Art & Design Exhibition powered by Twinkly
TWINKLY PROMOTES THE ARTISTIC MOVEMENT OF LIGHT PAINTING DESIGN
On the occasion of Design Week 2021 and Miart 2021, Twinkly launches Twinkly Pop Art, a creative interdisciplinary co-design project, which promotes the potential of Light Painting Design, increased by components dynamic, evolutionary and interactive thanks to the use of Twinkly's advanced technology.
Illumination, the oasis of our creativity
THE INNOVATIVE MULTIBRAND CONCEPT STORE OREFICI 11 IN ITS NEW ROLE AS URBAN OASIS
Orefici 11 on the 3rd of September launched its rich program of talks and live performances on the themes of design, art and inclusion. After the first Meaningful material shifting design talk, Wednesday 15 September at 6.00 pm will be the turn of "ILLUMINATION, OASIS OF OUR CREATIVITY", an art talk dedicated to the "Twinkly Pop Art" project with the participation of Art Sharer Maria Vittoria Baravelli.
The functions of the ear (hearing and balance) actively participate in the playful, motor and cultural activities of the human being. However, they do not seem to be involved in the moment of fruition of the work. A short circuit is then established between the signifier and the meaning of the object observed. There is an implicit invitation to leave the purely visual dimension: third senses claim attention and invade the field of sight.
Win/Game over, Ok/Ko, Good/Bad...in most games, whether they are video games or board games, there are opposing figures, the same challenge between two people or two teams determines a winner and a loser. In order to express it, I chose a symbol representing this opposition and at the same time very much used in gaming, an arrow.
“Inside the game” rappresents the sesation felt while playing. The player tends to removed from the surrounding reality by the immersive esperienze of the videogame. The illustration shows us a fantasy scenery which is inhabited by extravagant characters, soft shapes and bright colors that attract the observer.The light contextualizes the image, unveiling the figure that litterally enters the screen and discloses the meaning of the work.
P for Play
Typography is a matter of rules and standards but it can also be something to play and have fun with. In this piece the letter P - mutated from the word Play - becomes a free shape made out of two lines running back to each other like two entities playing freely. The glyph takes reference from the graffiti world evolving characteristics propers of the “throw-ups” into typedesign elements
A structure of plywood holds two led strips bent into a "u" shape. The strips, perfectly parallel and equidistant, cross the entire work longitudinally. A rough iron frame surrounds the work bordering a thin perforated metal sheet. The small holes softly diffuse the flow of the light that evaporates over the surface. Different viewing angles create different perceptions of the light fluxes.
I conceived this artwork starting from what means “play/game” for me. When I was a child, I always played with my imagination, I imagined far-off worlds and extraordinary adventures. So, when I think of game, I immediatly think about the ability of children to go beyond reality. I have chosen to represent two children who, inside a box, dream and imagine a space mission.
What am I looking at: an AI from a sci-fi movie? A bigbrotherly omniscient mechanical eye? Am I entering a psychedelic trip? Or maybe an illuminated techno-messiah is about to share its wisdom with me. The peace plays with the overlapping of possible interpretations spanning the mystical, political-technological and psychedelic dimension.
With this artwork I intended to tell through the imaginary of videogames a very common experience, that is when someone plays with our feelings. The metaphor, expressed in a colorful and pop way, is depicted by the point of view of someone who’s holding a joystick which is directly connected to the heart of the girl protagonist of the illustration.
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