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----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- ----------------------------------------------------------------------------------- DESIGNING PROCESSES RATHER THAN ART

Fabrica - Bruce Sterling's Workshop Booklet

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Fabrica, the Benetton communication research center, leads an important international workshop and lecture program. Bruce Sterling, writer and futurologist, was invited by the institute from November 25th to 28th 2008 to lead an intensive trans-disciplinary workshop. For each workshop, a guest lecturer is invited to write a final critical essay. This time, the Sterling’s workshop results inspired a critical essay by Marco Mancuso

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Page 1: Fabrica - Bruce Sterling's Workshop Booklet

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ES

IGN

ING

PR

OC

ES

SE

S

RAT

HE

R T

HA

N A

RT

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A Fabrica Workshops project

directed by Bruce Sterling

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Edited by Omar Vulpinari

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04 05

A zealot with rigid, abstract, unswerving

principles will fi nd that life becomes surreal.

Generative art is quite like this. Generative

art is a twenty-fi rst century effort using

networked tools to make images and

objects that the twentieth century could

not imagine.

Generative artists are sociable. They are

eager to share their code, to swap tips

about hardware, and to validate each

other’s other worldly efforts. Their beloved

computer language, Processing, crafted

specifi cally by and for computer artists, is

open-source software — with all the dense,

web-based sociality that breed of

software implies.

Furthermore, Web 2.0-style participatory

sites such as FlickR and Vimeo

have become the global galleries for

generative art.

Yet the machinery is not central to

the effort. The core of generative art

is the artistic ability to see and shape

‘processuality’ — the code of form.

Processuality is a modern change in

artistic perception, inspired by the

craft of software. Our world is rich with

processuality — the growth of plants,

boiling liquid, the cracks in mud —

processuality is all around us. A rather

similar ruckus struck the visual arts in

the early 1900s, when the machineries of

cinema revealed hidden realities of motion,

time, and space.

This Fabrica workshop carried

‘computational aesthetics’ outside the

computer. We methodically experimented

with processuality, crafting tightly-written

instructions to generate images, objects,

and situations in the real world. By taking

that step into ‘dynamic abstraction,’ by

forfeiting some human control, artists

and designers can coax radically strange

results from even the meagerest resources.

The teams were given tiny graphic scraps

the size of postage stamps. The rest was

left to their rigor, imagination, discipline,

and insight.

I’m proud to say that everything you see

in this booklet was generated — through

processes they built themselves.

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by Bruce Sterling

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Designing Processes Rather Than Art / by Bruce Sterling

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06 07

Ernst Heinrich Haeckel’s Artforms in

Nature (Kunstformen der Natur, 1904) is a

legendary favorite of generative artists.

Why? Because the ‘art’ forms here have

no human origin. They were all generated

by processes — in this case, by biological

activities. By picking them out, curating

them, and arranging them on the page,

Haeckel framed them as ‘art.’

Also, Haeckel’s work has long been in the

public domain, so it’s free for use for any

purpose. Generative artwork, for instance.

We’ll design a simple ‘process’ for creating

graphic elements from Haeckel.

BEGIN

1. Go to FlickR. Find the comprehensive

scan of the entire work of Haeckel put up

there by some freeware sympathizer. The

online community certainly is supportive.

Wow.

2. Pick out one image.

Bryozoans should do (image left).

3. Print out the image on paper (image A).

4. Get some scissors.

5. Cut the page in half (image B).

6. Cut the halves in half (image C).

7. Cut the halves in half (image D).

8. Cut the halves in half (image E).

10. Cut the halves in half (image F).

This seems mechanically repetitious,

but ‘processes’ never get tired. 2, 4, 8,

16, 32 — nothing comes more easily

to a generative process.

11. Now we’ve got a scattered galaxy of

graphic elements that no human being

could have planned or foreseen.

Using human judgment, pick out three

processed elements as the ‘art’ (elements

1, 2 and 3).

END

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08

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Your assignment is to DESIGN A PROCESS that

uses these three elements to create

a COMPLETE AND FINISHED WORK that you will

show at the end of the workshop.

You might do wallpaper, an animation, a

music video, fabric, or a poster. These are

all typical applications for generative art.

You might even print out the elements,

put them on cardboard, and use them as

3D elements to generate architecture or

furniture. These are rarer, but generative

art is getting into generative building and

generative manufacturing.

You can take these elements and copy

them, multiply them, repeat them, invert

them, rotate them, mirror them, change

their scales, assemble them in fl ocks and

patterns, overlap them, even colorize them

or cut them in fragments.

But: these elements are all the graphics

you have. Don’t add anything else.

Generative art has two unique challenges.

First, it never directly designs any artwork.

It ‘generates‘ art through process. You are

designing a process. Your process has

to be explicit and rigorous. It’s a set

of instructions.

Below are your three graphic elements for

the Generative Art workshop.

Your process has to begin with the word

BEGIN and end with the word END.

This process has to be so clearly phrased,

so simple and so accurate that ANYONE

can execute it anywhere and get the same

results (or very similar results). You’ll fi nd

that this is quite hard to do. Pressing the

button and running the process is easy.

Backing off to think deeply about process

in a clear and intelligible way is the hard

craft-work of generative art. That’s where

the action is.

Furthermore, you’re not going to execute

this process yourself (even though you

can practice doing it so as to refi ne your

process). You’re going to be handing your

process to SOMEONE ELSE to ‘execute.‘

If they can’t understand what you mean

and follow the instructions correctly,

you’ve failed!

The second unique problem is the Sorcerer’s

Apprentice problem, or, getting the process

to stop in some complete and fi nished

position. Since processes aren’t human and

have no aesthetic judgment, they tend to

grind on endlessly. As a generative artist,

it’s up to you to choose where to stop your

process and how to frame the results as

You have these three elements, you have no

more, and no less. You are required to use all

three of these elements and you can’t use

anything else. These are your constraints.

A

1 2 3

B C

D E F

09

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10

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your completed work of art.

This is also hard to do; but if you fail to

design a process that produces a coherent

artwork, you haven’t made any art; at best,

you’ve made a tool. Almost anything can be

a generative tool — a ruler, scissors,

a repeating drip of paint.

Making tools is not the point here. When the

workshop is over you must have something

complete and coherent to show.

In conclusion, a few general words of

advice that seem to have helped other

people struggling to create good generative

processes.

Start simple. Let the complexity grow from

the process itself. Repeat it till you get a

good intuitive feel for it. Get comfortable

with its processuality.

Be fast, clear, small, elegant and bug-free;

avoid unnecessary stunts that will create

random confusion.

The rules come out of the parts, while the

parts come out of the rules. The details

refl ect the logic of the whole creation.

If it’s too tightly controlled, it will look boring

and mechanical; if it’s too loose, it will look

sloppy and chaotic. Try to fi nd a sweet spot

where the process seems to ‘live.’

Good generative art is for human beings;

it combines regularities with surprises

in a humanly pleasing way.

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12

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FLOWER, ZOOM, PUZZLE

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Processor: Lawrence Blankenbyl

Executor: Fernando Acquarone

Secretary: Hanna Abi-Hanna

Critic: An Namyoung

Art director: Diego Beyró

Assistant: Geremia Vinattieri

13

PROJECT 1

Haeckel’s work reminded us of micro

organisms like bacteria. Our initial idea was

to write a process that could mimic the

growth and decay of bacteria or disease.

We looked at some video art that used

generative techniques and decided

to create a video with several layers

or processes. A layer of patterns and

graphics created by a generative process,

and a second layer using stop motion

photography. Each step of the earlier

process is printed and then photographed

with a person holding up the frame to

camera. This created two processes, one

inside the other.

All the processes that we generated are

infi nite. Each of them could potentially go

on forever, so creating a work of art using

these infi nite building blocks was entirely

dependent on the ‘stopping’ and the

‘framing’ of these processes.

The fi nal output we chose is in the form of

three videos (one of each process) playing

simultaneously on one screen.

Initial research phase.

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14 15

GRAPHIC PROCESS:

FLOWER

BEGIN

1. Make twenty identical copies

of element 1.

2. Paste one copy of element 1 vertically

centred on a portrait A3 page.

3. Capture an image of this page.

4. Align and place a copy of element 1 over

the last placed element.

5. Rotate the top most element six degrees

counter clockwise and paste.

6. Capture an image of this page.

7. Repeat steps 4 through 6, eighteen times.

8. Scale the last placed element 120%.

9. Make twenty identical copies of this

element.

10. Paste one copy of the newly scaled

element centred and aligned with the top

most element on the page.

11. Capture an image of this page.

12. Repeat x times steps 4 through 11.

END

ZOOM

BEGIN

1. Scale element 2 to A3 format.

2. Capture an image of this.

3. Scale the image 125%.

4. Crop centred to A3 format.

5. Capture an image of this.

6. Repeat twenty-three times steps 3

through 5.

END

PUZZLE

BEGIN

1. Make nine identical copies of element 3.

2. Create a 3x3 grid using the nine elements

in a landscape format centred on an A4

sheet of paper. All sides should meet but

not overlap.

3. Remove middle element so only eight

elements remain.

4. Capture an image of this page.

5. Using only vertical and horizontal

movement, move one element into the

empty slot.

6. Capture an image of this.

7. Repeat twenty-three times steps 5 and 6.

END

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Flower graphic process.

Zoom graphic process.

Puzzle graphic process.

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VIDEO PROCESS:

FLOWER

BEGIN

1. Stack prints of all the images captured

from graphic process FLOWER in the same

order they were captured; the fi rst captured

image on top, the last on the bottom.

2. Stand three feet away from a still camera.

3. Hold the stack of images up to the camera

and take a picture.

4. Remove the top most image from the stack.

5. Repeat steps 2 and 3 for all prints.

END

ZOOM

BEGIN

1. Stack prints of all the images captured

from graphic process ZOOM in the same order

they were captured; the fi rst captured image

on top, the last on the bottom.

2. Stand three feet away from a still camera.

3. Hold the stack of images up to the camera

and take a picture.

4. Take half a step back. Each step measures

the length of your foot.

5. Repeat steps 3 and 4 for all prints.

END

PUZZLE

BEGIN

1. Stack prints of all the images captured

from graphic process PUZZLE in the same

order they were captured; the fi rst captured

image on top, the last on the bottom.

2. Stand three feet away from a still camera.

3. Hold the stack of images up to the camera

and take a picture.

4. Remove the top most image from the stack.

5. Repeat steps 2 and 3 for all prints.

END

16 17

Final three videos playing simultaneously on one screen.

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DIS-PLAY

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Processor: Lizy Cretney

Executor: Lorenzo Fanton

Secretary: Tak Cheung

Critic: Simone Cannolicchio

Art director: Pau Casals

After seeing all the possible outcomes and

challenges, we were very attracted with the

element of live performance and human

physical interactions. This led us to develop

a concept for a generative game.

We adopted an arcade game format to

create an interactive play. The goals and

challenges of this game are governed

by the generative output from the given

graphic elements. Similar to a shuffl e of a

deck of cards where the randomness would

result in different play every time. The game

is scripted to produce a winner that will end

the generative process.

The resulting work is a fi nished piece

of generative art. It has a structure with

a beginning and an end. The process

instructions have elements of deviation to

produce a random outcome. This game has

inherent play value, human emotional value

(love for the game) and a resulting visual

graphic value. After each game the path of

every player manipulates the graphics on

the playing board. Every artwork created by

each DIS-PLAY game is a recorded history

of the players’ choices, of strategic body

movements, results of the game and

of the fun.

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20 21

PROCESS:

The player who fi rst picks up all his/her

coloured markers wins the game and ends

the process.

Two to four players may participate.

BEGIN

(Making the game board)

1. Take element 1 provided and crop

it to form a square.

2. Divide the image into an 8 x 8 grid.

3. Print each square of the grid to fi t

a sheet of A3 paper.

4. Trim the white edges to form

the square unit.

5. Place the 8 x 8 grid onto the ground.

This is your game board.

(Making the markers)

6. Take three sheets of different coloured A4

paper for each player.

7. Cut each sheet to form a circle with 20 cm

of diameter. These are the markers.

(Preparing the game)

8. Each player chooses a different starting

corner. The starting player is chosen by any

conventional game selection method (dice,

scissors/paper/rock, etc).

9. Players take turns (clockwise) in placing

markers on squares of the grid. One by one.

The intention is to place them as far apart

as possible because these will become the

goal markers for the player to their right.

(Playing the game)

10. The players take turns moving to

different squares (adjacent not diagonal).

The square he/she leaves behind turns

upside down. If the player moves onto a

square containing his/her coloured marker

he/she may collect it. Moving onto a square

containing another player’s marker

is not permitted.

This continues until a player collects

all of his/her markers.

END

Construction of the grid.

Game in progress.

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22 23

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LOOPY CANOPY

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Processor: Patrick Waterhouse

Executor: Gabo Gesualdi

Secretary: Jade Folawiyd

Critic: Mariana Eggers

Art director: Clara Failla

The loopy curtain holds elements of order

and disorder. Order is obtained by the

loop strings that can be made of a limited

number of thirty. A random process

is elaborated on each element as the dice

is used to control what strand you connect

to the next, to develop the weaving.

The intriguing aspect of this canopy is

that its behavioral prediction is almost

impossible. Therefore the results of the

loopy canopy remain within set limits, whilst

also being subject to startling variables.

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24 25

PROCESS :

BEGIN

(Phase 1)

1. Go to the photocopier with three images

(elements 1, 2 and 3).

2. Blow up every image to 400%.

3. Cut the white borders of each.

4. Repeat steps 1, 2 and 3 twice.

5. Arrange the images randomly in the

photocopier and photocopy. This is your

new base image.

6. Make forty copies of it.

7. Put the copies with face up inside

the printer again.

8. Print forty copies. Now both sides

are printed.

9. Stack all the copies together.

10. Place them landscape in the guillotine.

11. Cut stack into strings with width of 2 cm.

You will have lots of strings.

12. Pick up a string and loop it. Join the

edges together with a stapler. You have a

ring now.

13. Repeat twenty-nine times step 12. You

have thirty rings now.

14. Pick up a string and loop it through the

center of two rings and join string with

stapler. This is the process to make a chain

of three rings.

15. Use process explained in step 14 to

make thirty chains of three rings, thirty of

four, thirty of fi ve, and thirty of six.

(Phase 2)

16. Pick up one of the prints from step 8.

17. Use this print to make a cube following

a method of your preference

or see this video: http://it.youtube.com/

watch?v=gvC7dDewBNc

18. Put numbers from 1 to 6 on each side

of cube, now it’s a dice.

(Phase 3)

19. Roll the dice.

20. Take one of the chains with the amount

of rings corresponding to number from

dice roll.

21. Place it on the fl oor in vertical position.

22. Repeat ten times step 19, 20 and 21,

placing the chains side by side.

(Phase 4)

23. Join fi rst and second chains, by their

bottom ring, with one string.

24. Repeat step 23 between second and

third chain, then between third and fourth,

then between fourth and fi fth, and so on till

tenth chain.

END

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The process.

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26 27

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WORM

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Processor: Joao Wilbert

Executor: Elena Gianni

Secretary: Christopher Knowles

Critic: Julian Koschwitz

Art director: Joshua Levi

This project is an investigation into generative

systems of growth that have self-imposed

beginnings and ends; events akin to natural

occurrences defi ned by their platform

constraints.

The Worm Project is actually a list of

instructions and the result of following them

is a sculptural output. Users of the system

generate and print 3D cube templates, the size

of which are defi ned by the maximum printing

area of one’s personal printer. One continues

to print these cubes progressively smaller

until the cubes became physically impossible

to assemble. The larger the user’s printer, the

larger the initial cube, and therefore the more

cubes are produced in a single execution. This

provides a variable beginning with the naturally

occurring end.

In the next phase, users arrange the

assembled cubes following specifi c if-then-

else rules. The only undefi ned variable of this

phase is the environment, and the shape of the

environment the user selects radically changes

the aesthetics of the process’ sculptural

outcome. This is similar to nature; a process

of a growth where the building blocks of an

organism interact with the environment to

produce shape. Watching this process unfold

inspired the worm as a metaphorical guide.

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28 29

PROCESS:

BEGIN

(Creating box templates and prints)

1. Scan elements 1, 2, 3.

2. In image editing software, divide

elements 1, 2, 3 in half vertically.

3. Select the left half side of 1, 2, 3 and measure

its width.

5. Use this value as the height

for elements 1, 2, 3, so that all four sides

are of equal length creating a square.

6. You should now have three squares. Duplicate

each square. This will provide you with six.

7. Arrange squares in this order vertically:

element 1, 2, 1, 2. Place the remaining two

squares lining horizontally on both sides of the

second element 1 you laid vertically. This will

create a cross shaped image which will serve

as an unfolded box.

8. Add one quarter of the square height made

of white paper on the top and bottom and left

and right most squares of the cross. This will

provide fl aps to put glue on for folding

boxes later.

9. Adjust this image to fi ll the largest printable

area of your paper.

10. Copy this image on a different sheet

of paper, 95% the size of the previous image.

11. Repeat step 10 x times until cross shaped

image is no longer visible.

12. Print the cross shaped images.

Print result: Many prints, each with an image

95% the size of the previous prints.

(Folding boxes)

13. With scissors, cut the cross image

out of the white paper.

14. Fold along the boarders of each square

until you have six individual sides.

15. Apply glue to the white paper fl aps indicated

in step 8 and fold the cross into a cube.

16. Continue folding cubes until they become

physically too small for your hands to fold.

Result: You will end up with a series cubes,

each 95% the size of the previous.

(Building the Worm)

17. Choose an environment/surface.

18. Start with the largest box: set it down

on the chosen surface.

19. Set down the box 95% the size of the

previous box. Place this face to face with

fi rst box matching same image (elements 1, 2

and 3).

20. If you reach the end of your plane or

a physical barrier begin stacking RIGHT. If you

cannot stack RIGHT, stack LEFT. If you cannot

stack LEFT, stack upwards. If any number

of boxes fall while stacking, use the last box

stacked as the starting point to continue from

step 19, no matter where it has landed.

21. Continue this process until you run

out of boxes.

Result: Worm built

END

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The process.

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30 25

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CRUMPLED

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Processor: Gustavo Millón

Executor: Victor Hugo Cabañas,

Luis Nascimento

Secretary: Francesco Novara

Critic: Sanjin Petrovi

Art director: Vendi Budi

While brainstorming we started folding

rejected ideas into paper balls. Throwing

crumpled balls we stumbled on our actual

idea. We discovered that all the balls

together somehow created interesting

patterns. Thinking more deeply on this

idea we realized that there was an inner

generative peculiarity in it: no one could

repeat the process and come out with an

identical result. We then photocopied some

of the paper balls together and the pattern

that came out was interesting. The process

was reproducible and anybody could do it.

The entire process work led us to a symbolic

meaning: our work referred to a place where

anybody could put their new ideas, good

or bad. So decided to use it as a pattern

for a notebook cover.

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32 33

PROCESS:

BEGIN

1. Pick element 1 and enlarge image on

photocopier until you reach A3 format.

2. Repeat step 1 for elements 2 and 3.

3. Make four more copies of each

enlarged element.

4. Take one of the fi fteen enlarged copies

and crumple it into a ball of paper with

the print side on the outside.

5. Repeat step 4 with all other

enlarged copies.

6. Put the balls on the screen

of the photocopier.

7. Arrange them as you like.

8. Press copy button.

9. Repeat step 7 and 8 until you are satisfi ed

with the result.

10. Now you have a generative pattern that

you can use for a unique cover of your own

notebook for new ideas.

END

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The process.

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34 35

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2D SPACE-FILLER

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Processor: Lars Wannop

Executor: Martina Stancati

Secretary: Nora Varas

Critic: Vincent Van Uffelen

Art director: Jacqueline Steck

The concept of our project was born with the

idea of applying the end result on a 2D area.

It was decided to use an equilateral triangle

of three different sizes using the three

different pictures that were given, in order

to generate patterns or even textures.

With the process that we have created,

unique patterns can be generated. Moreover,

these patterns can be used to customize

any sort of object and area like carpets,

wallpapers, curtains, baseball-fi elds,

parking lots.

Developing our project, we managed

to make an accurate process that is possible

to use with any sort of image. This would

still generate millions of different patterns

that later could be applied and customize

whatever you want.

Our 2D SPACE-FILLER is a design project that

works within the framework of textile design.

It is a generator of designs that engages with

the shape of any space making it a pleasing

area where to live and work.

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36 37

PROCESS:

CONSTRAINT

The given process can only be applied

on spaces having borders with minimum

distance from each other larger than two

times the largest triangle’s side length.

NOTES

Each tile must touch one side with another

already placed tile. Make sure that the edges

of the two tiles are aligned.

This process makes use of tiles of three

different sizes. A smaller tile is available

if the last used tile has been either the

biggest or medium sized one.

Space should be a 2D plane of fabric,

wall, fl oor, etc., that you intend to cover

with the tiles.

BEGIN

(Creating tiles)

1. Open images provided (element 1, 2 and 3)

in a digital image processing software

of your choice.

2. Triangle A: create an equilateral triangle

(keep a minimum side length of 25 cm) and fi ll

it completely with a crop of element 1.

3. Triangle B: create an equilateral triangle

scaled to 50% of the triangle A and fi ll it

completely with a crop of source element 2.

4. Triangle C: create an equilateral triangle

scaled to 50% of triangle B and fi ll it

completely with a crop of element 3.

5. Print multiple triangles of each size.

6. Cut triangles from print sheets and discard

the excess white paper.

7. Steps 5 and 6 might have to be repeated

depending on the size of the space.

(Executing the process)

8. Move to random position of the space.

9. Start with one of available triangle A’s

and place it printed side up on the fl oor.

10. Place tile, identical to fi rst, side up,

adjacent to previous tile.

11. Repeat step 10 until space has been

completely covered by triangles of that size.

12. Place next smaller tile available

and continue as per Step 10.

13. Continue this process, always fi lling

the space, before moving to the next

smallest tile.

END

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The process.

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Bruce Sterling interviewed by Andy Cameron

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38

Why Generative art?

I got interested in generative art in

2007 when I saw that people were doing

generative work with computer fabricators.

I’ve been very interested in fabricators for

a long time; any kind of method of moving

digital plans into physical actuality makes

little bells go off for me.

Then I saw these guys were using

fabricators with generative processes

instead of simply executing plans. They

were writing this kind of mobile code that

causes these fabricators to output things

that were not pre-planned. I immediately

thought, “ok this is like some kind of

the equivalent of an acoustic guitar

undergoing electric feedback.” They are

actually getting shapes and volumes

and forms out of this approach that are

humanly impossible.

How do you know if it’s any good or not?

You turn this stuff out but isn’t most of

it junk?

Yes, but in my line of work, science fi ction,

author Theodore Sturgeon coined the law

that says, “90 percent of everything, is

junk or crap.” In any case generative art

since it’s so easy to generate it’s more like

99.9999 percent of it is junk.

How do you deal with this absence of

intentionality considering that normally

with artistic works, we have this idea

that it’s the person who is expressing

something to his or her audience? Humans

who are expressing their meaning, their

feeling, their position and their point of

view, all of that goes out of the window

with generative art. So, in a sense, it

becomes something that is no longer part

of inter-human discourse, but it becomes

almost like a natural fact.

I think it does go out of the window but

it kind of creeps back into the basement,

the attic.

What do you mean?

Well you know, writing is an expression of

thought but software is an expression of

will. So if you look at the software that you

use to generate all these forms, images,

whatever, I mean the software has a kind

of clarity and intentionality that’s very,

very intentional even more intentional than

some kind of direct declaration by

an author, because in fact that’s a series

of deliberate commands, “do this, do that,

if this then do that” so it’s a kind of a huge

reservoir of sort of raw intentionality in

the code and then somebody has to frame

the output and they also have to sort of

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40

winnow through in this enormous potential

of generated forms, so there you’ve got

a kind of curatorial will coming out.

So that’s where the value comes back into

it? A kind of process of selection?

I think that generative processes do very,

very strange things to value. Normally

we think of objects having some kind of

inherent value but most generative stuff

that I’ve seen to date, and I think that

the purest expression of generative stuff

has to use extremely cheap materials,

kind of really humble materials: card

boards, Styrofoam, plaster, mock up

style stuff, and then invest a great deal

of processuality into it. Actually if you’re

doing generative art and you’re doing it

with something that is inherently precious

it tends to defl ate the impact of the work

and detracts from the purity of your ability

to just see the process itself.

One of the values that you’re identifying

is being able to perceive in the form of the

things the processes that have led to the

making of that shape or that form.

I think that’s got to be the key to an

aesthetic there, the processuality is really

what you fi nd.

Therefore the material itself isn’t really

interesting.

If you’re doing movie criticism you talk

about things like the cinematic quality

of the image or particular cinematic

sequence. In criticising generative

art I think the process is what’s happening,

in sort of what this things brings

to the table.

What kind of things can help us to think

about this new way of designing, what

kind of things that came before? In your

lecture you talked about gardening...

Being a writer I’m hung up on metaphor

like a lot of writers are so I was collecting

metaphors that seem to me to apply

generative art and I’m also collecting

metaphors that generative artists have

used to describe their own work because

they really do have to struggle to establish

a new vocabulary that sort of validates

what they are doing, judge their own

intentions. So, it is rather like gardening

in some sense because you sort of have

seed, there is a program, and you have

like the earth which is like the machine

that’s producing it and you sort of have

to wait patiently as the process works its

way through. You have to weed the bugs

out of the process other wise the bugs

will eat the process, so forth and so on

and eventually you end up with a prize

pumpkin! But people will not call gardening

fi ne art and it’s possible that generative

design is not fi ne art. Maybe

it isn’t, maybe it is more like an optical

toy, like a kaleidoscope. When you go

out you can make a kaleidoscope: there

are bad kaleidoscopes where the glass

is kind of dirty, there are a really nice

kaleidoscopes bounded brass jewel like

colours, but they are all kaleidoscopes.

Fine art isn’t a thing outside of us, fi ne

art is whatever we decide is fi ne art. If you

are suggesting that generative art is a

meaningful putting together of two words

if that’s legal as it were, that surely means

that the concept of what fi ne art is has

to stretch rather than saying, “this lies

outside of it.”

Concepts of fi ne art have been subjected

to a great deal of stretching for over a

century and that’s not what I really fi nd

of interest. I am interested in art, I’m

interest in generative stuff but I’m also

interested in just trying to shape the

vocabulary and the approaches of a very

encoded little infant fi eld. I don’t think

we are going to fi nd a mature

understanding of what generative art

is really good for, for maybe another twenty

years or so. The fi rst experiments that you

can legitimately call generative art are

probably fi fty, forty-fi ve years old now, but

the hardware is different and the software

is different and there’s a sort of a more

productive capacity and new methods of

writing code and sharing artistic input.

What I’m really looking for

are some place markers and I don’t think

that kind of relativism in art criticism helps

in a situation like this, because generative

art is already all over the map it doesn’t

need more freedom. It really needs

kind of some harsh...

But the danger is that you end up with

those pieces I really dislike when

programmers are making things that

generate stuff that looks like oil paintings.

I just think that that’s so wrong because

they’re trying to make generative art

which emulates their vision of what fi ne

art should be, which is way outdated. In

the examples that you showed the other

evening for example I much prefer the

square ones to the ones where people try

to be painterly. What’s the point of trying

to be painterly?

I completely agree. I was showing examples

there some of which were being done by

guys in the 1960s who are actual artists

and discovering algorithms and then there

are paintings being done by basically

programmers or computer hobbyists that

suddenly fi nd these graphic outputs things

and sort of say “ Hey wow! I can twist the

contrast button up to eleven, let’s see

what comes out!” Okay, that’s not very

artistic. It’s just not. What it is, is tinker

toy-like or playful or hackerly.

I think you need a method by which you can

sort of say, “this is the golden road forward

and this is just junk.” It’s cheap to make

and there is lots of it, and you put it on

your Flickr set but no that’s not making you

into Michelangelo you know, I’m just sorry.

That’s what I’m trying to establish here.

What about the concept of breeding, do

you think that’s useful? The idea that if we

take the biological gardening metaphor

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and push it a little bit further you are

making a generation of things, you’re

selecting the ones you like, you then brief

on them and then select again, in that way

it’s generative but it’s guided by... in the

same way the evolution is a kind of...

On Flickr there is a set I watched with some

interest, which is called Generative and

evolutionary art, and I don’t think they are

the same thing. Evolutionary art can be

a generative technique, but it’s certainly

not the only generative technique. And

I think in a lot of cases these biological

metaphors although are very seductive to

generative artist that say, “I’m growing my

image, I’m nurturing it, I’m gardening it, It’s

biomorphic, It’s life like,” they actually fall

fl at because some of the most interesting

applications of generative art are not

biological looking at all. Information,

visualization, applications and so forth

they’re really means of making the invisible

visible and they don’t have to look like a

pretty tree or a lovely fl ower or a nice stuff.

No, I don’t mean that it ends up looking

like biology I’m talking about a formal

process which seems to me to be actually

not even a metaphor but almost a…

Well, there are a bunch of those. I mean

there is the Lindenmayer system, there is

the Karl Sims system of evolution.

If I generate a hundred images and

then select two, and then use those to

generate another hundred and then select

two, that’s not a metaphor for evolution.

But you can automate the selection

process, you don’t have to humanly

intervene in the breeding at all, you can

just sort of say, “Okay, whichever one

moved fastest to this fake environment

gets re-bred.”

But you can’t code for aesthetics, can you?

No.

I mean that’s where the human has to be.

It seems to me that I’m just coming back

to the beginning of this discussion. When

you abstract the human completely, you

are abstracting value.

You can’t code for aesthetics but I think

there is aesthetics of code.

But if there isn’t someone who’s making a

decision somewhere, about what’s good,

what’s to be presented as the good thing,

the work of art; then you really don’t have

value you just have process.

I guess, but we are sort of wandering into

a strange ontological realm there. I mean

no human being has seen what’s going on

on the dark side of Mercury or something.

Does that mean there are no beautiful

things there? I mean we’ve never been

to Pluto, do you think that Pluto has

no beauty?

But in a sense there is no beautiful thing

there until somebody sees it.

Well yes, do you think beauty has an

objective existence outside of humanity?

Uh- no.

Well, then if we die all beauty dies.

Beauty is something that we make when

we look at something. It’s not something

that’s there before we look at it.

Maybe so, but my own suspicion would

be that there are other animals and other

mammals, birds even, which have some

sort of inherent- not what we call aesthetic

sense, but they are doing this sort of thing

that we call aesthetics, they’re pre-lingual

things, but you know if you let a bird loose,

he’s going to go to the meadow with the

fl owers and trees, he’s not going to the

arctic wasteland unless he’s not an arctic

bird. So you know clearly he’s got some

kind of understanding of areas of the

planet that are inviting and pleasant to be

in. I don’t know, I mean I worry about the

traps set in that, because I think that there

are diffi culties in describing the beauty

of objet trouvée, you know found objects

which are done without artistic intention.

And you stumble across one, you know,

just the driftwood problem. Most driftwood

looks like junk, 90 percent of driftwood

is junk. Then every once in a while, you

fi nd a piece of driftwood that is really

evocative. There needs to be some kind

of vocabulary or to me it seems like there

ought to be a vocabulary in which you can

say that a piece of driftwood had aesthetic

merit that another piece of driftwood did

not, even there is no human creator or no

intentionality, what it would have is some

processuality.

Yes, but the junk and the beautiful piece

might have had the same processes

operate upon them.

They might indeed.

They might have been fl oating around the

ocean for the same amount of time, so

what makes one beautiful and the other

not beautiful?

Well, if I were Jared Tarbell, I think I would

tell you that it was something about the

iterative texture that made it beautiful. I

mean, why are the cracks in one piece of

mud beautiful while the cracks of billion

other pieces of mud not particularly

striking? It does something to our sense

you know. The most beautiful photograph

I think I’ve ever seen, and at least my

favourite photograph in the world is a

Man Ray photograph, and of course Man

Ray was a pal of Duchamp and he did

a lot of objet trouvée work- but it’s a

photograph of a dead leaf. And this leaf

is so unbelievably dead that you can’t

stop looking at it. It’s really wrinkled up in

a kind of organic ecstasy of death. He’s

gotten right in on it and he’s captured

every vein and every miserable crisping

of the thing, and even though it’s a leaf,

it’s a truly powerful surreal image. It’s like

the agony of some king, it’s overwhelming

in its aesthetic power. He didn’t paint it,

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he didn’t airbrush it, he was Man Ray and

when he saw a thing like that he had the

ability to recognise the potency of it.

So can we connect the eighteenth

century aestheticization of the landscape

and of the natural world in some ways?

Because the way you appreciate the alps

as the English did in the eighteenth and

nineteeth centuries, and suddenly start

to see sublime beauty in the alps, you’re

doing the same thing aren’t you? You’re

looking at the results of a process or a

series of processes, and you think “Wow,

that’s really beautiful.”

Maybe landscape appreciation has

something to do with it. But I really

suspect the processuality is kind of a

new thing in the world, that until we had

code we weren’t actually free to do that in

the same way like before the romantics,

people were unable to see the beauty in a

mountain range. They’re just saying, “its

cold up there, I don’t want to go, maybe

I’ll go goat hunting or gardening is much,

much nicer.”

And the parlour is nicer than the garden...

I think we may be hitting a native form

of twenty-fi rst century aesthetics here.

We are actually able to see the value of

process now.

Because we have a process machine,

and that allows us to go back and look

at processes that came before. I mean

yesterday we were talking about breeding

dogs. It seems to me a profoundly

generative thing to do.

In a way it’s like the early days of cinema

where you had these motion capture

things, and you were able to see the way

animals move or the way human beings

move, and you got Vorticism and Futurism

and this kind of dynamic abstraction,

where you suddenly had this machine

that made people aware that there

were aspects of motion or action that

were made visible to us and that had an

aesthetic quality. The ability to write code

and to generate code seems to be doing

a similar kind of thing.

What about the process versus the

product? You said in the brief for the

Fabrica borsisti that you are interested in

the process itself? But actually what gets

shown is usually not the process but the

end result of the process? Do you think

there is another level of generative art

where we can actually see the thing,

or we can look at the code for example?

Yes, well it has a dual face to it. I mean

if you’re doing good generative art you’re

defi nitely designing process. And the thing

about process is that you can run it again

and again and again.

And that’s a good reason to use cheap

materials because you’re going to be

doing it and you’ll say, “that one’s no good,

and that one’s no good, and that one’s

no good.” So I think there are two major

problems in that fi eld. It’s just hard to

write the code. It’s hard to start. It’s really

hard to stop. You just have to say, “Okay,

my process is done, it’s achieved, I’m not

going to tinker with it anymore, I made this,

this is a work of art for you, buy it, design it,

collect it…”

It’s really hard to stop.

The stopping is harder than the beginning,

and the beginning is very hard.

It’s an inherent part of these processes;

there is no reason to stop in a sense that

we have this concept of permanent beater

when we talk about Web 2.0 stuff, that’s

very real. That’s something I know from

my world.

The Internet was built without an off switch.

What’s inherent in coding is that you

don’t need to stop doing it. There’s always

something else to do, there’s always

something to add or tinker with or modify.

There is never an end to the question

“What if?”

Well, I think that is a very severe problem,

and you really need to tackle it head on.

I think we can stop.

Stopping is good! We’ve got to stop

somewhere! Pull the lever; it’s done!

Real artistship!

Bruce Sterling

Author, journalist, editor, and critic, was born in 1954.

Best known for his eight science fi ction novels, he also

writes short stories, book reviews, design criticism,

opinion columns, and introductions for books ranging

from Ernst Juenger to Jules Verne.

His nonfi ction works include The Hacker Crackdown:

Law and Disorder on The Electronic Frontier (1992),

Tomorrow Now: Envisioning The Next Fifty Years (2003)

and Shaping Things (2005).

He is a contributing editor of Wired magazine and a

columnist for Make magazine.

He also writes a weblog. During 2005, he was the

“Visionary in Residence” at Art Center College of Design

in Pasadena. In 2008 he was the Guest Curator for the

Share Festival of Digital Art and Culture in Torino, Italy.

He has appeared in ABC’s Nightline, BBC’s The Late

Show, CBC’s Morningside, on MTV and TechTV, and in

Time, Newsweek, The Wall Street Journal, the New York

Times, Fortune, Nature, I.D., Metropolis, Technology

Review, Der Spiegel, La Repubblica, and many

other venues.

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By Marco Mancuso

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This essay was written as a response to

“Designing processes rather than art” a

Fabrica Workshops project (November 2008)

directed by Bruce Sterling.

GENERATIVE NATURE

Aesthetics, repetitiveness, selection

and adaptation

In his De Rerum Natura, Lucretius denies

any kind of creation, providence and

original bliss and maintains that people

freed themselves from their condition

of need thanks to the production of

techniques, which are transpositions of

nature. A god and some gods exist, but

they did not create the universe, nor do

they deal with people’s actions. Lucretius

maintains that the rational knowledge of

nature shows us an infi nite universe that is

made up of complex forms and constituted

by atoms; it follows natural laws, it is

indifferent to people’s needs and can be

explained without gods.

When an artist uses a conceptual form of

art, it means that all of the planning and

decisions are made beforehand and the

execution is a perfunctory affair. The idea

becomes a machine that makes the art.

– Sol Le Witt

Modern ecology began with Charles

Darwin’s studies. In his “theory of evolution”

published in 1859 in On the Origin of

Species, he underlined the adaptation

of the different organisms to the various

kinds of environment, which are subjected

to the age-long examination of natural

selection. However, the word was coined by

Ernst Heinrich Haeckel in 1869 and comes

from the Greek óikos meaning “house” and

logos meaning “discourse”. It is therefore a

biological science that studies environment

and the relationships that the different

living organisms establish between each

other and with the environment itself. For

some time, Haeckel was a strong supporter

and popularizer of Darwin’s theories, but

he soon became one of his most bitter

enemies; he fi rmly refuted the process

of natural selection as the basis of the

evolutionary mechanism, in favor of a

thought that was more focused on the

environment as a direct agent on natural

organisms, which is able to produce new

species and generate diversity.

Ernst Heinrich Haeckel’s thought and work

represent the starting point of this critical

refl ection. First of all, because it was the

theoretical and practical cue suggested

by Bruce Sterling during his workshop for

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Fabrica, to which the text refers. Secondly;

because it allows me a philosophical

and critical refl ection, aspiring to fi nd a

possible point of contact between nature,

theories of evolution and programmatic and

generative art. Is it impossible? Well,

I would say no, on the contrary. Above all if

we try to compare and amalgamate, like the

colors on a canvas, the German biologist’s

research on one side with some works

of conceptual and minimalist artist Sol Le

Witt and the possible relationship between

mathematics and nature on the other,

and what is known today as art and

generative design.

Nature as an art

“Kunstformen der Natur” literally means

“artistic forms of nature”: this is the title

of biologist Ernst Haeckel’s 1898 most

important text, his most complex and

fascinating research. Moreover, this is

the text from which Bruce Sterling took,

for those participating in his workshop,

some primary images that could be the

graphic material and starting point for an

aesthetic and methodological refl ection on

the practices of generative repetitiveness.

By watching the richly decorated plates in

Haeckel’s text, it is undeniable that nature

is able not only to create spontaneously

real ‘art forms’, but also to produce

a direct correspondence between a certain

generative aesthetics, starting from

a fundamental unit/nucleus to come

to a complex entity, and a consequent

adaptive and evolutionary practice.

In other words, if the stages of the

embryological development of a species

actually trace the evolution phases that

led it to its position in the natural order,

the survival of each species basically

depends on its interaction with the

environment. According to Haeckel, the

mechanism thanks to which new species

and a new diversity have origin is that of a

gradual addition of a certain development

trajectory starting from an initial unit,

which is determined by imposed external

(environmental) parameters, which are able

to infl uence the gradual direction of the

trajectory itself.

At this point, a fi rst important reference to

the theoretic and methodological bases of

Generative Art seems evident, as one of the

pioneers of this discipline, Italian architect

Celestino Soddu, suggests, “Generative

Art is the idea realized as genetic code of

artifi cial events, as construction of dynamic

complex systems able to generate endless

variations. Each Generative Project is a

concept-software that works producing

unique and non-repeatable events, as

possible and manifold expressions of the

generating idea strongly recognizable as

a vision belonging to an artist/designer/

musician/architect/mathematician. This

generative Idea/human-creative-act

makes an unpredictable, amazing and

endless expansion of human creativity.

Computers are simply the tools for its

storage in memory and execution. This

approach opens a new era in Art, Design

and Communication: the challenge of a

new naturalness of the artifi cial event as a

mirror of Nature. Once more man emulates

Nature, as in the act of making Art […].”

Although, over the centuries, biologists

and morphologists have widely denied

a so close correspondence between

ontogenesis and phylogeny, and so

between unity and complexity, the germ of

thought is interesting and I think it is worth

continuing to nourish it…

Forms, colors, lines and instructions

As everybody knows, US conceptual

and minimalist artist Sol Le Witt, who

died not long ago, is one of the spiritual

fathers of modern artists and generative

designers. By reducing art to a series of

instructions thanks to which everybody is

able to draw forms, colors and lines in the

two-dimensional and three-dimensional

space, creating geometric elements that

are repeated and modulated according to

standard space proportions, Le Witt loved

reminding that “all the people are able

to participate in the creative process, to

become artists themselves”. It is well-

known that the artist tended to separate

the planning stage from the realization of

the work; he devoted himself to the former,

whereas his assistants devoted themselves

to the latter: if the artistic process thus

lies in the conceptual planning of the work,

the (basic, elementary and geometric)

execution can be carried out by everybody,

thanks to a series of detailed instructions

that are suggested by a thinking unit with

a procedural approach. He also claimed,

“There are several ways of constructing a

work of art. One is by making decisions at

each step, another by making a system to

make decisions.”

In this kind of approach the work of the

last years of some of the most important

generative artists and designers in the

world (Casey Reas, Ben Fry, Jared Tarbell,

Theodore Watson, Lia, Toxi, Andreas

Schlegel, Marius Watz, Robert Hodgin, to

mention only some of them) is refl ected: if

the human being identifi es himself/herself

with the author of a series of mathematical

instructions that can be suggested to a

computer, the resulting work of art will

be the sum of the operations that the

computer has carried out autonomously.

Therefore, as for Sol Le Witt the emotional

elements of the authors, their joy at a

moment, their frustration, their apathy

were constituent elements of a free

interpretation of the instructions that had

been suggested to them and so of the

resulting work of art, in the universe of

digital software as well (from Processing

to VVVV to Open Frameworks, to mention

the most widespread) we can hazard the

thought that the instructions given by the

artist/designer can be freely

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interpreted by a kind of ‘emotiveness’

of the ‘thinking’ computer.

Le Witt’s conceptual indifference to any

kind of aesthetic judgement, the aversion

to prearranged aesthetic conventions that

are assimilated by the public, a general

indifference to any kind of distinction

between old and new are perfectly refl ected

in the words of one of the most important

generative artists in Italy, Fabio Franchino,

“In the evening I give some instructions to

the computer, which processes data and

autonomously generates lines, forms and

colours during the night; in the morning,

when I wake up, I judge the results. If I

like the product I will keep it, if it is not

satisfying I will throw it.”

Well, I do not know what these things

suggest to you: I think that also in this

case we can make a comparison with

the natural universe. If we assimilate the

environment, nature in its widest meaning,

as the entity that is able to cause a series

of changes, evolutions and dynamics,

then the organisms living in contact with

it (again, the concept of ‘ecology’) are able

to interpret these vital codes, to assimilate

them, in order to react to them and

autonomously generate a series of forms,

colors and systems that can be seen as the

result of their evolutionary process, which

comes to a complex fi nal system from a

starting unit. The difference maybe lies in

the ‘spontaneity’ with which this process

begins: if an artist/designer decides, in

advance, a series of instructions that will

be given to the computer, it is diffi cult not

to think that nature operates by following

only its evolutionary spontaneity. At the

same time, it is fascinating even to think

that as the artist/designer does not know

the fi nal effects of the instructions, giving

the computer the freedom to interpret

them, similarly nature does not care about

the effects it produces on the organisms

living in it, giving them evolutionary freedom

of forms and elements that we, human

beings, only afterwards could maybe

consider as ‘works of art.’

Numbers in evolution

Today, one of the most fascinating

mathematical theories is undoubtedly that

of fractals: according to the defi nition of

their discoverer, Polish mathematician

Benoît Mandelbrot, they are geometric

shapes, characterized by the endless

repetition of the same pattern at ever

smaller scales. This is the most intuitive

defi nition that can be given to shapes that

exist in nature in an impressive number but

do not still have a precise mathematical

defi nition. The natural universe is rich

in forms that are very similar to fractals,

forms that do not follow the norms of the

Euclidean geometry: a stretch of coast, the

branches or the roots of a tree, a cloud, the

snowfl akes, the ramifi cations of a lightning

and the dentation of a leaf are example of

fractal forms originating spontaneously in

nature. Among these, the fractal form par

excellence is the spiral, the constituent

element of the shell of many annelids

and conches, which is one of the main

objects of study of Ernst Heinrich Haeckel’s

theories and one of the most beautiful and

fascinating geometric forms.

If we shift the fi eld of analysis to

mathematics, to numbers, to equations

and algorithms, the level of intersection

between science, technology, art and

nature does not change. And if the

procedural and generative method is what

we have chosen as the guiding element

of this treatise, it is not surprising to think

that the construction of fractals follows a

reiterated process, that is, the repetition

of a starting element for a theoretically

infi nite number of times until, after a while,

the human eye cannot distinguish the

changes in the starting element any longer.

We must not forget the fact that, as it is

acknowledged, fractals are infl uenced

by certain controlled casualness. There

is thus again the element of casualness,

of spontaneity, as the distinctive (or

unifying) element between computer and

nature, according to which evolutionary

mechanisms cannot be predicted from

their constituent elements and it is often

impossible to reconstruct them, starting

from their visible manifestations.

At this point of the text, the procedural,

generative, iterative and evolutionary

element may be considered as the pillar

of the thought underpinning a modern

‘computational ecology’: between Turing’s

revolutionary theories on morphogenesis

(every living organism is able to develop

complex bodies, starting from extremely

simple elements and basing on processes

of self-assembly, without the aid of a guide

following a prearranged plan) and the most

recent studies that have been carried out

on genetic algorithms (a particular class of

evolutionary algorithms using techniques

of mutation, selection and recombination,

so that a certain population of abstract

representations of possible solutions to an

optimization problem evolves into better

solutions) almost fi fty years of studies,

analyses and research passed; they aimed

at underlining the nearly computational

properties of Mother Nature on one side,

and the ability of digital machines to

simulate and repeat complex natural

phenomena. Frankly, I do not wonder any

longer what is the most fascinating form

of art or the most diffi cult process…

Moreover, I think that the most interesting

answers to these themes can be found in

the studies and theories of Karl Sims, the

famous artist and researcher from Mit Media

Lab; in particular, we can fi nd them in his

1993 work, Genetic Images, which drew

inspiration from his paper Artifi cial Evolution

of Computer Graphics, where he described

the application of the genetic algorithms

for the generation of 2D abstract images,

starting from complex mathematical

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formulas. Therefore according to

Sims, Darwin’s evolutionary theories

can be simulated by means of a generative

software or appropriate mathematical

algorithms; in this way, “populations

of virtual entities specifi ed by coded

descriptions in the computer can be

evolved by applying these same natural

rules of variation and selection.

The defi nition of fi tness can even be altered

as the programmer desires.” I think that

what is interesting in Genetic Images is

the fact that this work was presented as

an interactive installation: in other words,

it was the public who could choose and

select the most interesting images and

forms from an aesthetic point of view,

among those generated by a computer

simulating a process of artifi cial evolution.

The selected images were then recombined

by the computer to create new ones, basing

on alteration and mutation methods,

similar to those of natural species during

their evolutionary process. Karl Sims

thus wonders whether these interactive

evolutions can be considered a creative

process. If yes, is it the public who develop

an independent creative attitude or is

the presence of a designer making the

computer follow precise creative paths

necessary? Or is it maybe the computer that

develops autonomous creative tendencies?

In his treatise, Sims duly mentions biologist

Richard Dawkins who, in his book The

Blind Watchmaker, talks about the ability

of natural evolutionary processes to

create complex forms without the external

presence of any designer or programmer:

“It is thus possible that these generative

techniques challenge an important

aspect of our anthropocentric tendencies,

according to which it is diffi cult for us to

believe that we are planned not by a God

but by casualness showing through the

codes of a natural evolution,” concludes

Sims. Maybe true art lies exactly

in all these things.

http://caliban.mpiz-koeln.mpg.de/~stueber/haeckel/

kunstformen/natur.html

http://www.fl ickr.com/photos/origomi/

sets/72157601323433758/

http://www.celestinosoddu.com/

http://it.wikipedia.org/wiki/Beno%C3%AEt_Mandelbrot

http://www.karlsims.com/genetic-images.html

Marco Mancuso

Critic, art curator and consultant for new media, digital

art and electronic culture, with a focus on contemporary

audiovisual art and design.

He is founder and director of the DigiCult project,

based on the active participation of forty professionals,

that represent the fi rst Italian-wide network of

journalists, curators, artists and critics in the fi eld of

electronic culture.

Mancuso is working with the new born agency DigiMade

as curator/promoter for several Italian artists and

teaches at NABA (New Academy of Fine Arts) and at IED

(European Institute of Design) in Milan.

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56 57

Work in progess.

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6160

Final presentation.

Guest commenter Marco Mancuso.

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Contents

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Workshop participants

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62

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Designing Processes Rather Than Art

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A Fabrica Workshops project

directed by Bruce Sterling

Guest commenter Marco Mancuso

November 25th - November 28th 2008

Fabrica Workshops program director:

Omar Vulpinari

Coordination:

Barbara Liverotti, Serena Cortella

Photography:

Mauro Bedoni, Piero Martinello,

Gustavo Millon, Sebastiano Scattolin

Video:

Alessandro Favaron with Chiara Andrich,

Heloisa Sartorato

Technical assistance:

Luciano Alban, Stefano Bosco, Daniela Mesina

Web design:

Paolo Eramo

Designing Processes Rather Than Art booklet

Design:

Lars Wannop, Daniel Streat

Texts:

Elisa De Martini, Phoebe Mutetsi

Production:

Daniela Mesina

© Fabrica 2009

Thanks to:

Laura Pollini, Sam Baron, Enrico Bossan,

Andy Cameron, Federico Mariotto, Babak Payami

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Contact

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Michela Liverotti

[email protected]

tel. +39 0422 516272 - fax +39 0422 516347

www.fabrica.it/workshops

Fabrica

via Ferrarezza

31020 Catena di Villorba - Treviso, Italy

Fabrica

is the communication research center

of the Benetton Group.

63

04 Foreword

06 Brief

12 Output

38 Interview

49 Essay

56 Gallery

Hanna Abi-Hanna, Fernando Acquarone,

Namyoung An, Diego Beyrò,

Lawrence Blankenbyl, Vendi Budic,

Víctor Hugo Cabañas, Gonzalo Campos,

Simone Cannolicchio, Pau Casals,

Tak Cheung, Lizy Cretney,

Mariana Eggers Giannone, Clara Failla,

Lorenzo Fanton, Jade Follawi,

Gabo Gesualdi, Elena Gianni,

Valerie Gudenus, Joshua Levi,

Julian Koschwicz, Christopher Knowles,

Gustavo Millon, Francesco Novara,

Sanji Petrovic, Martina Stancati,

Jacqueline Steck, Nora Vegas,

Vincent Van Uffelen, Geremia Vinattieri,

Lars Wannop, Patrick Waterhouse,

Joao H. Wilbert

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The title of this workshop and lecture program is rooted

in Fabrica’s heritage of cross-cultural creativity for social

concern. Its precise defi nition however emerges directly

from a recent debate between Fabrica’s researchers that

had the specifi c objective to identify common interest

platforms for future studies.

Environmental, social and relational themes are

central to human ecology, a transdisciplinary fi eld using

holistic approaches in the search for harmony between

people and their natural and created environment but

mainly between people and their societies.

Along these lines Fabrica wants to investigate,

experiment, catalyze, document and disseminate how

contemporary communication, design and artistic

expression can contribute to helping people solve

problems and enhance human potential, within near and

far environments.

The workshop series will bring to Fabrica international

creatives from all fi elds of communication, design

and technology who share a common desire to apply

innovation to social improvement.

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-----------------------------------------------------------------------------------Environmental, Social, Relational