Exploring Fiveways



I have begun to develop Actionbound as my interactive sound and visual exploration app. I wanted to start to produce a creative, interactive, educational experience for primary school children who live in this area of Brighton. There are three large primary schools in this area and the children are often out on school trips to discover more about their local environment.

The purpose of the Actionbound mission would be that the children in small groups (with a teacher) would need to find the landmarks indicated on the app – Once located the children will need to think about evidencing their ‘find’ both with audio and with visual images


(moving image or photographic) The purpose of this will be to help them to think about how  to creatively illustrate each place visually and audibly. – creating their own ‘placed sound’ (Behrendt pg 5 2015) and image for that place.

For example one location for them to find is the Preston Park velodrome – What can they think of to illustrate this with audio? and where can they find the sound? They might decide they need to find or replicate the sound of a bicycle bell or the sound of the whoosh as the bike whizzes past – How will they do this?  This will also be the same for the visual representations – instead of taking a straightforward picture of the velodrome how else can they represent it creatively or differently?

As well as giving the children an insight into their local history and connecting into their  environment, the purpose of this app will be about developing the way they see and represent it, how image and sound work together and also finding new ways to represent or illustrate their ‘finds’. Behrendt (pg 11 2015) illustrates concisely how moving and walking around our environments helps us to engage with it creatively – she writes “we listen with our legs” – to understand why, just start walking – “see, everything sounds different now, doesn’t it?”.




Behrendt, F. (2015) Locative Media as Sonic Interaction Design. Walking through Placed Sounds. WI Journal of Mobile Media. http://wi.mobilities.ca/frauke-behrendt-locative-media-as-sonic-interaction-design-walking-through-placed-sounds/

http://www.lonelyplanet.com/guides (Travel Guide App)

http://www.echomap.co.uk/index.php/sound-art/the-singing-tree (Echo-Map Sound Installation)


People flow in the City

The ‘Big Bang Data’ exhibition at Somerset House, London from tomorrow (3 December) to 28 February 2016 (5)

LONDON, ENGLAND - DECEMBER 02: A staff member interacts with a live social media map of London at the Big Bang Data exhibition at Somerset House on December 2, 2015 in London, England. The show highlights the data explosion that's radically transforming our lives. It opens on December 3, 2015 and runs until February 28, 2016 at Somerset House. (Photo by Peter Macdiarmid/Getty Images for Somerset House)

Data Streams by Tekja, at the Big Bang Data exhibition, offers a glimpse of data visualized to capture the “pulse of the city”. “A culture value” is given to data that is then analysed for understanding the sentiment of people’s information in London, creating a live social media map of the city. Such a project initiates notions of space – code/space and media space, software, and temporality, in the digital embodiment of people in the city, as well as questioning the public/private domain of data.

The differentiation between online and offline space in the city has become blurred as well as has the physicality of public and private space. Such a space is inseparable from media as “sections of urban life crossed over to cyberspace” (Koolhass, 1995 cited in Berry et al, 2013, p.1). The bodily encounters of the public sphere in the everyday experience of city space are mediated by software: daily routine activities that rely on code to function. In fact “software conditions our very existence” (Kitchin and Dodge, 2011, p.IX). Code and space are interdependent as code is written to produce space (Kitchin and Dodge, 2011, p.X) while software captures and processes automated information and data of people in the city – as in Data Stream – with a direct influence on well being and daily participation in life’s urban activities.

Embodied in the city space we respond to mediated digital activity, while human and technological interactions influence identity. As Grosz (1995) proposes “environments actively produce the bodies of their inhabitants” (p.109 cited in Berry et al, 2013, p.4). The software driven environments we inhabit are coded to determine and facilitate people’s everyday activities at four levels: coded objects, coded infrastructures, coded processes and coded assemblages. Code determines what digital technology can do in the network society.

The “connected quality of urban public space” can be visualized in Charles and Ray Eames’ (1959) Glimpses of the USA, a multi-screen performance presenting a “mosaic of information” in the multi-media environments of American daily life (Berry et al, 2013, p.8).








Berry, C. et al. 2013. Public Space Media Space [pdf] Available at: <https://studentcentral.brighton.ac.uk/bbcswebdav/pid-2603511-dt-content-rid-4100858_1/courses/MJM20_SEM2_2013/Berry%20et%20al%282013%29public%20space%2Cmedia%20space.pdf> [Accessed 24 February 2016].

Eames Official Site: Glimpses of the USA Film [online] Available at: <http://www.eamesoffice.com/the-work/glimpses-of-the-u-s-a-film/> [Accessed 24 February 2016].

Kitchin, R., and Dodge, M., 2011. Code/Space Software and Everyday Life [pdf] Available at: <https://studentcentral.brighton.ac.uk/bbcswebdav/pid-2603511-dt-content-rid-4041075_1/courses/MJM20_SEM2_2013/_01.pdf> [Accessed 24 February 2016].

Tekja: London Data Findings – Big Bang Data Exhibition in Somerset House, London [online] Available at: <http://bigbangdata.somersethouse.org.uk/tekja-london-data-findings/> [Accessed 24 February 2016].