23–24

Computation in Design 1

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Computation in Design 1

Computation in Design 1

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Computation in Design 1

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What is this class about?

 

Navigate downwards to find out more.

Computation is often defined as the act or process of calculating something. It often refers to disciplines such as technology, science or engineering and includes practices that involve programming and coding and most recently advancements in Artificial Intelligence, Machine Learning or Generative AI.

 

Within the creative industries, such practices are rapidly evolving in the field of design, where technology plays a key part in the design process and the experimentation and production of designed outcomes.

 

Over the course of the semester you will be introduced to principles relating to code and computation and applicable to contemporary and emerging design practices and aesthetics. This is achieved by combining technical, form-giving and playful approaches that converge at the intersection of code, computation and visual design. In a series of exercises and workshops we will lay the foundation for skills, context and aesthetics in Computation in Design.

Computation in Design 1

B-DC 121

23–24

About

Computation in Design 1: An introduction comprises a series of exercises and workshops that culminate in a student’s digital showcase at the end of the semester and a digital portfolio that documents the process and the results of the activities carried out.

 

Through prepared exercises you will learn about computation in design and acquire basic computational literacy skills through hands-on and playful challenges and exercises. Here, inputs such as numbers, words, shapes or actions are transformed into formal and visual outputs by describing and exercising a process with the use of code, instructions, rules and conditions.

 

Through a series of workshops, you will learn, experiment, and apply creative coding methods to arrive at a series of visual outcomes informed by design and design practice in general. You will apply a range of coding principles to create a series of static, moving, even interactive images. This is often achieved through trial and error, curiosity and experimentation.

Approach

Computational Literacy building 

Applied workshops

Computation in Design 1

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23–24

Define fundamental issues in contemporary design practice including the variety of ways in which visual communication can be applied, and the implementation of common technical and aesthetic standards


Relate to set tasks and project briefs creatively and to generate interesting ideas that can inform design solutions in the field of visual communication

Learning Outcomes

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Organise conceptual and technical steps used to engage with the fundamental components of a design production process and apply traditional and digital design tools and techniques


Demonstrate self-reflection and commitment to set tasks, assignments and exercises and to be able to work both individually and as part of a team

Apply code as a tool and design medium to short design exercises to develop an initial understanding of how code can be used within a design  process and production.

Use code-based sketches to respond to short briefs with a particular code concept in mind

Apply outcomes from code exercises to outcomes such as still image, video, printed matter

Document steps taken and outcomes created in a CPJ

Resources

Computation in Design 1

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23–24

In a series of group and individual exercises you will be introduced to computational principles applicable to design practices. This is a transitional process from exercises that require an analog approach to others that require an incremental digital approach. Results that are created, then lead to a Digital Portfolio that documents the process, outcome, and reflection.

 

Following the structure of the Digital Portfolio, students will document their learning and outcomes respectively. Outcomes include 

 

Archive → Digital images and videos

Digital CPJ → Documentation of process, reflection and outcomes

Summary → Digital document that summarises your semester work

Requirements

Computation in Design 1

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23–24

The Digital Portfolio is explained in detail in the following slides

Follow these links to selected  outcomes created in previous level 1, semester 2 classes

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A brief introduction to Computation in Design with some images, practical and creative applications within the design communication discipline.

Introduction

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Andreas

Andreas works across disciplines and creates objects, tools and interfaces where art and technology meet in a curious way. Many of his works are collaborative and have been presented on screen, in code, as installations, in exhibitions, as performances or workshops. His practice focuses on emerging and open source technologies, where outcomes are inspired and informed by computational aesthetics, interactions and networked processes. He likes plants, he hopes they like him back.

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Dhiya also known as MDRN is an artist, designer, maker and probably Singapore's only surfboard shaper/builder. He is partner at STUDIO SWELL which works on prints, branding, graphic design. Runs an art studio, neuwave, dealing with installations and object making. Makes surfboards under the label The Happy Poison Gang.

Dhiya

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Jo is an artist working with imaginations of digital and physical spaces that question the role of creativity and agency in our increasingly automated world where views of “machine as tool” and “machine as creator” are being challenged. Jo uses emerging digital technologies to practice a range of modes in space-making, some of which include speculative fiction and visuals using machine learning, virtual reality, and large-scale projections.

Joanne

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Olivia is trained at Royal Melbourne Institute of Technology University in Australia and her background in Advertising and Visual Communication allows her to share her practice and knowledge in design education where she focuses on building fundamentals through multi-explorations and methodologies in design. 

Olivia

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Syaz is passionate about bringing about viable & sustainable change that meets both private and social economic objectives. Applying economic theory, leveraging both emerging technology and an ethnographic perspective, I seek to uncover unique and context-specific factors that influences collective human behaviour inefficiently and circumventing them through building platforms for engagement using emerging technology, in an inclusive and accessible manner.

Outside of work, Syaz is passionate about wellness, learning and nature. Other works of study are food fermentation to manage waste & umami, live streaming for learning & leisure.

Syaz

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Graphic Design

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Graphic Design

Generative Design

Motion Graphics

Data Visualisation

Interaction Design

Computational Design

Physical Computing

Experience Design

Interface Design

Machine Learning

Generative Typography, generated using code.

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Try this in code, link

Motion Design, algorithmically generated dynamic visuals. Field.io, design studio. link-1 link-2

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Live visuals, sound reactive, collaboration with musicians.

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Data Visualisation, using data and code as tools and material to generate information or an experience from data.

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Interactive surfaces, exhibition displays, physical artefacts, data sculptures.

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Generative Design, Processing Software.

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Also, NFTs. Crypto Punk 281, One of 6039 Male punks (10,000 total), 0 attributes link

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Playing around with augmented reality and 3D objects, CiD student works.

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Experiments in the physical world, designing prototypes of interfaces to bring back the sense of touch into design experiences

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Building and experimenting with physical objects and technology individually or collaboratively.

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Physical interfaces designed using electronics and conductive paint, the design becomes the interface.

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Physical interfaces designed using electronics and conductive paint, the design becomes the interface.

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United Visual Artists, The Great Animal Orchestra, 2016.

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United Visual Artists

 

UVA’s diverse body of work integrates new technologies with traditional media such as sculpture, performance and site-specific installation.

 

The Great Animal Orchestra is a performative space in which spectrograms specifically crafted for and generated by Bernie Krause’s soundscapes form an abstract projected landscape, a visual interpretation of the various global locations and times of day that Krause made the original recordings.

 

On the floor, in front of the projections a shallow pool of black-coloured water seamlessly reflects the data and brings another dimension to the work. Speakers generate ripples to visualise the sound frequencies inaudible to the human ear. The installation envelops the audience encouraging them to linger and reflect on the language of the living sounds and the phenomenon that each animal has its own acoustic signature in the oral tapestry of its ecosystem.

follow link for more

NONOTAK, DAYDREAM, 2013.

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NONOTAK

 

 

NONOTAK work with light & sound installations and performance pieces to create ethereal, immersive and dreamlike environments.

 

DAYDREAM is an audiovisual installation that generates space distortions. Relationship between space and time, accelerations, contractions, shifts and metamorphosis have been the lexical field of the project. This installation aimed at establishing a physical connection between the virtual space and the real space, blurring the limits and submerging the audience into a short detachment from reality. Lights generate abstract spaces while sounds define the echoes of virtual spaces. Daydream is an invitation to contemplation.

 

follow link for more

Ouchhh is a global creative new media studio. The Studio is a pioneer of data paintings & sculptures. link

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Ouchhh, loading ...

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Sougwen Chung and the mark-made-by-machine.

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Olivia Jack, hydra, live coding tool.

Jessica In, She draws with code.

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John Maeda is an american technologist and product experience leader. Early catalyst for generative art and computational design for cultural + commercial applications across Web2 and Web3.

 

Maeda has been an influential figure at the intersection of media art, design, and technology since the 1990s. His students include contemporary leaders such as Golan Levin, Casey Reas, Ben Fry, and many others. He has authored books aimed at bringing computation closer to initially unrelated disciplines such as art and design.

Maeda served as the President of Rhode Island School of Design (RISD), he was a Professor at the MIT Media Lab (The aesthetics and computation group link). His Design by Numbers project in the late 1990s  was aimed at artists and designers to learn to code.

 

Maeda has compiled a series of technical reports over the past few years to examine the current state of design based on the worldly conditions we find ourselves in today and potentially tomorrow. Take a look at the latest report from 2022 here.

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John Maeda defined three kinds of design as a working model to build upon: Classical Design, which pertains to the design of objects we use in the physical world, Design Thinking, which pertains to how organisations learn how to collaborate and innovate using ideation methods, and Computational Design, which pertains to any kind of creative activity that involves processors, memory, sensors, actuators, screens, and the network.

John Maeda in Design in Tech Report 2019

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John Maeda defined three kinds of design as a working model to build upon: Classical Design, which pertains to the design of objects we use in the physical world, Design Thinking, which pertains to how organisations learn how to collaborate and innovate using ideation methods, and Computational Design, which pertains to any kind of creative activity that involves processors, memory, sensors, actuators, screens, and the network.

John Maeda in Design in Tech Report 2019

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Classical Design

Design Thinking

Computational Design

Thinking critically about Technology

Use all three kinds of Design

Understand Computation

Actively learning The New

Takeaway Points for Computation in Design

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John Maeda defined three kinds of design as a working model to build upon: Classical Design, which pertains to the design of objects we use in the physical world, Design Thinking, which pertains to how organisations learn how to collaborate and innovate using ideation methods, and Computational Design, which pertains to any kind of creative activity that involves processors, memory, sensors, actuators, screens, and the network.

John Maeda in Design in Tech Report 2019

22–23

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B-DC 332

Graduation Project

Computation in Design

Semester 1

Zach Lieberman

 

Zach Lieberman is an artist and educator based in New York City. He create artwork with code, and focus on building experimental drawing and animation tools. He make interactive environments that invite participants to become performers. His main focus is how computation can be used as medium for poetry.

 

Lieberman is a cofounder of the School for Poetic Computation. He is a professor (MIT Media Lab) at the Future Sketches group  which explores software as a medium for art and design, as well as how toolkits and pedagogical approaches can help inform a new generation of computational craft. In their work and courses they focus on computational sketches, often engaging with the past, as a way of suggesting different possible futures.

 

Zach Lieberman's website link

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Graduation Project

Computation in Design

Semester 1

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Learning code can be frustrating and it requires a lot of time and a lot of failure. Time and failure and misunderstanding.

To imbue a sense of optimism here is so important–to celebrate this as a new mode of working and to help students to realise that there's all these untapped ideas out there.

Zach Lieberman

Levin, Golan, and Tega Brain. Code as Creative Medium a Handbook for Computational Art and Design. The MIT Press, 2021. 

 

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Flexible Visual Systems, the design manual for contemporary visual identities Martin Lorenz.

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Not working or thinking in systems corresponds neither to our today's communication networks nor to contemporary communication behaviour. 

Martin Lorenz

Lorenz, Martin. Flexible Visual Systems: The Design Manual for Contemporary Visual Identities. Slanted Publishers, 2022. 

 

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Explore

Ideate

Make

Test

Share

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Weekly Schedule

We will meet on a weekly basis every Wednesday at 9.30 in F301. For a breakdown of the weekly schedule, navigate downwards.

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Computation, coding and design

1

Computational Literacy building 1

2

Computational Literacy building 2

3

Computational Literacy building 3

4

Introduction to the class and an overview of weekly topics, activities and workshops followed by warm-up activities

The anatomy of a program: syntax, flow, functions, variables, shapes, loops, conditionals.

What can coding do for you and what can you do with coding as a designer? In class activities are conducted in small groups to better understand the relevance, potential and application of code and computation

Structuring a program, planning and organising thoughts and ideas, documenting and taking care of visual materials created. Computational aesthetics with functions, loops, variables and movement.

Weekly Schedule

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Applied workshop 1.1

5

Applied workshop 1.2

6

Work check

7

Project week

8

In a series of workshops, students are split into smaller groups and will be introduced to topics previously covered in more detail and will be briefed to creatively apply coding in a small exercise for each workshop.

Workshop 1 continues and concludes at the end of the session, Workshop 1 outcomes due week 7

Process and progress review. Digital Portfolio and Creative Process Journal work check

Independent Study, students to review work check feedback and term 1 activities and topics covered

Weekly Schedule

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Applied workshop 2.1

9

Applied workshop 2.2

10

Applied workshop 3.1

11

Applied workshop 3.2

12

Students continue with their second workshop, introduction to topic and workshop briefing

Workshop 2 continues and concludes at the end of the session. Workshop 2 outcomes to be completed and due week 11

Students continue with their third workshop, introduction to topic and workshop briefing

Workshop 3 continues and concludes at the end of the session. Workshop 3 outcomes to be completed and due week 13

Weekly Schedule

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Submission compilation 

13

Independent Study

14

Assessment

15

Conclusion of the semester with sharing of outcomes. Submission briefing and assessment preparation of materials created over the course of the semester. We are nearing the end of the semester. In this session we will look at how to organise and present your semester work in a digital format, a pdf. You will be introduced to a template and briefed on your submission for assessment.

Use this week to work on your submission.

Your submission should include all materials as required and briefed.

Weekly Schedule

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Computation in Design 1

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Digital Portfolio

Navigate downwards to learn more

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Digital Portfolio

How To

The Digital Portfolio is a digital archive which you will use to document your work based on activities and exercises  conducted in class.

Digital Portfolio

A given folder structure tells you which documents are required. You should update your Digital Portfolio regularly. There are three main elements that are required:

 

1. Archive (update regularly)

2. CPJ (update after class)

3. Summary (end of the semester)

 

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Digital Portfolio

Archive

CPJ

Summary

Download

Folder structure

Available for download as .zip from Google Drive

Document your process and outcomes

Archive and organise materials for submission

Read and follow the Digital Portfolio Guidelines

Keep(s) your work organised

 

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

What  goes into the Archive folder? Outcomes like images, videos, code or written documents will be kept in the Archive. Here do follow the folder structure given for each exercise as well as the instructions given in class. Be concise and organised when labelling your files.

 

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

Your CPJ should not only be descriptive, meaning: you should not only describe what you have done step by step, this  is not enough.

Instead, you should elaborate and reflect on your work and write about it: what worked well and what did not work so well, what problems occurred and how they were resolved.

 

What did you learn? What worked well? Were there any highlights or weird moments, anecdotes? You should analyse and reflect more and describe less.

 

This can be as brief as 70-120 words per weekly entry, but if you like to write more, please do.

Update weekly

Keep design and layout simple

Structure content well

Write between 70-120 words per week

Add between 4 to 10 images per week

Be less descriptive

Be more analytical and reflective

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

For your final submission you will create a summary of selected outcomes that you will have created this semester. This summary will be in .pdf format and a template will be provided.

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

Digital Portfolio

How To

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Computation in Design 1

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Digital Portfolio

Archive

CPJ

Summary

Download

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

Digital Portfolio

How To

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Digital Portfolio

Archive

CPJ

Summary

Download

Digital Portfolio

How To

After you have downloaded the Digital Portfolio, read the guidelines document. If unsure, go back to the document to review the handling of files etc.

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Code Basics

This section gives an overview of basic coding concepts you should find useful to playfully explore activities and exercises for this class and creative coding in general.

syntax shape function variable conditional loop transformation object array .

p5js

code

sketch

editor

p5js is a creative coding environment, a community and a JavaScript library for creative coding, with a focus on making coding accessible and inclusive for artists, designers, educators, beginners, and anyone else. 

Code, simply put, is a set of instructions for programming a computer. In Creative Coding, we use instructions to create computer-generated results. Often visual, they can be static, dynamic, poetic, interactive and they can appear on a screen or on paper, as objects among many other things.

In Creative Coding, we call a sketch a computer program. Why a sketch? In art or design, a sketch is a common term for a rough and unfinished drawing, here a coded sketch should be seen similarly, rough and unfinished, to illustrate a thought, to bring a creative idea to life.

An editor, or more precisely a code editor, is a text editor program designed for editing source code for computer programs. In our particular case this semester, we will use a browser-based editor at editor.p5js.org, a web editor for p5js. For demos and tutorials we will use p5live.

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

In creative coding, shapes are like building blocks that you can use to draw visual elements such as squares, circles, triangles, and more. By combining and arranging these shapes, you can create intricate designs and artwork, all by writing code to express your creativity in a visual and interactive way.

drawing and shapes

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

Functions in programming are like reusable recipes that take inputs, perform specific tasks, and give you outputs. They help organize and simplify code by allowing you to use the same set of instructions multiple times, making it easier to create complex designs and interactions in your projects.

 

 

 

functions

 

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

In creative coding, loops are like a magical "copy and paste" tool that allows you to draw or repeat elements multiple times without writing the same code over and over. They save time and make it easy to create patterns, animations, and interactive designs by automating repetitive tasks.

 

 

loops

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

Conditionals in coding are like decision forks. You tell the computer to do something only if a certain condition is met. For example, if it's sunny, wear sunglasses; else, carry an umbrella. It helps your code make smart choices based on different situations, making it act like a smart assistant.

 

 

 

conditionals

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

Transformations in p5.js are like magic tricks for shapes. Think of a shape as a sticker on a sheet of paper. By using transformation commands like push() to save the current state, and pop() to go back, you can stretch, rotate, and move the shape around. It's like bending and twisting the paper without changing the sticker's original shape, making coded animations and designs.

 

 

 

 

transformations

22–23

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drawing and shapes

functions

loops

conditionals

transformations

variables

Core concepts

Variables in coding act like labeled storage containers. They hold data that can change as your program runs. Think of them as virtual sticky notes where you can store numbers, words, or other information, making your code more flexible and responsive.

 

 

 

 

 

variables

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setup

draw

function

rect

ellipse

line

coordinates

beginShape

endShape

vertex

Commands

The setup() function is called once when the program starts. read more

Called directly after setup(), the draw() function continuously executes the lines of code contained inside its block. read more

A function is a set of statements that perform a task. Optionally, functions can have parameters. read more

All shapes drawn to the screen have a position that is specified as a coordinate. read more

A rectangle is a four-sided closed shape. The first two parameters set the location of the upper-left corner, followed by width and height. read more

Draws an ellipse (oval) to the screen. The first two parameters set the location of center of the shape, followed by width and height. read more

Draws a line (a direct path between two points) to the screen. read more

Using the beginShape() and endShape() functions allow creating more complex forms. read more

beginShape() begins recording vertices for a shape and endShape() stops recording. read more

All shapes are constructed by connecting a series of vertices. vertex() is used to specify the vertex coordinates. read more

Code Basics

Drawing and shapes

Core concepts

22–23

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Code Basics

Functions

function setup( )

function draw( )

A function is simply a “chunk” of code, or a block of code, that you can use over and over again, rather than writing it out multiple times. Functions enable programmers to break down or decompose a problem into smaller chunks, each of which performs a particular task.

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function

parameters

arguments

Concepts

Example

Parameters are used in the definition of the function, between the brackets, eg. function add(x,y) here x and y are parameters.

A function is a set of statements that perform a task. Optionally, functions can have parameters. read more

Arguments are the actual values that get passed in when a function is called, eg. add(1,2) here 1 and 2 are arguments.

// 1. function without parameters:
// function hello1 will draw a rect at 0,0. 
// that's all it can do at the moment.
function hello1() {
  rect(0,0,100,100);
}
// call hello1 like this: hello1();

// 2. function with parameters
// hello2 takes 2 paramters, theX and theY
function hello2(theX, theY) {
  rect(theX, theY, 100, 100);
}

// when calling hello2() with 2 arguments
// these arguments will be passed on to the
// function as parameters theX and theY
// in the following call theX will be 50 and
// theY will become 200
// call hello2 like this: hello2(50,200);

Code Basics

Functions

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Transformation  is a concept that initially leaves you scratching your head. Why? Transformations act on the coordinate system rather than on shapes, and transformations are accumulative. Allison Perish has written an extensive and useful tutorial with examples here. 

translate

rotate by 180 degrees or PI

Code Basics

Transformations 

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Commands

Example

When using transformations, the things you draw never change position; the coordinate system itself does. read more

push

pop

translate

rotate

scale

The push() function saves the current drawing style settings and transformations, while pop() restores these settings. read more

The push() and pop() functions can be embedded to provide more control over the positioning and rotation of shapes. read more

Specifies an amount to displace objects within the display window. read more

Rotates a shape by the amount specified by the angle parameter. read more

Increases or decreases the size of a shape by expanding or contracting vertices. read more

// use transformations to draw 2 rects
function draw() {
  fill(0,0,255,100);
  noStroke();
  
  // draw a rect at coordinate 50,200
  // without moving the rect but the
  // coordinate system using translate
  push();
  translate(50,200);
  rect(0,0,100,100)
  pop();
  
  // same as above but now we rotate
  // the rect by 45° (using radians)
  push();
  translate(50,200);
  rotate(HALF_PI); 
  rect(0,0,100,100)
  pop();

}

Above commands are called transformations

Code Basics

Transformations 

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A for loop repeats one or more statements a given number of times.

use a for-loop to create multiple copies 

Code Basics

Loops

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use a for-loop to create multiple copies 

for(let i=0;i<10;i++) { }

A for-loop, followed in parentheses, the for-loop takes three arguments, initialization, condition and variable modification

The first argument i.e. initialization runs only one time before the execution of the loop; It initializes a variable which is used in the condition for the loop.

The second argument i.e. condition is evaluated before every iteration; the loop terminates when this condition is satisfied. in this example when i is 10 or bigger, then the loop will exit.

The third and the last argument variable modification is used to modify the value of the variable used in condition after every iteration of the loop.

All statements go in between the curly brackets.

A for loop repeats one or more statements a given number of times.

Code Basics

Loops

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Commands

Example

for

for creates a loop that is useful for executing one section of code multiple times. read more

function setup() {
  createCanvas(800, 800);
}

function draw() {
  background(0);
  stroke(255);
  noFill();
  push();
  translate(100,100);
  // here we will use a for-loop to draw
  // 10 rectangles vertically with a distance
  // of 50 pixels.
  for(let i=0;i<10;i++) {
    push();
    translate(0,i*50);
    rect(0,0,600,20);
    pop();
  }
  // the for-loop ends here after 10 rects
  // have been drawn, see code between {} (above).
  pop();
}

A 'for loop' consists of three different expressions inside of a parenthesis.These expressions are used to control the number of times the loop is run. read more

The concept of for-loops

Code Basics

Loops

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Decision making

do things when condition is false

Computers can be programmed to make decisions, to do different things in different circumstances. Decisions take the form of an if-then format. They start with a condition, which is then evaluated as either True or False.

 

do things when condition is true

true

false

Code Basics

Conditionals 

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Computers can be programmed to make decisions, to do different things in different circumstances.

Decisions take the form of an if-then format. They start with a condition, which is then evaluated as either True or False.

 

Code Basics

Conditionals 

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When programs are allowed to make decisions, the outcome is non-linear.

Code Basics

Conditionals 

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When programs are allowed to make decisions, the outcome is non-linear.

Code Basics

Conditionals 

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Commands

Example

if

Use if to specify a block of code to be executed, if a specified condition is met and true read more

else

else if

true

false

Use else to specify a block of code to be executed, if the same condition is false  read more

The push() and pop() functions can be embedded to provide more control over the positioning and rotation of shapes. read more

Also known as boolean, true when condition is fulfilled read more

Also known as boolean, false when condition is not fulfilled read more

// if–else
// check if mouse is pressed or not
function check2() {
  if (mouseIsPressed === true) {
    background(0,255,0);
  } else {
    background(255,0,0);
  }
}

// if–else if–else
// 3 checks based on the location 
// of mouseX which will change the 
// background color accordingly
function check3() {
  if(mouseX<100) {
    background(255,0,0);
  } else if(mouseX>100 && mouseX<200) {
    background(0,255,0);
  } else {
    background(0,0,255);
  }
}

Code Basics

Conditionals 

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function

parameters

arguments

push

pop

translate

rotate

scale

Concepts

Commands

Parameters are used in the definition of the function, between the brackets, eg. function add(x,y) here x and y are parameters.

A function is a set of statements that perform a task. Optionally, functions can have parameters. read more

Arguments are the actual values that get passed in when a function is called, eg. add(1,2) here 1 and 2 are arguments.

The push() function saves the current drawing style settings and transformations, while pop() restores these settings. read more

The push() and pop() functions can be embedded to provide more control over the positioning and rotation of shapes. read more

Specifies an amount to displace objects within the display window. read more

Rotates a shape by the amount specified by the angle parameter. read more

Increases or decreases the size of a shape by expanding or contracting vertices. read more

transform

When using transformations, the things you draw never change position; the coordinate system itself does. read more

mouse

We can query and use the mouse's location and button state (see interactivity) read more

Code Basics

Reading Resources

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Online Resources

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Coding Spectrum

No Code

Low Code

Some Code

All Code

Requires few to no code to quickly build an application. This doesn't mean there is no code involved, the code just all runs in the background. Often purely UI, pull-down and drag-and-drop based.

Similar to No Code, however, some code is exposed in the application development environment you are using. Although often related to visual programming environments, a basic understanding of coding concepts is useful.

Limited to the tool

Some customisation possible

Some coding skills required 

Build your own

Wordpress

TouchDesigner

Code templates

Blender

html, css, JavaScript

Code frameworks (p5js, Processing)

Scripting

Python

Arduino

Unity

Knowing and understanding some code as a designer allows you to innovate, collaborate better, and communicate across disciplines when technical expertise is required. Basic knowledge in software and hardware development required–can be acquired through practice.

This is when you are able to build your own software with ease. Needless to say this needs time and practice but allows you to create your own tools applied to your design practice.

Cargo and similar website builder

Figma

Spark AR

Prompting (Midjourney, Dall-e, etc.)

Pen and Paper

Text Editor

Any programming language

Command Line

Git

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Live Project with R/GA

Computation in Design

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Learning-to-code assistant

In this class, we will introduce ChatGPT as a learning-to-code assistant. It will help students understand and solve basic technical concepts and problems, both in groups and individually. ChatGPT excels at explaining technical concepts and providing coding examples.

The suggested code snippets from ChatGPT can then be further modified, extended, sculpted by students to achieve an (un)expected outcome based on briefs given. It is the playfulness and the experience we wish to expose students to in order to better learn, understand and apply tech as part of their own practice.

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ChatGPT

AI Generators

ChatGPT works with algorithms and is trained to generate human-like text that can be used in conversation. It can answer questions, provide information, and engage in natural language discussions with users.


Some potential use cases for ChatGPT include customer service chatbots, virtual assistants, and conversational interfaces for websites or mobile apps. It can also be used to generate content for social media or create chatbot scripts for marketing or entertainment purposes.


Overall, ChatGPT is a powerful tool for creating chatbots that can have intelligent and engaging conversations with users.

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ChatGPT

AI Generators

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ChatGPT

How To

ChatGPT

Generative AI

AI models that can generate open-ended content, often creative content like visuals, music or text.

 

LLMs

Large Language Models, are advanced computer programs designed to understand and generate human-like text.  

Prompting

AI chat prompting is a technique where a computer program provides suggested text or other outputs to help users engage in natural language conversations with AI or to generate creative outcomes like visuals for example.

 

Hallucination

AI hallucination refers to a situation where an AI system generates content that is not accurate or based on real information, often creating fictional or misleading outputs.

 

Bias

Bias in AI refers to the presence of unfair or skewed representations and decisions made by artificial intelligence systems, potentially leading to unequal treatment or inaccurate conclusions.

What is this about?

 

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ChatGPT

How To

ChatGPT

How does that work? How do generative language models work?

 

Predicts words based on previous text given and the data the model has been trained on.

 

To us this looks like magic, to the computer it is a gigantic pile of data that an algorithm ploughs through.

How does this work in the browser at chat.openai.com?

 

ChatGPT provides a free version which you can sign up for at chat.openai.com. You can then use ChatGPT in the browser but also on your phone.

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ChatGPT

How To

ChatGPT

What are some of the opportunities that ChatGPT provides us with?

 

We can use ChatGPT as a coding assistant for this class. This does not mean that ChatGPT will do all the work for you, but it will be able to support you in completing the exercises and assignments we give you.

Still, this class is about design and giving form to ideas through code.

What should you be mindful of?

 

ChatGPT can be a very powerful tool and it will, already is, embedded in many applications that we use on a daily basis, hence, it is important that we, you, are able to use this tool. However, we should not blindly trust the technology and we must be mindful and considerate in the content that we prompt and produce. You need to be responsible.

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ChatGPT

How To

ChatGPT

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ChatGPT

How To

ChatGPT

Prompting tips

 

Study with ChatGPT, ask questions that you want to ask your teacher or google

 

Summarise concepts for you, for example coding concepts like loops: Can you explain to me the coding concept of loops, I am using p5js and it would be great if you could explain it to a newbie student? or Can you explain to me the coding concept of loops, I am using p5js and it would be great if you could explain it to a child?

 

Explain it to a child

 

Ask for example code that specifically addresses a concept like shapes: can you give me some p5js code that demonstrates the beginShape vertex and endShape commands?

 

Ask  ChatGPT to break down a response into steps: I want to create a p5js sketch with 5 different shapes at random locations and with different colors. Can you break down the steps for me to take? I am using the p5js online editor.

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ChatGPT

How To

Acknowledging the use of generative AI

You are free to use generative AI tools like ChatGPT in any way that helps you in your learning for this class. However, any usage of generative AI must be properly acknowledged.

 

At the very least, you need to provide a statement of use that clarifies what, if any, technologies you employed to create content while working on your assignment.

Remember that you are in school to learn and become an independent learner and eventually an expert in your field of study and practice.

 

Generative AI tools can help you achieve your ideas, visions, futures, but keep in mind that the quality of your work is determined by talent, practice and knowledge.

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ChatGPT

How To

Others

click options on the right

Tools

Playground

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Introduction and overview of the Computation in Design class followed by a drawing and coding activity.

Computation, coding and design

1

Why are we learning to code?

What are we learning?

How are we learning?

What are we learning for?

Code is the language that today's technologies run on. Although code is often seen as a more scientific and technical matter, it is now an increasingly important aspect of a designer's toolkit, processes, and knowledge. Also, we can make beautiful things with it. 

We will learn basic and foundational coding skills to create visual outputs. We will learn to structure and apply commands to create browser based computer programs. Through demos, exercises and a final project brief we will learn and practice creative coding and share our findings.

We will use a coding environment called p5js which is a JavaScript library for Creative Coding, with a focus on making coding accessible and inclusive for artists, designers, educators, beginners, and anyone else. p5js will be our main coding tool and environment to learn and practice.

We are learning to build a better understanding of the mechanisms that constitute a computer program. With this foundation and basic understanding of what code is, how code feels, what code can do, the aim is to make code a part of your designer's toolkit.

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p5js

code

sketch

editor

p5js is a creative coding environment, a community and a JavaScript library for creative coding, with a focus on making coding accessible and inclusive for artists, designers, educators, beginners, and anyone else. 

Code, simply put, is a set of instructions for programming a computer. In Creative Coding, we use instructions to create computer-generated results. Often visual, they can be static, dynamic, poetic, interactive and they can appear on a screen or on paper, as objects among many other things.

In Creative Coding, we call a sketch a computer program. Why a sketch? In art or design, a sketch is a common term for a rough and unfinished drawing, here a coded sketch should be seen similarly, rough and unfinished, to illustrate a thought, to bring a creative idea to life.

An editor, or more precisely a code editor, is a text editor program designed for editing source code for computer programs. In our particular case this semester, we will use a browser-based editor at editor.p5js.org, a web editor for p5js. For demos and tutorials we will use p5live.

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p5js editor. Your main tool to develop your sketches with. It is best to create a free account so that you can save your sketches with p5js

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Ada Lovelace (1815 - 1852), although not an artist but considered the first computer programmer, asked in a letter to her mother, who was terrified that Ada might end up being a poet like her father: “if you can’t give me poetry, can’t you give me poetical science?” Can code be poetry? Can code make poetry? Can code make visual poetry?

via Ada Lovelace, the first Tech Visionary. New Yorker, 2013.

poetically: with an imaginative or sensitively emotional style of expression.

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syntax

flow

shapes

transformation

loops

conditionals

functions

demotime

The anatomy of a program

syntax

flow

shapes

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

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Demo 1, shaping

Starting with a dot

Zach Lieberman

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Where you see shapes, I see code.

Max Bill, Poster, 1980s.

Iterations click letters to view

Demo 2, iteration

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Learning objective for activity 1 and 2

In activity 1 and 2 you are tasked to look through code examples and make changes. This is to give you a first look and feel for code in a playful way.

Change, Play, Run, Repeat.

Activity 1

For this first activity, choose one or more of the provided p5js sketches by clicking on the image in one of the following slides. A sketch here is the equivalent of a drawing sketch, but with code.

 

In your group try one or more of the sketches provided and make changes to the code that will show on the left side of the browser window. Above the code section, tick the Auto-refresh box then press the Play button next to it to run the sketch.

 

The easiest is to make changes to the numbers in the code.

 

It is probably more fun to do this in a group than alone. Let one of your group members share their screen and make changes to the code. Use the  line numbers to identify the line of code you want to make changes to.

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Go to next slide (navigate downwards)

Part

1 of 2

Group work

Change, Play, Run, Repeat.

Activity 1

Inside the code there are comments (grey text) that humans can read, but the machine doesn’t care much about. You can follow some of the hints given in these comments. 

 

You might break things, but that’s ok. If errors show up in the console, you can fix them or reload the page.

 

Note down and share any idea or application that may emerge while making changes.

Do one  screenshots per group member of the rendered image during or at the end of the 30 minutes, give it a title.

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Part

2 of 2

Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

Group work

30

Change, Play, Run, Repeat.

Activity 1

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Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

Group work

Format

Filename

jpg at 72dpi, square, 800x800 pixels

studentID-title.jpg

Now that you know what is expected of you to submit, go to the next slides to find five sketches to work with, select one that you like best.

Change, Play, Run, Repeat.

Activity 1

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For this activity, choose one or more of the provided p5js sketches by clicking on the image in one of the following slides. A sketch here is the equivalent of a drawing sketch, but with code. In your group try one or more of the sketches and make changes to the code that will show on the left side of the browser window. Above the code section, tick the Auto-refresh box then press the Play button next to it to run the sketch.

 

The easiest is to make changes to the numbers.

 

It is probably more fun to do this in a group than alone. Let one of your group members share their screen and make changes to the code. Use the  line numbers to identify the line of code you want to make changes to. Inside the code there are comments (grey text) that humans can read, but the machine doesn’t care much about. You can follow some of the hints given in these comments. You might break things, but that’s ok. If errors show up in the console, you can fix them or reload the page.

 

Note down and share any idea or application that may emerge.

 

Do take up to 5 screenshots of the rendered image during or at the end of the 15 minutes, give it a title. Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

 

1 Delaunay Shape

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2 Waves

Change, Play, Run, Repeat.

Activity 1

For this activity, choose one or more of the provided p5js sketches by clicking on the image in one of the following slides. A sketch here is the equivalent of a drawing sketch, but with code. In your group try one or more of the sketches and make changes to the code that will show on the left side of the browser window. Above the code section, tick the Auto-refresh box then press the Play button next to it to run the sketch.

 

The easiest is to make changes to the numbers.

 

It is probably more fun to do this in a group than alone. Let one of your group members share their screen and make changes to the code. Use the  line numbers to identify the line of code you want to make changes to. Inside the code there are comments (grey text) that humans can read, but the machine doesn’t care much about. You can follow some of the hints given in these comments. You might break things, but that’s ok. If errors show up in the console, you can fix them or reload the page.

 

Note down and share any idea or application that may emerge.

 

Do take up to 5 screenshots of the rendered image during or at the end of the 15 minutes, give it a title. Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

 

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3 Dancing Shapes

Change, Play, Run, Repeat.

Activity 1

For this activity, choose one or more of the provided p5js sketches by clicking on the image in one of the following slides. A sketch here is the equivalent of a drawing sketch, but with code. In your group try one or more of the sketches and make changes to the code that will show on the left side of the browser window. Above the code section, tick the Auto-refresh box then press the Play button next to it to run the sketch.

 

The easiest is to make changes to the numbers.

 

It is probably more fun to do this in a group than alone. Let one of your group members share their screen and make changes to the code. Use the  line numbers to identify the line of code you want to make changes to. Inside the code there are comments (grey text) that humans can read, but the machine doesn’t care much about. You can follow some of the hints given in these comments. You might break things, but that’s ok. If errors show up in the console, you can fix them or reload the page.

 

Note down and share any idea or application that may emerge.

 

Do take up to 5 screenshots of the rendered image during or at the end of the 15 minutes, give it a title. Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

 

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4 I don't like black-white so much

Change, Play, Run, Repeat.

Activity 1

For this activity, choose one or more of the provided p5js sketches by clicking on the image in one of the following slides. A sketch here is the equivalent of a drawing sketch, but with code. In your group try one or more of the sketches and make changes to the code that will show on the left side of the browser window. Above the code section, tick the Auto-refresh box then press the Play button next to it to run the sketch.

 

The easiest is to make changes to the numbers.

 

It is probably more fun to do this in a group than alone. Let one of your group members share their screen and make changes to the code. Use the  line numbers to identify the line of code you want to make changes to. Inside the code there are comments (grey text) that humans can read, but the machine doesn’t care much about. You can follow some of the hints given in these comments. You might break things, but that’s ok. If errors show up in the console, you can fix them or reload the page.

 

Note down and share any idea or application that may emerge.

 

Do take up to 5 screenshots of the rendered image during or at the end of the 15 minutes, give it a title. Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

 

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5 Slitscan ascending

Change, Play, Run, Repeat.

Activity 1

For this activity, choose one or more of the provided p5js sketches by clicking on the image in one of the following slides. A sketch here is the equivalent of a drawing sketch, but with code. In your group try one or more of the sketches and make changes to the code that will show on the left side of the browser window. Above the code section, tick the Auto-refresh box then press the Play button next to it to run the sketch.

 

The easiest is to make changes to the numbers.

 

It is probably more fun to do this in a group than alone. Let one of your group members share their screen and make changes to the code. Use the  line numbers to identify the line of code you want to make changes to. Inside the code there are comments (grey text) that humans can read, but the machine doesn’t care much about. You can follow some of the hints given in these comments. You might break things, but that’s ok. If errors show up in the console, you can fix them or reload the page.

 

Note down and share any idea or application that may emerge.

 

Do take up to 5 screenshots of the rendered image during or at the end of the 15 minutes, give it a title. Share your screenshots with your lecturers via Google Drive and we will make an online gallery.

 

After you have completed activity 1, upload your images to the Google Drive

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Change, Play, Run, Repeat.

Activity 1

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Archive activity 1 in your Digital Portfolio

activity-1_1.jpg

activity-1_2.jpg

activity-1_3.jpg

activity-1_4.jpg

images

Video

activity-1-recording.mp4

docx

activity-1-description.docx

Write 50-80 words that describe the process and learning for this activity. Include links to your p5js sketch, too.

This is optional: make a timelapse video when making changes to the code and 

Up to four code images should demonstrate the visuals produced by code at different stages. They should demonstrate the variety of your exploration.

prepare and archive the the screenshots you have taken as outlined below. The screenshots should only show the image only, not the code. 

Change, Play, Run, Repeat.

Activity 1

We take a short break to put together the gallery.

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Change, Play, Run, Repeat.

Activity 1

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Ok, gallery of outcomes is up, click image.

Change, Play, Run, Repeat.

Activity 1

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Code to Drawing

Activity 2

Visit three p5js sketches

Select one to work with

Take a screenshot

Create a drawing from screenshot

Take a picture of your drawing

Write a short description

Print screenshot and drawing on A4

Bring prints to next week's class

How

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Sunday, 2pm
Singapore Art Museum, Tanjong Pagar Distripark

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Homework and Deliverables

For Activity 2 the following items must be archived in your Digital Portfolio under activity-2

activity-2_1.jpg

activity-2_2.jpg

images

docx

activity-2-description.docx

Write 50-80 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Code to Drawing

Activity 2

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Due Week 2

Homework

Complete Activity 2

Code to Drawing

Activity 2

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Let's develop an initial understanding of computation and (creative) coding through demos and visual exercises

 

The anatomy of a program: syntax, flow, functions, variables, shapes, loops, conditionals.

Computational Literacy building 1

2

What

Homework show-and-tell. The expected outcome from activity 2 is two printouts on A4. Paste your printouts on the studio walls (arranged by class) so we can look at it and discuss it as a group. Take photos of your work, keep a digital copy of your printouts.

Deliverables for this activity are underlined, do archive them in your Digital Portfolio under activity-2

Image via @ecal_ch

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Code and Draw

Activity 2

Sharing

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Learning code can be frustrating and it requires a lot of time and a lot of failure. Time and failure and misunderstanding.

To imbue a sense of optimism here is so important–to celebrate this as a new mode of working and to help students to realise that there's all these untapped ideas out there.

Zach Lieberman

Levin, Golan, and Tega Brain. Code as Creative Medium a Handbook for Computational Art and Design. The MIT Press, 2021. 

 

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setup

draw

function

rect

ellipse

line

coordinates

beginShape

endShape

vertex

Concepts

Commands

The setup() function is called once when the program starts. read more

Called directly after setup(), the draw() function continuously executes the lines of code contained inside its block. read more

A function is a set of statements that perform a task. Optionally, functions can have parameters. read more

All shapes drawn to the screen have a position that is specified as a coordinate. read more

A rectangle is a four-sided closed shape. The first two parameters set the location of the upper-left corner, followed by width and height. read more

Draws an ellipse (oval) to the screen. The first two parameters set the location of center of the shape, followed by width and height. read more

Draws a line (a direct path between two points) to the screen. read more

Using the beginShape() and endShape() functions allow creating more complex forms. read more

beginShape() begins recording vertices for a shape and endShape() stops recording. read more

All shapes are constructed by connecting a series of vertices. vertex() is used to specify the vertex coordinates. read more

Code Basics

Drawing and shapes

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Code Basics

Functions

function setup( )

function draw( )

A function is simply a “chunk” of code, or a block of code, that you can use over and over again, rather than writing it out multiple times. Functions enable programmers to break down or decompose a problem into smaller chunks, each of which performs a particular task.

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demotime

The anatomy of a program

syntax

flow

shapes

transformation

loops

conditionals

functions

syntax

flow

shapes

transformation

 

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

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Learning objective for activity 3

Activity 3 asks you to draw shapes using pen and code. You will learn a basic set of commands to draw primitive shapes as well as vector based shapes.

background, fill, stroke, noStroke, rect, ellipse, text, beginShape, endShape, vertex

Where you see shapes, I see code

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

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Where you see shapes, I see code.

Activity 3

3.1

In teams of 2, use the image to the right as a reference point and inspiration to create a coded sketch that echoes the arrangement of the colourful stickers in the foreground. Keep the background of your sketch white.

sketch-size

800x800 pixels

commands

background, fill, noStroke, rect, ellipse, text

anatomy

syntax, flow, shapes

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Where you see shapes, I see code.

Activity 3

3.1

In teams of 2, use the image to the right as a reference point and inspiration to create a coded sketch that echoes the arrangement of the colourful stickers in the foreground. Keep the background of your sketch white.

sketch-size

800x800 pixels

commands

background, fill, noStroke, rect, ellipse, text

anatomy

syntax, flow, shapes

20

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Where you see shapes, I see code.

Activity 3

3.2

Step 1/2

Step 1: In teams of 2, design an organic shape that resembles an everyday object. Use the same style as shown in the picture to the right, plain black on plain colour. Draw the shape on paper first, start in the top left corner at the origin 0,0. Then proceed to the next slide.

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Where you see shapes, I see code.

Activity 3

Step 1: In teams of 2, design an organic shape that resembles an everyday object. Use the same style as shown in the picture to the right, plain black on plain colour. Draw the shape on paper first, start in the top left corner at the origin 0,0. Then proceed to the next slide.

15

3.2

Step 1/2

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Step 2: Copy over the shape you have drawn on paper to p5js. Use the template sketch as a starting point. 

 

1. Draw your object using these commands:
beginShape(), endShape(), vertex()

2. write commands into a function called myShape()

3. rename all occurrences of myShape() with a made-up name that describes your object

Where you see shapes, I see code.

Activity 3

sketch-size

800x800 pixels

commands

beginShape, endShape, vertex, push, pop, translate

anatomy

syntax, flow, function, shapes

3.2

Step 2/2

22–23

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Where you see shapes, I see code.

Activity 3

sketch-size

800x800 pixels

commands

beginShape, endShape, vertex, push, pop, translate

anatomy

syntax, flow, function, shapes

3.2

Step 2/2

// starter-code for activity 3.2

function setup() {
  createCanvas(800, 800);
}

function draw() {
  background(0);
  myShape();
}

function myShape() {
}

Step 2: Copy over the shape you have drawn on paper to p5js. Use the template sketch as a starting point. 

 

1. Draw your object using these commands:
beginShape(), endShape(), vertex()

2. write commands into a function called myShape()

3. rename all occurrences of myShape() with a made-up name that describes your object

22–23

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Where you see shapes, I see code.

Activity 3

20

Copy over the shape you have drawn on paper to p5js. Use this template sketch as a starting point. 

 

1. Draw your object using these commands:
beginShape(), endShape(), vertex()

2. write commands into function myShape()

3. rename all occurrences of myShape() with a made-up name that describes your object

sketch-size

800x800 pixels

commands

beginShape, endShape, vertex, push, pop, translate

anatomy

syntax, flow, function, shapes

3.2

Step 2/2

22–23

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push

pop

translate

rotate

mouseX

mouseY

demotime

Transformations

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

22–23

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Transformation  is a concept that initially leaves you scratching your head. Why? Transformations act on the coordinate system rather than on shapes, and transformations are accumulative. Allison Perish has written an extensive and useful tutorial with examples here. 

translate

rotate by 180 degrees or PI

Code Basics

Transformations 

22–23

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Commands

Example

When using transformations, the things you draw never change position; the coordinate system itself does. read more

push

pop

translate

rotate

scale

The push() function saves the current drawing style settings and transformations, while pop() restores these settings. read more

The push() and pop() functions can be embedded to provide more control over the positioning and rotation of shapes. read more

Specifies an amount to displace objects within the display window. read more

Rotates a shape by the amount specified by the angle parameter. read more

Increases or decreases the size of a shape by expanding or contracting vertices. read more

// use transformations to draw 2 rects
function draw() {
  fill(0,0,255,100);
  noStroke();
  
  // draw a rect at coordinate 50,200
  // without moving the rect but the
  // coordinate system using translate
  push();
  translate(50,200);
  rect(0,0,100,100)
  pop();
  
  // same as above but now we rotate
  // the rect by 45° (using radians)
  push();
  translate(50,200);
  rotate(HALF_PI); 
  rect(0,0,100,100)
  pop();

}

Above commands are called transformations

Code Basics

Transformations 

22–23

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Example

Drawing a rotating shape

Code Basics

Transformations 

Commands

When using transformations, the things you draw never change position; the coordinate system itself does. read more

push

pop

translate

rotate

scale

Above commands are used to perform transformations on 2D and 3D forms

22–23

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Learning objective for activity 3.3

Transformation is a concept that is not immediately clear, but it makes working with more complex forms and compositions so much easier.

push, pop, translate, rotate, scale

Transformations

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

22–23

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Activity 3

3.3

Prepare your sketch so that you draw only one shape, which is contained in a function myShape(). 

 

In a first step, we surround the shape code with push() and pop(). We use push() and pop() to group shapes together.

We will the use the translate() command to move the position of the shape. the translate() command requires 2 parameters, 2 numbers in between the parentheses separated by a comma. The first number represents the x-location, the second the y-location.

concepts

function, parameters, arguments

commands

mouseX, mouseY, push, pop, translate

Where you see shapes, I see code.

22–23

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Where you see shapes, I see code.

Activity 3

Homework and Deliverables

For Activity 3 the following items must be archived in your Digital Portfolio under activity-3

activity-3-1-coding_1.jpg

activity-3-1-coding_2.jpg

activity-3-2-drawing_1.jpg

activity-3-2-coding_1.jpg

activity-3-2-coding_2.jpg

activity-3-3-coding_1.jpg

activity-3-3-coding_2.jpg

activity-3-team-at-work.jpg

images

Video

activity-3-drawing-coding.mp4

docx

activity-3-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Create a short video, 10-20 seconds long, that presents the process, team work and outcomes of your activity 3 work.  

These 8 coding images should demonstrate the progress you have made, when you screenshot your p5js canvas, exclude the code part, rendered image only.

22–23

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Due Week 3

Homework

Complete Activity 3

Reading for-week-3 click here

Where you see shapes, I see code.

Activity 3

22–23

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How can we instruct a computer to draw us some shapes using code

What can coding do for you and what can you do with coding as a designer?
 

Computational Literacy building 2

3

What

Homework show-and-tell. The expected outcome from activity 3 is a series of images, a video and a written description. To review some of the outcomes we will random pick some of your works.

Deliverables for this activity are underlined, do archive them in your Digital Portfolio under activity-3

22–23

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Where you see shapes, I see code.

Activity 3

Sharing

22–23

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What do your lecturers do with code? Some visual examples of your lecturers' work.

quickshots

Manfred Mohr reading
Computer Graphics
~1970s

22–23

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(RE)ROOTING (2021)
By Jo Ho, Presented on National Gallery Singapore Facade during Light to Night Festival 2021

Tools: TouchDesigner, Projection Mapping, Adobe After Effects, Runway ML

22–23

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Simulacra 1.0 (2023)
By jo+kapi, Presented at HATCH Art Project at the exhibition Machinations of a Godless Mind

Tools: TouchDesigner, Live webcam feed, Web sockets, Interactive Installation

22–23

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ENZYME 1.2 (2023)
By jo+kapi, presented at Art Science Museum at the exhibition Notes from the Ether

Tools: p5js, Stable Diffusion, Interactive Installation

22–23

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Robot drawing (2022)
By Syaz, workshop at make, shift, a series of workshops and showcases at the Open Studios, CineLeisure Orchard.

Tools: p5js, nodejs, robot arm

22–23

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Incremental Vessels (2021)
By Syaz, Fifteen Graduation Show

Tools: 3D Scanner, CNC Mill, Water Jet Cutter, Fusion360, Meshmixer

22–23

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Parametric Panels (2023)
By Syaz, Industry research project

Tools: Rhinoceros, Grasshopper, CNC Mill

22–23

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No Mans Land
By Dhiya, live visuals set for Inch Chua at ArtScience Museum

Tools: Arduino, Processing, LEDs

22–23

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A New Wave, kinetic sculpture
By Dhiya (neuewave), Industry project for a showroom

Tools: Arduino, electronics, LEDs, custom-built structure

22–23

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SG50 at Esplanade
Dhiya with SWELL

22–23

Computation in Design 1

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AB-zine and Kinetic Type Shop (2023)
By Andreas, for a workshop in Doha, Qatar

Tools: p5js, Arduino, risograph printing

22–23

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Audio-visual live performances (ongoing)
By Andreas with Electromagnetic Objects and Black Zenith

Tools: p5js, nodejs, shaders, Processing, Arduino, sensors

22–23

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The Oort Cloud and the Blue Mountain (since 2018)
By Andreas with family, site-specific interactive installation

2019

2022

22–23

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Activity 4 comprises three parts to introduce you to the upcoming workshops. Each group will have one lecturer who will do their 30-minute activity. After that, we will rotate groups so that each group has done each activity once.

Form in motion

Repetition and automation

Decision making

Workshop teaser

Activity 4

Andreas

Dhiya

Jo

Spreadsheet, workshop grouping

22–23

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Workshop teaser

Activity 4

Click for external slides

each workshop teaser will be 30 minutes long

22–23

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Learning objective for activity 4

This activity serves as preparation for the upcoming workshops, week 5 onwards. Although conducted in short intervals, each workshop teaser should give you a playful introduction.

Workshop teaser

22–23

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Good Practice. Document your work and nicely clean up your photos so that the background is plain-white and the lines are crispy-black. 

Workshop teaser

Activity 4

22–23

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An algorithm is a series of steps that allow you to perform a particular task.

 

Jim Campbell, Formula for Computer Art. http://www.jimcampbell.tv, 1996/2003.

Workshop teaser

Activity 4

22–23

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Homework and Deliverables

For Activity 4 the following items must be archived in your Digital Portfolio under activity-4

activity-4-1_1.jpg

activity-4-1_2.jpg

activity-4-1_3.jpg

activity-4-2_1.jpg

activity-4-2_2.jpg

activity-4-2_3.jpg

activity-4-3_1.jpg

activity-4-3_2.jpg

activity-4-3_3.jpg

images

Video

activity-4-1_form-in-motion.mp4

activity-4-2_repetition.mp4

activity-4-3_decision-making.mp4

docx

activity-4-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

For each Create a short video, 10-20 seconds long, that presents the process, team work and outcomes for each of the 3 activity 4 sessions.  

This collection of images should document the process and outcomes for each workshop in 3 images (min. 1920x1080 @72ppi)

Workshop teaser

Activity 4

22–23

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Due Week 5

Homework

Complete and document in-class work and archive under activity 4 in your Digital Portfolio

Workshop teaser

Activity 4

23-24

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Workshop teaser — Form in motion

Activity 4.1

Form in motion
Teaser, 30 mins.

22–23

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

frameCount

sin() and tan()

random()

noise()

commands

22–23

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

function setup() {
  createCanvas(800, 600);
}


// make a cricle move from left to 
// right using frameCount

function draw() {
  background(0);
  stroke(255);
  noFill();
  ellipse(frameCount, height / 2, 100);
}

frameCount in p5.js is like a counter that keeps track of how many frames (pictures) have been shown since your program started running. It's useful to make things change over time or control animations.

frameCount

sin() and tan()

random()

noise()

commands

Code example frameCount

22–23

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

frameCount

sin() and tan()

random()

noise()

commands

radians vs. degrees

Radians and degrees are different ways to measure angles. Imagine a full circle as a pizza, where cutting across the middle (one straight slice) is 180 degrees. In radians, going from one side to the other is like half the circumference of the whole pizza, which is π (pi) radians.

22–23

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

frameCount

sin() and tan()

random()

noise()

commands

sine wave

A sine wave is a wavy pattern that goes up and down smoothly in a repeating manner. Imagine a swing: when you push it, it goes back and forth, creating a wavy movement. In math, a sine wave is a curve that represents this kind of smooth oscillation. It's often used in music, physics, and animation to create natural and rhythmic patterns.

22–23

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

frameCount

sin() and tan()

random()

noise()

commands

tan function

22–23

Computation in Design 1

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

frameCount

sin() and tan()

random()

noise()

commands

function setup() {
  createCanvas(800, 600);
}

// draw 2 circles using sin and tan

function draw() {
  background(0);
  stroke(255);
  noFill();
  
  // set the speed of the moving circle
  let speed = 0.1; 
  
  let x1 = sin(frameCount * speed) * 100;
  ellipse(width / 2 + x1, height / 2, 100);
  
  let y1 = tan(frameCount * speed) * 100;
  ellipse(width / 2, height / 2 + y1, 100);
}

sin and tan help make things move smoothly and naturally. sin makes objects go up and down like a wave, and tan makes them slant like they're climbing a hill. They're like magic math helpers for creating realistic movements in your animations.

Code example sin() and tan()

22–23

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Workshop teaser — Form in motion

Activity 4.1

How to introduce movement with code to animate shapes?

Form in motion

frameCount

sin() and tan()

random()

noise()

commands

Challenge Sine
Write a sketch that uses frameCount and the sin() command to animate one or more shapes

Challenge Tan
Write a sketch that uses frameCount and the tan() command to animate one or more shapes

Code challenge

1

2

22–23

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Form in motion
Deliverables

activity-4-1_1.jpg

activity-4-1_2.jpg

activity-4-1_3.jpg

activity-4-2_1.jpg

activity-4-2_2.jpg

activity-4-2_3.jpg

activity-4-3_1.jpg

activity-4-3_2.jpg

activity-4-3_3.jpg

images

Video

activity-4-1_form-in-motion.mp4

activity-4-2_repetition.mp4

activity-4-3_decision-making.mp4

docx

activity-4-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

For each Create a short video, 10-20 seconds long, that presents the process, team work and outcomes for each of the 3 activity 4 sessions.  

This collection of images should demonstrate should document the process and outcomes for each workshop in 3 images (min. 1920x1080 @72ppi)

Workshop teaser

Activity 4

activity-4-1_1.jpg

activity-4-1_2.jpg

activity-4-1_3.jpg

 

activity-4-1_form-in-motion.mp4

23–24

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Structuring a program, planning and organising thoughts and ideas, documenting and taking care of visual materials created. Computational aesthetics with functions, loops, variables and movement.

 

Computational Literacy building 3

4

General

Some Observations

Read slides carefully they contain detailed instructions and information

Ask for advice when in doubt

Try to solve problems independently first, we are keen to see your creative approach and solutions

Self-learning: you need to learn and practice outside of class, you won't keep up and improve otherwise

23–24

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Analyse and understand code principles and commands covered

23–24

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recaptime

The anatomy of a program

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

syntax

flow

shapes

transformation

loops

conditionals

functions

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Example

Drawing a rotating shape

Code Basics

Transformations 

Commands

When using transformations, the things you draw never change position; the coordinate system itself does. read more

push

pop

translate

rotate

scale

Above commands are called transformations

23–24

General

Some How-tos

How to take screenshots of a sketch?

How to screen record?

Computation in Design 1

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How to compress video?

1

2

3

How to work with ChatGPT?

4

23–24

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Warming Up Tasks, Activity 5.1

5.1. Simple Iterations: Draw Seven Circles in a line

 

Use iteration (a loop) to copy the figure on the left, in which seven circles are positioned across the canvas. The position of each circle should be computing your loop's counting variable i. Make sure the first circle is inset by a margin; it should not lie on the edge of the canvas.

 

Use transformations to position each of the circles.

23–24

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

On Repeat

10

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5.2. Lines to the Cursor

 

Use iteration (a loop) to create an interactive display featuring a series of ten lines. Each line should connect the cursor to one of a series of points distributed evenly across the canvas.

 

Use transformations to position each of the lines.

23–24

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

Warming Up Tasks, Activity 5.2

On Repeat

10

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5.3. Grid patterns

 

Recreate one or more of the patterns on the right. 

 

First analyse the pattern, note your thoughts down on paper, then start coding. Notice that compared to the previous 2 tasks, the pattern stretches across 2 axis, hence, use a nested loop. Ask for help if unsure.

 

Use transformations to position each of the circles.

 

23–24

Ask ChatGPT about code that you don't understand, ask for an explanation for a particular command and to give a simple example.

Warming Up Tasks, Activity 5.3

On Repeat

15

Click image for larger view

23–24

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22–23

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You have the assignment to work in a team of 2 to design a series of collateral materials for a new product called On Repeat. Although the task is quite open, the following requirements must be met, see next slide.

 

First organise thoughts and ideas, aim for computational aesthetics,  plan your code, then execute, work as a team.

On Repeat

Activity 5.4

On Repeat

22–23

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— black and white only

— code-based design, at least one for-loop

— no text, only coded shapes

— two collateral materials* mockups
    one of which is animated
 

Take inspiration from the coded drawings in the second reading document by Osamu Sato The Art of Computer Designing.

On Repeat, requirements

On Repeat

"Marketing collateral" refers to the various media and materials that a company uses to promote its products or services.

Brochures

*

Digital displays

Posters

Posters in public space

Branded giveaways like tote bag, t-shirts

Branded giveaways like pens, coffee mugs, t-shirts

Activity 5.4

22–23

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On Repeat

70

On Repeat

You have the assignment to work in a team of 2 to design a series of collateral materials for a new product called On Repeat. Although the task is quite open, the following requirements must be met, see previous slide.

 

First organise thoughts and ideas, aim for computational aesthetics,  plan your code, then execute, work as a team.

 

We will look at your designed collateral materials  (digital draft) at 12pm

Activity 5.4

22–23

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Homework and Deliverables

For Activity 5 (you may have to create the activity-5 folder in your Digital Portfolio) the following items must be archived

activity-5-1.jpg

activity-5-2.jpg

activity-5-3.jpg

activity-5-4_1.jpg

activity-5-4_2.jpg

activity-5-4_3.jpg

activity-5-4_4.jpg

images

Video

activity-5-4_on-repeat.mp4

docx

activity-5-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Create a short video, 5-15 seconds long that seamlessly loops.

This collection of images should document the  outcomes for this activity

Activity 5

On Repeat

22–23

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Due Week 5

Homework

Complete and document in-class work and archive under activity 5 in your Digital Portfolio

Activity 5

On Repeat

23–24

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While we are conducting work checks in class, students who have completed their work check or are waiting for their turn, work on the following challenge, move down to the next slide

 

Work check and Challenge

7

Work Check

23–24

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10

Activity

Algo Nature

Design the representation of a synthetic organism in code inspired by nature. You can work in pairs or alone. Each student will design for a double sided A3 landscape-format print in black and white, leave a margin of 1 cm along each side. After printing, fold A3 in half by end of today's session.

23–24

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Starting points

Ernst Haeckel, Art Forms in Nature
Neri Oxman, Nature and Humanity
Daniel Shiffman, Nature of Code
House of Natural Fiber

Inspiration

Code

22–23

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Applied Workshops

Each workshop is applied and hands-on. You are required to apply coding concepts that have been introduced to you previously.

23–24

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Applied Workshops

Form in Motion

Repetition and automation

Decision making

The learning objective for this workshop is to create a motion design video that makes use of code, trigonometric functions and time applied in a computer program and in response to an ambient soundscape.

Techniques and designed outcomes can be applied to digital displays in public spaces, digital media content, sound responsive animations, changing visual content driven by code.

The learning objective for this workshop is to apply the loop function, a fundamental programming concept, to create a range of variations from simple, repetitive coded instructions applied to a printed outcome.

Techniques and designed outcomes can be applied to automating design processes in the production of visuals outputs, screen-based or printed.

The learning objective for this workshop is to understand non-linearity and interactivity through the use of conditionals: "If this happens do this, else do the other thing" in response to a music soundtrack.

Techniques and designed outcomes can be applied to simple interactive visual tools, music visualizer, live performance, a first step to creating visuals interactively and intuitively.

Learning objectives an designed outcomes

23–24

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Applied Workshops

Form in Motion

Repetition and automation

Decision making

frameCount and time
Computed motion using sin and tan
Abstraction

for loop
single and nested loops
Automation

if, else if, else
design tools and interfaces
non-linear

Motion design
Generative typography
Computational aesthetics

Print and digital design
Generative design
Design systems

Live visuals
Interactive applications
Interfaces

Applicable to

Applicable to

Applicable to

Graphic design, experimentation, exploration, visual communication, instructions, computational thinking, tools, making

23–24

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Applied Workshops

Newcomer

Programming expert

Computational literacy

Designer with creative coding skills

Creative Technologist

How can I apply code, technology and computation to my design practice? I have seen and experienced some examples and approaches that I can build upon

I have never coded before, but I will give it a try

I feel able to apply a range of technologies together with computational means in my design practice

Technology and computation is a core competency, tool and passion and works hand in hand with my design practice

23–24

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Applied Workshops

Copy

Write

Change

Add

Extend

Changing existing code refers to altering variables and numbers to such an extent that the outcome looks drastically different from the original and shows your intention for a particular outcome. Know your source and leave as comment in your sketch.

Purely copying code from others is not an option.

Adding typically refers to incorporating new functionality or elements to existing code without altering the original behavior, however, the outcome should look drastically different from the original and shows your intention for a particular outcome. Know your source and leave as comment in your sketch.

Extending involves enhancing or building upon existing functionality, often by introducing new features, but it doesn't necessarily maintain the original behavior unchanged, however, the outcome should look drastically different from the original and shows your intention for a particular outcome.

In any case, make sure that the code you are making changes to is not copyrighted or explicitly stated as not being modifiable.

Write from scratch, you own it.

23–24

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Applied Workshop series

Form in Motion

23–24

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 Form in motion

Workshop 1

Form in motion is a workshop that looks at the qualities of bringing screen-based shapes into motion.

 

Instead of relying on timelines and keyframe-animations, code allows for computed movement.

 

Computed movement can be linear like an animation or, more interestingly, non-linear with emerging and often unpredictable outcomes achieved algorithmically.

23–24

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 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

What are the outcomes that we want to generate in this workshop?

You will be introduces to a series of commands that allow for computed movement such as sin(), tan(), random().

What do these commands do for us? They generate numbers algorithmically which we can then, for example, use and apply to the position or dimension of shapes.

We are aiming for 3 outcomes

A series of screenshots that show experimentation and process

A video that is composed of recorded animations from at least three different sketches. This animation is supported by a soundscape, a soundtrack from everyday sounds

Images from your video on your laptop placed on a pedestal



7 images


1 video with soundtrack
1920x1080



3 images

23–24

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 Form in motion

Workshop 1

frameCount

sin() and tan()

random()

commands

How to introduce movement with code to animate shapes?

function setup() {
  createCanvas(800, 600);
}


// make a cricle move from left to 
// right using frameCount

function draw() {
  background(0);
  stroke(255);
  noFill();
  ellipse(frameCount, height / 2, 100);
}

frameCount in p5.js is like a counter that keeps track of how many frames (pictures) have been shown since your program started running. It's useful to make things change over time or control animations.

Code example frameCount

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

frameCount

sin() and tan()

random()

commands

How to introduce movement with code to animate shapes?

sine wave

A sine wave is a wavy pattern that goes up and down smoothly in a repeating manner. Imagine a swing: when you push it, it goes back and forth, creating a wavy movement. In math, a sine wave is a curve that represents this kind of smooth oscillation. It's often used in music, physics, and animation to create natural and rhythmic patterns.

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

frameCount

sin() and tan()

random()

commands

How to introduce movement with code to animate shapes?

frameCount

sin() and tan()

random()

commands

radians vs. degrees

Radians and degrees are different ways to measure angles. Imagine a full circle as a pizza, where cutting across the middle (one straight slice) is 180 degrees. In radians, going from one side to the other is like half the circumference of the whole pizza, which is π (pi) radians.

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

frameCount

sin() and tan()

random()

commands

tan function

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

frameCount

sin() and tan()

random()

commands

function setup() {
  createCanvas(800, 600);
}

// draw 2 circles using sin and tan

function draw() {
  background(0);
  stroke(255);
  noFill();
  
  // set the speed of the moving circle
  let speed = 0.1; 
  
  let x1 = sin(frameCount * speed) * 100;
  ellipse(width / 2 + x1, height / 2, 100);
  
  let y1 = tan(frameCount * speed) * 100;
  ellipse(width / 2, height / 2 + y1, 100);
}

sin and tan help make things move smoothly and naturally. sin makes objects go up and down like a wave, and tan makes them slant like they're climbing a hill. They're like magic math helpers for creating realistic movements in your animations.

Code example sin() and tan()

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

frameCount

sin() and tan()

random()

commands

Challenge Sine
Write a sketch that uses frameCount and the sin() command to animate one or more shapes

Challenge Tangent
Write a sketch that uses frameCount and the tan() command to animate one or more shapes

Code challenge

1

2

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

sketches

frameCount

sin() and tan()

random()

commands

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

The random() function in p5.js is a very useful tool for generating random numbers. It's often used in creative coding and interactive art to add an element of randomness to your sketches.

Think of the random() function as a magical dice that you can roll in your code. When you call random(), it gives you a random number between 0 (inclusive) and 1 (exclusive), which means it can be any decimal value between 0 and just under 1.

This randomness is handy for creating things like random colors, random positions for shapes, or random movements in animations. It's a tool that lets you introduce unpredictability and variety into your creative projects, making them more interesting and dynamic.

frameCount

sin() and tan()

random()

commands

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

function setup() {
  createCanvas(400, 400);
  background(0);
}


// draw random circles

function draw() {

  // try to uncomment the following line 
  // blendMode(DIFFERENCE); 
  
  // what happens when you uncomment the next line
  // randomSeed(10); // what is randomSeed?

  let x = random(0,400);
  let y = random(0,400);
  ellipse(x, y, 20);
}

Code example random

sketches

frameCount

sin() and tan()

random()

commands

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

How to introduce movement with code to animate shapes?

When combining all commands, we are able to generate an endless variety of visual outcomes, be it simple or complex.

Some code and some examples given might go beyond your current understanding of coding, however we have to balance between the simple and complex–to achieve the complex we often need time, patience, study and practice.

What we don't know we must see. What we don't understand we can learn. Making changes and observing is the first step to learning. 

sketches

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

Ryoji Ikeda

Weidi Zhang

Demo Festival

Focus on what you like and be curious. Inspiration is not about copying or giving up, its about motivating yourself, setting goals, sitting on the shoulders of giants.

Inspiration

Kinetic Type Shop

Alva Noto

Tim Rodenbroecker

Dia Studio

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

Ryoji Ikeda

Weidi Zhang

Demo Festival

In groups of 2 or individually, analyse one or more of the examples given and note down your thoughts and answers on the worksheet given to you.

Analysis

Kinetic Type Shop

Alva Noto

Tim Rodenbroecker

20

Dia Studio

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

What are the outcomes that we want to generate in this workshop?

We are aiming for 3 outcomes

A series of screenshots that show experimentation and process

A video that is composed of recorded animations from at least three different sketches. This animation is supported by a soundscape, a soundtrack from everyday sounds

Images from your video on your laptop placed on a pedestal



7 images


1 video with soundtrack
1920x1080



3 images

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

Create a soundtrack for your video from everyday sounds: think ASMR or sounds that you can pick up at home, in the streets, in nature.

You can edit and compose sounds together.

You haven't done that before? Try and you will be fine.

We are aiming for 3 outcomes

A series of screenshots that show experimentation and process

A video that is composed of recorded animations from at least three different sketches.
This animation is supported by a soundscape, a soundtrack from everyday sounds

Images from your video on your laptop placed on a pedestal








15 to 20 seconds long

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

Homework for session 2

We are aiming for 3 outcomes

A series of screenshots that show experimentation and process

A video that is composed of recorded animations from at least three different sketches. This animation is supported by a soundscape, a soundtrack from everyday sounds

Images from your video on your laptop placed on a pedestal



7 images


1 video with soundtrack
1920x1080



3 images

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

This session is all about reviewing your progress, feedback and finishing your workshop outcomes as required.

The second half of the class will be spent on preparing for the outcome presentation. All outcomes will be presented on students' laptops positioned on the pedestals in D501.

Session 2

23–24

Computation in Design 1

B-DC 121

 Form in motion

Workshop 1

Homework to complete the Form in motion workshop

A series of screenshots that show experimentation and process

A video that is composed of recorded animations from at least three different sketches. This animation is supported by a soundscape, a soundtrack from everyday sounds

Images from your video on your laptop placed on a pedestal

7 images


1 video with soundtrack
1920x1080



3 images

Part 1/2

22–23

Computation in Design 1

B-DC 121

Deliverables

workshop-1_1.jpg

workshop-1_2.jpg

workshop-1_3.jpg

workshop-1_4.jpg

workshop-1_5.jpg

workshop-1_6.jpg

workshop-1_7.jpg

workshop-1_8.jpg

workshop-1_9.jpg

workshop-1_10.jpg

images

Video

workshop-1.mp4

docx

workshop-1-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

1–7 A series of screenshots that show experimentation and process
8–10 Images from your video on your laptop placed on a pedestal

Part 2/2

 Form in motion

Workshop 1

22–23

Computation in Design 1

B-DC 121

Applied Workshop series

Repetition and Automation

22–23

Computation in Design 1

B-DC 121

Applied Workshop series

Decision Making

23–24

Computation in Design 1

B-DC 121

Submission Compilation

13

We are nearing the end of the semester. In this class we will look at how to organise and present your semester work in a digital format, a pdf. In a workshop, you will be introduced to a template and briefed on your submission for assessment.

Computation in Design 1

B-DC 121

Deliverables Digital Portfolio

The Digital Portfolio comes in 3 parts: Archive, CPJ and Summary. The following slides outline these 3 parts in detail and their requirements to be prepared for submission.

23–24

1 Archive

Computation in Design 1

B-DC 121

23–24

Computation in Design 1

B-DC 121

activity-1_1.jpg

activity-1_2.jpg

activity-1_3.jpg

activity-1_4.jpg

images

Video

activity-1-recording.mp4

docx

activity-1-description.docx

Write 50-80 words that describe the process and learning for this activity. Include links to your p5js sketch, too.

This is optional: make a timelapse video when making changes to the code and 

Up to four code images should demonstrate the visuals produced by code at different stages. They should demonstrate the variety of your exploration.

Activity 1: Change, Play, Run, Repeat.

prepare and archive the the screenshots you have taken as outlined below. The screenshots should only show the image only, not the code. 

Change, Play, Run, Repeat.

Activity 1

23–24

Computation in Design 1

B-DC 121

Activity 2: Code to drawing

For Activity 2 the following items must be archived in your Digital Portfolio under activity-2

activity-2_1.jpg

activity-2_2.jpg

images

docx

activity-2-description.docx

Write 50-80 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Code to Drawing

Activity 2

23–24

Computation in Design 1

B-DC 121

Where you see shapes, I see code.

Activity 3

Activity 3: Where you see shapes, I see code.

For Activity 3 the following items must be archived in your Digital Portfolio under activity-3

activity-3-1-coding_1.jpg

activity-3-1-coding_2.jpg

activity-3-2-drawing_1.jpg

activity-3-2-coding_1.jpg

activity-3-2-coding_2.jpg

activity-3-3-coding_1.jpg

activity-3-3-coding_2.jpg

activity-3-team-at-work.jpg

images

Video

activity-3-drawing-coding.mp4

docx

activity-3-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Create a short video, 10-20 seconds long, that presents the process, team work and outcomes of your activity 3 work.  

These 8 coding images should demonstrate the progress you have made, when you screenshot your p5js canvas, exclude the code part, rendered image only.

23–24

Computation in Design 1

B-DC 121

Activity 4: workshop teaser

For Activity 4 the following items must be archived in your Digital Portfolio under activity-4

activity-4-1_1.jpg

activity-4-1_2.jpg

activity-4-1_3.jpg

activity-4-2_1.jpg

activity-4-2_2.jpg

activity-4-2_3.jpg

activity-4-3_1.jpg

activity-4-3_2.jpg

activity-4-3_3.jpg

images

Video

activity-4-1_form-in-motion.mp4

activity-4-2_repetition.mp4

activity-4-3_decision-making.mp4

docx

activity-4-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

For each Create a short video, 10-20 seconds long, that presents the process, team work and outcomes for each of the 3 activity 4 sessions.  

This collection of images should document the process and outcomes for each workshop in 3 images (min. 1920x1080 @72ppi)

Workshop teaser

Activity 4

23–24

Computation in Design 1

B-DC 121

Activity 5: On Repeat.

For Activity 5 (you may have to create the activity-5 folder in your Digital Portfolio) the following items must be archived

activity-5-1.jpg

activity-5-2.jpg

activity-5-3.jpg

activity-5-4_1.jpg

activity-5-4_2.jpg

activity-5-4_3.jpg

activity-5-4_4.jpg

images

Video

activity-5-4_on-repeat.mp4

docx

activity-5-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Create a short video, 5-15 seconds long that seamlessly loops.

This collection of images should document the  outcomes for this activity

Activity 5

On Repeat

23–24

Computation in Design 1

B-DC 121

workshop-1_1.jpg

workshop-1_2.jpg

workshop-1_3.jpg

workshop-1_4.jpg

workshop-1_5.jpg

workshop-1_6.jpg

workshop-1_7.jpg

workshop-1_8.jpg

workshop-1_9.jpg

workshop-1_10.jpg

images

Video

workshop-1.mp4

docx

workshop-1-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

1–7 A series of screenshots that show experimentation and process
8–10 Images from your video on your laptop placed on a pedestal

 Form in motion

Workshop 1

23–24

Computation in Design 1

B-DC 121

images

Video

workshop-2.mp4

docx

workshop-2-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Repetition and automation

Workshop 2

pdf

workshop-2-FA_bookCover.pdf

workshop-2-FA_poster.pdf

workshop-2-FA_bookMark.pdf

workshop-2_1.jpg

workshop-2_2.jpg

workshop-2_3.jpg

workshop-2_4.jpg

workshop-2_5.jpg

workshop-2_6.jpg

workshop-2_7.jpg

workshop-2_8.jpg

workshop-2_9.jpg

workshop-2_10.jpg

23–24

Computation in Design 1

B-DC 121

workshop-3_process-1.jpg

workshop-3_process-2.jpg

workshop-3_process-3.jpg

workshop-3_final-1.jpg

workshop-3_final-2.jpg

workshop-3_final-3.jpg

images

Video

workshop-3.mp4

docx

workshop-3-description.docx

Write 70-120 words that describe the process and learning for this activity. Include links to your p5js sketches, too.

Add the link to the freesound soundtrack used in your video.

Decision making

Workshop 3

23–24

2 CPJ

Computation in Design 1

B-DC 121

23–24

Computation in Design 1

B-DC 121

CPJ

Your CPJ must be archived in your Digital Portfolio under folder cpj

Make sure your CPJ is complete and you have provided weekly updates on your progress and process, beginning at week 1 and ending at week 13.

 

Pay attention to the layout and design of your CPJ. We have made suggestions in class (week 9) how to improve your CPJ after your work-check in week 7.

Completeness

Format

cpj-studentID.pdf

Creative Process Journal

CPJ

23–24

3 Summary

Computation in Design 1

B-DC 121

23–24

Computation in Design 1

B-DC 121

Summary

Your Summary document must be archived in your Digital Portfolio under folder summary

Template

Format

summary-studentID.pdf

Summary

Archive your Summary in .pdf format in your Digital Portfolio. Don't forget to replace studentID with your actual studentID.

Pay attention to

23–24

Submission

Computation in Design 1

B-DC 121

23–24

Computation in Design 1

B-DC 121

We will pay attention to

Quality of images and videos including size and compression

Completeness of submission including all archived activities and workshops, CPJ document and Summary document

Experimentation, creativity, writing and reflection

Labelling of files

23–24

23–24

Computation in Design 1

B-DC 121

Submission due

Digital Portfolio folder must be zipped before uploading. The file-size of this .zip file must not exceed 300MB.

Monday, 20.11.2023

2:00pm

Submission will be online, a link will be shared with you in week 14 via email to upload your submission.

Submitting your work

.zip file label

B-DC121-CiD-classId-studentId-name.zip

cid-1-2324

By Andreas Schlegel