INTERVIEW
Thomas Hedger's World2 is an interactive digital space that encourages visitors to explore the relationship between language and visuals, to discover new narratives and contribute their own words and phrases and make new connections. Created in lieu of a physical graduate exhibition, it's a manifestation of research undertaken during his Visual Communications MA at the Royal College of Arts, and is evolving into a very tangible and ever growing resource of connections and stories with unexpected consequences.
We spoke to him about how the project came to fruition, graduating during a pandemic, and how the worlds of individual thought and knowledge combine to create responses unintended by him, the image creator.
Thomas Hedger: I want world2 to be an open space for thought and collaboration. In creating conversations between image and text I’m interested in an image's ability to obtain partial autonomy to form narratives.
World2 is based on Karl Popper's theory of three worlds: World1, the world of the physical, World2, the world of mental processes, and World3, the world of objective knowledge. With this I’m looking into audience feedback, and how the interpretations from contributors can transform the image into something more than my intentions, by providing deeper meanings and unusual stories. I’m hoping to show the importance of conversation in image-making, the impact of circulation on an authoritative voice, and how illustration can be used as a language.
TH: The website works by randomly pairing an image with a piece of text. The images are a set of prompts, some are easier to identify and some are more ambiguous. I found that this mix was able to offer more stimulating responses than when they were all simple or abstract. The texts have all come from contributors: when contributing to the site you are presented with a pair of random images and invited to write a short text that is discursive, descriptive, detailed or abstract, anything from a thought, phrase or poetry that is read between the images.
All these images and texts are then randomly paired when you generate a card, and if there is a pair you like it can be saved to the gallery. The gallery then becomes a space for autonomous and unpredictable stories and conversations.
There are over 150 unique images so far, but I am still adding to the site. The more contributions I receive the more inspiration I have for a drawing. I wanted there to be a cycle, image to text, back to an image, and so on, to maintain this circulation and for the World2 website to be an interesting space for people who haven’t contributed yet.
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TH: Loads I think! I wanted this space to surprise me and put my work into new contexts. From the gallery there are some great cards, they invent stories and comment on the world in really interesting ways. I love looking through and can’t help not reading deeper into them, having the captions force the images away from what I know them to be, and puts them somewhere else.
It’s different for everyone I think and it’s great to imagine what people were thinking when they submitted to the gallery. I love how poetic and relevant some of the contributions have been, sometimes I know what pairs they could have seen, whilst others are completely unexpected. A lot are so emotive of how people are feeling right now and I’d love for this project to have an afterlife that showcases all of the contributions, as it would be a shame for them to just remain on a database.
TH: Completely, if it wasn’t for losing studio space and the access to physical and material workspaces this project wouldn’t have manifested. I’m interested in language, circulation, and authorship but I had intended for my work to take on a more material approach in expanding the representation of illustration.
The pandemic put me in a position where I had to realign my research and focus on those qualities more directly. But I’m happy it took this direction, I think I was able to produce a piece that can communicate with more people, that focuses on the importance of staying connected in a time where people are more alone than ever and create a space for collaboration that hasn’t existed before in my work. This project is hopefully just a starting point for research-led work that evolves into more out of collaboration.
TH: This is a grey area as it’s so unfamiliar, I think the results will become clear as more graduate shows launch. It’s good to remember though that they are a necessity for students at the moment, in our current climate, as an outlet and an endpoint. A digital space promises a wider reach, easy access to people's work, and it can be a better tool for navigating work – finding connections between classes and students, it creates a new space for digital workshops and online talks.
But, it’s not a show, not in the same sense, there isn’t an explosion of people working together having fun or falling out to put it together. There isn’t the same sense of closure or a big celebration, and most fundamentally it can’t showcase work at its best. Scale, presence, immersion, texture or talking to the students in person, a digital show is a medium but it never replaces a real one.
TH: Twomuch.studio were great. I know them from my undergraduate days so I had complete faith in them, but what made them a studio I wanted to work with is that they have worked on other collaborative open-source projects like twogether and boook.land. It felt right for a project that is all about collaboration, to team up with a studio that embraces that so intrinsically. The process was pretty simple, I drew up some wireframes for the functionality, we spoke about the design, and then they put it all together in an interesting way: fun to use and looks good!
About Thomas Hedger
Thomas mixes strong line work, geometric and fluid shapes, and bold colour to create punchy illustrations and 3D installations. He takes inspiration in particular from nature and architecture, exploring isometric dimensions and ambient spaces.
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