Examples: Instructions & Rule Systems

This page collects artworks, rule systems and starting points related to Session 1. You do not need to study everything here. Use it to explore one main question:

What can an instruction be?

Instructions are not simply strict or open. They can sit anywhere on a spectrum:

specified → constrained → interpretive → poetic

The interesting question is often where an author chooses to be precise and where they leave space for interpretation.

Sol LeWitt: instruction as specification

Sol LeWitt’s wall drawings are useful because the distinction between idea, instruction and execution becomes visible. The written instruction defines the work, while other people may execute it in different places and at different times.

A simple example is Wall Drawing 118:

Fifty randomly placed points, all connected by straight lines.

Questions:

Try reading the instruction before looking at the resulting work.

Explore:

Look at several wall drawings. Some are highly specified, while others give the drafter considerable freedom.

Conditional Design: instruction as constraint

Conditional Design shifts the emphasis from designing a finished composition to designing the conditions under which a composition can emerge.

Participants follow rules, take turns and respond to a changing situation. Every decision alters what becomes possible next.

Questions:

Explore:

The archive contains many different systems. Browse them as examples of how a small number of constraints can create complex collective outcomes.

George Brecht: instruction as event

George Brecht developed short written works known as Event Scores. Instead of describing a finished visual composition, they propose an action, event, situation or way of paying attention.

His 1963 work Water Yam collected these scores on individual cards inside a box.

One of the best examples to explore is Drip Music (Drip Event). Its language leaves basic questions such as the source of the water, the vessel and the performer open to interpretation. Different realizations can therefore look and sound very different while still following the same score.

Questions:

Visual references:

Read / explore:

The Getty resource is especially useful because you can browse the actual cards and compare different realizations of the same score.

Alison Knowles: instruction as everyday action

Alison Knowles’ Proposition #2: Make a Salad was first performed in 1962.

The basic proposition is extremely ordinary: make a salad.

Yet every realization changes according to scale, ingredients, location, participants and context. The score stays recognisable while the actual event can change dramatically.

This makes it a useful example of how a very simple instruction can generate a large family of outcomes.

Questions:

Visual reference and article:

The Walker article includes photographs of different performances and discusses how the work changed as it was performed in different contexts.

Explore further:

Yoko Ono: instruction as imagination

Yoko Ono’s Grapefruit collects instruction pieces that expand the idea of what a score can do.

Some instructions propose actions that could be carried out physically. Others are improbable, poetic or impossible. They may be completed partly or entirely in the participant’s imagination.

Here the instruction is no longer simply a technical specification. It can direct attention, create an image in the mind, propose an experience or ask the reader to imagine an impossible action.

Questions:

Visual references:

Read / explore:

The Moderna Museet text is particularly useful for understanding how Ono treats language, ideas, action, sound and imagination as artistic material.

Compare the approaches

These examples expand the meaning of an instruction:

Approach Example What the instruction does
Specify Sol LeWitt Describes relationships and conditions for producing a work
Constrain Conditional Design Creates rules within which participants make decisions
Produce an event George Brecht Proposes an action, event or situation
Structure everyday action Alison Knowles Turns a familiar activity into a repeatable score
Activate imagination Yoko Ono Uses language to produce ideas, images and impossible actions

These categories are not fixed. A work may belong to several at once.

The important question remains:

How much should a rule determine, and how much should it leave open?

From one rule to a system

A common difficulty is trying to invent an entire system at once.
Instead, begin with one action.

Example 1: points and lines

Start:

Place a point.

Add quantity:

Place two points.

Add a relationship:

Connect the two points.

Add variation:

Place the points anywhere.

Add repetition:

Add another point and connect it.

Add a constraint:

A new line may not cross an existing line.

Add an ending:

Stop when no legal move remains.

The important part is not this particular system.

The important part is the method:

start small → test → add one rule → test again

Example 2: touching circles

Start:

Draw one circle.

Add a relationship:

Draw another circle that touches the previous circle.

Add variation:

Choose a different size each time.

Add a constraint:

Circles may touch but may not overlap.

Add an ending:

Stop when another circle cannot fit on the page.

Questions:

Example 3: divide the page

Start:

Draw one line that divides the page.

Then:

Choose one of the resulting areas.

Then:

Divide that area again.

Then:

Repeat.

Possible constraints:

A small change in one rule can produce a very different family of outcomes.

Example 4: collective system

Three people share one page.

Possible rules:

  1. Each person uses a different drawing tool.
  2. Take turns.
  3. On your turn, add one mark.
  4. Your mark must respond to the previous person’s mark.
  5. You may not erase.
  6. After five rounds, change one rule together.
  7. Continue for another five rounds.

Questions:

Ingredients for writing a rule system

When you are stuck, choose from these ingredients.

Starting condition

Where does the process begin?

Examples:

Action

What can happen?

Examples:

Relationship

How does one thing relate to another?

Examples:

Repetition

What happens again?

Examples:

Variation

What is allowed to change?

Examples:

Constraint

What is not allowed?

Examples:

Condition

When does the behaviour change?

Examples:

Stopping rule

When is the system finished?

Examples:

Questions for any generative system

When looking at an existing system or inventing your own, ask:

Explore further

→ Notes on these examples
→ Back to Session 1