Multidisciplinary artist, designer and researcher currently based in Rotterdam.  

I’m interested in the world as it is, but mostly in collaboratively searching for the many worlds that could be. Crossing over research, design and artistic practise, my work draws on participatory and critical approaches to design, design ethnography, creative subversion and DIY/ amateurism. The output of my work can range from research, artistic interventions, collaborative experiences and/or workshops.

Currently I’ve been focusing on issues regarding the commons (spatial, cultural, knowledge, etc.) and the process of commoning, creative appropriation and participatory practices, particularly in relation to cities and the public space.

At the moment, I’m working as a design researcher with Humankind, busy with a residency at V2_ lab, with an exhibition at Treehouse NDSM and occasional screenprinting and pasting posters around a wall near you as (de)conceptualise.

pedro [@] pedrogilfarias.com | @pedro.gil.farias | CV

Selection of work:

Part of the In the Process of Making exhibition at Treehouse NDSM in Amsterdam, from 16th of march to the 9th of April.

Who owns the artwork when multiple people build on it? Is it the one who thinks of it, the one who makes meaning out of it, or the one who produces it? What about when non-human agency comes into play?

Creative Commodities is an interactive installation & workshop series exploring creative ownership in a world of abundant creativity, instant inspiration and AI-assisted image-making. Mediated by a not-so-intelligent scanner, visitors are invited to use magazine cut-outs to feed a computer script tasked with generating an almost infinite number of collages that combine the different visitors’ scans. At the end of each week, during a workshop, participants can print a selection of the visitor-informed but computer-generated collages and paste them around the NDSM area.

Archive

In collaboration with Hugo Pilate as part of the V2_ Realities in Transition residency program.

What a Mess is a collaborative walkshop experience, where during the 2 hours experience, participants are sent on a photogrammetry (3D scanning) scavenger hunt, in which they must work together to explore how a given theme is reflected in a neighborhood. The whole experience resulting in a peculiar formation of 3D scans.

Limited to 5 captures, the participants have to negotiate what to capture and how their captures connect to the given theme.

In collaboration with Humankind and El Desafio.

Young City Makers started in 2021 as a pilot program to empower the next generation of city makers using a participatory  and speculative design to stimulate alternative scenarios for the future of their cities.

It started with a pilot in Rotterdam with a group of 15 youngsters, aged 17-23. During 15 weeks we used experience session and reflection sessions to inspire and make them reflect on several topics related to their own urban futures (ranging from future of food, to our relationship with nature, diversity in the city, etc.)

A second round was tested in Rosario, Argentina in collaboration with El Desafio Foundation. This time I created a shareable toolkit and ran training session with volunteers from the foundation and partner associations to run the program autonomously.

Research paper:  https://dl.acm.org/doi/10.1145/3537797.3537826 

Abstract: While often seen as an elitist practice found only in artistic and academic circles, speculative design has grown in popularity and is now practiced in more diverse contexts and with a variety of participants. In order to gain a better understanding of this ostensible ‘participatory turn’, this paper presents an initial exploration of participatory speculative design based on a pilot survey of recent projects. Using a sample of projects we develop an 8-step hierarchical taxonomy of participation in speculative design that moves from ‘spectatorship’ to ‘reflection’, ‘inspiration’, ‘generative reflection’, ‘shared creativity’, ‘shared authorship’, ‘initiative’ and, finally, ‘ownership’. The taxonomy helps to raise important questions about the character and outcomes of participatory speculative design processes and the role played by designers as agents of the public imagination. 

(de) is an art-based practise using analog and digital media as a tactical tool for subversion and provocation, with occasional interventions in the public space.
https://deconceptualise.com/

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