scholarly journals An Outsider’s Eye: The Art of Designing for Theatre

2021 ◽  
Vol 4 (1) ◽  
pp. 121-145
Author(s):  
Joe Vaněk

Part memoir, part theatre history, in this illustrated essay Joe Vaněk invites us to an inside-view on the design process. Choosing key performances of European plays (Brecht, Ibsen) adapted by Irish writers, Vaněk takes us through the thought processes and work practices that bring a play from page to stage, with descriptions and photographs to illustrate his design choices and thinking. Additionally, he offers us insights into working with Irish playwrights who examine Ireland’s relationship to Europe, for example in his designs for Frank McGuinness’s Innocence: The life of Caravaggio, and the work of Brian Friel and Hugo Hamilton. Vaněk traces his own influences, from the theatre work of the Czech designer Josef Svoboda to painters, architecture, and landscape. His reflections reveal the complexity of the role of the designer and the intricate workings of theatre practice Keywords: Theatre design, costume design, Irish playwrights, Brian Friel, Frank McGuinness, Hugo Hamilton, Gate Theatre

Author(s):  
Gamze Toylan

Focusing on the award winning costume designer Yves Barre’s work for The League of Gentlemen (BBC, 1999-2002), this article explores the role of the costume designer in television production. Using an anthropological method that combines original interviews with Barre, Steve Pemberton (one of the writer/performers) and Jon Plowman (the executive producer) as well as second hand material such as DVD extras, the article provides insight into the show’s creative process. The underlying objective is to shed light on the costume design process – an understudied stage of television production.


2020 ◽  
Vol 50 (2) ◽  
pp. 319-336
Author(s):  
Zosia Kuczyńska

The Brian Friel Papers at the NLI reveal a long and relatively unexplored history of major and minor influences on Friel's plays. As the archive attests, these influences manifest themselves in ways that range from the superficial to the deeply structural. In this article, I draw on original archival research into the composition process of Friel's genre-defining play Faith Healer (1979) to bring to light a model of influence that operates at the level of artistic practice. Specifically, I examine the extent to which Friel's officially unacknowledged encounter with a book of interviews with painter Francis Bacon influenced the play in terms of character, language, and form. I suggest that Bacon's creative process – incorporating his ideas on the role of the artist, the workings of chance, and the extent to which art does violence to fact – may have had a major influence on both the play's development and on Friel's development as an artist.


2018 ◽  
Vol 28 (7) ◽  
pp. 2543-2548
Author(s):  
Petya Kasnakova

The games play a special role in rehabilitation practice. The positive emotions they cause in patients cannot be achieved by other methods and means of modern rehabilitation. The role of game playing activity in practice is crucial to the achievement of one of the important tasks in implementing rehabilitation measures, namely to evacuate the patient from the depressed mental state, to distract him from the disease process and to focus on mobilizing his healing powers. The mood, the emotional charge and the dynamics that the games create are particularly suited to awakening the patient's interest in the healing process, their attraction and their active involvement in the rehabilitation activities. The connection between the actions in the game and the movements in the analytical exercises accelerates the formation of motor habits, physical qualities and skills not only in children but also in adult patients with various pathological injuries. Rehabilitation games are suitable for all ages by enhancing the health of the occupants, developing their mental qualities, improving the activity of the vestibular, visual and motor analyzers. The basis of the motor movement training game methodology and the improvement of motor movement skills is the activation of the thought processes and emotional experiences, the development of the functions of the musculoskeletal system, the cardiovascular system and the respiratory system.


Author(s):  
Lawrence M. Zbikowski

This chapter explores the relationship between music and physical gesture, drawing on recent research on the spontaneous gestures that accompany speech. Such gestures appear to be motivated by thought processes that are independent from speech and that in many cases offer analogs for dynamic processes. The chapter outlines the infrastructure for human communication that supports language and gesture as well as music. This outline provides a framework for exploring how music and gesture are similar and for how they are different. These comparisons are made through analyses of the movements Fred Astaire makes while accompanying himself at the piano in the 1936 film Swing Time and those Charlie Chaplin makes to Brahms’s Hungarian Dance No. 5 in the 1941 film The Great Dictator. These analyses further explicate the role of syntactic processes and syntactic layers in musical grammar and introduce referential frameworks, which serve as perceptual anchors for syntactic processes.


2021 ◽  
pp. 1037969X2110096
Author(s):  
Jason O’Neil

This article considers how a First Nations Voice to Parliament, if carefully designed, could strengthen the land-based sovereignty and autonomy of First Peoples in Australia. It critiques the proposals presented in the Indigenous Voice Co-design Process' Interim Report released January 2021 for its emphasis on the role of government and existing structures. It responds to Indigenous critiques of the Uluru Statement from the Heart, while arguing for a constitutionally enshrined Voice to Parliament that respects and defers to First Nations' Country-based authority.


2021 ◽  
Vol 1 ◽  
pp. 141-150
Author(s):  
Honorine Harlé ◽  
Pascal Le Masson ◽  
Benoit Weil

AbstractIn industry, there is at once a strong need for innovation and a need to preserve the existing system of production. Thus, although the literature insists on the necessity of the current change toward Industry 4.0, how to implement it remains problematic because the preservation of the factory is at stake. Moreover, the question of the evolution of the system depends on its innovative capability, but it is difficult to understand how a new rule can be designed and implemented in a factory. This tension between preservation and innovation is often explained in the literature as a process of creative destruction. Looking at the problem from another perspective, this article models the factory as a site of creative heritage, enabling creation within tradition, i.e., creating new rules while preserving the system of rules. Two case studies are presented to illustrate the model. The paper shows that design in the factory relies on the ability to validate solutions. To do so, the design process can explore and give new meaning to the existing rules. The role of innovation management is to choose the degree of revision of the rules and to make it possible.


2012 ◽  
Vol 2012 ◽  
pp. 1-9 ◽  
Author(s):  
S. Kohlert ◽  
N. Scherer ◽  
S. Kherani ◽  
L. McLean

LearnENT, an educational app for iOS, was developed to promote a standardized experience otolaryngology in head and neck surgery (OTOHNS) for University of Ottawa medical students. Its development was grounded in pedagogical theory including Laurillard’s design process, Honey and Mumford’s learning styles, and Nielsen’s theory of usability. This paper examines LearnENT's design and development processes as well as the role of mobile apps in medical education. Features of the LearnENT app as they apply to Constructivist learning are also highlighted.


1991 ◽  
Vol 35 (15) ◽  
pp. 1100-1104
Author(s):  
Anne-Marie Feyer ◽  
Ann M. Williamson

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