ARTiculAction Art Review - Special Issuue Aug. 2016 | Page 132

ICUL CTION C o n t e m p o r a r y A r t Mark Franz R e v i e w Special Issue blocks toward a communicative dialogue. Even non-objective work has this dialogue, and can be qualitatively analyzed based on the viewer’s response. One of the more effective practices in game development is play testing, and though in commercial ventures the purpose is driven by economics, the same practice can be used to gauge an audiences’ ability to engage productively with an art work. Interactive work gets labeled as game-like because that is one of the most popular incarnations of interactivity is in games. This is changing due to the pervasiveness of mobile devices, but the design goals are limited in that venue. The problem of the audiences’ reception to serious games and interactive work that is built for purposes other than entertainment is to guide the viewers reception in a way that helps them to feel like they are engaging with serious work that self – reflexively critiques technology. Thanks a lot for your time and for sharing your thoughts, Mark. Finally, would you like to tell us readers something about your future projects? How do you see your work evolving? I am working on producing letterpress prints from interactive, custom coded, applications. In this way they are all data visualizations, but my interest is in activating the space between these two technologies. The letterpress was stigmatized as an antihumanist industrial form when it was first conceived. As familiarity with the technology occurred, passed, and drifted into antiquity, the nostalgic quality made it a treasured humanistic process. Expressing images derived from computer code through this process is an experiment in linking two very human technologies together and therefore creating a discourse about time, technology, mark making, and the meaning of hand – made work. 28