Week 1

Class started with completing two physical coding exercises. Basically, we were given instructions for a task to complete. The instructions were pretty clear to understand and follow. The first task was to draw a circle using a compass where the day of your birthday was. The end result was physical data. It was imperfect but it was still easy to read. The next task was using a coloured pen to redraw/copy the line above. This created a beautiful coloured pattern. Again it had its imperfections but that made it the end result more beautiful.

Taken from Stream

Continuing with physical coding we got to have a go creating a set of code for someone else to follow. The first image below on the left is what the end result needed to look like and then on the right is the code and my result that I created using the code that was created.

The second image below is my code, the users end result and what the end result needed to look like. I was happy that my code worked because it was so long and it was later discussed how it could have been made shorter by using brackets e.g. (code) x2

Possible example to make the code shorter

The next task we were put into groups to complete some more physical coding tasks. Our group ended up getting the wrong task so instead of working together as a group to complete the code we ended up doing it separately. I still believe that we worked as group to get an understanding of what we needed to do and we still talked as we completed the task. We were given 15mins to understand and then complete the task.

Instructions –

  1. Crinkle up the paper until it is a ball.
  2. Unravel and spread out the paper. Tape it to the table.
  3. Start on the farthest left side of the paper and draw a vertical line, from bottom to top, that only follows the folds of the paper.
  4. Draws another parallel line, from bottom to top, that only follows the folds of the paper. This line should be as close as possible to the previous line without touching it.
  5. Repeat step 4 until you can’t draw any more lines and the page is filled.

The next part of class was to take what we had just worked on and modify it and make it our own for another group to follow.

When Harry and I tested out the code, it was good to see someone else interpret it as well as experiencing for myself the new set of instructions.

We then switched our coding instructions. First we had to understand it which we took a little bit of time discussing what the code may mean and what it wants us to do. At the end of this task, as a class we shared our results and the group who created it gets to say if we followed the code the way they intended. They were happy with the end results but didn’t get to test it themselves to confirm. Sometimes it was hard to judge where the shortest line would be and when in a rush it was easy to misjudge. It was always corrected the next turn by another play and we worked together to work it out where the shortest line might be.

Above is the end result that the group created that followed the instructions that we created and gave them. They seemed to enjoy it and said that they also found it stressful but we could hear them challenging each other and what sounded like fun.

Below is another test that I did with my sisters to test out the instructions. We tried a couple of games on the same piece of paper. It was fun but again had a stressful element to it as well. We ran into the problem that I had had dealt with but no this much was that the paper can rip when you crumble it into a ball and then unfold. Sorry about the quality of the photo. Since it was competitive and depending on the crinkles in the paper meant that we could do multiple games as they would end quite early. This is also because with more players the less turns you had before getting “out”.

Definition – Creative coding is a type of computer programming in which the goal is to create something expressive instead of something functional.

Creative coding is a type of computer programming in which the goal is to create something expressive instead of something functional.

My own conditional design

Instructions –

  1. Draw a bunch of dots around the page, no more than 5cm apart. Make sure that the dots are clear to see.
  2. Scrunch up the piece of paper, unfold and then do again. Once unfolded the second time tape it to the table.
  3. Start in the middle of the page. Each player takes turns, using their individual colour draw a line connecting two dots together that follows the crinkle lines as best as you can.
  4. Each dot only needs to be connected once.
  5. Repeat step 3 until all the dots have been connected. Do your best to not overlap and interact with previous lines.

My result –

I wanted to follow my own instructions since when different people follow my instructions they are always going to end up with an individual outcome and I wanted some different variations so that I could see how the code works, how different people interpret it and see what they create.

People following my instructions result –

They struggled with not knowing how literally to take “draw a bunch of dots around the page”, they spent some time working out if I meant drawing the dots in a circle or not. They also was a little confusion as to if they were suppose to scrunch and unfold twice or to scrunch once and place a second round of dots. In the end they were able to create an image similar to my own and managed to follow the steps how I intended.

Improved Instructions –

  1. Draw a bunch of scattered dots on the page, try to keep the dots no more than 5cm apart. Make sure that the dots are clear to see.
  2. Scrunch up the piece of paper, unfold. Do this step (2) again. Once unfolded the second time tape it to the table.
  3. Start in the middle of the page. Each player takes turns, using their individual colour to draw a line connecting two dots together that follows the crinkle lines as best as you can.
  4. Each dot only needs to be connected once.
  5. Repeat step 3 until all the dots have been connected. Do your best to not overlap and interact with previous lines.

Precedents

Name – Redshift

Creator – JP Yepez

About – Based in New Zealand, new media artist and researcher JP Yepez incorporates different practices such as creative coding and sound design into his generative sketches. His work often boasts a glitch aesthetic and explores “expressivity, multimodality, and complex systems.” https://blog.kadenze.com/creative-technology/8-creative-coders-who-create-amazing-algorithmic-sketches/

What I like – The satisfying computer art that simulates watercolour that keeps expanding instead of drying on the canvas.

Software – Touchdesigner but creator also likes to use Javascript frameworks like P5js and THREEjs 

Further precedents that I like –

What I like about this design is the fact that it is a loop and you can get lost watching it.

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Rose ⠅⠇

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I like the colouring, the fluid motion, how it appears 3D, making it seems like you to reach out to play with it in your hands.

What I like about this videos is that the creator shows his inspirations and the steps he takes as he talks us through what he is doing.

I like this design because of its repetitive nature and how it reminds me of a wave crashing.