Scenography – the manipulation and orchestration of the performance environment – is an increasingly popular and key area in performance studies. This book introduces the reader to the purpose, identity and scope of scenography and its theories and concepts. Settings and structures, light, projected images, sound, costumes and props are considered in relation to performing bodies, text, space and the role of the audience. Concentrating on scenographic developments in the twentieth century, the Introduction examines how these continue to evolve in the twenty-first century. Scenographic principles are clearly explained through practical examples and their theoretical context. Although acknowledging the many different ways in which design shapes the creation of scenography, the book is not exclusively concerned with the role of the theatre designer. In order to map out the wider territory and potential of scenography, the theories of pioneering scenographers are discussed alongside the work of directors, writers and visual artists.
This paper reports insights gained from an exploration of performance-based techniques to improve the design of relationships between people and responsive machines. It draws on the Emergent Objects project and specifically addresses notions of embodiment as employed in the field of performance as a means to prototype and develop a robotic agent, SpiderCrab, designed to promote expressive interaction of device and human dancer, in order to achieve 'performative merging'. The significance of the work is to bring further knowledge of embodiment to bear on the development of human-technological interaction in general. In doing so, it draws on discursive and interpretive methods of research widely used in the field of performance but not yet obviously aligned with some orthodox paradigms and practices within design research. It also posits the design outcome as an 'objectile' in the sense that a continuous and potentially divergent iteration of prototypes is envisaged, rather than a singular final product. The focus on performative merging draws in notions of complexity and user experience.
This paper presents Emergent Objects 2, a portfolio of sub-projects funded by the EPSRC/AHRC Designing for the Twenty-first Century (D4C21) initiative. Our focus is on the way interdisciplinary exchange and collaboration allows fluidity and responsiveness in uncertain design contexts. Resisting the Modernist, instrumental conception of design, Emergent Objects 2 does not propose an alternative model for direct emulation. Rather, the aim is to defamiliarise the design process; and to play with its nature and possibilities. The notion of a singular designer is displaced by the notion of a collaborative design process, whereby any participant is an active design agent, partaking in design functions. The paper explores how key performance concepts of play and embodied knowing are employed within our design practices, with illustrations from the three sub-projects: Snake, Spidercrab and Hoverflies.Keywords: collaboration, design process, interdisciplinary, play, embodied knowing, responsiveness 1. Emergent Objects Emergent Objects 2 1 is a portfolio of sub-projects funded by the EPSRC/AHRC Designing for the Twenty-first Century (D4C21) initiative. It adopts an interdisciplinary and cross-sector standpoint to promote new ways of thinking about design and designing from a performance perspective. It involves artists, designers, choreographers, performance academics, computer specialists and roboticists from the academy and the professional sphere.
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