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o2: u e | unexpected encounters

Bihter Almaç
The Barlett School of Architecture UCL, London, United Kingdom
bihteralmac@gmail.com

ABSTRACT Playing is not related to our habitual and ordinary life, rather a
fugitive threshold. I find this threshold as a delicate potential to
o2: UE | Unexpected Encounters is an architectural board game research on our imagination and thus design thinking. Playing is a
for two players, in which these players create diagrammatic mod- fleeting bundle of acts with precise rituals (Huizinga, 1971). When
els of ‘the home’ they imagine against and with each other, and a game starts, the reality changes; players and spectators enter
in which this act of play creates a spatial language that results in into another dimension (Sicart, 2014). Playing tends to create
unexpected narratives of the notion of domesticity. The research unexpected relations, which force us to meet our imagination at
element of the game focuses on how ‘place’ and ‘placelessness’ an unknown level. I think the ritual of the game resembles meeting
are constructed and interpreted through our innate creativity by with others; observation, conversation, negotiation are constantly
manipulating the intricate operations of initial design decisions. at play.
This exhibition is a performance of o2: U E, where designers meet
with others through their imaginations. o2: U E is an architectural board game for two players, in which
these players create diagrammatic models of ‘the home’ they
The aim of the game, ‘build the home you imagine,’ tends to be a imagine against and with each other, and in which this act of play
spatial reflection of an aggregate of joyous moments. Meanwhile, creates a spatial language that results in unexpected narratives
domestic life inevitably bears the very extremes of unbounded of the notion of domesticity. This paper tends to explain the
happiness and inexhaustible trauma. In o2: U E, these extremities theoretical framework of the game, by briefly explaining how the
are played with diverse pleasure and dismay. conversation between the players constructs the imaginary home
and tends to create a spatial language.
628

The game compels two players to meet in a fragile state where


their imaginations are recent and slightly formed. This is a phase
where an encounter with others is unexpected. Therefore, the
game is an unconscious negotiation play. Throughout the game, Meeting the Unexpected
the uneasiness of the encounter is transformed into an open-end-
ed, imaginary communication. o2: U E does not end with a Meeting others is a major data gathering sociality that people
winner; it is about the uncanny experience of the unexpected and are keen on (Goffman, 1990); however, the whole event is mostly
the negotiation it causes with the other. dubious. We deliberately or instinctively act to impress when
meeting, Gofmann defines this as self-control to manoeuvre in
the subtly ongoing intelligence game between us (1990). Meeting
someone by playing is utterly unexpected; when playing, you
abandon your habitual self-controlling acts.

One of the precedents of o2: U E is ‘Play It By Trust’ (Ono, 1966).


This is an all-white checkered chessboard with all-white pieces.
The initial position of the game is the same with conventional
chess. The two sides blend in with each move. By playing with
trust, you begin to negotiate your position and your pieces with
the other. The planned manoeuvres become indistinct and your
claim of ownership is blurred. This is an unexpected encounter
where your differences do not individualise you but create a vi-
brant embodiment of you and the other. It is an attempt of uniting
CUMULUS HONG KONG 2016

two minds into one to the point where no one is indistinguishable


from other.

The other precedent is Zweig’s ‘Chess Story.’ It is about a captive,


Dr B. who plays chess against himself in his mind (2011). This is a
game where your opponent can wander in your mind and catch
your initial manoeuvres. There are no gesture mechanisms to hide
your acts. These unexpected encounters split the mind and create
Keywords
different identities that are in constant negotiation. This is a rather
architectural game, imaginary, conversation
schizophrenic act that forcefully creates the other from oneself. and talking is forbidden. Throughout the play, the two imaginaries
intertwine. I define this as an unconscious negotiation play. While
Surprisingly, meeting the unexpected is an intimate act. What what you are designing is only known by you, your imaginary
Kristeva defines as ‘the uncanny strangeness’ is usually misinter- home multiplies its meaning in the other’s narrative.
preted as foreign; controversially, it lies in our neglected famili-
arities (1994). Moreover, understanding this intimacy, the feeble Language already resides at the threshold of our imagination be-
boundary between me and the other, is so stupefying that it leads cause of the meanings it triggers (Lacan, 2006). And, a conversa-
to mystify our identities (Kristeva, 1994). Although the other is seen tion is a mutual construction. It is built up as we communicate with
as a trespasser, they are the key to the communication with our each other and meet in our individual ways. I choose to use these
desires (Fink, 1997). pieces in the game to create a spatial language where it is pos-
sible to start a conversation solely rooted from our imagination.
Briefly, the aim of o2: U E is to compel designers to meet in a Freud says the dream element is a horde of images that act like
fragile state where they negotiate their innate imaginations with an a charade of equivocal words (Grosz, 2005). When playing, the
open-ended imaginary communication. This act leads to question pieces of the game should be treated similarly. The conversations
how ‘place,’ ‘placelessness’ are constructed and interpreted of the game produce an aggregate of circumstantial images. The
through our innate creativity. The game does not end with a win- further research of the game is to treat these conversations as the
ner; it is about the uncanny experience of the unexpected and the diagrams of the spatial language.
negotiation it causes with the other.

The Home Narratives


Home nurtures refuge; it is a cosy place where we willingly expose
our fragility and corporal desires (Tuan, 1975). It is an accumu-
lation of ‘private and collective memories’ (Wilson, 1992). The
feeling of home comes from tacit perceptions. Furthermore, this
derivative relation is quite intricate; what we feel can never be
explicit (Tuan, 1975).
Image 1. ‘Unexpected Encounters with someone I do know’, B. Almaç 2016.
Meanwhile, the domestic life inevitably bears the very extremes of
unbounded happiness and inexhaustible trauma. This dichotomy

629
lies in the nature of the home. For Vidler, this uncanny emerges
An Imaginary o2: UE
with the transformation of familiar to foreign and corresponds to
‘modern nostalgia’ and ‘homelessness nomadism’ (1994). In the • You understand that this is a game where you need to build
game, this dichotomy is at an intrinsic level, similar to Kafka’s story the home you imagine.
‘The Burrow.’ In the story, ‘the creature’ logically builds its burrow
to expel its fears of the unreasonable other. Then, understands • At first, you recollect your dreams and wish to build it. You
that by building the burrow, it is trapped in with its own fear (1946). look through the pieces. There is something peculiar under
their happy, trivial appearances. The meanings are
Home is a delicate place, whereas ‘the home you imagine’ is its equivocal.
lurking double.
• You begin to reflect on your fragile imagination of the home
When we imagine, we use ‘irreal object’; a multiplicity of con- you have on mind. You unravel ‘the others’ –the unwanted,
nected images where the time and relations are different from the buried– of your imaginary home. You would not want this.
our normative perception (Sartre, 2010). The home you imagine
nestles multiple layers of memory; projections for the future; tacit • Now, you know the pieces. You begin to build the home you
knowledge of placeness; fears that need to be expelled. imagine – or fear of. After your first move, you wait for the
other to play. Now, you understand that the other fails to
I use ‘build the home you imagine’ as the task of the game to interpret what you are imagining. You want to comment on
Experiment-Artefact - products or artworks

kindle the unexpected encounters both in mind and as places. their move, but you cannot. You are not allowed to.
By focusing on ‘the imagined home’, the players negotiate and
observe each other’s intimate and utterly frail imageries. • You understand that you have to negotiate for the home you
imagine. You begin to focus on your observation of the other.

• Then, the board becomes a place where you are forced to


The spatial language communicate about the home you dream of.
Games start with the seduction of the rules, which initialises the
• You try to manipulate the conversation. Now the home you
play and enables the game to deploy its reality (Sicart, 2014). In
imagine becomes something other.
o2: U E, there are 9 pieces and the game board is an incidental
grid. The pieces symbolise tactile experiences, feelings and spa-
tial identities and are; delusion; dull; expectation; layer; memory;
mass; immanent; first encounter; void. Players use the same set
and need to negotiate how to use the pieces. There are few rules
Conclusion
Playing is a fugitive threshold. It tends to create unexpected rela-
tions that force us to meet our imagination at an unknown level.
Moreover, to meet someone by playing is different than a normal
meeting where we act to impress; because you play to abandon
your habitual self-controlling acts.

o2: U E roots from two distinctive approaches in chess, which are


tackling with the encounters of opponents in play. In the game,
players create diagrammatic models of ‘the home’ they imagine
against and with each other. Therefore this game compels de-
signers to negotiate their innate imaginations with an open-ended
imaginary conversation. This is aimed to question how ‘place,’
‘placelessness’ are constructed and interpreted through our
innate creativity and create a spatial language that results in the
unexpected narratives of the notion of domesticity.

References
Fink, B., 1997. The Lacanian Subject, Between Language and Jouissance. Prince-
ton: Princeton University Press.

Grosz, E., 2005. Jacques Lacan, A Feminist Introduction. New York: Routledge.

Goffman, E.,1990. The Presentation of Self in Everyday Life. London: Penguin


Psychology.

Huizinga, J., 1971. Homo Ludens: A Study of the Play-Element in Culture. London:
Roy Publishers.

Kafka, F.,1946. The Burrow, trans. by W. and E. Muir. New York: Schocken Books.
630

Kristeva, J., 1994. Strangers to Ourselves, trans by Leon S. Roudiez New York:
Columbia University Press.

Lacan, J., 2006. Ecrits, trans. by B. Fink (New York: W. W Norton & Company.

Ono, Y. 1966. Play It By Trust, A set of all white chess pieces and all white checkered
chess board. Exhibited at: Yoko Ono: One Woman Show, New York The Museum of
Modern Art, May 17– September 7, 2015.

Sartre, J., 2010. The Imaginary, A Phenomenological Psychology of the Imagination,


London: Routledge.

Sicart, M., 2014. Play Matters, London: MIT Press.

Tuan, Y. F., 1975. Place: an Experiential Perspective, Geographical Review, Vol. 65,
No.2.

Vidler, A., 1994. The Architectural Uncanny Essays of the Modern Unhomely, Lon-
don: MIT Press.

Wilson, P.,1992. Sometimes Bachelard in Poetics of Architecture, AD Architectural


Design, August.

Zweig, S., 2011. Chess, trans. by A. Bell, London: Penguin Classics.


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