Summary of Semester 2 works
by Shalom Chew

Introduction

This website is a collection of works completed as part of our Computation in Design module in Semester 2. Divided into four workshops — coding, making, screens & play — we were tasked to explore the different aspects of designing and creating with computers and by hand.

As someone who gets bored with routine, I thoroughly enjoyed this semester’s series of workshops as having only two weeks to complete each project kept me on my toes. I also really liked the process of discovery and experiment with each of the mediums and techniques outlined in the following sections.

Workshops 1–4

Over the semester I participated in 4 different workshops covering topics such as Creative Coding, Projection Mapping, Making, and Physical Computing. Here you will find some of the process documentation and deliverables that were created in small teams of up to 3 people or individually.

1 Coding
Image Generator (with Jefyon and Emerson)

This image generator features the stacking of simple geometric shapes — squares and circles. Our group experimented with various blend modes and eventually settled on using "Difference". This aspect of our image generator, together with the unspecified colour parameter, leads to the distinctive and uniqueness in each image outcome.

Coming up with the code was relatively simple and each of us in the group managed to bring something to the table; Jefyon suggested the pixel array, Emerson found a good p5js sketch to remix from and I helped to edit the code together with Emerson and Jefyon to get it to what we desired.

One lesson that I took away from this workshop was to always try to be more intentional in the conveying of the message of the work. Our group could have stopped at presenting screenshots of various outcomes but Andreas challenged us to present the project in a format that had more purpose and functionality.

2 Screens
Projection Mapping

This projection mapping work explores theories and myths about the left and right brain. Some theories explain that the left brain focuses on more analytical and verbal tasks while the right brain focuses on spatial perception tasks and contributes emotional context to language. There is also a myth stating that people who are more left brain dominant are data-driven and not at all creative. Similarly, we wanted to explore the dichotomy between logic and emotion inherent in humans. 

The visuals created for this project features two categories of video clips which represent the left and right brain; the left brain is represented by p5js coded images and other computer-generated graphics while the right brain is represented by recordings from our everyday lives.

Personally, I think that our group did a really good job with this projection mapping workshop. I think that the concept of this work is something that everyone can relate to and that our projection mapping work wasn’t just a display of random video clips but rather something that conveys meaning.

Another thing that I found valuable and enjoyable was the process of trial and error; with the arranging of the cubes and acrylic sheets. It was only after many tries of arranging that we could come up with the final work.

Assembling the acrylic cubes using a glue gun.
Final arrangement of the acrylic shapes for the visuals to be projected on.
Calibrating the visuals onto the projection surfaces.

3 Making
From Code to Thing

I wanted to create an interesting form which would have lower points creating a ‘valley’. However, the coded algorithm only calculates the outermost points. To work around this, I coded two polygons and made sure that one of the faces of one polygon was mirrored in the other.

This workflow from a digital space to the physical realm made me wonder if the creation of the polygons  could have been done entirely by computers or humans alone. It would be difficult for a human to calculate the measurements and angles of the unfolded polygon. On top of that, a machine could probably have produced a polygon that looks a lot more clean and flawless.

Regarding the process of making, it was difficult to cut, score and fold without any flaws. During my first attempt, the scoring was done really inconsistently which resulted in the edges of the folds to look really fuzzy. However, after a second attempt, the polygon looked quite polished. The final outcome created from this workshop was a polygon that slightly resembles an hourglass.

Cutting out the polygon from a printed template.
Folding the edges of the polygon after scoring them.
Completed polygon.

4 Play
Physical Computing

In this workshop, my team created a glowing paper cloud in which transparency and texture were explored. We opted for tracing paper as it gave the cloud a sheerness which allowed the light to be diffused quite nicely. Crumpling technique was applied on the tracing paper to help us achieve the shape that we desired.

Regarding the circuit, we didn’t want any copper tape stuck on the surface of the table. We thought of encapsulating the circuit within the cloud which led to the creation of a sphere-shaped circuit. It was a little tricky to attach the tape and battery onto the ball because of its uneven surface area but we still managed to make it work.

We were all in all satisfied with the outcome of our project and I think it’s pretty cool how we managed to conceal the circuit within the cloud,

For me, one thing that disrupted the momentum of this project was my group’s indecisiveness in choosing a concept. Even though I felt that doing something simple like the cloud would be a good idea for this project, the group was torn between trying out fresh and more complex forms and sticking to a simple concept.

Our circuit was built around a paper ball which was then encapsulated in the paper cloud.
Close-up of the final form.
Final paper cloud.

Process

What set this semester apart from the last was the higher frequency of having to work in groups. The making workshop was a straightforward one as it was a solo project. On the other hand, the rest of the workshops involved working with other classmates from the ideation process to the completion of each project. Though group work meant having to weigh in each others’ opinions, it allowed for more creative and fresh perspectives which we would have otherwise not have thought of.

Any true artist is going to explore the medium as long as he can draw breath. It would be grotesque to paint the same way, over and over all your life. It's a kind of freeze...
by Dorothea Tanning

Conclusion

What have I learned over the course of this semester? Dabbling in these four workshops taught me that designers have to be flexible and open to a variety of mediums and techniques. It is through the process of discovery in which we can create works that are fresh and unique.

Some of my most interesting findings this semester are: how varied digital artists’ responsibilities are. For instance, in the projection mapping workshop, we had to be conceptualisers when coming up with ideas; prop makers when building our projection surfaces; video editors when preparing our projection visuals; and lastly, technologists when it came to adjusting the code and calibrating the projection materials.

What are some of my achievements? One of the most valuable lessons and achievements from this series of workshops was being able to conceptualise and creating meaning through our works. Aside from trying out the different mediums and techniques, we were challenged to present and communicate with a purpose.