|Sketches on my floor.|
It is official: The Imaginary App exhibition will open at the Museum | London (Ontario) in the beginning of October 2013 and will run through the entire month. After my last meeting with Museum | London‘s director Brian Meehan and curator Cassandra Getty, when we walked through the space and I made several suggestions as far as the possible way of arranging works in the galleries, last week, I already received the first sketches made by Cassie. Today I am reviewing the sketched layouts along with the submissions, putting together a database of received entries in order to figure our best option for this venue.
I confess, I am in love with Museum | London’s space. It’s sophisticated enough and, at the same time, not complicated, but inviting. The staircase that connects the floors is especially intriguing: it has some topological twist to it that makes it a bit hard to picture the shape in your mind even after you just walked through it. Perhaps it’s just my imagination, but when I walk those stairs, I always feel like in a moment I may find myself on the other side of it – hanging in the air like an ant on a Möbius strip or one of those people trapped within Max Escher’s Relativity puzzle. The building was designed in 1980 by Raymond Moriyama known to many for such projects as the Bata Shoe Museum in Toronto (1991) or the Canadian War Museum in Ottawa (2005).
|A view from the lower level.|
The Imaginary App exhibition at Museum | London will have a special addition: a series of works made by the group of teens known as the Youth Council of Museum | London. I met with them in January to introduce the project and invite them to participate. The Museum | London (and especially, Dianne Pearce) was extremely supportive of this initiative. They hired Gerardo Toledo to teach the Youth Council group the elements of computer design and so, within several months, the works were ready. I picked them up last week: real fun! Apps from “an all-purpose reset button that gives you an automatic do-over,” when, for example, you lose a game, to the weather changer app (of course!). I was wondering whether there would be any difference between the ways an app (and by extension, technology) is imagined by teenage users (often called “digital natives”) and adult users: obviously, I will still need to review the works more closely, but at first glance, there is none. I don’t know why, but I am surprised by that.