Evolution in thinking, technology, and culture happens in incremental stages, connecting tradition to change, moving to the new by melding it with the known. In this work, the mix of design and craft, of digital and analog tools, is about cross-fertilization, exploring the interconnections of different fields, media, materials, and processes. It is sexual reproduction rather than cloning, where two related fields have a dynamic cross- pollinating effect and new possibilities emerge. This project is an investigation within the space between craft and design, co-inhabited by digital and analog processes for visualization and making.
machine forms Much of modernism worked to develop characteristic forms for the technology of the time. But for most of the 20th Century machines followed Euclidean geometry, isolating movement and form development into arcs and lines. Most books available on the geometry of design reflect the same Euclidean perspective. Today, however, computer-aided design and manufacturing allow us to generate objects composed of complex curves and surfaces. And beyond the processes of material removal and deformation (via machining and forming), additive processes have been included in our – rapid prototyping processes give us the capacity to generate extremely complex forms, detailed to a thousandth of an inch, with interior surfaces never possible before. Considering this expanded palette, what are the characteristic forms that The Machine should now be used to evolve?
growth structures in nature Consider that the Machine and our 'man-made' reality are not outside of nature, but a continuation of its evolution, subject to the same physical and mathematical laws. Owen Jones and Gottfried Semper believed, "…that the designer should follow nature not by imitating appearances but by applying its inherent laws." Historically, the applied arts have looked to nature for inspiration in structure and aesthetics; and today we can look more deeply. By mapping the human genome, we engender an understanding of the world as the developmental expression of underlying encoded structure. Through chaos theory and other complex mathematics, it is believed that the world is an expression of emergent systems. The study of Fractals, Chaos, Complex Systems, and Adaptation has changed our understanding of the development of the form world. What were mathematical monsters, the 'pathological' exceptions to Platonic and Euclidean ideal forms, have become natural expressions of universal systems; clouds and coastlines are not what they used to be. Fractal geometry provides a means of deconstructing the forms of nature into primitive elements for more complex compositions based on self-similar, repeating patterns. As our understanding of nature changes, so does our interpretive expression of it.
organic variance Organic systems that may start from an identical position, inevitably diverge into unique outcomes. This is the biophilic explanation for variance. Nothing in our biological surroundings is a direct duplication – nature is very efficient that way. Reproduction in nature, whether the splitting of an amoeba or the replication of DNA, inevitably results in slight mutations, which over time, translate into significant changes. In evolutionary terms, nature creates variety to ensure survival – multiple mutations are generated, and only some will thrive and survive. There is no one answer to continuously changing environmental conditions, no way of predicting the future. So the best answer at any given moment is the greatest number of answers possible, some of which will succeed and propagate. What if designers mimicked nature, and designed greater and greater varieties of things, letting individual choice decide what goes forward? What if the options generated are an offshoot of the individual himself? Why not design for variety, for distinction, for individual nuance, as nature does?
This is a significant part of nature typically overlooked by mass production. David Pye wrote that, "In every natural organism we see a dichotomy between idiosyncrasy and conformity to the pattern of the species. No two leaves of the same tree are precisely alike, each is individual: yet every one of them conforms to a recognizable pattern characteristic of the species." As a part of this natural order, our perceptual skills are tuned to change, and we are drawn to such variation. Pleasure in perception exists somewhere between monotony and confusion, where there is a level of order that keeps the eye moving without overwhelming the mind. Identical elements are quickly rendered into pattern as the mind searches for peculiarities and differences. Gombrich explains that, "The perception of regularity, of repetition and redundancy, presents a great economy. Faced with an array of identical objects, whether they are the beads of a necklace, the paving stones of a street, or the columns of a building, we rapidly form the preliminary hypothesis that we are confronted with a lawful assembly, and we need only sample the elements for redundancies by sweeping our eye along the whole series and just taking in one repeating component."(151) If, however, one perceives complexity through variety, self-similar rather than self-replicating elements, then the eye will continue searching for relationships.
Part of the beauty of nature is constant flux. If it's true that our cultural cravings and perceptual systems evolved in-tandem with nature, then it is no wonder that we find pleasure in variety! How can we re-establish that sense of variety in the products we surround ourselves with in our man-made world?
organic programming Utilizing natural simulations in programming, we can create generative systems for the design and manufacture of objects of use. By integrating simulations of the mathematical structures of nature responsible for variance, along with the continuous changeability of computer-controlled manufacturing systems, each object produced has the potential to be an original, sharing characteristics and evolutionary history with its sibling (same genetic code, different expression). What if objects are generated like trees; if the object is the expression of the entelechy, or intention, not in an absolute way, but more through methods of suggestion rather than command, evolutionary rather than deterministic. In writing code to generate objects, such elements of organic growth can be included.
Negotiating the space between control and chaos, allowing the affordances of unpredictability to be a significant part of the process of form generation is akin to the 'happy accident' of craft. One cannot know the outcome until the process is complete. Describing similarities in software development, Steven Johnson writes, "The first few decades of software were essentially creationist in philosophy – an almighty power wills the program into being. But the next generation is profoundly Darwinian."
Designer as Programmer By creating objects via programs, rule structures are the basis of form evolution. The specific outcome is an emergent result of the execution of the program – the idea is scripted, the result is experienced. What is the designer responsible for – what is the designer's product? In this case, the designer is a programmer. The designer determines the parameters, establishing the structure and the basis of form generation. Instead of a catalog of options, there is an emergent catalog of variants, the trajectory of which is unknown. John Frazer of the Architectural Association in London, has been working with similar processes in architecture. "'What we are evolving', Frazer explains, 'are the rules for generating form rather than the forms themselves. We are describing processes, not components, ours is a packet-of-seeds as opposed to the bag-of-bricks approach.' In this process, the architect becomes a 'catalyser' rather than a designer, and the architecture 'a form of artificial life, subject, like the natural world, to principles of morphogenesis, genetic coding, replication and selection.'"
How much control does the designer/programmer maintain and how much is left to the process? Any tool (including software) affords a limited range of possibilities to the user. So, what about customizing the tools? As Mike Cooley explains in an essay titled From Brunelleschi to CAD-CAM, "The computer excels in analysis and numerical computation, the human mind in pattern recognition, the assessment of complicated situations and the intuitive leap to new solutions. If these different abilities can be combined, they amount to something much more powerful and effective than anything we have had before." Hybridizing the human- computer skillsets, the designer/programmer can maximize the potential of digital tools by climbing behind the GUI (graphical user interface) and making changes. By including flexibility and interactive development in the digital environment, the tools can grow and change, departing from, but still a product of, the original structure. One of the departures here is that the designer is making the tools he uses. This is similar to the tradition of the blacksmith – for whom, if a project warrants a tool that is not at-hand, such as a chisel, then the smith makes it [interestingly from the same material (or medium) that he will then be affecting with the tool]. The designer/programmer creates his own tools, toolbars, and buttons tailored to the job at hand – fulfilling the evolutionary role as homo-faber, or tool maker, using the medium to affect the medium. By customizing tools, and getting behind the scenes of the virtual stage of digital design, a new level of control and exploration are exposed.
conclusion If the atelier includes desktop manufacturing (rapid prototyping and CAD/CAM processes), what are the characteristic forms that The Machine should now be used to evolve? What is the expression of our understanding of the world of which we are a part, including developments in fractals, chaos theory and emergent systems? This understanding of technology is an evolutionary growth ring on the accumulated knowledge of mankind, and that ring will have an expression determined by its unique environmental conditions. My goal is to be part of the evolutionary process as we find new ways of expressing our understanding through objects. I am a designer and maker of functional decorative objects and intend to participate optimistically in the current context of design and manufacturing. The question for me is, “What is the expression of this worldview in the overlapping area of metalsmithing and product design, what is the next piece of hollowware or tableware?” My interest is in utilizing natural growth references while being careful not to duplicate earlier interpretations (i. e. neoclassical acanthus leaves, vine scrolls, etc). Instead, I am working to find an expression of those ideas fitting to the processes involved, to an integration of new digital tools. What is Fractal Rococo? Somewhere between the acanthus leaf and the fractal Julia set is an aesthetic that is both natural and digital. I am working with familiar typologies and developing their forms through application of self-similar, repeating, and continuously varying elements, attempting to develop an impossibly organic overall appearance.