Ill Communication

Danielle Freakley, Sanja Pahoki and Christopher Hanrahan/Tod

Curated by Jacqueline Doughty

Art Exhibition previously on at Gertrude Contemporary in Australia.
From Friday 22 June 2007 to Saturday 21 July 2007

Ill Communication image

Published by anonymous on Wednesday 19 September 2007.
Contact the publisher.

In the delicate arts of conversation and social interaction, there are countless opportunities for meaning to go astray. Missed signals, crossed wires and muddled contexts all conspire to frustrate our efforts to be understood.

This new exhibition at GCAS entitled Ill Communication investigates these failures to connect between people and between the artwork and the audience. Curated by Jacqueline Doughty, the exhibition features work by Danielle Freakley, Sanja Pahoki and Chris Hanrahan/Todd McMillan.

Freakley’s work in this exhibition extends her ongoing project “The Quote Generator” through documenting her day-to-day interactions with people who are unaware of the rules and aims of the project. “The Quote Generator” is a 3-year performative art project where she speaks entirely in quoted and referenced statements. Freakley’s project elicits bewildered looks and uncertain pauses from those she communicates with, leading us to reflect not only on the pathos of an uncomfortable conversation, but also on the lack of authenticity in contemporary interactions.

Meanwhile Sanja Pahoki attempts to bridge this gap by placing a waving hand constructed from neon in the front window of the gallery. The neon form visualises arts industry jargon about “out reach” to new audiences, reproducing a common gesture that nevertheless is easy to misinterpret. Is it a friendly wave, a plaintive bid for attention, or the desperate call for assistance from someone who is drowning?

Chris Hanrahan and Todd McMillan have constructed an all-knowing “super computer” that promises a truly interactive experience along with answers to all of our questions. But meaning gets lost in translation somewhere between the asking and the answering, as the handwritten cards the computer ejects in response to the audience’s queries rarely relate to the question, and sometimes make no sense at all.