












A project aimed to explore the concept of ergodic literature and cybertext. The goal was to represent the book Un Conte à Voter Façon, by Raymond Queneau, which can be read in different ways and have various outcomes depending on the path the reader chooses to take. After a sentence, the reader is faced with two numbered options, which take him to a different section of the book. Inspired in puzzles like the tangram, which allows to create different images always with the same pieces, I created a puzzle/game where the reader builds a abstract sculpture as they determine the course of the story. Since each piece corresponds to a number, it is possible to generate diverse and visually interesting compositions whenever the tale is reread. Each piece generally contains 3 slits: one for input, where the previous piece fits, and two for output, corresponding to the options the reader has to choose the direction of the narrative.