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The Writer as Catalyst and Collaborator 27th April

Writing is self-expression, but it is also much more. Writing can start a conversation, issue a call to action or stand as an act of witness. Writing may be the work of a unique author, but it can also be interactive and collaborative.  Our panel will discuss the potential of writing as a form of action and collaboration.

Panel Members:

Olumide Popoola & Annie Holmes, co-authors of forthcoming book breach,  a short story collection, which tells the story of the refugee crisis through six voices based on interviews with refugees in Calais.

(c) Deborah moses-Sanks
Photo (c) Deborah Moses-Sanks

Nigerian-German Olumide Popoola is a writer and performer. Her other publications include essays, poetry, short stories, the novella this is not about sadness (Unrast Verlag, 2010) and the play text Also by Mail (Edition Assemblage, 2013).

Olumide’s interests include creative/critical investigations into the ‘in-between’ of culture, language and public space. She is an associate lecturer in creative writing at Goldsmiths College London.

 

Jean-Paul Flintoff, author of How to Change the World

Screen Shot 2016-03-22 at 12.54.27Jean-Paul Flintoff is the author of five books, published in 16 languages. His latest is a novel, which he crowdfunded with Unbound, and the writing of which involved collaboration with theatrical performers, fellow authors, and many of the individuals who pledged money to the book.

www.flintoff.org  

@jpflintoff

 

Sarah Haynes, Head of Media Production at the Liverpool Screen School, Liverpool John Moores University and creator of collaborative fiction The Button Jar

SarahHaynesFollowing a career in video production Sarah moved into new media and for a number of years was a multimedia developer at the International Centre for Digital Content, Liverpool, in a team working on CD Rom, web and digital games research projects.

Her research explores the opportunities digital technology affords for collaboration in writing fiction and the potential for new reading experiences.

Sarah is currently working on The Memory Store, an online narrative set in Liverpool in 2115. Readers are invited to contribute their own writing, influencing the story and expanding the narrative universe.

http://www.buttonjar.co.uk/

 

Maya Chowdhry, poet and interactive artist
MayaChowdhry-reading-med-cropped

A poet and Transmedia artist, Maya’s writing is infused and influenced through her work for radio, film and theatre. Her collaboration Tales from the Towpath at Manchester Literature Festival was shortlisted for the 2014 New Media Writing Prize, and her recent digital poetic work Ripple was shortlisted for the 2015 Dot Award. She is currently working for Lets Go as a Digital Artist, making interactive theatre and completing Fossil, a chap book of her poetry.

http://interactiveartist.org/

@MayaChowdhry

www.linkedin.com/in/maya-chowdhry

https://www.facebook.com/maya.chowdhry

 

Join us to discuss the following questions and more:

What is the role of a writer and writing in society? Has this changed?

Do new technologies offer new ways of writing?

How might we think differently about the relationship between writers and readers?

Is it possible to have too much writing in the world?

 

Date and Time: 27/4/16. 6pm Welcome Drinks, 6.30pm Panel Discussion

Venue: Stephen Lawrence Gallery, 10 Stockwell Street, London SE10 9BD

Attendance is free, but you need to register at Eventbrite

How to Build Communities – Speaker highlights

If you missed our Building Reader Communities Panel on 2nd March 2016, or want to revisit the discussion, wise words and valuable insights from our speakers can be found below. (You can also read a short report on the key insights we took from the event here)

Sci-Fi author Kate Russell shares her experience of community building and gives her 5 rules for building a digital presence

‘It takes 3 years to establish a community’:  Auriol Bishop, Creative Director of Hodder & Stoughton, and writer Alex Pheby discuss their experiences in publishing and as co-directors of the Greenwich Book Festival.

‘Community is a tangible business asset’: Alexis Kennedy, Creative Director of Failbetter Games.

‘Reading communities are the public & the private sphere colliding’ Meike Ziervogel on building a community around Peirene Press.

Panel discussion on building communities in publishing, interactive fiction and games

The Future of Television with Gub Neal 16th March

gub nealGub Neal is a producer with a wealth of experience in television, known for ground-breaking, award winning and hugely popular shows, such as Cracker, Band of Gold, Prime Suspect, Queer as Folk and current series The Fall, starring Gillian Anderson.

He will be sharing his in-depth knowledge of the creative process and the business of television drama past, present and future.

Gub has worked in a commissioning role within television (Head of Drama, Channel 4 & Controller of Drama at Granada) and also as an independent producer, co-founding the production company Artists Studio in 2009. His career has spanned many developments in production and distribution in the sector: from the opening up of independent production in UK TV in the 90s, through the rise of satellite, cable and pay TV and into today’s digital landscape, catering for global audiences. He will be drawing on his knowledge and experience of television past and present and considering current trends, to lay out his vision of what the future holds.

This talk is organized through the Creative Conversations initiative at the Department of Creative Professions and Digital Arts at the University of Greenwich and features as part of the Film and TV Production UG programmes. Interested academics and members of the Creative Conversations network are also welcome to attend.

Time & Date: 16th March 2016, 5.15PM. A drinks reception will follow the talk.

Venue: University of Greenwich, Stockwell Street Building, 10 Stockwell Street, Greenwich SE10 9BD

 

Why do reader/user communities build?

We used to call them ‘the audience’ but now they don’t behave as we expect audiences to. They’re active, they’re vocal, and they’re engaged. They have multiple options and channels, voices and media.   They want do everything and have a say in everything on  their terms. And many of them don’t want to pay for it by following the traditional publishing business models.

We are all the audience for something. We live in exciting times as an audience, we are being courted and sought after with suitors from all forms of media. We are encouraged to enter and explore created worlds through multiple entry points. Using American TV show Fringe as a case study Mélanie Bourdaa discussed how audiences engage across multiple media  to follow story arcs in ‘Following the Pattern’: The Creation of an Encyclopaedic Universe with Transmedia Storytelling.’ A key, and very influential strategy and theory she suggests  is Henry Jenkins’ Transmedia Storytelling . It allows us to engage with a writer/designer’s vision on multiple levels, as much or as little as we want. The key thing here is that we can choose to become really involved, going beyond the ordinary level of engagement for an audience.

It is not all about the audience, these are equally exciting times for writers and creators. You can imagine your story in people’s social media, in games, in books and on the TV.  A story can have an active following, conversations happening in real time, apps can help access it and live experiences can draw in a completely other group of people or enhance the feeling of belonging that a community has.

Authors can choose how they want to share their book experience with their audience; they can choose to have their characters tweet, such as Goran Racic tweeting as his hero Thomas Loud from his book ‘Loud Evolution.’ Not stopping there he has created a whole district in Minecraft where visitors can explore his world. Little by little the book world that we enjoy enters into our real world, to come with us to the office, the gym or while we wait in a Tesco Metro queue.

But at what point does this audience become a community? A dedicated group of people that are interested enough not just to buy the story in its multiple forms but to spend the  time to influence the plot on many of these digital platforms, following the success that gaming has enjoyed where players can influence or even change the storylines within certain parameters . Let’s face it, those of us that are old enough to remember them loved those old multi-branching adventure books where you could make decisions and those choices took you to different pages of the book.

The main problem that authors, designers and marketers face with all of this participation is money – where does all the money come from to create these great experiences. Audiences want so much for free now. The kickstarter model has proved a great launch pad for creative projects. The backers are the people that actually want the creative product and so are happy to fund it. The audience becomes the backers becomes the community.

I enjoyed Naomi Alderman’s, Rebecca Levene’s and  Adrian Hon’s Zombie Run! in this way, an audio adventure while you get fit. I like the idea,  backed it through kickstarter and then became part of a community of runners, though not the fastest of runners I am a happy runner  enjoying a story and getting a little fitter along the way. Intriguing a potential audience sufficiently that it then becomes a community and is prepared to pay for it is a hard model to follow and necessitates creating work with no guarantee of return. This is only one of business model out there that author/ designers/ filmmakers and publishers are using.

Fallen London with its steampunk aesthetic is equally captivating, a browser-based game in which every choice you make changes the storyline. It is free to play but the business model choice to keep it that way means it is delivered in little chunks. However, the community that Failbetter builds through this sharing will potentially go on to buy Sunless Sea, or The Night Circus or buy pure narrative premium content such as The Gift.

For the upcoming Creative Conversations panel on March 2nd , the next part of our Creative Conversations New Space of Publishing series, we start to tease out this very subject. ‘Building Reader Communities’ will question what distinguishes a community from an audience, and if writers and publishers need to build such communities and what they could gain from doing so.  We also want to unpick what the implications are for the writer-reader and publisher-reader relationship when the business model changes and the community is so much more in control of the creative product.

Our panellists will include: Auriol Bishop & Alex Pheby, co-directors of Greenwich Book Festival; Meike Ziervogel, novelist and founder of Peirene Press; Alexis Kennedy, CEO of in interactive fiction studio Failbetter Games; and a commissioned video featuring Kate Russell, tech reporter and author of ‘Elite: Mostly Harmless’, a sci-fi novel based in the Elite Game World.

It promises to be an interesting evening of discussion and places can be reserved through Eventbrite.

Featured image Winter Kaleidoscope by Dr-Wolf0014 on Deviant Art

Building Reader Communities 2nd March

Writers and publishers have always needed readers, but is that enough any more? Does future success depend on building reader communities?

Our next New Space of Publishing Panel explores this question, with the help of:

ALEX PHEBY-2

Auriol Bishop & Alex Pheby, co‐directors of Greenwich Book Festival 

As co-directors of Greenwich Book Festival, Auriol and Alex worked with fellow director Patricia Nicol to launch Greenwich Book Festival in May 2015, with the theme of discovery. Strands included history, politics and music (memoirs from Viv Albertine and Tracey Thorn), as well as fiction highlights, such as Jessie Burton, South London author of international bestseller The Miniaturist. The festival also featured a strong focus on childrens’ books, with workshops and other participatory events, and a showcase of new writing from the University of Greenwich’s creative writing students. In addition to their festival experience, Alex and Auriol bring their individual professional experiences to the topic of building reader communities. As Creative Director at Hodder & Stoughton, Auriol is responsible for creative strategy, consumer campaigns, positioning and packaging across Hodder’s publishing output. Alex is himself a novelist and a Lecturer in Creative Writing at the University of Greenwich.

www.alexpheby.co.uk
twitter: @alexpheby

 

MeikeZiervogel_portrait3_rb

Meike Ziervogel, novelist and founder of Peirene Press

Meike has a background as a journalist, working for Reuters in London and Agence France Presse in Paris and is the author of three novels, Magda, Clara’s Daughter and Kauthar. Meike founded boutique publishing house Peirene Press in 2008, to bring contemporary, award winning European literature in translation to English language readers. Peirene Press specializes in novellas and short novels ‘that can be read in the same time it takes to watch a DVD’ and offers its readers an annual subscription option, as well as individual titles for sale. Peirene Press also produces a newspaper and hosts regular events, including literary salons and coffee mornings. Meike will be sharing her particular approach to building the writer-reader and publisher-reader relationship.

www.meikeziervogel.com
Facebook: @PeirenePress
twitter: @MeikeZiervogel

Alexis

Alexis Kennedy, CEO of interactive fiction studio Failbetter Games

Alexis Kennedy is creative director of Failbetter Games, best known for their interactive fiction game Fallen London, which has a large and loyal community. The expansive community and world of Fallen London provided a strong foundation from which to launch the videogame Sunless Sea and was key to its critical and commercial success. Alexis will discuss the relationship between story and community and how it is essential to Failbetter Games’ business model.

http://twitter.com/failbettergames

KateRussell

Kate Russell, tech reporter and author of sci-fi novel ‘Elite: Mostly Harmless’.

Kate is currently writing her second book with her online community, enabled by TWITCH streaming and linking to the Elite: Dangerous games platform (the fourth release of the original Elite video game, which was a British video game phenomenon in the 1980s). Kate’s knowledge of how to build a community and work with social media is encapsulated in her book Working the Cloud. She will be bringing these insights to the panel via a specially commissioned video.

Our panel will be discussing questions such as what distinguishes a community from an audience? and why might writers and publishers need to build such communities? We will also consider the implications for the writer‐reader and publisher‐reader relationship

Join us to explore these and other questions  on the 2nd of March. The evening will begin with welcome drinks at 6pm in the Stephen Lawrence Gallery Project Space which is based within the Stockwell Street Building. The panel will follow at 6.30pm.

The Stockwell Street Building is located at 10 Stockwell Street, Greenwich, London, SE10 9BD

 

Video of this panel event is available here

What #MakingLondon Made

This blogpost is the final reflection on the event Making London, held on the 18th July 2015 at the University of Greenwich (see #MAKINGLONDON – A First Person Account for full breakdown of the day).

The desire to run a design-led community engagement event like #MakingLondon was ignited by our Creative Professions & Digital Arts department settling into our new home in Stockwell Street, Greenwich. As we became habituated to our new setting and began enjoying the high tech equipment and creative environment, I couldn’t help but reflect on the vintage market place that, on weekends, used to take over this small piece of industrial land with its haphazard collection of furniture, books, clothes and traders. By reflecting on this I began to question what this shiny new RIBA nominated building does to the community here in Greenwich; does it offer new opportunities, collaborations and cultural activities, or is this just what we would like to see reflected in our possession of this space? Are we giving something to the community or displacing it through continued building and development? Through the series of Creative Conversations events we have begun to challenge ourselves, and allow ourselves to be challenged by others, to map out the impact and constellation of networks that have been shifted, altered and re-formed through our occupation of Stockwell Street.

From personal experience we also began to question ‘what does it mean to belong to such an amorphic city as London?’ and ‘whether this alters our sense of belonging and our ability to form connections with those around us?’

mapping

Fig 1: Our original Making London brainstorm considering everything from agile belonging to Pop-ups.

To consider this we have begun by looking outwards to see whether design could have an impact on the way that London is currently being shaped, and to question the relationship forming between building developments, financial markets, local communities and the creative industries. It became a trajectory that sought to give people a voice and space to reflect on and construct new perspectives on their own personal London-based issues. By bringing together a collection of diverse people from a wide variety of backgrounds and disciplines; from game developers to political activists, from ages 20 to 65, our aim was to use design methods and workshops that would allow them to creatively rethink their relationship to London. These activities, writing and thoughts were spatialised within an oversized map of London. Attendees were invited to inscribe their most powerful memories of living in London, what they value about London in its current incarnation and the growing issues of living in a city that has become filtered through it being a financial hub.

MapLRg

The map data could be divided into four main themes; these are London in Flux, London Debates, Londoners on the Go and London Pride (further analysis of these can be found in the Making London report).

For the full information:

Read the report on our Making London Workshop

Watch footage of Making London, including interviews with participants (5 Minutes)

What does it mean to be “local” in a digital culture?

One of our key themes for Creative Conversations this year is the role of the University in the creative ecology of Greenwich. This brings together key strands in our work: The relation between markets and communities, and how new forms of content, new business models and digital technologies connect in practice. We look to our local community for examples of how this works in practice, and for collaborators.

At our Open House event earlier in the year, we put out an open call for comments on how those present might like to connect or interact with the University. With the aid of some post-its and a whiteboard, we asked those present to suggest how they might want to do that.

Around half the comments were about training, with respondents expressing an interest in the University offering learning opportunities to learn media skills, basic web design and content management, and ways of keeping up with new developments and technologies.

film-design

Another important theme in the comments was an interest in collaboration with University staff, and in mentoring students, and taking on interns/placement students for projects.

Finally, networking emerged as an important topic. Participants mentioned meetups, links with industry, and a sense that the University can offer a social hub for local businesses and organisations.

Chart-themes

We on the Creative Conversations team are very grateful to those who participated, and their input has certainly informed our programme of activities and events for this coming year.

The hyper-connected audience

It feels as though Henry Jenkins observations on the potential for participatory, collaborative and convergent media has never been truer. The entertainment properties I find interesting have a life beyond any narrowly defined medium, in fact reaching out into the other media to develop a story gives the work nuance and richness and, of course, further emotional investment from me.

‘In the world of media convergence, every important story gets told, every brand gets sold, and every consumer gets courted across multiple media platforms’

Anyone wishing to create or publish anything now has an eye to other media as an outlet. Naturally, as Jenkins suggests, this has led to not just telling stories through a transmedia experience, but to marketing these brands as worlds to be explored. The Blair Witch Project did this, famously, extremely effectively.

The mainstream media industries were always aware that new audiences could be developed by reaching out to them in a comic book for example after a film success.  The decision to develop and fund entirely new  content in order to grow an audience and keep them engaged is relatively recent marketing decision; showing that consumer behaviour analysis and an attempt to understand the deeper motivations behind consumer decision making is being taken more seriously. Jenkins terms this ‘affective economics’.

Ubisoft , no small industry player, released Watch_Dogs, an open world action game, in 2013. The protaganist that we were to identify with was Aiden Pearce, a vigilante who spent his time hacking into the city’s Central Operating System (CTOS). To market this game BETC Paris created Watch Dogs WeareData experiential website revealing a 3D interactive map in which we could explore the cities of London, Paris and Berlin the website through the visualisation of publicly available data, reading people’s live tweets, watching the metro go from station to station, looking through instagram posts. A person could lose themselves for hours in this ground-breaking piece of content that was arguably more interesting than the game it was marketing. And you could join in, adding your own data to this live stream.

More recently Faber & Faber published Capital, by John Lanchester, a story of post-crash London. To market this book Storythings created Pepys Road which  tells the story of the ten years leading up to the world described by Lanchester. Over the course of ten days, they send emails asking questions about your attitudes to various public policies and send you ten new mini-stories written by John Lanchester. These stories reveal a period of public sector cuts and economic upheaval in which we become a part. James Bridle‘s data illustrations position your data within the rest of the accessible live data. Storythings have created ways to tell mini-stories about the decisions both you and the rest of their audience make.

Both marketing activities make use of our own digital shadow, created by our hyper-connected lives, to situate us within these created worlds, these branded worlds. This however doesn’t feel intrusive rather it feels intuitive, captivating and above all interesting. For me the most interesting thing about big data is when it contextualizes our small data, our personal data. We relate to stories and brands when they feel like they have a place in our lives. More and more we are asked to imagine ourselves in these branded worlds, it is a forward-thinking marketing approach, but how much easier is it to do so when we see how we are connected to these worlds and others in them? And how interesting it is when our data is seen through a different lens, one in which we are adventurers, or spies or hackers, or inhabitants of Capital. Media convergence and accessible data streams allow us to inhabit these other worlds easily and convincingly.

We are ourselves and not at the same moment. perfect.

Top 5 trends changing the world of publishing

Guest post by independent marketing consultant, Katrina Hopewell

 Let’s turn the clock back five years. A time when the large publishing houses were controlling the industry. A time when printing presses were regulated. A time when there was no public access to retail distribution. A time when the publishing process was kept a secret and only known by a select few. A time when the books you ‘chose’ to read were actually carefully selected and curated for you.

Fast-forward to today and the lines are now blurred. The conventions and preconceptions that were the ‘norm’ for books have been challenged. Technology has democratised the industry. Self-publishing platforms have arrived giving everyone the creative freedom to publish their own work, on-demand printing giving us an affordable copy of one. How we consume content has changed, we read using our mobiles, eReaders and iPads. Brands now have to compete against everything that demands people’s time and attention. We live in a 24/7 fractured media environment. Content vs. apps vs. gaming vs. video. Constantly choosing and consuming content in bite-size chunks. We now take ownership of what we want to read and are able to fund exciting and diverse stories. Our digital lives have taken over. And publishers are no longer essential to the process.

  1. Technology is still democratising the industry

Self-publishing is now mainstream thanks to the growth of independent digital publishing platforms like Createspace, Lulu and Blurb enabling the creation of eBooks, making the process simple, efficient and affordable. E-readers have got consistently cheaper and better since the first Kindle shipped in 2007, giving customers instant access to millions of titles. And the behemoth that is Amazon has made retailing these titles too easy. The launch of sites like Goodreads, has assisted the industry in becoming more social with over 43 million reviews on the platform to date, helping help people find and share books they love.

  1. Opinion of self-publishing is changing and progressive

Have you heard anyone say, ‘I will only read that book if it’s published by Penguin?’ Thought not. Readers are led by reading commendations and reviews, and they more often than not, will give a new author a go if the price is right, regardless of whether it’s been traditionally published or self-published. This mind-set is also changing for writers too – we’re continually seeing traditionally published authors becoming open to exploring self-publishing – to generate revenue from their ‘out of print’ backlists or to publish work that falls out of their traditional genre. New York Times bestselling author Eileen Goudge self-published Bones and Roses last year after she failed to find a publisher for her novel. And now authors are looking to social media to help them connect with their readers, reach new audiences and promote their work too.

  1. Arrival of content serialisation has revitalised how we consume content

The ‘on-demand’ generation has changed how we consume content. Readers have new expectations about the content they wish to read and how they want to read it. Out go printed books; in come mobiles, eReaders and iPads to suit our lifestyle. Wattpad has carved out an incredible niche for itself in the online reading market and become the world’s largest community of writers and readers, with over 40 million members and an average of 30 minutes reading per visit. 85% of users access the platform via mobile, promoting reading on the go, and writers have adapted to this, releasing their work a chapter at a time to serialise their content, keeping their readers hooked and in turn increasing the revenue they make from fans. Serial, a real-life crime story turned podcast, completely captured the zeitgeist last year, after it was released on a weekly basis and downloaded over 20 million times on iTunes. The Pigeonhole take a different approach, commissioning and serialising fresh digital content and classic novels from authors like Charles Dickens’ Great Expectations through their app. Audible, has a library of over 150,000 audiobooks accessible across multiple devices. We not only read, but also listen and interact socially with the content we consume and this will only increase as we multitask through our day-to-day lives.

  1. Crowdfunding is enabling diverse content to find an audience

We now find ourselves overwhelmed by a massive abundance of content and we have entered a period that is all about content relevancy. The digital revolution is all about finding your niche and capitalizing on it – and publishing your own content enables you to become an influencer in your chosen space. Until recently, books that fell out of the mainstream were rejected because they would only appeal to a niche audience. A traditional publishing house with big overheads would not be able to sell enough copies for that book to pay for the overhead costs they would invest. For those who need funding or want to test an idea out to captive audiences, platforms like Unbound and Indiegogo are available to help surface and fund great books that we wouldn’t ordinarily get the opportunity to read. Love obscure 80s and 90s video games? Check out Stuart Ashen’s synopsis. This book will be a must have on your shelf.

  1. Long live the printed book

The argument over the last few years seems to always be about the proclamation that ‘print is dead.’ It really isn’t. We’re increasingly using different mediums dependent on the content that we read – for fiction, we typically go digital, downloading content onto our eBooks and iPhones to read at home, on the move or away on holiday. We leave print for the content we wish to keep: mementos, memories and personal keepsakes. And brands are increasingly using the medium to create limited editions. My bet is that our bookshelves will increasingly diversify over the coming years and include a wealth of different content, the classic stories we’re unable to tear ourselves away from as well as photo books from major events in our lives, and perhaps even an autobiography of our own life to pass onto future generations too.

Katrina Hopewell, Independent Marketing Consultant

www.katrinahopewell.com

@kat_hopewell

 

#MakingLondon – a first person account

Guest post by Kasia Wojcicka, Making London participant and marketing assistant

On Saturday 18th July the weather in London was particularly beautiful. It seemed to be a sign that what we wanted to discuss on that day was good and important for the city. The ‘Making London’ event at Stockwell Street Building attracted a large group of creative individuals interested in identifying points of urban crisis and looking for solutions to them. This day of talks, workshops and creative thinking, designed to develop a community-friendly environment within the city, was an initiative of Creative Conversations and an interdisciplinary collective, the XDs.

The discussion panel was opened by Fran Boait from Positive Money who delivered a convincing speech about the mechanisms behind money creation. This not-for-profit organisation based in London aims to challenge the current status quo in our city – the highest personal debts in history, unaffordable housing system and high unemployment – which all have roots in the monetary system. It came as a big surprise to most of the ‘Making London’ participants that only 3% of money is physically released by The Bank of England, while the remaining 97% gets created digitally in a form of loans and disappears as soon as we repay them. Positive Money is campaigning to change the national financial system in order to create a fairer and more stable economy for the benefit of and not against the public. Many questions arose during this talk. We wondered how much sovereign money we actually needed. Society is obsessed with money. It is now socially deviant to be a citizen and not a consumer. But maybe money should only be an option? After all, it is merely a measure of value and not the value in itself. By supporting local Positive Money groups in London we could all attempt to have an impact on this issue.

Another example of excellent team work, which creates changes for the better, is The November Project. Their concept, a boat, created to become an arts hub, run by zero carbon tidal powered technology, will not only be community friendly, but also a green-energy solution. It will offer a money-saving alternative while eradicating the use of damaging fossil fuels from Thames River. So far, however, it has met with a lot of scrutiny and negativity from the local authorities. Everyone agreed that we should not let projects like this sink – they benefit us all. The title of Moira Dennison’s powerful speech –‘Thinking Globally, Acting Locally’ – could not be more true in our times.

Following the creative projects theme, Sydney Levinson from Barry’s Lounge gave us a lot of useful, metaphor-packed tips. He point out that every creative practice should be sustainable – run with not only Mary Poppins’ fun and Hannibal Lecter-like passion but also an underlying business model that is sound. It is important to be resilient in order to deal with plans going wrong. Nearly every project is based on collaboration with other people, whether on purpose or accidentally. To be successful, we need to trust each other to ‘catch the brick’ before it falls on us. However, not every piece of advice given by others is useful, so it should be carefully tested against our own business model. Creators of projects need to be like the Babel Fish (in Hitchhiker’s Guide to the Galaxy)– using a separate language when talking to their audience, compared to with funders and different again with collaborators. Sydney himself calls himself a ‘babel fish accountant’. He shared with us a number of great examples of playing by the rules of the environment in his creative practice. A very memorable one was House of St Barnabas at Greek Street in London – on the top floor it runs an academy teaching the homeless to work in the hospitality industry, on the ground floor they find employment in a busy Soho club.

During the speeches a graphic scribe visually summarised the speakers’ main points as well as the participants’ own ideas and concepts which emerged from the discussion. We realised that the way out of our powerlessness might, in fact, be acting local. We asked ourselves – is planning created to avoid mistakes, or maybe it comes out of them? The communities want value – but who is going to create it – the government, the council, or maybe businesses, networks or even just the individuals?

The talks were followed by the Mapping London exercise, during which participants shared their memories, values and issues about living and working in London on a gigantic map of the city. It created a picture marked by unique, personal experiences. Often the perceptions of one place were extremely different from each other – some people were happy to have managed to leave it, while others claimed it to be their haven.

Once we mapped our own experiences, J. Paul Neeley invited us to think a little less literally and see the world around us through metaphors. Yossarian, a creative search tool, provides an alternative to traditional internet tools, such as Google or Bing, which limit us greatly by coming up with stereotypical explanations, slogans and telling us what to think. Yossarian invites us to find new meanings and rethink what we already know. Doing a number of searches with results ranging from only slightly lateral to serendipitous and infinite in their possibilities, encouraged us to use metaphor and creative thinking more, while learning about the world around us. After all, knowledge is power but imagination is more important than knowledge.

We then, with the help of Giles Lane of Proboscis, looked at outliers in communications, social behaviour, health, work, leisure, housing and transport-related issues currently visible to us over the horizon. We highlighted them in a graphic form and started looking at what potential impact they could have on us and the city in the future, in which new directions we may go, as everyday commuters, rental tenants, NHS patients or social media users, and discussed the emergent themes, many of which oscillated around isolation, tension, privatisation and searching for alternatives for practically everything, in the context of over-massification, the need for sharing and global, rather than national, thinking. Based on our findings, we created story cubes with six key words describing the themes in connection with critical concepts, such as standards, efficiency, labour, infrastructure, logistics, energy or waste. We then placed the cubes on our map of London in areas most affected by these factors.

In an experience design workshop led by Nicholas O’donnell-Hoare we worked in three teams  with the task of designing a piece of disruptive technology that did either good or bad.  We often make bad decisions in terms of finance, climate change, healthcare or policies without realising the hidden reasons for this. In order to think beyond our usual mindset, Nicholas presented us with method cards which had three categories: motivation, accessibility and habits. We shortly discovered that planning is much easier if we consider what motivates us – the piece of technology could be instantaneous – something that happens straight away, when we get an instant reward for using it, it could also be imminent, if the result is easier to notice, more obvious, or it can tap into immorality. Another category was accessibility – the scarcer a device is, the more or less impactful it can become. If something takes too much of our time – we may give up on it, if it’s too expensive, it might become impossible to buy. On the other hand, it might in fact be seen as a desirable product. To connect these insights to current issues, we could ask – if solar panels were twice more expensive, would they be more popular in climate change tackling? Would people see them as a must-have object of luxury? The last category connects to our habits – routine is one of the key factors in our life – it is common that we want to know what is going to happen on a Sunday morning, but we might also change our actions based on various triggers – boredom or stress could turn us into smokers! We realised that it is much easier and fun to design a piece of technology which will be bad for us, than go through the complicated process of designing one with a good effect. Playing the bad designers helped us release our dark side in a creative way and see how much manipulation we are subject to in everyday life.

During the final mapping workshop we were asked to put the results of all sessions onto the map and draw connection points. Based on mapping these experiences, the participants discussed the points of crisis and potential actions that could be taken to challenge them. We came up with a unique urban tapestry, which represented the memories, needs and hopes of real London inhabitants. It is much easier to realise our problems when we see them right in front of us!

The ‘Making London’ event gathered a group of very creative and open-minded individuals from a variety of backgrounds. We managed to come up with many problems, which could be discussed further and solved in the future. Some of them were very simple and could be sorted within a few days. Future ‘Making London’ events will concentrate on finding points of action and implementing the solutions into the city life. Many participants were impressed by the openness and ability to listen to each other of a group of people who have never met before – a value which should not be taken for granted in a world, where often individuals with a different perspective are not listened or even heard.