We build evocative experiences. We apply creative thinking and scientific knowledge to innovation challenges. We develop a variety of programs, workshops, media, and installation projects. We consult with companies and scientific institutions. Our projects set the stage for discussion and dialogue, communicating ideas while the participants gain experiential insight into complex issues and processes. Our aim is to bridge the gap between sciences and society. We make science understandable to the public and increase the interest in science and technology.
WHAT WE DO
We craft salient messages and build evocative experiences.
From design, animation and media production, through interactive exhibits and installations, to public interventions and hands-on workshops.
We design communication strategies both inside the companies, and externally, to develop science-based goals, and to moderate risk.
Linking knowledge and action we connect directly with people’s everyday experiences and senses in hands-on workshops and public interventions.
We also craft communications for presentations through media, in public education venues, as well as academic and policy settings.
Art is independent of any agendas. It is a ‘third ideological position,’ able to mediate between science and society with credibility in the eyes of both. It is based on analysis and reflection, on applying critical thinking to existing frameworks, to existing modes of production of knowledge, and to existing power systems. By asking new questions and providing alternatives to existing models of working, art sidesteps the inevitability narrative, and provides new imaginaries around the issues it addresses.
Art creates a space for public engagement, for inclusion of actors previously excluded from debates and reflection on research and innovation agendas. Today, ‘co-creation’ is a key notion in public engagement in science, and it parallels a contemporary art’s focus on participation.
Art provides an experience that lets the viewers connect the abstract concepts to their everyday lives and senses. Through hands-on interaction with the technology, viewers are able to understand its implications and intuit how they feel about it.
We have developed artistic practice that explores emerging research and technology through engagement with actors in science and technology, humanities and the public.
We develop artwork in response to engagement with research. We also develop curatorial projects that include artworks done previously by other artists, or commission new work, in partnership with presenting venues.
While art is concerned with posing questions, some of our tasks are to convey an already defined message or set of information. This is where we apply our design skills. Design is a process of finding a form most appropriate to the task at hand, whether it is for visual communication, a game, or a painting. Finding a form that will communicate the idea in the most evocative and moving way is what we aim for in our design work.
In our hands-on workshops, we provide a space where people learn by making. We believe technology, including biotechnology, should be accessible to all, and we collaborate with different DIYbio spaces who share this approach. Many of those labs use the term ‘biohacking’ to refer to the use biological material in a new context, giving it new functionality or meaning. We embrace this term in it’s original meaning of critical making, of ‘exploring the details of programmable systems and stretching their capabilities.’
The original disruptors
Critical thinking, understanding human behavior, and access to subcultures/emerging markets are what qualifies artists and hackers to know what people respond to, to predict what they want, to provoke, to inspire, to make them laugh and care.