listening to the ideas and concerns of those working in the arts in Scotland, and learning about how best to turn this knowledge into real and exciting digital innovation in the sector. What you’ll read in these pages are think pieces, profiles and features that explore, highlight and promote the ideas and processes that we think will ultimately inform and influence another very important ‘P’ — Policy.
Sync is a programme of activities, including Culture Hack Scotland and Geeksin-Residence, designed to support cultural organisations in Scotland develop a more progressive relationship with technology and technologists. The pieces in this publication are part of a bigger set of articles and information you can find on the Sync website. If you enjoy what you read here, pay us a visit — we’d love you to join in the conversation. SYNc TEAM, november 2013
welcometosync.com @synchq
PEOPLE
SYNC TEAM
ROHAN GUNATILLAKE ERIN MAGUIRE DEVON WALSHE SUZY GLASS EMMIE McKAY CHRIS SHARRATT CONTRIBUTORS
DAVID KETTLE BEN EAST LUCY CONWAY
If you would like to contribute to SyncTank please email: hello@welcometosync.com Sign up to our mailing list: welcometosync.com Designed by Rydo Edited by Chris Sharratt
SyncTank is supported by the National Lotter y through Creative Scotland
CONTENTS
COMMENT:
6–PRACTICE-LED // ROHAN GUNATILLAKE
FEATURES
9–SOPHIA GEORGE: V&A GAMES DESIGNER IN RESIDENCE 14–VICKI BENNETT’S ADVENTURES IN SOUND & VISION 18–JOE HOWE ON CONDUCTING ‘LIVE’ DIGITAL MUSIC COMMENT:
23–PEOPLE-CENTRED // SUZY GLASS PROFILE:
26–HUGH WALLACE: HEAD OF DIGITAL, NATIONAL MUSEUMS SCOTLAND INTRODUCING:
31–THE SYNCLIST: OUR NEW SHOWCASE OF TALENT SYNC SESSIONS:
36–TALKING ANONYMOUSLY ABOUT ARTS ORGANISATIONS & DIGITAL COMMENT:
41–PROCESS-FOCUSED // ROHAN GUNATILLAKE CULTURE HACK SCOTLAND:
44–THIS YEAR’S 48-HOUR HACK REVIEWED
GEEKS-IN-RESIDENCE
49–EDINBURGH MEET-UP REPORT & EIGG BOX THINKING
LAST WORD:
54–ENDINGS & BEGINNINGS
COMMENT
PRACTICE -LED Real digital innovation in the arts has to be about the art, and that means focusing on creative practice rather than digital platforms and business models. ROHAN GUNATILLAKE
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I used to think that policy was not real life — that it was the stuff of jargon-filled documents thrust down from ivory towers. But then I noticed an interesting change, and one that was especially
At Sync, we’ve started to reflect on all that we’ve done to date, what we’ve seen and what it might
clear in the area of digital innovation in the arts.
mean. Through our experiments, we’ve seen, listened
I noticed that it was no longer the wonks who held
and learned enough to propose a fresh new policy
the lead in the policy conversation; it was the
direction in response to the question: what should be
practitioners.
done to enable the most progressive relationship
With a lack of practical digital intelligence
possible between the arts and digital? The framework
at the higher echelons of organisations with more
we propose is made up of three conveniently
traditional influence, I’ve found that the best source
alliterative parts: practice-led, process-focused and
for policy-like insights and models for progressive
people-centred.
digital practice are the people and organisations who
The last five years has seen the arts bullied by
are actually producing work — the likes of iShed,
new technology and it is something that needs to
Caper, National Theatre Wales, Hide&Seek, Blast
stop. So much activity has been driven by two main
Theory, and Sync. It is clearly a time for producer-led
stories: that we must adapt to a particular digital
policy making.
platform or tool because it’s the fashionable thing to do; and that the integration of new technologies will create new business models and income streams that will improve our balance sheets — if only we ↑ I'd Hide You by Blast Theor y
were to become more entrepreneurial. 3
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“Let’s invest in and prioritise the making of new creative work that is inspired by and built on digital tools and digital thinking.”
> Both stories ignore the fact this doesn’t have
Practice-led innovation — say it out loud and
to be a one-way street. It’s about time we gave the
smile. Let’s invest in and prioritise the making of new
arts the chance to influence digital technology as
creative work that is inspired by and built on digital
much as the other way round; it’s time to grow
tools and digital thinking. Only when this innovation
together as partners rather than battle it out like
stuff makes a difference to creative programmes will
a couple in a dysfunctional relationship. It’s often said that what art does best is help us find meaning in what it is to be human, and in the
it get the attention it deserves. To continue to silo it within communications and marketing relegates its importance, and to continue to call it digital art rather
last decade understanding technology and how it is
than just art belies the fact that as a society we’re
impacting on our world has became paramount. As
moving on from classifying digital as different from
a society we need more art that takes digital tools
everything else in our lives.
and digital thinking and uses it to express and curate beauty, meaning and debate. Much attention from funders and other infrastructure bodies is given to digital as a way to
It may sound like stating the obvious to say that digital innovation in the arts must be about the art, but from a policy perspective this has just not been the case. The starting place for this approach is
help organisations do what they’re already doing,
the artists and companies already practising in this
but a little bit better: smarter ways of marketing and
way: Circumstance, James Bridle, the Lighthouse
selling tickets; using broadcast to take existing work
in Brighton, as well as processes like Culture Hack
to more people; updating your web presence so it
Scotland and the brilliant suite of work that makes
works on mobile.
up the REAC T collaboration, hosted by Watershed
While this kind of thing is certainly important, it is a disservice to the sector to call it digital innovation, rather than what it really is — organisational development. To describe such
in Bristol. These show what can happen when digital is seen as part of the creative toolset. Of course, practice-led innovation is not appropriate for everyone, and those who do not
work as innovation lowers the bar of our collective
want to use digital tools and digital thinking to create
ambition.
new work must be able to make that choice. But if
Funders also have an obsession with business
we continue to ignore practice as a priority area for
model innovation — again, part of the story that if
innovation policy and support, the relevance of the
we’d only try hard enough, we’d discover a scaleable
arts in society will inevitably be eroded. :
market-ready income stream that takes the pressure off grant finance. This focus on business model innovation is often poorly defined and by definition takes already stretched organisations away from their core business. After all, most arts organisations are so brilliantly streamlined and good at what they do that they’re not in a position to do things differently.
This article was originally published by Guardian Culture Professionals Network. Rohan Gunatillake is a co-producer of Sync.
FEATURES
Sophia George is the V&A’s first Game Designer in Residence. We talk to her and the project’s partners about the challenges and possibilities the residency presents. BEN EAST
“THERE’S NOTHING STOPPING A GAME WINNING THE TURNER PRIZE. EVENTUALLY”
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> It could almost be a scene from Tomb Raider. Wide-eyed and curious, a young woman peers around the 15th century chapel of Santa Chiara, looking for inspiration and adventure as she takes in her surroundings. In fact, though, it isn’t a chapel at all — it’s the V&A’s stunning medieval and renaissance
George, who was one of the judges of this year’s Culture Hack Scotland, studied Games Art & Design at Norwich University of the Arts. In 2011 she submitted a game to Abertay University’s Dare To Be
rooms in London, and the woman is Sophia George,
Digital competition. After winning with Tick Tock Toys,
a 22-year-old BAF TA winner and the museum’s first
a puzzle game for iPad, she went on to gain a BAF TA
Game Designer In Residence. “It’s exciting,” she says,
Ones To Watch award in 2012. Then, on completing
”but also just a little bit daunting.” It's hardly surprising that George finds it all a bit scary. There are a staggering 4·5million objects
her MProf in Games Development at Abertay, the university gave George and the team who worked on Tick Tock a £25,000 grant from its Prototype
in the V&A's collection, and the project — which
Fund. Earlier this year, the finished game was
began in earnest in October — will involve using
downloaded a staggering 100,000 times in its
a small number of these as inspiration for a game
first week.
or app. Sensibly, as daunting as it may be, the Dundee-based games designer has plan. “In the application process, I had to supply artwork, videos and suggestions for the residency,”
The residency is a partnership between the V&A, V&A at Dundee, the University of Abertay Dundee and the Association for UK Interactive Entertainment (Ukie), the games industry body. Professor Louis
she explains. ”The idea is to make a game based
Natanson, who leads computer games education
solely on the British collection, so I’ll be spending
at Abertay, chuckles with satisfaction at his former
a lot of time in those galleries, but I’ll also host public
student’s meteoric rise: “Sophia is clearly a very
participation programmes, with games jams and
special, formidable person,” he says.
workshops for children and families.” George continues:“It’s all about showing how games, digital, art and culture can merge into one.
Natanson is keen to see how the residency impacts on the idea and reputation of games design, but there’s an end product here, too. After George
In schools we’re taught that IT is separate to the
has completed her six months in London, she will
arts, but if you look at games design properly,
go back to Abertay to produce the game with a crew
there’s concept art, sculpture, sound — all sorts.”
of programmers and artists. Although how much of a traditional ’game’ George’s idea ends up being is still to be determined. “It may be an app that has a playful element to
→ Victoria & Albert Museum, main entrance. Credit: Victoria and Albert Museum, London ↗ (Next spread): Tick Tock Toys for iPad, designed by Sophia George ↘ (Next spread) Noble Living galler y at Victoria and Albert Museum. Credit: alanwilliamsphotography.com
it,” suggests Natanson. “What we and the V&A are looking at is how you engage people using some of the techniques of gaming, without necessarily providing a traditional game with levels and so on.” 3
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“In schools we’re taught that IT is separate to the arts, but if you look at games design properly, there’s concept art, sculpture, sound — all sorts.”
> “When you’re going around a museum, often you find information about an exhibit on a board
“You know, I got a congratulatory e-mail from someone about the V&A residency, and the next line
beside it. But that’s very restrictive. Games and
was ’now you have to try and make games win the
digital content allow people to discover stuff for
Turner Prize’. And there’s nothing stopping that
themselves and the experience is naturally richer
happening. Eventually.”
for that. The audience feels they have created their own visit.” V&A residency co-ordinator Ruth Lloyd agrees
Indeed, Wafaa Bilal’s Virtual Jihadi, a shoot’em-up in which the artist cast himself as a suicide bomber, was the stand-out exhibit in a group show
that digital tools are now a natural way to create
at Manchester’s Cornerhouse gallery last year. At
links between the objects and stories in the collection
the time, Bilal said that it wasn’t a game produced
and museum-goers. But interestingly, she’s just as keen for the residency to underscore the idea of games design as a serious subject worth
for commercial gain, but to make a point about “the vulnerability of Iraqi citizens to the travesties of the current war and racist generalisations.”
investigating. Everything in the V&A was new and
“People do tend to get a bit shocked when they
innovative once — and for Lloyd, this residency
hear about games that are created without a financial
simply continues an ethos of engaging in current
imperative,” says George.
art and design. “The V&A is the national museum of applied arts
Natanson believes there has been a huge shift in the image of game design: “We used to have to
and design,” she says. ”We not only collect design
persuade parents that coming to Abertay wasn’t
but represent it, and so it was natural for us to
going to be a waste of their child’s hard-earned
reflect what’s happening now. And it’s not just about
qualifications,” he says. “And really, for the last
archiving good games design, it’s celebrating the
decade, we haven’t had to make that argument.
process of creating it — and a residency brings
Game design is a serious part of the economy, and
together the people who make the work, the people
our programming degrees are strong maths-based
who talk about it, the people who advocate it and
computer science courses where the best minds
those who teach it.”
of a generation are tackling some pretty big
So in the future, the V&A might celebrate more
problems.”
cerebral PlayStation 3 games such as Flower or Journey as examples of artistic excellence. (Designer Jenova Chen has said his intention with both games
And now, showing their skills to the wider public in one of the most prestigious museums in the world. ”Absolutely,” agrees Natanson. “I firmly believe that
was to get away from the typical defeat / kill / win
if Leonardo Da Vinci was studying now, it would
mentality.)
probably be something connected with games.
“Both of those games are wonderful,” smiles
They have that same lovely mix which transcends
George. “They could easily go in an art gallery and
art, culture and technology to find something new.”
museum, and I’d like to see more of that. People are
:
getting very excited about the capabilities of the new PlayStation and Xbox, but I’d prefer to see more experimentation in game design, and different artistic styles being involved.
Ben East is a freelance arts writer and journalist based in Manchester. @beneast74
FEATURES
As People Like Us, artist Vicki Bennett has been working in the field of audio-visual collage for over 20 years. Here she talks about digital’s impact on her practice and process. CHRIS SHARRATT
ADVENTURES IN SOUND & VISION
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→ (Next page) Extracts from Gesture Piece by Vicki Bennett
Digital technologies have changed the way Vicki Bennett creates her art — but she emphatically states that this doesn’t make her a ’digital artist’. ”I am not playing with digital technology,” she says. ”I am just using the platform to make something. The results show little sign of what was used to create them.” The impact of digital technology has, she explains, been immense and groundbreaking. ”Since 2000 my
“People often obsess about the technology and it becomes a barrier to what they want to achieve, rather than a means to achieve it,” says Dobson. ”What’s been interesting about the [Pixel Palace] artists so far — like Vicki Bennett but also someone like Kelly Richardson who we worked with last year — is that they have an absolute clear vision of what
work has flowered. People may be nostalgic about the
it is they want to create, and the technology allows
[pre-digital] limitations, but it was very frustrating.
them to create that. They are not learning
Now I am doing what I had in mind for a full 15 years
technologies in order to have an idea — I think that’s
of analogue technology. People always argue that
critically important for the kind of work we’ve been
limitation is good. Well it is, if those limitations are
wanting to look at.”
something you set for yourself, not ones imposed upon you because of your circumstances.” Bennett, better known to some as People Like Us, recently released a new 15-minute work, Gesture Piece. It features scenes from hundreds of films, all
For Bennett, making Gesture Piece involved watching around 150 films, identifying clips to use and then subediting these for inclusion. After that, things got a bit messy. “I take written notes of what they [the film clips]
representing gestures or instructions, which Bennett
are,” explains Bennett. ”Then I print out the written
has deftly edited into seven ’chapters’. She then
notes and cut them out and put them all over the
invited a different sound artist to create a new
floor. This is where I start to make the conceptual
score for each section.
connections between the material, like the
“My work is very much process led, and it’s only
ingredients to a recipe.”
a matter of tradition/necessity in art that there is a
Although not on the same scale, the visual
product at all,” she says. ”So the journey, the search,
experience of watching Gesture Piece is similar to
is the place where ideas form and — if I’m lucky —
that of Christian Marclay’s crowdpleasing 24-hour
exciting surprises happen.”
epic, The Clock (2010). Bennett knows Marclay and
Gesture Piece was commissioned by Pixel Palace, the digital media arts programme of Tyneside Cinema. Mark Dobson, Tyneside’s Director, feels that Bennett’s
admires his work — in fact she even helped out a little with the making of The Clock. “I did actually contribute some clips. I was
approach dovetails perfectly with the purpose and
working on a large piece of work myself at the time
intent of the programme.
and spending several months watching movies on fast forward, so I told Christian I’d look out for clocks along the way. I still get excited when I see clocks
← Vicki Bennett
in films.” 3
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“I am not playing with digital technology, I am just using the platform to make something. The results show little sign of what was used to create them.”
> Bennett’s work, again like Marclay’s, is very much concerned with sound, how it affects us, and how we interpret the world through it. “My background is in making audio compositions
Interestingly — bearing in mind the nature of the organisation that commissioned it — Gesture Piece is
(albums, radio and so on), for over two decades
screening exclusively online. The idea was Tyneside’s
now. And I actually think it’s all the same — it is
rather than the artist’s. (“I’m happy for this film and
all compositional and I approach visual art and art
all published work to be screened anywhere capable
that uses sound in the same way.”
of doing so,” says Bennett.)
Working with other artists forms a large part of Bennett’s practice — last year she curated Radio Boredcast for AV Festival, a month-long radio station that produced 74 4 hours of sound and involved
Tyneside’s director sees the decision to distribute it this way as part of the cinema’s ongoing interest in disrupting traditional cinematic forms of distribution. ”We did think about the idea of premiering it to
around 100 artists. ”[Doing Radio Boredcast]
Tyneside audiences online at a set time, asking them
started me wondering how I could make a film
to bring along popcorn, that kind of thing, but in
which collaborated with other artists, something
the end we thought that wasn’t appropriate. We’re
I’ve not done before,” she says.
playing around with ideas of distribution and looking
“Then I started to think about the tag-teaming methods that I use to edit material, where I place similar imagery side-by-side and gradually change
at the role of the building and the context in which something is viewed.” Bennett, meanwhile, is perfectly happy for the
the content. I thought that it would be nice to make
piece to just be viewed online. In fact, on the Vimeo
a film where I gave a different piece to each artist,
page of Gesture Piece, she has inserted markers so
isolated from that which was to go before and after
that people can experience the start points of all
it, and to see what happened.”
seven soundtracks.
The seven sound artists Bennett worked with include Baltimore-based Matmos (experimental
“I have no problem with people pausing or moving around a piece. There is value to having the attention
electronic music duo M C Schmidt and Drew Daniel),
span to experience things in full like they were
UK composer and collagist Ergo Phizmiz and New
originally made (and sometimes intended),” she says.
York-based composer and performer (and Professor of Psychiatry, Neurology and Pharmacology at
”But it’s up to us what the hell we decide to do with it after that point.” 1
Columbia University’s Department of Neuroscience), Dave Soldier.
peoplelikeus.org
the pieces would turn out, she’s clearly pleased with
Chris Sharratt is a writer and editor based in Glasgow. He is the editor of SyncTank.
the result. ”It [the sound] does work without the
@chrissharratt
While Bennett had no way of knowing how
movie, and the movie works without the soundtracks. The context changes of course, and maybe the setting you would put it in to view it, but essentially they work independently from each other.”
FEATURES
CONDUCTING CHANGE: DIRECTING ’LIVE’ DIGITAL MUSIC Musician and composer Joe Howe has developed a dynamic tool for conducting electronic and acoustic music. He explains why it’s needed and how it works. DAVID KETTLE
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“This whole project came from a problem — how to involve the choir and soloists with music that
↑Joe Howe demonstrates his conducting program at The Lighthouse, Glasgow.
was pre-recorded on a computer. More importantly, how to make it so that the conductor could direct everything with some kind of dynamism.” Joe Howe has just finished his Masters in the Sound for the Moving Image course at Glasgow School of Art, and solving this conducting conundrum
Along with its four-strong chorus, its three main characters represented three early pioneers in the
forms part of his thesis submission. ”The idea behind
field: Wendy Carlos, Robert Moog and Rachel Elkind.
my system,” he says, ”is that a conductor could
And it was all delivered in the form of a Baroque-
conduct both the electronics and human performers
style opera. ”I was brought in to translate lots of
with the same movements.”
Baroque music into electronic music, arranging it
It’s an ambitious idea, but judging by the presentation he gave at Glasgow School of Art’s
for four synthesisers,” says Howe. Ironically, the solution they ended up with for
graduate degree show in the city’s Lighthouse design
that particular project was rather prosaic: “We just
centre, it works. The project’s origins, however,
used the laptop’s spacebar to control the tempo
predate Howe’s time at GSA.
in the end,” he explains, ”but we wanted to finesse
“I’d been living in Germany for a couple of years and I was approached to work on an opera by the Argentinian composer Santiago Blaum, called Switch On: Konferenzoper,” he explains. Appropriately enough, the opera, staged at Berlin’s HAU3 arts centre in October 2010, was itself about electronic music.
the system, and make it into something that people could actually use.” 3
→ Joe Howe in mid-flow at The Lighthouse, Glasgow ↘ Synapse software screen shot ↓ Screen shot of Joe Howe's conducting program
> What Howe has developed is based around the synthesised Baroque music he arranged for Switch On, but he can now control the overall speed and the individual dynamics of each of the four synthesisers, using gestures rather than a keyboard. “Your left hand controls the speed, and you use your right hand for dynamics,” he explains. ”It’s just like a conductor would do with an orchestra. When you start using the program, you get the orchestra ready by holding up your left hand as if to ask everyone to watch you — again, like a conductor might do.” After that, it’s a case of giving the overall pulse with the left hand, and summoning and balancing different lines with gestures from the right. But how does it actually work? “The system consists of a laptop running Max MSP and Synapse, four speakers, and a Kinect camera that works with the Xbox 360, which is an infrared sensor as well as a camera. It perceives depth as well as motion.” This means that the user can move their arms forward and back as well as up, down and from side to side. “The Synapse program imposes a skeleton on the user’s body, so when you first start using it, you have to strike a pose to show it where the joints of your body are. After that, it’s always looking for the left and right hand in space, relative to a line down the centre of the torso.”
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It’s an impressive sight in action, with Howe nudging the speed of a synthesised Jean-Baptiste Lully orchestral piece up or down a notch by varying his left-hand gestures, and pointing at the system’s speakers to indicate which lines he wants louder. For Howe, it’s important that the system matches as closely as possible what human musicians would be used to. ”The world of opera, for example, is very rarefied, and everyone is very highly trained, so you don’t want something that’s completely alien coming in and disrupting things. “I want this system to be invisible, essentially, so that the conductor can do his or her job without having an extra element that might make things more complicated.” Likewise, he’s thinking of adapting the system so that it could eventually learn individual conductors’ movement styles. Originally from Perthshire and now based in Glasgow, Howe studied for a degree in English Lit. Music, though, has always been important to him and he has worked on a variety of other music projects in recent years. ”I’ve had piano lessons since I was five, so it was probably inevitable that I’d end up in music.” He’s also already been in the music business for ten years. ”I’ve released eight albums in that time,” he says. ”Before this, I was mainly recording albums, and touring in Europe and the US. I used to play in a very silly band called Gay Against You, which was more like performance art — stupid costumes, running about in the audience, making a big mess. The most recent thing I’ve been involved in is called Ben Butler and Mousepad, which is getting more towards dance music with synthesisers.” 3
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“The idea behind my system is that a conductor could conduct both the electronics and human performers with the same movements.”
> Howe is currently working on a monsterthemed project with visual artist Annabel Frearson. “Her PhD project is to make a new novel using all the
Even if that doesn’t come off, he’s keen to find
words of Mary Shelley’s Frankenstein, and she’s got
uses for the system elsewhere. “I’m approaching
lots of arts projects that are iterations of this. She
a lot of other people about it. I definitely want it to
asked me to make an album of eight songs using
have a practical application — whether it’s me using
the text, which we called Bad Brain Call.” The pair
it, or asking others to think about incorporating it
presented a live version of the album in October at Art Licks in London.
into their work. But hopefully with me being involved!” :
How does he view his electronic conducting project in the context of his earlier work? “It’s
joe-howe.com
absolutely not stuff I was used to working with
David Kettle is a writer, editor and classical music specialist. His work has appeared in numerous publications including The Times, BBC Music Magazine, The Scotsman, Scotland on Sunday, The Strad, Classical Music and The List.
before,” he admits, explaining that the GSA course opened his eyes to the possibilities of using technology in this new way. “I got a lot of confidence out of it — confidence to make ideas such as this happen, and also technical confidence. The difference is that this is facilitating an idea, whereas my previous work was making a fun piece of music. I can now approach a project in a technical manner, rather than simply making a piece of music that suits it — that’s the distinction.” For the future, Howe has a simple ambition: to see his new electronic conducting system in action. ”I hope we’re going to use it on a new opera I’m working on, also with Santiago Blaum, in the Sofiensaal in Berlin in the New Year. It’s going to be a version of Stravinsky’s The Soldier’s Tale. Ironically, we may not actually need to use it, as there’s only one singer. But the director is very interested, so there’s definitely a possibility.”
COMMENT
PEOPLE -CENTRED Digital policy needs to be all about people, rather than the technology, if we’re ever to successfully embed digital creativity in the arts. SUZY GLASS
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“At Sync, we’ve started making sure that people are at the heart of all our conversations, not the technologies, projects or products.”
It doesn’t have to be like this. Digital creative work, like most if not all creative work, is led by > There’s a trap we keep falling into as we
(and made for and about) people. And at Sync, we’ve
attempt to embed digital creativity in the arts.
started making sure that people are at the heart of
Just look at the programmes that encourage and
all our conversations. We’ve shifted our focus and
support digital work. They tend to focus on product:
tone, and we think that those designing and
what innovative thing are you making? Occasionally,
managing funding programmes and training
they deal with organisational health: how can you
opportunities should do the same. We want people
be better equipped to deliver this type of work?
to drive the agenda, not the technologies, projects
Talent development, though, barely gets a look in
or products.
— it seems we’re forgetting that behind every great
Towards the end of 2012, we realised that a
digital project there’s at least one great person
significant number of people we were talking to about
making it happen.
digital innovation were crippled by what can only be
Little wonder, then, that there are very few people working in the arts in the UK who are ready
described as fear. We found that people are worried about looking idiotic, feeling irrelevant, being pushed
to drive the digital agenda, who feel confident
to one side, being overwhelmed by things they don’t
enough to bring together teams to make genuinely
really understand. They are worried about economic
mind-blowing digital work. Instead, they are at best
and reputational pain.
struggling to come up with digital ideas, and at worst
It’s really no wonder, then, that nationwide we’re
so confused or overwhelmed by the task that they’re
struggling to develop an environment that nurtures
hiding their heads in the sand.
excellent digital work in a way that’s progressive and
Even the language we use is wobbly and
sustainable. And yet how we make a work that sits
unconvincing. Take digital, technology and
on a digital platform or uses digital tools is really no
innovation — words that are regularly interchanged
different to making a non-digital piece — we bring
with one another. Not only is this irritating for any
visionary people together to imagine and then build
semantic sticklers out there, it’s also contributing
the impossible, to find meaningful ways of talking
to misconceptions that are holding the sector back,
about contemporary issues, to engage people in
preventing us from moving enthusiastically towards
dialogue and discussion.
a future in which digital creativity is no longer fetishised or feared. These terms all carry big meanings. For a lot of
There’s no secret recipe with digital; we just need the right people to be together in the right room at the right time. Yes, of course at some point we’ll start
people, they carry intimidating baggage, too. Just one
talking about logistics and technologies, and that’s
of them on its own might be enough to send a digital
when the experts within the team should be able
scaredy-cat into a frenzy of panic. Bundled together,
to take over. Whether they’re specialists in app
they can represent a world of torment and confusion.
development or lighting design, data management or script editing, the principle is the same.
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← (Previous page) Yann Seznec at Culture Hack Scotland 2013. Photo by Chris Scott
Clearly though, something isn’t quite clicking, which brings us to the role of the producer within the digital landscape. These are people who can straddle
↑ Culture Hack Scotland 2013. Photo by Chris Scott
different sectors, speak different languages, bring disparate people together and facilitate processes that support effective communication. It’s not just about producers though; as this conversation has
The single most impactful thing we can do to
developed, we’ve started to talk about ’bilingual’
create a sustainable digital landscape within arts
people. These might be designers or developers,
practice is to concentrate on these people; those
directors or writers — whatever they call themselves,
who already exist and those who are showing signs
they are the lynchpins.
of becoming bilingual. There are relatively few of
You may know some. There’s Sarah Ellis, currently
them, but it’s worth seeking them out, concentrating
doing amazing work at the Royal Shakespeare
on them, and ultimately creating better spaces to
Company; or Ben Templeton, who has developed
work in. Let’s support the real innovators to do what
work with Tate and the National Museum of Scotland
they do best. Let’s believe in them and give them
through his company Thought Den. Look also at how
room to experiment. :
Yann Seznec works, making and selling innovative products through his company Lucky Frame and also sustaining an individual arts practice, collaborating with the likes of musician Matthew Herbert and the Edinburgh Art Festival. Bilingual people know others who work in different sectors. They can predict and deal with points of divergence, and they know how to steer towards points of overlap. They are the people who can create the right environment for progressive creative processes to emerge and establish themselves.
This article was originally published by Guardian Culture Professionals Network. Suzy Glass is a co-producer of Sync. @suzyGlass
PROFILE
Hugh Wallace, Head of Digital Media at National Museums Scotland, shares his thoughts on embedding digital in the museums sector. CHRIS SHARRATT
CREATING DIGITAL SPACE AT THE MUSEUM
27
“The thing with digital,” says Hugh Wallace, “is that if you over-evangelize it and overstate what it’s going to do, it can come back to bite you. So, my style is very much that of the diplomat, the pragmatist.” Wallace is Head of Digital Media at National Museums Scotland — a grand title that needs to be put into perspective. The digital team, which he was ↑ Hugh Wallace ← Grand Galler y, National Museum of Scotland
responsible for recruiting after joining the museum from Oxfam four years ago, has three other staff. It is the smallest department in one of Scotland’s pre-eminent cultural institutions, which has nearly 300 full-time staff across its four venues, and in 2012 attracted nearly two million visitors at the National Museum of Scotland alone. “Big remit, small team,” smiles Wallace. Before Wallace took on the role, there was no digital department. But while that means he was starting from a pretty low base, he says that the organisation was well prepared for his arrival. 3
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> “The person who’d brought me into the organisation had made the case and already folded some other roles into the team, so there was no
A clear strategy and voice, believes Wallace, is
sense of any resentment about this new shiny
crucial to the process of embedding digital into an
digital thing. The big focus at the time was a public
organisation’s culture. "There are people who say
engagement strategy that joined the dots between
that organisations don’t need a digital strategy and
programming and learning, and seeing digital as
there shouldn’t be separate digital media
all part of that.”
departments — that it should be so intrinsic to
Four years on, and with the museum having recently added a very digital artifact — FOUND’s Cybraphon — to its collection, Wallace feels that
what we’re doing that there shouldn’t be something called digital. “But in all my experience, it’s really important
the organisation is at a pivotal moment in terms
that there’s someone who can translate and interpret
of its digital ambitions.
what can be quite complex and abstract ideas to
“We’ve got to a point where it’s seen as an
those who don’t necessarily have an appreciation
important, value-adding part of the rich array of
of technology or an understanding of data. There’s
things that National Museums Scotland does," he
a definite role for that in lots of organisations —
says. “But at the same time, it’s often been a happy
the person who can broker conversations at
accident that we’ve been able to do stuff, rather
multiple levels.”
than part of a strategic approach. Developing the
Wallace’s ’happy accidents’ at National Museums
appropriate mechanisms for people so that they
Scotland have delivered some interesting results
can get the digital team in the right place to shape
to date, from a significant jump in website traffic
a project — that’s a big piece of work that is
to a simple but successful Museum Explorer app,
needed now.”
released last October. More recently, the launch in May of Capture The Museum — a mobile, multiplayer game produced in collaboration with Thought Den
↑ Imagine Galler y, National Museum of Scotland ↗ Grand Galler y, National Museum of Scotland
and Splash and Ripple — has provided an extra layer of competitive engagement when exploring the collection.
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A prototype funded by the Technology Strategy Board — “I happened to be at the right end of a phone when someone got in touch,” says Wallace, “I think we were lucky.” — the end result is great
“The game is very much about a physical presence in a museum setting, and I know now what a big deal
fun and something quite different for the museum.
that is for an institution of our size, and how it just
Although there’s still some tech work needed and the
wouldn’t have been tolerated and allowed in a lot
mechanics of facilitating the game in a busy museum
of places.”
remain a challenge, Wallace is hugely positive about the project. But while a lot of attention has been paid to the app itself, for Wallace it’s been about a lot more than just the
Bringing in outside thinking
“We’ve got to a point where digital is seen as an important, valueadding part of the rich array of things that National Museums Scotland does.”
end result. “One of the biggest innovations was the actual process and being able to realise the project at all,” he says. “The digital team tend to sit in an office and
and letting that shape the finished product was also a challenging, but ultimately fruitful, process. “It was very much a collaborative effort, with us always trying to meet
them halfway — sometimes failing and sometimes over delivering.” Although it was only funded as a prototype with
our work is largely delivered to devices or computers,
no requirement for it to be sustainable, if funding
so to suddenly become part of the physical
can be secured, Wallace is keen to refine and further
institution — and very obviously because you’re
develop Capture The Museum. “We feel we have
all over it — wasn’t without its challenges.
something that is worth doing, and having put so much effort in to get here it would be great to see it continue.” 3
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> What’s next for Wallace and his team? The biggest story in the National Museum of Scotland’s recent history has been the reopening of the museum after a £47m refit in 2011. When the redevelopment
Part of what will be explored in the newly refurbished galleries is the intersection between
project began in 2008, the digital department didn’t
the disciplines — how things get made and produced.
exist. Now, with more major capital work on the way
It’s clearly fertile territory and Wallace is already
and the Art and Design and Science and Technology
beginning to explore ideas.
galleries due to close soon for redevelopment,
“It’s a really ripe area to be doing some cool stuff
Wallace is looking forward to digital having a
in,” he says. “What I’d like us to achieve is possibly
significant role when the galleries reopen in 2016.
something mobile-delivered, but it’s difficult to tell.
“We started mid-way through the last redevelopment and so our impact was fairly light,”
We haven’t quite worked out what the hell it will be yet!” :
he says. “Now, it’s a much more interesting time for us because we can look at how we make digital a more integral and deliberate part of what gets delivered.”
↑ Capture The Museum game players at National Museum of Scotland
www.nms.ac.uk
INTRODUCING
THE SYNCLIST
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At Sync, we've collaborated with, spoken to and written about some amazing people working in the space where the arts meets technology — people that we believe are key to continued innovation in Scotland and beyond. That's why we've decided to create the SyncList — an online showcase of talent that shouts about people rather than products. It's a dynamic list that will of course evolve and grow, and you can view who's featured so far at: welcometosync.com/synclist. Here, though, are a few people to be getting on with...
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BEN TEMPLETON
GILLIAN EASSON
FOUNDER & DIREC TOR
PROJEC T DESIGNER
THOUGHT DEN
DUNDEE
BRIS TOL
“I create ways for people to engage, connect
“Playfulness is at the heart of what we do at
and collaborate, often designing the links between
Thought Den,” says Ben Templeton. “We specialise
organisations and audiences,” explains Gillian Easson.
in broadening and deepening audience engagement
“Supporting these online / offline communities enables people to be active in shaping things that matter to them, and helps organisations reach and better engage audiences.” A project manager with Nesta from 2006—13,
in arts and culture.” Thought Den has produced innovative and characterful projects across web, mobile and installation for the likes of Tate, Science Museum and National Museums Scotland. An eagerness to
Easson explains that she's inspired by "the moments
talk to and work with the people who will ultimately
when creatives/organisations/audiences 'get' the
interact with what they create is a hallmark of
potential of digital, and then most critically use it
Thought Den's approach.
to enable and extend their practice — whether it's to enhance their work artistically or to reach new markets.” While firmly embedded in the city's creative
“I love the content, the people and the challenge of innovation,” says Templeton. “Despite the supposed rapid march of technology, the principles of interaction design and working with people haven’t
community — she founded the online platform
really changed for decades. Finding the sweet spot
Creative Dundee and led the development of
is great fun — or put another way, incredibly
wedundee.com, part of the city's bid to be the
frustrating / eventually rewarding.”
2017 UK City of Culture — Easson’s work is national and international in scope. “[I'm excited by] anything which encourages
Describing the UK's arts and culture scene as “utterly incredible right now”, Templeton says: “In terms of technology and culture coming together,
people to come together and experience the world
I think we're reaching a tipping point of mutual
in interesting ways — and leaves you thinking
understanding.”
it’s a little bit magic!” www.thoughtden.co.uk www.gillianeasson.com @gillianeasson
@thoughtben
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BRIAN BAGLOW
OONAGH MURPHY
FOUNDER
ARTS MANAGER
SCOT TISH GAMES
WRITER & LEC TURER
NE T WORK
BELFAS T
DUNDEE
“The convergence between games and the rest of the creative world is going to create entirely new types of experience. It's going to be incredible.” Brian Baglow works with and represents the games industry in Scotland, helping it to evolve and work more closely with the rest of the creative
“ To most people, digital technologies are like magic — cool but scary. I love it when I explain a digital platform in plain English and see someone’s whole approach change.” Oonagh Murphy researches digital innovation in the cultural sector, with a particular focus on
industries. As such, he sees interactive media as
the scalability of emerging technologies for
being about much more than games, apps or
small cultural organisations. “In short,“ she says,
‘digital art’. “It's a transformative technology that is fundamentally changing every aspect of the creative industries,” he says, “from the way they're created and distributed through to the way they're monetised, consumed and even the way people experience them.” Baglow mentions National Theatre of Scotland’s
“I help arts organisations with tiny budgets and not enough staff to take the first steps in the digital world.” Murphy believes that the way digital technologies are introduced and explained is hugely important. “Plain English, a friendly approach and simple anecdotes can make the
work with game development studio Quartic Llama
most complicated technologies seem simple
on the horror game, Other, as one example of how the
to anyone,” she says.
arts and games industry can work together. “For me, the most exciting projects are those which go beyond ‘gaming’,” he says, “bringing together the games sector with other areas of the arts.”
With the right approach, thinks Murphy, the future is bright for the arts and digital: “With an increased digital skills base across arts organisations, the role of ‘digital’ staff will move from content creation and delivery,
www.scottishgames.net
to management, strategy and training."
@flackboy www.oonaghmurphy.com @OonaghTweets
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SARAH ELLIS
TOM METCALFE
DIGITAL PRODUCER
PRODUCER
ROYAL SHAKESPE ARE COMPANY
RE AC T OBJEC TS SANDBOX
S TR ATFORD-
BRIS TOL
UPON-AVON
“What excites me [about digital] is the
“Above all,“ says Tom Metcalfe, “my job
possibilities for transforming how creative work
involves working in collaborative environments
is made,“ says Sarah Ellis. “What’s interesting
with people that have diverse skill-sets,
is how audiences are engaging with these new
backgrounds and expertise. Around that core,
platforms and how this is shifting the
there are many things that I get super-excited
relationship between art and society.”
about.”
As the Royal Shakespeare Company's (RSC) Digital Producer, Ellis produces live and online
Metcalfe is based at the Per vasive Media Studio at Watershed. His work involves research
performances and projects that “reinterpret
and enterprise in arts and creative technologies,
Shakespeare for the digital age.”
supporting and funding collaborations between
It‘s a huge job that has seen the RSC working with a variety of partners. “It involves exploring
academics and creatives. A practising designer (when time allows)
new ideas, devising strategy, fundraising, making
and co-founder of Fieldguide — an ‘occasional
new partnerships, commissioning artists and
collective and sometimes journal’ for people
technologists, mentoring, and engaging
interested in design, tech and society —
audiences with the work.” Ellis has also been working closely with academics to understand the impact of digital technologies on our engagement with the arts: “ The two main projects I’ve produced at the
Metcalfe has a background in both industry and academia. And those things he's very excited about? “ The exploration of experiences in objects and installations; design fictions and near-futures;
RSC — myShakespeare and Midsummer Night’s
creating things that haven't previously existed;
Dreaming — have, I hope, in some way explored
and the journey through to elegant simplicity …”
this and presented new questions into the debate.”
tommetcalfe.com @tommetcalfe
www.rsc.org.uk @scarahnellis
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JOELI BREARLEY
ANNA HIGGS
DIREC TOR
HE AD OF FILM 4·0
CULTURECODE INITIATIVE
LONDON
MANCHES TER
“I ultimately get my kicks from watching people
“I am always learning and I love the openness of
learn, collaborate, co-create and develop new fruitful
the time we're working in now,” explains Anna Higgs.
relationships.” As Director of CultureCode Initiative, Joeli Brearley develops long-lasting sustainable relationships between cultural professionals, artists, computer programmers and creative technologists. “When you place an artist with a technologist, academic or scientist, this can drive the other
“There's no one-size-fits-all model anymore, and collaboration and communication is key to us all moving forward together into an exciting future.” Higgs‘ work as a film commissioner for Film4·0, an innovation-driven talent and ideas hub within Film4, involves helping to develop and finance feature films. Specifically, she is interested in enabling
members of the team to repurpose and re-imagine
projects that are innovative in terms of storytelling
new ways of working,” she says.
and audience engagement.
CultureCode's approach involves rapid prototyping, disruptive innovation and open data. “Data excites me,” says Brearley, “and this includes
“I’m really excited about the power of multiplatform storytelling,” she says. “Not the same story being told across as many platforms as possible, but
data visualisations and data art … I am always
really beautifully crafted journeys in which audiences
interested in work that is being undertaken to try
can explore as broadly or as deeply as they want to,
and make data more meaningful for citizens.”
and where each platform (not necessarily digital)
Brearley is also the Innovation Projects Officer at FutureEverything, an R&D hub for digital culture, and as part of this role was recently working with artists and technologists in Russia. “There is something very satisfying about taking
brings something really unique, thanks to good design and thoughtful development.” While professing an aversion to futurology — “unless you’re Marty McFly, we haven't been there yet!” — Higgs knows what she wants the future
a process you have refined and tweaked and pored
to look like: “I’m hoping that the future holds more
over for many years in the UK to a different territory,
building of immersive worlds and experiences that
then watching as the magic unfolds.”
feed curiosity and bring joy, learning and revelation.”
www.culturecode.co.uk
www.film4.com/productions
@Joeli_Brearley
@AnnaEHiggs
SYNC SESSIONS
In the second of our Sync Sessions, two professionals from the worlds of theatre and visual arts in Scotland talk anonymously and candidly about their experience of digital technologies. CHRIS SHARRATT
“DIGITAL —IT’S A WHOLE NEW MINDSET”
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Whose job is digital?
“In the organisation I’m in, digital very much sits with me. But that’s because the other members of the team don’t want anything to do with it. I think
“I think it’s integral … it’s just part of you as a company.” For the second of our Sync Sessions, we sat down with two senior arts professionals from the worlds of Scottish theatre and visual arts to discuss at length their relationship with digital. Sync approached the discussion with no specific agenda. The purpose of the session was to explore how these arts professionals from two very different backgrounds use and view digital in their organisations. The information they provided will feed into Sync’s activities to support cultural organisations in Scotland to develop a more progressive relationship with technology and technologists. Like the first Sync Session last year, in order for the participants to be open and candid about their thoughts and experiences, what they had to say is presented anonymously. What follows are the edited highlights — a snapshot of current thinking and a fascinating insight into the daily challenges and possibilities faced by the sector.
it is a little bit generational, too; my artistic director is interested in the concept of it but just doesn’t want to be involved in the reality of implementing it. The younger people coming in to the creative industries just naturally embrace it, but for some of the older people — people who’ve been there for a long time — either they don’t want to or haven’t got time to or it’s not for them.” “You can’t not know about or engage with digital. The problem in terms of people’s time, and you see it again and again, is that the digital stuff is always delegated to one person. There just needs to be a huge culture shift that it’s everyone’s job. A lot of the fear is ‘I’ve got to do this on my own’.” “Within any small arts organisation you tend to be doing far more than your remit, so that extra thing where you know you’re going to be the go-to person for everything is a big one to take on. So I think it’s more that the responsibility can be overwhelming, rather than time.” What do we mean when we say digital?
“That’s really hard to define, isn’t it? It’s like electricity; it’s one of those terms we chuck around and means a lot of things. Organisationally, at the moment digital is seen as additional to your own practice, in terms of platforms, in terms of your online presence — whether that’s social media, website presence. But that’s not how I personally think it is — I think it’s integral, it’s like your show or flyers you put out on the street, it’s just part of you as a company. I work with a lot of very traditional producers and I suppose they would see digital as something extra, something additional, something else. They’ll fit it into the old ways of working.” 3
> Dealing with the ‘weight’ of digital “I think it [digital] is weighted down by traditional hierarchical structures that are artistic director-led, rather than producer-led. As a model, that’s already out of date, but to change it within the working reality of a lot of theatre companies is a big job. It’s old-fashioned structures — a system that doesn’t
Adapt and adopt or be left behind
“I was at an event recently and they had a systems analyst talking about the way systems work, and
work in a changing environment. I also think that it’s
it made me see our company as a system within a
a lot about protecting your artform. In theatre there’s
wider environment. He was saying that, when an
a strong idea that there’s something pure about live
environment changes, if a system doesn’t change too
theatre and we need to protect that, but it’s just a
then it ceases to exist. And of course the environment
nonsense, it’s not a threat.”
is changing, and all these little arts organisations are
“For sculpture, there’s no issue of protecting the
run on systems that aren’t changing. What that really
artform. If anything we’re keen to get away from what
impressed on me is that you have to change or you’ll
people think of as sculpture — bronze and marble,
become extinct. And Scottish theatre is particularly
etc. Not that we wouldn’t work with them, but the
bad; it’s very much, ‘This is the way we do things.’”
more things going on the better. I think the
“I think a lot of people think, ‘I’ll learn it [digital]
generational thing is interesting — there are still
once and then that’s it.’ But of course you can’t, you
an awful lot of people coming out of art school who
don’t just learn once, it’s a whole new mindset and
aren’t the most engaged with technology. The fine art
you just have to carry on learning. And I think maybe
departments often seem to be the poor relations of
a lot of people think, ‘I missed the boat from the
the art school, where the architects and designers
beginning, so how do I catch up now?”
are all getting 3D printers, vacuum formers, laser cutters — they’ve all got access to these things. Whereas for fine art — nothing. I would expect there to be more of a push coming from the recent graduates in terms of using digital technologies, but from my experience it’s not happening.”
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The need for time and space
“What I find is that we don’t have any time to Resistance to digital
“It can be hard to introduce digital in theatre.
play — we have these mammoth, long timescale projects in theatre, so within that mindset you don’t
The definitions of what people see as theatre are
get to play around the edges with it [digital]. I think
very set. And the other thing about theatre is that
what we miss is that ‘fail cheaply’ mentality. If
it is heavily unionised. And so to go into a BEC TU
we fail in theatre, it’s very expensive. If there’s
theatre and say, ‘Can we just do a bit of filming
something you can do and try out and it doesn’t cost
backstage with one of the actresses trying on their
a lot of money then that’s really exciting and it might
costumes’ — that can be an absolute nightmare,
lead somewhere, and that’s definitely what’s missing
a minefield. It’s all for good reasons, to protect
with us at the moment when it comes to digital.”
workers rights, but it’s like going back to the Winter of Discontent in terms of negotiating and mindsets — it’s very, very hard.” “You have to experiment on the show you’ve got and often the show isn’t perfect for what you
What needs to change: 1. Funding structures
“What’s not changed and what needs to change is the funding structure. So, if you apply for money you have to say what are the outcomes of your
may want to do digitally; for example, the lighting
project, and of course if you’re doing a digital project,
might be too dark. Our long-term goal is that
your answer might be: ‘Don’t know’. But you won’t
everything works together from scratch, but
get the money if you say that. So how do you
theatre takes so long, it’s very difficult to do
experiment, open up the possibilities of the unknown,
quick experiments and progress more quickly.”
if even before you get the money for a project you have to think through what the outcomes are, and
Two cultures clash
then know when you’re doing the project that at the
“There’s this sense in theatre of the live being
end you have to tick a box to say that it happened?
superior and something that must be preserved, and
Even with funding that’s about innovation, you have
what we’re trying to do with the recorded output is
to say what the outcome will be, what will happen.”
make it not the same but of equal status … What we want to experiment with is that when we make a film it’s not just a recording — we can add extra context
What needs to change: 2. Organisations
“The top-down structure in terms of funders is
to it, we can have the actress filmed walking into her
not really fit for purpose, but it also doesn’t work
dressing room and getting into character. But at the
organisationally either. Key ideas might come from
moment the two worlds of theatre and film are
an intern, or the person who works in the box office
meeting as a commissioning relationship — we’ll
and is bored out of their head and has time on their
commission you to film it, live stream it — rather
hands. There are recent graduates with up-to-date
than a creative relationship as creative partners.
knowledge and enthusiasm and they’re not being
But it’s not about more people seeing a performance,
tapped into when you’ve got over-worked, underpaid
it’s about the screen-based audience and what they
artistic people at the top who haven’t got the time
expect artistically.”
or the headspace or the knowledge to interact and come up with ideas.” 3
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“I think digital is weighted down by traditional hierarchical structures that are artistic director-led, rather than producer-led. As a model, that’s already out of date.”
> More collaboration, please “What would be really useful for us and the sector as a whole is the sense of more collaboration. We’re all grappling with what websites we should have, what computer systems we should have, and trying to find somebody — because we can’t afford to employ someone — who can do that role for us …
Experiment until it breaks
“Experimentation is generally what the arts are
I think there’s a lot of organisations like us grappling
good for … It’s about empowering people to break
with the same questions but not talking to each other
websites and giving them access to different bits of
or aware of each other or sharing resources. And I
kit — because it’s a tool, at the end of the day, which
think a lot of theatre companies like us are sticking
most people are willing to embrace if you give them
their heads in the sand because they just don’t know
the permission. It’s about not being afraid to push
what to do about it.”
things a little and to play about with it.”
But make it the right kind of collaboration…
What’s going on? Where will it go?
“Collaboration is good but you have to make sure
“One of the things I took away from a recent digital
you don’t end up doing design by committee, which
conference I attended was that someone said 65%
just kills any sense of creativity, usability, flexibility.”
of jobs for students hadn’t been invented yet, and
Working with higher education
what our jobs are going to be in the future. We can
I have to think about that as an organisation and “One of the key things and joys I have had is
employ people but what does that mean, where will
working with universities… What they’ve offered
it go? I find that hugely exciting. What’s going on in
is just phenomenal: business innovation, interns,
that fringe world?” :
academic help, funding. I don’t think enough arts organisations are making the most of the resources that they have, at a time when universities are under immense pressure around employability of students and they really want to engage with the sector.”
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COMMENT
PROCESS -FOCUSED The arts sector needs to shift its funding focus from projects and products to the how and why of process. ROHAN GUNATILLAKE
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> We are currently making an important mistake when telling the story of digital innovation in the arts — we are focusing on projects and products instead of process. It's understandable of course — after all, it
Finally, by making training programmes about particular technologies rather than more sustainable ways to keep abreast of the latest developments,
can be very exciting to hear in detail how a project
knowledge becomes out of date at the rate of change
was delivered. We enjoy seeing screenshots of the
of technology — which as you've probably noticed
latest mobile apps and marvel at the technical skill
is rather quick.
of the developer teams while nodding approvingly at the (seemingly) all-positive user feedback. But
What this conversation urgently needs is less ‘what?’ and more ‘how?’ and ‘why?’ Finding out the
when the short-lived inspiration dies out and we're
intricate details of how a national performing arts
back in the day job with our barely functioning IT,
company delivered a live-streaming project is only
our extremely tight budgets and our overflowing
of limited value to a small regional gallery. But if they
inboxes, the prospect of making amazing digital
understood more about why the project was the best
work feels at best a million miles away, and at
of all the options available; more about how it was
worst intimidating or depressing.
taken from idea to full production, then that is
Funders make the same mistake. Having been a funder myself, I know how attractive it can be to fund product — we now live in an age where a credit
transferable learning that can be adapted to the gallery's own particular context. In order for this shift to happen, funders
in an iPhone app is the equivalent of having your
and policy makers need to start prioritising the
name etched on a shiny brass plaque on the side
development and embedding of innovation processes
of a new building. But the focus on funding and
instead of the production of individual innovation
valorising individual projects and particular
projects. While it's harder to stick a plaque on a
technologies has three main problems. First, when funders dangle relatively large carrots but then provide no means or guidance for detailed idea development, validation and prototyping, it biases that funding towards more resource-rich
process, unless this change in emphasis occurs, the arts sector will continue to be given lots of tasty fish, but will still have no means by which to catch any. The great thing about innovation processes is that by their very nature they create projects. So, if
organisations, results in predictable projects and
this change in approach were to happen, there would
increases the risk for that investment capital.
still be good projects, but also sustainable ways by
The second problem of focusing on projects
which creative talent and arts organisations can
is that when the funding closes and the project is
explore the use of digital tools and digital thinking
complete, there is no accessible legacy for the wider
in their practice.
sector to progress on their own authentic innovation journey. The only option is to copy projects that may not be relevant to the wider or more specific context.
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“Funders and policy makers need to prioritise the development and embedding of innovation processes instead of the production of individual projects.”
As with all important directions for policy development, there are already a number of instances where the innovation process is the star. Hackdays such as Digital Sizzle's Art Hack have been
Based on our experience with Sync, we believe that for this to happen we need to reframe policy
a phenomenon in the last three years, and while
and systems to prioritise practice, people and process.
the resulting projects continue to create fascinating
The UK is fortunate to have a generation of producers
stories, people who participate understand that it
on the ground right now with the talent, experience
is the nature of the event itself that is most
and vision to lead this conversation. :
transformative; the process helps those working in the arts to move beyond the limitations of a transactional relationship with digital talent. The Sandbox family of projects pioneered by Watershed under the visionary leadership of Clare Reddington has five years' experience of focusing on process, showing how to make amazing new work in a range of contexts. Festival Design DNA is an impressive set of service design methods developed and shared by Edinburgh's Festivals to give arts organisations an end-to-end and highly practical process, from project idea generation to full delivery. As a sector, we need to develop a larger palette of accessible innovation processes and to get better at replicating those that already work very well. In the places where the arts meets digital, the last five years has seen funding, policy making and support programmes get stuck on product and a provision that is patchy and gives undue privilege to the parochial. Now is the time for genuine ambition, a progressive vision and remarkable work.
This article was originally published by Guardian Culture Professionals Network.
CULTURE HACK SCOTLAND
The third annual Culture Hack Scotland happened over a hot summer weekend in Glasgow, with 23 incredible projects created in 48 hours. Here’s a snapshot of what went on. DAVID KETTLE
CULTURE HACK SCOTLAND 2013— THE REVIEW
45
The weekend’s first hack, joked Sync coproducer Rohan Gunatillake, was the installation of a kitchen — part of the transformation of the third floor of The Whisky Bond in Glasgow for Culture
The fuel for these adventures came from three sorts of resources: data, materials and people.
Hack Scotland. It’s second was over even before
Materials for the weekend ranged from a bike to
Gunatillake and fellow Sync producer Suzy Glass had
a sewing machine to the reality-shifting Oculus Rift
finished their introductions. Syd Lawrence of Twilio
virtual reality headset. The data included paintings
had sat quietly at the back of the throng, setting up
from the Royal Conservatoire of Scotland, birdsong
a single mobile number that would trigger texts to
from composer Hanna Tuulikki’s Away with the Birds
the whole Sync team in case of queries and
project, and even Creative Scotland’s sensitive yet
suggestions, then text them back once the issue
voyeuristically compelling arts funding data.
was resolved.
By Saturday, loose teams had formed and the
Enthusiasm, eagerness to share and — let’s
fine detail of projects was the subject of heated
face it — sheer speed of working were essential
discussion. One quartet had hit upon realising the
and clearly visible ingredients right from the start,
Glasgow Sculpture Studios’ membership data as
even at the informal Fridaynight opening party. Strangers introduced themselves, tentative bonds were forged, skills noted and shared.
— yes — a sculpture. But it
“An adventure playground for geeks, technologists, artists and anyone interested in the blurred edges between art and technology.”
This was the event’s third
was a sculpture that would be assembled according to users’ whims from small tokens slotted together. Standing around a
outing. Beginning as a tentative 24-hour project
whiteboard criss-crossed with shapes and patterns,
in Edinburgh in 2011, it’s grown ever since — in
and with multicoloured stickies in hand, the foursome
participant numbers, duration, diversity and sheer
were deep in the design process. Should those
ambition. Now an adventure playground for geeks,
component parts be shaped to symbolise the
technologists, artists and anyone interested in the
different member strands? Or would that be asking
blurred edges between art and technology, its aims,
too much of the Flux Laser Studio team, on standby
said Gunatillake, were clear: “To re-imagine what it
next door to cut out the shapes? Should they simply
might be like if the arts and technology got on like
use different colours or designs instead? Would
good friends — in fact, like best friends — who
that make the final sculpture too uniform, or too
went on amazing adventures together.”
colourful? Elsewhere, designer Roy Shearer was busy tinkering with the controls of a sewing machine. He wanted to see if he could control it using a computer, he explained, as he applied a glue gun to a small piece of hardboard. And if that worked, he had bigger ambitions for the set-up. 3
46
→ Culture Hack Scotland 2013. All photos by Chris Scott
There was plenty of activity on Culture Hack Scotland’s first full day — a web T V programme > At the other end of the busy workshop space,
(which the participants named Live and Hacking)
an island was being created by product and furniture
being planned, a great deal of perspex being cut
designer Sam Frankland and designer and visual
and engraved — but there was also the sense of
artist Dougie Chalmers. Visitors to their scaled-down
ideas still in flux, new projects on the verge of
cardboard version of Canna would hear birdsong
springing to life, and participants happy to discuss
collected on the real island, along with Hanna
their thinking. By Sunday morning, with the project
Tuulikki’s composed music from Away with the Birds,
deadline only a few hours away, heads were down
all triggered by pressure-sensitive pads under their
and warnings issued not to disturb those hard
feet.
at work.
“There are going to be four sensors that allow
The weekend culminated in the grand unveiling
users to navigate the space,” explained Chalmers,
of the weekend’s projects, which took place in the
while Frankland was busy smoothing over a tin-foil
company of the hack’s three judges — game designer
square that would act as his prototype pad. “They
Sophia George, the Royal Shakespeare Company’s
work independently, but they also communicate with
digital producer Sarah Ellis, and Simon Kirby,
each other, so if two people are in the space at the
professor of language evolution at the University
same time, it’ll sound different to if there’s just one.
of Edinburgh and member of arts collective FOUND.
We’ve got a total of 16 different sounds depending on how many users there are.” Tuulikki’s birdsong data was proving popular,
The 23 projects showed the many ways that participants had interpreted Gunatillake’s opening request for them to embrace the unexpected. An
and it was the inspiration behind a very different
internet high-five machine (commended by games
project from a team including Sync technology lead
designer Sophia George) solved the problem of those
Devon Walshe. “We’re building a kind of interactive
working from home being stuck at their computers
game using the Oculus Rift, the VR headset," he
with little motivation or recognition for their
explained. "It’s using the patterns of sightings of
achievements. A moveable cardboard hand strapped
particular birds on the islands, and also the songs
to their chairs would allow them to virtually high-five
themselves.”
anyone in the same network via the internet.
What he had in mind was an ambitious virtualreality vision of the island of Rhum, allowing the user
Musician and developer Yann Seznec, meanwhile, had created an online game from Creative Scotland’s
to experience the island and its birdlife through the
funding data that challenged users to guess how
headset. “There will be birds flying around that you
much financial support specific arts projects had
can interact with. When you’re close to them you’ll
received. This game, hilarious yet deadly serious,
start to hear their songs.”
was commended by Simon Kirby: “It’s brilliant in its simplicity, and a genuine provocation.” 3
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> Judge Sarah Ellis’ winning project was Blind Data, developer Phil Leggetter’s large-scale database that brought together all of the weekend’s data to
As the Culture Hack Scotland weekend
allow broad searches and the linking of disparate
exhaustedly wound down, there was the feeling that
material. Creative Carnage (another of Sophia
its project outcomes, as well as the new relationships
George’s commendations) hooked up Oliver Searle’s
it had encouraged, would take months to assimilate
2003 orchestral piece My Day of Carnage to LEDs on
and digest. It was a short burst of startlingly intense
an engraved perspex screen, highlighting with flashes
creativity and collaboration, forming new friendships
of varying brightness which instruments were playing
and showing what the arts and technology could
and when. And We Are Albert Drive (another of Simon
achieve together.
Kirby’s commendations) embedded social media from a large-scale Glasgow community project in an interactive bench that would allow Albert Drive residents themselves to explore their own material.
“I’m completely bowled over by what I’ve seen today,” said judge Simon Kirby, summing up. “This would be an amazing outcome from a year’s work, let along from 48 hours.” :
The Glasgow Sculpture Studios membership project had become MASS Social Sculpture, an elegant assemblage of pristine, interlocking shapes that seemed organic in its forms, yet also provided
Culture Hack Scotland 2013 was held July 12—14 at The Whisky Bond, Glasgow. You can review the 23 projects in more detail at:
a refreshingly unmediated delivery of the data it
www.welcometosync.com/categor y/
represented. It was Simon Kirby’s winner: “The
chs-2013
cherry on the cake,” he said, “is how appropriate this visualisation is to the source of the data.” As had become increasingly clear over the 48 hours, the birdsong data on offer had inspired several projects, from Kraig Walker and Alistair MacDonald’s mobile jukebox app that allowed up to 20 users to play Tuulikki’s music together, to the VR headset birdsong tour of Rhum. Roy Shearer’s computerised tailoring experiments had led to a sewing machine that functioned according to audio input — meaning that Tuulikki’s birdsong music could be used to generate costumes for its own future performances. And Canna Hear the Birds, the large-scale map of Canna whose sensors triggered bird audio clips, was Sophia George’s winning project — and was held in wonder by other participants.
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GEEKS-IN-RESIDENCE
At Sync’s recent meet-up in Edinburgh, participants in the Geeks-in-Residence programme came together to share their thoughts and experiences. CHRIS SHARRATT
GEEKS, HOSTS AND A MEETING OF MINDS
50
“I realised that it was the process of doing that was the point, so the idea was not to finish anything but instead to do lots of tiny experiments.”
> Newcastle-based developer Alistair Macdonald is, in many ways, an über geek. “I just like to prototype things and move on,” he says with a smile. For Sync’s 2012 Geeks-in-Residence
Perhaps the most extreme example of this open brief approach was the pairing of Stef Lewandowski
programme, he was paired with Andy Young from
with Eigg Box. Lewandowski arrived on the remote
Snook and hosted by the Edinburgh Military Tattoo,
Scottish island of Eigg after a 36-hour journey from
a cultural organisation very much in the business
London. He had no idea what he was going to be
of delivering tangible outcomes.
doing during his brief stay, and it quickly became
Such pairings are, in part, what Sync’s Geeks
clear that Eigg Box’s Lucy Conway wasn’t sure either.
programme is all about: bringing together people
But rather than this being problematic, it came to
and organisations who on the surface may appear
define the short but influential residency, the
worlds apart, but who share a willingness to embrace
reverberations of which are still being felt on Eigg
innovation in the arts. That doesn’t, and shouldn’t,
and in Stef’s work back in London. “I treated the
mean that all parties see eye-to-eye on everything
residency like a big hack day,” he says. “I realised
all of the time, as Macdonald is happy to point out.
that it was the process of doing that was the point,
“In the end, the Tattoo wanted the confidence
so the idea was not to finish anything, but instead
of a major technology partner,” he says, explaining why the idea to involve the event’s audience and
to do lots of tiny experiments.” The space to experiment and explore is a key
their phones in a colour coordinated pixel-patterned
aspect of the Geeks programme. For Jackie Wylie,
finale didn’t quite happen for 2013, despite the great
Artistic Director at The Arches, Glasgow, this is a
enthusiasm of all those involved. Yet while the
natural extension of the everyday activities at this
residency is now over, the project is still very much
lively theatre, music and club venue. “The Arches
alive — there’s always next year.
is built around the idea of experimentation, it’s
Macdonald was sharing his experiences during
what we do,” she says. Wylie and the venue’s geek,
a recent gathering of geeks (and a few hosts, too)
Edinburgh-based web developer Hassy Veldstra,
at Summerhall in Edinburgh. Not everyone involved
were in the process of formulating the shape
in the programme over the last two years could be
of their 2013 residency. “The first thing we’ve
there, but those who did make it were open and
been trying to figure out is what the residency
insightful about their work. And while the projects
shouldn’t be,” explains Veldstra. 3
have ranged from Twitter-based audience development initiatives (macrobert arts centre, Stirling) to online visual timelines (Stills Gallery, Edinburgh), the recurring theme on the day was very much that it isn’t actually the end product that’s most important — the process of exploration and collaboration is what’s really exciting.
51
← (Previous spread) Data necklace by Stef Lewandowski ← Pens and stickies at the ready for macrobert design session ↙ Data necklace by Stef Lewandowski ↓ The macrobert design session ↓ The bus stop on Eigg
OUT OF THE EIGG BOX THINKING Lucy Conway’s experience as a host in round one of Sync’s Geeks-in-Residence programme had a huge impact on her organisation, Eigg Box, and her wider thinking. Here, she explains what she learnt. Working fast can be good. The act of moving quickly from idea to developing, testing and sharing, can be incredibly powerful. It’s good to share. Sharing ideas or projects at an early stage,
> For Edinburgh Art Festival (EAF) geek Trevor Fountain and festival Director Sorcha Carey, the residency presented a number of challenges, with Fountain explaining that, after a few false starts, “we got there in the last week [of the month-long festival].” One aspect of the process of getting there was realising that imposing a digital solution on an artist's work is inherently problematic — the technologist needs to be invited by the artist. For that to happen, time and space is needed to establish a creative relationship. “When I first heard about the Geeks programme, I thought in terms of it helping us deliver things like, perhaps, a mobile app,” says EAF’s Director, explaining how being involved had shifted her
and asking for feedback, not only
thinking. In the end, Fountain worked on a digital
improves a good idea, it can also
composing device designed to complement Sarah
save masses of time if it’s a
Kenchington's defiantly analogue Wind Pipes for
bad one. Bury babies. Sometimes,
Edinburgh, a playable sculpture. But rather than creating a tangible ‘thing’, what the residency has
no matter how wonderful you
produced so far has been a wealth of process and
think an idea is, if it’s been tested,
experience to mull over and learn from.
refined and tested again and your hand is still not being bitten off,
In contrast, a web app is exactly what macrobert arts centre, part of the 2012 programme, got from
maybe it’s time to bury that idea
its geeks residency. “It was quite a problem-solving
and use your time on something
approach,” explains Phil Leggetter, a real-time web
more profitable.
development specialist who worked with Andy Young
Be brave. Try something
on the project. After design sessions led by Young
you haven’t done, don’t be afraid
that established the parameters for the residency,
of failure, admit what you don’t
the pair set about creating Middlemans, a Twitter-
know. Talking while walking is brilliant. Want to get something sorted? Go for a walk together and talk about it. Walking gets the creative head juices flowing and problem solving and new ideas come naturally. D
based tool to digitally earmark users who best represent macrobert’s intended audience. The arts venue has already used Middlemans to recruit digital ambassadors to tweet about its events.
Accepting equity of (different) Part of what was revealed by this meet-up
expertise can produce incredible
is how hugely different each residency has been,
results. A lack of knowledge of
from Yann Seznec’s stalled work with Scottish Opera
some things shouldn’t take away
in round one of the geeks programme, to Kate Ho’s
from expertise in others. When
fast-moving and productive 2013 residency with
you are doing a residency
National Theatre of Scotland. There is no standard
together, each set of expertise
model — each project is defined by the people
is of equal value and interest.
involved in it. That’s not an excuse for flabby thinking
Don’t be digi-scared. It’s
or adopting an ‘anything goes’ attitude. As Stef
just a set of tools that offer
Lewandowski puts it: “You have to have some
an enormous range of fantastic
framework, some methodology.” The key, it seems,
ways to make something really
is being adaptable and responsive enough to make
beautiful, exciting or profitable.
sure that it’s a framework that supports innovation, rather than constrains it. :
Know what your idea is and what digital solution you might need. This doesn’t mean you need to have the project set in stone
GEEKS & HOSTS 2012 + + Alistair Macdonald and Andy Young with Edinburgh Militar y Tattoo + + Phil Leggetter and Andy Young with macrobert arts centre, Stirling + + Yann Seznec with Scottish Opera
before you start, but you should have the central idea sharp in your mind. Even for the digi-scared, it’s much simpler searching through the vast array of digital tools when you have a clear idea of what you want to make happen. And having found
+ + Denise Ross with Stills Galler y, Edinburgh
one tool, you can always go back
+ + Stef Lewandowski with Eigg Box
to the digital toolbox for more.
2013 + + Alasdair Campbell with Bodysurf Scotland, Moray
Cultivate curiosity. Look beyond whatever you or someone else has made and explore how
+ + Trevor Fountain with Edinburgh Art Festival
things work, and how they could
+ + Kate Ho with National Theatre of Scotland
other people, or be used in
+ + Hassy Veldstra with The Arches, Glasgow + + Alexander Laing with Visible Fictions, Glasgow With support from Andy Young
be made better, adapted, involve another context. www.eiggbox.com
LAST WORD
SYNC: ENDINGS & BEGINNINGS This third issue of SyncTank marks the end of the first two years of our activities, designed
We started Sync with the idea that there were new ways to understand and frame digital innovation
to support cultural organisations in Scotland develop
in the arts and we are incredibly grateful to Creative
a more progressive relationship with technology and
Scotland for their support and the creative licence to
technologists.
evolve our work and thinking in response to what we
There are some very obvious results from Sync:
have learned. We are also grateful to the thousands
the dozens of prototypes made at Culture Hack
of people in Scotland, the UK and beyond who have
Scotland in 2012 and 2013, and the many more
engaged with what we do.
relationships that were formed through the making;
Sync has changed a great deal in its first two
the projects, experiences and transferred learning
years. Our experiences in year one challenged some
from our Geeks-in-Residence placements with ten
of our fundamental assumptions and we changed and
cultural hosts; the hundreds of exciting stories
adapted our approach and programme accordingly.
featured on SyncTank both online and in print. There are some less obvious results, too. Working with and thinking about this thing called
What we have discovered and learned can be summarised almost too simply: if we want a flourishing meeting place between the arts and
digital culture has meant engaging with a lot of
technology, and if we want this to be sustainable
people and organisations. Through this and our own
and adaptable in a rapidly changing environment,
conversations, we noticed that the issues we were
we need to invest, support and trust in people,
identifying were not being raised or given a public
processes and practice.
platform elsewhere. Issues like the existence
If you would like to hear more about what might
of digital fear amongst senior arts leaders; the need
happen next, please do join our mailing list. You
for innovation funding to support the development
can also email us at hello@welcometosync.com
of people rather than products; the recognition that
or get in contact via Twitter @synchq
human factors are just as important as business or technical ones when it comes to using digital tools and digital thinking.
SYNC TEAM, NOVEMBER 2013
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THE DIGITAL CULTURE MAGAZINE YOU’VE ALWAYS WANTED
published by SYNc welcometosync.com @synchq