Monday 27 October 2014

MA Individual Practice Intention

Ive already laid out what my intention is; 

The aim of my project is to research and understand key areas of digital design. With analysis, field-testing designs and review, I hope to create a digital design piece that has been informed by my findings.

The areas I hope to research are:

Web designs advancement from traditional print structure and why certain graphical design conventions have transferred over?

The technological and subject orientated influences/restrictions that have shaped web site and mobile design e.g. interfaces restriction, legacy systems influence, and content regulated design.


The human element. How people interact with digital space, how they search and find content, what they like and dont like about web design, how people’s preconceptions influence digital design.


Research

I have 6 books to read and I am getting through them, taking notes as I go.

Don’t Make Me Think,
Designing for the Web,
Grid Systems in Graphic Design,
Ordering Disorder,
Seductive Interaction,

Universal Principles of Design

I've also started looking at articles around the evolution of the web:

http://blog.hubspot.com/marketing/look-back-20-years-website-design

http://www.dawnvista.co.uk/website-design/learning-from-web-design-trends-through-the-years/

http://www.vanseodesign.com/web-design/swiss-design/

http://www.vanseodesign.com/series/the-7-components-of-design/

http://www.smashingmagazine.com/2009/07/17/lessons-from-swiss-style-graphic-design/

http://shortiedesigns.com/2014/03/10-top-principles-effective-web-design/

http://www.nngroup.com/articles/differences-between-print-design-and-web-design/

http://www.creativebloq.com/web-design/how-design-screen-guide-print-designers-1131786

http://alistapart.com/article/how-we-read

The idea behind amercing myself in all of these different rules and concepts of web design is to figure out what elements are necessary/unnecessary, what distracts and adds when designing for the web and how the elements we choose to use in our design are actually perceived by the user.

Methodology 

I have to take this beyond research to something tangible, I would like to generate a design based on 4 times in web history; pre web, early web, desktop web, responsive web. By doing this I hope to see what elements are actually needed in order to convey the same message and what is adding to it and subtracting from it?

I would also like to generate a number of design experiments to see how we interact with certain ket areas of web design; hierarchy, typography, navigation.

I hope by creating these designs and testing them on people, I can generate a web design solution that uses the principles found to inform the design.

Field Research - Liverpool Trip

I started out trying to arrange something for quite a few of my class mates. Explaining a few of us were going to Liverpool and asking who wanted to come.

Initially a lot of people showed interest, but restrictions were put in place, certain people couldn't do one day other couldn't do another day. Eventually we were left with only Friday as an option. This was fine but after all the restriction only three people ended up going. This, for me, was frustrating because I had to miss out on talks in Manchester that I could of otherwise gone to.

Saying all of that it was a good trip.

We visited:

  • The Tate Liverpool
  • The Bluecoat Gallery (collection of Whistler drawings, we weren't allowed to take pictures)
  • The Liverpool Museum

The Tate Liverpool

This was great. We saw some brilliant modern art. I'll be honest when viewing art I always look at the aspects I could take into my design, different techniques, methods, graphical elements etc, this is what is important to me, not so much the reasoning behind the piece.

In that regard I took a lot away from it.





There were a few video pieces that I couldn't capture but one in particular Felix The Cat by Mark Leckey gave me the idea of using vertical lines to cut and offset the image, in that way create something evolved from the original. 

 

This cubist painting started me thinking about pixelation 
and the different way I can transform objects using cubism.


I liked how this is functionless. 
Each rider added makes it more elaborate and less usable. 
It's like its saying keep it simple, don't re-invent the wheel. 




These three pictures show a collection of photographs overlaid over one another. Each picture has an element that is interacting with the photograph behind it. For example, the one directly above, shows an image of a burnt out/overturned car with the image of a face in the smoke. I liked this idea of overlapping images to create something else.



This was just cool. I liked the way it transformed something flat, i.e. the metal mirrors and because of layout and orientation it created a 3d piece that brought those separate elements into a different space. This would be nice translated into a digital picture gallery, where each picture has a different orientation and depth. More interesting than just stay next to on another.


Chris asked me to take a look at this, I think what we both liked was the second look you need to see whether it was a trees shadow or just the mould creating this pattern.


This was a pollock, I took this for my dad as he is an abstract artists heavily influence by pollock.



This was displayed in a glass box and made from metal strings. It was elaborate and beautiful, I liked this sense of symmetry. It pulled on something that I had heard the other week on a show about the universe. Complex behaviours and solutions come from simple rules and simple elements. For example, and I will murder this -apologies to any astrophysicists, the universe was formed from simple rules i.e. gravity, speed of light etc and simple elements like hydrogen and oxygen. It was only when you combines these simple rules and simple elements that great things happen.  


This seemed like a good idea for a speaker design, that was
until I was corrected that a speaker has to be hollow to be any good... cheers moustache.


Another piece that took me back to the idea of space and 
how simple elements combine to make complex results.


This reminded me of studio gibly drawing style. I like the innocence of the style.


This image used metallic paint to create a translucent effect that made a simple image come alive.

Liverpool Museum

We just took a look around to see if there was anything interesting, turns out the Liverpool Museum is quite well designed. Easy to understand and digest information at a glance.


I liked this timeline layout. Good for visually getting across a complex subject.



Another clear and concise timeline done is a different way. 
They really figured out the space they had to play with and designed it with that in mind.


This was a nice bit of typography set into concrete. Shadow and light play a big part in this.


The use of grayscale images with eye-catching accent colours really work.

Again a nice typeface and a great use of existing imagery.


I just liked this because someone had scribbled all over hope. Is that irony?

Field Research - RSA WorkShop

The RSA Great Recovery Workshop - WHAT’S IN YOUR MOBILE PHONE? 


Combining design with science, this hands on workshop as part of Design Manchester will introduce participants to the concept of designing for a Circular Economy, all through the medium of the humble mobile phone!

This was a great hands-on workshop that allowed us to explore sustainability in design. Firstly, we were talked to about the different ways to manufacture.


This was great because it gave me a good insight into the manufacturing models out there and how people respond to them.
It covered 4 areas Design for Longevity, Design for Service, Design for Re-use in Manufacture and Design for Material Recovery.

We were given an overview of how each of these methods effect society, both as a consumer, a worker and a manufacturer. This lead us down into conversions about how people like to be designed for and the reality of what is important to a consumer. 

After this discussion, we were asked to dismantle a mobile phone and try and keep each piece in-tact.  This really showed me how different companies approach the same problems in different ways. Some make it easy to dismantle, showing they are considering the end life of the product, other don't take this into consideration at all, showing that profit and ease of manufacture are there driving factors.

Once we had done this we were asked to redesign the mobile phone based on this different models above. Our team was given Design for Service, and we came to the conclusion that a modular phone that was easily dismantles and components are added by the consumer would allow for flexibility and personalisation. Saying this, the modular phone idea was the choice of a lot of other groups. Each of them thinking about the outcomes based on the initial model they were given.

My take away from this was not really anything to do with sustainability, personally I think designing products based on there end of life use is idealistic and not something that will be taken up until all other resources are consumed. My take away was actually how people react to the items in their lives, their belonging and possessions. It's interesting that as a consumer, unless we have underlying values that effect our choices (Green Friendly etc) we actually don't care how they are made or what makes things tick as long as they work for us and our purposes. In that respect it would be difficult to change people opinions on designing for sustainability unless it had a distinct advantage for the consumer.

This lead me on to thinking about design and how we digest information, for example we only read things that interest us, we only look at things that attract our attention due to a reason personal to us (like we haven't seen it before, or gratification humour etc)

The question is can that inherent selfish, lazy  hedonistic consumer attitude be used to influence consumer choice and behaviour through design... The answer has to be yes. We see it everyday, adverts making us laugh - so they have a take away value, shopping centres giving more value to space in our eye-line because we can't be bothered to look up, websites placing information at the top of a page because they know people won't take time to read something unrelated to them. 

So I'd say good talk, I took something completely different away from it though.


Collaborative Project Feedback

Feedback from initial presentation.

Well to be honest there was no specific feedback from the group or the tutors. It felt very rushed and didn't allow us the time we needed to gain feedback from the group.

There were some over arching comments:

Be more concise
Don't make sweeping statements
Prepare arguments for and against
Remember the time allocated

Etc etc.

But these were pointless due to the fact we had no idea whether they applied to the work we had already done. We were left second guessing the tutors.

I realise that this might be the point, playing devils advocate and being as vague as possible, means you have to go over your work again and question it.

So... we did that we met up and discussed the general points that were talked about. We came to the conclusion that the one we should focus on changing was the "for and against" point.

Christine mentioned she would like to create a debate between machines and people therefore covering both sides of the argument. We agreed this approach would be best used within prezi as a follow on from the presentation we already have.

A plan was set down for us to go away and do specific tasks... some would plan the debate outline, some would do illustrations to go alongside and some would take those element and form them into something cohesive, where each element and arguments worked well together.

After gathering research on this subject area, we met again today and went over our finding and figured out the conversation that would sit between the human and the computer.

The plan is to write this up and allow people to contribute to it tonight, then tomorrow we can come together and start illustrating and presenting the information...

Sunday 12 October 2014

Key Points: Artificial Intelligence As The Creators

  • In order to create a machine that thinks creatively we must first understand creativity. Creativity is such a subjective and complex human trait that in order to map it, as we do a algorithmic equation, would require extensive research into the quantification and application of creativity itself.
  • There is already significant study in understanding what was thought to be a purely human ability. Computers have already been programmed to create jokes, similes, metaphors, even music and art have been generated with varying degrees of success. Where they fall short is their plasticity, the ability to; learn, evolve and collaborate as we do.
  • AI is already being used in todays society; to monitor and fly aircraft (AOD), in finance (using artificial neural networks) to invest and manage our money, in hospitals organisation and procedures, we talk to AI through call centres to gain better advice, children play with AI everyday, through; tamagochi, giga pets, furby and even in video games to generate alternate endings or fight against us.
  • There is currently around 21,802 organisations with dedicating research into AI. There has been a significant rise in funding; over 530% from 1996 to 2011 and this is set to grow still.
Quote

Sir Ken Robinson - Do schools kill creativity?
Video 6mins 18sec

"Picaso said; 'all children are born artist, the problem is to remain an artist as we grow up'... we don't grow into creativity, we grow out of it, or rather we get educated out of it"

(TED talk on creativity, the most viewed TED talk of all time)


Research -> Visual Arts

Art

Word to Design

  • Krasimina Dimtchevska and Svillen Raneu

Games Design

  • ANGELINA by Michael Cook

Creative Problem Solving

  • CLARION 

Research -> Music

  • IAMUS - Composes from scratch, music performed by orchestra successfully.
https://www.youtube.com/watch?v=bD7l4Kg1Rt8
  • SHIMON by Gil Weinberg - Jazz Improvisation
https://www.youtube.com/watch?v=gm9R05PMHDM
Further Research

STAND UP systems - Tells jokes

https://www.engineeredarts.co.uk

SARDONICUS - Smilies  ...and... ARISTOTLE - Metaphors 

wiki links

http://en.wikipedia.org/wiki/Computational_creativity

http://en.wikipedia.org/wiki/Applications_of_artificial_intelligence

Friday 10 October 2014

Key Points - Technology










Key Points -Technology: 
Concerning the research into technology as a key influence for design...


  • Technology has fully integrated itself into our modern lives. The more intuitive it is the more accepted it is. Due to that integration brands want/need a digital face in order to compete with one another. 
  • Technology can effect designers work in three ways: 1. The designer can make there work all about the technological knowledge they have, sum what limiting creativity. 2. Designers can use technology, through their skills or collaboration to enhance their work and bring their creative thinking to life. 3. Due to a lack of knowledge or fear, designers can reject technology and stick to traditional methods. (3 hold a conundrum, because even traditional methods use tools, this is still a form of technology just more accepted)
  • Technology cannot express creative thought or the thinking behind it (Yet). Therefore it is limited to being used as a tool that is programmed/used or, at best, to mimic creative thinking/doing.
  • Due to the exponential rate at which technology is advancing, the only limits it has is set by our own imagination. If we can imagine it, it is possible, it's just a matter of time and knowledge.
  • As technology changes so does our social attitude towards it and in order to have any longevity it has to first be accepted and then evolve alongside our thinking.

MA Collaborative Research - Machines as the creators: can computer be creative?



Here I'm going to look at the area of research into whether computer/machine can be creative and how that impact on society, this is going to follow on from the research done by Christine:

http://psych.utoronto.ca/users/reingold/courses/ai/ai.html
Artificial Intelligence Tutorial Review Developed and compiled by Eyal Reingold and Johnathan Nightingale


Can Computers Be Creative?
Historically, human creativity has been a neglected topic in psychology in general and intelligence testing in particular. Despite this, creativity is considered by most to be an essential component of human intelligence. Consequently, in attempting to answer the question of whether computers can think, it is only natural to ask whether computers can think creatively. Many feel, in fact, that whereas computers can excel in well-structured areas of problem solving - e.g. logic, algebra, etc. - they have little hope of ever producing truly creative work. For a work to be creative, it must be novel and useful- this represents an enormous challenge for AI.

http://www.bbc.co.uk/news/technology-25095969
BBC News 29 November 2013

The quest to turn computers into creative artists by Alex Hudson
One of the differences between humans and machines has often been said to be creative thought. But several efforts are under way to let computers seek inspiration from their surrounding environment to create art. The Iamus project has taught a computer to write modern classical music at the touch of a button, taking account of performers' limitations - such as the number of fingers available to play notes. Its works have been performed by the London Symphony Orchestra . Some might argue that computers will never be able to match human ingenuity but it is difficult these days to argue they can't at least mimic many of our skills.

Take the eDavid painting robot. The computer-controlled arm - adapted from a welding machine - chooses from five brushes and 24 colours to create impressive artworks on canvas. It works by snapping a photo of its subject matter and then making the necessary calculations to turn the image into a drawing or painting in a wide variety of styles. Its creators admit that it has no awareness of what it is doing. But it is able to make decisions about things like shading and brushstrokes as it goes, tweaking its moves based on how the picture is evolving, rather than just creating a pre-determined image. 

http://www.wired.co.uk/news/archive/2013-08/07/can-computers-be-creative
Technology 07 August 13 by Kadhim Shubber

Artificial artists: when computers become creative
"There's no inherent creativity," says Simon Colton, a computer scientist who for the last ten years has been developing The Painting Fool, a piece of software that he says exhibits creativity. "There are [only] processes that are more likely to have creativity projected onto them by people." The Painting Fool's most recent iteration was on show at an exhibition in Paris in July called "You Can't Know my Mind", where it painted portraits of attendees. It is now a moody artist, which reads news articles to give it a "mood" -- positive news stories make it happy, negative news stories make it sad. That moodiness results in some interesting outcomes, including sometimes refusing to paint the person sitting for it, which Colton says happened six or so times. When the person sits in front of The Painting Fool, which lives on a laptop, the software chooses an adjective based on the mood it is in -- for example, it might choose the adjective colourful if it's in a good mood. It then tries to paint a portrait of that person -- using pencil, paint or pastels -- that evokes that adjective."It sets [itself] a goal at the start, based on a mood that we don't give it," explains Colton. "It [then] attempts to achieve that mood with the painting styles that it has." After completing the painting, it self-assesses to see whether it has achieved the goal it set itself. It's this self-assessment, achieved by combining the software with an artificial art critic called "Darci", that means The Painting Fool now displays all of the behaviours that amount to creativity, says Colton. 

http://www.theguardian.com/technology/2012/apr/01/ai-artificial-intelligence-robots-sautoy
The Observer, Sunday 1 April 2012 Marcus du Sautoy

AI robot: how machine intelligence is evolving
No computer can yet …………… be taken as human. But the hunt for artificial intelligence is moving in a different, exciting direction that involves creativity, language – and even jazz
The AI community is beginning to question whether we should be so obsessed with recreating human intelligence. That intelligence is a product of millions of years of evolution and it is possible that it is something that will be very difficult to reverse engineer without going through a similar process. The emphasis is now shifting towards creating intelligence that is unique to the machine, intelligence that ultimately can be harnessed to amplify our very own unique intelligence
For me one of the most striking experiments in AI is the brainchild of the director of the Sony lab in Paris, Luc Steels. He has created machines that can evolve their own language. A population of 20 robots are first placed one by one in front of a mirror and they begin to explore the shapes they can make using their bodies in the mirror. Each time they make a shape they create a new word to denote the shape. For example the robot might choose to name the action of putting the left arm in a horizontal position. Each robot creates its own unique language for its own actions.
The really exciting part is when these robots begin to interact with each other. One robot chooses a word from its lexicon and asks another robot to perform the action corresponding to that word. Of course the likelihood is that the second robot hasn't a clue. So it chooses one of its positions as a guess. If they've guessed correctly the first robot confirms this and if not shows the second robot the intended position. 

http://www.nytimes.com/2013/10/15/technology/the-rapid-advance-of-artificial-intelligence.html?pagewanted=all&_r=1&
New York Times Technology Published: October 14, 2013

The Rapid Advance of Artificial Intelligence by John Markoff
Emotional Computing
At a preschool near the University of California, San Diego, a child-size robot named Rubi plays with children. It listens to them, speaks to them and understands their facial expressions. Rubi is an experimental project of Prof. Javier Movellan, a specialist in machine learning and robotics. Professor Movellan is one of a number of researchers now working on a class of computers that can interact with humans, including holding conversations. Computers that understand our deepest emotions hold the promise of a world full of brilliant machines. They also raise the specter of an invasion of privacy on a scale not previously possible, as they move a step beyond recognizing human faces to the ability to watch the array of muscles in the face and decode the thousands of possible movements into an understanding of what people are thinking and feeling. 

https://www.bigquestionsonline.com/content/will-machines-ever-become-human
Big Questions Online. David Gelernter July 31, 2012

Will machines ever become human?
Someday, digital computers will almost certainly be intelligent. But they will never be conscious………….. Suppose you tell one computer and one man to imagine a rose and then describe it. You might get two similar descriptions, and be unable to tell which is which. But behind these similar statements, a crucial difference. The man can see and sense an imaginary rose in his mind. The computer can put on a good performance, can describe an imaginary rose in detail—but can’t actually see or sense anything. It has no internal mental world; no consciousness; only a blank.

http://createquity.com/2012/10/artificial-intelligence-and-the-arts.html
Createquity.com

Artificial Intelligence and the Arts by Jacquelyn Strycker | Published: October 24th, 2012
………the Tate Gallery, SFMOMA (San Francisco Museum of Modern Art) and the Brooklyn Museum are among the institutions that have exhibited paintings made by AARON, an autonomous art-making program created by Harold Cohen. Indeed, computers’ capabilities now rival cognitive functions once thought to be intrinsically human. Computers can form links, evaluate, and even make novel works; they can function in ways that we think of as creative. The obvious question is, if computers are performing creatively, should we consider the resulting works art?
The simplest answer, and in many ways most appealing to the human ego, is that no, these computers are not making art. Art requires intention. This is why projects like Rirkrit Tiravanija’s Untitled 1993 (CafĂ© Deutschland), in which the artist set up a functioning cafe in a private gallery in Cologne, or Lee Mingwei’s The Living Room, in which Mr. Lee transformed a gallery into a living room and selected volunteers to act as hosts, are art; their makers intended them as such. By contrast, EMI, AARON and other AI systems have no sentient intentions to make art, or anything else. Therefore, the works they create are not art, although they could be considered as such if a human had made them. Instead, it’s the software itself that is the art, and its programmers the artists.
By this reasoning, even if the computer-generated works are, in fact, works of art, they are authored not by the computer, but by human software designers. The computer is merely a tool for making art, analogous to a brush or musical instrument. 

http://miwalab.cog.human.nagoya-u.ac.jp/database/paper/2004-09-24.pdf
MIWA LAB

Creativity and artificial intelligence by Margaret A. Boden
Creativity is a fundamental feature of human intelligence, and an inescapable challenge
for AI.
Perhaps the best-known example of AI-creativity is AARON, a program-or rather, a series of programs-for exploring line-drawing in particular styles and, more recently, colouring also. AARON is not focussed primarily on surfaces, but generates some representation of a 3D-core, and then draws a line around it. Versions that can draw many idiosyncratic portraits use 900 control points to specify the 3D-core, of which 300 specify the structure of the face and head. The program’s drawings are aesthetically pleasing, and have been exhibited in galleries worldwide.
It chooses colours by tonality (light/dark) rather than hue, although it can decide to concentrate on a particular family of hues. It draws outlines using a paintbrush, but colours the paper by applying five round “paint-blocks” of differing sizes. Some characteristic features of the resulting painting style are due to the physical properties of the dyes and painting-blocks rather than to the program guiding their use. Like drawing-AARON, painting-AARON is still under continuous development.

The drawings (and paintings) are individually unpredictable because of random choices, but all the drawings produced by a given version of AARON will have the same style. AARON cannot reflect on its own productions, nor adjust them so as to make them better. It cannot even transform its conceptual space, leaving aside the question of whether this results in something “better”.

Further Research: 



http://prostheticknowledge.tumblr.com/post/20734326468/aaron-the-first-artificial-intelligence-creative
AARON: Claimed to be the first art created by a computer. The interesting thing about this is that AARON follow rules to produce these pieces, these rules are generated by the creator of the programmer Harold Cohen. This opens up the question, that despite the computer creating unique images, is the computer being creative or is it just acting as extension of Harold Cohen. The answer comes from the fact that AARON cannot learn and change it's style, it is confined to the rules by which it was programmed. In that respect it is fundamentally flawed as you cannot be creative without learning from your mistakes and adapt your techniques/style as you go. There is no learning here.

(http://psych.utoronto.ca/users/reingold/courses/ai/cache/ai_creativity.html)
In the late 1970s, AARON was producing simple closed-figure drawings whose sketch-like quality viewers found surprisingly human and attractive. Ten years on and Cohen had provided the program with more information about the outside world and its proliferation of shapes - including human shapes.AARON obliged by creating pictures of humans set amid stones, trees and plants. Very recently, Cohen has succeeded in encoding rules for colouring, so that AARON now produces full-colour illustrations that show a certain amount of skill and imagination.
Cynics may ask whether AARON is any more creative than an intelligent paintbox program that prompts human artists through a series of stored templates. In reply, Cohen points to AARON's endless ability to surprise, and the fact that it never comes up with the same work twice. It doesn't even need any inputs, but will happily produce some artistic creation without detailed prompting. So, again, it is hard to deny that AARON is, in some sense, creative.
What it cannot do, however, is to break the bounds set by its rules. In its present state, AARON could not elect to subvert reality, like Dali, or create a new reality, like Picasso. Cohen himself fights shy of the 'creative' label for AARON. He believes the program will deserve that accolade only when it shows some signs of artistic development, of creating something today that it could not have done a year ago. How that might be achieved is, as yet, unclear: formulating some kind of metarules is one possible route.


eDavid is a robotic arm that can mimic our skills, while not being creative it can make decision about light and shade which can change the way the image looks.





This article explore how artificial intelligence is already being used and the implication for future endeavours.

Further finding are available on the pintrest board below:

http://www.pinterest.com/jameschrist0303/collaborative-project/

http://intelligence.org/2014/01/28/how-big-is-ai/

Statistic for R&D into artificial intelligence.

http://www.intelligenthq.com/education/can-creativity-be-taught/

Collaboration is a major part of creativity, either for your brain to connect two unrelated things to bring together something that is more than the sum of its parts, or the ability to share and communicate ideas with others so your ideas evolve and grow into a bigger idea.

wiki references

http://en.wikipedia.org/wiki/Applications_of_artificial_intelligence

http://en.wikipedia.org/wiki/Computational_creativity