Superflux are a design and foresight consultancy and bespoke R&D lab based in London. Founded by Anab Jain and Jon Arden in 2009, the studio produces prototypes, research, and films that are simultaneously savvy, prescient, and playful—and now they can add ‘magazine publisher’ to that list of outputs. A few weeks ago the studio announced the first edition of Superflux, a Warren Ellis-edited periodical that would mutate in medium from issue-to-issue and archive and disseminate their research and aesthetic. The first issue is a handsome A1 poster expanding on their recent work with drones and—intrigued by both form and content—an email discussion ensued and the duo shared a PDF of the poster for CAN to inspect. To further contextualize the project, Jain and Arden have engaged in an interview about drones, their new publishing imprint, and foresight.
CAN goes in-depth with the Paris-based ‘anticipatory’ design studio N O R M A L S to learn about their forthcoming dark, dense, and dizzying graphic novel series. Working process, representational techniques (that bridge illustration and code), and a critical reading of contemporary design fiction.
Landscape Futures is a recent book edited by Geoff Manaugh that unpacks the wildest intersections of landscape architecture, technology and perception. CAN interviewed Manaugh about the book last week to provide a window into this ambitious curatorial (and now editorial) project.
Continuing our documentation of Resonate 2013, it’s a pleasure to present the talk of Anthony Dunne, professor and head of the Design Interactions programme at the Royal College of Art in London
In this social networking microcosm where the living, content generators, the dead, automated bots, spammers all share a peaceful coexistence, Matt Pearson questions his “other” self who speaks his language and says just the kind of things he would say.
Guest writer Matt Pearson discussed the maturity of code as an artist medium in this first in the series article written for CAN and also published in ebook format.
We have already seen what CAN would be like if it was a magazine but what about Radio? Well, we are quite confident that if we ever did that, Artists in Laboratories on ResonanceFM by our dear friend Regine Debatty from WeMakeMoneyNotArt would make a perfect precedent. (image above Koen Vanmechelen – via) Regine Debatty reports […]
In 1958, the American physicist William Higinbotham created what is one of the first instances of what we would today call a modern “video game”. The game, named Tennis For Two, was built at the Brookhaven National Laboratory for their yearly open-house presentations of the lab’s activities. The game was built using an oscilloscope and […]
Emily Jacir – Mateiral for a Film How might we explain the ascent, pervasiveness and popular appeal of digital art? This is not the question that CUNY Graduate Center associate professor Claire Bishop chose to answer in her recent “Digital Divide” article, published in the September issue of Artforum. Instead, Bishop conducts a broad survey […]
Visualizations are created to make data more legible. They are intended to give us a neutral portrait, so to speak, of how collections of data relate to each other. In so doing, they make information accessible to us that would otherwise be obscured by its scale in a manner that is easily comprehended. Data is […]
Created by Helge Hjorth Bentsen at ECAL, the “English Dictionary of Neologisms 2011” and also known as “A Buttload of Schmick Words” presents new words compiled during the past year. With entries structured as a narrative, the reader discovers current trends, events, and phenomena which mirror today’s society. Each word is illustrated and shows a personal […]
Created by Ubi de Feo, “from 0 to C” is a series of workshops that aim to teach programming using a tangible approach. Learning how to program requires pragmatic thinking and “advanced problem solving” and through the use of tangible, hand-made objects, the team behind the project try to establish a clear understanding of how a […]