Dhvani Hitesh Kanuga

IR2022

A Story for the Stories

Stories travel far and wide. They help to spread values and experiences, acting as a method of communication. The narrative building through each new story shaped the next. The studio explored various stories and their forms. Some were created through books, some required cartography and maps. Some were even explained through board games. Each story in the studio helped us learn how to portray the lives of people using imagination and various representation methods. 
Novel Flipbook : https://www.flipsnack.com/dhk07/ex-5_dhvani-kanuga_graphic-novel.html


Report Content

Walk Towards the Dream Comprises of a set of events from the life of Sakina Tajani and her dreams. The storybook, made in the form of placards, guides the readers through individual events. They explain how they relate to her dream. The illustrations are inspired from the works of Anna Doherty.

Indian Crafts tell many stories of gods and goddesses, kings and queens through the ages. The craft studied here is Kalamkari from Andhra Pradesh. The emulated painting allows us to understand the details required in the craft. To understand the journey of the previous studio, a detailed timeline was created.

The final output depicts an important event from the studio, the joinery making process.

The Village of Gundiyali is home to a community of Potters. As you walk into Gundiyali, the first thing is the calm. In the Kumbhar Fadiyu, where the potters live, the Chakda can be heard and seen everywhere. We spent a few days in the village, collecting various stories and learning about the village.

The various data collected in the village helped to the maps. The map follows the various activities observed happening while studying at Ali bhai’s home. Each chore helped another. The household chores would spill in the work area and the maati kam in the home. The use of icons show the people and the activities which blend in with the surroundings. Ali bhai has explored a wide range of products all which run through the border. At the bottom,the process is highlighted.

Titled, What’s the Buzz ?, the guessing game aims to communicate to the players, about something happening. The title is meant to draw the players in a conversation. It uses daily activities, objects and sounds to inform the players about the various aspects of Gundiyali. The pamphlet itself has a small narrative. It describes a day in the village to the players to give them an introduction to the village of Gundiyali.

The board is made in the form of a map with some prominent built spaces. The map based format of the board allows the players to visualize Gundiyali. The map also gives hints towards the questions in the game. The cards are snippets of the processes, objects or animals which depict the life around Gundiyali. The small details in the village come together to form the whole. The opposite side of the cards allows the players to relate to the origin of the sound clips and retrieve the answer.

The novel revolves around a theme, here, Gundiyali. The passionate and determined community of potters have many stories. This one focuses on the Khand. The land from which the potters procure the clay required for making their products. The clay is not only the primary raw material, but also an important component of the life in the village. The novel aims to share the story and show Gundiyali through a new perspective.

Glimpses of the Novel

Glimpses of the Novel