Wednesday, 20 September 2017

Canterbury's dog mess debacle: the crime of 'not carrying two bags'

Earlier this month, Canterbury City Council announced new measures in their attempt to kerb the problem of dog fouling. The introduction of a district-wide Public Space Protection Order (PSPO), coming into effect from early October, not only promises £80 fixed penalty notices for dog walkers who fail to pick up after their dog, but also for owners who fail to “demonstrate they have the appropriate means to clean up.” The definition of ‘appropriate means’ turns out to be remarkably specific:
“As a rule of thumb, our enforcement officers would expect responsible dog owners to carry at least two bags that can be used to dispose of dog excrement.” (Leo Whitlock, Canterbury City Council spokesperson)
It was this surprising new requirement that led to the PSPO being reported widely in the national news, sparking debate across media platforms on how effective the regulations would be.
Canterbury City Council aren’t the first council to make dog owners liable to fines for not having the means to clean up their dog’s mess. Since the introduction of the Anti-social Behaviour, Crime and Policing Act 2014, under which PSPOs have replaced the previous system of Dog Control Orders, several councils including Daventry, Boston, Knowsley, and Rhondda Cynon Taf have introduced PSPOs with the same obligation to carry bags for dog waste.
However, Canterbury appears to be the first council to make carrying two bags the common standard upon which the ‘means to clean up’ is based. It’s a bizarre situation that reveals something more significant about the powers of the state to intervene in our everyday lives.           
 
What do dog owners think?
As those most familiar with their dogs’ toilet habits, dog owners were particularly well-placed to point out the absurdities of the new rules. Living in Canterbury myself, I approached them in person and online to hear their thoughts.
Their most common concern was being approached by an officer at the end of a walk, when they may have fewer than two bags left. How would officers know that a dog walker had originally carried more, if some of the bags had already been used and thrown away? There were similar worries from those who use different methods of cleaning up after their pet, such as scooping the mess into a single black bin liner, which do not adhere to the ‘two bags’ rule.
“What happens if you've used up all your bags clearing up after your dog and everyone else's dogs, will you get a fine then as well? How can you prove that you had more than 2 bags? You can't as you've just used them all up and you're on your way home!” (Dog owner)
Other owners believe that the regulations could actually worsen problems with dog fouling. It’s been suggested that setting such a precise number of bags to carry might encourage dog walkers to leave poo on paths if they’re running out of bags, for fear of being caught out later by officers. Furthermore, ensuring that bags are carried by dog owners won’t do anything to stop the well-reported problem of people dropping poo bags as litter, rather than using bins.
It’s easy to see how the arbitrary requirement to carry two bags could make criminals out of those who had no intention of leaving their dog’s mess, while serial offenders go unpunished.             
In response to these issues, some dog owners have pointed towards practical, proven methods of tackling the issue instead of costly enforcement practices, suggesting that the Council itself could be more proactive in ensuring the appropriate facilities are available for dog walkers. On social media, many highlighted the lack of bins for disposing of dog waste in popular recreation areas, arguing that more should be available. It was also pointed out that other councils and voluntary organisations in the UK provide bag dispensers on common walking routes. This tactic reminds owners of their obligations and encourages them to fulfil them, while also providing the means to do so for those who have may have run out of bags, or simply forgotten to pack any.
Instead of taking positive steps to solve the problem, Canterbury City Council (CCC) have opted for an approach to dog fouling that risks not only being ineffective, but also criminalising dog owners who have done nothing wrong.
 
How have the council responded?
Due to the volume of reaction to the news in mainstream and social media, the council felt the need to make an ‘Important Information’ post on their Facebook page.
The council were especially keen to emphasise that they will be taking a ‘common sense’ approach to enforcement – another way of saying that your chances of getting a fixed penalty notice are at the discretion of the individual officer(s) involved. They confirmed that enforcement officers are not legally entitled to stop and search to confirm people’s claims that they are carrying poo bags, and wouldn’t want to do so. Nevertheless, it is an offence to not produce bags when asked, even if it turns out that you do have enough in your possession.
Despite the PSPO being operative over the whole Canterbury district, the Council wrote that their officers will “largely be using the powers for targeted operations on specific problem areas or offenders”. As there are already three Dog Control Orders in place from the time before the 2014 Act came into force, the introduction of the PSPO would suggest that CCC is primarily looking for more flexibility, allowing them to enforce these rules anywhere within the district. Though this comes even as the Council stated that dog fouling is “no more of a problem in Canterbury district than it is anywhere else”.
Indeed, throughout their public posts, CCC have maintained that dog fouling is only a problem among a small percentage of dog walkers, and ‘responsible’ owners have nothing to fear from the PSPO. Yet with these new powers, CCC have changed the definition of ‘responsible’. Responsible no longer means simply clearing up after your dog. It means ‘carrying two bags’.                
 
State power over everyday life
Let’s be clear – nobody likes dog poo. Even those who are uncaring enough to never clean up their dog’s mess recognise that it is unpleasant and unhygienic.
But this policy doesn’t address the wrongful act of not cleaning up after your dog. Rather, it creates the arbitrary offence of not carrying two bags while walking a dog. It creates the legal category of a ‘responsible owner’ as someone who always carries at least two bags with them when in an outdoor public space with their pet, while those who fail to do this at any moment – even if they always pick up their dog’s mess – are legally ‘irresponsible’.
It is precisely the more bizarre cases such as this one which hint at the more sinister reality of state power since the introduction of the Anti-social Behaviour, Crime and Policing Act 2014. This legislation has given local authorities the power to use PSPOs to regulate any behaviour that could be deemed to have a ‘detrimental effect on the quality of life of those in the locality’, as judged by the individual officer(s) and/or councillor(s) who propose the order. Notably, as there is no legal obligation for councils to consult with the public before implementing a PSPO, the view of a single or small number of unelected officials can be all that is needed to take away the freedom to perform an activity in public. As such, nearly any activity, no matter how mundane, could become an offence ‘by proxy’.
This troubling consequence of the legislation is illustrated quite clearly by this interaction between Canterbury City Council and a member of the public on Facebook:
[NAME REMOVED]: Is this actually legal? Can they issue a fixed penalty notice for not carrying enough poo bags?
Canterbury City Council: Hi [NAME REMOVED]. It's not an offence to go out without dog poo bags. But it is an offence to breach a measure contained in a Public Space Protection Order. And because the dog poo bag rule is in our PSPO, that's how it can be enforced through a fixed penalty notice. I hope this explains it. 
With such interfering regulations being increasingly approved across the country – with less democratic oversight – more and more groups and individuals within our society are recognising the risks that PSPOs pose to our everyday freedoms. A recent Change.org petition demands that councils stop using PSPOs to target dog owners, and that the guidelines for using such regulations in the future be tightened. The petition calls for councils to provide verifiable evidence for any claims they make against dog owners, and that all proposed regulations are subject to a full public consultation process. After only a few days, the petition had already garnered over 7,000 signatures.
This petition adds to the extensive list of campaigns against PSPO proposals in recent years, which have challenged attempts by councils to micromanage activities from the commonplace, such as rough sleeping, begging, busking, and even swearing; to the seemingly ridiculous and situational, such as chalk drawing, carrying a golf bag, or selling lucky charms.
For those who may be wondering what real impact these apparently petty regulations will have, it’s true that Canterbury’s new dog fouling measures are going to be inconsequential in the lives of most people in the district. It’s true that, particularly at a time when council resources are tight, your chances of encountering an enforcement officer when walking your dog, let alone receiving a fixed penalty notice, are minimal. But it’s the ability of councils to micromanage acts so banal and seemingly harmless – freedoms that we take for granted – that signals why everybody should be concerned about the powers contained within PSPOs. We should all be questioning the limits of state power when an act as immaterial as ‘not carrying two bags’ can be deemed an offence.

Thursday, 31 August 2017

RGS-IBG Conference 2017: Towards a Virtual Sense of Place: Exploring 'Walking Simulator' Video Games


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Below is the written version of the paper I presented in the first 'Geographies of digital games' session at the RGS-IBG Annual International Conference on 30th August 2017. The superscript numbers indicate the number of the corresponding slide in the embedded Powerpoint above (you can view the slides separately as a PDF here). I'd like to thank Nick Rush-Cooper for organising two excellent sessions on video games at the conference, and Regan Koch for his helpful comments on drafts of this presentation, and continued support throughout this project on the environments of walking simulators.
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What1 does it mean to experience ‘a sense of place’? It’s2 a term often used when we feel an environment (physical or fictional) has strong character or personality – it’s the quality that makes an environment distinctive. Art such as literature or photography is said to exhibit a strong sense of place when it vividly captures what it’s like to be in a particular location and time, even though you’re not physically there.
Today3, I want to make the contention that a sense of place can be experienced in virtual worlds too, and use this to make a claim for a new conception of what ‘sense of place’ means. To make this argument, I’m going to discuss my research into an emerging genre of video games known as ‘walking simulators’. Walking simulators are video games in which the gameplay is based on purposefully exploring the environments represented onscreen to experience their affective power, rather than the landscapes being backdrops4 to the gameplay. Instead of winning, losing, or completing objectives, these games reward the exploration of virtual worlds as an end in itself – to discover their stories and feel present in them.
As a geographer5, I became interested in how these game worlds could feel believable as places, when they are, fundamentally, constructed from computer code. What is it about how walking sims are designed and played that can make this digital architecture feel ‘real’ and meaningful?
To investigate6 how practices of both design and play lead to this effect, I interviewed 11 developers involved in making walking simulators, and used autoethnography to apprehend the player’s experience, playing 12 walking sims myself and recording my responses using audio recording and a research diary. Drawing these perspectives together, I attempted to render how a sense of place can be produced through both the designed software, and the player’s own experiences as they navigated the game worlds.
One7 of the key arguments I’m making through this research is that a ‘sense of place’ is a mental model of a location that is constantly undergoing construction. In video games, the constituent parts are the developers and their design techniques, the players’ decisions and interpretations, and the mediating technological apparatus, all of which interact contingently at the moment of play. To explain how this process generates experiences of place in walking sims specifically, I’m going to delve into three8 of their attributes: agency – the power relationships between developers and players; aesthetics – how the virtual location is sculpted for a particular fictional context; and performance – how these different elements are enacted and experienced during play. Together, these sections will outline how video games can produce a hybrid sense of place in their virtual worlds, which I’ll then use to point towards a new understanding of ‘place’ as a concept.    
Agency9 is the degree to which you’re able to influence a world as a player. This is largely determined by the game’s developers10, who program the different actions a player can perform with their avatar. James Ash observed that game designers aim to give players a distinct set of “positively affective” possibilities in the world – a degree of control that is satisfying in some way. But what does agency mean in walking simulators, where the gameplay is based on letting the player explore a place to discover its stories and emotional power?
Intriguingly, it means less11 mechanical interaction. In most walking simulators, the small number of actions you can perform with the controller are usually based on just walking around and looking at things. But by limiting the range of mechanical controls, the developers I spoke to said that they intended to create more room for interpretative interaction. Without having to think about precise button control or fulfilling objectives, players can concentrate more on the story and characters; interpreting what they see and hear in the world.
The developers’ role isn’t just about removing obstacles to thought, however. They still aim to subtly shape the flow of the experience in walking sims using three main tools. The first12 is gating, where access to spaces is restricted until certain conditions are met. The most common example is the locked door, which needs a key to open. The second13 tool is signposting, where developers highlight important objects in the environment using lighting and sound. The final14 method is pacing, which dictates how information is spread throughout the world.
What do these techniques achieve? Well15, they give developers some control over how their story is told, ensuring that key information is found by the player, and in an order and rhythm that preserves the mood and dramatic tension of the narrative. But most importantly, none of these tactics explicitly tell the player what they should be doing. This means that players can still navigate the world and interpret what they discover according to their own inclinations and frameworks of meaning.
The end result16 is a mental model that is coherent and engaging, but also deeply personal, because it’s constructed both by the player’s imagination and emotional dialogue with the world, and the developers’ carefully crafted narrative architecture. Walking simulators stage a conversation between the player and the world, rather than simply providing a playground for players to physically interact with. It’s a more post-structural framework of interaction that closer reflects the personal associations we cultivate within real-world places.
Now17, onto aesthetics. The aesthetics of the game world determine how these core mechanics – these building blocks of the world – are dressed to serve the story and emotional experience the developers want to convey. As the player’s prerogative is simply to explore, developers have to ensure that players care about the world enough to want to investigate it.
The way18 walking simulators achieve this is through what Henry Jenkins calls environmental storytelling – creating worlds that have been transformed by narrative events. In the same way psychogeographical perspectives on place contend, we can feel the emotional resonance of such events from the traces they leave behind in the environment. In the game SOMA19, as I explore the alien environment of a shipwreck encrusted with sea life, I’m still able to make out faces in photographs from the private quarters. Hearing20 about the deadly fate of the crew in sombre audio logs, I begin to feel like an intruder as I rifle through their belongings, their bones still lying there amongst posters and coffee cups.
Indeed21, alongside visual information, sound is a particularly effective method of conveying the sentiment behind a narrative environment, due to its ability to juxtapose your environment with a distinct mood or atmosphere. In Dear Esther, as you traverse the bleak landscape of a Scottish island, a solemn narrator contemplates his wife’s death, while the ambient sounds of wind, sea and melancholic music reinforce the feeling of solitude.
However22, the narrative significance of the world is not just put on a plate for the player. If this were the case, the game wouldn’t encourage exploration, and wouldn’t effectively capture the subtleties that define real places. Instead, by designing depth and ambiguity into the world through symbolism and carefully hidden details23, developers encourage an attention to detail; the psychogeographic aim of being open to “noticing everything”. Players feel more emotionally in tune with the world when they are asked to invest something into the world themselves, such as their imagination24 and effort.      
Of course, there is a balance to be struck here by developers. Too much ambiguity and the world becomes ungraspable, but too much deliberate exposure and it begins to feel fake, or like a movie. Steve Gaynor, the lead developer of Gone Home25, has talked about how he managed to capture the essence of a teenager’s bedroom by using just a small number of iconic objects. All developers need to do is provide enough evocative prompts, and players will fill in the gaps, forming their own coherent mental model of the world based on the information available. However, believability is fragile and subjective, and can require extensive testing by game developers to ensure that most players will find the environment convincing as a place, not just as a game level.        
What26 we can begin to see from these examples is how cultivating a sense of place is contingent on very finely-tuned elements of a game’s design, but also how that design is apprehended by the player. The final attribute I’m going to talk about today is performance – how the game’s design, the player, and the technology come together at the moment of play to determine how a game world is experienced.
Understanding27 how these different elements intersect in practice is crucial, because games are evental media. Up until the point when the player provides input into the program, games are just a static architecture of computer code. As Alexander Galloway puts it, games only “exist when enacted”, even in walking simulators where mechanical interaction is limited mostly to walking and observing.
But in fact28, it’s this combination of walking and thinking that defines the gameplay of walking sims, as players must draw associations between information spread widely throughout the environment to make sense of the fictional world. Navigating game environments becomes a performative act29 of making connections between places and events. It’s an act of cognitive mapping as the game is played that determines how the narrative world is experienced.
This practice of mental mapping relies on a coherence between the mechanics and aesthetics of the world – how the physical movement and actions of the avatar bring the narrative information to life. However, due to the limitations of the technology and the subjectivity of the player, any degree of attunement is fragile. Inconsistencies30 in mental models arise when there is a mismatch between the mechanics and aesthetics as the game is played. For example, technical glitches such as incorrectly rendered textures like this one in Firewatch interrupt your relationship with the game as a believable world. Elsewhere31, the aesthetics can cause the mismatch. In some games I would question how narrative information such as diary entries were perfectly positioned to continue a linear story32, which would be an unrealistic scenario in a physical place.
Clearly, attempting to create a coherent, believable virtual world involves unique sets of human and non-human agents that are prone to inconsistency33. As I alluded to earlier, some of this inconsistency can be managed by testing, and even after the game’s release through updates, bug fixes, and player feedback. Yet during play, the extent to which a sense of place is experienced by players – and what form this takes – is dependent on the player’s own subjective decisions, interpretations, and more-than-representational experiences as they navigate the world, drawing together its different mechanical and aesthetic components as they play. Experiencing a sense of place in virtual worlds is prone both to moments of what James Ash calls ‘attunement’, and also disconnection.
This34 account of how a sense of place is experienced is quite unlike the traditional conception of place in geography, born out of phenomenology, which contends that forming emotional bonds35 with environments is a given condition of being conscious, and that such attachments are relatively settled throughout our lives. If anything, experiencing a sense of place in video games is a fragile achievement, assembled throughout the constituent practices of design and play.
So video games36 don’t simply deconstruct or reproduce our relationships with the corporeal world. Instead they create new and meaningful experiences of ‘virtual places’37, delicately reorganising relations of human and non-human agents through the interactivity of the video game medium.
In light of these findings, I don’t think that we as scholars should dwell on the distinctions between our relationships with virtual worlds and geography’s traditional conceptions of place. Instead38, I contend that the ‘sense of place’ concept itself has to evolve and diversify to remain useful. I want to posit the notion of a ‘post-phenomenological’ sense of place. Post-phenomenology maintains phenomenology’s focus on experience, which after all is what a sense of place is – it’s a kind of experience. However, it conceives experiences as intersubjective and relational; coming into being through the array of material and human agents which we interact with in our lives. In the case of video games, this approach recognises how the experience of place developed during play is an emergent effect, which cannot be reduced to an ontological relationship between thinking subject and environment. Rather, it’s dependent on individual events and acts undertaken by designers and players at the times they occur, as well as the varied and inconsistent technological systems through which these experiences are performed into being.
In addition39 to providing a framework for thinking about video game worlds, this approach can open up research into the relationships we form with other virtual environments, such as those we encounter on the internet and in smartphone applications, and how these technologies in turn affect how we interact with physical places. It could also be applied in reverse to non-digital artforms, to help us understand how the combination of a work’s creators, audience, and medium influences the sense of place that is felt as a result.
Digital technology40 is hybridising the ways in which we interact with environments around us. And41 if there’s one aim I want to achieve with this research, it’s to encourage academics with an interest in place to consider42 how it can be experienced and investigated through these virtual realities too, not just purely physical ones.43

Monday, 31 July 2017

Life Update


It’s been quite a while since I last posted an update on what I’m doing professionally – not really since my post on Blast Theory back in December, where I volunteered after finishing my Masters degree.
Since December, I’ve been in the process of applying to do a PhD at Royal Holloway University in London. Full-time PhDs are typically three years long, and require you to carry out a full-length research project followed by a written thesis. It’s a big commitment in terms of time, effort, and money, so I needed to have a clear idea and plan of what I wanted to research, and how I was going to go about it.   
During my Masters degree I’d heard about practice-based PhDs, which means that the project is based on producing a practical work of some sort (e.g. an artwork, event, performance, etc.), and then writing a discussion of that work – shorter than the usual length of PhD theses – in relation to other academic and practical developments in the field. As it has long been an aim of mine to enter the art world through academia, connecting the two together, the practice-based approach appealed to me as a way of getting experience in undertaking an art project from start to finish, while also continuing to nurture my academic interests and knowledge within cultural geography.      
My project idea centres on making a mixed-reality game that uses environmental storytelling – the telling of stories through, and in relation to, your surroundings – to investigate the ways in which places become meaningful to people. The design of the game would invoke a kind of treasure hunt format using geolocation. People would have to find certain locations that, when reached, would trigger media (e.g. text, audio, images) to be communicated by a device to tell stories about the places you’re exploring. By walking their own paths between the locations, and potentially contributing their own stories, players would be able to perform into being their own relationships with the places they journey though. To keep it within a manageable scale, I anticipated that the game would be set in one parish within the Canterbury district, or potentially throughout the whole district, depending on what form the game ends up taking. This setting also draws on the theme of pilgrimage – as a way of using walking to emotionally connect with places – and the history/mythology of storytelling from Chaucer’s The Canterbury Tales.        
To complete a PhD, you need funding to cover not only three years of tuition fees, but three years of maintenance to cover living costs, and sometimes costs involved in doing the research itself. Most students apply to funding bodies to get this, such as research councils or doctoral training partnerships/centres. Originally, I intended to apply for funding from the TECHNE Doctoral Training Partnership, which is funded by the AHRC (Arts and Humanities Research Council), whose deadline was at the end of January. This funding was particularly well-suited to my project, as it is intended for experimental, interdisciplinary research projects that will ensure the significance of arts and humanities research in the future.
However, after making initial contact with my prospective supervisor, it became clear that it would be impossible to complete everything that was required for the TECHNE funding by the deadline, especially as he thought that the project would require a supervisor from the university’s Media Arts department, as well as Geography. Fortunately, my supervisor pointed me towards a different funding source with a much more achievable deadline in April. This was the Leverhulme Trust’s Magna Carta Doctoral Centre, which funds projects related to ‘freedom and the rights of the individual in the digital age’.
From February onwards, my supervisor began talking to the Media Arts department to see if anyone there would be interested in co-supervising my project. Happily, my project generated a lot of interest in the department, and by mid-April both my Geography and Media Arts supervisors were on board and ready to complete the Leverhulme application. This consisted of writing two sides of A4 outlining the project, supervisory team, relation of the project to the theme of the Magna Carta centre, and the impact the research would have. Yet unlike the TECHNE funding, the application had to come from the supervisors, not the student. As I had devised the project, I was still able to give lots of input on the details of what I’d be doing, and ideas of how we could relate it to the theme of ‘freedom’.
How else did I occupy myself during this time? Well, for starters I worked on the university PhD application, which is separate from funding applications, and needs to be completed to ensure that you can get a place to study at the institution. Once supervisors have agreed to supervise your project, this is more or less a formality to ensure you have the required grades/experience and so on, and to gather all your details into one place. It still required a fair amount of work, though, including a 2,000-word research proposal and supporting statement, as well as numerous form-filling exercises.
Alongside this, I’ve been building on the skills I’ll need for the PhD project. Firstly, I’ve been learning to code using Harvard’s free ‘Introduction to Computer Science’ course called CS50, as well as other resources. Depending on what form the game ends up taking, the project could involve making my own app, or working with an app developer, so some programming knowledge would be essential. I’ve also been practicing and improving my creative writing, a skill I’ll need to make the stories I tell through the game engaging. As well as writing pieces for this blog, I’ve been reading an excellent book called The Making of a Story: A Norton Guide to Creative Writing. I would recommend this book to anyone who wants to develop their creative writing skills. It’s a hefty tome but is remarkably digestible, which often isn’t the case with books aimed at ‘teaching’ you something.
Then there’s also been plenty of activities unrelated to my PhD plans. I wrote an article on the regulation of busking and public space for the Manifesto Club, which I also posted on this blog. In April, I attended a three-day ‘Living Freedom’ school in London, which was a series of lectures and discussions hosted by the Institute of Ideas on different concepts and issues around freedom, followed by lively debates and panel sessions. It was an engrossing experience that taught me lots about philosophies of freedom, which I’d been keen to know more about as my work on the regulation of public space intersects with many of these debates. And then, as you’ll know if you’ve seen my last couple of blog posts, I travelled to California for two weeks with my Mum to visit my brother, who lives over there.
All these events bring us up to mid-May, when I was due to hear the outcome of the Leverhulme application. The result: revise and resubmit. The Magna Carta Centre listed some elements of the project they wanted us to elaborate on, and asked us to address these in a new submission for a deadline in June. It was a frustrating outcome, given how long I’d already been waiting for a resolution on my future for the coming academic year. It also gave my supervisors extra workload during a busy period of marking in exam season. And by the time we had addressed all the Centre’s concerns as best as possible, I was a little uncomfortable with the way my proposed project had been pulled away from the initial vision I had.
In the meantime, I received an unconditional offer to study for my PhD at Royal Holloway, which meant that my place at the university was secure - I just needed to get the funding to pay my fees and support myself. I also used this time to continue improving my coding and creative writing skills.
We heard the final outcome at the beginning of July, when I found out our application was unsuccessful. By this point, though, I wasn’t worried about the result either way. I knew I could probably defer acceptance of my offer until next year if necessary, and realised that another year would give me the opportunity to complete an application for the TECHNE funding, which was a much better fit for my project. It would provide me with more opportunities for training, forming connections with people/organisations across the cultural sector, and has more funds available for research costs. Additionally, this funding source would give me much more leeway to plan the project in line with my own ideas, as it is specifically intended for experimental projects, and doesn’t force me into the intellectual straightjacket of relating the project to ‘freedom’. Finally, it meant I could use the extra year I have before starting to get more valuable experience working in the arts, which I could take forward into my PhD and beyond.
Now that the PhD process is on hold for the time being, my main task is preparing to present my research on walking simulator video games at the Royal Geographical Society International Conference at the end of August. I have to give a 15-minute presentation followed by 5 minutes for questions, as one of 10 speakers talking over two sessions on Geographies of Video Games at the conference. It’s quite challenging to condense a research project for which I wrote a 15,000-word dissertation into around 1,500 words (assuming roughly 100 words a minute), while also ensuring that my main points are clearly communicated, and that the presentation is delivered in an engaging way.
I’m also currently searching and applying for jobs in the arts that will tide me over until next September, while giving me the kind of professional experience I’m looking for. Positions in the arts – particularly paid ones – are incredibly competitive, but my vision for what I want to create in the coming years is more than enough to keep me motivated.
So it has been, and remains, a very busy time for me. It’s still exciting, even though the timescales in which events have unfolded weren’t always what I was expecting. I’m able to see the positives in the way things have worked out since the beginning of the year. And, most importantly, I’m convinced that in twelve months’ time I’ll be in a far better position to embark on a project that will hopefully be the start of something much more significant.

Friday, 30 June 2017

Imag(in)ing California: Shorelines


Our day began by winding through green meadows and crooked Sonoma Valley oaks, bathed in sunshine as we drove a scenic route towards the land’s edge. From the tranquil woodland town of Occidental we took the Coleman Valley Road, the sun behind us illuminating our descent, westward, down to the Pacific Ocean at Bodega Bay. The deep blue of the clear morning sky was reflected in the ocean peeping through gaps between crouching hilltops, opening out wider and wider as we reached the frothing shallows. From there we would start our journey up the West Coast of Northern California, following Highway 1 north for over 100 miles through snaking estuaries, shaded forests, and a breadcrumb trail of maritime communities.
As we set off, my brother asked us to tell him whenever we wanted to pull over to survey the view. After stopping twice in the first five minutes, however, it soon became clear that every single headland we encountered offered a whole gallery of vistas, making it impossible to see them all as our short strip of time gradually unravelled. Even if you attempted to stop at every single vantage point on this stretch of Pacific shoreline, by the time you finish, some new and spectacular feature would be sculpted by the relentless lacerating waves, freshly exposed when a curtain of mist is raised.


Drifting through the Sonoma Coast State Park, admiring the striking topography of stacks, arches, gulches, and striations from the car, our first stop was Fort Ross, an historical landmark that exhibits the place where Russian settlers once established a base for agriculture on the California coast in the early 19th century. After descending through a grove of stretching eucalyptus trees, grey and peeling, we emerged on a gravel path into the sun-bleached surrounds of the fort. It was there that we came across a throng of noisy schoolchildren all piling in through the entrance gate. Following them through, the scene that unfolded in front of us was mayhem. Small bodies charged wildly in all directions on the mowed grass, screeching and cawing as one of their pack began ferociously clanging a bell on display in the distance.
Strangely, after our immediate dismay and disbelief, they all scurried out within five minutes of arriving, having barely investigated all the points of interest. I wondered what impression this landmark would leave on their memories, and what role heritage has (or should have) in our lives more generally. Should it be a springboard for reimagination, play, even untamed exploration? Does a factual understanding of the past have any inherent value when inhabiting a space in the present?           
The square of land encompassed by the fort’s perimeter walls is sparse, with a total area roughly the size of a football pitch. Only one original dwelling remains, Rotchev House, where the manager of Fort Ross and his family lived. The handful of other buildings – a residence, a chapel, and two blockhouses in opposing corners – are all reconstructed. I tried to weigh up my thoughts on the idea of reconstruction for heritage purposes. It always feels as if some semblance of ‘authenticity’ is lost when new materials are added to historical sites. Though if it weren’t for the tireless efforts of volunteers, who have maintained such a visceral, solid display of what the fort was like based on existing evidence, whole generations would have gone without the experience of immersing themselves inside the redwood beams, understanding what kind of space this was to its previous occupants. Ultimately, how we go about such endeavours indicates what we value in our communities. What is remembered and what is forgotten, and what do we want to remember and forget? What do we abandon to ‘nature’ and what do we claim as ‘culture’?


The Russian influence in California is one that often goes unremarked outside of the state. Fort Ross marks the centre of imperial Russia’s southernmost expansion along the Pacific Coast. Although this territory is no longer under Russian ownership, their colonial presence can still be detected in the names of local landmarks, such as the Russian River, and the town of Sebastopol. Like a dried-up stream whose lifeblood has long since dispersed, traces remain in the arteries of local identities and landscapes. Intriguingly, the Russian and Alaskan settlers formed a close relationship with the Native Americans who lived around Fort Ross – the Pomo people, in this region – who, after originally living outside the fort’s walls, integrated with the community to such an extent that the foreign settlers married and had children with them. The fluidity with which these diverse populations mixed offsets straightforward narratives of colonial exploitation, the whitewashing of native heritage, or fixed local identity. The tree-sheltered visitor centre that we wandered through on our way out gave an evocative, panoramic perspective on these different cultural tributaries. Displays presented detailed insights into Native American history in this region, as well as the influence of shipwrecks and seafaring that paint a highly nuanced picture of life on the shores of Northern California in earlier centuries.
Before leaving Fort Ross, we took a moment to soak up our surroundings: the striking cerulean of striding bluejays; fleeting fragrances riding on the breeze. All along the golden coastline that day, the air bloomed with an unfamiliar scent: a sweet concoction of cinnamon and coconut. The aroma was so distinct that you’d like to bottle it; to capture a single moment in time and place like bubbles in glowing amber, there to appreciate and revisit. At every stop on our journey, we scoured the yellowing grasses and flowering shrubs in search of this elusive aroma’s source. Yet even after asking the lady at the fort’s exit, and trawling online in the days afterward, it proved impossible to put a definitive name to this manifestation. As fickle as the fog, which had mysteriously (for this time of year) failed to make an appearance, its character has been hinted at in articles yet never accurately rendered in the way we experienced.
Back on the highway, we fell once again into the trance of vehicular movement, the road undulating through the sandy inlets and craggy slopes of Salt Point. We surfaced from our daze in the peculiar settlement of Sea Ranch, which sprawls along branches of private roads that straddle a 10-mile stretch of the Pacific Coast Highway. This assorted collection of wooden structures is the legacy of architect Al Boeke and his recruited designers, who imagined a community built around the principles of common ownership, with architecture that preserves and compliments the surrounding environment’s natural beauty. Each abode is adorned with grey, weathered timber from local forests, and – at least for older plots developed in line with the original design principles – are built to reflect the individual characteristics of the segment of terrain they occupy. Given the variety of coastal features and morphological events that take place here, this design brief has led to some visionary, one-of-a-kind inventions.


The previous communities we’d passed through on the way here, where the main establishments were all bunched up oppressively at the roadside, made you feel unnervingly like the new guy in town in a Western film. But at Sea Ranch the pockets of buildings were more understated, camouflaged and kept a safe distance from outsider traffic. Nonetheless, there remained an authoritarian presence; a quiet tyranny in which the isolating layout of the built landscape itself makes you feel like an intruder, where signs warn that unauthorised vehicles will be ‘immobilized’. Once you detour from the highway, you become subject to the Sea Ranch Association Board of Directors and its rules. If Sea Ranch were adapted for the screen, you could imagine it as the setting for a murder mystery story: a remote small town, doggedly resistant to change in a dramatic rural landscape, where everyone has something to hide and all is not as it seems.       
We visited one of the few publicly accessible sites as we drove through to the northern side of Sea Ranch. Nestled in a roadside meadow, accompanied by bushes, firs, and a trickling fountain, the non-denominational Sea Ranch Chapel squats as if to take a closer look at you. The most eye-catching feature is the tiled roof, asymmetrical and curving steeply to a point, where it is bisected by a skeletal ornament made of teal-coloured copper, creating the image of long fingers curling outward from a cloaked figure.


Every new angle divulged another interpretation in the obscure, indefinite shapes and arrangements. The roof appeared to me alternately as the crest of a wave, a bird, a boat, and a witch’s hat. Inside proved no less inspiring. Every surface enticed you to touch, from the smooth, hollowed wood seating to the swirling patterns of the wrought iron fretwork by the stained-glass door. The cosy space cocoons you in the sensation of being inside a shell, with a dim aura of sunlight overhead filtering through the narrow, enamel windows, and this glow reflected on the white of the low, spiralling ceiling above. As all these phenomena take place, nothing attempts to identify a name or reason for what you encounter. There are no slogans or statements, appeals to the conscience. Avoiding traditional architectural styles, the chapel embraces ambiguity. It finds reverence in not-knowing; in indeterminate moments of simply living, feeling, wondering.
Wandering purposefully on to Point Arena, a single road curving off the coastal highway leads you to Point Arena Lighthouse, a bright white beacon that serves as a glimmering landmark for road trippers on their West Coast pilgrimages. Just before you hit the gated visitor checkpoint, a narrow gravel verge opens out to the left where you can pull over and walk around. Here the cliff juts out squarely to form a platform where you can observe the coastline in all its intricacy. On both sides, as far as the mist permits you to see, beige sandstone is layered with neat grooves like claw marks, shoreline punctuated with inlets and outcrops that mirror the fluctuating pattern of the waves themselves. A primal cathedral with the shining lighthouse as its steeple, the rumble of crashing waves its choir. Stepping tentatively up to the precipice, whipped by wind and salty sea spray, the noise and energy reaches a crescendo that crowds out your senses, wrapping you in a deafening stillness. A divine balance, gripped in a communion with the colossal forces of ocean and land, beyond and beneath.


After this detour from our planned route (isn’t every trip a detour of some kind?) we returned to Highway 1. Driving between the white picket fences lining the roadsides of Elk, we paused awhile in Mendocino to gaze from cliffsides at the quaint rows of painted shopfronts, driftwood heaped on the damp sand below. Only ten miles later, we washed up at our final and northernmost stop, the old industrial town of Fort Bragg. Past gas stations, barren parking lots and an old railroad, we turned left and parked up on a soft slope that slid into an amalgam of shingle, rock pools, and swashing surf. Sauntering onto the foreshore, between pebbles we began to spot what we came here for: shimmering beads of glass. Clear, green, and brown mostly, and, very occasionally, sapphire blue and ruby red.
The history of the Glass Beach isn’t romantic. From 1906 until 1967, Fort Bragg locals dumped waste into the water at three sites. This practice continued until 1967, when the California State Water Resources Control Board closed the last active dumping ground and cleanup programmes followed. In the decades since, however, the discarded wrecks underwent a transfiguration. What was large was chomped down, what was biodegradable was swallowed, the earth reclaiming its bodily organs that were surgically removed, modified, used, and left for dead. At the same rocks where crabs crawl and limpets lie, now barely identifiable implements of plastic and metal have implanted themselves like some abstract sculpture, a geological cyborg. All edges rounded and smoothed, in time.


The Glass Beach now harbours tens of thousands of visitors each year, making it one of the prime tourist attractions for miles around. There has even been a campaign to resume the disposing of glass there to ensure the replenishment of the beaches, where collecting is discouraged but not illegal. Fort Bragg has gone full circle: a town salvaging the last knockings of an industrial heyday to fashion a spectacle that people from the Bay Area will drive for hours to see and touch (and, of course, buy). All relying on two resources it has in abundance: human waste, and the unyielding power of the ocean. With the same apocalyptic beauty of a coastline undergoing perpetual destruction, it is both miraculous and tragic at the same time.
Despite the majority of glass being clear, brown and green, pieces can be found in a wide spectrum of colours. Some browns soften into amber yellows or deepen to blacks and maroons; greens turn to emerald or lime; and whites tinge with aquamarine. Every piece unique and precious; the confluence of innumerable streams of stories and events encapsulated in a singular object.   

         
Nearly three hours from home and with our own earthly schedules to meet, our time was equally rare. Handfuls of debris we had no chance to examine, slipped through our fingers like grains of sand in an hourglass. By twilight we would be back among the seemingly eternal plantations of concrete and corrugated steel in Petaluma, feasting from ceramic plates.
Turning our backs on the beach, and the Pacific Coast, felt like leaving a treasure chest half full. Footpaths not taken, guidebook entries unvisited; everything plunged into a state of temporariness. The Midas effect, where the very things you want to hold are what you must let go. We rolled out of Fort Bragg along Route 20, bearing inland toward the cavernous depths of Jackson State Forest. With the sun sinking into the ocean behinds us, its golden, angular light igniting the redwoods beyond, we weaved a path through the dusky darkness.

Wednesday, 31 May 2017

Imag(in)ing California: Farmhands


One of the most influential books I’ve read during my studies in Geography is by American professor Don Mitchell, discussing the California landscape. In it, Mitchell explains how the idyllic image of California as a place of beauty and opportunity masks the struggle that has gone into producing this landscape throughout history – the toil of almost exclusively migrant agricultural workers, and the (sometimes violent) confrontations with their employers regarding wages, rights, and living conditions. Revealingly, the book’s title is The Lie of the Land.
Since I read the book in the summer after my first year of undergraduate study, I’ve had the opportunity to go to California twice, most recently in the first two weeks of May. My older brother lives and works there as a residential designer in the Sonoma Valley, giving me not only somewhere to stay and family to visit, but an insider’s vantage point into life in this slice of Northern California.           
The Sonoma Valley and neighbouring Napa Valley, known as the Wine Country, are famous worldwide for the produce of their vineyards, and the experience of wine tasting amid the scenic backdrops of wineries. According to Google and local anecdotes it’s a very desirable area to live in, with plentiful countryside, nice restaurants, and being a short drive away from the West Coast and the Bay Area with its larger cities. The median listing price for houses is between $650,000 and $700,000.  
Early into the trip, my brother drove us up a winding road to a house peering across the Sonoma Valley from the side of its western ridge. Behind an electronic security gate, the driveway leads down to the main house building, and the remainder of the property which includes a natural lake that’s about 50 metres wide, and next to it an outdoor swimming pool flanked by deck chairs and a tree-sheltered outdoor dining area. Steps from here lead to a balcony overlooking the scene, while commanding views of the misty North Bay further south. Through sliding glass doors is an expansive modern kitchen currently being refitted, which connects to a living area with adjoining bar. Downstairs there are three bedrooms and two bathrooms, a utilities room, another living area, and a library, all elegantly furnished.
This house is worth about $2 million.


You can experience part of the culture that attracts such wealthy homeowners to this area by taking part in local wine and olive oil tasting, which we did on a couple of occasions. The first time, in downtown Petaluma at a wine club, we were directed through the five S’s of tasting wine. The first is sight: carefully turning and tilting the glass in your fingers to observe the wine’s hue in the light. Secondly you swirl, hand lightly clasping the rim and gently spinning the liquid inside to fold in oxygen. Thirdly, you smell, inhaling deeply to draw the wine’s aroma into the nose’s olfactory receptors. The fourth step is sipping, letting the liquid roll over the tongue’s terrain and interpreting different fruit and oak flavours present in the wine. Finally, savour, swallowing and noting the strength of the aftertaste, while contemplating the experience as a whole.
We put these principles into practice on a second occasion at a place called Jacuzzi, a ‘family vineyard’ whose tasting room has one side for wine and the other for olive oil. Tasting here was free but most visitors leave with at least one bottle of something. The staff there were exceptionally friendly and knowledgeable, clearly familiar with the products they offered on a personal level. Rather than talking about ingredients, prices or other facts, they would explain what the olive oil tasted like when they drizzled it on popcorn while watching a film the other day. On this basis, it would be hard not to find something you want to buy out of all the experiences you’re offered. It is a trend in personable customer service you encounter everywhere you visit in Northern California.
As we were leaving Jacuzzi with our buys, I spotted a small group of fieldworkers tending to grape vines near the roadside. Bent over and dressed head to toe in blue like surgeons, their gloved hands operated on the plants with precision and care. In that instant, it was impossible to make out what arcane knowledge or instincts they applied as they manoeuvred the stems of the vine, for as swiftly as the farmhands came into view, the image was swept away when we turned onto the highway.
If wine tasting is a method of deciphering experience, road travel – rural California’s default way of getting from A to B – is a routine of abstracting. The car window frames the world in motion, blurring and flattening the creases and inconsistencies of nearby things into the shapes and colours of the land behind. Like looking in a crystal ball, these journeys leave you with a mixture of crystal clear vignettes and foggy silhouettes. If we extend the metaphor, the practice of tasting wine is akin to palm reading – subjective yet with a careful attention to detail, and blessed by the wisdom of pseudo-science. What both these behaviours have in common is a curious fluidity between reality and imagination.
We parked up in downtown Sonoma, an orderly square of boutiques, historic buildings, eating and drinking establishments, to shop for souvenirs. Before leaving, bags fully loaded, my brother led us into a wine tasting room to show us its unique style of interior design. Shelves of dark wine bottles cascaded down one of the room’s lofty walls, behind a well-populated bar that was surrounded by plush leather armchairs and round tables. Everywhere sharply-dressed patrons smiled across tables with glasses slouched in their hands, sipping sparingly as if they were at a church communion. I remember wondering about the chain of events that transforms what happens in the fields into this highly curated ritual; the process by which a fruit of the land becomes a social and cultural event, a vision of grandeur.


Partly out of necessity and partly out of intrigue, Mum then decided that we should stop by the American equivalent of Poundland to get a few bits, a shop called Dollar Tree. To get there we headed down unfamiliar roads to a small retail outlet somewhere in the suburbs, Dollar Tree nestled in the corner as if it were hidden furthest out of sight from the casual visitor.
The first detail that struck me about Dollar Tree was the clientele. About four in five of those queueing at the tills were Latino, compared to – from my observation – zero in downtown Sonoma or in the wine tasting venues. The store clearly anticipates this, because when entering your eyes are met with the incongruous vision of helium balloons littering the ceiling, many with the words ‘Feliz cumpleaños a tí’ printed brightly on the silvery plastic.


The decorum of the boutiques was abandoned in Dollar Tree, as items spilled out of their shelves and baskets onto the thin green carpet. Above rows of soda bottles stacked up on shelves was a sign announcing Million Dollar Brands, printed in a goofy font next to the frozen section. When queueing for the till, we saw children stretching their tiny fingertips towards the shower of ribbons, eyes wild with glee as they jumped and clutched at the balloons.
The friendly community feel that permeated every establishment we visited in the Wine Country was here too, though it came across more like camaraderie. One exhausted staff member had just finished her shift as we waited at the checkout, and joked her goodbyes to each colleague with a weary smile. Till workers and customers all seemed to know each other by name, asking how so-and-so was and telling them to take care. It felt like a Californian outpost in a distant land, where old customs remain even as conditions differ, and people make the best of what they have.
Until recently in the neighbouring Napa Valley, immigrant farmhands slept by the rivers in tents, rented garages to crowd into with other workers and their family members during the season. Napa now has three farmworker housing centres, where $13 a night gets you a bed in a shared room, three meals a day, a shared washroom. Sonoma Valley has none of these centres, though the same problems exist with farmworkers being unable to afford local housing. I never got to see where these people live.
They don’t adorn the wine bars. Instead the grape’s fluid seeps into the cracks of their palms, colonising the exhausted body until it becomes one with the landscape they tend. While the lifestyles of some Californians mirror the pristine portraits of smiling faces that you see in the foreground of Visit California adverts, others are content with finger-painting the greens and yellows of rolling hills and neat rows of vines if it means that they can live. Their livelihood relies on the consistency of this image.


There is an immense irony in how all the local boutiques we entered were so keen to sell paintings of fields and vineyards with their iconic rusting metal barns – all devoid of the people without which this much-loved landscape would be unrecognisable. It’s akin to how tourists deftly turn their cameras away from human subjects in the photographs they take, as if the existence of these individuals in the picture would somehow reduce the authenticity of the landmark they’re trying to represent. As much as landscape images can give viewers a potent dose of a sensory environment, they stink of absence – of what lies outside the border; of the events and actions that led up to that moment.
Like the picturesque uniformity of a theme park, in California we have an image of living that entices everyone; a friendly sociability that everyone aspires to, in spite of material differences. The image repeats itself again and again and again in the acts of ordinary people, because it is a beautiful illusion. Whether their hands are grasping for helium balloons or the door to the balcony, fondling for grapes in the vines or stretching down to the wine fridge, it’s California they’re reaching towards.

 

Saturday, 29 April 2017

Places of Interest: Corner of Best Lane and High St., Canterbury




It has become part of my everyday routine in the last two years to eat my lunch while sitting on a singular bench that overlooks the corner of Best Lane and the High Street in Canterbury. As well as being located conveniently close to the public library, it turns out that this bench offers a narrow vantage point for peering out onto the high street; a snapshot of different characters acting out their days before disappearing behind buildings to the left and right, like performers exiting a stage.
On my way to the library one morning last October, I was surprised to see, outside Patisserie Valerie, a large figure covered in cloth, taped off from the gathering pedestrians. A short distance down the road in the Three Cities Garden, the usually quiet patch of grass buzzed with an audience of suits, dresses and heels, listening intently to a speaker I couldn’t see. Some detective work on the internet revealed that I’d stumbled upon the unveiling of a bronze statue of Geoffrey Chaucer, author of Canterbury’s most famous literary output, The Canterbury Tales. The statue saw his figure raised high above passersby on the high street, like a preacher in a pulpit, on a plinth also cast in bronze.


 

My view from the bench had been doctored; a permanent scene change. Watching how visitors react to the statue is a study in the social life of everyday spaces. What had previously been a blank space of paving stones, whose only function was to be stepped on and splattered with gum, had suddenly become a spectacle: a landmark to be photographed, a surface to touch and interpret. Where people once walked and stared straight ahead, only diverting to avoid the flows of oncoming traffic, people now turned their heads to gaze at the intruder on his platform; the speaker who speaks no words. The words come from the voices surrounding him.
Since his introduction, Chaucer’s statue has already undergone some transformations. On the first day of spring he was decorated with a flower on his ear, another time with a traffic cone for a hat. Chaucer just stands there, voiceless, but for the expressions of the diverse personalities gazing up at him. The tales of Canterbury are being re-written from below, in the acts of ordinary people.

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Even the most mundane spaces can become meaningful through action. The evidence is all around us, if you discover how to find it.
For me, this happened on Best Lane two years ago, at eye-level on an unremarkable drainpipe.

 
The meaning here was not only in the eye-catching image, but how this rectangle of space now led to an alternate virtual reality. The drainpipe was a magician’s sleeve, disguising a portal to another dimension as slight as a playing card.
Other interventions here can transport you in a different sense, perhaps to a corner of the brain occupied by your giggling 5-year-old self.

 
Everywhere time and space is warped and stuck like gum on the pavement, pockmarking the outer surfaces of our lives with parallel worlds and their abnormal rules. In the Three Cities Garden I have found the most unexpected creations, lurking in what were nondescript spaces and times in my life; throwaway situations recycled and built anew.

 
 
 
 
The inventions never hang around for very long – these were gone within days. I can only assume that an active citizen or street cleaner of some kind saw fit either to steal them or throw them away. After all, the line between art and rubbish can be difficult to distinguish when you are using materials that have exceeded a given purpose. But looking at their appearance was enough to know that these objects were man-made achievements; that materials with natural properties had been bent and moulded to achieve some human aim or aesthetic.
Meaning, like a sticker on a drainpipe or gum on the pavement, is attachable and detachable; though it is much easier to attach than detach. For it always leaves some trace of its presence in a physical mark or residue, a record or memory, waiting to be rediscovered by fresh eyes and reshaped by the hands of time.

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This corner is home to more than just human inhabitants. From the rooftop and awning of the West Cornwall Pasty Shop, a gang of about 10 pigeons survey proceedings, swooping down when they spot pasty crumbs and unsuspecting sandwich-eaters. In fact, given that they eat, sleep and hunt there, the pigeons probably have a greater claim to calling the space ‘home’ than humans do.

 
 

You wouldn’t notice how much they influence the area’s activity until you have sat and watched them at work. They become instant prey for staggering toddlers who chase them from the ground; the subject of laughter from tourists and teenagers who look down in amusement as the birds waddle frantically out of their path. I’ve honestly started to admire the lengths these birds will go in pursuit of food, flying straight into oncoming human traffic which, when you’re a bird, must be like a human walking in front of a herd of galloping giraffes.
Occasionally they gather round me during my lunchtimes, edging as close to the crumbs at my feet as they’ll dare, the slightest movement sending them spiralling away in panic. If this is their home, the pigeons are insurgents, risking everything by demanding a place to live in a citadel of concrete, bricks and mortar. We might see them as vermin; the breeding masses of an urban underclass. Yet ironically it is they who look down upon us. The streets may be ours to borrow – to pass through or stop awhile – but they rule the rooftops.

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The Three Cities Garden was given its name in 2010, to celebrate Canterbury being twinned with Bloomington (USA) and Vladimir (Russia) for 25 years. Appropriately, this unassuming spot is also an attraction for international tourists, who sporadically flock to take photographs beside the red telephone boxes that are located inside.
Even as a local I can appreciate the symbolism. On rainy days, as I sit on a wet wooden bench, eating a packed lunch under an umbrella beside the red phone boxes, I feel unusually in tune with my English heritage, as if I’m sending a postcard to myself. I feel at home but in an abstract way: it is home through the lens of cultural icons that are recognised and cherished way beyond the bounds of my little life.
For some, this garden really is their home in a pragmatic sense. Located in the heart of town, close to public toilets, the public library and other local amenities, the spot is a favoured place of leisure for the homeless or those otherwise unoccupied. Usually once a week or so, a group turns up with a Bluetooth speaker and occasionally a tennis ball, and the garden unfolds like a toy box into music, cans of lager, raucous laughter and play; a kind of outdoor living-room party.
To others in this community, it is more like place of refuge; somewhere to seek the quiet company of a stranger who could maybe lend a listening ear or a cigarette. The person that comes to mind is Bernadette, a homeless lady who told me how she missed her sons who live away from Canterbury. I asked her if she could see them; if they could help her. For someone who has so little, her response was strikingly selfless: she didn’t want to trouble them.
This place to all, it seems, is somehow more than itself; multiple cities folded into a space no larger than an average back yard. It is home, but at the same time it is elsewhere, above, beyond and outside. It is both your relationships to others – however close, however far – and it is the lofty heights of wherever your own thoughts lead you.

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Regularly immersing yourself in a space can be an effective way to make sense of the cacophony of rhythms that make places as complex as they are. It allows you to find patterns in the noise; witness actions carving into everyday reality like a caveman’s etchings, revealing a past, proclaiming a future, and letting them bleed into the present.
Apart from a small plaque and some concealed gravestones hidden in the corner of the Three Cities Garden, there’s little to show that this whole corner of Canterbury – up to the edge of the garden and extending down the high street almost to the bridge over the River Stour – used to be occupied by All Saints Church. A church had stood on the site since medieval times, being uprooted and upgraded successively and most recently in 1878, before it was demolished in 1937. The garden itself used to be the churchyard.


 

Yet even long after its demolition, the rhythms of church life are recalled like echoes from an unseen choir – in the music of homeless citizens gathered together, and the solemn, contemplative lunchtimes of those breaking from the demanding patterns of work and responsibility. Many will be familiar with the presence of ‘Canterbury Healing on the Streets’, who set up deck chairs in the space in front of Patisserie Valerie every Saturday. The church building may be physically absent, but its presence lives on in the mindful, reflective acts of pilgrims who seek out this corner of the city and its vibrant habitat.
‘Healing’ may be the wrong word, but my lunchtimes have revealed to me how taking the time to be aware of your surroundings – mindful of the chorus of relationships channelling into a place – teaches you more about yourself, but not in an introspective or narcissistic manner. It gives an ‘outrospective’ view of the self: being receptive to the environment and your place within it; appreciating what is larger than you alone, but also the part you play as an individual in the symphony of everyday life.
It is a religious experience.
And so the corner of Best Lane and the High Street is as significant as any other place you could think of, which is to say that it is part of a conspiracy far more widespread than you can ever know. Yet still you cannot help but participate in the illusion. For everywhere there are cathedrals sprouting from cracks in the pavement, seeding and flowering like eternal spring in the gardens of the mind.