Computation in Design 2
24-25
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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
23–24
What we will do in this class
Conduct a series of exercises individually or in small groups
Build on and enhance computation in design skills and understanding
Apply computational means conceptually and practically to design briefs
Reflect on and document the process and the outcome on a weekly basis
Develop and contribute to work-in-progress presentation for Open Studios
Document and present outcomes on a Microsite
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23–24
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
23–24
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
23–24
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.
23–24
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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23–24
4 Exercises and a website
Coding
Making
1
2
Projection
Play
Generative Design
From Code to Thing
Projection Mapping
Physical Computing
Andreas
Dhiya
Jo
Syaz
Summary
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3
4
Microsite
23–24
Generative Design
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1
23–24
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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
23–24
Making
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2
23–24
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
23–24
Projection Mapping
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3
23–24
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
23–24
Physical Computing
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4
23–24
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
23–24
Summary
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23–24
4 Exercises and a website
Coding
Making
1
2
Screens
Play
Generative Design
From Code to Thing
Projection Mapping
Physical Computing
Andreas
Dhiya
Jo
Syaz
Summary
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3
4
Microsite
23–24
23–24
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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
23–24
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
23–24
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
23–24
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
23–24
23–24
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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.
23–24
Four Orders of Design
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1 Symbols
3 Actions
2 Objects
4 Thoughts
23–24
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
23–24
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
23–24
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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23–24
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
23–24
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)
23–24
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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Online Resources
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Before we get started
Documenting your work, process and outcomes: Suggestions and examples
2
23–24
What to pay attention to when documenting your work, process and 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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2022
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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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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.
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?
23-24
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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.
23-24
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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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Warmup Activity
Playing with Machine Learning and Computer Vision.
23–24
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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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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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23–24
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
23–24
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
23–24
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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
23–24
An intro to Machine Learning for Designers
ml5, friendly Open Source Machine Learning Library for the web
Nervous about what you dont know? Grab your friends and plan a workshop
The work of Andreas Refsgaard + Playful Machine Learning video
Fei-Fei Li: If we want Machines to think, we need to teach them to see
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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.
23–24
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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
23–24
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
23–24
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
Projection
Making
Projection
Coding
Play
Play
Coding
Projection
Making
Projection
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
Syaz
Dhiya
Jo
Dhiya
Jo
Andreas
Syaz
Syaz
Andreas
Jo
Dhiya
Jo
Dhiya
Syaz
Andreas
23–24
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
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Generative Design
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Generative Design
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Generative Design
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Generative Design
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Generative Design
Design Systems International
A design studio that uses code as their primary material. They turn ideas into prototypes and experiences, create visual systems, build custom design tools and improve workflows.
Backgrounds in Computer Science, Graphic Design, Cognitive Science, and Interior Design power the studio's fresh and unique perspective, while a shared passion to explore, learn, and create unique visual solutions unites the people at designsystems international.
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Computation in Design 2
Generative Design
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 you should have completed the deliverables so that they can be filed and archived in your digital portfolio. You will then be able to 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
Coding, general approach
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The general approach to this class, and Computation in Design in general, is on exposing you to some of the many techniques, applications, concepts and aesthetics that are present in the visual arts and design more specifically.
Within your means of understanding and technical knowledge, how can you find a balance between concept, aesthetics and technical implementation?
The aim here is less to teach coding from a didactic and progressive learning of techniques point of view, as you would expect from a computer science class, for example. Instead, a stronger focus is set on the exploration of tools, manipulation and extension of provided code snippets. This however should not limit your curiosity and eagerness to explore and learn independently.
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)
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Approach
Output
Technical
Aesthetics
Explorative
Dynamic
Writing Code
Abstract
Systematic
Static
Using Code
Applied
Each workshop exercise brief is aligned to the following criteria, which vary with each brief. This should help you to better identify the requirements and direction of development for the respective outcomes.
3 Workshop
Exercise Briefs
Encounters with Nature
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Coding Theme
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Coding Theme
Encounters with nature
1 Lines
2 Generator
3 Imaginary
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Brief 1
Coding encounters with nature
Lines
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Brief 1
Coding encounters with nature
lines
plotter
p5js code template
some code
Approach
Output
Technical
Aesthetics
Explorative
Dynamic
Writing Code
Abstract
Systematic
Static
Using Code
Applied
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.
Lines
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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 1
Expected outcome
Printed artefact
A series of plotted art prints on paper of your choice. Printed outcomes can be bundled into a small booklet, a zine, A5 size.
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Lines
Brief 1
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
Printed artefact
A series of plotted art prints on paper of your choice. Printed outcomes can be bundled into a small booklet, a zine, A5 size.
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Lines
Brief 1
Generate vector images from code
Export image as .svg, then edit in Illustrator if necessary
Use AxiDraw software and Inkscape to plot vector images
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
Pin up or lay out your work for the documentation
Take your printed zine 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 drawings on paper (A4)
Deliverables
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Lines
Brief 1
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 start?
Study some natural phenomena where movement can be observed?
Draw before you code?
Visit the Botanic Gardens?
Technical Links
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Brief 2
Coding encounters with nature
Generator
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Brief 2
Coding encounters with nature
image generator
parameters
some code
variations
Approach
Output
Technical
Aesthetics
Explorative
Dynamic
Writing Code
Abstract
Systematic
Static
Using Code
Applied
This brief requires you to write your own image generator.
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?
Generator
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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 2
Expected outcome
Image generator (accessible online) and gallery page
Or, a zine-like booklet of selected images, A5 size, see sample shown in class.
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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.
Challenge
Make it meaningful
Expected outcome
Generator
Brief 2
Image generator (accessible online) and gallery page
Or, a zine-like booklet of selected images, A5 size, see sample shown in class.
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Generate pixel images from code that respond to the overarching theme of Nature Encounters
Create a series of at least images from code using the same program but different parameters
_________
Process
Series of .jpg images generated by code
Image generator; Images to translate into a online gallery page or a printed 8-16 pages zine
Documentation of process, as a series of images and video(s) demonstrating the variations of outcomes
Coded p5js sketches with code comments and references
Links to your p5js code sketches
Archived final p5js code sketch as .zip
Deliverables
Generator
Brief 2
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Starting points
Check out some references, for inspiration and ideation starters only.
Generator
Brief 2
Generative art platform, code, evolving art and a beautiful publication in black and white.
Where to start?
Study some natural phenomena where patterns and repetition can be observed?
Visit the Botanic Gardens?
Look for inspiration that can be found in nature
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Brief 3
Coding nature encounters
Imaginary
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Brief 3
Coding nature encounters
augmented reality
blender
low code
web-based model-viewer
Approach
Output
Technical
Aesthetics
Explorative
Dynamic
Writing Code
Abstract
Systematic
Static
Using Code
Applied
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 3
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 3
* 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 3
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Imaginary
Brief 3
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
Look for inspiration that can be found in nature or eee what students came up with two years ago
Check out some references, for inspiration and ideation starters only.
Try out the code template
Imaginary
Brief 3
Where to start?
Study some natural phenomena where algorithmic shapes can be observed?
Visit the Botanic Gardens?
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Coding Theme
Natural Encounters
1 Lines
2 Generator
3 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
Pin-up 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 5 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
23–24
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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Projection
Projection Mapping with Jo
23–24
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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Projection
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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Projection
Link to external Slides
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Projection
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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23–24
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 Syaz
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
23–24
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
Syaz
Dhiya
Open Studio
Digital Portfolio
Shared Folder
CPJ
the follwing students will assist in setup and work with lecturers on the presentation of workshop outcomes
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Coding
Screens
Play
Making
Daniel, Venessa
Joel, Kavya
Jeremy, Clemence
Syafiq, Medhavi
9–12 projects
2 projects
4–5 projects
15–20 objects
2-3 AR projects, 3-4 booklets, 3-4 drawings, videos on loop
Projection onto objects
Physical objects and videos on loop
Physical objects and printed brochure, videos on loop
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 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 hello-web on the Desktop
Open folder hello-web 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 101
Work alone or in a small group of 2
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.
Review 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, classroom to be confirmed
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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.
23–24
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Approach
Aesthetics
Writing Style
Completeness
23–24
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 styles.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 styles.css file if necessary
More advanced
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Approach
When curating content for your website, pay attention to:
type of documentation: screenshots, photo and video recordings, pay attention to the quality of images and their content
healthy mix of process documentation and final outcomes
visual narrative and quality of images and videos
Overall look and feel of website based on typography, color, layout, copy-text. If unsure, stick to the template layout
23–24
Folder structure
File naming conventions
File size
2023
B-DC 123
Computation in Design 2
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
today → Week 13
B-DC 123
Computation in Design 2
Homework
html and css
Familiarise yourself with the summary website template
image choices, layout, narrative and writing style
Pay attention to the quality of visual narrative, content and aesthetics
Prepare your website so issues you might run into can be reviewed next week
We will demonstrate how to host your website online
1
2
3
23–24
B-DC 123
Computation in Design 2
Publish
Week 13
Website
To get your website online, we will use netlify.com for hosting. A in-class demonstration will be given.
23–24
B-DC 123
Computation in Design 2
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
23–24
Your Digital Portfolio should include the following 3 items
B-DC 123
Computation in Design 2
Submission Deliverables
Digital Portfolio
Archive
Creative Process Journal
Summary Website
1
2
3
23–24
B-DC 123
Computation in Design 2
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
23–24
B-DC 123
Computation in Design 2
Submission Deliverables
Digital Portfolio
Your Digital Portfolio should include the following 3 items
The total file size of your .zip file should be 300 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 on week 14.
23–24
B-DC 123
Computation in Design 2
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 in week 14.
23–24
B-DC 123
Computation in Design 2
Submission Deadline
Submission deadline for Computation in Design is Monday 15 April 2024, 2:30pm.
Your submission folder has been emailed to you
23–24
cid-2-2425
By Andreas Schlegel
cid-2-2425
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