AUDIO–VISUAL
CREATIVE CODING

DM3009

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

A studio module focused around audio-visual systems, interactions,
and time-based creative expression.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

About

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

WELCOME

ADMIN MATTERS

Studio, not bootcamp

Learning happens via exploration, experimentation, and critiques as opposed to fixed step-by-step instruction and tutorials.

Intermediate level

This module builds on students' prior exposure to creative coding and interaction design.

Requires experience

You should be comfortable reading and modifying existing code, even if you are not fully confident writing everything from scratch.

Support is available

Help will be provided in class, but students who feel underprepared should use provided resources to catch up outside of class.

🎨

🛠️

🧑‍💻

🛟

This module aims to equip students with an understanding of core audio-visual coding techniques and technologies that can be applied across different programming languages and software tools.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Expectations

WELCOME

ADMIN MATTERS

Code is a core material in this module

Students are expected to engage with code as part of their creative practice, including reading, modifying, and reasoning about existing systems.

This does not mean that everything must be written from scratch. Students should be comfortable navigating code and making intentional changes to parameters.

Confusion is expected at times, but avoiding the code entirely is not. Understanding how a system behaves over time matters more than technical virtuosity.

AI Tools & Usage Guidelines

AI tools may be used for guidance, explanation, and debugging, similar to a tutor or reference resource. Any use of AI must be declared.

Permitted Use

Submitting work that is largely generated by AI, or code that students do not understand, is strictly not acceptable.

NOT PERMITTED

If you cannot explain how a system works, you should not submit it as your own.

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

covenants

WELCOME

ADMIN MATTERS

Playability Over Reactivity

Interaction should invite exploration, not just trigger responses. A good system reveals depth through use, not novelty alone.

🎹

Behavior Across Time

Systems unfold. Meaning is derived from repetition, rhythm, accumulation, memory, and changes over time.

Explainable Systems

You should be able to clearly explain how your system works through diagrams, speech, and critique — not just demos.

💬

Intentional Aesthetics

Visual and sonic choices matter. Craft and clarity are expected; procedural complexity alone is not enough.

🫟

Code As Material

Code is not just a tool but also a design medium. Decisions in code shape behavior, interaction, and experience.

🧱

Shared Understanding

Not everyone codes at the same technical depth — and that is okay. But everyone must understand the systems they present.

🧠

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Class Structure

WELCOME

ADMIN MATTERS

Lectures

Each session includes short lectures introducing key concepts, frameworks, and examples related to audio-visual systems, time-based behavior, and interaction.

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

1 hour

Studio Activities

The majority of class time is studio-based. Students work hands-on with provided code examples, guided exercises, and open-format exploration and experimentation.

2 hours

Discourse is an integral part of the class.

Students are also expected to share works-in-progress, explain their systems, and participate in constructive critique.

Participation & Studentship

Participation is required for this module.

Students are expected to be present, engaged, and involved in classroom and studio activities.

A 15-minute grace period is allowed before
a student may be considered late.
 

NTULearn will be used as the single source of truth for all course-related communication.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Course Timeline

WELCOME

ADMIN MATTERS

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

1

Course Overview &
Intro to Audio-visual Creative Coding

Orientation to audio-visual creative coding as systems, with a recap of p5 anatomy, behavior over time, and studio  exploration.

Motion & Perception

Using motion, repetition, and temporal change as design materials, with sine and tangent explored as timing functions and spatial design aids.

Analyzing Audio-Visual Systems

Analyzing existing AV systems through inputs, processes, outputs, control, and behaviors using diagrammatic methods.

Designing Intruments

Conceptualizing and designing audio-visual instruments with an emphasis on control, expressivity, and evolving system behavior.

Interaction vs. Playability

Examining reactivity versus playability, focusing on feedback, constraints, legibility, and avoiding shallow interactive systems.

Lunar New Year
Public Holiday

No classes

January
14

January
21

January
28

February
04

February
11

February
18

2

3

4

5

6

WEEK

DATE

TOPIC

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Course Timeline

WELCOME

ADMIN MATTERS

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

7

Playability, Behavior & Intent

Critiquing and refining systems with a focus on articulating intent, playability, and meaningful behavior over time.

Audio as Structure

Exploring sound as a system driver, using audio signals to shape visual behavior rather than focusing on musical composition.

Control & Expressivity

Designing intentional control mappings and introducing MIDI as an interface for expressive audio-visual control.

Presence & Orchestration

Introducing presence, uncertainty, computer vision, and OSC as tools for orchestrating complex audio-visual systems.

Time, Patterns & Constraints

Working with time as a primary design material through pattern, repetition, variation, and constraint, including Strudel concepts.

Final Project
Kickoff

Workshopping Final Project concepts with attention to scope, feasibility, and interaction design.

March
04

March
11

March
18

March
25

April
01

April
08

8

9

10

11

12

WEEK

DATE

TOPIC

Held during Recess Week

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Course Timeline

WELCOME

ADMIN MATTERS

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

13

Final Project
Build & Refine

Studio-focused development, debugging, and refinement of final projects through consultation and iteration.

Final Project
Showcase & Critique

Final presentation, documentation, and critique of completed live or interactive audio-visual systems.

April
15

April
22

14

WEEK

DATE

TOPIC

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Evaluation

WELCOME

ADMIN MATTERS

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

Assignment 1

Assignment 2

Continual

Final Project

15%

15%

20%

50%

Assignment 1
AV System Analysis

Assignment 2
AV Instrument Design

Continual
Participation

Final Project
Live AV Experience

An analytical study examining how an existing audio-visual system functions in terms of inputs, processes, outputs, and behavior over time.

A design-focused assignment involving the conceptualization and prototyping of a novel audio-visual instrument.

Emphasis is placed on playability, structure, and intentional system behavior.

Ongoing engagement in class activities, discussions, feedback sessions, as well as in-progress sharing and critiques.

A culminating project in which students work in groups to realize a live or real-time interactive audio-visual experience.

Projects should demonstrate coherent system design, meaningful audio-visual relationships, and considered evolution over time.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Resources

WELCOME

ADMIN MATTERS

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

CREATIVE CODING

McCarthy, Lauren, Casey Reas, and Ben Fry

Gross, Benedikt, Hartmut Bohnacker, Julia Laub, and Claudius Lazzeroni

Levin, Golan, and Tega Brain

Shiffman, Daniel

AUDIO–VISUAL CONCEPTS

Maeda, John

Manovich, Lev

Kwastek, Katja

Chion, Michel

Textbooks

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Resources

WELCOME

ADMIN MATTERS

OVERVIEW

STRUCTURE

SCHEDULE

ASSESSMENT

RESOURCES

COURSE DETAILS

Syllabus, Learning Outcomes, Weekly Schedule, etc.

YOUTUBE CHANNELS

Intermediate to advanced coding techniques, screen-based

Basic to advanced techniques across screen and physical modes

Companion video series to The Nature of Code textbook

Other Materials

CODING BASICS (DM2008)

JavaScript & p5.js basics, Variables, Animation

Conditionals, Loops, and Decision Making in Code

Creating structure and managing code complexity

Intermediate to advanced techniques taught in Processing (Java)

Global community with archived workshops and tutorials

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

001

Intro to
Audio-Visual Creative Coding

Understanding audio-visual systems and their inherent time-based behaviors.

#ReadingSystems

#BehaviorOverTime

#P5jsAnatomy

#InputProcessOutput

#SetupVSDraw

#SystemsThinking

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

INTRODUCTIONS

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

SESSION_001

INTRO TO AVCC

Let's start by getting to know each other!

Share your name (and pronouns) as well as your current year of study.

👋🏻

2 minutes or less

And then let us know:

  • your course specialization
  • why you are taking this module
  • what your coding experience is
  • your musical experience, if any

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Audio-visual Systems

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

In this module, audio-visual creative coding
is approached as the design of systems, not isolated sketches or visual effects.

An audio-visual system can be understood in terms of input, process, and output — where inputs act as signals, processes define behavior, and outputs are the result of these interactions.

Rather than focusing on individual moments, we are interested in how these relationships produce behavior across time.

SESSION_001

INTRO TO AVCC

Audio-visual systems comprise inputs, processes, and outputs working together.

INPUT

PROCESSING

OUPUT

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

INPUT → PROCESS → OUTPUT

SESSION_001

INTRO TO AVCC

SCHOOL OF ART,
DESIGN & MEDIA

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

This diagram details how inputs are transformed by invisible processes into outputs.

What we see and hear is only the result — the system’s behavior is shaped by rules and memory that are operating beneath the surface.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Behavior over Time

SESSION_003

AV ANALYSIS

In audio-visual systems, meaning does not come from a single frame or moment. It emerges through change, decay, repetition, accumulation, and variation over time.

A system may follow simple rules, but its behavior becomes legible only as those rules are executed repeatedly. What we experience is not a static output, but a temporal process unfolding.

This is why small changes to initial parameters can produce large differences in perception — not because the rules changed, but because their effects compound over time.

SCHOOL OF ART,
DESIGN & MEDIA

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

Something to ponder

Rather than asking “What does this look or sound like right now?” we begin by asking “What does this system do over time?

Time becomes as important a design material as visual and sonic elements.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

sOUND aS dATA

SESSION_003

AV ANALYSIS

In this module, sound is treated primarily as data and signal, rather than as music or composition.

Audio can function as an input, a control signal,
or an output, shaping system behavior through amplitude, frequency, rhythm, and/or changes that manifest over time.

Rather than focusing on melody, harmony, or musical structure, we are interested in how sound can drive, modulate, or reveal system behavior.

SCHOOL OF ART,
DESIGN & MEDIA

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

This allows sound to be used structurally — as a way to influence motion or  trigger events — even when the result is not conventionally “musical.”

SOURCE

SIGNAL

BEHAVIOR

OUTPUT

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Reactive Vs. Playable

SESSION_003

AV ANALYSIS

SCHOOL OF ART,
DESIGN & MEDIA

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

These respond directly and immediately to input. An action produces a predictable reaction, often with little memory or variation.

These systems can feel impressive at first, but are often quickly exhausted once the cause-and-effect relationship becomes clear.

Reactivity prioritizes response over structure, and novelty over sustained engagement.

Playable systems invite exploration rather than instruction. Inputs shape behavior indirectly, often through ranges, thresholds, accumulation, or delayed effects.

Rather than revealing everything at once, playable systems unfold over time, allowing patterns and possibilities to emerge gradually.
Playability prioritizes depth, variation, and ongoing discovery over immediate feedback.

We prioritize playability over novelty — designing systems that remain interesting via sustained interaction, not just initial reaction.

Playable Sytems

Reactive Systems

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Reactive Vs. Playable

SESSION_003

AV ANALYSIS

SCHOOL OF ART,
DESIGN & MEDIA

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

We prioritize playability over novelty — designing systems that remain interesting via sustained interaction, not just initial reaction.

Playable Sytems

Reactive Systems

The system responds immediately to gesture, producing direct and predictable sonic feedback.

The system supports layered control, allowing expressive behavior to emerge through exploration over time.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

p5.js As A System

SESSION_003

AV ANALYSIS

A p5 sketch is itself a system, not a static image or animation. It continuously takes inputs, applies a set of rules, and produces visual and sonic output over time. What we experience is the result of this process repeating frame by frame.

Rather than thinking of a sketch as a sequence of commands, it is more useful to think of it as a set of relationships — where parameters shape behavior, and small changes can compound into very different outcomes.

SCHOOL OF ART,
DESIGN & MEDIA

INTRODUCTIONS

AV CREATIVE CODING

BEHAVIOR & TIME

SOUND AS DATA

INTERACTIVITY

P5.JS

In this way, p5 functions as a laboratory for designing and observing system behavior, rather than simply drawing things to the screen.

Working with p5.js

If you have not already used p5.js, please take a moment to setup your account and understand the interface using the instructions here↗︎.

Setup & Draw

setup() runs once to establish initial conditions. draw() runs repeatedly, allowing behavior to emerge over time.

Together, they define what is stable and what can change in the system.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Coding Orientation

INSTRUCTIONS

FIRST STEPS

In this course, working with code begins with reading before writing.

Rather than starting from a blank file, you will often work with existing sketches, learning how a system behaves by observing and modifying it. Code is also intentionally annotated. Comments serve as guides that highlight structure, intent, and safe zones for experimentation.

The goal is not to master syntax, but to understand how a sketch operates.

SESSION_001

STUDIO

30

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Explore Parameters

You will work with a set of five annotated
p5.js sketches
 provided in class.

Your task is to explore how the system behaves
by making small, intentional changes to existing parameters, rather than adding new logic.

As you experiment, pay attention to:

  • What runs once versus continuously
  • Which parameters affect timing or motion
  • How subtle changes lead to differences

If you need assistance, try looking at the Reference first. You may also use chatbots like Claude or GPT to assist with explaining the code.

Feel free to explore any and all sketches provided here. It is recommended that you attempt to modify at least two sketches.

SESSION_001

STUDIO

INSTRUCTIONS

FIRST STEPS

🛟

SCHOOL OF ART,
DESIGN & MEDIA

There is no expectation to produce finished or “good” results. The purpose of this activity is observation, experimentation, and familiarity.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

thinking in Systems

INSTRUCTIONS

GROUP ACTIVITY

DISCUSSION

We now turn from theory and conceptual framing to practical inquiry.

This activity is not about producing polished diagrams or definitive answers.
Instead, it is about learning how to read a system by observing how inputs, rules, and feedback shape behavior over time.

This activity introduces a mode of thinking that will be revisited throughout the course: treating audio-visual work as a system in flux, not a static output.

SESSION_001

STUDIO

30

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

eVERYDAY sYSTEMS

In groups, you will analyze a familiar system by breaking it down into its underlying structure.

The system does not need to be digital or computational. What matters is that it operates through rules, timing, and feedback. Describe and map the system using four components:

INPUT — what triggers or feeds the system
PROCESS — the rules, or transformations applied
OUTPUT — what the system produces
FEEDBACK — how outputs influence future input

Systems are not limited to code. Many everyday processes already behave systemically, operating through repetition, constraints, and feedback over time.

You may choose any familiar and observable system, such as traffic lights, elevators, automatic doors, vending machines, playlists, DJ sets, recommendation systems, social media feeds, notification systems, queues, classroom routines, or game mechanics like cooldowns and health systems.

Focus on how the system behaves over time, rather than how it appears at a single moment. A rough diagram is sufficient for this exercise.

SESSION_001

STUDIO

INSTRUCTIONS

GROUP ACTIVITY

DISCUSSION

💭

SCHOOL OF ART,
DESIGN & MEDIA

15

The aim is not completeness or accuracy, but clarity. You are to make the system’s logic visible.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Authorship in Systems

Once a system is set in motion, much of its behavior unfolds without continuous human intervention.

Using the system you just mapped, reflect on:
 

Where does control actually reside — in the inputs, the rules, or the feedback loops?

What continues to operate once the system is running, what requires human decision-making?

If two people designed the same system differently, where would authorship become visible?

Did they “author”:

  • the rules?
  • the timing?
  • the thresholds?
  • the possible outcomes?

SESSION_001

STUDIO

INSTRUCTIONS

GROUP ACTIVITY

DISCUSSION

📐

SCHOOL OF ART,
DESIGN & MEDIA

15

How does this way of thinking apply to the p5 sketches you explored earlier, where changing a single parameter altered behaviors over time?

KEY TakeAWAYs

CONCLUSION

HOMEWORK

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

SESSION_001

WRAP UP

SCHOOL OF ART,
DESIGN & MEDIA

In this session, we introduced audio-visual creative coding as the design of systems, rather than isolated sketches or visual outputs. We focused on how inputs, rules, parameters, and feedback interact to produce behavior over time.

Through some hands-on exploration, we also practiced reading systems before attempting to design or modify them — both in everyday processes and in p5js.

Concepts to carry into next session

Audio-visual work can be understood as a systems that unfolds, rather than static.

Behavior over time reveals more about how a system works than surface aesthetics.

Parameters are a primary site of control, shaping timing, motion, and accumulation.

Reading and understanding an existing system is a prerequisite for designing meaningful interaction.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Homework

SESSION_001

WRAP UP

SCHOOL OF ART,
DESIGN & MEDIA

CONCLUSION

HOMEWORK

Before the next session

Familiarize yourself with p5.js and the web editor if you have not already been using it before

Look at slides from DM2008 (Sessions 1—3) to revisit the basics of coding if needed

Next session, we will begin exploring motion and timing as design tools, using sine and tangent functions to shape behaviors.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

002


Motion & Perception

Exploring how motion is read and felt, and how it can be used intentionally to shape perception over time.

#MotionAsStructure

#BehaviorOverTime

#Perception

#MotionCurves

#Trigonometry

#SystemsThinking

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

003

Analyzing
Audio-Visual Systems

Observing and analyzing how audio-visual systems behave and evolve over time.

#Control

#Agency

#FeedbackLoops

#SystemsThinking

#ReadingSystems

#BehaviorOverTime

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Last Session

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_003

WARM-UP

In the previous class, we explored motion and perception as core design elements
in audio-visual systems.

We worked with time as a driver using frameCount, and utilized sin() and tan() functions both as motion curves and as spatial placement tools.

We discussed motion as an intentional design choice rather than superfluous,
and looked at how sound and movement together shape perception and meaning.

Paying attention to 

What changes, what stays stable,
and what repeats over time.

TIME

MOTION

PERCEPTION

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Feedback

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_003

WARM-UP

We will review a selection of short clips from last week’s take-home activity.

These works are not being shown for critique or comparison, but as material
for observation.

As you watch, focus on how sound and movement relate to each other over time. Notice how changes in motion affect perception, and how audio cues shape the way visual behavior is read.

Things to keep in while watching these clips

Is a narrative or structure emerging, even if not intended?

How does the sequencing of clips affect perception of each work?

Do earlier clips change how we
read later ones?

Are you responding more to behavior or surface aesthetics?

30

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Framework

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_003

WARM-UP

We have been working with audio-visual systems by editing values, modifying behaviors, and remixing outcomes.

We often made things look or feel different without fully understanding why those edits produced particular outcomes.

Moving forward, we shift from producing results to reading systems. This means paying attention to what drives behavior internally, how decisions are made over time, and where agency actually resides.

What’s changing today

From simply adjusting outcomes,
we move toward understanding the underlying behaviors.

We go from what happens to
what causes it to happen.

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

THIS SESSION

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_003

WARM-UP

In this session, we will learn how to read audio-visual systems rather than jumping into headfirst into making our own.

The goal is to develop the critical ability to observe and analyze how systems behave over time, and to articulate what occurs beyond surface visuals or sound.

You will also be introduced to diagrams as a thinking tool, and begin applying this approach toward Assignment 1.

We will also develop a shared vocabulary for this session

CONTROL
who or what influences change

TIME
how behavior unfolds
and accumulates

BEHAVIOR
what the system actually does

AGENCY
where decision-making resides

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

ANALYZe SYSTEMS

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

Analyzing AV systems is a creative skill, not an academic exercise. It allows us to understand how a work functions, rather than only responding to what it looks or sounds like.

By learning to read existing systems, we become better at:

 

  • recognizing behavioral patterns
  • understanding constraints
  • identifying design decisions

 

These aspects all contribute towards shaping how a system evolves over time.

SESSION_003

AV ANALYSIS

Analysis helps us to borrow structure without copying aesthetic qualities.

Structure

Rules

Behavior

Outcome

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

UNDERSTAND SYSTEMS

SESSION_003

AV ANALYSIS

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

So far, we have been modifying sketches by adjusting parameters and changing values.

While this can produce interesting results, it does not always reveal why a system behaves the way it does. System Analysis shifts attention toward a given system’s internal logic:
 

  • What drives change
  • How behavior unfolds over time
  • Which parts of the system have influence


This understanding becomes essential when designing systems intentionally, rather than by just trial and error.

Again, we are moving away from what does this do, towards why does this do whatever it does?

INPUT

PROCESSING

TIME

OUTPUT

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

BEYOND THE SURFACE

SESSION_003

AV ANALYSIS

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

When encountering an audio-visual work, it is easy to describe what we see or hear — colors, shapes, rhythms, textures, or sounds. While useful, such descriptions focus on presentation rather than behavior.

 

Reading a system means shifting attention away from surface qualities and toward what the system does over time — how it changes, responds, accumulates, or stabilizes as it runs.

A useful distinction to make is that presentation describes
what appears, and behavior describes what transpires.

Presentation 💖

Behavior ⚙️

how it looks

how it sounds

moment-to-moment

what changes

how it responds

who controls it

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Reading Behavior

SESSION_003

AV ANALYSIS

Focusing on behavior also encourages different questions. Instead of asking whether a system looks or sounds interesting, we ask how it behaves when left running, when interacted with, or when conditions change.

This includes paying attention to repetition, accumulation, decay, thresholds, and feedback — all of which shape how a system evolves and how meaning emerges over time.

Behavior emerges as a system moves through various states over time, each influencing the next.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

TIME

QUESTIONS TO ASK
 

What changes, and what remains stable?

Does behavior repeat, drift, or escalate?

How does the system respond to input over time?

STATE

CHANGE

NEW STATE

BEHAVIOR

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Control, Time & Agency

SESSION_003

AV ANALYSIS

When analyzing an audio-visual system, an important question is not just what happens,
but who or what causes change.

Control in a system can come from many places: a performer, an audience, environmental
conditions, or the system’s own internal logic.

Time plays a critical role here as well. Some systems respond immediately to input, while others accumulate changes, delay responses,
or evolve autonomously
 over longer durations.

 

Human input is translated into control signals, interpreted
by system logic, and expressed as behavior over time, which modulates how these layers interact.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

CONTROL
SIGNALS

PERFORMER

SYSTEM
LOGIC

TIME

BEHAVIOR

Understanding how control operates through
time helps reveal where agency actually resides.

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

SITING AGENCY

SESSION_003

AV ANALYSIS

Agency in an audio-visual system does not always sit with a human operator. In many systems, decisions are partially or fully delegated to rules, thresholds, randomness, or environmental input.

Reading a system involves identifying where decisions are made, which parts of the system have influence, and which parts merely respond.

This helps distinguish between systems that are reactive, systems that are playable, and systems that exhibit autonomous behavior over time.

Inputs, environmental conditions, and randomness shape decisions inside the system, rather than directly determining outcomes.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

One common way to go about this is to question who decides what is next.

RANDOMNESS

INPUT

RULES

ENVIRONMENT

BEHAVIOR

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Intent in Systems

SESSION_003

AV ANALYSIS

Not all behavior in an audio-visual system is deliberately designed. Some behaviors are intentional — explicitly planned, tuned, and anticipated by the artist. Others are incidental — emerging as side effects of rules, parameters, interactions, or environmental conditions.

When reading a system, an important task is to distinguish between behavior that was designed to happen and behavior that happens anyway.

Intentional behavior is designed.
Incidental behavior is emergent.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

DESIGN INTENT

CONDITIONS

rules / mappings

BEHAVIOR

Both can be meaningful, but they play very different roles in how a system functions and is ultimately experienced by someone.

noise / threshold

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Fragility in Systems

SESSION_003

AV ANALYSIS

Incidental behavior is not inherently a problem. In some systems, it produces richness, variation, or surprise. In others, it can reveal fragility — situations where small changes cause the system to break, collapse, or behave unpredictably.

Reading a system also involves asking whether behaviors remain meaningful under different conditions, or whether they only work within narrow circumstances.

Reading systems also allows intent to be inferred via behaviors and outcomes, rather than relying solely on artist statements or explanations.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

This helps distinguish between fragile systems, which depend on specific conditions, & resilient
systems, which continue to operate coherently
as inputs, environments, or time scales change.

FIXED RULES

CONDITION A

CONDITION B

COHERENT

BROKEN

RESILIENT

FRAGILE

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Diagramming as Thinking

SESSION_003

AV ANALYSIS

In this class, diagrams are not used as technical schematics or pseudo-code.

They are a way to externalize thinking — to make relationships, influences, and behaviors visible.

Diagramming is also useful in slowing down observations, and shifting our attention away from surface outcomes toward structure, control, and behavior over time.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

What matters most in this process is clarity of thought, not precision or accuracy.

What diagrams are for

mapping relationships

tracing influence and control

revealing dependencies/constraints

navigating feedback loops

What they are not

ui/ux flowcharts

wireframes

implementation plans

fluff for documentation

🙆🏼‍♀️

🙅🏻‍♀️

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Diagramming as Thinking

SESSION_003

AV ANALYSIS

We will use diagrams to read existing systems
before attempting to design new ones.

A good diagram captures what you believe is happening inside a system — where control sits, how time operates, and what drives behavior.

Different people may diagram the same system differently. This is expected. The goal is not correctness, but the ability to articulate and defend an interpretation.

ANALYZE SYSTEMS

DISSECT BEHAVIOR

PARAMETERS

INTENTIONALITY

DIAGRAMMING

What matters most in this process is clarity of thought, not precision or accuracy.

A good diagram

makes assumptions visible

leaves room for revision

supports discourse

has layers of interpretation 

💡

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IN PRACTICE

INSTRUCTIONS

GROUP ACTIVITY

ASSIGNMENT BRIEF

We are now shifting from discussion and analysis into practice.

The goal of this studio session is not to arrive at finished diagrams by the end of class. Instead, the aim is to begin reading a system using the ideas and vocabulary introduced today.

We will approach this in two passes. First, we will observe an existing work together and quickly establish a rough diagram to get a feel for the task.

SESSION_003

STUDIO

90

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Reading a System

SESSION_003

STUDIO

INSTRUCTIONS

GROUP ACTIVITY

ASSIGNMENT BRIEF

John Cage

Variations V (1965)

Variations V is an early large-scale experiment in indeterminate, technology-mediated performance. Dancers, performers, and electronic systems interact through sensing, chance operations, and environmental conditions.


Rather than composing fixed outcomes, Cage designed a system where sound and behavior emerge from interactions between bodies, space, and technology.

As we watch, read the work as a system. What counts as input? What is sensed versus directly controlled?

Pay attention to dominant behaviors that repeat or persist, sources of indeterminacy, and intentionality of behaviors.

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Assignment 1

For this assignment, you will analyze an existing audio-visual work as a system.

The focus is not on aesthetics or technical replication, but on understanding how the work behaves, changes, and makes decisions over time.

You will select one work from the provided list and produce a visual analysis that articulates how control, time, behavior, and agency operate within the system.

What to do

Choose one assigned work

Observe how the system behaves

Identify sources of control and agency

Diagram your interpretation

This assignment is individual. You will begin research & diagramming in class today. We will review and discuss your diagrams next session.

SESSION_003

STUDIO

INSTRUCTIONS

GROUP ACTIVITY

ASSIGNMENT BRIEF

What not to do

Write code / pseudo-code

Map out technical implementation

Recreate or simulate the work

Focus on visual polish or layout

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Assignment 1

Please select one of these works to analyze

SESSION_003

STUDIO

SCHOOL OF ART,
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INSTRUCTIONS

GROUP ACTIVITY

ASSIGNMENT BRIEF

Ryoji Ikeda
test pattern (series)

Rafael Lozano-Hemmer
Pulse Room (2006)

Golan Levin & Zachary Lieberman
Dialtones (A Telesymphony) (2001)

David Rokeby
Very Nervous System (1986 – 1990)

As you are working, ask yourself

Where does control actually live in this system?

What changes over time, and what remains stable?

Which behaviors come across predictable, and which seem more volatile?

Where does agency appear — and where does it disappear?

KEY TakeAWAYs

CONCLUSION

HOMEWORK

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SESSION_003

WRAP UP

SCHOOL OF ART,
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In this session, we shifted from editing audio-visual sketches to reading them as systems. Rather than focusing on surface aesthetics, we practiced observing how systems behave and change over time.

We introduced a shared vocabulary — control, time, behavior, and agency — to help articulate what is happening inside a system, and learned to distinguish between intentional and incidental behavior.

Concepts to carry into next session

Systems can produce narrative or structure, even when none is explicitly designed.

Context and sequencing shape perception — earlier encounters influence how later behavior is read.

Meaning emerges over time through accumulation, repetition, and contrast.

Distinguishing behavior from surface aesthetics helps reveal how a system actually works.

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Homework

SESSION_003

WRAP UP

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CONCLUSION

HOMEWORK

Before the next session

Continue developing your chosen system's diagram for Assignment 1
 

Be prepared to share and discuss your Miro board (or similar) in the next class

Prioritize clarity of thinking over visual polish

Look out for an email or announcement on NTULearn to submit links to your diagram

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004


Interaction vs. Playability

#ReadingSystems

#BehaviorOverTime

#Playability

#Constriants

#InteractionDepth

#SystemsThinking

Designing interactions that invite learning, exploration, and sustained engagement over time.

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Last Session

PREVIOUSLY

FRAMING

OBJECTIVES

REVIEW

SESSION_004

WARM-UP

In the previous session, we focused on reading audio-visual systems rather than producing our own original outcomes.

We practiced moving beyond surface visuals or sound, and instead paid closer attention to:

  • how systems are structured
  • how behavior unfolds over time
  • where control and agency reside


This shift helped us describe what a system does beyond just appearances.​

Paying attention, again, to 

What changes, what stays stable,
and what repeats across the system.

INPUTS

PROCESSES

BEHAVIORS

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OUTPUTS

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Framework

Being able to describe what a system does
gave us a shared analytical starting point.

However, descriptions alone does not explain why some interactive systems remain engaging, while others are
quickly exhausted.

We will begin to extend system reading by looking at the specificities of interaction over time. We will look beyond response, toward how interaction supports learning, exploration, and continued engagement.

What’s changing today

From analyzing and describing what happens, we are now also
examining how interactions
evolve over longer time-frames.

We shift from immediate responses to sustained engagement.

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PREVIOUSLY

FRAMING

OBJECTIVES

REVIEW

SESSION_004

WARM-UP

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THIS SESSION

In this session, we go from reading what systems are doing to examining how their interactions unfold over time.

The focus is on developing language to describe interaction quality — beyond immediate response, toward learning, exploration, and engagement.

Being the second-to-last theory class, this session will also support the ongoing work on Assignment 1, helping you articulate interactions more precisely.

We will develop a shared vocabulary for describing

REACTIVITY
immediate response to inputs


PLAYABILITY
interaction that develops over time


ENGAGEMENT
why someone stays with the work

SCHOOL OF ART,
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PREVIOUSLY

FRAMING

OBJECTIVES

REVIEW

SESSION_004

WARM-UP

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CHECKING IN

Assignment 1 is still a work-in-progress.

The goal of today’s check-in is articulation, making your system readings (diagrams) clearer to yourself and to others.

This activity is meant to:

  • surface your current readings
  • reveal where descriptions are (un)clear
  • expose limits of our current vocabulary
     

You will work in small groups based on your chosen reference work.

Within your group, compare your system readings

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PREVIOUSLY

FRAMING

OBJECTIVES

REVIEW

SESSION_004

DISCUSSION

25

Where do you agree and/or disagree on readings?

What was difficult to describe or decide in your diagrams?

Focus your discussion on

What you think count as inputs?

What is detected vs. controlled?

What drives change in your work?

Where is agency in this system?

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Class Sharing

We will hear a small number of shared readings from the class.

One student from each reference work will briefly present their diagram, focusing on:

  • how they read the system
  • what became clearer through peer discussion, what requires rethinking
  • where interpretations ended up aligning or diverging


The emphasis is on explaining a reading, not defending your interpretation.

While listening to your
peers, keep in mind

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PREVIOUSLY

FRAMING

OBJECTIVES

REVIEW

20

Multiple readings of the same system can co-exist

The point of this process is to practice sense-making, not to chase after correctness

SESSION_004

DISCUSSION

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Interact vs. play

DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Not all interactive audio-visual systems are engaging to participants in the same way.

Some systems respond immediately to input,
but offer little reason to continue interacting over time once the novelty wears off.

Others support exploration, learning, and mastery — inviting sustained engagement over time.

In this session, we will distinguish between interaction as response and playability as something that unfolds over time.

SESSION_004

INTERACT VS. PLAY

Interactivity is easy to add.
Playability must be designed.

INPUT

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RESPONSE

momentary

prolonged

PROCESS

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WHY THIS MATTERS

SESSION_004

INTERACT VS. PLAY

Many interactive systems fail not because they don’t respond, but because nothing changes for the participant over time.

When interaction is treated merely as immediate response, we often see:

  • behavior that resets instead of accumulating
  • outcomes that repeat rather than evolving
  • engagement driven primarily by novelty


Distinguishing between simple interaction and more thoughtful playability allows us to explain why some systems sustain engagement while others plateau — and gives us the correct language to diagnose these differences.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Just because it responds, does not mean it is engaging.

Response alone does not create experiential depth.

Engagement emerges when interaction changes the system or the participant over time.

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Reactive systems

SESSION_004

INTERACT VS. PLAY

Reactive systems focus on immediate response.

An input is detected, a reaction occurs, and the system returns to a neutral state — ready to respond again in the same way.

This makes reactive behavior:

  • easy to understand
  • quick to demonstrate
  • satisfying in short bursts


But because each interaction is treated as an isolated event, nothing accumulates and little is learned by either the system or the participant.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Reactivity answers the question "Does a system respond to inputs?"

When reading a system, ask:

What happens after the response?

Would repeated interaction change anything meaningful?

If the answer is mostly “no,”
it is likely purely reactive.

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Playable Systems

SESSION_004

INTERACT VS. PLAY

Playable systems treat interaction as something that necessarily unfolds over time.

Rather than resetting after each response, the system retains history — allowing actions to accumulate, compound, or constrain future behaviors and outcomes.

This makes playability more about:

  • learning how the system works
  • discovering possibilities gradually
  • developing control, fluency, or strategy


In playable systems, participants do not simply trigger events, they grow into the outcomes.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Playability answers the question "Why would someone want to stay?"

When reading for playability,
look for:

  • evidence of memory or state
  • changes that persist beyond a single interaction


Playable systems often introduce:

  • resistance or friction
  • indirect or delayed outcomes
  • limits that shape actions

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Learning Curves

SESSION_004

INTERACT VS. PLAY

Playable systems imply a learning curve.

Engagement deepens not because the system itself produces more output, but because the participant gradually understands how to act within the system, and adapts accordingly.

Early interactions are often about discovery—
figuring out what is possible, what is responsive, and what is constrained.

A learning curve describes how understanding gradually develops via repeated interaction,
not how quickly something looks impressive.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Over time, someone's interaction shifts from

exploration → familiarity

reaction → intention

trial-and-error → informed choice

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Steep vs. Shallow

SESSION_004

INTERACT VS. PLAY

Learning curves are not inherently good or bad —
they simply describe how quickly understanding is acquired.

Some systems are designed to be immediately legible, offering access with little effort or instruction. Others require time, patience, and experimentation, rewarding commitment with deeper control and nuance.

The question is not which is better, but what kind of engagement the system is designed to support.

Different curves support different intentions, and consequently, different design decisions.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Steep learning curves

slower onboarding

higher resistance

delayed but richer engagement

Shallow learning curves

quick onboarding

low resistance

easy entry, limited depth

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Expressive Range

SESSION_004

INTERACT VS. PLAY

Expressive range describes what becomes possible once a system is learned.

As participants move along a learning curve, they gain access not to more features, but to more nuanced ways of acting within the same system.

In playable systems:

  • rules remain predictable
  • interaction becomes more precise
  • outcomes vary through intentionality,
    not pure randomness


Expressive range is not about freedom to do whatever, but about depth within constraints.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Expressive range emerges through learned interaction, not added features.

INPUT

PROCESSING

low exp

high exp

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Common Failures

SESSION_004

INTERACT VS. PLAY

It is now easy to see that interactive systems can sometimes feel shallow or quickly exhausted, not because of weak aesthetics or technical issues, but because of structural design choices.

Common failures often emerge when systems:
over-prioritize immediate response

  • fail to accumulate history or internal state
  • offer too much control without resistance
  • make outcomes difficult to read or learn


These systems may be responsive, complex, or even visually rich, but provide little reason for engagement to deepen over time.

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DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

When diagnosing a
system, ask

Does repeated interaction change anything meaningful?

Is there a difference between early and experienced use?

Are outcomes learnable,
or just reactive?

If the answers trend toward “no”...

the system is likely structurally flat, even if it appears interactive.

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Application

INSTRUCTIONS

ACTIVITY BRIEF

We will now apply today’s ideas to your existing diagrams. This studio session builds directly on the work you have already started. You are not starting from scratch, and not redesigning your system.

The focus is on returning to your current diagram and extending your reading using today’s extended vocabulary.

The aim is to make what you already understand more explicit — particularly addressing reactivity, playability and depth.

SESSION_004

STUDIO

45

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Assignment 1

Using today’s concepts, you will annotate, adjust, and clarify how your chosen system behaves over time. Identify where interaction is merely reactive, where behavior accumulates or resets, and where playability may—or may not—emerge.

You are not expected to resolve everything.

Instead, the goal is to surface structure, make assumptions visible, and mark areas that remain uncertain or speculative.

What to do

Re-read the system with new concepts

Annotate where:

  • behavior accumulates or resets
  • interaction changes over time
  • resistance or constraint appears

This work is individual. You will annotate and refine your diagram in class today, and continue developing it towards final submission.

What not to do

Start a new diagram

Redesign the system

Add technical implementation

Focus on visual polish

🙆

🙅

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SESSION_004

STUDIO

INSTRUCTIONS

ACTIVITY BRIEF

[CONTINUED]

KEY TakeAWAYs

CONCLUSION

HOMEWORK

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SESSION_004

WRAP UP

SCHOOL OF ART,
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In this session, we extended system reading by examining how interaction sustains—or fails to sustain—engagement over time, rather than only describing what responds.

We distinguished interactivity from playability, shifting focus from immediate response to learning, resistance, and staying power, and reinforced how clear vocabulary enables clearer thinking.

Concepts to carry into next session

Interactivity describes response; playability describes engagement over time.
 

Learning, resistance, and accumulation create depth — not immediacy.


Constraints shape expressive range more than freedom does.


Clear vocabulary leads to clearer thinking and more intentional design.

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Homework

SESSION_004

WRAP UP

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CONCLUSION

HOMEWORK

Before the next session

Continue refining your chosen system's diagram to complete Assignment 1
 

Prioritize clarity of thinking over visual polish, system behavior is the core deliverable

Diagrams to be finalized by next session

This week emphasized refining how you read an existing system.

Next week shifts toward designing new systems, using these readings as structural reference rather than aesthetic inspiration.

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005


Designing (AV) Instruments

#AnalysisToDesign

#InstrumentAsSystem

#Playability

#Constriants

#ExpressiveRange

#BehaviorOverTime

Shifting from reading systems to designing instruments that sustain play, learning, and behavior over time.

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Last Session

PREVIOUSLY

OBJECTIVES

SESSION_005

WARM-UP

Grounding and recalibrating

The same tools used for analysis will now guide our design process.

INPUTS

PROCESSES

BEHAVIORS

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OUTPUTS

In the previous two sessions, we focused on building common vocabulary to analyze and describe the audio-visual systems.

We clarified the difference between:

  • inputs / processes / outputs
  • behavior over time
  • reactivity vs. playability


Analysis (and the theory involved) was about understanding how systems work. Today onwards, you are in “design mode.”

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This Session

PREVIOUSLY

OBJECTIVES

SESSION_005

WARM-UP

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This session marks the shift from analysis to invention. We will move on from reading existing audio-visual systems to designing our own instruments.

By the end of this session, you should:

  • start on Assignment 2
  • commit to an AV instrument direction
  • articulate what kind of playing your system supports
  • produce an initial diagram that can be meaningfully extended over the break

The emphasis of today's studio session is on

CLARITY

Can you clearly explain what your system is, even if it is unfinished?


BEHAVIOR

How the system acts and changes over time, not how it looks.


INTENTIONALITY

Every decision has a reason,
not just a reaction or effect.

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ANALYSIS → DESIGN

INSTRUMENT SYSTEM

INSPIRATION

Reading systems helped us understand how audio-visual works are structured, and how their behavior unfolds over time.

But analysis, on its own, stops short of invention.

Designing an instrument means actively making decisions: deciding what is possible, what is constrained, what changes through use, and what remains stable.

An instrument is not designed simply to respond to input. It is designed to sustain engagement, enable learning, and expression over time. It is not simply an interface or an effect.

SESSION_005

INSTRUMENT SYSTEM

Analysis helps you see.
Design asks you to choose.

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OBSERVE

DESCRIBE

COMPARE

CONSTRAIN

DECIDE

SHAPE

ANALYSIS

DESIGN

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Drawing INSPIRATION

SESSION_005

INSTRUMENT SYSTEM

When designing instruments, looking at existing works is unavoidable. The goal here is neither
imitation nor aesthetic borrowing.

Instead, we look at how systems are structured, where control and resistance live, and how behavior unfolds over time.

These works are references for system attitudes, not templates to follow. This selection of works demonstrate different ways instruments can:

  • distribute control
  • introduce resistance or uncertainty
  • reward sustained engagement

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Borrow logic, not appearance.
Borrow decisions, not outcomes.

INSTRUMENT SYSTEM

INSPIRATION

Atau Tanaka ↗︎
bodily noise, feedback, imperfect control

Yuri Suzuki ↗︎
Simple inputs, constrained rules, emergent behavior

Love Hultén ↗︎
Tactile systems, expressive range

Non-obvious instrument designs are also valid in this assignment.

20

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Drawing INSPIRATION

SESSION_005

INSTRUMENT SYSTEM

As you look at these works, resist describing what they look or sound like.

Instead, ask:

  • Where is control located?
  • What is deliberately constrained?
  • What takes time to understand or master?
  • What happens when the system resists?
  • What would be lost if everything were immediately accessible?


These questions matter more than the specific technology being used to build the instrument.

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Borrow logic, not appearance.
Borrow decisions, not outcomes.

INSTRUMENT SYSTEM

INSPIRATION

Atau Tanaka ↗︎
bodily noise, feedback, imperfect control

Yuri Suzuki ↗︎
Simple inputs, constrained rules, emergent behavior

Love Hultén ↗︎
Tactile systems, expressive range

Non-obvious instrument designs are also valid in this assignment.

20

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BEGIN your design

INSTRUCTIONS

ASSIGNMENT BRIEF

PHASE 1

PHASE 2

PHASE 3

We are now beginning Assignment 2: Audio-Visual Instrument Design.

Today’s studio is all about choosing a direction, not finishing an idea. You will start by diagramming your instrument as a system — what it responds to, what is constrained, and how behavior unfolds over time.

You may work solo or in pairs, and your ideas are expected to remain provisional. The focus is on clarity of intent, not polish.

SESSION_005

STUDIO

90

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Assignment 2

For this assignment, you will be designing
a novel audio-visual instrument.

The goal, again, is not on visual polish or technical complexity, but on playability, expressive range, and system behavior over time.

You will propose an instrument by diagramming it as a system — articulating inputs, internal logic, constraints, and how interaction unfolds with use. The assignment begins today, and then refined during the break and critiqued when we return.

What to do

Choose a clear instrument direction

Commit to a constraint or premise

Diagram inputs, processes, behaviors

Consider resistance, change over time

Assignment 2 can be completed solo or in pairs. Diagrams are the primary deliverable.

SESSION_005

STUDIO

What not to do

Start with visual aesthetics

Build a feature list

Over-prototype before thinking

Aim for completeness or polish

🙆

🙅

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INSTRUCTIONS

ASSIGNMENT BRIEF

PHASE 1

PHASE 2

PHASE 3

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Assignment 2

SESSION_005

STUDIO

SCHOOL OF ART,
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INSTRUCTIONS

ASSIGNMENT BRIEF

PHASE 1

PHASE 2

PHASE 3

Please commit to one clear instrument direction

As you're designing your instrument, ask yourself

What kind of playing does this instrument support?

What must be learned or mastered by the user over time?

When and where does the system resist the user?

What is deliberately constrained or made unavailable?

What changes through repeated use, and what stays stable?

This is not a final decision, but it is a working commitment for this studio.
You may revise or refine it later, but avoid keeping multiple competing ideas alive.

 

Your diagram should clearly reflect:

  • what kind of instrument this is
  • what kind of playing it supports
  • what is deliberately constrained

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

SESSION_005

STUDIO

SCHOOL OF ART,
DESIGN & MEDIA

INSTRUCTIONS

ASSIGNMENT BRIEF

PHASE 1

PHASE 2

PHASE 3

Choose one starting point
from the list below

Please remember

One input, many outcomes

Many inputs, one outcome

Slow instrument

Unreliable instrument

Memory-based instrument

Environmental instrument

Design to constraints

30

Pick one constraint only

Do not combine prompts

By the end of this phase, you should have something you can explain, not something you’re confident in yet.

You are free to interpret the constraint however you wish. What matters most is that your diagram reflects the logic of the constraint.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

SESSION_005

STUDIO

SCHOOL OF ART,
DESIGN & MEDIA

INSTRUCTIONS

ASSIGNMENT BRIEF

PHASE 1

PHASE 2

PHASE 3

In small groups, explain your instrument to your peers

Please remember

(Peer) Pressure-test

20

Focus on articulating:

  • what kind of instrument this is
  • what kind of playing it supports
  • how behavior unfolds over time


This is neither a pitch nor a critique. The goal is to surface assumptions and weak spots in the system.

  • What happens if this is
    used for X minutes?
  • What changes over time?
  • What can be learned but not mastered immediately?

Peers can only ask

Explain your idea

Do not defend (or sell) it

Focus on behavior instead
of aesthetics, and listen out
for confusion — it’s useful.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

SESSION_005

STUDIO

SCHOOL OF ART,
DESIGN & MEDIA

INSTRUCTIONS

ASSIGNMENT BRIEF

PHASE 1

PHASE 2

PHASE 3

Return to your diagram and revise it based on feedback

Please remember

Revision is progress

Uncertainty is allowed

Your diagram should now reflect both what you know and what you don’t yet know.

REFINEMENT & EXTENSION

40

The goal is not to add more, but to make the system clearer — especially where uncertainty or tension exists. Focus on refining how the instrument works as
a system, not on solving it.
 

  • clarify constraints and limits
  • add internal states or feedback loops
  • mark uncertainty or open questions

You may do loose prototyping only if it helps you think more clearly about the system. Prototyping is not required, and not graded at this stage.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

CONCLUSION

HOMEWORK

SESSION_005

WRAP UP

SCHOOL OF ART,
DESIGN & MEDIA

KEY TakeAWAYs

In this session, we shifted from reading systems to designing instruments. We treated instrument design as a form of system design — where decisions about constraints, structure, and behavior shape how interaction unfolds over time.

We emphasized that playability does not come from features or novelty, but from carefully chosen limits. Finally, we also reinforced that a clear diagram can carry design thinking forward, even in the absence of code.

Looking ahead into the next session

We now move into a two-week break before our next session.

Over this period, please continue extending your diagram with more detail if needed.

Identify weak or un-compelling interactions and see if they still need to exist.

Focus on clarity of intent, playability of your system, and behaviors over time.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

CONCLUSION

HOMEWORK

SESSION_005

WRAP UP

SCHOOL OF ART,
DESIGN & MEDIA

Homework

Over the two-week break

Continue refining your Assignment 2 diagram.

Prioritize clarity of intent over polish. Focus on the system’s playability and behavior over time, not surface aesthetics.

Diagrams should be finalized for critique when we return next session.

Read Chapter 2 of this paper for inspiration and ways to better describe your system.

Use this time to think deeply.

A clear diagram can carry the project forward — even without code.

Look out for an email or announcement on NTULearn to submit links to your diagram

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

006


Designing (AV) Instruments

#AnalysisToDesign

#InstrumentAsSystem

#Playability

#Constriants

#ExpressiveRange

#BehaviorOverTime

Shifting from reading systems to designing instruments that sustain play, learning, and behavior over time.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

007

Intro to
Audio-Visual Creative Coding

Understanding audio-visual systems and their inherent time-based behaviors.

#ReadingSystems

#BehaviorOverTime

#P5jsAnatomy

#InputProcessOutput

#SetupVSDraw

#SystemsThinking

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

008


Synthesis, Control & Expressivity

Building sound systems and designing expressive control through synthesis, MIDI, and parameter mapping.

#ControlMapping

#BehaviorOverTime

#Synthesis

#PlayableSystems

#Expressivity

#SystemsThinking

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Last Session

PREVIOUSLY

OBJECTIVES

SESSION_008

WARM-UP

From analysis to construction

The same signals we read now become materials we shape and control.

AUDIO

ANALYSIS

SCHOOL OF ART,
DESIGN & MEDIA

VISUALS

In the previous session, we focused on
audio as a system driver. We explored:

  • amplitude (levels)
  • FFT (frequency content)
  • audio as a control signal

 

This allowed us to use sound as a means to drive visuals or structure behaviors over time by reading audio as an input source.

We were treating sound as something we receive, analyze and respond to.

DATA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

This Session

PREVIOUSLY

OBJECTIVES

SESSION_008

WARM-UP

SCHOOL OF ART,
DESIGN & MEDIA

This session marks the shift from reading sound to building sound systems. We move from using audio as the input to synthesizing our own audio.

By the end of this session, you should:

  • understand how sound can be generated and shaped
  •  build a basic synthesis system
  • design controllable parameters
  • map external input (MIDI) to behavior
  • further explore what makes an audiovisual system expressive or flat

The emphasis of today's studio session is on

CONTROL

Not just reacting to input but deciding what is shaped and how


MAPPING

How gestures translate into behavior (not just knob → value)


EXPRESSIVITY

What makes a system feel playable
over time, not just responsive

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Interact vs. play

DISTINGUISHING

REACTIVITY

PLAYABILITY

LEARNING CURVE

EXPRESSION

FAILURE MODE

Not all interactive audio-visual systems are engaging to participants in the same way.

Some systems respond immediately to input,
but offer little reason to continue interacting over time once the novelty wears off.

Others support exploration, learning, and mastery — inviting sustained engagement over time.

In this session, we will distinguish between interaction as response and playability as something that unfolds over time.

SESSION_004

INTERACT VS. PLAY

Interactivity is easy to add.
Playability must be designed.

INPUT

SCHOOL OF ART,
DESIGN & MEDIA

RESPONSE

momentary

prolonged

PROCESS

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

009

Understanding how audio-visual systems unfold through time using pattern, repetition, and constraint.

#TemporalStructure  

#Constraint

#Variability

#SystemsThinking

#PatternSystems

#BehaviorOverTime


Time, Patterns & Constraints

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Last Session

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_009

WARM-UP

In the previous session, we worked with sound as a constructed system, where oscillators and various modulations combined to synthesize sonic outcomes.

We were introduced to MIDI as a control layer — no longer limited to code, but exposed and shaped through interaction and compatible devices.

We also discussed the mapping of inputs to parameters as a conscious design decision. 

Paying attention to 

How control is structured, and how it shapes audiovisual behavior over time.

GESTURE(S)

CONTROL

AUDIO / VISUAL

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Show & Tell

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

We will review MIDI-mapped audiovisual systems from last week's explorations.

These works are not being critiqued as evaluation, but as an exercise in observation and analytic discussion.

As you watch, focus on how control is being mapped to behavior over time. Notice how different mapping choices affect a system’s expressivity, stability, and range.

Things to keep in mind while observing these outcomes

What is being controlled?
What is fixed vs. variable?

How direct or indirect is the mapping of controls?

What can be learned over time?
Does it feel playable or quickly becomes exhausting? Why?

Are you responding more to
gesture, or to system behavior?

35

SCHOOL OF ART,
DESIGN & MEDIA

SESSION_009

WARM-UP

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Framework

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_009

WARM-UP

Over the past two weeks, we worked with audio as a driver and MIDI as control, shaping audio-visual systems through analysis, synthesis, and mapping.

This keeps the focus on what changes, rather than how behavior unfolds over time. We did not necessarily structure the time-based aspects of our sketches.

Today, we shift from controlling parameters to structuring behavior over time — via repetition, variation, and constraint.

What’s changing today

From controlling and responding signals, to structuring time.

From mapping inputs/outputs, to composing with patterns.

We go from direct control to systems that run on their own.

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

THIS SESSION

PREVIOUSLY

REVIEW

FRAMING

OBJECTIVES

SESSION_009

WARM-UP

In this session, we will explore patterns as a way of structuring time in AV systems.

Rather than controlling parameters directly, we will work with repetition, variation, and constraint to shape audio(visual) behavior over time.

The goal is to develop an intuition for how simple patterns can produce complex and evolving outcomes. You will be introduced to Strudel as a live coding environment for pattern-based composition.

We will develop a working vocabulary for this session

PATTERN
how events are organized over time

REPETITION
what stays consistent

VARIATION
what changes within a structure

CONSTRAINT
what limits or shapes behavior

SCHOOL OF ART,
DESIGN & MEDIA

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

tIME AS sTRUCTURE

TIME AS STRUCTURE

PATTERNS AS SYSTEMS

WORKING IN STRUDEL

CONTROL VS. COMPOSE

STRUDEL DEMO

Time is never a neutral component of audio-visual systems. It organizes how behavior is structured and experienced across intervals.

Through time, actions are grouped into phrases and sections, and expectations are formed through rhythm and repetition. AV systems can be structured through different
temporal forms:

  • loops
  • cycles
  • phases
  • events


These structures determine how behavior unfolds, and how it is perceived over time.​

SESSION_009

TEMPORALITY

Time organizes behavior in a system and defines an audience's expectation.

Time

Structure

Behavior

Expectation

SCHOOL OF ART,
DESIGN & MEDIA

organization

perception

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Designing With Time

SESSION_009

TEMPORALITY

Time-based behavior can take different forms, from continuous to discrete, and from event-based to state-based.

These differences affect how a system is read,
and how clearly its structure is perceived.

When designing with time, we begin to ask:

  • What should repeat
  • What changes within repetition
  • What remains consistent


and how these elements come together to organize behavior and define expectations.

Different combinations produce different rhythms and expectations.

SCHOOL OF ART,
DESIGN & MEDIA

TIME AS STRUCTURE

PATTERNS AS SYSTEMS

WORKING IN STRUDEL

CONTROL VS. COMPOSE

STRUDEL DEMO

Categories of time-based behaviors

CONTINUOUS
ongoing, fluid change

DISCRETE
separated, countable steps

EVENT-BASED
triggered moments, hits

STATE-BASED
conditions that persist over time

time division

behavior invocation

Patterns as Systems

  • A pattern is not simply repetition
    • a system of rules iterated over a structural framework
  • Patterns can provide
    • predictability
    • variation
    • tension
  • Constraints are what make patterns meaningful
    • too predictable → boring
    • too random → incoherent
    • A well designed pattern considers
      • what remains fixed
      • what is allowed to change
    • again, how do these come together to organize behaviors and define expectations

Patterning with Strudel

  • Strudel.cc is a live coding environment
    • similar to p5js in some sense
    • creative coding specifically for audio
  • REPL based interaction
    • write code → evaluate → hear
  • Not another tool to master
    • a system to think with
    • an aid to make sense of patterning
  • Pattern syntax encodes for time
    • small changes can compound
    • behavioral shifts experienced over time
  • Building blocks of Strudel
    • sequences
    • subdivisions
    • layering
    • pattern density
  • Strudel deals with timing such that
    • you are not necessarily triggering events manually (like with MIDI controllers)
    • you are describing how things should unfold over a period of time

Control to Composition

  • MIDI sends control signals
    • gesture → parameter
    • parameters can influence sound or visual
    • MIDI is just data
  • Strudel
    • rules for how patterns are created
    • pattern → time-based behavior
  • We are moving from
    • purely controlling values
    • to designing temporal systems
    • systems run on their own
    • can evolve autonomously without your supervision
    • produce variation through your pre-defined structure(s)

Learning to Strudel

  • Beginner Workshop on Strudel Docs
    • First Sounds
    • First Notes
    • First Effects
    • Pattern Effects
    • Recap
  • Implement workshop topics
    • Modify provided patterns to experiment:
      • density
      • repetition
      • subdivisions
      • layering
    • While experimenting, observe
      • states of predictability
      • moments of dynamism
      • how/when/why things start to feel boring, repetitive or stale

Extending Strudel with p5js

  • Using example sketches
    • Setup Strudel to OUTPUT MIDI
    • Setup p5js to have MIDI INPUT

 

  • Manipulate pattern logic in Strudel
    • observe how visuals react to changes from Strudel
    • begin experimenting and implementing changes
      • timing
      • density of pattern
      • trigger patterns (what creates visuals?)
      • layered events
      • Note how sound and visuals can be coupled through patterned systems

Key Takeaways

  • Time is a primary design material
    • a key structuring entity
  • Patterns can create behavior
    • through repetition and variation
    • shaped by well chosen constraints
  • Strudel demonstrates how
    • systems can be defined temporally
    • small rules have the potential to generate complex outcomes
  • Moving on from direct control mechanisms to autonomous compositions

Looking Ahead

  • Presence and Orchestration
    • systems that respond to presence
      • computer vision as input
      • OSC as system infrastructure
    • From internal system logic to distributed multi-system setups

Homework

  • Refine your Strudel + p5 setup
  • Quick show and tell next session

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

010


Interaction vs. Playability

#ReadingSystems

#BehaviorOverTime

#Playability

#Constriants

#InteractionDepth

#SystemsThinking

Designing interactions that invite learning, exploration, and sustained engagement over time.

DM3009

AUDIO–VISUAL CREATIVE CODING

AY2526

Final Submission Checklist

  • Ensure you have submitted Assignment 1 & Assignment 2 via NTULearn
     
  • Get in touch with me via email
    if you have not completed this

Assignment 1 & 2

In-class Activities

  • Shortlist 5 best weekly experiments and share links to those sketches (.txt)
     
  • Video outcome from Design In Motion

Final Project

  • 8 to 10 documentation images (.jpg)

    These can be screenshots and/or in-situ photography showcasing process and final outcomes.
  • Project Description (.txt / .md / .pdf)

    A short write-up of around 300 words explaining the project and its concept. Please also include a short section explaining your role and contributions.
  • Documentation Video (.mp4)

    An edited video of about 2 to 3min (no longer than 5min) showcasing your final installation or performance.
  • Project files or Link to sketch