adapting craft, adopting technology, expressing nature

[draft 5.5.05]

 

 

 

 

 

 

 

"The coral reef of culture was built by short-lived and weak human beings, but its growth is a fact, not a myth."  -  E.H. Gombrich

 

 

 

 

 

 

 

 

 

 

 

 

 

This Master's Statement is respectfully submitted to Cranbrook Academy of Art as Partial fulfillment of the requirements for the degree of Master of Fine Arts

 

 

 

Richard Nelipovich

May 13, 2005

 

 

Gary Griffin                                                                                                                

Head, Metals Department                                                                                          

Artist-in-Residence

 

The Remix: an introduction

 

"'…[W]hen you're really bearing down, and you're thinking two things at once – ideas bleed over.  They mix.  They flavor each other.  They cook down real rich and fine.  That's inspiration.  It's the finest mental sensation you'll ever have.'" (Bruce Sterling in Shaviro 8)

 

"Databases in themselves are essentially a fairly dull affair, consisting of discrete units that are not necessarily meaningful.  The power of databases consists in their relational potential, the possibility of establishing multiple connections between different sets of data and constructing narratives about culture." (Paul 178)

 

The mix of design and craft, of digital and analog tools, is about cross-fertilization.  It's about the interconnections, crossing wires of old and new, of different fields, of different cultures/subcultures, of different media, materials, and processes.  It is sexual reproduction rather than cloning, and has the potential to create new potential.  Working within an isolated tradition (if there is such a thing), options are limited.  However, where two related fields have a dynamic cross-pollinating effect, new things emerge.  This project is an investigation within the space between craft and design, co-inhabited by digital and analog processes for visualization and making. 

 

In his rhizomatic book Connected: or what it means to live in a network society, Steven Shaviro writes about the recombinations in hip-hop culture as a parallel to digital processes.  "Hip-hop is an art of recombination; its materials are not words and sounds newly made, but already-existing fragments of commodity culture, wrenched violently out of their previous contexts.  Or as Walter Benjamin puts it, 'blasted out of the continuum of history'…Hip-hop is a kind of linguistic and cultural hacking.  Its experiments are, at one and the same time, interventions in digital code, and analog movements in and through physical space." (Shaviro 45)  DJ Spooky, a.k.a. Paul Miller writes about this as the contemporary cultural phenomenon of the 'remix', re-interpreting the familiar via contemporary means.  In his book Rhythm Science, he discusses the changing nature of our digital co-existence, elaborating on the digital processing of what Amiri Baraka called 'the changing same'. 

 

"But what happens when the memories filter through the machines we use to process culture and become software – a constantly updated, always turbulent terrain more powerful than the machine through which it runs?...And the software that runs the machines is the text that flows through the conduits like a flaneur of the unconscious.  These are tales told over and over so many times and in so many ways that the texts undergo rigor mortis while they hum with the speed of a thousand and one nights.  Murmur to yourself and hear the voices in you head whisper back.  That's the logic.  Press 'return'. Process.  It's a tale of constant change unto itself.  The circuitry of the machines is the constant in this picture; the software is the embodiment of infinite adaptability…" (Miller 12)

 

 

the natural evolution of craft

With opposable thumbs and capacity for abstract thought, we primates have the ability to hold and manipulate tools to achieve imagined ends.  Through symbolic representation, man has the added capacity to use tools to manipulate symbols, further abstracting our unique abilities as homo faber.  Through our conscious evolution, we continue to develop new tools - cheaper, faster, better, and more enjoyable ways of doing whatever it is that we do.  Over centuries of accumulated knowledge, we have added enormous capacity in power and precision to these 5-fingered extensions of ourselves.

            With this ubiquitous use of tools, trying to define what is 'hand made' is a slippery slope and one of the shortest paths to an argument among craftsman.  Technical arguments are used to prove what are essentially moralistic positions.  In an attempt to clarify the argument, David Pye supplants the term 'hand-made' with 'the workmanship of risk' contrasted with 'the workmanship of certainty'.  'Workmanship of risk' is associated with human-centered processes dependent on judgment and dexterity, while the 'workmanship of certainty' depends on 'determining-based' methods of manufacturing using mechanical or computer control.  Yet Pye states that, "In fact the workmanship of risk in most trades is hardly ever seen, and has hardly ever been known, in a pure form, considering the ancient use of templates, jigs, machines and other shape-determining systems, which reduce risk."(Workmanship 10)  He goes on to explain:

 

"'Handcraft' and 'Hand-made' are historical or social terms, not technical ones.  Their ordinary usage nowadays seems to refer to workmanship of any kind which could have been found before the Industrial Revolution…

   Now the current idea of handicraft and the hand-made has been deeply colored by the Arts and Crafts movement; and that became a movement of protest against the workmanship and aesthetics of the Industrial Revolution, which it contrasted with handicraft.  As a result, I think, the idea has become accepted that before the Industrial Revolution everything was made without machines.  This was certainly not William Morris's idea…

   It seems fairly clear that to Morris himself handicraft meant primarily work without division of labour...  During the medieval period, [Morris] says, 'there was little or no division of labour, and what machinery was used was simply of the nature of a multiplied tool, a help to the workmans' hand-labour and not a supplanter of it…'" (Pye, Workmanship 10-12)

 

It is, therefore, a question of autonomy, not technology, which defines the boundaries of craft.  Humans have always worked to extend their capacity with tools.  Gombrich writes, "To be sure mechanical aids have come to the assistance of craftsmen at least since the invention of the potter's wheel.  Decorators have long used stencils and moulds and weavers' devices for pattern-making, which as early as 1725 included that modern tool of automation, the punched card.  They prepared the way for the famous Jacquard loom of 1805.  But however important these developments were, they were not felt to undermine the whole edifice of craft ethics."(33)  It wasn't until separation by specialization in industrial manufacturing isolated the individual from the whole of the process that we experienced our loss of participation.  The romantic term 'hand-craft' is more about a level of autonomy that existed at a time when manufacturing was done by an individual.  In Abstracting Craft: the Practiced Digital Hand, Malcolm McCullough writes, "The degree of personal participation, more than any degree of independence from machine technology, influences perceptions of craft in work." (69)

            If craft is thus defined by breadth of participation rather than historical technique, then the technical argument is irrelevant.  The goal is no longer moralistic preservation but optimistic evolution.  Before the reaction to mass-production which pushed craft into romantic historicism, the crafts were the source of innovation, product development and new means of manufacturing.  Continuing in that tradition today, the craftsman has the capacity to borrow from industry in the same way that industry borrows from craft.  Technical and industrial processes are not the enemy; they are an option (an option that can be recombined with other methods to engender something new).  And the maker is free to use any technology at his fingertips to materialize his vision. 

 

 

the natural evolution of technology

As science supplants religion with more convincing explanations of our experience, our vision is transformed.  And as calculus emerged in the 17th Century to explain concepts for rate of change, the rate of evolutionary change of technology became exponential.  Through an evolutionary process, each successive technology builds on the knowledge base that preceded it, complementing the accumulated knowledge in society.  And with each new development evolves new possibilities for application and expression.  Pye writes: 

 

"In its early days the Modern Movement… held that machine tools and mechanical processes, i.e. determining-systems, ought not to be used to reproduce forms which originated in hand work, but that The Machine should be used so as to evolve its own characteristic forms." (Design 60)

 

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 currently available on the geometry of design reflect the same Euclidean perspective.  Today, however, computer-aided design and manufacturing allows the Machine to generate objects composed of complex curves and surfaces.  And beyond the processes of material removal and deformation, additive processes have been included in the repertoire of The Machine: SLS, SLA, FDM, LOM, and other acronyms have been added to the vocabulary of form-giving that 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."(Gombrich 54)

            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 our understanding of chaos and other complex mathematics, we believe that the world is an expression of emergent systems.  In his book, Emergence: the Connected Lives of Ant, Brains, Cities and Software, Steven Johnson describes how trees, lungs and ant colonies emerge through an accumulation of discreet responses based on a series of simple rules.  The study of Fractals, Chaos, Complex Systems, and Adaptation have 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. (Pietgen  256)

            As our understanding of nature changes, so does our interpretive expression of it.  Ross Lovegrove calls this 'Organomics' and explains that:

 

"As the boundaries blur, this world will become stranger and less predictable...  The irony of all this is that ultimately, creativity generated by such freedom will lead humankind full circle back to nature, its organic composition, its purpose, and with it, to forms that will no longer be limited by our imagination… So far we have only been guessing, but the beauty of the results from Moore to Frei Otto tend to suggest that a combination of raw intuition, combined with a degree of cellular, fractal logic, will begin to greatly influence the form and physicality of our manufactured world, from cars to architecture." (Lovegrove in Rashid 87)

 

 

Biophilia – the nature of our nature

 

"Yet man, whatever else he be, is a part of nature.  So his artistic world cannot be one of sharply demarcated opposition to his natural world, but rather must be viewed as a fluid and continuous extension of his domain as ordinary member of animate nature, subject to all the limitation of biological reality, into a realm of irreality of his own making, stripped of those limitations."  (Pepes 181)

 

"Matter, whether living or dead, when left to itself adjusts its resonances on all scales, and the resulting structures seem to be based upon much the same relationships as those which give, or perhaps which actually constitute, aesthetic satisfaction in the mind of the human observer." (Smith 368)

 

Man is a product of, as well as an integral part of, nature.  We tend towards the natural.  Edward O. Wilson "…proposed the existence of a genetic basis for the human predilection towards the natural world.  This concept, which Wilson called 'biophilia', is loosely suggested by certain affinities and aversions which occur in societies widely separated by geography and ritual." (Stairs)  His 'Biophilia Hypothesis' was about our socio-biological development, in which culture developed in tandem with the genes of our existence.  Genes and 'memes' (Richard Dawkins idea-genes) are not two isolated systems of transferring information through time, but two interdependent systems developing together in a symbiotic relationship.

 

Paul Weiss detailed some of the structure of our biophilic proclivity: 

 

"(1) The pleasing aspects of organic forms stem from their high degree of general regularity combined with an infinite variety of detail.  (2) The order expressed in the developed form, however, is but the result of the orderliness of the underlying formative processes which have led to the formed product and have left their imprint on it: what we read in the finished form is the historic record of it formation.  (3) Even if two organic systems were to start out in absolute identity, the fact that in their subsequent developmental histories they would be faced with non-identical incidents and environmental contingencies would necessarily make for divergence in the details of their final products.  (4) Yet, since their over-all results still turn out to be reasonably similar, we realize that capricious and unpredictable deviations form the standard course must have been kept, if not strictly in line, certainly within a safe margin by the governing action of their respective systems, which resist disruption; a system owes its orderly self-realization and self-preservation to its very capacity to moderate or compensate the excesses of its members.  (5) The over-all result thus gives us the satisfying impression of a collective task well accomplished by the harmonious cooperation under mutual control of members of a group which, but for these restraints, would yield blind chaos.  (6) The viability of an organic form depends on the precarious balance between rigidity of overall design on the one hand and flexibility of adjustment left to its execution on the other; too much aberrance on one side or the other would jeopardize survival.  This is the biological foundation of what we call 'sense of proportions.'" (188-9)

 

I would like to focus on the third point from Weiss' list: 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. [It is interesting that a culture that is morally opposed to human cloning (the neo-conservative US), is drowning in clones produced by manufacturing systems that clone objects.]

            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 propogate.  In capitalist terms, the market decides – not the designer.  But 'the market' is lulled into a simulation of choice giving limited variations on at theme – Coke or Pepsi, Republican or Democrat, Verizon or Cingular.  Agreeing to choose, one has already chosen to participate in a system that limits choices.   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 the individual himself? Why not design for variety, for distinction, for individual nuance, as nature does? 

 

The perception of difference

Our biophilic draw to the natural includes an acute awareness of the subtleties of variance in nature.  In Notes on the Synthesis of Form, Christopher Alexander writes that it is "…departures from the norm which stand out in our minds, rather than the norm itself.  Their wrongness is somehow more immediate than the rightness of less peculiar behavior, and therefore more compelling." (22)  Similarly, Gombrich wrote of our attention to difference, saying "…it is the break in visual continuities which is noticed most easily, a contrast in colour, texture, form, or, most of all, movement which suggests the presence of a separate object or an event meriting attention.  In following such indications and shifting our eye we will inevitably look for confirmation of our confused impression: sometimes a mere sampling glance will suffice, while other situations will demand prolonged scrutiny." (Gombrich 100)

            This awareness by difference then keys in our scrutiny in perception, moving from Gombrich's idea of 'seeing' to 'attending', or from an unnoticed equilibrium in the dynamic of 'seeing, knowing, and expecting' to a more actively engaged investigation.  This scalar interaction is the dynamic at play in nature as well as in ornament – giving the viewer a range of experiences at varying distances and intensities of engaged perception.  It is a fractal notion of perception, that complexity exists at a macro or micro scale, at each level of magnification or proximity, the viewer has a distinct arrangement of parts to entertain and observe through a system of 'seeing, knowing, and expecting', developing a familiarity with the language of elements in a given syntax.

 

For instance, observe a tree.  To define the object as a tree, it must be separated/singled out of its environment – the tree is a thing distinct from its surroundings.  This thing has an overall shape, filled by its various components: the leaves, branches, trunk, and roots.  In order to observe those components, they too must be categorically distinguished from their surroundings by their overall form.  The leaves shift from being a mass to a collection of individual elements, each leaf its own shape filled by it's own branching structure and chlorophyll-laden cell structure.  Moving in or moving away, there is a perceived order based on the resolution of what is observed.  The mind deconstructs the components as much as necessary to assess the scene, and goes on to looking for exceptions to the system established.  It's how we are able to drive while talking on the phone, changing the radio station, and eating a cheeseburger at the same time – we are observing overall consistency and scanning for unexpected changes.  This works in space and in space-time – sitting still or in-motion, our perceptual systems establish a norm of activity, and then scan for changes.

            Our attention to difference is based in the ability to establish a 'norm' from which the scrutinized will be differentiated.  "We could not function if we were not attuned to certain regularities.  This tuning, moreover, could never have come about by learning; on the contrary, we could never have gathered any experience of the world if we lacked that sense of order which allows us to categorize our surroundings according to degrees of regularity, and its obverse." (Gombrich 113)

            What is important here is the idea of the 'changing same'.  Subtle changes over time create a 'motion picture' – each frame is almost identical, yet slightly different, from the next, creating a dynamic that is perceived as motion.  Imagine trying to watch a movie that was a series of non-sequential snap-shots – thirty-two frames per second or randomness: continuity is lost and the mind searches for associations (if it can distinguish individual images at all!).  Similarly, in fashion each season evolves the previous into something 'new'.  But it cannot be altogether new – a human faced with completely unfamiliar surroundings goes into psychological shock.  It must be familiar enough to be accepted into the greater cultural context, but different enough to be distinguished from the preceding season. 

 

"In art…[t]he requirement is simply that parts of some kind be perceptible and relatable to each other by the operations of the mind as the eye scans and compares, noting connections, invariances, symmetries, deletions, and modifications while mentally changing scale and orientation, and relating the current sensual input to other forms and concepts from recent experience or from more deeply embedded memory.  Aesthetic pleasure seems to come as a kind of moire' pattern emerging on a higher level from the superposition of sensed and remembered images, somewhat as the experience of the third dimension arises from binocular vision.  It is what is left over when what is expected has been canceled out.  It seems always to involve some interaction between what is immediately visible and features on scales both above and below this… The eye is repulsed by complexity if no order is detected, but it can be delighted by repetition, translation, rotation, reflection, magnification, and other simple variations of the parts.  As more levels of hierarchy can be constructed from the simple initial components, the richer becomes the experience." (Smith 385)

 

 

Variance

It is impossible for Western man to think 'outside of the box':  his entire manufactured world is based on 90-degree relationships of perpendicular planes.  But what if the natural laws responsible for variance were used to generate the forms of our man-made manufactured world?  Aaron Betsky has stated that, "the nature of how form emerges out of chaos or data itself can…create form."  Modernism and the Industrial Revolution standardized production.  Prioritizing consistency over variety, quantity over quality, industry took the lowest cost approach to serially produce identical multiples.  The Craft Revival fought to sustain the unique object through more autonomous, human-centered means of production.  Walter Benjamin wrote of the loss of 'aura' through mechanical reproduction, and David Pye described determining-systems creating products, "pouring out in an absolutely predetermined form with no possibility of variation between them." (Workmanship 5)  These laments are based in duplication, on methods of manufacture that create copies of an original prototype.  In an essay titled 'The Technologies of Self-Fashioning', Tufan Orel explains that the model-series relationship of duplication is not the only possible format.  He describes another option, that of theme and variation, where each reproduction in the series is a unique application of the model with changes.  In this type of system, the outcome varies rather than duplicates the model. (Orel 46)

            This is a significant part of nature typically overlooked by mass production.   Pye writes 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." (Workmanship 30)  As a part of this natural order, our perceptual skills are tuned to change, and we are drawn to such variation.  Karim Rashid writes, "By nature, our evanescent imaginations thirst for constantly changing stimuli.  Drawn into the realm of discovery, we seek out alternatives and search for new possibilities." (29)

            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. (Owen Jones in Gombrich 54)    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 can continue searching for relationships.  Twins are intriguing because of the challenge to distinguish their differences.  A bouquet of flowers provides a different perceptual engagement than a blender.

 

 

Towards a new system of production and a new aesthetic

If Wilson's sociobiological gene-culture co-evolution is true, then how is it that our sytems of production are in direct contrast with nature?  How has our value structure homogenized our manufactured surroundings?

            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?  The leaders of the Craft Revival advocated 'the hand' as the savior against the machine, returning to individual making as a social resistance to the homogenization of machine culture.  The craft world has long heralded the individual object as a metaphor for humanity.  Ruskin, Morris, and Ashbee sought the value of individual expression as a social force against the dominance of machine monotony.  But they lost the war, and the mighty Bic pen won out over the hand-made fountain-pen, in a large part because of cost.  The middle class wanted [and even the lower class later attained] what only the upper class could previously afford because of mass-production. 

            However, "Even C.R. Ashbee, founder of the Guild of Handcraft in London's East End slums and one of the most tenacious defenders of the Arts and Crafts movement, ultimately designed a line of cast-iron fireplaces intended for mass production.  Ashbee acknowledged the paradox that the cost of handwork made elaborately crafted objects unavailable to the ordinary people who concerned him most and, with disparaging eloquence, concluded: 'We have taken a great social movement and turned it into a tiresome little aristocracy working with high skill for the very rich.'" (Busch)

            The Craft Revival failed to achieve the goal of individuation in mass production.  But new means of flexible manufacturing could attain what an earlier generation sought to accomplish.  Ruskin might turn in his grave at this suggestion, as it does not share the same romanticism for the pleasure of autonomous work and individual production via handwork.  But it does share the goal of individual production for the masses, personal objects for every-day use.

            As digital manufacturing processes open up new means of making, they will also afford new aesthetic formats.  Peter Fuller, in his insightful essay 'The Search for a Postmodern Aesthetic, advocates a rejection of modernist machine aesthetics and looks to the emergence of a new aesthetic rooted in nature via digital processes.  He explains that, "…the problem for a new aesthetics based on an imaginative response to nature, on the recovery of biophilia, has been our inability to 'read' and make sense of these 'natural languages', or to find any affective symbolic equivalents for them.  But it may be that it is just here that the higher mathematics, physics and new information processing procedures associated with advances in computer technology, can help.  Of course, a new aesthetic will spring out of new beliefs, not out of a new technology; but like Modernism itself, the postmodern structures and patterns will be informed and shaped by new technologies.  I hope, however, they will be expressive of very different sorts of values … which emphasize our sense of belonging to and unity with the Nature of which we are a part."  (Fuller 130) , 'The Search for a Postmodern Aesthetic, Peter Fuller, in Design After Modernism

 

Organic Programming

            Utilizing natural simulations in programming, we can create generative systems for the design and manufacture of objects of use.  By integrating the mathematical structures of nature responsible for such variety, 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).  In music, the score is only the description that must be interpreted through the performance.  But how does one notate improvisational jazz?  There must be room for the unexpected and unpredictable, the evolutionary and unfolding.

 

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, elements of organic growth can be included.  Describing such generative systems, McCullough explains: 

 

"The individual parameters shape the kinds of variational excursions that may be made.  Moreover, the initial establishment of all parameters frames exactly one design world, and nothing the variational process can do will change that.  Thus the design process really occurs in two stages: composing a structure, and then exploring the consequences of that structure." (229)

 

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."(Johnson 169)

 

 

From hand to machine and back again

In this enhanced cyborg reality, as we reprocess cultural content, the 'digital' enhances our man-made reality.  But because we are physical, sentient beings processing our empirical experience through multi-sensory input, it is important to acknowledge the need for the digital to cycle back to the analog for our apprehension.  We do not think, see, or feel in binary.  Sound, image, and touch are the major inputs, followed by synaesthetic experiences of taste and smell.  Even for the DJ, the input involves human physical interaction, whether pushing a button or scratching a record, and the output resonates in a roomful of writhing bodies through the drums in our ears.

 

The digital exists as a product of the analog.   "…[A]s Brian Massumi insists, the digital is never autonomous or complete unto itself; it is always 'sandwiched between an analog disappearance in code…and an analog appearance out of code.'" (45 Shaviro)  Whether considered as a process that takes place in a manufactured physical chip, an action executed through an interface (be it a light-sensor or keyboard), or a virtual object made through a series of mouse clicks – digital processes are a manifestation of analog inputs.  The development of the digital is dependent on a feedback loop through the analog.  The most immediate example of this is the hand-eye coordination of the mouse interface (McCullough).  The hand moves the mouse moves the cursor, the eye sees the cursor, tracks the motion; the brain redirects the hand to redirect the mouse…  It is a cyclical feedback loop through physical+artificial intelligence, executed dynamically, on-the-fly. 

            Expand this model to the processes of computer aided design and manufacturing.  Just as one follows the signs and feedback of moving a knife through a loaf of brad, the process of moving from physical to virtual to physical is an informative feedback cycle of input and output.  At each step there are affordances and limitations of the tools being used.  Consider a virtual cad model executed through a series of mouse clicks and menu choices then output to a 3D prototyping machine to manifest a physical representation of the virtual model.  That step requires a translation resulting in changes to the form (like the old game of 'telephone', where an idea is whispered from one person to the next resulting in a radical transformation via sequential shifts in translation creating an informational butterfly effect).  Most 3D prototyping processes divide a model into a stack of layers to varying degrees of resolution, resulting in tiny visible steps in the model.  The grainy, opaque, stepped, slightly warped object result from a Z-corp prototyping machine is surprisingly far from the digital rendering of the virtual model.  This can be supremely disappointing, or 'happy accident' resulting from the process.  

 

 

Tightening the loop

With the tools of industrial design and production becoming more accessible, both technically and financially, the divisions of labor decried by Morris are being reversed.  Just as a single individual using desktop publishing technology can now run a publishing house or recording studio from their living room, so they will soon be able to build their own integrated manufacturing plant and design office.  William Gibson said, "The Future is already here, it's just unevenly distributed."  Desktop manufacturing systems are being designed to not only manifest a form, but to manufacture a product replete with internal circuitry and user-interface.  In his book, I Want to Change the World, Karim Rashid writes:

 

"Desktop manufacturing allows a consumer to build a three-dimensional object using a device such as a 3-D printer…Products, fashion, and accessories, interior space, sports equipment and much more will all be highly customizable, highly personalized, and possibly designed by any individual…Manufacturers will greatly expand their use of new 4-D computer numeric machinery, tooless production, and other sophisticated production methods to make individually specified products in mass-production cycles." (27)

 

Through the process of making, by whatever means chosen, one must negotiate the space between vision and actualization.  Whether drawing or drilling, there is a feedback loop between action and reaction that informs process.  By tightening the loop, speeding the circuit of communication between visualization and tangible production, the process of design and making becomes a more direct manipulation of material.  Reading the prototype is like reading the saw cut or hammer-mark – action, affect, adjustment, action…  It's a conversation with the medium through process.  Discussing how this applies in the digital context, McCullough writes: 

 

"The essence of this coupling is that the input to physical fabrication operations is symbolic, and the output from geometric deviations is tangible.  Tightening this loop between conception and execution has the potential to reconcile some of the separation of design and fabrication that industrialization had previously imposed on craft.  Thus, after two centuries of separation, the conception and execution of everyday objects are once again in the same hands…"(178-179)

 

"Perhaps this has less in common with traditional craft than with industrial design.  Perhaps the reunion of intellectual and mechanical activities enabled by design computing, however, may create a condition that combines some of the individuality and responsiveness of craft with the process control of industry to create something new." (185)

 

Returning to the idea of craft as breadth of participation, we now have a new model of something between craft and design, more akin to a throwback to when craftsmen made the products of a society.  Something between mass production and the 'hand-made', a way of applying the rules of nature to the processes of making to engender individual functional objects on a mass-production scale.

 

Designer as Programmer

"Digital code is a universal medium of exchange, like money: it makes any given object commensurate with any other.  The ideal of modernist aesthetics is thus ironically realized: in the digital realm, form and content are one.  It is no longer possible to make the old distinction between ideas (which cannot be copyrighted) and specific expressions of those ideas (which can)." (47 Shaviro)

 

Code is currency, it is an equalizing environment that is text as object.  In this case - 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, established the structure and the basis of form generation.  The user then executes the process (possibly with selective interactive stages of input) and generates the final digital virtual form.  The manufacturer (or computer-aided manufacturing system) then creates the physical object based on the digital information, adhering as best as possible (what are the tolerances?) to the virtual model, adding another step of human decision-making affecting the outcome.

            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.'" (38 Steele)

            In a sense, this structure democratizes the design process.  Instead of a catalog of options, there is an emergent catalog of variants, the trajectory of which is determined by the user.  The foundation of options is determined by the designer/programmer, but depending on the degree of freedom for the elements to intermix and create new possibilities, the range of options can grow exponentially, leaving the initial format far behind.  This is seen in Carl Simms evolutionary systems, where re-combinations of generative mutations create unexpected complex developments.  Carl Chu is another architect working with these digital emergent processes, creating algorithms that interact to create space and structure, "electronically induced ethereal space", rather than the more direct where codes create an architecture to fit an environment. (Steele 141) 

 

"Far more fundamental changes take place with virtual art objects that are open-ended 'information narratives' with a fluctuating structure, logic, and closure, where control over content, context and time is shifted to the respective recipient through interaction.  These types of works can take numerous forms with varying degrees of control over their visual appearance by the artist or the audience." (Paul 67-68)

            How much control does the designer/programmer maintain or how much is permitted to the process?  How much control does the user have in this 'democratized' environment?  Consider that any software environment is a collection of options:  for example, do you allow Microsoft Word to auto-format a document?  Yes, if you are working in that software, you have no choice; it is just a matter of degree.  Try writing surrealist poetry in Word, and you will quickly find how much your expression is controlled by the tools being used.  In object design, a well-trained eye can determine which CAD software was used to generate a virtual model, based on the nuance of the tools used (similar to reading hammer-marks on a hand-raised vessel: did the smith use a planishing hammer or a ball-pein, or maybe a cross-pein?)  "[T]echnology and the tools it provides reshape the tasks it is used for, as well as the meaning of those tasks and the characteristics of its users." (Steele, 16)

            So the tool affords a limited range of possibilities to the user.  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." (Cooley 205)  Hybridizing the human-computer skillsets, the designer/programmer can maximize the symbiotic 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 intention.  Interestingly, programming is done in a language with its own limitations (whether it is Visual Basic or C++).  In Rhino, a derivation of Visual Basic, VBScript, is used to drive the command structure of Rhino3D – it ends up being like using sign language to a direct a crane operator; the communication is very limited, but effective. 

            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 or particular tongs, then the smith makes it [interestingly from the same material (or medium) that he will then be affecting with the tool: in this case, steel].  The designer/programmer creates his own toolbars, buttons, and icons, 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, one learns more about how they work, and opens up new possibilities for what they might do.  By getting behind the scenes of the virtual stage of digital design, a new level of control and exploration is exposed. 

 

 

Summary of the process:

 

A synopsis:

Inspiration, simulation, optimization, generation, materialization

 

An expanded synopsis:

The process starts with an observed structure in nature, a formal motif found in organic systems.  Identify the underlying elements of the structure – deconstruct it into curves, forms, volumes, shapes… and their formal relationships.  Create a visual representation of a similar structure in CAD in as few steps as possible.  Write a program to generate that visual structure.  Add randomness to the program and see where it leads.  Identify a function for the form generated.  Tweak the parameters of the program so that the form generated fulfills the function.

 

The randomizers in the code create the variance in the individual forms generated.  Introducing randomness is simple – most programming languages have a random number generator built in; it's just a matter of building that into the code with useful parameters.

Through small changes of a few variables, radically different forms and patterns can emerge.  Think of a code as a systematic execution of a series of actions - the 'butterfly effect' from chaos thinking means that a small change early on results in unpredictably large changes over time.  Thus, the resulting forms exist as a function of change feeding back into itself to create unpredictable outcomes.  Simple rules iterated over thousands of times create complex behavior – this is the basis of emergent systems in nature.

            In the cycle of analog to digital and back to analog, the process moves from an observation of the physical world (analog) into a virtual simulation (digital) via keyboard as physical interface - text begets actions in software, which begets three-dimensional forms in a CAD environment.  The ultimate goal of the process, however, is to create functional objects, not visual representations.  Therefore, the virtual forms must be materialized into a durable, functional form – in this case, the silverware must be made in a material that allows the forms to function.  Certainly there is value to pure formal and visual exploration in the virtual environment, but that exploration can only be taken to a level of synaesthetic haptic interaction with a physical material object.  There is a wealth of experience in the moment a spoonful of honey touches the tongue that just cannot be conveyed on a screen.

            Evolution in thinking, technology, and culture happens in incremental stages, connecting tradition to change, moving to the new by melding it with the known.  Because of this, the final material and overall functional format were kept rather conservative, allowing the unique elements to be carried on a familiar format:  the generative organic aesthetic, the variance in form, the textures resulting from process, and the hollow construction (of ornament as structure) – are apprehended within a familiar archetype. The final pieces are made in sterling silver, the traditional alloy for silverware in the US. 

 

Prototyping

In order to materialize these forms, I used a prototyping process that builds in wax and acrylic.  Specifically, the models were built using a 3-D Systems Envision Multi-jet Modeler.  This particular process was chosen over SLA, SLS, Z-Corp, or Direct Metal Deposition for the following reasons:  it is relatively inexpensive with adequate resolution, requires no manual removal of support structures, and can be used as a waste model in 'lost wax' investment casting.  Ideally, a direct metal process would have been used to avoid the additional manual casting step, but due to cost and availability, the interim model was chosen.

            All RP process I am familiar with operate by building the model in layers.  An otherwise continuous solid is divided into slices as thin as each pass of the machine (generally about .003", or about the thickness of a piece of paper, though processes can range from .0001 to .1" in layer thickness).  All rapid prototyping processes have resolution limitations – this means that at some level of magnification, one can see the steps between the layers.  Typically, RP parts are sanded and painted to regain the smooth contours of the CAD model.  Because of the interior spaces and high level of detail in these models, a fairly high-resolution process was required.  And because, in this case, the model was to be later burned out of an investment mold, it had to be made of combustable material.  In order to reduce the visual impact of the steps in the Envision models, the process imbeds a small amount of wax in the models – when heated, the wax fills the steps and smoothes the surface.  Additionally, these models were coated with a natural shellac that was buffed to create smooth surfaces where desired.  In some areas, such as the bowls of the spoons and blades of the knives, the wax was dissolved away to reveal the layers of the build process, creating a visible texture that resembles Damascus steel or weathered/sand-blasted wood, though the pattern is broken by faceted angular lines.  The texture was kept in these select areas as a continuation of the intention to embrace the process of generation, allowing the unpredictable to emerge through process, and to simulate the processes of nature.  Additionally, the resulting aesthetic parallels the organic forms of the work.

            Once the models were selectively finished with the wax and shellac, they were cast in sterling using traditional lost-wax investment casting processes.  To briefly summarize that process:  the model is put into a steel flask and surrounded with a high-temperature plaster, leaving a single opening to the model at the top of the flask.  The flask is placed in a furnace for several hours while the model is burned away through the opening, leaving an open cavity.  Then, molten metal is poured into the opening, filling the cavity left by the model.  The plaster is broken away, and the metal piece is ready for finishing.

This process goes back to ancient Greek and Chinese bronze casting (though we have made a few technical changes over the years).  The silver pieces are finished using a variety of metalsmithing techniques, from filing and sanding to sand-blasting and tumbling.  Each piece is oxidized and tumbled for the final finish.

 

A bit more about the form

The silverware is inspired by systems in nature, specifically branching structures and aquatic tentacles.  The overall structure of the handle is composed of six ascending sine curves, three on each side wrapping around the overall form of the handle, mirrored to create bilateral-symmetry.  The sine curves define the path of tapered surfaces with a circular cross section –  so each one is a sort of tapered wire, thickest at the far end of the handle (terminating in a small sphere), and thinnest at the neck of the utensil (terminating in a small ellipsoid).  The overall structural effect is of a perforated tapered tube, creating a hollow structure that is light and strong.  The ellipsoid shapes cluster together to create a robust transition to the utility end of the utensil, mimicking transition points in nature such as joints. 

            The spoons are inspired by leaf forms, with structural veins along the center and perimeter where tapered vines blend into the surface.  The randomness of the program generates a variety of shapes and depths for the spoon bowls, and the surface is textured by the layers of the prototyping build.

            The knife blade parallels forms in nature such as seaweed or aquatic fins (ie tadpole tail) with a rippling spine and thin undulating surface.  Here again, the aesthetic forms are also functional structures – the thick spine supports the thin blade, and the ripples act as ribs that support forces perpendicular to the blade edge. 

            The fork tines are a continuation of the ascending sine curves of the handle.  The number of tines, as with the number of veins on the spoon and knife, follow the Fibonnocci sequence prevalent in nature (1,2, 3, 5…).  [It is more common to find elements in nature that split into 2, 3, or 5 directions than it is to find those that split into 4, thus the rarity of the four-leaf clover…]  The randomness of the code causes the tines to overlap in unpredictable ways, though generally the outside tines are of mirrored symmetry around the center tine.  Each tine tapers from the neck of the handle down to the tip, again a structural consideration – a tapered beam, like a flag pole or cantilevered bridge.

 

I have described the process of 'Programmer-As-Designer' as defining the parameters and letting the program execute within those parameters, similar to defining a Product Design Specification (or PDS) and asking a group of designers to ideate within the parameters.  And there are structural, aesthetic, and manufacturing considerations at every stage of the process, from programming to polishing.

 

About the aesthetic of the finished silverware

It has been noted by numerous individuals that the silverware that came out of this process looks baroque or gothic, and I would like to explain that this is a byproduct of the process more than a direct aesthetic intention.  Ornament throughout history, from cave painting to Islamic pattern-making, has been influenced by nature.  In gothic work, and objects from the Craft Revival, the value of variance is viewed as a reflection of nature, as well as a reflection of the nature of man, his work, and in his pleasure in the perception of variety. 

            Though I was studying historical ornament while designing these pieces, there are very strong systems establishing the parameters of the ornamentation of those periods which this work does not follow.  Additionally, there are elements that are wholly digital (such as the linear faceting of the grain pattern in the surfaces of the spoon and knife), which may at first appear to be a 'natural' pattern, but at closer inspection are digital.  If anything, I would categorize this work as digital-baroque, or fractal-rococo.

            It is interesting that when trying to simulate nature via digital processes, and allowing the systems established in the program to guide the overall aesthetic, that the end result so immediately reflects historical ornament that grew from the same inspiration via different means.  Something as simple as a sine wave, our notation for the transfer of sound and light, when used as the foundation of an emergent structure, results in a form that reflects natural structures and historical ornament. 

            This work is not historical, it is contemporary.  In the same way that the process of its development is an integration of old and new technology, the appearance and format is also a reflection of the past in the present, all of which exists in the work in a way that could only exist today.

 

Future Evolution

The future intention for this project is to further simulate processes in nature and to incorporate multiple generations of recombinations of variants in order to magnify the generative power of the system and bring it closer to the processes of evolution/natural selection.  As it is, this silverware represents a single generation of mutations.  What, then, are the conditions to determine which individuals will propagate the species and their code 'DNA'?  Because the goal of this system is to generate functional aesthetic objects, their ability to function and aesthetically please the user are the determining criteria; the user will be the filter or the 'natural' selection in this system.  The hope is to develop a system of progressive evolution based on generations of mutations, where the user chooses which variants become the basis for the next generation, until a set of satisfactory parameters are reached.  Those parameters then define the final generation of models.

 

An early investigation of this is a vase generation program.  The program generates 5 variations of a tall cylindrical form.  The user is prompted to select one of those forms, which subsequently becomes the basis for the next generation of 5 variations.  However, this next generation has less variation, and all of the parameters are within a smaller range of the chosen model.  This goes on for 5 cycles, with each one the models become less and less varied.  At the last round, the overall height is varied so the user can choose the scale of the output.  The user is then given several organic textures to choose for the surface – one or more of these textures will grow over the final surface to create a three-dimensional surface texture.

            This is a form of progressive evolution via interactive design.  Unlike the typical process of custom design or product design models, where a designer generates a few variants to choose from – here random recombinations create unpredictable outcomes which, over several generations, can create radically different and unforeseeable forms.  It is a process of infinite potential rather than finite optimization.

           

Tele-manufacturing

The possibility exists to move more thoroughly into a forum of tele-manufacturing: "'telemanufacturing', the possibilities of digitally 'teleporting' forms, which can then be created at a specific site on an 'as needed, where needed' basis.  Through telemanufacturing, virtual 3D forms can be remotely translated into a haptic experience – an idea and form, conceived anywhere, can literally be at your fingertips.  Affordable 3D printers will probably be introduced to the mass market in the not too distant future, establishing another level of physicality for digitally transmitted information." (65 Paul)

            This type of interactive design development and formal output could be done on-line, from your local Starbucks, with the physical output Fed-Ex'ed to you home the next day.  Mass customization via personalization and flexible manufacturing, with a little help from Fed-Ex.

 

 

 

Conclusion

If the atelier includes desktop manufacturing, what are the characteristic forms that The Machine should now be used to evolve?  Additionally, 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.  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. 

 

 

 

 

 

 

 

 

 

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