Showing posts with label generative design. Show all posts
Showing posts with label generative design. Show all posts

Friday, July 10, 2015

3D printing enables wearable micro-organisms



After Lucy McRae paved the way for wearable liquids with a low-tech implementation in Robyn's Indestructable music video, MITs Mediated Matter professor Neri Oxman has created a similar concept with her piece 'Mushtari' using a state-of-the-art multimaterial 3d printer.

She devised transparent hollow channels that are grown in the digital design space, as seen in the video below. These are then 3d printed, with the hollow spaces filled with support material for which she had to devise a specific method in order to be able to remove it completely.



The idea here is that new materials can be created on the body, such as fuels, yeast, food and medicine, by having microorganisms in the channels react to sunlight. For future developments I think it is important to place the wearer central in the design process - how will the wearable fit the wearer's dynamic identity, what qualities and values should it strengthen? I can imagine this to be useful for chefs who prepare special sauces, gravies, ragus, juices, marinades or creams and would like to carry their ongoing creation along with them through the restaurant to be able to show customers, taste and influence it on-the-fly. I can also imagine it to be useful for medical professionals such as doctors or holistic therapists who can then show their medicinal prowess with their own body and establish a sense of authority in a futuristic, estranging and possibly quirky way. Most important is that in the end, the human being has to be wearing the wearable, not the other way around.

Sunday, November 27, 2011

Theo Jansen's lifework



In an age where things seem complex and changing all the time, there is still an underlying creative evolution that keeps the entire process somewhat stable and in harmony. People who remain aligned with this evolution are rare, but Theo Jansen is definitely one of them.

Out of all things, he has decided to focus most of his life to his Strandbeesten, which we all know. In his words, the idea of Strandbeesten has taken possession of him and has since been spreading like a virus. Theo has been speaking at TED Delft a couple of days ago, and shown the world the evolution of his work over more than 20 years. He truly is one of the pioneers of creating objects with embodied behavior, objects that are not driven by abstract electronic brains, but where the intelligence is in the structure of the body itself. And recently he has been taking this further in giving the beasts more 'intelligence'. Watch and listen to his story here:

Friday, October 14, 2011

Scripted products by Lionel Dean



Of course it's nothing new that rapid prototyping techniques are giving rise to wildly innovative three-dimensional shapes. It's also nothing new that these techniques are still quite slow and very expensive, so still not interesting enough for design for the masses. It is still interesting though to see what kind of form repertoires different designers are coming up with, within this radically enlarged scope of potential. Some designers keep it minimal and functionalistic, some try to create more elegant, abstract versions of nature, some develop a more edgy and sharp style, and others go a bit more extreme and create very organic, chaotic and often alien-looking shapes.

Lionel Dean, founder of the company FutureFactories, belongs to the latter category. He develops objects that seem to be taken directly out of the jungle of Pandora, that extraterrestrial realm in Avatar. His work is closer to bio-fantasy than biomimicry, as he seems to emphasize artistic freedom more so than functional constriction. A quite innovative aspect of his products is that he uses scripting to generate the forms, while only providing a fixed 'meta-design' to the computer. The designer here, as a blend of man and machine, creates completely unique products.





Monday, April 11, 2011

Algorithms create complex columns



It looks as if these structures have been grown, not by humans, not even by nature, but by some entirely new kind of intelligence. However mostly ornamentation, it is clear that it is not just that but also a look into a future where the still quite crude mass-production methods of today will be replaced by machine processes that can produce almost infinitely complex and individualized pieces. The ancient-Greek-degrading creations you see here have been generated through computer algorithms and have been created out of thousands of laser-cut cardboard sheets.

From a purely visual point of view, the complexity in these columns remains so consistent and coherent that there seems to be an infinite variety while all parts within this variety are exactly in the right place. The form must be so fascinating because to really grasp it we have to manage to get into a state of pure perception, where the mind does not conceptualize forms as individual things located in space. The columns here can almost serve a psychedelic function by connecting us so viscerally that we can step beyond mind-processes. I await the day where, next to our microwave, we will all have our home-based fabbing station, and we start replacing today's sense-skipping objects by things like Hansmeyer's columns.


Thursday, February 3, 2011

Fractalic landscapes



Under the name of subblue, Tom Beddard creates the most wondrous fractalic virtual structures, which he beautifully renders up to the point that we can say that the former laser physicist is now really maturing as an artist. People who now still not believe that humans can create things that are as beautiful as natural creations, open up to your unconscious, and pay attention to this stuff.






Wednesday, September 29, 2010

Celebrating computational art



We all know that digital media are rapidly becoming the co-creators of our art, and the makers of Toxiclibs know how that's done. For three years they have been developing customizable building blocks for computational artwork, and here's a funky compilation of their results:

toxiclibs showreel 2010 from postspectacular on Vimeo.

Tuesday, May 11, 2010

Breed: artificially evolved sculptures




Dutch artist couple Driessens and Verstappen present another step towards computer generated product design.

From their website:

"Breed is a computer program that uses artificial evolution to grow very detailed sculptures. The purpose of each growth is to generate by cell division from a single cell a detailed form that can be materialised. On the basis of selection and mutation a code is gradually developed that best fulfils this "fitness" criterion and thus yields a workable form. [...] Currently the objects can be made in nylon and in stainless steel by using 3D printing techniques. This automates the whole process from design to execution: the industrial production of unique artefacts."

Thursday, January 21, 2010

generative product design; computers that create ideas



It's one of the big new ideas: creative computers. The first reaction is often one that stems from the oh so pervasive idea that humans and computers are fundamentally different, a reaction of resistance that occurs so often when the abilities of computers expand into new realms, the reaction "that's impossible".

Sure, computers are programmed by people. Sure, even when you program a computer to do something random or chaotically, still this was programmed into it. At some point though the causal line between programmer and programmed becomes very hard to be found, and it's only a matter of perception before you see a computer as an autonomous thing with thoughts, feelings, empathy, and creativity.

On these pictures you see what happens when you use generative algorithms to automate the exploration of a design space. As a designer I must say that I think this can be inspiring in the early stages of a creation process, though in the end a design will still have to be internalized by people if we want to prevent things from becoming a postmodern cybermess where we treat the physical as a product of the mental, but instead suffuse the things we make with socio-cultural and psychological depth. I don't think computers can do that at this stage, because they simply too much lack a body and a way to base their behavior more on their direct embodiment instead of on abstract codings. But as always, development comes from both sides of a spectrum, and I think things could really get interesting this way if we can do world-simulations in which our products participate with simulated bodies that operate according to an embodied cognition approach. In other words, things get interesting when we can simulate an entire design process, including virtual user involvement. How shallow it may seem as an idea, still I think it might drastically speed up design processes.