Professional Documents
Culture Documents
GD Design Research PDF
GD Design Research PDF
Abstract
Generative design offers new modes of aesthetic experience based on the
incorporation of system dynamics into the production of artifact and
experience. In this paper, we review a number of processes that can be
explored by designers and suggest how design as a discipline can benefit
from this research. These processes include self-organization, swarm
systems and ant colonies, evolution, and generative grammars. We give
example applications of these processes to creativity and design.
1. Introduction
Our world is becoming increasingly infiltrated and mediated by electronic
systems and devices. The role of design is shifting in response to these
changes. In this new role, established design practices may be inadequate or
insufficient, particularly if we consider the function of design to extend beyond
the simplistic desires of consumerism and the validation of corporate
ideologies. A more expanded agenda, such as that proposed by Anthony
Dunne, sees design as ‘relocating the electronic product beyond a culture of
relentless innovation for its own sake, based simply on what is technologically
possible and semiologically consumable, to a broader context of critical
thinking about its role in everyday life’ (Dunne 1999). If design is to have such
an expanded agenda, it is important to examine what kind of processes might
facilitate this.
Generative systems offer a methodology and philosophy that view the
world in terms of dynamic processes and their outcomes. In the terminology of
Thomas Kuhn (Kuhn 1996), it offers a paradigm shift for the process of design
and the expression of that process. For designers, it involves a
reconsideration of the static artefact and the actions that manipulate it.
Conceptualisation shifts from the primacy of objects to envisaging interacting
components, systems and processes, which in turn generate new artefacts,
with special properties (outlined below).
The generative methodology offers an unconventional way of
conceptualising and working in design. Research in generative systems is
closely tied to the general concept of synthesis, most viscerally apparent in
nature and natural systems. Nature has devised a specific mechanism for
generalised synthesis, using the physical apparatus of DNA, protein synthesis
and biochemistry. The diversity and adaptability of life on Earth demonstrates
the potential of these mechanisms to overcome problems in design and to
generate novelty and diversity from relatively simple units.
1.1 Generative Systems and Design
Generative systems are relevant to contemporary design practice in a
variety of ways. Their integration into the design process allows the
development of novel design solutions, difficult or impossible to achieve via
other methods. Grammar-based techniques exploit the principle of database
amplification, generating complex forms and patterns from simple
specifications. Evolutionary systems may be used in combination with
aesthetic selection to breed design solutions under the direction of a designer.
Interface design and other sign systems may be defined in terms of adaptive
procedures to create communication that adapts to its interpretation and use
by an audience (Innocent 1999).
The electronic object is becoming ubiquitous. A significant proportion of its
content being transmitted through dynamic displays ranging from the
miniature screen of the mobile phone, to large, animated billboards in public
spaces. Electronic design for the multitude of screens may take advantage of
some of the unique properties of the medium. By their nature, electronic
media are fluid and mutable with the capacity to change their structure and
meaning in response to their environment, user interaction, incoming data or
other factors. Generative processes may be used to communicate via
elements such as dynamic imagery, animation, textures, form, music and
typography.
Finally, generative processes have broad cultural effects. The philosophy
and operating principles of these systems may inspire alternative approaches
to design in a more general sense. Ideas of evolution, breeding, cross-
fertilisation and adaptation may be applied to the design process to generate
alternative design practices or applied to non-digital design. In this scenario,
generative systems stimulate new possibilities for a single project, or perhaps
transform the methodology and culture of a design team.
References
Aunger, R. 2000, Darwinizing Culture : The Status of Memetics as a Science,
Oxford University Press, Oxford ; New York.
Bentley, P.J. 1999, Evolutionary Design by Computers, Morgan Kaufmann
Publishers, San Francisco, Calif.
Dorin, A. 2001, 'Aesthetic Fitness and Artificial Evolution for the Selection of
Imagery from the Mythical Infinite Library' in Kelemen, J. & P. Sosík
(eds), Advances in Artificial Life, Proceedings of the 6th European
Conference on Artificial Life, vol. LNAI2159, Springer-Verlag, Prague,
pp. 659-668.
Dunne, A. 1999, Hertzian Tales: Electronic Products, Aesthetic Experience
and Critical Design, RCA CRD Research Publications, Royal College
of Art, London.
Innocent, T. 1999, The Language of Iconica, in Dorin, A. & J. McCormack
(eds), First Iteration: A Conference on Generative Systems in the
Electronic Arts, CEMA, Melbourne. pp. 92-104.
Kuhn, T.S. 1996, The Structure of Scientific Revolutions, (Third Edition),
University of Chicago Press, Chicago, Ill.
McCormack, J. & A. Dorin 2001, 'Art, Emergence and the Computational
Sublime' in Dorin, A. (ed), Second Iteration: a conference on
generative systems in the electronic arts, CEMA, Melbourne, Australia,
pp. 67-81.
Stiny, G. 1975, Pictorial and Formal Aspects of Shape and Shape Grammars,
ISR, Interdisciplinary Systems Research; 13., Birkhäuser, Basel ;
Stuttgart.