Artwork.
FF started life as a theatre company. Now we make the next generation of interactives and audience-centric artworks, offering people experiences which are thought-provoking, playful, and memorable. Sometimes what we make lives in a museum or art gallery, sometimes in a theatre, sometimes outside and sometimes online.
FF artworks and interactives are supported spaces to explore the complexity of modern life: we stretch and challenge our audiences, whilst also embedding warmth, humour, care and accessibility. We explore the biggest issues of our time, from AI to colonialism to the climate crisis.
We combine research, tech solutions and high quality aesthetics, and harness the power of data to create a two-way learning experience between venue and visitor. We incorporate affordable co-creation and outreach into our design processes and enjoy the process of translating knowledge into aesthetically pleasing, playful interactions which people enjoy spending time with. We also understand the needs and constraints of museums and galleries: our interactives are stable and avoid the need for additional Front of House resources - or the dreaded ‘exhibit out of order’ signs.
As well as the artworks featured below, we also have a strand of work that we call FF for Fun.
Welcome to the Isle of Mull. To pure, unspoilt, timeless nature. What can you imagine into this landscape? What belongs here? What doesn’t belong here? And how would you know?
Invasive Species is a nature walk with a difference, exploring ecology and our changing climate, from the perspective of deep time. Launching Spring 2026.
Looking for Love is a playful interactive artwork for humans, inviting you to take the perspective of another form of intelligence to reflect on the peculiarities of our own.
Teaching a robot to love courtesy of Fast Familiar made me laugh out loud. And made me think. Interactive art at its best... voidspace zine
First Day is a game for young people preparing for secondary school. Players help Aleks on her first day at Parton Academy, when - as if there wasn’t already enough to think about - she discovers a shapeshifting creature in her bag…
First Day was co-created with the Year 6 pupils at Katesgrove Primary School in Reading. It was supported using public funding by Arts Council England.
The Acquisitions Panel is an audience-centric experience about the legacies of European colonialism and who gets to choose the stories we tell about the past.
The Acquisitions Panel received the Alternate Realities Award Jury Special Mention, at Sheffield DocFest 2022, and the Activist Museum Award.
The Window is an immersive audio experience blending story, music and spatial sound. Spanning three generations and 40 years, it asks what we inherit from the past and what control we have over the future.
The Window is the recipient of one of Alzheimer’s Research UK’s inaugural Inspire Awards and a collaboration with the MRC Unit for Lifelong Health and Ageing.
Part story, part immersive audio experience and part walk, A Walk in the Park is a 30 minute illumination of the games we play in public spaces, and the different rules that apply, depending on who you are.
A Walk in the Park was commissioned by Tender Abscence for their 2021 international online festival.
Social Sandwich is a project about online encounters with strangers - and the potential for connection rather than conflict. Instead of doom-scrolling during your lunchbreak, talk to someone in another country, see the world from their perspective, and make sense of the world together.
Social Sandwich is part of MediaFutures - this project has received funding from the European Union’s framework Horizon 2020 for research and innovation programme under grant agreement No 951962.
Smoking Gun is a whistleblower thriller for remote audiences. Mixing game, digital art and social experiment, it asks how we can use digital clues to hold the people in power to account.
Smoking Gun was featured by the Financial Times as one of 'Top ten dramas to enjoy at home’ (May 2020), and selected for the Centre for Investigate Journalism’s Logan Symposium.
There’s been a murder. The police have a suspect but the evidence doesn’t paint a clear picture. Watch the testimonies, scrutinise the evidence, discuss with your fellow jurors – and reach your verdict.
The Evidence Chamber was featured by the New York Times as ‘an especially successful way for theater to be enjoyed from a laptop’ after a sold-out three week lockdown run played by international audiences.
The Justice Syndicate is an interactive medium drawing on a jury format. It explores how taken-for-granted assumptions, intuitions and emotions influence decision-making.
The Justice Syndicate was selected for Aesthetica Art Prize Anthology - Future Now - 100 contemporary artists of 2020; and longlisted for the Lumen Prize.
Out of Sight is a binaural story about what it means to care for someone and be cared for. A sensory experience, a moment just for you, that time you needed… feel like you’ve been to multiple locations all from the safety of a chair in a darkened room.
Out of Sight was presented at the Live Lab Elevator Festival and the Critical Care Symposium at the Centre for Digital Story-making.
No actors. No uncomfortable seats. Food. Drink. Your own soundtrack. What could possibly go wrong? You are cordially invited to the party of the year. Get ready to play as you become the star of this unique experience.
Disaster Party was a Lincoln Voices commission, co-commissioned by ARC and the Albany. Supported by the National Lottery through Arts Council England.
Invisible Treasure is an interactive digital playspace, an electrifying exploration of human relationships, power structures and individual agency, where your actions can change everything.
Invisible Treasure was supported by a Tipping Point and Stories of Change Commission via AHRC and the National Lottery through Arts Council England. It had a sold-out three week run at Ovalhouse.