Scrabble-a-manual involves around new ways of producing knowledge. Academia evolves and revolves around a textual word. Different knowledge, on nature, on art works, on human behaviour is described and analysed by a text. We wanted to test a production of meaning based on a visual language and at the same time challenge what knowledge is. Can knowledge for example derive from an invented mythical device and the ways to construct it?
Scrabble-a-manual also reflects on the way academic texts are constructed, they are not tabula rasa but are acceptable once based on notions already proved by other academics. Plus the academic ‘speech’ has to form a logic sequence, which might be a traditional logic or something completely new and inventive, but the logic behind the sequence should always be justified.
Scrabble-a-manual is a collaborative action, both in its conception and in its realisation. The participants have to negotiate the ‘logic’ behind their manuals and can add or expand the manual of one of their fellow players.
The typical manual is a way to instruct someone to produce/assemble/montage/construct/do something that already exists. Furthermore the way it should be constructed/delivered/etc it is already known to the person who is writing the manual. Scrabble-a-manual on the contrary calls for open-ended manuals, where the final outcome is not known before and can be altered on the way. It is more dependable on the existing tools (cards/pictograms) than a final close-ended product.
Scrabble-a-manual aims at producing fantastic/impressive/impossible notions but the interest is mainly on the process (the manual, and the way the manual is constructed by playing).
Scrabble-a-manual draws inspiration by the ways an academic text is produced (using notions of others, logic sequence, open end) but it calls for larger collaborations, creativity and most importantly, amusement. Won’t we all learn more by playing?
Christina Christoforou, Orsalia Dimitriou, Mary Ikoniadou