© 2017 by Cristina Rosique.

[Female] street hunter

Video game

Crawling is how this begins, 

a taste of independence. 

being able to move on our own. 

although, we want more. 

one foot after the other, 

walking, 

we become explorers, 

holes and cracks in the pavement, 

which feel like canyons. 

organic and artificial shapes. 

shining and matte finished materials. 

every time a bit further. 

time to wander the city on our own, 

...hold on! 

when did gender start defining how 

we navigated the city?

Most cities have been designed by white men for white men, leading to the creation of gendered environments, which predominantly suit the man and heteronormative family’s needs. One can easily argue that the figure of female wanderer was excluded as a reference for urban planning. In this case, invisibility was the issue; we were “othered” along history, our voices and desires forgotten in the architecture and design of the city. We were seen as secondary characters, passive agents rather engaged subjects.

Nowadays, in our daily life, we, as women, confront unwanted experiences or encounters; Rebecca Solnit1says that a woman’s walk can often be considered a performance rather than a mode of transport. Becoming more visible than ever.

Solnit, R. (2014) Wanderlust: A history of walking. London: Granta 

We can find in the (female) act of walking that there is certainly a desire to blend into the surroundings, to be imperceptible. Sylvia Path2 wrote ‘—to be a part of a scene, anonymous, listening, recording’.

NO! I DON’T WANT TO TAKE AN UBER, I WANT TO BE A STREET HUNTER. [FEMME] URBAN EXPLORER is an attempt to manifest and to spread the female wandering, the way that we experience the city, and our perceptions of it. With the final aim to increase empathy and awareness about our experiences, which never make front page news. They are not rapes nor robberies that get considered in a newspaper, but uncomfortable and stressful situations that we face in our daily lives.

[FEMME] STREET HUNTER—the design resolution—is an interactive video, as the final medium supports my research and allows me to achieve the objective of reaching a wider audience. It shows different spaces based on women’s experiences, which leads to the creation of a [femme] city, and as long as you are wandering inside it, a poetic voice is narrating stories, feelings beyond every spot. A reader, which includes all the urban poems, supports the video, moreover it makes it easier to engage with the content.