The Encyclopedia of Interactive Performance

 » Blind walk

One player has eyes closed, the other has eyes open. The blind player takes the arm of the sighted player. Without speaking, the pair walk around the space. The blind player sets the pace and the sighted player guides the route. As comfort is built, the blind player may speed up the rate of travel.

Variations

Blind car – The guide stands behind blind player. Touch the shoulders for right and left turns. Touch closer to spine for sharper turns, the middle of back for forward, the neck for reverse, and stop touching for stop. Press harder for faster and softer for slower.

Finger tips – The blind and sighed players only touch fingertips.

Sonar – Partners stand on opposite sides of the room. Sighted players guide their partners using sounds, but not words.

Guided tour – The sighted player finds elements in the environment and non-verbally guides the blind player to engage with them using the senses of touch, smell, and hearing.

Guardian angel – The blind player walks without any guidance. The sighted player only intervenes if a collision imminent.

Passing partners – Sighted players make eye contact with each other, then release their blind partners, who continue walking. The sighted partners pick up the blind player who was passed to them. Sighted partners need to be aware of all players who might be headed toward a collision.

Notes

  • This exercise feels very different when done outside.
  • It helps for both players to walk in the same rhythm.
  • The sighted player should not drag the blind player around the space. It should feel more like following the blind player.
  • The facilitator my give directions such as “crawl,” “backwards,” and “slow-motion.”

Updated: July 23, 2024

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Encyclopedia of Interactive Performance