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