Caitlind r.c. Brown and Wayne Garrett

As I was so captivated by the work of Caitlind r.c. Brown and Wayne Garrett that April had shown me, I looked further into their portfolio. I have included a couple of exmaples of their work that I found particularly interested, especially in terms of our current project.


The Deep Dark


I was interested in this project as it has a focus on location based design and uses light but presents these two ideas as physical gaming experience, with a set of instructions (see below).


Step forward, through the illuminated passageway into the woods.

Be alone.

Walk slowly – there are real dangers here.

Do not return. This path moves only one direction.


This site-specific light installation aims to:

  • Invite viewers to participate in a solo night hike through a forest
  • “Illuminate the interspaces between our sacred environments and cultural constructed of darkness”
  • “Ask: why do we fear the dark? Is darkness a presence or an absence? What separates real fear from imaginary fear?”


Although this project may appear dark and mysterious, tapping into people’s fear (perhaps not your typical idea of play or fun), it still poses that element of game. Creating an organized course to follow and providing a set of instructions forms the basics of a game. This course is guided by light to emphasize the idea of darkness, and to play on the deeper meanings of the installation. Even though there may be deeper and somewhat darker meanings to this project, I believe that the beauty of the imagery still shines through and the simplicity of the concept is intriguing. Enough so that it will draw people in and I think still provide an enjoyable experience. For me exploration is a key part of play and here, it is clear that the installation invites and encourages people to explore the space.


This project has shown me how play can be interpreted into many way, in particular how play doesn’t necessarily mean fun.





A temporary kinetic sculpture made up of thousands of recycled eyeglass lenses, The geometric shape of combines eyeglasses turn the chaotic movement of the wind into pixilated ripples across the structure of the building, resulting in a shimmering surface. This shimmering surface in turn creates an illusion of movement that is intended to make people question their perception of a familiar space through a new lens (physically and psychologically). Asking the questions:

  • How do lenses revise our vision of the world around us?
  • What lies between what I see and what you see?
  • How can we harness our collective sight as a tool for collaborative vision?


This is a playful and beautiful way to recreate the idea of vision through a lens, extending these notions to a larger concept as well as a larger environment. It’s as if they are ‘playing’ with the idea of a lens and what it does, which has made me think about how the end result of my design my not involve the audience to play, perhaps is the idea that involves play or even the production of the piece that brings in the element of play. I think I need to think about the title of the brief and what it is asking us to do more broadly, looking outside of art and design and the obvious areas of play, in order to come to an innovative and exciting idea.


April and I had begun discussing materials briefly before this point and the idea of using collected or recycled materials was a possibility. Another reason why I was interested in Sea/See/Saw was because of the beautiful way that they manipulated recycled materials, not only to make a beautiful and effective sculpture, but to also get a message across. The materials they used were suitable for the meaning behind the piece and this was a key element to the successful of the piece. I believe that the reasoning, meaning or intention to a piece of design should in some way direct the aesthetics, the materials used and the function of the design. Brown and Garrett have done this wonderfully here. Not only were these eyeglasses recycled and put to an important use, they also brought the community together as people were invited to contribute unwanted eyewear to the installation.

LED Push Lights

Perhaps using more interactive lights may bring this element of play in more, for example LED Push Lights. Just this simple act of having to push the physical light brings an individual in and then allows them to begin playing or exploring in some way. Having the audience touch the light directly to turn it on rather than flipping a switch across the room makes it more immersive I feel. This is because you are standing up close and you have to put yourself in the situation, perhaps within or right under the light installation, almost as if you are becoming at part of the installation rather than watching from afar.


However, the idea of flipping a switch from across the room could be an interesting one. We all know how you have to flip every switch in a hotel room or a new house when you first move in t figure out which switch effects which light. This can become somewhat of challenge and what if we look this concept and turned it into a game, or even a collection performance piece with members of the public. By placing multiple switches across the room, the audience is invited to play with them activating different areas of an installation, creating different effects. Then when groups of people are interacting together this becomes a collective play.


This idea of an interactive light show has sparked ideas, however, in order to design a concept I feel we need to better understand the reason behind our idea and whom it is intended for. This will require further discussion with April.