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Although in the word ‘collaboration’ there is the notion of
‘relation’ and ‘relationship between’, this project is not about ‘relational
art’. RA is the term used to describe a participatory strategy defined by
curator Nicolas Bourriaud (1998). RA takes place within the symbolic space of a
gallery context. My practice is sited in Herefordshire and includes processes
that are often collaborative and participatory but rarely collective.
In this project, there are different degrees of
collaboration. Collaborators all contribute ideas and knowledge to the project.
Collaborators are also my audiences. One of the great pleasures of
collaboration is that this audience is supportive- even if there is no broader
response or recognition- so it’s important to me because I am a woman, a
foreigner and an incomer in Herefordshire.
1. My primary audience includes
- the collaborators-fabricators- they sign the project as
JUST DUST.
-there are also six participants- interviewees
- three people form the advisory group (Perry Walker a game
inventor, Katie Brymer, graphic designer, and Nick Read). This group
contributes useful ideas and contacts to the project. Perry adapted the climate
walk game to fit into the format of the project. Katie is commissioned to
design the identity of the project. As a reciprocal gesture for Nick Read’s
time (Director of the Brightspace Foundation in Herefordshire), the
Herefordshire Word-Hoard produced while researching Voicing the Soil will
exhibited at the Cider Museum (28 June). The Word-Hoard links up with his
foundation’s green activities.
Participants- interviewees can appropriate parts of the
project. Malcolm is organising a Climate
Walk in his local pub. Moira’s voice, the geologist, makes up one of the
soundscapes (The Old Red Sandstone). The knowledge of Councillor Price and
Duseline, a garden specialist, inform the newspaper content.
2. The secondary audience is my peer group and teachers, and
people who come in touch with the project and react to it. For example, we
wanted to publicise the Climate Walk in a village newsletter, Julie the editor
found the original description hard to understand. Her difficulty changed the
way in which I explain the game.
Climate Walk game participants will create self-knowledge,
in that they discover what choices they make (are they prepared to give up
flying to leave oxygen for future generations?)
Myriad living species unwittingly inform the soundscapes
which reveal sounds of others, normally beyond human auditory range in Spiders
Sex Pheromone, Amphibians and Animalia.
3. Why these collaborations?
-Just as the railway brought the popular press to the
villages with mind stretching ideas, I hope participants and audiences can find
in the project a space where thinking, about a mundane material like soil, is
possible. The project creates a space where audiences can think critically
about the visual, intellectual or aesthetic aspect of soil.
-My concern is neither about transforming behaviour nor
about convincing. Both my primary and secondary audiences contribute to the
project and I treat my audience as intelligent. Hopefully this project provides
them with a window on other worlds. They do the same for me.
- I am no longer the main person responsible for the
artwork. I value inclusiveness,
reciprocity and pluralism, because the outcome is more layered and richer than
being the sole author. And this is reflected in the project’s title voicing the
soil. The general public is used to the myth of the artist making and signing
their work of art. They may struggle to believe that
works of art are rarely made in a solitary garret.



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