Computation in Design 2

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Computation in Design 2

Code applied creatively

Computation in Design 2

Computation has become deeply ingrained in our daily lives. We rely on technology for many of our needs and habits, but we may not always be actively involved in its development.

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As a designer, you can use creative coding to become more involved and make a difference. By creatively using code, you can prepare yourself to contribute and create change.

What we will do in this class

Process

Deliverables

Learning Outcomes

What we will do in this class

Conduct a series of exercises

Work in small groups or individually on exercises

Reflect on and document process and outcome

Work-in-progress presentation for Open Studios

Document and present outcomes in a Microsite

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Process

Keep a doc to document and reflect on your process

Participate in four exercises addressing aspects of computation

Ideate, implement and document outcomes

In-class and independent development

Good time management

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CPJ

applied to screens and physical objects

Individually or in a group

Deliverables

Digital Portfolio 

Creative Process Journal

Microsite based on provided template

Submissions will be reviewed and assessed based on your overall response to tasks and briefs, completeness, organisation, reflection, technical and aesthetic application, execution and quality.

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1

2

3

Learning Outcomes

Interpret and explain the fundamentals of contemporary design practice including the variety of ways in which visual communication can be applied, and to meet technical and aesthetic challenges of professional standard.

 

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

 

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Implement the conceptual and technical steps used to engage with the fundamental components of a design production process.

 

Apply traditional and digital design tools and techniques, and to be able to manage both individually or in combination.

 

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.

In Summary

This semester builds upon the skills learned in the first semester and expands your understanding of Computation in Design through technical exploration, playful yet critical engagement with code and interaction, and the study of aesthetics within the context of creative coding and computation in general.

 

Computation in Design 2 consists of a series of exercises and workshops that culminate in a final project at the end of the semester: a digital portfolio that documents the process and results of the activities.

 

Through group and individual exercises, you will learn how to apply creative coding to your design practice. The results of these exercises will be compiled into your digital portfolio, and a microsite that documents the process, outcomes, and reflection of your work.

Computation has become deeply ingrained in our daily lives. We rely on technology for many of our needs and habits, but we may not always be actively involved in its development. As a designer, you can use creative coding to become more involved and make a difference. By creatively using code, you can prepare yourself to contribute and create change.

 

This class revolves around a semester-long project focused on creative coding. Through various exercises and workshops, you will gain proficiency in code literacy in the digital age by combining and alternating design and computation methods. By the end of the semester, you will develop more competence and experience in these areas.

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4 Exercises and a website

Coding

Making

1

2

Screens

Play

Generative Design

From Code to Thing

Projection Mapping

Physical Computing

Andreas

Dhiya

Jo

Jake

Summary

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3

4

Microsite

Generative Design

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1

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Generative design fundamentally changes the design process: the designer shifts from being a performer of tasks to being a conductor, effectively orchestrating the decision-making process of the computer. This is what generative design is all about: iteratively developing different processes and then selecting those that produce the most visually compelling results.

 

From using code as a means to generate static, moving or interactive images, to communities, industries and futures that embrace algorithmically generated content, building digital experiences to new adventures into artificial intelligence and neural networks, generative design finds many applications ranging from artistic expressions, branding, architecture, interaction design and other forms of creative applications.

Generative Design

1

Making

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2

Making

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The term "making" refers to the process of producing artefacts, products or tools using craft or technology-based techniques like for example digital fabrication. The spectrum here can range from the novice learning a craft to the master craftsman masterfully applying a craft and passing on their knowledge. Often, more attention is paid to the process of making, sharing, collaboration, and techniques than to the end result.

 

Think of making as a trade and a culture. Making here can also refer to "The maker culture which  is a contemporary subculture representing a technology-based extension of DIY culture that intersects with hardware-oriented parts of hacker culture and revels in the creation of new devices as well as tinkering with existing ones. The maker culture in general supports open-source hardware."

2

Projection Mapping

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3

Projection Mapping

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Projection mapping is a technology that uses video projectors to shine light on any surface that isn’t simply a flat screen. It has become more popular as a way to create visually immersive environments, transforming a space because of its flexibility in turning anything into a visual surface. These surfaces can range from built sets, to buildings, and even to landscapes. Learn the basics of projection mapping and map your own visuals onto a physical object of your own creation!

3

Physical Computing

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4

Physical Computing

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Physical Computing can be applied to applications where computers interact with the physical world and vice versa. The Internet of Things, robotics or physical interfaces are common applications. Physical computing refers to the use of tangible, embedded microcontroller-based interactive systems that can sense the world around them and control outputs such as lights, displays and motors.

 

Although this might seem rather technical in approach and application, it provides a an environment to better comprehend playfully and eventually build a connection between physical objects, computer hardware and software applicable not only to technical practices such as engineering or computer science but equally important to creative practices like art and design.

4

Summary

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4 Exercises and a website

Coding

Making

1

2

Screens

Play

Generative Design

From Code to Thing

Projection Mapping

Physical Computing

Andreas

Dhiya

Jo

Jake

Summary

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3

4

Microsite

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Explore

Ideate

Make

Test

Share

Weekly Schedule

We will meet on a weekly basis every Wednesday at 9.30am in F301 or D501 based on your assigned workshop for that week. For a breakdown of the weekly schedule, navigate downwards.

1

2

3

4

Intro

Introduction to classes and weekly sessions. Warmup activity.

Exercise 1 Session 1

Introduction and getting started with respective workshop per class.

Exercise 1 Session 2

Exercises continue and conclude at the end of the session.

Exercise 2 Session 1

Introduction and getting started with respective workshop per class.

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C and D

F301

A and B

D501

C and D

F301

A and B

D501

A and B

F301

C and D

D501

All

F301

Rooms and classes

5

6

7

8

Exercise 2 Session 2

Exercises continue and conclude at the end of the session.

Exercise 3 Session 1

Introduction and getting started with respective workshop per class.

Exercise 3 Session 2

Exercises continue and conclude at the end of the session.

No class

Project Week, independent study.

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C and D

F301

A and B

D501

C and D

F301

A and B

D501

A and B

F301

C and D

D501

Rooms and classes

9

10

11

12

Exercise 4 Session 1

Introduction and getting started with respective workshop per class.

Exercise 4 Session 2

Exercises continue and conclude at the end of the session.

Exercise 5 Session 1

Web 101, introduction to website template

Exercise 5 Session 2

Web 101 continues.

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A and B

F301

C and D

D501

A and B

F301

C and D

D501

All

F301

All

F301

Rooms and classes

13

14

15

Wrapping up

Submission briefing, working on documentation, populating Mini-website with content

Independent study

Assessment

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All

F301

Rooms and classes

Term 1 Progress Check

Due Tuesday 1st March 2022, 1pm.

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Submit links to both your CPJ for Computation in Design as well as your Digital Portfolio and add them to the provided Google Spreadsheet.

 

Select your class from the tabs at the bottom of the spreadsheet where you can then find your name and two empty cells to add your links accordingly.

Week 7 and 8

Upload image and video documentation and outcomes you have created to the shared folder under the workshops you have already completed.

1

2

Week

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Before we get started

Four Orders of Design

Coding Spectrum

Simple vs Complicated

 

1

Four Orders of Design

Design can function at multiple levels and in different ways. Design professor Richard Buchanan captured his thinking into these ‘four orders of design’ illustrating how design as a discipline has moved from the traditional concept of the visual or tangible artefact through to orchestrating interactions and experiences, and to transforming systems.

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Symbols, Objects, Actions, Thoughts. 

Four Orders of Design

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1 Symbols

3 Actions

2 Objects

4 Thoughts

Four Orders of Design

Symbols

Actions

Thoughts

1

3

4

Introduced by Richard Buchanan in 2001 1

2D Graphic Design, deals with the nature, shape, and meaning of symbols and consists of four distinct but related activities: typography, illustration, photography, and print. 2

4D Interaction. In interaction design, the locus of design is action. Here, the focus is on designing experiences rather than physical objects. 2

Systems and environments. Environmental design is concerned with “[t]he idea or thought that organizes a system or environment” Therefore, in the fourth order, the focus is on human systems, “the integration of information, physical artifacts, and interactions in environments of living, working, playing, and learning.” 2

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3D Industrial Design, industrial design is concerned with tangible, physical artifacts — with things. 2

Objects

2

Four Orders of Design

Symbols

Thoughts

1

4

Introduced by Richard Buchanan in 2001 1

2D Graphic Design, deals with the nature, shape, and meaning of symbols and consists of four distinct but related activities: typography, illustration, photography, and print. 2

Systems and environments. Environmental design is concerned with “[t]he idea or thought that organizes a system or environment” Therefore, in the fourth order, the focus is on human systems, “the integration of information, physical artifacts, and interactions in environments of living, working, playing, and learning.” 2

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Actions

3

4D Interaction. In interaction design, the locus of design is action. Here, the focus is on designing experiences rather than physical objects. 2

3D Industrial Design, industrial design is concerned with tangible, physical artifacts — with things. 2

Objects

2

Four Orders of Design

Oscillating Between Four Orders of Design: The Case of Digital Magazines. Timeline illustrating key design decisions in the four orders. 2

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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 NoCode, 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

Unreal Engine

TouchDesigner

Code templates

Blender

html, css, JavaScript

Code frameworks (p5js, Processing)

Scripting

Unity

Knowing and understanding some code as a designer can help you collaborate better and communicate across disciplines when technical know-how is required. Basic knowledge and practice in web or app development.

This is when you are able to build your own software with ease. Needless to say this needs time and practice.

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Cargo

Readymag

Webflow

Figma

Prompting (Midjourney, Dall-e, etc.)

Text Editor

Any programming language

Command Line

Git

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 NoCode, 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

Unreal Engine

TouchDesigner

Code templates

html, css, JavaScript

Code frameworks (p5js, Processing)

Scripting

Unity

Knowing and understanding some code as a designer can help you collaborate better and communicate across disciplines when technical know-how is required. Basic knowledge and practice in web or app development.

This is when you are able to build your own software with ease. Needless to say this needs time and practice.

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Cargo

Readymag

Webflow

Figma

Prompting (Midjourney, Dall-e, etc.)

Text Editor

Any programming language

Command Line

Git

This semester's workshops  will focus on 

 

 

 

Code templates

Blender

html, css, JavaScript

Code frameworks (p5js, Processing)

 

Simplicity, Simple. Complexity, Complicated.

Simplicity

Complexity

Simple

Complicated

Easily understood or done. Plain, basic. Uncomplicated in form, nature or design.

The state of having many parts and being difficult to understand or find an answer to.

Not easy to understand or analyze because of being intricate.

The quality of being plain, without unnecessary or extra things or decorations.

Good

Acceptable

Borderline

Nope

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Week

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Before we get started

Documenting your work, process and outcomes: Suggestions and examples

2

What to pay attention to when documenting your work, process, outcomes

Subject

Narrative

Lighting

Surrounding

The process, the object, the action should always be in the foreground and in focus when documenting your work so that it can be easily identified as the protagonist, the main character of the image or video that one is looking at.

Don't take a picture or video of your work just for the sake of taking a picture or video. Think about your audience and how they will perceive the image or video you have prepared for them. Provide them with the best and highest quality experience possible so that your audience sees that you care about your work and them.

Pay attention to the lighting conditions of the environment in which the work is being documented. Add additional light as needed, but make sure the entire scenario is properly lit for optimal viewing on a screen or in a printed publication.

Pay attention to the environment in which you are filming or photographing. Is the background very distracting, maybe clean it up or change the scene? Are there any unnecessary objects lying around? Are the surfaces clean, no coffee stains? Make sure to present your subject the best possible way.

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Avoid

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Week

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Before we get started

Digital Portfolio

Archive

Summary 

CPJ

3

Same procedure as last year. The Digital Portfolio is a digital archive which you will use to document your work based on activities and exercises conducted in class. A given folder structure tells you which documents are required. You should update your Digital Portfolio regularly.

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

 

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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.

 

folders are labeled according to activities and exercises conducted this semester.

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Digital Portfolio

Archive

CPJ

Summary

Download

Update weekly

Design and layout should be kept simple

Content to be well structured and complete

Write between 80-160 words per week

Add min. 3 and max. 9 images per week

Be less descriptive

Be more analytical and reflective

 

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Digital Portfolio

Archive

CPJ

Summary

Download

Add the link to your CPJ into the CPJ check week 8 spreadsheet by Thursday 2 March 11am

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Digital Portfolio

Archive

CPJ

Summary

Download

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

 

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

 

What did you learn? Where there any highlights or weird moments, anecdotes? You should analyse and reflect more and describe less. This can be as brief as 80-150 words per weekly entry.

For your final submission, you will create a summary of selected outcomes that you have developed this semester.

 

This summary will be a website; a template and introduction will be provided towards the end of the semester.

 

The content of this website will consist of a selection of materials from your Archive and CPJ.

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Digital Portfolio

Archive

CPJ

Summary

Download

Download Digital Portfolio from Google Drive

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Digital Portfolio

Archive

CPJ

Summary

Download

unzip downloaded .zip file

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Digital Portfolio

Archive

CPJ

Summary

Download

Familiarise yourself with the Digital Portfolio Guidelines

Digital Portfolio

Archive

CPJ

Summary

Download

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Warmup Activity 

Playing with Machine Learning and Computer Vision.

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Put simply, machine learning is a “field of study that gives computers the ability to learn without being explicitly programmed” (Arthur Samuel, 1959). Even though Arthur Samuel coined the term over fifty years ago, only recently have we seen the most exciting applications of machine learning — digital assistants, autonomous driving, and spam-free email all exist thanks to machine learning.

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Object Classification

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Face Mesh

Pose Detection

Playing with Machine Learning and Computer Vision. We may have heard so much about it, let's try it out.

This is a group activity, team up in groups of 3.

In today's class we will ideate a series of imagined applications that do not yet exist but we wish to exist in the near future. Such an application can be functional, life-enhancing, experimental or playful.

Near Future Applications?

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Links to Machine Learning demos for you to try

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Playing with Machine Learning and Computer Vision. We may have heard so much about it, let's try it out.

This is a group activity, team up in groups of 3, then select one of the demos on the right to work with in the following.

1

2

3

4

5

5

6

7

8

Challenge

In a group of 3 brainstorm and propose a Machine Learning application

 

This application should be useable and useful in the real world

 

What purpose, value and impact could this application achieve

 

Illustrate your ideas through sketches, mind maps, images, videos, screenshots and / or written words

 

Put together a well designed Google Slides presentation

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This is a group activity, team up in groups of 3.

1

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This is a group activity, team up in groups of 3.

Starting Points

I want this to be fun and playful

 

Can we use this to make people move in front of a computer?

 

This could be a great tool for visual expressions co-created with a machine

 

I want to be critical about this whole Machine Learning thing

 

Can we solve problem _______ with machine learning and computer vision? Define _______ .

2

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Some links to readings and inspiration to start with

3

This is a group activity, team up in groups of 3.

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Demo Codes for you to select and try

4

This is a group activity, team up in groups of 3.

1

2

3

4

5

5

6

7

8

In today's class we will ideate a series of imagined applications that do not yet exist but we wish to exist in the near future. Such an application can be functional, life-enhancing, experimental or playful.

now – 11:50am

12:00pm – 12:30pm

As a group work on your Near Future Application and prepare a Google Slides document for the sharing session. For the homework, the slides can be exported as .pdf

Sharing of outcomes per group and per class. All students to meet in their respective class to briefly present their findings.

Homework

Document and archive Activity 1 in your Digital Portfolio and include your writeup in the activity-1-writeup.docx document. Add your presentation as a .pdf to the pdf folder.

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Timeline

Week 2 and 3

A

B

C

D

Week 4 and 5

Class

Room

Exercise

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Week 6 and 7

Week 9 and 10

Coding

Play

Making

Screens

Making

Screens

Coding

Play

Play

Coding

Screens

Making

Screens

Making

Play

Coding

D501

D501

F301

F301

F301

F301

D501

D501

D501

D501

F301

F301

Breakdown of classes assigned to exercises

A

B

C

D

A

B

C

D

A

B

C

D

F301

F301

D501

D501

Lecturer

Andreas

Jake

Dhiya

Jo

Dhiya

Jo

Andreas

Jake

Jake

Andreas

Jo

Dhiya

Jo

Dhiya

Jake

Andreas

Coding

In this workshop we will look at Creative Coding and Generative Design in particular. We have touched on some basic coding principles during Semester 1 and this exercise can be seen as a continuation and extension of what has been covered and practiced.

 

Here we will take a closer look at how code and  simple 2D and 3D graphics can be used to create a series of generative imagery which can be static, dynamic or interactive.

Generative Design with Andreas

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Students to bring their own laptop, we will use p5js for this exercise, please have a browser and your p5js account ready.

To prepare

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Coding

Generative Design with Andreas

1-quarter of the beads in a box are white. There are 16 more yellow beads than white ones in the box. The remaining 46 beads in the box are green. How many beads are there in the box?

How to solve this problem

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Coding

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Generative design fundamentally changes the design process: the designer shifts from being a performer of tasks to being a conductor, effectively orchestrating the decision-making process of the computer. This is what generative design is all about: iteratively developing different processes and then selecting those that produce the most visually compelling results.

 

From using code as a means to generate static, moving or interactive images, to communities, industries and futures that embrace algorithmically generated content, building digital experiences to new adventures into artificial intelligence and neural networks, generative design finds many applications ranging from artistic expressions, branding, architecture, interaction design and other forms of creative applications.

Generative Design

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

Unreal Engine

TouchDesigner

Code templates

html, css, JavaScript

Code frameworks (p5js, Processing)

Scripting

Unity

Knowing and understanding some code as a designer can help you collaborate better and communicate across disciplines when technical know-how is required. Basic knowledge and practice in web or app development.

This is when you are able to build your own software with ease. Needless to say this needs time and practice.

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Cargo

Readymag

Webflow

Figma

Blender

Prompting (Midjourney, Dall-e, etc.)

Text Editor

Any programming language

Command Line

Git

This semester's workshops  will focus on 

 

 

 

Code templates

Blender

html, css, JavaScript

Code frameworks (p5js, Processing)

 

During our first session you will team up with 2 of your peers to form a group of 3. Each group will then select a brief from a list of given options in the following to work with.

 

Before you decide, you should discuss and review the available options so that you feel comfortable with the requirements and expected outcomes.

 

Some briefs are less technically demanding and have a low-code approach, but require you to take several steps in the process to get to the end result. Others are more technically challenging, but offer you the opportunity to learn a new technique or work with a new medium, risky indeed but very rewarding.

Session 1

During session 2 you and your group will work on and complete the required outcomes based on the brief you have been working on.

 

Some briefs require you to work with a specific tool or present your work in a specific format, some challenges will be waiting for you for which you can prepare as homework or by managing time and teamwork. 

 

By the end of this session, the deliverables should be completed so that it can be stored and archived in your digital portfolio so that you can easily refer back to it towards the end of the semester when we prepare the submission materials.

Session 2

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Why

How

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Interpret and explain the fundamentals of contemporary design practice including the variety of ways in which visual communication can be applied, and to meet technical and aesthetic challenges of professional standard.

 

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

 

Implement the conceptual and technical steps used to engage with the fundamental components of a design production process.

 

Apply traditional and digital design tools and techniques, and to be able to manage both individually or in combination.

 

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.

Learning Outcomes

Learning outcomes are addressed through computational and visual design means in a series of briefs and tasks. Students work in groups to engage with and implement a selected project brief.

 

Outcomes are documented according to the brief. Process  and deliverables are documented in the CPJ and Digital Portfolio.

 

Each brief follows the same structure: description, challenge, make it meaningful, expected outcome, process, deliverables and starting points.

Respond to a project brief

Nature Encounters

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Coding Theme

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Coding Theme

Nature Encounters

1 Sound

2 Motion

3 Pattern

4 Imaginary

Sound

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Brief 1

Coding nature encounters

 

field trip

p5js code template

some code

sound reactive

What does a place sound like? We often don't pay enough attention to the sonic and audible qualities of a place.

 

In this task, you will decide on a place in nature that you will visit to record the characteristics of that place using audio.

Sound

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When you return from your field trip, you will use the provided p5js code sketch to visually represent the audio that the sketch captures using a laptop's built-in microphone. You can change the code according to your needs and requirements.

 

The resulting visual renderings should then be used as textures and materials for a video work together with a soundtrack created from your field recordings suitable for the overarching theme Nature Encounters.

code generated visuals from audio recordings

generated visuals used as textures and materials in a video work

conduct a field trip to record thematically related sounds

Brief 1

Expected outcome

Video with soundtrack

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Sound

Brief 1

Although this brief might sound like technically and visually simple and straight forward, the challenge her lies in finding a meaningful narrative to tell.

 

Consider to go to places that are connected thematically to tie your work together.

 

How meaningful is a place when the focus is on the audible rather than the visual? How can you visually express the sound of a place?

code generated visuals from audio recordings

generated visuals used as textures and materials in a video work

conduct a field trip to record thematically related sounds

Challenge

Make it meaningful

Expected outcome

Video with soundtrack

An experimental  and explorative approach to image making

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Sound

Brief 1

Go out and visit places around Singapore to record audio samples related to the theme Natural Encounters

Use your mobile phone to record audio at the places you visit

Take photos and videos at the places you visit to document your field trip

Use code sketches to visually express collected audio samples when playing them back

Capture generated visuals as still images 

Create an animation from textures generated and a soundtrack

Process

Series of audio samples

Documentation of field trip, process, image/video making and outcomes  as a series of images and video(s)

video with soundtrack (up to 60 seconds, 1920x1080)

Deliverables

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Sound

Brief 1

Starting points

Try out the code template

Plan and go on a field trip

Check out some references, for inspiration and ideation starters only.

Where to go?

 

What to record?

 

How many recordings do we need?

Motion

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Brief 2

Coding nature encounters

lines

motion

plotter

p5js code template

some code

 

This brief is all about automated drawings and lines in motion.

 

The AxiDraw is a simple, modern, precise, and versatile pen plotter, capable of writing or drawing on almost any flat surface.

 

It can draw with your favorite ball pens, permanent markers, and other writing implements to handle an endless variety of applications.

Motion

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In this brief you are tasked to create a series of code-generated line drawings that resemble motion and respond to the overarching theme of Nature Encounters.

 

From code to svg to the AxiDraw to finally arrive at a physical drawing are the steps to take. Consider to draw multiple layers in different colours using different pens.

 

Be mindful of the time it takes to plot your designs. It may take a split second for the screen to render but minutes for the plotter to draw. 

Brief 2

Expected outcome

Prints

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Motion

Brief 2

With the AxiDraw plotter you are able to let a computer program draw with a pen. Other than with a regular printer, new ways of using marks on paper open up.

 

As a group of creatives and designers, how can you best use this tool to articulate a strong visual idea that expresses the theme in a compelling and surprising way.

 

Take inspiration from nature and successfully express motion in a static image.

Apply and adjust code to your liking, export generated images (line drawings) to .svg, make the AxiDraw work and print your designs.

 

Find a convincing way to presenting your prints but pinning them on the wall or hanging them from the ceiling or laying them out on a table.

 

In any case the documentation must be convincing and amazing.

Challenge

Make it meaningful

Expected outcome

Prints

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Motion

Brief 2

Generate vector images from code

Export image as .svg, then edit in Illustrator if necessary

Use AxiDraw software 

What kind of pen could you use? can you draw multiple svgs on top of each other with different pens?

Print on A4 paper bring your own paper and pen

Hang, pin up or lay out your work for the documentation

Take your prints for a photo shoot, include a person to give a sense of scale.

Process

Series of .svg and .jpg images generated by code

Documentation of process, printing, outcomes  as a series of images and video(s)

AxiDraw drawing on paper (A4)

Deliverables

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Motion

Brief 2

Starting points

Try out the code templates

Look for inspiration that can be found in nature

Check out some references, for inspiration and ideation starters only.

Where to go from here?

 

Study some natural phenomena where movement can be observed?

 

Draw before you code?

Technical Links

Pattern

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Brief 3

Coding nature encounters

image generator

parameters

some code

variations

This brief requires you to write your own image generator. Here, think NFT.

 

Can you create a software tool with p5js that generates a (infinite) series of images, images that are slightly different every time the program runs?

Pattern

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In this brief you are tasked to create a series of code-generated images and respond to the overarching theme of Nature Encounters.

 

Brief 3

Expected outcome

A3 poster 

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How can a program be used as a meaningful image generator? Is this up to the program or the designer of the program?

 

How would you design an image generator that is able to convey a meaningful message by addressing questions or issues that are important to you, society, culture, nature?

 

Generating random things is not that difficult how can you make a difference?

Start from scratch or remix existing code, but preferably write your own code that generates patterns from nature.

 

Add variation to your code so that each rendered output looks slightly different from the others but stays within the same aesthetics spectrum.

 

How can this become an NFT?

Challenge

Make it meaningful

Expected outcome

A3 Poster

Pattern

Brief 3

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Generate pixel images from code that respond to the overarching theme of Nature Encounters

Create a series of at least 32 images from code using the same program but different parameters

NFTs? Can you make one, some? What may be the challenges?

Process

Series of .jpg images generated by code

Documentation of process, variations and outcome  as a series of images and video(s)

Coded p5js sketches with code comments and references

Links to your p5js code sketches

Archived final p5js code sketch as .zip

Deliverables

Pattern

Brief 3

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Starting points

A bit of NFT history

Generative art platform, code, evolving art and a beautiful publication in black and white.

Check out some references, for inspiration and ideation starters only.

Pattern

Brief 3

Imaginary

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Brief 4

Coding nature encounters

augmented reality

blender

low code

web-based model-viewer

This brief is about augmented reality and viewing 3D objects superimposed by a phone's camera.

 

There are a number of steps you will need to take in this project to achieve the expected AR experience of seeing an augmented abstract 3D object through your phone as an overlay on the real world.

 

Imaginary

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To create an abstract 3D object, you and your group can use a 3D software such as Blender or similar to create one or more 3D objects to work with.

 

Abstract forms here must be derived from the overarching them Nature Encounters.

Brief 4

Expected outcome

AR web-application

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With this brief you will be able to display 3D content in AR using your phone.

 

How can you make the content that the user is seeing meaningful? What story do you want to tell, what experience do you want to create?

Generate abstract 3D objects using a 3D software, do not use 3D objects of real things like shoes or chairs but use or make abstract forms inspired by the overarching theme Nature Encounters instead.

 

Make your own and own it rather than copy from the internet, export 3D model, set up local web-server to run and test model-viewer, make website with model-viewer available publicly using netlify.com.*

Challenge

Make it meaningful

Expected outcome

AR web-application

Imaginary

Brief 4

* technically challenging, ask Andreas for a walk-through

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Generate an abstract 3D object in a 3D software of your choice

Export 3D model in glTF format

Apply 3D model to model-viewer, a browser application to view 3D models on the web and in AR

Process

Series of .glTF files create in a 3D software like Blender

Documentation of process, variations, screenshots and outcome as a series of images and video(s)

Series of images taken with your phone and the 3D model in AR

Link and QR code to your model-viewer website

Deliverables

Imaginary

Brief 4

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Imaginary

Brief 4

3D model rendered with model-viewer

3D model seen through model-viewer

3D model rendered with model-viewer in AR on mobile phone

Man walking on cloud

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Starting points

See what students came up with last year

Check out some references, for inspiration and ideation starters only.

Try out the code template

Imaginary

Brief 4

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Coding Theme

Natural Encounters

1 Sound

2 Motion

3 Pattern

4 Imaginary

Demo

Session 1

Activity 1

30

Form a group of 3

 

In your group discuss and negotiate the brief you wish to pursue

 

Sketch and mind-map out ideas on a piece of paper

 

Finalise your decision after you have made sure you are brief-confident

 

 

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Session 1

Activity 1

Very important

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Abstract over Representation

Session 1

Activity 2

90

Start ideating and executing your chosen brief

 

Make a mood board of reference images

 

Work on code if the brief requires it

 

Render out some ideas, experiment, make

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pay attention to good image quality

 

The subject, your work, should be well photographed/videoed so that it is easy for the viewer to understand and appreciate

 

Add people to image/video where necessary to illustrate and demonstrate outcomes in use

 

Image: Good image resolution, less than 1920x1080 is not advisable; save as high quality jpg; compress with squoosh

 

Screenshots: remove unnecessary details like desktop folders, menu bars, frame borders (only include code if important and relevant to the screenshot)

Video: 1080p resolution and saved as mp4 with good image quality and without compression artefacts, use handbrake to compress your video

 

Reflective writings where necessary, keep a good balance between the What, How and Why (reflective writing focuses on your process)

 

Write a short project description (description focus on the project, what is it)

 

If you worked in a group, briefly elaborate on how you worked as a group

 

Add materials as suggested above to your Digital Portfolio: images, videos to dedicated folders, writing to .docx document If necessary, review the slides on documentation, cpj (writing), digital portfolio.

Good Practice

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Coding

session 1 → session 2

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Homework

Review brief deliverables and plan accordingly

 

Continue making and prepare for next session, the expected outcome

Session 2

Activity 1

120

In your group, continue working on your project

 

Review the Deliverables required and prepare your documentation accordingly

 

Discuss in your group how you will present your outcomes

 

Mount printouts or prepare a laptop for end-of-workshop show and tell

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Session 2

Activity 2

30

Present outcomes by group
 

Prepare 3 images and a video and upload to shared folder

 

 

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session 2 → Digital Portfolio

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Homework

Finalise your Coding Project

 

Archive Process, Outcomes and Deliverables in your Digital Portfolio

 

Bring your CPJ up-to-date

This concludes your coding workshop :)

1

 

2

 

3

Code To Thing is an exercise that looks at how code can be turned into a physical object. You will explore 3D space in code and create 3D objects from a given code template. You will then use 3D software to convert the 3D objects generated from the code into printable templates that you can handcraft into a physical 3D object.

 

Furthermore, you will need to focus on proper documentation techniques and styles to create content of the 3D objects and design a folded A3 poster. Through these processes, you will be able to gain an understanding of working with digital and physical tools, as well as the workflow from digital to physical.

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Making

From Code to Thing with Dhiya

students to bring the following materials and tools to class:

Penknife

Cutting mat

Steel ruler

Spray mount

Double sided tape 5mm

Masking Tape

Laptop

To prepare

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Making

From Code to Thing with Dhiya

Making

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The term "making" refers to the process of producing artefacts, products or tools using craft or technology-based techniques like for example digital fabrication. The spectrum here can range from the novice learning a craft to the master craftsman masterfully applying a craft and passing on their knowledge. Often, more attention is paid to the process of making, sharing, collaboration, and techniques than to the end result.

 

Think of making as a trade and a culture. Making here can also refer to "The maker culture which  is a contemporary subculture representing a technology-based extension of DIY culture that intersects with hardware-oriented parts of hacker culture and revels in the creation of new devices as well as tinkering with existing ones. The maker culture in general supports open-source hardware."

pay attention to good image quality

 

The subject, your work, should be well photographed/videoed so that it is easy for the viewer to understand and appreciate

 

Add people to image/video where necessary to illustrate and demonstrate outcomes in use

 

Image: Good image resolution, less than 1920x1080 is not advisable; save as high quality jpg; compress with squoosh

 

Screenshots: remove unnecessary details like desktop folders, menu bars, frame borders (only include code if important and relevant to the screenshot)

Video: 1080p resolution and saved as mp4 with good image quality and without compression artefacts, use handbrake to compress your video

 

Reflective writings where necessary, keep a good balance between the What, How and Why (reflective writing focuses on your process)

 

Write a short project description (description focus on the project, what is it)

 

If you worked in a group, briefly elaborate on how you worked as a group

 

Add materials as suggested above to your Digital Portfolio: images, videos to dedicated folders, writing to .docx document If necessary, review the slides on documentation, cpj (writing), digital portfolio.

Good Practice

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Making

Link to external Slides

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Making

From Code to Thing with Dhiya

The Screens exercise will introduce you to basic applications of projection mapping. In this hands-on workshop, you will learn how to project and map images onto non-rectangular surfaces using coded, static and moving images.

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Screens

Projection Mapping with Jo

1 Bring a laptop that is capable of connecting to a projector via USB-C or HDMI ports.


2 Download the p5.mapper from this link. Look through the examples and take a look at the demos, especially the Basic example.


3 Prepare a folder of images and videos you can pull from to use as visuals for your projection mapping.

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Screens

Projection Mapping with Jo

To prepare

Projection Mapping

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Projection mapping is a technology that uses video projectors to shine light on any surface that isn’t simply a flat screen. It has become more popular as a way to create visually immersive environments, transforming a space because of its flexibility in turning anything into a visual surface. These surfaces can range from built sets, to buildings, and even to landscapes. Learn the basics of projection mapping and map your own visuals onto a physical object of your own creation!

pay attention to good image quality

 

The subject, your work, should be well photographed/videoed so that it is easy for the viewer to understand and appreciate

 

Add people to image/video where necessary to illustrate and demonstrate outcomes in use

 

Image: Good image resolution, less than 1920x1080 is not advisable; save as high quality jpg; compress with squoosh

 

Screenshots: remove unnecessary details like desktop folders, menu bars, frame borders (only include code if important and relevant to the screenshot)

Video: 1080p resolution and saved as mp4 with good image quality and without compression artefacts, use handbrake to compress your video

 

Reflective writings where necessary, keep a good balance between the What, How and Why (reflective writing focuses on your process)

 

Write a short project description (description focus on the project, what is it)

 

If you worked in a group, briefly elaborate on how you worked as a group

 

Add materials as suggested above to your Digital Portfolio: images, videos to dedicated folders, writing to .docx document If necessary, review the slides on documentation, cpj (writing), digital portfolio.

Good Practice

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Screens

Link to external Slides

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Screens

Projection Mapping with Jo

Play

Physical Computing with Jake

This physical computing exercise aims to experiment with simple input and output mechanisms that utilise electronics. This may be unusual and uncharted territory for a designer, but as we extend traditional design products into digital and virtual space, we also explore how design can be applied to physical applications that a user can interact with to create physical and tangible experiences.

 

Through prepared materials and electronic components, students will design a simple physical interaction that demonstrates how a physical input triggers a digital output and vice versa.

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students to bring the following materials and tools to class:

Scissors

Cutter / Pen knife

Cutting mat

Card board or foam board

Laptop

Masking tape (optional double sided tape)

Play

Physical Computing with Jake

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To prepare

Physical Computing

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Physical Computing can be applied to applications where computers interact with the physical world and vice versa. The Internet of Things, robotics or physical interfaces are common applications. Physical computing refers to the use of tangible, embedded microcontroller-based interactive systems that can sense the world around them and control outputs such as lights, displays and motors.

 

Although this might seem rather technical in approach and application, it provides a an environment to better comprehend playfully and eventually build a connection between physical objects, computer hardware and software applicable not only to technical practices such as engineering or computer science but equally important to creative practices like art and design.

pay attention to good image quality

 

The subject, your work, should be well photographed/videoed so that it is easy for the viewer to understand and appreciate

 

Add people to image/video where necessary to illustrate and demonstrate outcomes in use

 

Image: Good image resolution, less than 1920x1080 is not advisable; save as high quality jpg; compress with squoosh

 

Screenshots: remove unnecessary details like desktop folders, menu bars, frame borders (only include code if important and relevant to the screenshot)

Video: 1080p resolution and saved as mp4 with good image quality and without compression artefacts, use handbrake to compress your video

 

Reflective writings where necessary, keep a good balance between the What, How and Why (reflective writing focuses on your process)

 

Write a short project description (description focus on the project, what is it)

 

If you worked in a group, briefly elaborate on how you worked as a group

 

Add materials as suggested above to your Digital Portfolio: images, videos to dedicated folders, writing to .docx document If necessary, review the slides on documentation, cpj (writing), digital portfolio.

Good Practice

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Play

Link to external Slides

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Play

Physical Computing with Jake

Week

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Workshops

Open Studio

Digital Portfolio

Shared Folder

CPJ

Week 11

With week 11 and the semester soon coming to an end, we are wrapping up this semester's Computation in Design workshop series. Each of you should have attended 4 different workshops where you learned about different techniques and applications of computation in design practice. We hope you had a good time and gained new skills and insights into how computation and design can go hand in hand.

 

Web 101

Open Studio

Digital Portfolio

Shared Folder

CPJ

Next week, week 12, the School of Design Communication is opening their studios to showcase student works across all levels. For this occasion we will sample and showcase outcomes from the 4 CiD workshops conducted previously.

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Coding

 

Screens

 

Play

 

Making

Andreas

 

Jo

 

Jake

 

Dhiya

Open Studio

Digital Portfolio

Shared Folder

CPJ

2 students from each class to assist in setup and work with lecturer

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Coding

 

Screens

 

Play

 

Making

Patricia, Jansley + Kai Siang

 

Jun Liang, Alda

 

Eu Jun, Kai Ying

 

Boon Cheong, Mindy

Open Studio

Digital Portfolio

Shared Folder

CPJ

Students can review and update their workshop outcomes here

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Open Studio

Digital Portfolio

Shared Folder

CPJ

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

 

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You should be familiar with the Digital Portfolio by now, if not, see below. In any case, you should bring your Digital Portfolio up-to-date, we need it next week, week 12.

 

Open Studio

Digital Portfolio

Shared Folder

CPJ

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Let's take 15 minutes to  review, update and upload your files for each workshop into the Shared Folder.

15

Open Studio

Digital Portfolio

Shared Folder

CPJ

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Bring your CPJ up-to-date, the longer you wait the harder it is to remember what you in previous classes.

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Web 101

Today we will look into basic HTML and CSS writing and editing. This is to prepare for next week's Summary Website session.

 

A template for your individual Summary Website will be provided. This website will serve as your submission portfolio. Today's session is about preparing for it.

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Web 101

Please keep in mind that we are not able to learn HTML and CSS in one or two sessions, so we take a more accelerated approach by making changes to existing HTML and CSS documents.

 

Finally, it is important that you build an understanding of how to browse, read and make changes to an HTML and CSS document in order to make simple changes to the content.

 

Today we will look into basic HTML and CSS writing and editing. This is to prepare for next week's Summary Website session.  

 

A template for your individual Summary Website will be provided. This website will serve as your submission portfolio. Today's session is about preparing for it.

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Web 101

Tools

Use iMovie. Simple hard-cuts will do, no transition effects required.

Video Editing

Use Photoshop, but Preview does a good job as well when it comes to resizing or color correcting images.

Image Editing

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Web 101

Tools

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Web 101

Activity 1

Download and install VS Code

Create a new folder web-101 on the Desktop

Open folder web-101 with VS Code

Create a file called index.html

 

15

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Web 101

Activity 2

Follow the design of a simple impromptu page in html and css

Make suggestions what to add

Make changes on your own

30

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Web 101

Activity 3

Sharing of Web Tester

Work alone or in a small group of 2-3  

Make changes and replace placeholder images, video, and text 

Use your own materials in place of the given placeholders

Compress your images with the squoosh.app (see tools)

Compress video with the handbrake app

60

today → Week 12

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Homework

Review files (images, videos) in your Digital Portfolio, you will use those as content for your website. Add more if necessary.

 

Take a look at your CPJ, because it will serve you as an initial source for your writings.

1

2

Classes in week 12 will be at Wilkie Edge, WE806 (A,B) and WE807 (C,D)

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Open Studio

Week 12

Website

This week we will focus on familiarising ourselves with the website template for your summary website, details are below.

 

Besides the technical challenges that come with the design of a website, equally pay attention to the quality of content and aesthetics.

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Approach

Aesthetics

Writing Style

Completeness

Follow and retain the website template structure

Replace template content with your content accordingly by overwriting text, images, videos

Duplicate and edit image placeholders in Photoshop 

Compress images and videos, see Tools introduced last week

Make changes to default.css if necessary

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Approach

Basic

Follow and retain the website template structure

Add, move or remove html blocks if necessary

Edit image placeholders in Photoshop, add more images if necessary

Edit html and css to make changes to the web design

Compress images and videos, see Tools introduced last week

Make changes to css files if necessary

More advanced

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Folder structure


File naming conventions
 

File size

Approach

Pay attention to

Type of documentation, screenshot, photo and video shoot, pay attention to how the image was crafted and its content


Healthy mix of process documentation and final outcomes 

 

Visual quality images, videos based on documentation


Overall look and feel website based on type, color, layout, copy-text. If unsure, stick to the basics.

today → Week 13

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Homework

html and css

Familiarise yourself with the summary website template

 

image choices, layout, narrative and writing style

Pay attention to the quality of content and aesthetics

 

Prepare your website for feedback and critique

We will then demonstrate how to host your website online

1

2

3

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Publish

Week 13

Website

To get your website online, we will use netlify.com for hosting. A in-class demonstration will be given.

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Submission Briefing

Week 13

The following guides you through the submission requirements and deliverables for your Computation in Design class.

Deliverables

 

Digital Portfolio

Link to your Website

Your Digital Portfolio should include the following 3 items

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Submission Deliverables

Digital Portfolio

Archive

Creative Process Journal

Summary Website

1

2

3

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Submission Deliverables

Digital Portfolio

1 Archive

Folder structure including images, videos and .docx files

Do bring your CPJ up-to-date soon if you haven't done so yet. Include your weekly updated journal for CiD in  .pdf format

2 Creative Process Journal

3 Summary Website

A folder containing your website files based on provided template. 

Your Digital Portfolio should include the following 3 items

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Submission Deliverables

Digital Portfolio

Your Digital Portfolio should include the following 3 items

The total file size of your .zip file should be 160 MB or less. Ensure that you have compressed your images and video files, if unsure, review the Tools slide covered in week 11.

After completing your Digital Portfolio, upload your Digital Portfolio as a single zipped file to the submission folder, the folder-link will be emailed to you.

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Submission Deliverables

Website Link

Your Digital Portfolio should include the following 3 items

After completing your Digital Portfolio, upload your Digital Portfolio as a single zipped file to the submission folder, the folder-link will be emailed to you.

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Submission Deadline

Submission deadline for Computation in Design is Monday 17 April 2023, 2:30pm.

make, shift showcase

OPEN STUDIOS@Cineleisure,
Orchard Cineleisure #02-01,
8 Grange Road,
Singapore 239695

 

Thu 12 Jan

Between 5–8pm

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