Work, care and creativity in a time of COVID-19: creatively mapping presence bleed in the home

IF 1.3 4区 艺术学 0 ART
L. Hjorth, G. Coombs, Kelly Hussey-Smith, J. V. Loon
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引用次数: 0

Abstract

ABSTRACT The pandemic restrictions and lockdowns have seen working from home (WFH) becoming a mundane practice. During the lockdowns, all movement were situated in the rhythms of the domestic and its infinite regresses of 'presence bleed' (Gregg [2011]. Work’s Intimacy. London: Polity.) – informal care of older parents and young children, the gendered nature of care work and its often invisible role as it convergences with uneven expectations around working from home (WFH) and home schooling. In June 2020 we developed an open call for responses to the Work, Care and Creativity Study (WCCS). The study sought to explore the lived experiences of primary carers who are also creative professionals working and caring from home (WCFH) during the COVID-19 pandemic. Deploying creative practice techniques which use prompts (such as photos, drawing and creative writing responses) to elicit participant’s experiences and emotions, this study sought to render visible some of the overlooked experiences, perceptions and practices emerging over the pandemic.
2019冠状病毒病时期的工作、关怀和创造力:创造性地描绘家中的存在感
大流行的限制和封锁使在家工作(WFH)成为一种平凡的做法。在封锁期间,所有的运动都处于家庭的节奏及其无限倒退的“存在流血”中(Gregg[2011])。工作的亲密。(伦敦:Polity.)——对年长父母和年幼子女的非正式照顾,照顾工作的性别性质及其往往无形的作用,因为它与在家工作(WFH)和家庭教育的不平衡期望趋同。2020年6月,我们对工作、关怀和创造力研究(WCCS)进行了公开征集。该研究试图探索在COVID-19大流行期间,主要护理人员也是在家工作和护理的创造性专业人员(WCFH)的生活经历。本研究采用创造性实践技术,使用提示(如照片、绘画和创造性写作回答)来引出参与者的经历和情绪,试图使人们看到一些被忽视的经历、看法和做法,这些经历、看法和做法在疫情期间出现。
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来源期刊
CiteScore
3.10
自引率
9.10%
发文量
19
期刊介绍: Digital Creativity is a major peer-reviewed journal at the intersection of the creative arts, design and digital technologies. It publishes articles of interest to those involved in the practical task and theoretical aspects of making or using digital media in creative disciplines. These include but are not limited to visual arts, interaction design, physical computing and making, computational materials, textile and fashion design, filmmaking and animation, game design, music, dance, drama, architecture and urban design. The following list, while not exhaustive, indicates a range of topics that fall within the scope of the journal: * New insights through the use of digital media in the creative process * The relationships between practice, research and technology * The design and making of digital artefacts and environments * Interaction relationships between digital media and audience / public * Everyday experience with digital design and artwork * Aspects of digital media and storytelling * Theoretical concepts
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