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The Next Rembrandt (2016). It’s not a Rembrandt, but it looks like one. Source: The
Next Rembrandt
“We looked at a number of Rembrandt paintings, and we scanned their surface
texture, their elemental composition, and what kinds of pigments were used. That’s
the kind of information you need if you want to generate a painting by Rembrandt
virtually.” — Joris Dik, Technical University Delft
More recently, researchers at University College London used a neural transfer
style technique to “recover” a painted-over painting underneath Picasso’s famous
“Blue Guitarist.” Their process used infrared and x-ray images of the hidden
painting, along with “style” images of Picasso’s other works, to recreate the
painting. The underlying algorithms are generalizable to convert any image into the
style of another artist.
Would Rembrandt and Picasso be rolling in their graves over algorithms reproducing
their works, or would they approve of these rebellious acts of (re)creation? What
about living artists?
Like the aforementioned patent law, our systems are designed around categories.
They adjudicate whether things are true or false, originals or copies, patents or
patent violations, and so on.
Generate designs introduce granulations of truth, of reality, or trust, and of
value. New rules may need to be written—or maybe even generated.
III. Adversarial Networks
Beyond the exploitive nature of deepfakes, generative design technologies have the
potential to be used for explicitly malicious purposes. For instance, generative
adversarial networks (GANs), a type of algorithm, have been identified as a cyber-
threat by MIT Technology Review for their ability to hack systems. A yet-to-be-seen
risk is that generative design could facilitate the creation of previously
unimaginable weapons.
The Shuty (2015) by Defence Distributed. A semi-automatic gun made of metal and
plastic parts. The plastic parts are 3D printed, while the metal parts can be
purchased from typical hardware stores. Source: YouTube
Online networks compound this potential for harm by proliferating and ubiquitizing
adversarial algorithms and designs.
One such example is how the blueprints and CAD models for a 3D printable gun were
spread online shortly after its invention. While a U.S. federal judge did grant a
nationwide injunction against Defense Distributed—the organization publishing this
design—once designs are shared, they can rarely be unshared.
There is no easy answer for limiting adversarial uses of generative design
technologies and the spread of their designs. Developers would be hard-pressed to
code constraints into their tools. Designers could be required to opt-into codes of
conduct—but these can be ignored. Governments or platforms could attempt to monitor
content, but past efforts have been largely ineffectual.
Stewart Brand once quipped, “information wants to be free.” The confluence of the
internet and generative design technologies suggests a step further in this
direction—both literally and figuratively—and it’s going to be dangerous.
IV. Generating Like a State
Generative design technologies are excellent for optimization, but they can only
optimize what can be measured. This can introduce a number of design problems,
stemming from the premises that:
Measures only a yield a partial picture of reality.
Measures can be distorted, especially when subjects know they are being measured.
What doesn’t, or can’t, get measured can get deprioritized.
This bias towards measurability is prescient in smart city initiatives. Adam
Greenfield writes that underpinning these initiatives is an implicit worldview that
“the world is in principle perfectly knowable, its contents enumerable and their
relations capable of being meaningfully encoded in the state of a technical system,
without bias or distortion […] So what if information crucial to the formulation of
sound civic policy is somehow absent from their soundings, resides in the space
between them, or is derived from the interaction between whatever quality of the
world we set out to measure and our corporeal experience of it?”
Before smart cities, James C. Clarke called this mindset high modernism. In his
book, “Seeing Like a State,” he argues that well-intentioned large scale projects
fail from downplaying complex interdependencies that are not—and cannot—be fully
understood in favour of making things legible. It leads us to cities like Brasilia:
rationally designed, yet devoid of inner life.
Generative design faces the same issues. Evolving Floorplans, an experimental
research project by Joel Smith, highlights this. The project explores speculative,
optimized floor plan layouts for an elementary school—considering things like
traffic flow, material usage, and fire escape paths. The project is ingenious, yet
we should be cautious about how such thinking applies to real world contexts.
Things like social interactions between children cannot be fully understood through
quantification.
Evolving Floorplans (2018) by Joel Smith. An elementary school. Left: Optimized for
minimizing traffic flow between classes and material usage. Right: Also optimized
for minimizing fire escape paths. Source: Joelsmith.net
For this issue, there does seem to be a clear solution: a thoughtful design
process. Autodesk, one of the creators of generative design software, used its
software to design its Toronto office. By producing a well-framed problem, engaging
with its employees, and carefully curating solutions, they landed on an original
design that no human, and no computer, would have been able to independently
conceive.
Chris Neels
Follow
STS, Strategy, and Futures. Currently at University College London. Previously Idea
Couture and Deloitte.
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