Cultural dissonance abounds on the topic of human connection. On one side, large systems of connection like the internet, goverments,
and economies draw increasing criticism as the pressures of globalization, disinformation, digital surveillance, and ideological tribalism
threaten to tear societies apart. On the other side, many seek deeper forms of connection in order to foster community-mindedness,
compassion, democracy, and collective action in the face of urgent global challenges. This seemingly double-edged sword of human
interconnectedness invites a close look at the innumerable ways people connect with each other and the procedures they use to
guide and empower those interactions. In this exhibition, I will discuss how participatory art, through its capacity to explore and
experiment with social processes, claims an invaluable perspective on the topic of human connection, and how artistic
research might expand the notion of procedural literacy in areas concerning collective agency.
Participatory art demonstrates social connection through aesthetic procedures. It differs from most
other art forms because of its insistence that, at its core, the experience of connection requires mutual
action, thus relying on the agency of participants. And in the scope of artistic practice, this mutual action
is set within parameters determined by the artist, who works within them co-creatively to shape a piece.
As I browsed the program of the Connective Symposium, I was struck by the language used to describe
the participatory pieces presented. With even a cursory reading, it was easy to identify the values that make
an egalitarian social connection possible. The Artistic Connective Practices program itself states that it is
guided by the “core values of trust, collectivity, sharing and responsibility” (Hübner, 2022, p. 15). Some pro-
minent and related values added by symposium contributors include acceptance, access, care, communi-
cation, community, deep listening, democratic engagement, dialogue, energetic availability, equality, inclusion,
and reclaiming public space. It is notable that the vast majority of the invited artists emphasized the act of
connection over the fact of connection, and this invites reflection about how connective actions unfold,
and what procedures are used to accomplish this.
In many ways, participatory art has more in common with games than with other artistic disciplines
owing to its use of agency as a medium. Game philosopher C. Thi Nguyen notes that games impose a
temporary set of procedures governing goals and abilities which, when voluntarily taken up by players,
causes them to inhabit a new form of agency (2020, p. 1). According to White, agency is also a building
block of participatory theatre. He notes the social importance of using the actions of the audience as both a
counterbalance and response to a field of interactions dominated by the control of the artist (2013, p. 26). In
both Nguyen and White’s estimations, agency occurs when there is a meaningful connection between the
actions of participants and the perceived results of those actions. This connection is facilitated through
procedures set up by the artist/designer.
Accounts of participatory experiences in art, however, are admittedly mixed, and include many
inescapable criticisms like exploitation of trust, social embarrassment, and reinforcement of hegemonic social paradigms. In light of this, I would like to make some distinctions between participatory art and
other artforms that may elucidate the ways in which it connects people. Firstly, the genre is not, strictly
speaking, a self-expressive medium, as artists largely create their participatory pieces with community-
minded values that they hope are reflected in a shared experience.
Secondly, the sharing of authorship with a participating audience creates a range of unpredictable and unrepeatable outcomes which are celebrated as a
hallmark of egalitarian exchange. Through practice-based research, I seek a better understanding of how to address the frequently cited gap in participatory art
practice between the idealized ‘promise of experience’ made by the artist and the actual experience of participation (Alston, 2016, p. 244). This led to my
Master’s thesis, We called it _____:Filling the gaps in participatory art design (Renfro, 2021), which laid out an experimental framework that emphasized
procedural authorship and conscientious design.
In the course of this research, I began to draw heavily on game design and Game Studies discourses, which are in turn richly grounded in Psychology,
primarily in the areas of flow, intersubjectivity, and personal need satisfaction. I decided to test the transferability of game design principals to participatory art
design in a project titled We called it Earth, which premiered at ArtEZ University of the Arts (Netherlands) in 2021.
As an artist and artistic researcher, my practice draws on participation, procedure, and agency in order to explore new collective ways of being. I hold the
conviction that participation, when used as a discursive or pedagogical tool, can offer fresh perspectives on urgent societal issues. As Collective Intelligence
Scholar Geoff Mulgan points out, learning to act collectively “is in many ways humanity’s grandest challenge since there’s little prospect of solving the other
grand challenges of climate, health, prosperity, or war without progress in how we think and act together” (2018, p. 6). And while my own practice and research
emphasizes the collective over the connective, I find resonance with the concept of artistic connective practices through a shared concept of co-, or ‘with’ness,
that strives to show how an individual becomes an indispensable component of something larger, and how this can empower democratic and community-
minded, rather than neoliberal or capitalistic, values.
In Section 2 of this exhibition, I will briefly explore the misconception of participation as a social virtue, in addition to discussing how critical, conscientious,
and iterative procedural design is key for avoiding ethical hurdles. In Section 3, I will discuss the kinds of procedures employed in participatory art and how they
work together to form a ‘magic circle’; an immersive landscape that temporarily shapes the agential choices of participants. As a counterpoint to this text, I
have interpolated a series of graphics and videos that expand on how the aspects discussed, like core values, design principles, and participant feedback,
concretely affected the design of We called it Earth. I will then reflect in Section 4 on three of the participatory experiences offered during the Connective
Symposium at Fontys by revisiting We Called It Earth, a digital platformer-style game[1] designed by myself and programmer Hadi Asghari, The House of
Seasonal Cleaning by Liana Psarologaki and Amanda Hodgkinson, and An Experiment on Agency #7 by Reyhaneh Mirjahani. I will primarily focus on
identifying the procedures of each piece, how they affected the agency of participants, their core values, and the overall experience of participating in them.
Finally, in Section 5, I will share some ideas about the potential benefits of a heightened procedural literacy amongst both artistic practitioners and participants,
and relate this to Falk Hübner’s inaugural document, In Good Company, which introduces the Connective Artistic Practices professorship at Fontys Academy of
the Arts.
___
[1] A platformer-style game is a video game where the avatar navigates (usually by jumping) from one platform to another in a linear progression. Popular examples of this genre include Super Mario Bros., Sonic the Hedgehog, and Hollow Knight.