Second wave practice research: managing the institutionalisations of tacit knowledge (12 November 2025)

On 12 November, the WSA PhD Seminar is excited to welcome Dr Rachel Hann (Northumbria University, Newcastle), who has extensive experience with practice-based research across Fine Art, Design, and Fashion/Textiles.

Dr Hann’s talk will be on ‘Second wave practice research: managing the institutionalisations of tacit knowledge’ The main concern of what Dr Hann proposes as the ‘first wave’ of Practice Research was to win the right to conduct research through practice from the administrators (university management, HEFCE). The end game of this perspective was, she argues, that it sustains a culture where Practice Research is conducted for the purpose of administration: for evidencing an individual’s research profile to be assessed holistically, by exercises such as the REF. We now need to move beyond the administrative focus of Practice Research, however. Dr Hann is part of a movement suggesting a ‘second wave’ of arts research practice. This talk and subsequent discussion will lay out some strategies and examples for managing the institutionalisations of tacit knowledge, and skills for navigating a practice-based PhD within these institutions.

Dr. Rachel Hann is Associate Professor in Performance and Design at Northumbria University, Newcastle (UK). She researches material cultures of scenography, transness, and climate crisis. Rachel is the author of Beyond Scenography (Routledge 2019) and co-founder of the research network Critical Costume. From 2024-2025, she was PI for an AHRC Fellowship entitled Trans Performance Now. Rachel is also a former Chair of the Theatre and Performance Research Association, a member of the AHRC Peer Review College, and a curator for the Prague Quadrennial 2027. Rachel has examined 11 PhDs as external and supervised 11 to completion.

This session will take place in person in the PhD Common Room (WSA East Side 3024) and online. 

Medical Technology UK 2025: A Report by Hongrui Zhang, Post-graduate Researcher in E-Textile Innovation


We are pleased to share an exciting update from Hongrui Zhang, a first-year Ph.D. researcher at Winchester School of Art. Hongrui attended the prestigious Medical Technology UK 2025 exhibition in Coventry, where Hongrui explored cutting-edge developments in medical device innovation and sustainability. 


Hi, this is Hongrui Zhang, a first-year Ph.D. student in Design (E-textile Innovation Lab). With the support of the Winchester School of Art and my supervisor Professor Kai Yang. I had the opportunity to attend the Medical Technology UK 2025 exhibition, held on March 12-13 at the Coventry Building Society Arena, Coventry, England. This premier event presented the latest advancements in medical device design, development, and manufacturing. The event featured over 130 specialist suppliers, and a series of comprehensive learning programs such as the Women in MedTech Forum and Plastics & Sustainability in Healthcare, providing valuable insights into emerging trends in healthcare technology. During the exhibition, I actively engaged in learning about the latest industry developments and establishing connections with potential collaborators in both academia and industry. The networking opportunities provided interactions with key specialists in medical technology, fostering potential collaborations and knowledge exchange to enhance the development of sustainable e-textile electrodes as my project focuses on.

One of the key highlights of this event was the advancement in materials for medical applications, particularly in the realm of wearable technology and e-textiles. As my project, “Development of Sustainable and Wearable E-Textiles for Electrotherapy,” focuses on fabricating skin-friendly, sustainable, and high-performance electrodes, the exhibition provided a unique opportunity to explore relevant innovations in material science, electrode design, and manufacturing techniques. During the event, I had engaging discussions with multiple medical representatives such as Polymer Systems Technology UK Ltd, where they showed me their latest products for developing advanced medical silicone materials. This interaction inspired my research, particularly in enhancing the design and fabrication of silicone-based electrodes.

The exhibition also showcased cutting-edge solutions for medical device sustainability, a critical aspect of my research. With a focus on recyclable materials, eco-friendly fabrication processes, and long-term usability, discussions with industry experts provided insights into reducing environmental impact in healthcare applications. A particularly insightful part of the learning program, Plastics & Sustainability in Healthcare: Focus on Design & Development Options, discussed the adoption of biodegradable materials, energy-efficient manufacturing processes, and circular economy approaches in medical device production. However, I also realized that sustainability in healthcare still has a long way to go, as medical materials account for only a small fraction of overall material usage, and much of the effort has yet to become a reality. This awareness reinforced the significance of my research, giving me greater motivation to contribute to this field.

From left to right are: Customized pot for silicone rubber inks, Speed mixer for ink preparation, and Extruder for 3D-printable inks
Slides from the learning program Plastics & Sustainability in Healthcare: Focus on Design & Development Options

Overall, Medical Technology UK 2025 was highly beneficial to my research, offering exposure to state-of-the-art advancements and reinforcing the importance of sustainable and innovative solutions in healthcare applications. The event not only broadened my knowledge of material innovations and industry trends but also provided an excellent platform to reflect on the broader implications of my work in the real-world healthcare landscape.

PhD research and practice featured at transmediale festival in Berlin

WSA PhD researchers Yaqian Lai, Alejandro Limpio Gonzalez, and Katya Sivers presented their research and practice as part of this year’s transmediale festival.

transmediale is an annual festival that brings together international artists, researchers, activists, and thinkers with the goal of developing new outlooks on our technological era through the entanglement of different genres and curatorial approaches. In the course of its history, transmediale has grown from its beginnings as VideoFilmFest to one of the most important events for art and digital culture worldwide.

At the festival Yaqian Lai and Alejandro Limpio Gonzalez contributed to the ‘Structures of Haunting’ workshop, alongside colleagues from WSA’s department of Art and Media Technology and elsewhere. Yaqian’s project explores the formation of spatial knowledge on digital maps through the lens of experimental cartographic practices in contemporary visual media, and in her presentation she played with the idea of an atlas as a visual method of divination. Alejandro approaches ocean observation from an anthropological perspective, looking at networked images, online platforms, machine vision and artificial intelligence as key elements through which the ocean becomes a visual space in contemporary science and environmental governance. Presenting as part of Ocean Matter Studio, his contribution included a video art piece called ‘Haunted Wire’, exploring the cultural imagination sustaining the deep sea as space.

Katya Sivers, whose research and practice explores the critical potential of technology and visual art, also produced and presented work at PhD workshops hosted by the Digital Aesthetics Research Center (Aarhus University). Under the title everything is a matter of distance, the DARC workshops ‘related to the temporalities of always-on and FOMO, to the aesthetics as ways of sensing distance and proximity, and to the possibilities for resistance and critique’. The participants produced a peer-reviewed newspaper of their work, as well as a series of presentations and readings at the festival.

This series of events formed part of an extended collaboration between transmediale and the Critical Infrastructures and Image Politics research group at Winchester School of Art (University of Southampton), which is planned to continue with future iterations of the festival.

PhD Seminar Series Autumn 2023

The Winchester School of Art PhD Seminar Series will be resuming from today (4th October).

We invite you to join us for future instalments in the Seminar Series, which will run from 2-4pm on Wednesdays during term time, in person (PGR Room) and on MS Teams. The series consists of (guest) speakers, workshops, trainings, and other research- and practice-led events.

The full schedule for the Autumn 2023 term is available below (details and bios for individual sessions will be linked as available):

4 October 2023
In this opening week we will be running a Meet & Greet between incoming and current PhD researchers, and colleagues in the department (with refreshments).

11 October 2023
Dr Chris MĂŒller
‘Laughing with Machines’
(workshop)

18 October 2023
Dr Sasha Anikina
‘Animist Infrastructures: Bots, Net-Works and Imagining a (Socialist) AI’
(artist talk + workshop)

25 October 2023
Dr Seth Giddings
‘Toy Theory’
(talk + discussion of academic publishing)

1 November 2023
Dr Kai Syng Tan
‘Tentacular Networking: Making Meaningful Entanglements’
(talk + discussion)

Followed by Halloween party from 4pm! With refreshments.

8 November 2023
Ink Yijie Gao
‘Researching Robots’
(live robot demo and research test)

15 November 2023
Anurita Chandola
‘Speculative Textiles + Building a Martian House’
(artist talk + discussion)

22 November 2023
Dr Shan Wang
‘User experiences in design, interactive design, and inclusive design’
(research talk + discussion)

29 November 2023
Dave Gibbons
‘Developing a PhD research question with Dave Gibbons’
(art/research talk + discussion)

6 December 2023
Julia Vogl
‘Art and/as Social Practice’
(artist talk + discussion)

13 December 2023
Dr Lexi Webster + Dr Sonia Moran Panero
‘Empathetic Peer Review’
(training and talk co-hosted with ECR Development Series)

Followed by Christmas party from 4pm! With refreshments.

Absurdity, Absurdity, and Absurdity

Dave Ball, currently pursuing a practice-based PhD at Winchester School of Art, presented ‘Absurdity, Absurdity, and Absurdity‘ as part of Conversas series at Schillerpalais, Berlin, 29 Nov 2017. The following are his reflections on the event.

Conversas
 is a regular series of thematically diverse talks held with the aim of creating discussion and dialogue, where audience members are encouraged to interrupt and ask questions, and presenters are warned against preparing “too tightly”. I decided, therefore, not to give a conventionally coherent presentation of my work or my PhD research, but instead treat the event as a public testing-ground for some of the more speculative elements emerging out of my research into absurdity.

The plan was to present a series of examples of what I’d identified as eight variants of absurdity observable in works of contemporary art. Since those categorisations were, to a degree, based on my own intuitive assertions about what would or wouldn’t constitute “absurdity”, I was very keen to test them out publicly.

The talk began with a short screening of one of my own video works, which was greeted appreciatively, followed by a brief introduction to my research. As soon as the presentation turned to the work of other artists, however, the atmosphere in the room became unexpectedly heated. In fact, the very first slide shown (a photo by Thomas Ruff of a man inelegantly attempting a handstand on a leather chair, legs flailing in the air) received an immediate rebuttal that “Why shouldn’t we do handstands on chairs? Why is that absurd? That’s so conservative!”


In fact, almost every slide I showed initiated some tirade or other on what various audience members seemed to consider an affront to their intelligence, their outlook on life, or at least their conception of art. My gentle conceptual enquiry into whether or not the works could be considered absurd was frequently met with an impassioned and resounding “no!” Whist some of these protestations could easily be dealt with through reasoned argumentation or clarification of concepts, others unearthed genuinely fertile grounds for further investigation. But what took me completely by surprise was the level of passion, conviction, and emotion with which the audience responded to the topic. Absurdity, as was repeatedly made clear, really matters – and not just to this particular PhD researcher


AMT Reading Group

Archaeologies of Media and Technology (AMT) research group has started organizing a reading group on media theory. The reading group had its first meeting in October with the aim of initiating a lively forum for discussion amongst students and faculty whose interests overlap with AMT. The research group itself—an office for theoretical and practice-based work in media, design and art, in relation to both contemporary culture and cultural heritage—had its inaugural conference, Future Past Tense, earlier the same month.

We meet at the PhD room in Winchester campus fortnightly to discuss selected texts that relate to themes and topics, concepts and issues in contemporary media theory. The work range from German media theory to new materialism, from issues of power and politics to the role technologies play informing what is produced as material reality.

Some of the first sessions had a particular emphasis on the theorisation of ‘cultural techniques,’ with a couple meetings dedicated to explore the writings of some of the key theorists of the area: Bernhard Siegert, Cornelia Vismann and Geoffrey Winthrop-Young. The discussions revolved around the limits of such conceptualisation in analysing the emergence of objects and processes in contemporary media culture.

We also convened a seminar in collaboration with the PhD studio week to address “critical technical practice” and discuss current approaches to media and art research from a practice-based perspective. It involved issues around making and unmaking and the questions of media technologies as epistemological and aesthetic frameworks. A range of relevant art practices and projects (such as art group YoHa and Critical Engineers) were discussed, as well as the work of the participants. Michael Dieter’s ‘The Virtues of Critical Technical Practice’ was the key text for this workshop.

Recently, we have been increasingly occupied with the problems surrounding life and politics in the present: thinking, writing and making about/with media and technology in the midst of ecological catastrophe. The first port of call in this journey was Donna J. Haraway’s recent book Staying with the Trouble: Making Kin in the Chthulucene, which will inform coming meetings.

AMT directors Jussi Parikka and Ryan Bishop have been collaborating closely with Berlin based digital media arts festival transmediale. A product of this dialogue is the reader, across & beyond, which has been published to mark the 30th anniversary of the festival. The books is edited by the directors of AMT with transmediale’s Kristoffer Gansing and Elvia Wilk. We will engage with the articles, as well as artworks, that reside in this book in the coming sessions.

 

If you are interested in the reading group, please contact us:

Jussi Parikka / j.parikka@soton.ac.uk

Yiğit Soncul / yigit.soncul@soton.ac.uk

Webpage: http://www.southampton.ac.uk/amt

PhD Studio Intensive

The PhD Studio Intensive ran for a whole week, between 14-18 November 2016. Situated in a large shared space (just off of the main sculpture studio), participants were encouraged to work intensively to explore their own areas of practice, but within the context of a collective environ.

Led by Ian Dawson and Sunil Manghani, who themselves were collaborating in making sculptural works, the intensive week brought together a number of our practice-based researchers: Cheng-Chu Weng, Lucy Woollett, Tessa Atton, Noriko Suzuki-Bosco, Eria Nsubuga, Rebeca Font, Elham Soleimani Bavani, Sarvenaz Sohrabi, Yang Mei, Jane Birkin, Abelardo Gil-Fournier and Jonty Lees. The areas of practice spanned widely, including graphics, installation, photography, painting, drawing sculpture, mixed media and social art practices. The studio was also visited by Gordon Hon, Victor Burgin, Daniel Cid, Jussi Parikka and Ryan Bishop over the course of the week, adding to the discursive and makerly dialogues that ran throughout.

The underlying approach to the workshop and the aim of bringing fellow practitioners together for a full week was to echo the Triangle Workshops set up by Anthony Caro and Robert Loder back in the early 1980s, which led to projects and partnerships in over 40 countries worldwide. It all began with an artists’ workshop in Upstate New York, in 1982, which brought together around 25 emerging and mid-career artists from the US, Canada and UK. They spent two weeks making work. In placing emphasis on the process of making work, rather than the product, the workshop provided time and space to explore new, independent work informed by the exchange of ideas and the sharing of knowledge and skills.

 

Comments from members of the group:

‘I enjoyed the Studio Intensive Week so much… I have returned full of enthusiasm, energy and a thousand ideas inside my head. […] I took with me, Eria’s feelings (the conversations I had with him about politics and his country), Yang’s brushwork (and her calm), Elham’s line, the shadows of Cheng-Chu, the invisible presence in Jane’s photos, Tess’s tenacity (and her immense kindness), and an unforgettable presentation and discussion of my work with everyone. I take all the comments and thoughts of that moment with me’ – Rebeca Font

‘I still keep thinking on the conversations and shared experiences that took place. It is very interesting to cohabit a space while being involved in practice-based work. Space becomes electrical somehow, with lots of interferences and thoughts sparking all around. Making practice public also exposes both bodies and ideas in a very different way, and in this sense I particularly enjoyed knowing you all in this non-seminar type of situation’ – Abelardo Gil-Fournier

‘…the Studio Week was very useful as it gave us the chance not only to create art but also to witness the creation of other art objects/projects by other artists. [It was a] week to learn/create art, explore new techniques and materials and have interesting and inspiring dialogues with other artists’ – Elham Soleimani Bavani

‘Working with different researchers from different cultures is really very interesting. We create our works with different themes. Because of our different cultures and backgrounds, we experience a fusion and collision of ideas’ – Yang Mei

‘Time, space and other artists – three luxuries that are rarely available concurrently – were offered to us freely for a week. I greedily optimised this opportunity by turning a photographic negative into an installation and by working with other artists on different aspects of my larger project, all the while building relationships with the interesting and diverse group I am fortunate enough to be part of. An excellent week’ – Tessa Atton

‘I was quite uncertain at first about how to go forward with this kind of space. I was greatly inspired by the space and how everybody went around ‘conquering it’. I think Rebeca literally did that! And the Rotunda wacky race was great. Thanks Lucy and Noriko, and for the wonderful portrait Lucy. I enjoyed the work of everyone in the workshop even if i have not mentioned names. A big thank-you to Ian for the great hand of support and for the space.  I hope to work in it again. Thanks Sunil for leading by example and being part of the whole experience. I was inspired by that’ – Eria Nsubuga

It was the first time to see people’s working process rather than seeing the result of work. While we might have been slightly nervous working with each other, through sharing the studio space any apprehension seemed to disappear. Moreover, through giving each other support and feedback, a sense of learning from each other could be seen in this context, similar to the spirit to the former accounts of Black Mountain College. – Cheng-Chu Weng

‘The studio week great opportunity to push things forward in the practice realm. Be it by creating work and projects through material, performative or dialogical processes. It was a great catalyst for discussion on socially engaged practice for Noriko using the context of the school’s very own Brutalist Rotunda. An inside, outside space which will become the focus of further enquiries. Both past and present PhDs, Bevis and Jonty joined in and contributed to the conversation. I also spent some time painting Practice Portraits of Artists in process either in the act of making, thinking or talking about work. Thanks,  It was great to work with everyone and get a dialogue going on about our practice’ – Lucy Woollett

Minimalism: Location Aspect Moment

Click for Exhibition Notes

Cheng-Chu Weng, currently pursing a practice-based PhD at Winchester School of Art, recently curated an exhibition that accompanied the conference ‘Minimalism: Location Aspect Moment‘, which was held at University of Southampton/ Winchester School of Art event (October 14th-15th 2016), and organised by Paul Hegarty, Sarah Hayden and Ryan Bishop, in conjunction with the John Hansard Gallery. 

One of the purposes of ‘Minimalism: Location Aspect Moment’ was to expand our conception of what minimalism was, where it happened, who was making it, why, and how it extends through time until now. It is clear that the minimalist impulse happened in cross-national encounters (such as the 1967 show Serielle Formationen in Frankfurt) and that Europe was fertile ground for explorations in serial works, in playing with the prospect of singular forms and systematic thinking. Admitting the significance of the naming of the idea of minimalism in the 1960s, the conference looked back to earlier versions of the reductionist, repetitive, singularising or multiplying intents of core minimalist endeavour. As a result, the event sought consider what an expanded field of minimalism looks like, sounds like.

The exhibition accompanying the conference brought together the work of nine staff, PhD researchers and alumni from Winchester School of Art. The works and wall texts can be viewed in a specially prepared PDF document.

 

 

#gamesUR: London

15/10/2016 by Chris Buckingham

This was an event focused, as the name suggests on the digital games user research community. A community made of international bodies all with an interest in the mechanics, dynamics and aesthetics of the digital products they help create.

In terms of speakers, this was billed as a varied and insightful event bringing together the practical and theoretical under one roof. The reality fell somewhat short as the focus tended to highlight the practical learning and (in Microsoft’s case) the possibility of extending market data. It was a useful day in terms of gaining input from practitioners about their needs and problems they are facing in this complex eco-system. The main insights gained were;

  • Vision is everything but not everywhere.
  • There’ no ‘I’ in team, oh, but there is ‘me’.
  • Diaries are cheap and meaningful, to some.
  • Reduced hearing? MICROSOFT LOVES YOU!
  • VR = Vortex Rides! Hold on folks it’s going to be rough.

 

Vision

The day started with Nicholas Mathieu from Ubisoft demonstrating some of the difficulties of using eye tracking in digital games. A particular problem Mathieu demonstrated was the use of menu and their location during the game dynamic. The processes at play are fast and the reaction time of each player and the games own run-time is of paramount importance. Position, time to mentally process information and luminosity are all relevant factors that Mathieu and his team face.

In fact, the essence of this is the dance between player cognition, controller in hand and the game mechanics. There are expectations that need to be met in terms of delivering a better experience for the player and making a return on the investment in the form better games with better player experiences. Ultimately, Mathieu and his team recognised and acknowledged that the framing of the game is important to each game and therefore, there are no off-the-shelf solutions to the problem.

 

Teams

Johan Dorell of EA Dice gave an insightful talk on the use of teams and the communication process that can lead to problems in the development and building of a digital game. Stakeholders are varied with wide expectations and with agendas of their own. The trick, for Dorell at least, seems to be getting them to see the holistic game as a product that will be marketable.

Dorell’s experience is wide, from indie game development with very little support through to major league games where games user research (GUR) was a readily accepted condition of the organisational culture. His most useful tip was to get the teams from the various departments together and ensure they can see the whole game. It may sound obvious to management students and practitioners, but when dealing with such diverse stakeholders with the potential for a disposition verging on the prima donna it may come as a bit of a shock to realise not everyone is singing from the same song book!

 

Free Time

Perhaps one of the most insightful talks of the day came from Jochen Peketz of Blue Bite (a Ubisoft studio). He introduced the topic of diaries and how users keeping these fundamental records can really add to the overall picture sought through games user research.

Not just this but they can also save the organisation money as these research tools can be used in the players own home/office/café and in their own time. No more the need for expensive labs filled with researchers in white labs and hipster beards furiously writing in pencil on their clip boards. OK, so I might have dreamt that last part, but you get the picture. This is a brilliant poster for the use of these (in effect) field notes taken by the users themselves.

An interesting point to this was the use of emotion the player felt when playing. A simple record of their state of happiness during play was recorded and later comparisons of this emotional state could be analysed against the technical background of the record of play. This means that a double set of data to be analysed with the potential to add much richer detail to the research of the game.

An issue that was not raised during the interesting discussion that followed the talk was that of bias. In part there may be bias from the player’s record of what they thought about the game with hindsight. Did they really like it that much? Did they really recall with accuracy the aesthetic and emotion it provided during play? These are questions that were left hanging as we ran out of time to discuss this further.

There is one other area of concern with this system, that of interpretation. Interpreting user’s words could be fraught with challenges. Not the least the ability to actually decipher the scribblings of players post-game.

Peketz was honest in that he addressed several issues that Blue Bite had faced in this exercise. But he peddled it well to an eager crowd and I for one am convinced there is value in this simple but rich technique.

 

Reduced Hearing

Tom Lorusso of Microsoft Xbox offered the audience a brilliant overview of the challenges players with reduced hearing have. A Lorusso expertly highlighted, this category of gamer is not one that most developers have considered. But the value in doing so is to reach out across the void and support not those with hearing issues, but much wider tribes that as development implications begin to have a much wider effect on groups beyond the initial target demographic.

For Lorusso and his team part of the problem lay in the lack of comfort that headsets offered those with reduced hearing. They often had their own small devices that fitted in, on or over their ear. To then add a veneer of cumbersome plastic over the top of this, often meant an uncomfortable user experience.

But then they had a light bulb moment, these devices the reduced hearing individuals often had were blue tooth enabled, what if they could use this to address the issues of comfort. But comfort, we then discovered, is actually only a small part of a much wider social issue. There are also barriers to these individuals being able to socially play with other users who are not as effected with hearing issues as they are.

From internal feelings of embarrassment to external social exclusion by other players with adequate hearing, this particular group faced some hard choices which in the extreme even resulted in their isolation from the play world they loved. Lorusso and their team are on something of a crusade to help support this minority group of players.

But the biggest insight for Xbox has been the value creation for others that this has yielded. This value extends well beyond the reduced hearing tribe and can even add to the business model itself. but, there is an issue here.

Xbox, owned by Microsoft, have much bigger reserves to use for this kind of research. For smaller independent studios the problems may well be applicable, but how can they, on a much reduced level of spending, get anywhere near the kinds of insights that Xbox were able to garner? It’s a question that wasn’t adequately addressed, however, the fundamental ideology of inclusivity was one that echoed well around the auditorium that day.

 

VR

With so much hype around virtual reality (VR) at the moment it was good to see first-hand some of the challenges industry experts are facing with implementation and adoption. Laura Glibert from Ubisoft was able to use insight from their new game Eagle Flight (Ubisoft, 2016) which uses VR to fly around the Paris skyline and in the process shoot and get shot at, by other eagles. Swooping over the Marais or the 14th looked stunning on the clips that were shown.

More insightful though were the video clips of the users trying to negotiate their way around the city skyline while avoiding/attacking other eagles! Seated, some players looked as though they were in some form of extreme yoga as they twisted their head so far over the back of their chair, or lent so far to one side in a turn, that they physically tipped the chair to a point where gravity proved it was boss that day.

Glibert was entertaining in her talk but also quite stern in her advice for researchers. Simple things like keep cables of the floor and never, ever tap a player on the shoulder while they are playing (cardiac arrest is sure to follow), through to training, set-up and post-game reflections were concisely delivered. The golden rule was to plan everything with meticulous detail, and, at all times, watch for signs of well-being in the player. Ease them into the game, ease them out of the game and allow them time to readjust once they are back to showing gravity who da boss!

 

More and Less than Conversation: Research Lab

More and less than conversation: 3 day research-lab, 1-3 Sept 2016

Noriko Suzuki-Bosco

The Phenomenology and Imagination Research Group (PIRG) meets once a month in the WSA PhD study room to examine text through conversational methods. The group recognizes conversation as a ‘cooperative venture’ (to use Allan Feldman’s words), where reading together, enquiring, sharing and listening is understood as a collective act which leads to the production of new knowledge, understanding and thoughts. PIRG has been developing the idea of conversation as a collaborative research method and the three-day research lab in the Winchester Gallery was an opportunity for the group to extend their research approach to the wider audience to further explore ideas around conversation as a verbal and non-verbal inquiry process. The event encompassed activities of making and drawing as well as an exhibition of new works by the group members. PIRG has organized similar events at the 10 days Winchester Arts Festival in 2015 and more recently at University of Birmingham, where situations of material thinking and thinking through material as a way into phenomenological inquiry were offered to invited audiences.

In the article ‘Conversation as Methodology in Collaborative Action Research’, Feldman points out that the cooperative aspect of conversation is what makes the participants feel as if they are ‘partners in the endeavour’ that allows conversations to have ‘directions but not to be directed solely by one participant’ (Feldman, 1999). Typically at the monthly PIRG meetings, the selected text presents the group with the conversational framework. During the three-day event the gallery space became the ‘container’ to prompt and hold the conversations. Certainly during the installation of the exhibition, the gallery literally became the space for the group to engage in a collective endeavour to ensure individual and group requirements were met. The process involved exchanges amongst the group members and thoughtful engagement with the artworks. As the exhibition started to take shape, the works themselves also entered into a dialogue with one another bringing to light both commonalities and differences of their themes, materials and processes that created interesting connections and flows.

A workshop area, which consisted of a long table with various objects and drawing materials and a large expanse of wall covered in paper, was also created in the gallery space. During the workshops that took place over the second and third day, the group gathered around the table to converse on various topics, such as material imagination, creativity, and notions of aesthetics – areas of common research interest for the group and to draw, write and make in response to the exchanges that took place.

The collaborative process of conversation brings people together to speak, to listen, to question, to investigate, to reflect and to learn. As Professor Simon Keyes at University of Winchester’s Centre of Religion, Reconciliation and Peace describes, dialogue and conversation is a process of collaborative thinking. The three-day research lab gave the group an extended length of time to participate in conversational methods of exchange and to ‘think together’, which was pleasurable as a group experience but also helped to consolidate some of the ideas on conversation that the group have been examining.

Professor Keyes emphasized that conversation is a ‘non-rational’ process that must remain free from goals and conclusions. This is what makes conversation fundamentally different from discussion and debate where some form of end result is expected from the outset. The cooperative venture of conversation helps to formulate new understandings and knowledge that are vital for putting together future action plans and developing new theories. It brings about growth to the way we think about things and for this, conversation holds potential to be acknowledged as a vital form of research for critical inquiry.

Conversation certainly served as the ‘glue’ for the group during the three-day research lab and helped to ‘maintain the integrity of the group’ (Feldman, 1999). However, the group also recognized that the open nature of the event failed to attract sufficient public interest. This brought to light the importance of legibility, accessibility and communicability of one’s work, be it apiece of academic writing or visual artwork. Following on from the three-day research lab, the group has started to examine these areas through series of collective drawing exercises supported by texts on embodiment of practice and knowledge creation.

 

Feldman, Allan. (1999) ‘Conversation as Methodology in Collaborative Action Research’, School of Education, University of Massachusetts, Amherst, MA. http://people.umass.edu/~afeldman/ActionResearchPapers/Feldman1999.PDF – accessed 17 September 2016)

Professor Simon Keyes’ quotes were taken from notes made by myself at the ‘Understanding Dialogue – From Theory to Practice’ seminar at University of Winchester on 24th May 2016.