
Building a Slippery Glossary of Terms: A Disability Zine Workshop
At the Feminist Center for Creative Work and on Zoom, Saturday, June 28, 12-2 PST,
3053 Rosslyn St, Los Angeles, CA 90065
There are a lot of technical terms, acronyms, and labels used when talking about disability and accessibility. It can be confusing or intimidating, especially if the words don't come from the people they're about. Words also evolve and change, when do we actually take a moment to gather our feelings around these amorphous concepts? This workshop is a chance to slow down and talk about the language we use in our everyday lives around disability and access.
Together, we'll create a living collection of terms and meanings based on our own experiences, conversations, and ideas. Instead of relying on strict, one-size-fits-all definitions, we'll welcome many ways of knowing- through writing, poetry, drawings, oral stories, or however you choose to share.
Our goal is to build a shared glossary that reflects real people and their experiences, rather than textbook terms which sometimes carry baggage and limit how we understand disability and each other. We'll create a new structure to engage with slippery terms in a community-driven approach.
This workshop is part of An Accessibility Guide to LA Art Spaces, an interactive resource, map, and guide to art spaces in LA County, developed through the Los Angeles Artist Census, and launching this fall. The glossary will help define the scope of this initiative and create adaptive publications, online and in print. Each participant will leave with their own personal zine, as a handmade reflection of the words, truths, and ideas that matter most to them.
We enthusiastically invite people that have directly experienced access barriers including people with disabilities/disabled people, those working in disability advocacy/justice, and those who are interested in learning, supporting, and contributing to inclusive creative spaces!
This is a hybrid workshop happening both in person at FCCW and online via Zoom for those who can't attend in person. All supplies will be provided, but feel free to bring anything that you would like to use to decorate.
"Game Night", Casa Lü / Durden and Ray
(May 31st - June 22nd 2025)
E-mail me at ceedric(at)Gmail.com to check it out besides its open hours: Noon - 5 on Saturdays.
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Materials: Wood, glass, mirrored stainless steel, ceramics, a gaming PC, plaster, interactive electronics, LCD screens, 3D printed plastic, stone, and paper, water-jet cut materials, found games, found encaustic painting
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Size: (8' x 8' x 8')
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In my usual impossibly comprehensive way, I created a structure hoping to convey the various parts of how making an art career is like a game. Many elements are interactive from a simple spinner that contains "soothing options" to a facsimile of a game that utilized a 'ghost hand' as a controller for a simplified flight simulator based on Season 2 of 'The Rehearsal'.
I've learned that games are not just a set of rules, and that the point of playing games isn't actually to win, but to experience and explore different modes of agency for their own aesthetic value. All games are developed by watching how people actually get into them which may make it the most responsive and flexible art form that exists. The wishes and desires of the people playing these games are formidable as their interactions make meaning. Games go beyond the intuition of the makers, and to do otherwise is to risk having no one play your game.
Other components include a plasma-cut and waterjet cut shape of Palestine, low-income housing, spirals, an infinitely non-repeating tessellating shape, out of stainless steel, bisqued ceramics, and vintage ceramics I found at thrift stores. I also included parts of my arts practice that make my sculptural process visible, from a shelf of plaster pieces that I can choose from to combine to make into sculptures, ceramic test tiles to give me as much glaze information as possible from mixing different commercial glazes and also existing games I've come across that allude to other values in the world beyond playing the game itself.
I still feel like I'm in research mode, learning how to code so that artists can learn how to make something interactive, learning 3D printing so that I could potentially turn that into a game, and in general just trying to figure out what makes games work, perhaps through queering it or inviting others into the space of glitches.
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Selected Details (click to see the image larger):

TLDR: "Tai's sculptural installation draws from their experience teaching The Cultural and Social Design of Games at OTIS College of Art and Design. Their six-level, nine-sided structure is part deconstructed arcade, part utopian maker lab-opens a speculative, hands-on approach to game-making. Through coding, 3D printing, and glitch aesthetics, Cedric explores how games express and invoke agency, queerness, and collaborative resistance."
The Communicator Series
(Dec 10th, 7 pm at the Poetic Research Bureau)