O.K. Parking
William van Giessen, Joost van der Steen
Graphic / Interaction Designers
Arnhem, Netherlands
www.ok-parking.com |
Please outline your working ethos and
history as a graphic design studio—your
experimental glitch research and the
commercial side. How did this way of
working come about?
During our study at the Academy of Arts in
Arnhem (Netherlands), we worked together
on several projects. These projects were
mostly assignments that we had to make
for our study courses. But we also did some
early experimental research together in our
spare time, in the field of glitch, chance and
error. After a while we used these glitch
experiments in our graphic design projects.
Because we had the artistic freedom
we could spend a lot of time to develop
our vision and way of working toward
implementing glitch in usable, functional
graphic design projects. At first, it was in a
pure visual aesthetical way, but more and
more we became fascinated by the concept
of chance and error and how to use this in a
conceptual way in graphic design.
O.K. Parking has two faces, one is the
commercial graphic design studio; the second
is the autonomous, artistic, experimental
self-initiated glitch projects side.
When making commercial graphic design
projects the client most of the time isn’t very
pleased with glitch images. Sometimes it
can work out great, but mostly the concept
of glitch is more interesting and usable. The
result doesn’t have to show the (extreme)
visual language of glitch, but it can be made
out of glitch-experimenting and concept.

O.K. Parking
Monitor, Photograph
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When starting a new design project, do
you look at your portfolio of experiments
to see what would work best? Do you start
new experiments with a specific project in
mind?
Whenever we start a new commercial
project we first think about if glitch is
possible. Nine out of ten times it isn’t. When
it is possible, we look in what way, visually
and/or conceptually. Then we start with new
experiments. Each project/client is unique,
so it deserves (we strongly believe it needs)
a unique approach to the project. Mostly,
new experiments are based on new ideas.
But it’s also possible that we had new ideas
during previous glitch experimenting that
we can develop and use for a project. Or
there are possibilities to take existing glitch
experiments (which fit the project) and
develop and research it more and take it to
the next level.
For our self-initiated glitch projects, we often
work from just messing things up (technical
devices, hard/software) and the ideas that
come along. We often find (or buy) old/
used material that serve as a starting point.
First we see what happens when we glitch
it. If we like it we go on with it, to make an
installation out of it or use it in a commercial
project if we have the chance.
If we use the glitch in a visual way (in our
own projects) we’re not going to change the
images. Not the color, not the size, nothing.
We let them be actually the way we captured
them. Yes, if needed for print we make it
CMYK/300dpi but we always make sure the
image will be as close to the real one. We
keep in mind that (for commercial projects)
it has to be reproducible. (Although in the
producing/printing process there’s a lot
of glitch fun to do!) The fingerprint of the
software and hardware is important to us.
So we will never change colors or something
of the glitch visuals.

O.K. Parking
Webcam, Webcam Stills
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What has been the most fun experiment
you’ve done to make glitches?
William: “SPRAAK: With SPRAAK” (“SPEECH”
in English): We made an installation piece
in which we were searching for a more
interactive way of chance and error. It isn’t
a visual glitch piece but more a conceptual
approach toward chance and error. When we
tried speech recognition software for another
project, it seems all of them were buggy.
They didn’t work the 100% they should do.
We really liked this because when we talked,
our words were recognized quite badly. We
thought about it and came up with the idea
of making the software mistakes visual. The first “SPRAAK” installation was in a bar. We
made a table with two microphones on it.
The chitchat of people sitting at the table was
captured by the buggy speech recognition
program, and made visible by projecting the
words flying out of the people’s shadows.
The visual words fly above, where they end
up in a word cloud with all the words said
in the conversations spoken earlier. People
not sitting at the desk (standing a bit away)
don’t know what the conversation is about.
When they join, interactive confusion starts.
Joost: “PLOTTER”: When we were plotting
several graphic design projects, some of
them were printed very glitchy. We looked
in the files of the one that went wrong.
We discovered that the plotting machine
cannot handle certain things. They always
seem to randomly glitch the image coming
out of the plotter. With “PLOTTER” (a large
canvas print) we only used the things that
could go wrong, making a unique, random,
unforeseen canvas print. We only did it once
but if the same file is being printed again the
eventual image would turn out completely
different. We didn’t expect a machine could
make something this beautifully glitched!

Alex Peverett
NEW61B, JPEG, 2000
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Given the dual nature of your work, are
you equally interested in both the process
of making new glitches and the aesthetic
outcomes?
The process of glitching is the most
important. A little glitch or accidentally
discovered faults can lead to an interesting
new project. These projects can be used or
be meaningful in a commercial assignment,
visually or conceptually. The pure aesthetic in
a work is only interesting for a short amount
of time. More interesting is using the glitch
as a concept in a whole project.
The experimenting itself, with devices/materials, is the most interesting. Doing
so we experience the world of aesthetical
glitch, wonderful images and unforeseen results. When we’re busy with the glitching
process it’s like entering a new (or lost)
world. The eventual result itself is not
the most important part in the process.
The research is the part we enjoy and get
knowledge from. We write down what we
do and what kind of results came out of it,
and save it for later when we think we could
use it sometime.

Brent Gustafson
AX|BX (Detail), HTML / GIF |
Where did you first encounter glitches?
We first encountered glitches when we
had computer crashes or were using
malfunctioning devices. The things everybody
runs into from time to time. We
discovered that we could use glitches
instead of resetting them or trying to fix it.
We started to save them (often screenshots
or snapshots with a digital camera). The
next step was actually looking for glitches.
We started to use accidental glitches in our
graphic design work as part of the process.
It seemed to us quite obvious to do because
it was a natural part of it. The next step was
making glitches on purpose with all kinds
of devices in all kinds of ways. Behind the
perfect world of soft/hardware an even
more beautiful and inspiring world comes
alive.
In what ways do you consider the software
and hardware to be your co-creators?
We consider software and hardware to be
our tools to give shape to our ideas. Just like
a painter needs paint and tools to put his
idea on canvas, we use technical devices or
buggy software to “paint” our ideas in our
graphic design work. Of course, each tool
has its own characteristic way of expression,
and each piece of software or hardware has
its own fingerprint, which shows up when
you glitch and use it. In this way, you can say
it acts as a co-author or co-creator. But, the
“master” shows his talent in the way he uses
it. When he goes beyond it. With glitching
you know what probably could happen, in what sort of way, with a certain kind of
material you use. But then there’s always an
unforeseen element. This makes it exciting
and challenging to push it to a higher,
conceptual level in our work.

eNo
Untitled, Video Still, 2002
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Who are the target audiences for your glitch
graphic design work?
Everyone who is interested in it! We don’t
have a specific group of people in mind.
Although we really like to show it to people
who are completely unfamiliar with the
glitch idea. They are the ones that get the
most enthusiastic about it, rather than
notorious art lovers!
Do you think it’s important to document
glitches as a record or fingerprint of current
technology?
The materials we use are from old
computers to new webcams. Each device
from a certain period of time has its own
characteristic visuals. It’s very nice to see
that each device creates different visuals.
We don’t think it’s necessary to really record
these fingerprints because it automatically
happens. Contemporary machines will be
old next, and the glitching is something that
happens all the time (if you’re hunting for it
or you aren’t).

Ben Ullman
Technicolor
JPEG
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