# sheet seven

`PART ONE | the task roulette:`
1. RAID THE FRIDGE FOR GOODIES.
3. GO THROUGH YOUR CELL PHONE AND GET RID OF YOUR OLD CONTACTS.
`PART TWO | how I solved it:`

+ 40 rows and 4 columns table with a cell of 1 unit height and 6 units width. Centred.
+ Each cell represents one phone number.

THE DRAWING

+ Using the random number generator at http://numbergenerator.org all the cells were filed with a random 6 digit “phone number” (because phone numbers in Slovenia have 6 digits).
+ starting with the leftmost column, top-down.

+ AFTER one additional phone number was determined, using the same random generator; if any of the digits matches with the digit of the phone number in the cell, that cell is “cut out” of the black drawing base i.e. painted white.

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` NEXT | April 28, 2018 `

# sheet six

`PART ONE | the task roulette:`
1. SIT OUT FRONT WITH A FRISBEE AND ASK PASSERSBY TO PLAY.
2. GO TO AN EASTER EGG HUNT.
`PART TWO | how I solved it:`

+ Here the actual page grid was used as such, with 40 rows and 28 columns of 1 by 1 unit cells.
+ Each cell equals to either a word or space within the text on the selected page.

THE DRAWING

+ instead of buying a book, I just randomly took a book from the bookshelf.
+ Using Chrome random number generator a random page was selected to work with.

+ The text on the page was transformed into a visual, using the following rule: words with 1,2 or 3 letters were marked as a single black cell. words with 4,5 or 6 letters with 2 black cells. words with 7, 8 or 9 letters were marked with 3 black cells. And words with 10 or more letters with 4 black cells. The space between words was marked with a blank/white cell.

+ STARTING with upper left cell, and working across to the right, the drawing image is created by painting the cells corresponding to the actual text.

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` NEXT | March 23, 2018 `

# sheet five

`PART ONE | the task roulette:`
1. SEE A CONCERT.
2. VISIT SANTA AND HAVE A FRIEND TAKE YOUR PICTURE.
3. BUY A BOX OF CHOCOLATE TO SHARE WITH A FRIEND.
`PART TWO | how I solved it:`

+ 2 tables of 6 rows and 3 columns with a cell of 6 units height and 3 units width;
+ placed directly next to each other.
+ The drawing grid imitates the actual grid of the selected chocolate bar; each cell equals to one slice of the chocolate.

THE DRAWING

+ To stay as close to randomness as possible my friend here, to whom I offered the chocolate was the random sequence generator at random.org
+ First all the cells were randomly numbered with the help of the mentioned generator. Each table separately, starting with the left table.

+ After that, using the same random generator, the numbers between 1 and 24 were randomly arranged into two lines.

+ THESE numbers represented the cells or chocolate slices I was able to eat away.
+ The upper sequence determined which of the slices of the left chocolate bar, and the numbers of the lower line defined which slices of the right chocolate bar should be eaten away.
+ And thus the final drawing shows those cells or chocolate slices that stayed untouched during the task.

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# sheet four

`PART ONE | the task roulette:`
1. CUT THE BOTTOM OUT OF A CARDBOARD BOX AND FIX IT TO A TREE. PLAY BASKETBALL.
2. HAVE A DOG WASH AND SPLIT THE MONEY.
3. PLAY HIDE AND SEEK IN THE WOODS AT NIGHT.
`PART TWO | how I solved it:`

+ 4 rows and 2 columns table with a cell of 9 units height and 9 units width. Centred.
+ Each cell represents one of the 8 rounds of the designed game I played for the drawing or book; and is furthermore divided into a smaller table of 3 rows and 3 columns with a cell of 3 units height and 3 units width, to correspond to the actual grid of the individual game.

THE DRAWING
This task inspired me to create a “find the ball” game:

+ From 9 cans used for the game, 5 were marked with a black dot/ball on the bottom, 4 were left empty.
+ While facing down the cans were mixed and arranged in 3 rows.
+ I had 5 trials to find the 5 balls.

+ TO define the structure of the drawing the cells of the base-grid were randomly numbered with numbers from 1 to 8 using the sequence generator at http://www.random.org

+ For a found ball the cell is painted black, for the missed ones a small black square of 1 by 1 unit is drawn in the middle of the cell.

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# sheet three

`PART ONE | the task roulette:`
1. TAKE AN OIL PAINTING CLASS.
2. GO TO CHURCH AND LIGHT A CANDLE.
3. CHILL AT THE COMMUNITY POOL AND SEE WHO SWIMS THE FASTEST.
`PART TWO | how I solved it:`

+ 13 columns divided into 19 equal parts of 2 units height and 2 units width. Centred.
+ Each column represents one of the 13 swimmers, racing against each other, who will first reach the edge of the pool represented by the edge line of the drawing grid. (Swimmers under odd numbering are “swimming” top-down; while the swimmers under an even number are “swimming” bottom-up.)

THE DRAWING

+ This task was executed with the help of a made-up, bingo like game:

+ For the base of the game the each cell of a column was randomly filled with a number between 1 and 10. One number per field, each representing one step forward towards the target, and thus sets the path for each participating swimmer.
+ To do this I used two different sets of numbers; in one I had numbers from 1 to 10, for the value of the cell; in the other numbers from 1 to 19 for the position within the column.

+ One number was drawn from each set until all the cells of the column were filed with a number.

+ During the game one by one, random numbers were called using a random number generator at www.mathgoodies.com. If this given number is matching the upcoming number on a swimmer’s path, the field is marked out. With other words: that swimmer moves one step forward; the game continues until one of the participating swimmers makes it to the other side of the pool.

+ THE drawing image shows the end state of the game board. All the marked out fields are painted black.

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# sheet two

`PART ONE | the task roulette:`
1. SEE WHO CAN GET THE MOST PHONE NUMBERS AT THE MALL.
2. TRY TO WIN ON AN ONLINE PENNY AUCTION SITE.
3. SET UP CARNIVAL GAMES IN YOUR BACKYARD.
`PART TWO | how I solved it:`

+ 3 tables of 3 rows and 6 columns with a cell of 4 units height and 4 units width. Centred.
+ While each table stands for one of the selected games, the cells represent one of my tryouts to hit the target within the individual game.

THE DRAWING

+ Taking some ideas from the www.carnivalsavers.com web page I created three different “Carnival Games” using the materials found at my studio:

GAME ONE – BALLOON BURST:
+ Corresponding with the drawing table, 18 balloons were attached to a board. The objective of the game was to pop as many balloons as possible (or with other words to pop them all) with 18 shots, using a handmade dart.
+ The drawing image is a transcript of the end stage of the balloon board; the popped balloons with a cell painted black, for the balloons that “survive the attack” the cell stays blank/white.

GAME TWO – RING TOSS:
+I was playing with a spray-paint can and a ring made out of wire. I had 18 tryouts, one for each cell, to toss the ring around a peg.
+ Starting with the upper left cell and proceeding across to the right, if successful the cell is painted black, if not the cell stays blank/white.

GAME THREE – BALL TOSS:
+ Here I used a tennis ball and an empty paint bottle placed to a plinth. The objective of the game was to knock down the bottle. I was given 18 tryouts, one for each cell.
+ Starting with the upper left cell and proceeding across to the right, if successful the cell is painted black, if not the cell stays blank/white.

+ HOWEVER, since this is a random order “game” the final image ie. which table should be used for which game’s results, was specified by the random sequence generator at www.random.org
+ The sequence top down is as follows: game one, game three, game two

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# sheet one

`PART ONE | the task roulette:`
1. SING THE JOHN JACOB JINGLEHEIMER SMITH SONG AS FAST AS YOU CAN.
2. GO TO A DIY CLASS AT HOME DEPOT.
3. PLAY A FREE ONLINE GAME.
`PART TWO | how I solved it:`

+ 9 rows and 6 columns table with a cell of 4 units height and 4 units width. Centred.
+ Each cell represents one of my tryouts to hit the target.

THE DRAWING

+ Looking for the appropriate game to play, I ended up at gogy.com, and from all the proposed games Stickman Archery, attracted my attention.

+ The objective of the game is to hit the target and/or collect as many points as possible, while the target “is jumping” to different spots within the game field. The target is a 4 rings target, with score values of 1, 3, 6, and 10; thus my drawing cell was horizontally divided into quarters and painted (bottom up) accordingly:
10 points ranking, the cell is painted black.
6 points hit, three quarters of the cell are painted black.
3 points hit, half of the cell is painted black.
1 point hit, one quarter of the cell is painted black.
For a missed target, the cell stays blank/white.

+ THE drawing image is a transcript of my archery skills. Starting with the upper left cell and working across to the right, each cell is painted depending whether and where the target was hit.
+ I had 1 trial per cell.

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