… / / Building a World of Play: Interactive Installations (2005–2009)
katsumimaki.com
General
  • Home
  • About
  • Start Here
Topics
  • Newsletters
    • Fanmade
      • Anti Group Tendencies
        • Page 1
        • Life as an “Anti-Group”
        • Afterword
      • Burnout
        • Page 1
        • Afterword
      • Empathy
        • Page 1
        • Afterword
      • Friendswithyou
        • Origins in Miami: Seeds of a Playful Universe (2002–2004)
        • Building a World of Play: Interactive Installations (2005–2009)
        • Rainbow City: Exploding onto the Global Stage (2010–2012)
        • Animism, Art, and “Happy Virus”: A Philosophy of Play
        • Collaborations and Pop Culture Crossovers (2013–2017)
        • Post-Internet Explorations: From Virtual Worlds to NFTs (2015–2022)
        • Conclusion: Pop Spiritualists in a Connected Era
      • From Dada Collages To Ai Art
        • Introduction and Personal Motivation
        • Dadaism: Collage and the Original “Anti-Art” Movement
        • AI-Generated Art: Algorithms as the New Collage
        • Comparing Dadaism and “AI-Artism”
        • Modality and Technique: Collage vs. Computation
        • Origins and Intentions: Art Movement vs. Tech Innovation
        • Reception and Cultural Impact: Anti-Art Manifesto vs. Existential Disruption
        • Outcomes and Future Trajectories: Lessons from Dada for AI Art
        • Conclusion: Art, AI, and Accessibility – A Personal Reflection
      • Lights Sound Printing
        • Page 1
        • Lighting: High Color Fidelity vs. Spectral Restriction
        • Audio: Theatre Mic Techniques for a Hybrid D&D Game
        • Digital Fabrication: From Desktop 3D Printing to Stage-Size Scenery
        • Conclusion: Personal Reflections on Tech in Theatre
      • Littlespaces
        • Overalls and Feeling Small
        • Voluntary vs. Involuntary Age Regression
        • Stress, Comfort, and Little Space
        • Age Regression vs. Age Play
        • The ABDL Identity and Spectrum
        • Community Norms, Safety, and Stigma
        • Unpacking Misconceptions
        • Afterword
      • Monoline
        • Origins, Purpose, and Brief History
        • Shel Silverstein’s Expressive Monoline Style
        • From Viral Outlines to Indie Cartoons: Monoline’s Digital Revival
        • Bridging Traditional and Digital: Community Art and Personal Practice
        • The Commercial and Algorithmic Appeal of Monoline
        • Communities and Culture: Constraints as a Creative Identity
        • Conclusion and Personal Reflections
        • Afterword
      • Never Have I Ever: Kinks
        • About Me
        • Aromantic Asexual Autonomy
        • A Space for Kink Exploration: Trials in Tainted Space
        • Consent and Customization in a Kinky Universe
        • From Kink Exploration to Relational Ethics
        • Doe Steele: The Trials in Tainted Space
        • Opening Up on Mhen’ga: Amber Changes the Game
        • Crew as Community
        • Relationship Anarchy Among the Stars
        • Afterword
      • Ps1lowpoly
        • Page 1
        • Early Low-Poly 3D: Console Limitations Shaping an Aesthetic
        • From Quirk to Art Form: Low-Poly Revival and Nostalgia
        • Modern Low-Poly in Contemporary Media and Art
        • Super Mario 64
        • Indie Animators and Series
        • Comedy Skits and Memes
        • Cozy vs. Creepy
        • Interview with an Appreciator
        • Conclusion
        • Afterword Fave (Interviewee)
      • Saved My Life
        • My Relationship With Food
        • My Trip to the Hospital
        • What My Journey Looks Like Now
        • Re-Learning My Purpose
        • Afterword
      • Slowart
        • Additive
        • Subtractive (Decay)
        • Performative
        • Slow-Change (Growth)
        • Latent Activation
        • Pilgrimage
        • Witnessing
        • Conclusion: Embracing the Art of Slow Moments
      • The Life Death And Afterlife Of Mannequins
        • I. The Enduring Allure of Mannequins
        • II. The Material and Historical Trajectory of Mannequins
        • Evolution from Functional Forms to Lifelike Figures
        • The Fiberglass Revolution: Durability and Mass Production
        • III. Mannequins as Cultural Artifacts: From Discarded to Desired
        • The Paradox of Invisibility and Persistent Presence
        • Sustainable Second Lives: The Mannequin Madness Model (Judi Henderson)
        • Table 2: Case Studies of Mannequin Reuse
        • The Uncanny Valley: Mannakin Hall as Experiential Art (Roz Edwards)
        • IV. Mannequins in the Human Imagination: Companionship and Projection
        • V. Reflections on Mannequin Endurance: A Personal Synthesis
      • Valentine
        • Page 1
        • A Sweet Gesture After Lockdown
        • Yearning vs. Attraction
        • Thought Experiments with a Safety Net
        • The Fun of Shipping (Even for the Aro-Ace Crowd)
        • Conclusion: Choose Your Own Valentine
    • Original
      • 2024-09 September
      • 2024-10 October
      • 2024-11 November
      • 2024-12 December
      • 2025-01 January
      • 2025-02 February
      • 2025-03 March
      • 2025-04 April
      • 2025-05 May
      • 2025-06 June
      • 2025-07 July
      • 2025-08 August
      • 2025-10 October
      • 2025-11 November
      • 2025-12 December
      • 2026-01 January
      • 2026-02 February
      • 2026-03 March
  • Stories
    • Fanmade
      • Daggerheart
        • CiCi
          • Page 1
          • Page 2
      • Dnd
        • Azurion Nightfall
          • Page 1
        • Little
          • Page 1
      • History
        • Prahlada and Malala
          • Page 1
          • Page 2
          • Page 3
          • Page 4
          • Page 5
          • Page 6
          • Page 7
          • Page 8
          • Page 9
          • Page 10
      • My Little Pony
        • Stellar Redux
          • Page 1
          • Page 2
          • Page 3
          • Page 4
      • Pathfinder
        • Occupation on Vesk 3
          • Page 1
          • Page 2
          • Page 3
          • Page 4
      • Satisfactory
        • Everroot
          • Page 1
        • Reaper and ADA
          • Chapter 1
          • Chapter 2
          • Chapter 3
          • Chapter 4
          • Chapter 5
          • Chapter 6
          • Chapter 7
          • Chapter 8
      • Star Trek
        • USS Mesa
          • Page 1
          • Page 2
          • Page 3
      • Star Wars
        • Protocols and Princesses
          • Page 1
        • Shakka'Dira
          • Page 1
          • Page 2
          • Page 3
          • Page 4
          • Page 5
          • Page 6
          • Page 7
          • Page 8
          • Page 9
      • Trolls
        • Rave and Relaxation
          • Page 1
    • Original
      • Neon Fairy Lights
        • Main Story
          • Page 1
          • Page 2
          • Page 3
          • Page 4
          • Page 5
          • Page 6
          • Page 7
          • Page 8
          • Page 9
          • Page 10
          • Page 11
          • Page 12
          • Page 13
          • Page 14
          • Page 15
      • Northern Lights
        • Main Story
          • Page 1
          • Page 2
          • Page 3
          • Page 4
          • Page 5
          • Page 6
      • Virtual World
        • Commands
          • 01 Bash
          • 02 Cat
          • 03 Ping
          • 04 Mint
          • 05 Vi
          • 06 Echo
          • 07 Dig
          • 08 Tar
          • 09 Sudo
          • 10 Kali
          • 11 Nano
          • 12 RPM
          • 13 Tail
          • 14 Grep
          • 15 Cron
          • 16 Alma
          • 17 Shell
          • 18 Yaml
          • 19 Sed
          • 20 Curl
        • Five Stories
          • 01 Cautious 01
          • 02 Desperate 01
          • 03 Fading 01
          • 04 Cautious 02
          • 05 Indifferent 01
          • 06 Gentle 01
          • 07 Cautious 03
          • 08 Desperate 02
          • 09 Fading 02
          • 10 Cautious 04
          • 11 Indifferent 02
          • 12 Gentle 02
          • 13 Cautious 05
          • 14 Desperate 03
          • 15 Fading 03
          • 16 Cautious 06
          • 17 Indifferent 03
          • 18 Gentle 03
          • 19 Cautious 07
          • 20 Desperate 04
          • 21 Fading 04
          • 22 Cautious 08
          • 23 Indifferent 04
          • 24 Gentle 04
          • 25 Cautious 09
          • 26 Desperate 05
          • 27 Fading 05
          • 28 Cautious 10
          • 29 Indifferent 05
          • 30 Gentle 05
          • 31 Cautious 11
          • 32 Desperate 06
          • 33 Fading 06
          • 34 Cautious 12
          • 35 Indifferent 06
          • 36 Gentle 06
        • Main Story
          • Page 1
          • Page 2
          • Page 3
          • Page 4
          • Page 5
          • Page 6
          • Page 7

Building a World of Play: Interactive Installations (2005–2009)

As their reputation grew, FriendsWithYou expanded from small plush talismans to room-sized, and then street-sized, installations. Miami's burgeoning art scene (energized by the launch of Art Basel Miami Beach in 2002) proved the perfect playground for Borkson and Sandoval's ambitions. In 2005, they unveiled “Cloud City” at the Museum of Contemporary Art's warehouse during Art Basel Miami, marking their first major foray into large-scale interactive art. Cloud City was exactly what its name evokes: an adventurous dream world playground assembled from giant geometric forms. Visitors entering the installation found themselves surrounded by oversize inflatable spheres and pillowy cones up to 10 feet tall, some mounted on casters so they could be rolled around with glee. The space was soft, bouncy, and drenched in bright colors. Formally, it felt like stepping inside one of FriendsWithYou's plush toys, enlarged to architectural scale. Simple shapes (the cone, the cylinder, the sphere) dominated the environment, their smooth surfaces inviting touch and interaction, while a few of these shapes bore the unmistakable minimalist face of a FriendsWithYou character: two black dot eyes and a small smiling curve. In fact, one recurring face belonged to a character called The Boy, an archetype the artists described as embodying youth and naïve creation. In Cloud City, The Boy and his geometric friends were not static sculptures but living parts of the story. Visitors could slide down fiberglass slopes, push around enormous foam creatures on wheels, and essentially become childlike players in this cartoonish city.

friendswithyou-009-page-02.jpeg

Cloud City established the collective's practice of “happy immersion”, and even came with its own soundtrack. FriendsWithYou released a music album featuring local Miami electronic artists to extend the dreamy experience into sound. The installation's success also foreshadowed how FriendsWithYou would merge art and entertainment: that same year, 2005, Cloud City spun off not only music but also motion graphics and animation (they began working on short animated pieces) and even a forthcoming monograph. By 2006, the German art press Die Gestalten Verlag published Friends With You Have Powers!, a book chronicling the collective's singular fusion of toys, graphics and interactive art. The title underscored the group's core belief: that there is power in friendship, play, and imagination.

friendswithyou-010-page-02.jpeg

Miami's community embraced FriendsWithYou's playful spirituality. In December 2006, the city's Aventura Mall debuted “Rainbow Valley,” a permanent playground designed by the duo as part of an arts initiative. Unlike any typical mall playpen, Rainbow Valley was a land of soft mountains, rainbow bridges, and cloud slides, all foam-padded and rendered in vibrant colors. Children weren't just passing time here; they were engaging in a FriendsWithYou story. The installation came with a narrative about Peeko, a small pink mountain who loses his family and befriends a wandering cloud named Cloudy. together, they journey to the magical Rainbow Valley in search of playmates. This charming tale unfolded physically as kids crawled through Peeko's hollow mountain form or slid down Cloudy. By giving playground objects names and backstories, Borkson and Sandoval essentially breathed life (and soul) into inanimate forms, a direct expression of their animist philosophy. A journalist from Wired quipped that Rainbow Valley felt like “a warped Mario Brothers level,” noting how its fantastical design utterly transformed the experience of a commercial space. Indeed, through projects like this, FriendsWithYou began to demonstrate how art rooted in play could find its way into daily life (even a shopping mall) and still provoke wonder and connection.

friendswithyou-011-page-03.png

Back on the art fair circuit, FriendsWithYou kept pushing the envelope of interactivity and scale. For Art Basel Miami 2006, they dreamed up a one-of-a-kind performance piece: the “Skywalkers Parade.” This was a jubilant procession of gigantic balloons (5 to 60 feet wide) commissioned by Scion and co-created with fellow playful artists like Misaki Kawai and Paper Rad. On a December day, crowds watched a surreal parade of characters float in the Miami sky – a “collaborative way to tell a beautiful story through an enchanted parade,” as the artists explained. This early parade, with its mix of art and carnival, prefigured an even bigger parade moment for FriendsWithYou over a decade later, a moment when one of their characters would drift above millions in Manhattan. But in 2006, the Skywalkers Parade in Miami captured the collective's unorthodox approach: art didn't belong only on gallery walls, it could march down the street and make everyone stop and smile.

friendswithyou-012-page-03.png

In 2007 and 2008, FriendsWithYou continued to alternate between gallery exhibitions and public art happenings. The Wish Come True show in late 2007 brought their magic to Minneapolis, while in 2008 the duo took Las Vegas by storm with “Fun House”, a bounce-house installation commissioned for the Hard Rock Hotel. Fun House was essentially a giant smiling inflatable castle, complete with a “romper room,” a funky restaurant, and even a pop-up FriendsWithYou toy store inside. Visitors could literally jump inside the art, unleashing their “inner brats” in what was described as an exercise in the “healing power of fun.” With its squishy walls and floating balls, Fun House was part playground, part contemporary art, blurring the line in a way that made some critics scratch their heads, but made participants grin from ear to ear. As the installation traveled to art fairs and even to the Welt Museum in Berlin in 2009​, Borkson and Sandoval proved that their brand of whimsical, participatory art could resonate across cultures. It was during this period that observers started to note how FriendsWithYou “inverts the practice of religious traditions” (turning rituals into playful acts) “to open a connection to the divine”​. By inviting adults to behave like carefree kids in a bounce castle, the artists were, in effect, performing a kind of secular revival meeting: a joyous, goofy one, but a spiritual communion nonetheless.

friendswithyou-013-page-03.jpeg

Even as they championed play, FriendsWithYou also explored quieter, contemplative work. In 2008, the Indianapolis Museum of Art exhibited their piece “Dream Maker”, a far more tranquil installation: a series of rotating fiberglass orbs painted as friendly planets and stars, like a miniature solar system mobile. Viewers wandering among these gently spinning “celestial beings” experienced a meditative calm, a shift in mood from the exuberant Fun House. This balance between raucous play and serene reflection would characterize FriendsWithYou's oeuvre going forward. Whether a piece was loud or quiet, gigantic or small, the goal was consistent: to trigger a sense of childlike openness and to reconnect people with fundamental feelings of happiness, curiosity, and empathy. “We use play as an artistic means to foster relationships,” the duo explained, hoping to activate “buried urges playfulness, laughter, and inquisitiveness with an end result of feeling connected.”​ In these years, one could see Borkson and Sandoval methodically constructing the building blocks of their own universe: one in which smiling faces, vibrant colors, and simple shapes became bridges between people, and between the people and some sense of the sublime.

friendswithyou-014-page-03.jpeg
friendswithyou-015-page-03.png
friendswithyou-016-page-04.png
friendswithyou-017-page-04.jpeg
friendswithyou-018-page-05.jpeg
friendswithyou-019-page-05.png
friendswithyou-020-page-05.png
friendswithyou-021-page-05.jpeg
friendswithyou-022-page-05.png