Monday, May 12, 2008

Assignment 3: Research Composition.

Brainstorming ideas for a keyword.

Looking at 'know what' rather than 'know how'. Also the difference between the two.
*Going along with all the aspects from 'know what'
-Letting the material/software help guide the end result
-Not having a set process for how to get to the end result, not being able to visualise it at the beginning.

-knowledge - handicraft -manipulation -deformation -within
-talking about the different kinds of knowledge in design. 'know how' knowledge, working with your hands, over 'know what' knowledge which is more conceptual.

- going with 'know how' knowledge, looking at hands on, manipulation of an object through hands, strength and contact of hands on a material, substance of a matter in an object or form, through manuel hands, leaving fingerprints on the object, transforming the object with the human body, the relationship between the human body and the object, experience of hand to the world, looking at the bodies negative, positive, neutral impact on the object.
-have the material struggle, twist, turn, stretch, pull, uncomfortable, because of the hands on the form
-What is deformation or manipulation? first you need a starting point that isnt deformed or manipulated. You cant have an object that starts deformed at least relative to the end point.




Looking at:
-Cubism
-De Stijl




Finding a criteria to help decide which of the 5 media to choose from.

The final design needs to relate closely to the keyword. So it needs to relate closely back to my thesis. It needs to involve an aspect of intuition, the way craftsmen worked to create their objects. Also the process I use to create the end product needs to take the software into account, there needs to be a shared effort where both software and designer are equals. There Must be no routine to the creation.
-Photography
-Physical form
-Light
-Sound
-Water. Ice. steam

For this photo manipulation, the end form wasn't in my head at the beginning. I worked with the Photoshop software to cut out bits of a photo and paste them onto the original, I could not have perceived at the beginning what the end result would have come out like. I simply used my intuition, cutting and pasting and moving the bits around until I felt the image looked good


Pictures from presentation.












Lecture May 20th- Sci-Fi and Future Technologies

Science advances that challenge us to think about things differently. The way of the future?
Alan Kay-" the best way to predict the future is to make it."
Learning about history helps us make good decissions for the future.
Its crazy to think about how long robotics have been around. All the way back to Da Vinci's designs. Its also crazy to think about how advanced robotics have got. An example is bios [bible]'2007. Which is a mechanical arm that writes out the bible constantly. It acts just like a human hand would. Only stronger. When i picture this it does make me think about what I've seen in movies. I think in some instances the movie has come up with these concpets before scientists.
Its very exciting living in this time, where technology is advancing so much. But if real life does keep following along the lines of movies, sooner or later the robots will take over the humans!

Stelarc- '1/4 scale ear' -The tissue culture and art project: "disembodied cuisine" http://www.tca.uwa.edu.au/ -meat that doesn’t involve killing animals -Eduardo Kac. "Alba" florescent bunny


Victimless Leather- A Prototype of Stitch-less Jacket grown in a Techno scientific "Body"










Science fiction: some of the best writers

-Mary Shelley (Frankenstein 1818)
-Jules Verne (journey to the centre of the earth 1864)
-H.G. Wells (The war of the worlds 1898)
-Isaac Asimov (Foundation Series and I, Robot 1950)
-Philip K. Dick (Minority Report 1956) -Robert A. Heinlein (1959)
-Arthur C. Clark (The Sentinel 1948 Later adapted to the Book and Movie 2001: A Space Odyssey)
-William Gibson (1984)
-Neal Stephenson (1992) Battle star Galactic, Star Trek, Minority Report.


What comes first? The increase in science technology in society or the ideas in media such as books and movies? Arthur C. Clark wrote out all the details for geostationary satellites and how they could be used for communication well before the first rocket had gone into space. Isaac Asimov wrote about the laws of Robotics and the way they could function to help the world before the first computer had been built. The technology in Minority Report did actually function and many of the amazing looking gizmos are in labs as prototypes.
Seminar 7 May 16th-

Reading on Political Ergonomics- By Langdon Winner.
In this reading he deals with two different topics. Polictics and Design. He describes politics as human afairs, and power. And describes design as lasting things or patterns.
-Talks about poltics within design, and about it not being so important anymore due to political power now being seen all through the department, from arch to design to production etc....
communications system includes and excludes. So hes saying that we have to think about things through politics eyes. Everything has politics entwined in it.

Political Artifect- Designers design works, ie of art. and works are described as things that endure. When creating a product we have to think about whether it helps or frustrates.

Winner talks about two ways of doing this- We can understand our politcal goals

-Or we can look to history. Learn from the past. In three specific ways
-State craft
-Architecture
-Engineering

State Craft
-What politicians/philosophers do, try to craft/effect the state.
-Interested in how society is organised
-Designing society
-The quality of life relates back to the design of the political structure. William Morris is a good example

Architecture /and urban planning
-Built buildings to encourage/inspire increase quality of life in a certain society.

Engineering
-Began as a part of architecture
-Just a form of problem solving
-Only concerned with making something aconomically/cheaply possible.
-Designers need to recognise the political role of what they do.
-Political ergonomics.
-Ergonomics needs to be expanded, needs to expand how bodies and tools fiot togetherwith society and politics aswel.-With design theres a big gap here.


ANSWERS??
-Could combine the three traditions with rational problem solving- State Craft, Architecture and Engineering
-Participatory design. Where you have users involved in the design process
-Need to be more aware or universal design and make sure your designs include everyone. ie disabilities.


Presentations-
The Ecstasy of Communication by Jean Baudrillard
-Lisa's seminar

1. The simulacrum-hyperrealism
2. Networked society
3. Relations between public and private

Simulacrum- ie the matrix. which is about a simulation that seems real.
- ie a marz bar. which we now by because of its label rather than what it actually is
a) it is the reflection of a basic reality
b) it makes and perverts a basic reality
c) it makes the absence of a basic reality
d) it bears no relation to any reality whatever, it is its own pure simulacrum

Interacting through images with no depth.
Era of production vs Era of connections- connecting through image with no depth/different meaning.
We are used to things based on how they look. And now we buy things that will help include us in a network, opt into a network, help it to have a smooth running. This relates back to the 'cold war, hot houses' reading by Beatriz Colomina- If public space was privitzed, domestic space was publised. We all want out private lives to be part of a public netowrk.
All this netowrking. We are the pure body being influenced by different networks.

'The simulacrum is never what hides the truth- it is the truth that hides the fact that there is none. The simulacrum is true.'
-Ecclesiastes
We buy things not because we think they are the best, but because we think others think they are the best, to fit into the network.
We are lost between the space between real and hyperreal

Second Seminar
The great sideshow of the situationist. international.- By Edward Ball 1987
(si) Group of international, political and artistic agitators 'acts of cultural abotage... that might strengthen the growing bohemian sub-culture.'

Guy Debord- De facto leader- Society of the spectacles.
May 1968 the rise against De Gaulle
'Consevative morality' -religion, -patriotism, -respect for authority.
'Liberal morality' -equality, - sexual liberation, -human rights.

How we follow the image of a product rather than what it actually is. A feature from both presentations
Lecture May 13th- Politics of the Artificial

The architecture of power- The case of Imperial Delhi

Imperial and Architectural contect-
-Ancient seat of empires
-'jewel in the crown' or 'keystone of empire'
-Indian taditions
-British traditions

Imperial and Architectural Theory-
-Occidentalism vs Orientalism
-The politics of Design
-Design by Diktat or Democracy
-Symbolism

Imperial and Architectural Practice
-Something old, something new, soemthing borrowed, something askew?
-Sir Edwin Lutyens -The viceroys palace
-Sir Herbert Baker - Govt Secretariat
-Monuemtn or Mausoleum?
-Legacies
Seminar 6 May 9th-

The things that matter. By Verbeck
Seminar by Andrew
-Looks at Ezio
Slowlab

www.slowlab.net
-Eco design
-Recycling
-Development
-Psychological

How can the psychological life span be prolonger?
-Making things look better the longer they exist i.e. leather vs. chrome.

History of industrial design
-in 1900s standardisation/computerisation was thought of as dangerous
-in 20th century machines came back into popularity but everything that was created had to have a use.
-in about 1950 was pop culture and ‘throw away’ aesthetics

Script- designers anticipate the use of the design therefore limiting the use.

Objects are made too regularly; durable objects need to become a reality.

“Matter matters”

Discussion thoughts
-People want to shop for new things, how do we stop this?
-Do we have to change the whole culture?


Using computers
-Emma’s seminar

Byte magazines
Ontological- is a formal way of setting up ideas. A research tool, to figure out the relationships between different ideas.

As computers develop they will become easier to work with, and also more human like. Human computer or computeristic humans?

Computers are already starting to think for themselves. Like in word, how the computer is programmed to figure out what word you are trying to write out even if you are spelling it wrong. Computers have instincts. We are learning from computers and computers are learning from us. – The idea of feedback.

This reading was written in 1987, when not everyone had computers like they do these days. These were the good reason in the reading to purchase a computer.
-Save a lot of time
-Save labour
-Data basing, organising
-Feedback

Technology develops technology, technology develops us, and we develop technology.

Discussion thoughts
Computers can’t head towards being too much like human beings because all humans are inevitably different. What we like about computers is that they are predictable, and faultless, not individual.



Slots are fun, slots are trouble. By Erkki Huhtamo
Seminar by Hamish

-Looking at the history of electronic games as a manifestation of the human and machine relationship.
The popularity of slot machines is due (according to Erkki) to the ‘magic realm’ it creates. This is a realm designed to make the customer forget about the outside world. The slot machines also gave women a sense of being equal, which they didn’t have at the time, through the 20th century.

“We are probably witnessing only the first stages in a development that will attain much more massive dimensions and proceed into directions we cannot at presence perceive.”

Why are slot machines important to learn about in design? Because they talk about a social change.


The class reading...
‘Towards user design? On the shift from object to user as the subject of design.’ Written by Johan Redstrom

He’s asking can we design the use of something.
-really you can only decide the use of something once its in someone’s hand, not before then, while you’re trying to create it.
Participatory design
-To test whether people would use the object how it was designed to be used.
Good to have objects as simple as possible so they can be used for different things (handrail) the concept of the user becomes designer
Is the most successful thing a designer can do to make as many varieties he can from one form?

With modernism came less decoration, more objects that have purposes. ‘Form became subordinate to function.’
This is definitely something we work at here at Vic uni design school. With every design we create, there has to be a function. The tutors will never say well done this looks really nice.

Successfulness is shown by similar thought. If an object is truly successful then any one who picks it up to use it, will be thinking the same thoughts. ‘Define its effectiveness’. Unless the user understands the object the way the designer intended him to, the design is unsuccessful.

These days Designers can get big awards for designing something useless. Design should be judged by the design users. ‘It is now becoming clear, in view of the large number of award-winning designs that have failed the test of use,’

People accept that knowing about use and users play a part in design.

What a user is-
‘First of all, people, not users, inhabit the world. A ‘user’ is something that designers create.’

We aim not just to design an object but also control how that object is seen and experienced. Not in all cases though. Here are three objects where the ‘user’ has gone against what the designer has intended. Cell phone, which is not now just a ‘phone’, the cell phone that we carry around with us these days, is just as much a photo, text messager, or portable computer. Hand rails. Which we designer simply to assist people walking up stairs or along a path. Now used by skateboards as they development new moves. Turntable originally developed as a private device to listen to records, now it ‘replaces live music at dance venues.’

People interpret objects differently. ‘As it seems, the process of people becoming users, interpreting objects in terms of use, frequently generates alternative pictures of what the use of the object should be.’

It’s unlikely that the designers of a handrail would have ever been able to predict what the skateboards have done to their design. Skateboards wouldn’t have been on the designers list of people to consider as users.

These days we have specific objects that do specific things and are much closed. This means that users are unable to interpret the object how they want.

What is design about if not use? But there is a fundamental difference between designing things to be used and trying to design use or the user experience.



End question…

Is it better to design simple object (like the hand rail) with no predesigned use, so the ‘user’ or rather the people can make their own decision on what the object should be used for. Or is it better to be specific in your design so there is no guesswork left in trying to figure out how the object works.

Monday, May 5, 2008

Lecture May 6th-

Philosophy of the Artificial
-Raphael The school of Athens 1509-1510
-Moder Philosophy (western)
Philosophy is a mixture of theology adn science

1. Theory of knowledge - Epistomology
2. Study of 'being' - Ontology/Metaphysics
3. How we compose outselves, live in a good way - Ethics
4. Beauty and Art/Experience - Asthetics
5. Thinking- Physcology
6. Physics/Chemistry - Natural philosophy

Design relevance
-Background assumptions/founding of design
What counts as valid design knowledge?

1.What counts as valid research?

Rene Descrartes (1596-1650)
'I doubt, therefore i think, therefore i am'
-First step to existing is thinking.
-Mind comes before the world/body. mind first. body second
-It was thought 'the seeing' was the most omportant thing. two types of seeing- specualtion/mind and observation.
-Influenced by Alberti Perspective.

2. Cartesian Perspectivism is an inadequint.
Colin McCahon. Aletter to Hebrews 1979. Makes a connection between the light language and the land- Victory over death. Light words. 'being there' '. 'I am', the light coming through the daskness. 'Am i am'. Question of doubt and the being.
Text and language.
Cararaggio. Nacissus 1597.
- Blind reflection in Blindness
-Same idea as self portrait
-Medusa
-Phenomenolgy
-Equipment is invisable when we used it ie pen, hamer, we use it for its use only.
This is how design works- We have an object but dont see the design behind it even thought design is what defined the object.
Ralph Hotere works with dark painting and vision. 'Black window'

3. When considering what constitutes 'valid' and 'rigorous' design knowledge, it follows that we need aron-ocularcentric epistemology
Seminar 5 May 2nd

Seminar Slower consumption- Lou
By Tim Cooper
'Throwaway society'
'sustainable consumption'
The story of stuff. Extraction -> production -> Consumption -> Disposal
This shouldnt be a line, it should be a circle, where Disposal then goes back around to Extraction.
We need both efficiency and sufficiency for outcomes to work.
product life span

Media Ecologies Seminar- Merideth
By Matthew Fuller
Relationships between organisms and enviroments. Meshing systems together.
'Pirate radio' Culture for underground London. Towerblock and slums. Concrete wall with poisons in it. Extreme stuff.
Cant get input from legal rediostations like you can illegal, personal ones like pirate radio.
Grows from media being illegal, this is the reason it got so big.
Illegal but foundational- neccesary.
- In 1972 President Richard Nixon got caught, this was an example of the truth. Unlike Donald Rumsfields case. Where a lot of media was in one persons hands, who was high up. This resulted in the hiding of truth.
Defintion of local media- media that reflects an unbiased opinion.


The future in terms or Robots-
-Social interaction
-Visual form fo robot is very important

Wearable computers
- addidas shoes
- Adjustable padding in the shoe, depending on the groun you're walking on.
-Really big cause it looked good too.

Biggest problem in the reading is how to make the humasn understand how to work/interact with these compuerts. Need to make them safe and controllable. Narrow the divide between the designers, creators and users of materialks/computers like this.
Lecture April 29th-

Ecology of the Artificial

Quote from (Victor Papanek, 1985)

'... there are few professions more harmful than industrial, but only a very few.'

Victor Papanek felt it was the designers moral responsibility to decide which projects to do, and which projects to dismiss due to their effect on society.
-How society can effect nature...- Fran Lanting - Life- creating the earth

Ecologically sustainable design
- The ecosphere- A limited enviroment
- The atmosphere - Air
- The Biosphere- Living things
- The Lithosphere- Rocks
- The Hydrosphere- Water

+Easter Island...
Was a small isolated island. Big stone sculptures were found on it. called Moai. These stones are big, 25m high, 35 cars ish heavy. The island had big palm trees, the people used these trees for everything, to live off. No other way of building these big statues. They used all of these palm trees up, then had no more iron, so became canabalistic, they lost 90% of their population. Eventually all died out because these trees weere exstinct.
This is an example of a small civilisation with a small amount of technology that was able to destroy themselves. We as a big civilisation have huge advances in technology like nuclear power and rocketships. But earth is a limited environment and we need to look after it.
The material we use used to be mostly from the biosphere, like wood. But not its mostly coming from lithosphere, like oil. Since the 1900s.

Invisable materials that we don’t realise get used up.
-Production waste
-Stockpile
-Contents (whats inside an object)
-Escape, wear and tear, products are always losing material, like gases. New car smell is really just gases escaping.

Product life style.
-Design concept
-Materials and manufacture
-Packaging and transport
-Consumer purchases
-Consumer use
-End of life. Down cycling. Recycling. Upcycling

....to be continued
Seminar 4 April 11th

The future of interactive design- Neo's Seminar

1. Intelligent Agents
-Applications (myware/spyware)
-Semantic web
-Spimes (space + time = spime)

2. Transmedia Interactions
-ARGs: Alternate reality games
-The best - A.I
-Metacortechs - Matrix

3. Human - Robot
-Broad definition

4. Wearable
-Adidos
-The hug shirt
-Bodymedias (sense wear armband)

The three main problems with robot manufacturing
- form
-function
-manner of behaviour

5. Ubiquitous computering
-Ubicomp
-Interaction- designers have a roll to play.

6. Digital tools for making digital tools.
-Apllications- ebay
- myspace
- Ning

Summary.....
To predict the future is to invent it. Make it more humane by new technologies



The nature and art of workmanship - Gina and Mattew's seminar

-David Pye
1940s designer, industry

In this chapter David Pye accurately and concisely differentiates between craftsmanship and modern machine done work. He writes his philosophical yet practical, perosnla ideas on craftsmanship. It doesnt focus on any specific craft (though Professor Pye is a woodworker himself)

craftsmanship/workmanship risk.
Now humancraft is required only at the beginning of the design process. rather than followed the whole thing through.

workmanship of certainty
Computer/lazercuter
-Machine is made-takes a while-should get achnoledgement for making machine aswel.
-Man has created such tools that make perfection possible.

William Morris- Printing press

Ron Arad- 'The method is only part of it. its not everything'

Tinker chair 1988- hand crafted

Greatful for mechanical machines these days. Ron Arad works the same place as David Pye.

Front design- a design firm from sweden
www.frontdesign.se/sketchfurniture

- this is what pye would have wanted.


Now we need new designs rather than polluting the world with old ones. Shouldnt abuse this and manufacture lots of the same thing- this is polluting

WOR (handcraft) vs WOC (machine built)
-Writing
-Handwriting compared to printing- a lot of work. All of the machines we use these days were created in WOR to start with.
typewriter midway
-Always trying to illiminate risk. These days we hardly have risk. WE have built machines that create pretty much perfect.
We have automatic machines that make 100s of bolts. Without anyone watching at all. You could go one step further and create a machine that uses the bolt in its right place.
Which is better then, out of WOC and WOR? Something about WOR is appealing. Even though with WOR we often get less quality. ie Cutting acrylic by hand vs lazercutter.
We expect more of WOC products
Some people belive that handicraft should be exstinct.


Manuel De Landa

-Richard's Seminar

-Homogenous- consistant
-Heterogenous- inconsistant

-Science has reduced materials to basic properties- chemicals.
-Craftsmen deal with the material as a whole.

'know how'- giving starting points/constraints. let the material/computer figure out the end product.


Social Dimensions of wearable computers
-Ana Viseu

-Wearable computers
-Technology getting smart
ie hot water cylinder connected to electricity so can be turned off.

Ubiquitorous- means everywhere.
Minitureisation/hands free. - Laptop, ipod, cell phone, simulation goggles.
Design has become more proactive. A way of connecting your body to the world. Moving from a tool that you wear on your body to a part of your body. Almost like we're trying to perfect our bodies ir carbon fibre legs.

Will we lose sense of natural instict? Intuition? What is nature? What is artificial? The difference between the two isnt as clear as it used to be.
Is it a human becoming part of a computer or a computer becoming part of a human being? Is it certain that WOC will take over the whole world?

Tuesday, April 8, 2008

Reading Seminar

Due 11th April

Know What. Know How.Philosophies of designThe case of modelling softwareManuel De LandaDe Landa is a professor of contemporary philosophy and science at theEuropean Graduate School in Switzerland. Hes mainly known for hisbooks and essays.‘As a philosopher I am interested in all kinds of phenomena ofself-organization, from the wind patterns that have regulated humanlife for a long time to the self-organizing patterns within ourbodies, to the self-organizing processes in the economy, to theself-organizing process that is the Internet.’In this paper he talks about two different types of approaches todesign. The first one is Conceptual. This is the where a person wouldthink up an idea, and then impose it on a material to create a form.The second approach is ‘active participation’ where somebody wouldwork with the properties of a material and allow the material itselfto help create the form.

The conceptual approach to design De Landa talks about ive interpreted as ‘know what.’ Whereas the active participation approach ive interpreted as ‘know how’.De Landa starts off this reading by giving some examples from ancienttimes. He talks about the philosopher verses the craftsman. (talkabout the handicraft reading here.) A philosopher or scientist thinksthrough a concept in their head and then turn the physical materialpart into a simple routine of properties. Like what Newton did withmass. Whereas a craftsman would argue that the properties of amaterial could not be reduced to a routine. All materials havedifferent properties. Craftsmen always took complexity of matter intoaccount especially a long time ago when material wasn’t garenteed tobe the same every week as they had different sources of where theygot their materials. In this time the know what approach was valued more than the know how, because the craftmen of the day couldn’t articulate what they KNEW into words or directions. Philosophers also saw God as a conceptual being. They imagined thatbefore creation God thought about the world and all that is in it,then simply commanded that it happen. Let there be light. And letthere be form. This is the ‘instant obedience’ idea from the ‘knowwhat’ type of people. Who see materials as something they cancontrol. Not all philosophers thought this way though. You heard Luketalking on Gilles Deleuze on Tuesday. Deleuze talked about materialsspontaneously changing at critical temperature changes. The idea thatmaterials have their own way of behaiving, you cant control them, butyou can learn how they work to work with them. Deleuze says.. Change in intensity change in structure. Intensity changes the form. like an intense temperature on water cause it either to solidify into ice or evaporate into steam.
De Landa then goes on to talk about digital software or artificialintelligence. He talks about computer assisted design (CAD). When CADprogrames first came out they worked on a ‘know what’ basis. That iswhere you have the idea in your mind before you start playing withthe material. This was because the old CAD programes were so simplethey were only one or so steps ahead of the human mind. Old CADprogrames worked with the simple ‘material’ rigid polygons. Using twomain functions. Both of which im sure you would have heard of. Firstis Revolving, and second is Extrusion. Pretty much all of industrialhave used both of these in the last month. If not everyone in firstyear. With these two functions there isnt much variety of shapes thatcan be made. The newer versions of CAD are more advanced and work ona ‘know how’ basis. They ‘demand a certain interaction betweendesigner and material.’ There are Three main functions used for theCAD version. First one everyone knows, and that’s the spline curve.The basic idea behind the spline curve is thawt the designer doesn’thave to specify all the points along the curve. The computer findsthe shape with the most streamlined shape. Second function is flow ofpixels. Flow of pixels is what is used to create the illusion offire, water, snow or smoke. There are guidelines the designer has tofollow when creating one of these illusions but once they areprogrammed the form takes on its own shape. The third function isbiological evolutionary strategies. Or genetic algorithms. Now thisis cool. If we had this on our computers at school design 104 the onewhere we had to create 81 different models would have been a piece ofcake! This function was created not for designers but for biologists,to help understand the evolutionsry process. The idea is that thedesigner chooses a DNA like structure for a couple of differentobjects/forms. And then he decides which of these forms to matetogether. The computer then generates the type of outcomes you wouldget from these two forms based on the DNA chosen (video here)The more advanced the CAD programes get the more we are going tohave to rely on a ‘know how’ approach. Because the more complicatedthe programes get, the less likely we are to be able to visualisethem first.

Designers who can negotiate the complexity of materials have the secret to nature. Not the scientist who set out to seek law.

So in the past the know what approach was valued over the know how. That’s talking about philosophers over craftsmen, due to the craftsmen not being able to articulate what they knew.

At present with artificial intelligence that because in the past philosophers and such could articulate their ideas through words or on paper, we find that most of what we valued then is not valued anymore. Anything that was able to be articulated then, the computer can replicate now.

So just to leave you now with a point that ive been mulling over since this reading. What does the future hold in terms of know what or know how? With the increase of cad software will know how become less valuable? What will replace it?





The slides that were used......






Lecture April 8th- (Im) material Practice

Design as applied creatively.
Design as problem solving
Design as Learning
Design as a creative leap
Design as a social process
Design of mastery of expertise
Design as solving wicked problems
Design as a game

Design as solving wicked problems- Chess deals with well structured problems, like walking along the track. Where there is a process, you pose, then search, generate, then test. This is different to design. In design we make up the rules. The quivalent would be that the track just happenswhile you walk.

Design as mastery of expertise-
(0) Naive
(1) Novice
(2) Advanced beginner
(3) Competent Designer
(4) Expert
(5) Master
(6) Visionary

Gilles Deleuze (1925-1995)
- What is matter?
- What is reality?
- What is form?

Body without orgins- Intensive structure/magma structure
Stratta- Actual Structure/mountain structure

Deleuze says.. Change in intensity change in structure. Intensity changes the form. like an intense temperature on water cause it either to solidify into ice or evaporate into steam.

Matter wanting to do what matter does, not obeying some law.

The difference between how scientist and designers interact with the relationship between matter and form. Two types of problems. Tam and wicked.
Axiomatics/science- code- law
Problemsatics/design-everytime is a new creation
Designers who can negotiate the complexity of materials have the secret to nature. Not the scientist who set out to seek law.
Lecture April 4th- Embodied Interaction
Seminar 3 April 1st-
-Reading- cold war hot houses

In the time of the cold war between America and Russia design was effected greatly. It was mainly just threats not actions, fighting for power. In design this signifies a big turning point from modernism towards post modernism. During the time of modernism a deisgner was thought of as a sort of hero, saving people from domesticated living situations. Once things turned over to post modernism the designer was seen more as an average person, presnting his audience with everyday objects. Everyday objects were created as a means to pretent/forget about the cold war threats that were happening all around. Everday people were in such an uncomforatble zone, the designers took it upon themselves to try to create a more comfortable, safe enviroment through the objects they designed. Comfort in time of panic.

Lecture March 28th- Open source Design and Collective Invention


The network of ideas


Negativland! manipulating the media


Lecture March 18th- Design and Postmodernity






Some characteristics of Post-modernism:
-It is innovative and inventive
-It involves participation
-It communicates
-It depends on interpretation
-It considers want as well as need
-It relies on performance, play, chance, choice
-The part may represent the whole
-It is a system of binary oppositions
-It focuses on the marginal
-It cannot be expressed through narrative
-It is web-oriented

Post modernism is not restricted by the norms of consistency








Seminar 2 March 14th -Reading
Men, machines and the world about

Human computer interaction

Norbett was saying that we are involved in the world, we aren’t separate from it. Because we live in this world and are connected to the world we have to be careful because we can have effect on it. (The butterfly effect)

Norbett also had this idea on Feed back. He talked about it in the way that it used to be used as just computer term, whereas now it is used among regular people. This shows how interconnected we have become with the computer.

Thinks both humans and computers process information in the same way they give feed back

Morris Vs Norbett.
Handicraft Vs computer
Morris argues that to gain quality of life we need to go back to the days where people used handicraft and were satisfied by the masterpieces they created. Some people would argue that that wouldn’t give us quality of life, that quality of life would involve spare time and leisure activities.

Seminar 2 March 14th

-Ben -Marcin Romaki.

We have all grown up with technology, we are as some call it the 'ipod generation'. Romaki talks about the fact that having grown up with this technology all around us, we are the ones who know it best. Once you understand something you enjoy it more. The generation beofre us hardly knew anything of the technology we know now. That is why some adults these days are afraid of technology. Everything around us is made up of this technological code, we should make the effort to understand, embrace and explore it.

-James - Medium is the message. Marshell McLuhan (1911-1980)

Light is pure. It starts off as just a ray but becomes the message. With every message there is a content with it. The key point cant be put through without a medium. Therefore light is a tool.

You should live on the cuff of the present/new, embrace technology.

-Niquita

Seminar 1 March 7th-Reading

The revival of handicraft Topic of the reading; Machinery versus handicraft Thesis; People don’t know what good craft is. People choose which goods they want to buy, but are only given the option of what people sell. You can only buy what you’re given to buy. Therefore people these days don’t really know what good craft is. In the past when people created objects they were involved from the start to finish. These days’ people are specialised in what they do. Instead of one person doing the whole job, from design to manufacture to selling, there could be 20 different people involved in the creation of one object- all doing the bit they are most specialised in.

“Machine-industry produces ugliness”

Through the last 100 years we have moved through three different types of production. From medieval where hand tools were used by just one person doing the whole job, to division of labour, which although had numerous people involved, was still handcrafted, to an assembly line where numerous people and machines are involved. And where, according to William Morris, people have become ignorant of quality.

Seminar 1 March 7th

-Helen

“But we must first of all aim at the setting of standards in order to face the problem of perfection.” Should people always stay inside the standards? There are standards for everything in the design world. Many people have become great by going outside the standard. Artists are so out there with some of their work. That’s what makes it so valuable. But you wouldn’t want a car to be so creative. You buy a car because of its usefulness. I think utensils should always have standards to follow. At least standards for the different components of the object. Some things are better standardized and some aren’t. Depending on its function.

-Annelies - Adolf Loos: Ornament and Crime (1910)

Main Points:

-Human evolution is mirrored through the growth of a person to adulthood. Children start of immature, they decorate and colour in, as they mature they stop decorating. Adolf is saying thats what we as a society should do also.

-'The evolution of culture is synonymous with the removal of ornament from objects of daily use.'

-An object is more appealing and pure before you add decoration and ornament.

-Ornament is not only produced by criminals but commits a crime in itself by damaging national economy

Lecture Febuary 29th- Design and Modernity

Timothy took us through some of the library systems. It was quite helpful. And he was very enthusiastic. Must rememeber to go and ask him for help whenever im struggling.

Also talked about thesis and blogs over view.

Start early
Read and write
Polish
Ask advice

Monday, March 17, 2008

Thesis









Thesis statement.
Introduction
In this essay I look at Manuel De Landa’s discussion of two types of knowledge and their changing value through history. The first type of knowledge is ‘Conceptual’. This is the where a person would think up an idea, and then impose it on a material to create a form. The second approach is ‘active participation’ where somebody would work with the properties of a material and allow the material itself to help create the form. The conceptual approach to design can be termed ‘know what.’, whereas the active participation approach can be termed ‘know how’.

Openness is fundamental to design
The outcome of both these types of knowledge is openness, which De Landa discusses as being the possibility of multiple realaties. Effectively, openness equals design. Without openness everything is pre determined, and a designer can have no influence on the outcomes. A designer can come influence to create something new and different, rather than things inevitably ending in the same way. The future will mirror the past. ‘If all the future is already given in the past…. Then true innovation is impossible’ (De Landa 4) So openness is fundamental to design knowledge and De Landa picks up on this.


The two types of design knowledge
Know what/Conceptual
When talking about conceptual knowledge, De Landa starts off by giving examples from ancient times. He talks about how a philosopher has ‘know what’ knowledge. A philosopher or scientist thinks through a concept in their head and then turns the physical material they are dealing with into a simple routine of properties. Like what Newton did with mass. Philosophers also saw God as a conceptual being. They imagined that before creation God thought about the world and all that is in it, and then simply commanded that it happen. Let there be light, and let there be form. This is the ‘instant obedience’ idea within ‘know what’ knowledge. Materials are something a designer can control.

De Landa also illustrates with modern examples ie computer assisted design (CAD). When CAD programmes first came out they worked on a ‘know what’ basis. That is the user had an idea in their mind before they start playing with the software. This was because the old CAD programmes were so simple they were only one or so steps ahead of the human mind. Old CAD programmes worked with the simple ‘material’ rigid polygons, using two main functions, Revolving, and Extrusion. These two functions limited the variety of shapes that can be made. ‘The designer may impose his or her will at every point.’ (De Landa 9).

So ‘know what’ knowledge is imposing human ideas on a material. Social constructivism is a different form of ‘know what’. People create their own sense of reality, determined by the concepts within a culture and subculture. Culture makes a difference to what is ‘real’, language makes a difference to what is real, what each individual knows makes a difference to what is real. “Each culture lives in its own world” (De Landa 2). As every culture/subculture has a different reality, there is an ever increasing number of ‘realities’, not only one version of truth. (Hope to add to this section)


Know how/Active participation
‘Know how’ knowledge is where the designer is working with the material to create a form or interacting as an equal partner in ‘problem solving’ (De Landa 9). An example from ancient times is a craftsman ‘whose eyes had seen and whose fingers had felt the intricacies of the behaviour of materials’ (De Landa 5). Craftsmen believe that the properties of a material can not be reduced to a routine, as a philosopher would say. All materials have different properties, craftsmen took complexity of matter into account (a long time ago) because when material wasn’t guaranteed to be the same every week, as they had different sources of materials. In this time, the ‘know what’ approach was valued more than the ‘know how’, because the craftsmen of the day couldn’t articulate what they KNEW into words or directions like philosophers or mathematicians

Deleuze focuses even more on the properties within the material. He says that materials have their own way of behaving Humans can’t control them, but can learn how they work to better work with them. ‘It is a question of surrendering to the wood, then following where it leads you’. (De Landa 7). Change in intensity leads to change in structure. Intensity changes the form. Deleuze talked about materials spontaneously changing at critical temperature changes. An example would be subjecting water to an intense temperature change causing it either to solidify into ice or evaporate into steam.

De Landa discusses Deleuze’s ‘self consistency’, ‘making the world into a creative, complexifying and problematizing cauldron of becoming’ (De Landa 9). Things exist, not because a human makes (conceptualises) or observes (social constructivism) and draws a conclusion from them, but because of their inherent properties. At best, the human is part of the meshwork interacting with them to actualise one of the virtualities within. The future is not given in the past. For example, the spherical form of a soap bubble which is a consequence of how the molecules in it interact, is untouched by human hand. Similarily, in a salt crystal, minimising the salts’ energy results in a cube. This enables openness because the topological forms can give rise to numerous forms. There is not just one form for the molecules to form, they change between a number of states but are still limited within those specific states.

De Landa talks about CAD software programmes for ‘know what’ knowledge he also refers to them when giving examples of ‘know how’ knowledge. The newer versions of CAD are more advanced and work on a ‘know how’ basis. They ‘demand a certain interaction between designer and material.’ There are three main functions used for more modern programmes. First one is the spline curve. The basic idea behind the spline curve is that the designer doesn’t have to specify all the points along the curve. The computer finds the shape with the most streamlined shape. The second function is flow of pixels. Flow of pixels is what is used to create the illusion of fire, water, snow or smoke. There are guidelines the designer has to follow when creating one of these illusions but once they are programmed the form takes on its own shape. The third function is biological evolutionary strategies, genetic algorithms. This function was created not for designers but for biologists, to help them understand the evolutionary process. The designer chooses a DNA like structure for a couple of different objects or forms. He/she then decides which of these forms to ‘mate’ together. The computer then generates the type of outcomes you would get from these two forms based on the ‘DNA’ chosen. The more advanced the CAD programmes, the more designers are going to have to rely on a ‘know how’ approach, because the more complicated the programmes get, the less likely it is that designers are able to visualise them first. Designers who can negotiate the complexity of materials have the secret to nature, not the scientist who sets out to seek law ‘and demand a certain interaction between designer and material’ (De Landa 8)


Comment through history/ Conclusion (to be refined)
So in the past the ‘know what’ approach was valued over the ‘know how’. That’s talking about philosophers over craftsmen, due to the craftsmen not being able to articulate what they knew.

At present with artificial intelligence that because in the past philosophers and such could articulate their ideas through words or on paper, we find that most of what we valued then is not valued anymore. Anything that was able to be articulated then, the computer can replicate now.

What does the future hold in terms of know what or know how? With the increase of cad software will know how become less valuable? What will replace it? ‘Know what’ or ‘know how’. “It will also involve cooperation between the designer and the virtual materials, a process where all parties have a say in the final form produced.’ Manuel De Landa, ‘Philosophies of design, the case of modelling software’.

Is it a linear continuum? From ‘know what’ to social constructivism to ‘know how’ to self consistency.
Or is it circular? Where eventually self consistency comes back around to ‘impose’?


Bibliography (referencing as is shown in the first example)

Morris, William. The Revival of Handicraft, In Poulson, Christine (ED). William Morris on Art and Design. Sheffield: Sheffield Academic press. 1996
Wiener, Norbert. Men, Machines and the world about. Wardrip-Fruin, N & Montfort, N. (Eds). The New Media Reader. Mass.:MIT Press, 2003. TK5102 N556 – Close Reserve
De Landa, Manuel. Philosophies of design, the case of modelling software. Bookazine. Madrid: Actar Press, 2001. NA680 V477
De Landa, Manuel Deleuze and the open-ended becoming of the world. Making Futures: Explorations in Time, Memory and Becoming. Edited by Elizabeth Grosz. New York: Cornel University Press, 1999.New York
Schwartz, Gary. Digital imagery and user-defined art. Journal article by Gary Schwartz; The Art Bulletin, Vol. 79, 1997
Benjamin, Walter. The work of art in the age of mechanical reproduction. in Illuminations, trans. Harry Zohn, London, Fontana, 1992 pp. 211-244
De Landa, Manuel War in the age of intelligent machines chapter 3 – policing the spectrum. New York: Zone, 1992, ISBN 0-942299-75-2 (pbk)





Know What. Know How.

Philosophies of design
The case of modelling software
Manuel De Landa

De Landa is a professor of contemporary philosophy and science at theEuropean Graduate School in Switzerland. Hes mainly known for hisbooks and essays.


‘As a philosopher I am interested in all kinds of phenomena ofself-organization, from the wind patterns that have regulated humanlife for a long time to the self-organizing patterns within ourbodies, to the self-organizing processes in the economy, to theself-organizing process that is the Internet.’

In this paper he talks about two different types of approaches todesign. The first one is Conceptual. This is the where a person wouldthink up an idea, and then impose it on a material to create a form.The second approach is ‘active participation’ where somebody wouldwork with the properties of a material and allow the material itselfto help create the form.

The conceptual approach to design De Landa talks about ive interpreted as ‘know what.’ Whereas the active participation approach ive interpreted as ‘know how’.De Landa starts off this reading by giving some examples from ancienttimes. He talks about the philosopher verses the craftsman. (talk about the handicraft reading here.) A philosopher or scientist thinksthrough a concept in their head and then turn the physical materialpart into a simple routine of properties. Like what Newton did withmass. Whereas a craftsman would argue that the properties of amaterial could not be reduced to a routine. All materials have different properties. Craftsmen always took complexity of matter intoaccount especially a long time ago when material wasn’t garenteed tobe the same every week as they had different sources of where theygot their materials. In this time the know what approach was valued more than the know how, because the craftmen of the day couldn’t articulate what they KNEW into words or directions. Philosophers also saw God as a conceptual being. They imagined thatbefore creation God thought about the world and all that is in it,then simply commanded that it happen. Let there be light. And letthere be form. This is the ‘instant obedience’ idea from the ‘knowwhat’ type of people. Who see materials as something they cancontrol. Not all philosophers thought this way though. You heard Luketalking on Gilles Deleuze on Tuesday. Deleuze talked about materialsspontaneously changing at critical temperature changes. The idea thatmaterials have their own way of behaiving, you cant control them, butyou can learn how they work to work with them. Deleuze says.. Change in intensity change in structure. Intensity changes the form. like an intense temperature on water cause it either to solidify into ice or evaporate into steam.
De Landa then goes on to talk about digital software or artificialintelligence. He talks about computer assisted design (CAD). When CADprogrames first came out they worked on a ‘know what’ basis. That iswhere you have the idea in your mind before you start playing withthe material. This was because the old CAD programes were so simplethey were only one or so steps ahead of the human mind. Old CADprogrames worked with the simple ‘material’ rigid polygons. Using twomain functions. Both of which im sure you would have heard of. Firstis Revolving, and second is Extrusion. Pretty much all of industrialhave used both of these in the last month. If not everyone in firstyear. With these two functions there isnt much variety of shapes thatcan be made. The newer versions of CAD are more advanced and work ona ‘know how’ basis. They ‘demand a certain interaction betweendesigner and material.’ There are Three main functions used for theCAD version. First one everyone knows, and that’s the spline curve.The basic idea behind the spline curve is thawt the designer doesn’thave to specify all the points along the curve. The computer findsthe shape with the most streamlined shape. Second function is flow ofpixels. Flow of pixels is what is used to create the illusion offire, water, snow or smoke. There are guidelines the designer has tofollow when creating one of these illusions but once they areprogrammed the form takes on its own shape. The third function isbiological evolutionary strategies. Or genetic algorithms. Now thisis cool. If we had this on our computers at school design 104 the onewhere we had to create 81 different models would have been a piece ofcake! This function was created not for designers but for biologists,to help understand the evolutionsry process. The idea is that thedesigner chooses a DNA like structure for a couple of differentobjects/forms. And then he decides which of these forms to matetogether. The computer then generates the type of outcomes you wouldget from these two forms based on the DNA chosen (video here)The more advanced the CAD programes get the more we are going tohave to rely on a ‘know how’ approach. Because the more complicatedthe programes get, the less likely we are to be able to visualisethem first.

Designers who can negotiate the complexity of materials have the secret to nature. Not the scientist who set out to seek law.

So in the past the know what approach was valued over the know how. That’s talking about philosophers over craftsmen, due to the craftsmen not being able to articulate what they knew.

At present with artificial intelligence that because in the past philosophers and such could articulate their ideas through words or on paper, we find that most of what we valued then is not valued anymore. Anything that was able to be articulated then, the computer can replicate now.

So just to leave you now with a point that ive been mulling over since this reading. What does the future hold in terms of know what or know how? With the increase of cad software will know how become less valuable? What will replace it?




Philosophers vs craftsmen
Info….

Major books: War in the Age of Intelligent Machines; A Thousand Years of Nonlinear History; Intensive Science and Virtual Philosophy.
He has written extensively on nonlinear dynamics, theories of self-organization, artificial life and intelligen ce, chaos theory as well as architecture, and history of science
Manuel DeLanda is a professor of contemporary philosophy and science at the European Graduate School in Saas-Fee, Switzerland, where he conducts an Intensive Summer Seminar.

Deleuze and the open ended becoming of the world

De landa says that Deleuze says If you create something on the computer (virtually) then its created in reality, even though its not really.
Delanda then goes on to talk about two

Social constructivism-where people create their own reality in a sense-
whats real is determined by the concepts within a culture and subculture. For example cultural relativism, linguistic relativism. Epistemological relativism.

What culture youre in makes a difference to whats real, what language yoy speak makes a difference to whats real. What I know is different to what you know. How do we know what we know.

“each culture lives in its own world”

By the time you have every culture/subculture with a different reality you have an ever increasing number of what is real. Not only one version of truth. Delanda says the problem is you want the world to be open, but do you want it to be that open?
Don’t want it to be that open or that closed. How do we deal with this?

Two extemes. What exists by itself. What exists because of humans.
-Kemp

Deleuze says Things exists not because a humans observe them and draws a conclusion from them, but they exists by themselves. The future is not given in the past. Processes of self organisation. For example, the spherical form of a soap bubble which is a consequence of how the molecules in it interact. Untouched by human hand. Or a salt crystal, where minimising the salts energy results in a cube. Topological forms can give rise to numerous forms. don’t just have one option but move between a number of states. Changing between a umber of states but still limited between those specific states.

Over all question? Whether the past determines the future or whether the future is open. True innovation impossible? Delandas saying that we have to have something in the middle. Intermediate form. Reverse causalities. Feedback loops. Ie thermostate. Doesn’t get too hot or too cold, stays in specific options. Still numerous realities but in a contolled…. Can be static like thrermostate, stay stable. Or they can be dynamic.

Consitencey. Creates new structures.

Delanda calls mesh works. Example is animals have some choice in how the behave, can entre into

Dog and human being walking down the beach and not interacting with eachother then the human throws a stick and they are bound. This can happen in animals whose behaviour is not rigidly programmed In their gene-acts purely on instint. Doesn’t think and respond to a situation.
If animals act completely on instinct then their futures are pre determined, acting like programmed machines.

Metals; up to the 1900 there was no hylomorphic material. So the blacksmith didn’t think of himself as imposing a form upon the matter but teasing out the potential that was within the metal. But its not just humans that do this, catalysts can. And metals are a ‘the most powerful catalysts on the planet.’ Not all components ‘productivity’ the key ingredient is the being different element. The more different components you have the more variety you can get out of it. But its not just how many different bits you’ve got, its also the number of processes that can link those elements. Like if you have many animals all programmed in the one way then you don’t have much variety to what they can do but if the can think and react by themselves then the outcome is unknown.

Delandas mesh works. combine different elements. You can get things that don’t mesh well, and you need something else to link them together. Like olden day market, before they had money. Allowing complementry goods to find eachother at a distance, allowing meshing. Process makes a difference.

Carbon bonds with 4 things at once so makes for more options. Two things that give you more optios with your mesh work. More choices of what might be. Recognising that somethings have more options. each mesh member has for combining with other mesh member. And also idf there is anything in the mesh network that helps mesh tow things together (ie money)
Head towards the pre determinded when there isn’t many options

deleuze proposing top get rid of the distinction between the real and virtiual and the actual. Everything that has been imagined is real, but then there are the real things that have happened(actual) and the real things that only have potential to happen(virtual). Then goes a step further, everything that has happened is accidental, becausae its just a fluke that what happened happened and what had potentional to happen didn’t happen. Within actual there is ordinary and special. The singular and ordinary are objective, nobody decides whether somkthing is special or ordinary, the matter itself decides that. The unusual is special because it happens less often.

Delanda says that the quote . makes the point that humans come along and recognise that that is less common and therefore more special and so you get a link with the human perspective again. So its not special because the humans know it, humans end up knowing it because its special.

Deleuze. When considering how do we know something he says truth applys primaryily to problems. He doesn’t see problems or problem solvig as a human activity. Problems posses their own objective reality. So for example the molcules in a think layer of soap have a quote ‘problem’ which is to find the minimal point of energy. Which they do by forming a sphere and minimising surface tension. However what maybe pecularly human is not problem solving but problem posing. Which is about distingusing in reality the distribustions between the special and the ordinary. And grasping the objective problems that these distributions condition. The molcules solve the problems for themselves. The objective problem is the soap problem. Independent of nay human contact-object problem. But then the human annalasis that concludes that theyre doing it to minimise energy is subjective.

Delanda is saying deleuzes complex theory draw one connection between human knowledge and the open ended and that truth is an open ended relation of isomorphism (different shapes out of the same building blocks) between problems actualised in reality and problems as actualised in our bodies and minds.

that the world/future is very open. Because all the living molecules/animals/metals/plants/people solve problems themselves. Not because of the humans, because of the wherever you have things wiulling to interact you have the abilty to come up with new things.

Contrasting social constructivism which talks about the world being open because we can all see reality as different, with deleuze who says the world is open whether we see it or not.

Delanda never really takes a side between social constructivsm and deleuze.

War in the age of intelligent machines chapter 3 – policing the spectrum. Delanda
In the aftermath of the methodical destruction of Iraq during the Persian Gulf War, the power and efficiency of new computerized weapons and surveillance technology have become chillingly apparent. For Manuel De Landa, however, this new weaponry has a significance that goes far beyond military applications: he shows how it represents a profound historical shift in the relation of human beings both to machines and to information. The recent emergence of “intelligent” and autonomous bombs and missiles equipped with artificial perception and decision-making capabilities is, for De Landa, part of a much larger transfer of cognitive structures from humans to machines in the late twentieth century.

What does de landa discuss about in his two papers ‘philosophies if design, the case of modelling software’, ‘deleuze and the open-ended becoming of the world’, and a chapter from his book ‘war in the age of intelligent machines’ called policing the spectrum.
1. Know how. 2. Know what. 3. So what
1. Creating something by letting the material youre working with help guide the outcome.
2. Being able to think about through all aspects of something before creating it.
3.

Over the last 500 years, what relative value has the Western society put on design skills compared to mathematic, writing and scientific skills? Is the value placed on design skills starting to increase?
In the 1500s there was a big importance placed on art.
"I saw the angel in the marble and carved until I set him free."Michelangelo
Michaelangelo Buonarroti was born in 1475. He is someone that is well remember from this time, as was Leonardo Da Vinci. Who was born in 1452. Leonardo was and is best known as an artist, the creator of such masterpieces as the Mona Lisa, Madonna of the Rocks, and The Last Supper. Yet Leonardo was far more than a great artist: he had one of the best scientific minds of his time. He made observations and carried out research in fields ranging from architecture and engineering to astronomy, anatomy and zoology to geography, geology and paleontology. Because Da Vinci was both an artist and engineer/inventor the idea of technical scientific ideas were merged in with art and possibly had a hand in started up a culture that began to look more deeply into science. Before Da Vinci’s time the type of science that was being developed and study was called “natural science”. With Da Vincis enthusiasm towards science aswel as art, things started to chang in the science world. Issac Newton helped with this focus on science. Newton was born in 1643. This was the time when the world started to differentiate into alchemy and science/engineering/technology. Issac devoted years to studying alchemy and developed calculus, which he used to formulate the laws of motion and gravitation that we all know and love.

In 1440 Johann Gutenberg created the printing press. This helped create the rise of the text over the image. The Gutenberg Bible, printed in 1455, was the first Bible ever printed and the first book ever printed in Europe. Having bibles printed effected society of art dramatically. Images from biblical stories and holy images were painted and placed around churchs in the 1500s.These days you don’t see nearly as many elaborate paintings on the walls of churches. Unless they are very traditional as Catholic churches are.

From 1500s to 1800s you had a small number of designers and it took a lot of people to build something. Industrilsation in the 1800s changed things around again, and was possibly the start of art/design making its come back in modern day society. Industrialisation made it possible for designers to get their products made by machines rather than spending time creating them themselves. This enabled designers to excel in designing specifically.

"Painting is poetry that is seen rather than felt, and poetry is painting that is felt rather than seen."Leonardo da Vinci



Bibliography

Morris, William. “The Revival of Handicraft”, 1888

Wiener, Norbett Men, Machines and the world about

Heskett, John. Toothpicks and Logos: Design in everyday life. 2002

De Landa, Manuel Philosophies of deisgn, The case of modelling software

De Landa, Manuel Deleuze and the open-ended becoming of the world

Schwartz, Gary. Digital imagery and user-defined art

Steele, James. Architecture and computers

Von Wodtke, Mark. Design with Digital tools

Fletcher, Alan. The art of looking sideways

Benjamin, Walter. The work of art in the age of mechanical reproduction.

http://geekymom.blogspot.com/2005/01/art-vs-science-form-vs-function.html

http://www.scribd.com/doc/100527/Art

Homunculus



Homunculus arguments are common in the theory of vision. Imagine a person watching a movie. He sees the images as something separate from himself, projected on the screen. How is this done? A simple theory might propose that the light from the screen forms an image on the retinas in the eyes and something in the brain looks at these as if they are the screen. The Homunculus Argument shows this is not a full explanation because all that has been done is to place an entire person, or homunculus, behind the eye who gazes at the retinas. A more sophisticated argument might propose that the images on the retinas are transferred to the visual cortex where it is scanned. Again this cannot be a full explanation because all that has been done is to place a little person in the brain behind the cortex. In the theory of vision the Homunculus Argument invalidates theories that do not explain 'projection', the experience that the viewing point is separate from the things that are seen. (Adapted from Gregory (1987), (1990)).