Kshetrimayum Pratika Devi

IR2022

Seeking Tales

Narration is the art of storytelling that can be done in various forms. Here are some different narratives on a few themes drawn in some forms like a storybook, narrative crafts, maps, games, and a graphic novel. Each of them has a different approach and graphics of representation. In exercise 1, link to flip through the storybook: https://www.flipsnack.com/9FE8A9E569B/surprise-ftmqbj9cb.html 
In exercise 4, link to flip through the rule book of the game: https://www.flipsnack.com/9FE8A9E569B/timeless-rule-book.html 
In exercise 5, link to flip through the graphic novel: https://www.flipsnack.com/9FE8A9E569B/the-carrier.html  


Report Content

Exercise 1: “What’s your story?” narrative was framed from knowing one of a studio mate, Isha Hapani’s life. An ethnography research was done through a set of questionnaires. Also, a collage was made in order to collect data on her likes, memories, etc. As final outcome, it was a storybook “SURPRISE”. A story based on Isha’s memorable event that is her birthday and her birthday surprises.

Exercise 2: “Crafting my Journey” is learning about the narrative crafts of India and narrating the previous studio through the craft. Emulating one of the narrative craft, Tala pattachitra, originated in Orissa, drawing etched on the palm leaves; to study the methods, motifs, and figures. A timeline of the previous studio was framed for forming a clear narrative.

The narrative of the previous studio was illustrated in Tala pattachitra style. The reason for choosing this craft for my previous working studio was due to its intricate detail works. The color following the contemporary approach was added to highlight the frames.

Exercise 3: “Narrative Maps” experience mapping of Gundiyali, a village famous for its clay products. Therefore, a field visit to Gundiyali village took place for interacting with the people, their work, and their place. Also, observing one of the master craftsmen’s families helped in knowing the process detail. Here, the family map shows the various activities performed by Suleman bhai’s family during day and night.

An experience mapping of the village was also represented through the village map. This map shows the various means of transport used in the village. The transport means are mainly trucks, bikes, autos or through by walk. All of the transportation happen was majorly in the process of their craft making that is pottery.

Exercise 4: “Let us Play” is a new form of narrating stories through an interesting medium as Game. A game based on the theme from Gundiyali was designed. This experience collecting game follows the family map theme that is knowing the different activities performed during day and night. The game poster portrays a tourist that is the player who can collect activity experience during day or night.

The game consists of two game boards; morning board and evening board, blocks, and time cards. The two boards have paths and level differences. The blocks act as the elevated path for the moves in the game and the challenges are introduced in the game through the time cards. The rest of the rules and set up of the game is detailed out in the rule-book.

The whole game comes in a box packaging where the boards are folded and all the components are organized in the box along with the rule book.

Exercise 5: “Graphic novel” is narrating a story from the perspective of a Gundiyali product through the form of a graphic novel. The plot of the graphic novel “The carrier” is based on the story told by the broken pot in Suleman bhai’s house. The process of making the novel started from a storyboard with initial sketches and then the refinement of scenes.

The story revolves around the present and the past. The broken pot passes its story and experience of his making process to the young pot which he raises. He also told how he was broken but yet happy in his present. To read the graphic novel, please refer to the link in the project brief.