rewind (lons, scenography)

REWIND _contemporary art exhibition

Curators: Laurent Fiévet and Silvia Guerra

Spatial Concept: Inês Moreira + Diogo Matos []

Artists: Dan Colen (USA, 1979), Robert F. Hammerstiel, (Austria, 1957), Bertrand Lavier (France, 1949), Jan Vercruysse (Belgium, 1948), John Wood et Paul Harrison (UK 1969 and 1966), Cléa Coudsi et Eric Herbin (France, 1979 et 1980), Gabriel Desplanque (France, 1981), Xavier Gautier (France, 1974), Fabien Mérelle (France, 1981), Moira Ricci (Italy, 1977).

Produced: Laboratoire Artistique de Bel _Construction: Produções Reais

Maison de la Vache Qui Rit Lons le Saunier, France, June 2010

A-Maze-d by Bricks [catalogue text]
Inês Moreira and Diogo Matos []

The spatial installation for Rewind contemporary art exhibition is designed and built from gigantic white cardboard bricks arranged in walls, and rooms, and corridors, and hallways, and windows, and doors so to support a selection of artworks revisiting childhood. The spatial concept grew into a complex maze, producing both fascination and a sense of lost: architecture´s spatial complexity is a proposal to expand the curatorial and artistic concepts.

The installation a-maze-s with its simple construction, brick-by-brick, undoing construction techniques and playing with the space as a container. The maze – or labyrinth – is not a comfortable memory or a safe homecoming to our past, though. The adult and rational perspective can read it as a geometric spatial construction… but from within, in its wanderings and shadows, the maze is an exciting entanglement of corridors and dead ends threatening our limits. The maze hosts wondering and anxiety feelings that recall the haunted spaces of infancy.

Rewind exhibition space is white. It’s a space reminding a mega-block construction, the playful process of assembling and reassembling, as well as the mischievous process of violently destructing other child´s construction. The whiteness of the neutral “white cube” is tainted with incompletion: a “non-white cube” produced out of 1000 white cubes and generating an unfinished tridimensional space, proposing a hide-and-seek game with the artworks, the audience and ourselves.