Codes For Creativity
Codes For Creativity
Caio Barrocal
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Faculdade de Arquitetura e Urbanismo da Universidade de São Paulo
Barrocal, Caio
Codes for creativity: a creative-processes-oriented
inquiry into designing interactive products powered by
generative systems / Caio Barrocal; orientadora Clice de
Toledo Sanjar Mazzilli. - São Paulo, 2021.
187p.
Caio Barrocal,
BSc Computer Science (University of São Paulo, 2018)
This version was revised and adjusted in relation to the original one, under
the responsability of the author and consent of the supervisor. The original
version, in digital format, will be archived at the Faculty Library.
São Paulo, Brazil - February 18th, 2022.
This thesis has been reviewed and approved by the following committee
members:
Prof(a). Dr(a).:
Institution:
Evaluation:
Prof(a). Dr(a).:
Institution:
Evaluation:
Prof(a). Dr(a).:
Institution:
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1 Research Foundations
26
28
38
1.1 Creative processes in design
1.2 Interaction design
56 1.3 Generative creation and computional thinking in design
70 1.4 Main contributions and theoretical proposition
2 Method
76
78
79
2.1 Overview
2.2 Formulating the research question
79 2.3 Research foundations
80 2.4 Unity of analysis, selection of cases, and corpus construction
81 2.5 Pilot study and thesis committee meeting
84 2.6 Data Collection
86 2.7 Model and analysis
3 Case studies
88
91
104
3.1 Heartbits
3.2 Tocando Brasília
118 3.3 Futebol Arte
133 3.4 Atmosfera and Metaespaço
4 Results
148
150
151
4.1 First move
4.2 Second move
153 4.3 Third move
5 Final Considerations
172
174
175
5.1 General considerations
5.2 Limitations of this work
176 5.3 Insights for further research
References
178
List of Figures
184
Introduction
Relying on a multidisciplinary foundation with contributions from 1. The Ulm School of Design was founded in
1953 by Inge Aicher-Scholl, Otl Aicher and Max
the disciplines of design and computing, this study seeks to answer the Bill. The school gained international relevance
following question: What are the main aspects of the creative processes by emphasizing the holistic, multidisciplinary
context of design, beyond the Bauhaus
employed by contemporary professionals for designing interactive approach.
products powered by generative systems?
When facing this question, the reader might notice that our starting
point is that there are differences to be understood between design processes
in which generative creation is employed and conventional ones — those in
which such approaches are not used. Therefore, we rely on a multiple case
study strategy focused on contemporary practices to induce hypotheses and
insights that might allow us to understand them. In addition, this work is also
motivated by expanding the resources of academic production concerning
generative creation as a participant and a characterizing aspect of creative
processes in design, especially in interaction design.
Before delving deeper into the investigation, though, relevant
concepts must be introduced along with a historical panorama of the context
in which generative creation was enabled.
The use of the computer as means of creative production is a
relatively recent phenomenon. The first relevant experiments were executed
in the 1960s, mainly in Europe and the USA, when programmers and artists
began exploring algorithms and machines to generate shapes and sounds. At
this time, and in a pioneering spirit, people like Vera Molnar, Manfred Mohr,
and Lillian Schwartz saw the computer as a promising creative medium,
learned to program, and played a leading role in the computational art scene
by designing visual pieces and innovative interactive experiences.
One of the first formal opportunities for establishing the computer
as a creative setting amongst artists and designers happened when Max
Bense (1910-1990) — an influential German philosopher and academic of the
fields of aesthetics and semiotics — invited the mathematician Georg Nees
(1926-2016) to expose his computer-generated graphics in an experimental
concretist exhibition in 1964 (Figures 1 and 2). In the following year, Nees and
Bense published the booklet “rot 19. Computer-Grafik”, one of the primary
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— if not the first — publications that presented the computer as a means of
creative production. A few computer-generated works have been exposed in
the booklet, along with the algorithms behind their creation (Nake, 2018).
Both initiatives stem from Bense’s enthusiasm for using
computational thinking in design to formalize aesthetic processes and
Figure 1 (top): Georg Nees. Andreaskreuz. propose a new design methodology strongly influenced by scientific methods,
1968.
Figure 2 (middle): Georg Nees. 23-corner
something that marked his trajectory at the HfG-Ulm1. The appeal of seeing
graphic. 1965. design as the creation of systems and patterns capable of generating products,
15
rather than the direct creation of unique artifacts, was continued by Horst 2. Reas and Fry were graduate students at the
MIT Media Lab and members of the Aesthetics
Rittel (1930 - 1990) when he replaced Bense at the HfG-Ulm in 1958 (Neves, and Computing research group created and
2015). coordinated by John Maeda.
3. Java is an object-oriented programming
Another symbolic moment for the establishment of computing as a language. It was created in the early 1990s
creative medium and for disseminating its aesthetic qualities amongst a wider by James Gosling and his colleagues at Sun
Microsystems.
audience was the Cybernetic Serendipity exhibition. The event was curated
by Jasia Reichardt and took place at the London Institute of Contemporary
Art in 1968. On occasion, computer-generated images were exhibited along
with music, poetry, dance, and animation produced totally or partially in
the “new medium”. In addition, the initiative resulted in proposals for new
interfaces and visual pieces, such as the algorithmically-created pair made
by Kerry Strand on a Calcomp 770 computer connected to a plotter from the
same manufacturer (Figures 3 and 4) (Reichardt, 1968).
Simultaneously, in Brazil, intellectuals like artist and designer
Waldemar Cordeiro (1925-1973) and physicist Giorgio Moscati experimented
with generative algorithms and programming languages as they partnered
in using the computers of the University of São Paulo to produce visual art.
In 1969, this collaboration resulted in a series of pictures, “Derivatives of an
image” (Figures 5, 6 and 7), in which different results were obtained by the
same algorithm, only by varying the degree of a differential equation created
by them.
Alongside the efforts made by scientists, engineers, and companies
in pushing computer graphics technologies and designing aesthetically
instigating interfaces, the use of computers as creative material has evolved.
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This outgrowth allowed them to occupy a symbolic space in popular culture,
everyday life, and the working processes of several professionals.
However, accompanied by successive simplifications of use and
the creation of proprietary software tools, this adhesion also contributed to
the positioning of the computer as a “black box” — a concept proposed by
Flusser (2002) to illustrate the power relations and limitations inherent to
using pre-programmed tools. Omine (2014, 38) contributed to this discussion
by suggesting that if software allows regular people to use computers, on the
other hand, it limits the computer to a pre-programmed device. Essentially,
when using any type of software, users work within the limitations imposed by
it. Professional designers’ work processes, for example, have been commonly
mediated by proprietary tools such as Adobe Photoshop and Adobe Illustrator
for over three decades now.
Nevertheless, creative experimentation with the computer beyond
the “black box” has not stopped. The algorithmic works endorsed by Max
Bense and produced by the pioneers of computational art motivated several
other professionals to continue studying and developing computing as
a fruitful creative medium, extrapolating the uses delimited by available
proprietary software. The emergence of Processing — a programming
language created in 2001 by Casey Reas and Ben Fry2 —, for example, was a
milestone for these intentions.
As an extension of the programming language Java3, to which native
Figure 3 (previous page / bottom left): functions were added in order to facilitate the creation of aesthetic elements,
Kerry Strand. Hummingbird.1968.
Figure 4 (previous page / bottom right):
Processing emerged with the goal of becoming a sketching-software, an
Kerry Strand. Crest. 1968. educational tool focused on programming for a visual context. However,
Figures 5, 6 and 7 (top): Cordeiro and
Moscati. Derivadas de uma Imagem
as time went by and the number of users increased, the language received
(Derivatives of an Image). 1969. improvements and evolved to become one of the main references of generative
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tools, even serving as a professional alternative to the aforementioned
proprietary software.
Formally, generative creation consists of the design of systems or
processes, such as a set of natural language instructions, a computer program,
or a machine, which are put into execution with a certain degree of autonomy
contributing to or resulting in a complete work (Groß et al., 2018; Grünberger,
2019; Galanter, 2003). Such autonomy can be guaranteed in several ways:
through the writing of instructions that respond to randomness; by designing
an interface that has an expected general behavior but delivers a different
experience depending on unpredictable inputs captured by the computer; or
even through complex mathematical models such as the capital market and
the weather.
The critical point is that computational intelligence will be used
as an active participant in the creative process and not only to support the
decisions made (Mountstephens & Teo, 2020) In design, the now added
computational complexity promotes a fundamental change in the creative
process as designers are no longer executors of tasks, but conductors. Role
that Groß et al. (2018, p.5) consider to be that of an “orchestrator of decision-
making processes”. Essentially, this type of creation gives up total control,
which is partially conducted by the computational intelligence of the chosen
system.
Whether due to the unpredictability of results, possibilities for
parameterization and optimization, or the ability to support artifacts that
respond in real time, several designers, programmers and artists such as Dimitre
Lima, Patrik Hübner, Casey Reas, Memo Akten, Ben Fry, Tim Rodenbröker,
Alexandre Rangel, Jarbas Jácome, Guto Requena, Stuart Batchelor, Manfred
Mohr, and Vera Molnar have been relying on generative creation to deliver
artifacts with instigating aesthetic and functional appealing. In design, more
specifically, generative systems can enable the production of flexible visual
identities, objects and packaging, fonts and infographics, and interactive
artifacts — the outline of this research — as illustrated by the following
examples.
German designer Patrik Hübner created in 2018 an example of how
generative systems can be employed in the design of interactive products.
Hübner was challenged to design a website that could emphasize the forces
of nature involved in the production of Brute’s wines and explore the harsh
climate of the German city of Hamburg, where grapes are grown, as a symbolic
and aesthetic differential. The designer then developed a website powered
by a generative system fed with data related to wind speed, temperature,
Figure 8 (next page/ top): Screenshots of the
sunlight, and rain, responding in real-time to weather stimuli (Figure 8). With interface designed by Patrik Hübner for Brute.
this input, the system manifests unpredictable behaviors and visuals that are 2018.
Figure 9 (next page/ bottom):
still consistent with the values proposed
for the brand. In addition, the user Materializations of the brand’s visual identity
can interact with the page through movements of the mouse. Visual objects designed by Patrik Hübner for Brute. 2018.
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19
20
produced by the system developed by Patrik Hübner were also applied in
other materializations of the brand’s visual identity, such as packaging and
advertising posters (Figure 9). Notably, the Initiative was nominated for the
2018 Cannes design awards — in the brand identity category — and for the
2019 German design award (Hübner, 2018).
The Programming Posters series created by German designer Tim
Rodenbröker in 2018, is another example of generative creation in interaction
design. In this project, Rodenbröker sought to explore generative design
to experiment with visual languages and reimagine the poster for a digital
context (Figures 10 and 11). Therefore, the work reckoned on a system that
computationally generated graphical objects that composed the posters. To
do so, the system was connected to sensors and powered by real-time data
from the users’ interactions. At the same time, this data was used to modulate
the behavior of the compositions to synthesize interactive experiences (Figure
12).
Our last example is the project created by Daniela Hanns, Leandro
Velloso, and Mauricio Galdieri for the exhibition Arquinterface, held between
November 13th and December 13th, 2015, at the Avenida Paulista in São Paulo,
Brazil (Figure 13). For the so-called Fixos_fluxos project, a generative system
was developed, powered by environmental and traffic data from the avenue
— supplied by local governmental companies — (Figure 14), and employed
to synthesize interfaces capable of expressing the perception and experience
of the street. Furthermore, the project relied on the lights on the facade of the
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FIESP building and on an Android app to transform the collected data into
visual and sound elements.
Motivated by a vibrant production we exemplified through the cases
above, this research intends to propose a model for the creative processes
in question to holistically understand how generative systems integrate and
influence them. As discussed at the beginning of this work, our starting point
is that there are differences to be understood between processes in which
generative creation is employed and conventional ones — in which such
approaches are not used. As an attempt to delimit and illustrate the scope
of this research, the following goal has been pursued: To propose a model
containing relevant aspects of the creative processes undertaken by
contemporary professionals when designing interactive products
powered by generative systems.
Concerning its relevance, generative systems can be used in the design
of interactive products because they can provide aesthetic and functional
differentiation, something potentialized by the greater availability and ease
of access to sensors and digital data — which can feed this type of system. In
addition, the emergence of technologies and programming languages f ocused
on non-specialists fostered experimentation with computing as a creative
material, which placed generative creation as an accessible and productive
field even for designers who are unfamiliar with computer science. Through
the current research, we also intend to contribute to the field by making such
systems more approachable regarding how and when they are employed, thus
increasing the understanding of generative creation as a participant in the
creative processes involved in designing the artifacts in question.
Lastly, as a critical counterpoint, authors such as Couldry and Mejias
(2019), Zuboff (2018), and O’Neil (2016) discuss the harmful impacts of
pervasive technologies and business models based on autonomous systems
and data capture in our lives and social organizations. Recent documentaries
such as The Social Dilemma (2020), directed by Jeff Orlowski, and The Great
Hack (2019), directed by Amer and Noujaim, also address the subject and
bring it into a more popular language. Despite not being the focus of this
research, discussing these issues in the scope of design and delving deeper
into the functioning and logic of this type of artifact might promote a critical
perspective for future designers of digital products.
Introduction to method
23
and conviction regarding a specific subject. Yin (2014), in turn, highlights the
practical nature of the strategy as he acknowledges its potential to investigate
contemporary phenomena in their context. Another critical motivator for
this choice was the complex relationships involved in understanding creative
processes — it might raise a myriad of aspects related to the process and
designers’ backgrounds and beliefs. An assortment of variables should be taken
into account at the same time that delimiting them might be complicated
and undesirably reductive. That said, a holistic approach was favored (Yin,
2014). Similarly, Gray (2012) states that case studies are precious and valuable
when the purpose is to explore questions in which relationships might be
ambiguous and uncertain. However, despite highlighting the exploratory
potential of case studies, the author acknowledges that the method relies on
a deductive approach which reflects on the need of previously elaborating a
theoretical foundation to guide the collection and analysis of data.
Therefore, our research began with the construction of a theoretical
foundation capable of sustaining our case studies. As Yin (2014) referred to,
the intention was to select and organize the “study propositions” to guide
them. Such a foundation is addressed in chapter 1. Nonetheless, the studies
mentioned above have been executed with projects of interactive products
created by professionals or studios, and in which generative creation has
been employed as a central element. Still, because we understood that
information concerning the creator and the creative process was necessary
to answer our research question, the pair professional-process, or team-
process, was considered our unity of analysis. Additional criteria for selecting
cases are documented in chapter 2 along with a complete discussion of the
methodology we followed.
Finally, to ensure reliability and make a more accessible contribution
to the field, an online database4 was set up with the cases studied —
professionals, their creative processes, and the interactive products they
developed using generative systems.
Structure
25
Chapter 1
Research Foundations
1.1 Creative processes in design
29
second-wave experimental cognitive-psychology — the branch of psychology
that studies how people think, perceive, learn and remember”. When it comes
to defining creativity, the author still explains that researchers of the field
can be grouped into two major categories: the already discussed individualist
approach, and a sociocultural one — which studies creative people working
together in social and cultural systems.
1. Find and formulate the problem. The first step is to identify a good
problem and formulate the problem so that it will be more likely to lead to a
creative solution.
2. Acquire knowledge relevant to the problem. Creativity is always based
on mastery, practice, and expertise.
3. Gather a broad range of potentially related information. Creativity
often results from mindful awareness of unexpected and apparently unrelated
information in the environment.
4. Take time off for incubation. Once relevant knowledge and apparently
unrelated information have been acquired, the unconscious mind will process
and associate that information in unpredictable and surprising ways.
5. Generate a large variety of ideas. Unconscious incubation supports the
generation of potential solutions to the problem, but conscious attention can
also result in possible solutions.
6. Combine ideas in unexpected ways. Many creative ideas result from a
combination of existing mental concepts or ideas.
7. Select the best ideas, applying relevant criteria. The creative process
typically results in a large number of potential solutions. Most of them will
turn out not to be effective solutions; successful creators must be good at
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2. IDEO is a design company known for its
human-centered, interdisciplinary approach. It
was founded in 1991, in Palo Alto, Californi
- Why wicked problems are good candidates for this type of thinking
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(variables are unknown and the knowledge needed to address the problem
is incomplete);
- Why designers benefit from appropriately researching users, the context, and
similar design solutions — strategies that will contribute to the elaboration of
the frame towards a proper design solution;
- And why design solutions tend to be very specific to the design problem
tackled (Kelly & Gero, 2021, p. 3).
To capture the idiosyncrasies mentioned above and other core
aspects of design, Lawson and Dorst (2009, p.50) proposed that a successful
design initiative is composed of the following five categories of abilities:
formulate, represent, move, evaluate and manage. Along with them, they
suggested the following visual representation to picture the components of a
generalist design process:
Formulating
Representing
Moving
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As previously discussed, design work is notably solution-oriented. In other
words, once design problems may never be successfully converted to well-
defined ones — to which there are answers for every variable involved —
designers seek satisfactory solutions instead of the optimal ones. This
propositional nature of design work also leads designers to think in terms of
a considerable, yet balanced, amount of conceptual alternatives (Cross, 2006,
p. 103-107).
The generation of solutions is so central to design projects that
sometimes it is mistakenly believed to be the only one. However, whether
due to the insertion of a novelty to the design process, a refinement, or a
new feature for the product being created, it is through these constant moves
— design propositions — that a project is navigated from beginning to end
(Lawson & Dorst, 2006, p. 54).
Still, because moving is an essential and complex part of the design
process, Lawson and Dorst (2006, p. 54) also relied partially on the distinction
of forms of creativity (p and h) made by Margaret Boden (1990) to classify the
ideas generated during a process and infer its originality:
Evaluation
Managing
Finally, when managing the process, designers are also reflecting on how
it is being executed. These are moments when they take a step back and
ask themselves if the undertaken creative process is good or bad. Through
management-related activities, designers can also analyze and identify the
many conceptual paths followed and decide which ones they should abandon
or keep pursuing. During these management moments, designers also judge
the overall adequacy of the creative process with the project brief, which
allows them to make necessary adjustments or plan partial deliverables
(Lawson & Dorst, 2006, p. 58-59).
After discussing the creative process and studying these thoughts
applied to a generalist design context, further knowledge regarding the
manifestations of the above-discussed concepts within an interaction design
practice is necessary. Such discussion is made in the following subchapter.
Before proceeding, though, we summarize the main contributions of
this subchapter through the sentence and the board below.
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1.2 Interaction design
Even if it is possible to build generative systems in the physical
world, it is through computers that their contemporary applications are
mainly conceived — especially after programming languages focused on
aesthetic creation such as Processing and openFrameworks became popular.
Moreover, since generative systems are not a specific technology or device
but a computational logic, their possibilities may evolve along with the overall
technological scenario. For example, if such systems were mainly used in the
creation of visual art, animated films, and interfaces with limited interactivity
during the XX century, today, they can be incorporated into websites and
support mobile apps, displays, and VR devices.
We start from the idea that a foray into interaction design can
point out essential theoretical contributions so that our research objects
(processes employed by professionals when designing interactive products
powered by generative systems) can be appropriately analyzed, described,
and understood. Apart from being focused on essential products of the digital
era, interaction design is technologically agnostic — the focus is on defining
how interactive products, systems, and services behave independently of the
platforms and devices that are supporting them (Saffer, 2009, p. 14). This is
also why we chose to study the discipline.
Interaction design can be understood as the discipline that seeks to
define the shape and behavior of interactive products, services and systems
(Goodwin, 2009, p. 5). Regardless of welcoming different purposes, during
interaction design projects, designers constantly answer questions such as:
Essentially, interaction designers define what will be and what will cause the
interactions involved in a given product or service. However, the many above-
discussed intersections and the “generalist” aspect of the discipline foment
divergent points of view concerning the general objective of an interaction
design project. Saffer (2009, p. 4) categorizes them into the following three
statements:
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design involves the definition of not only visual aspects, but also product
behaviors, navigations, and responses. To this end, various prototyping
methods can be employed: from staging or creating wireframes on paper to
making sophisticated digital prototypes with very high fidelity (Sharp et al.,
2019).
Still in the development stage, the last basic activity of interaction
design is evaluation, which represents the processes employed by the
professionals to measure propositions in terms of a variety of criteria. In
this process, data about the experiences users have when interacting with a
specific product or prototype is used to judge the usability and acceptability
of the project (Sharp et al., 2019).
Finally, returning to double-diamond, the product is polished,
produced, and released at the delivery stage, possibly accompanied by
valuable specifications to guarantee its quality.
In addition to understanding the basic activities of interaction
design, it is also important to know how they relate to one another. An
organization that Sharp et al. (2019, p. 51) call the lifecycle model (Figure
22). Although many projects follow a conventional process of discovering
requirements, generating alternatives, prototyping, and evaluating, these
activities are expected to feedback and instigate changes in each other.
Also, as will be discussed further on, factors such as design style, teamwork
dynamics, deadline, and budget can dictate the emphasis given to each of the
activities in the model and thus how they are organized.
Saffer (2009, p. 48) also relies on the double-diamond model to
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propose an interaction design process composed of the six following stages:
design strategy; design research; structured findings; ideation and design
principles; refinement; and prototyping, testing, and developing. According
to the author, such a process is necessary once “designing a product for
everyone, everywhere, for all time is not realistic”.
At the beginning, the product and project planning activities shape
the design strategy, which captures both the final vision and the tactics of the
project. Some of the main activities involved in the design strategy are: framing
the problem or opportunity to be addressed; determining the differentiating
aspects to be articulated by the product; envisioning and communicating the
design vision to other stakeholders; and creating roadmaps to make project
goals more tangible (Saffer, 2009, p. 49).
In the research stage, designers seek to investigate potential or
existing users of the artifact and the relevant contexts of use. To this end, in
addition to research planning activities, a myriad of methods can be selected
and executed, depending on the approach and on how the problem was
framed. Whether through interviews and observations or workshops and
group activities, the research stage also provides insights for better conduction
of the process to be followed (Saffer, 2009, p. 74).
Structuring findings comprises the organization, interpretation,
and synthesis of the data collected through research. In this stage, raw data
is transformed into visualizations that make sense for the team and relevant
stakeholders, such as models, charts, personas, or user stories (Saffer, 2009,
p. 94). Then, after gaining insights about the context and users, a stage of
ideation and definition of design principles begins. At this point, ideas and
concepts are proposed, judged, and selected to go forward. However, according
to Saffer, it is important to evaluate and select these ideas according to solid
design principles. Not only to objectively evaluate the available options but
also guide how they will be refined and developed in the rest of the process.
In the refinement step, these concepts are duly specified and
elaborated according to the project’s limitations, requirements, and intentions
as ideas move from initial propositions to more detailed artifacts such as
sketches, sitemaps, wireframes, task flows, and service journeys.
Lastly, in the prototyping, testing, and development stage,
professionals deliver a greater level of detail through the design of final
interfaces and prototyping of interactions and behaviors. At this moment,
aspects that might be difficult to express by other means, such as movements,
animations, interactions, and timing are clarified. In addition, prototypes can
be tested with users to detect errors and incorrect assumptions (Saffer, 2009,
p.170-184).
In addition to a deep understanding of users and potential users,
an essential part of the restrictions and requirements emerge with a holistic
investigation of “the full context of the design problem” (Moggridge, 2007, p.
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725). Based on these thoughts, Moggridge (2007, p. 730) proposed that the
interaction design process comprises the following ten essential elements:
constraints, synthesis, framing, ideation, envisioning, uncertainty,
selection, visualization, prototyping, and evaluation. The author also
advocates for a possibly disordered execution, in which steps can be (and
probably will be) repeated and alternated.
In this model, design starts with understanding the relevant
constraints, that is, user needs and expectations, mental models, functional
requirements, technical and budget regulations, timeframe, and competitor
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analysis. Moggridge argues that a robust mapping of these constraints must
be done and absorbed by designers before further work. Moreover, the author
also argues that more complex projects benefit from numerous and diverse
teams precisely because of the ease with which a “shared mind” can deal with
the many inherent constraints.
The author also postulates a synthesis process that constantly takes
place in the subconscious “shared mind” of the design team. According to
him, it is during these moments that all relevant issues are processed and
used to propose ideas and other elements for the development. Framing
represents analyzing the problem and organizing its components to make
it more approachable. As stated by Moggridge (2007, p. 731): “One project
may be best framed by a journey through the experience, another by a four-
quadrant analysis of people’s attitudes, and another by a nested hierarchy of
attributes”. Furthermore, like Saffer, Moggridge acknowledges the importance
of a moment of ideation in the interaction design process. More than that,
he understands that a suitable framing of the problem can organize the
generation of ideas and that it does not happen as a temporally delimited
phenomenon, but rather spread all over the project.
When envisioning a particular solution for the problem, designers
begin considering concrete representations and how the specific solution
will take shape and relate to the elements of the context. In other words,
the solution is seen as the product, which consequently shifts thinking to
a convergent perspective. Accordingly, uncertainty is placed as a fuel that
urges designers to pursue better solutions. These are the considerations and
questions put on the propositions so that they continue to be elaborated. For
instance: “Is this simple enough? Is it consistent with what already exists? Can
we make it work faster?”. Moggridge also includes in his model the selection
of design ideas, in which most promising propositions are chosen according
to relevant criteria established by the designer (or team). As a complement,
the author argues that it is common for disagreements among team members
to happen at this moment of decision.
Visualization activities allow the solution to take shape as
communication artifacts, bridging the gap between envisioning and
prototyping. It represents and illustrates what is being proposed so that the
message is clearer. For example, in a digital product context, designers can
elaborate sketches of the interfaces that will be implemented to illustrate
technical requirements to a development team. Moreover, designers rely on
prototyping strategies to test the solution’s adaptability to specific criteria by
incorporating more complex aspects and behaviors into the aforementioned
representations and models. In an iterative design process, prototypes
facilitate the project’s path while evolving from basic hunches to getting
closer and closer to the envisioned design.
Lastly, Moggridge’s model comprises evaluation activities that
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take place throughout the design process. The author establishes a design
approach with constant and anticipated moments of questioning, capable of
guiding designers from the beginning — when deciding the most promising
concepts and ideas to pursue —, until the examination of which adjustments
should be made before release.
By also reckoning on an observation towards practice, Kim Goodwin
(2009, p.7) proposed an interaction design process based on the method of
Goal-directed design, developed by the design consultancy Cooper (now
part of Wipro Digital). Following the activity-centered approach discussed by
Saffer, Goal-directed Design assumes that the best way to design a successful
product is by focusing on understanding the goals relevant to it. Such
investigation involves uncovering the many requirements and opportunities
behind users’ goals, business goals, and indirect objectives, say of those who
might want to buy the product but not necessarily interact with it. According
to Goodwin (2009, p. 7), the method was entirely developed by analyzing the
real world and consists of four main components: the principles, patterns,
process, and practices. Kim also states that a successful application of the
method depends on a team with qualified people and necessary skills.
As discussed in the previous models, the principles represent
general directions that will guide the elaboration. They are sentences or
concepts specifically developed for the project in question, which will help
propose and judge solutions. Patterns, in turn, represent an orientation
towards taking advantage of consolidated patterns of interaction and use.
These “building blocks” of the interaction designer’s vocabulary, according to
Goodwin, might be standardized layout choices for a given website that seeks
to be intuitive, the use of interactions that already exist in other applications
made for the same device, or even public component libraries, such as Google
Material Design, or the Apple Human-Interface Guidelines.
Despite introducing the elements, though, Goodwin’s discussion
about Goal-directed Design concentrates mainly on its design process
described through seven steps: project planning, research, modeling,
requirements definition, framework definition, detailed design, and
implementation support.
The model starts with a project planning step. The focus is
on identifying the project’s stakeholders, determining the main goals,
and outlining a plan for the activities to be carried out. Although the still-
undefined state of the problem makes it difficult to predict deadlines and
durations accurately, the author argues that an experienced designer should
be able to propose an initial schedule to measure time and costs.
Goodwin also emphasizes the importance of a research step. Her
premise is that a problem needs to be first comprehended to be solved. In
addition to understanding the design problem research also contributes to
building consensus between the team and the people involved. Furthermore,
47
by raising objective data, research activities also contribute to a faster and
more accurate design process development. In the modeling stage, raw
research data is analyzed and synthesized into models that are useful for the
project. A widespread modelling method, for example, is creating a set of
relevant personas. However, these models can also represent other important
aspects of the problem, such as work processes and usage environments.
Data analysis and subsequent modeling also contribute to an
appropriate definition of requirements. In this step, the intention is to
determine the implications of the data collected on the functionality and
design of the product (Goodwin, 2009). Naturally, this definition should also
take into account business objectives and strategic constraints.
The newly understood requirements feed into another stage
of framework definition. At this stage, first sketches of the shape and
behavior are explored and presented, still without much detail, so that
the parties involved can begin to visualize the project’s paths. Then, in the
detailed design step, designers specify what will be delivered at a ready-for-
development level of fidelity. According to Goodwin, to anticipate extreme
use cases and follow best practices, designers also rely on the collaboration
of developers, engineers, and other specialists, and on usability tests, at this
stage.
The final step of Goodwin’s design model is implementation
support. To exemplify it, the author makes an analogy with the routine of an
architect who says that her work only ends when constructions are complete.
At this stage, designers seek to assist the development teams with any doubts
and additional specifications about the delivered project. This step is critical
for the product’s quality for avoiding design decisions made without the
people responsible for them.
Goodwin also notes that a given design process does not determine
the quality of what will be delivered and the team’s efficiency by itself.
On the contrary, management practices related to team structure, speed,
communication with stakeholders, and collaboration deserve attention, as
they will certainly affect the results. Lastly, despite presenting a linear unfolding
initiated by robust planning, research, and modeling stages, the author admits
the eventual need of “taking shortcuts”, depending on the context and
expectations regarding the product’s release: “Some organizations (such as
start-ups in search of additional funding) may believe getting a best-guess
product out the door is more important than taking the time to understand
their users and customers in any depth, so there are ways to jump to design
with little or no time spent on research” (Goodwin, 2009, p.10).
Our foray into interaction design might also benefit from discussing
the discipline’s paths and models more recently proposed by academics
and professionals. Currently, interaction design is ubiquitous, especially
among technology companies that market digital products and services.
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However, according to Sharp et al. (2019, p. 13), it is not only these naturally
technological companies that have been interested in interaction design
services. Today, banks and financial institutions, government agencies,
retail companies, and various services see the value of the discipline and its
potential for differentiation in a context of extreme digital competitiveness.
Moreover, although “interaction design” is the commonly used umbrella term
to describe the field — encompassing its methods, theories, and approaches
— we can easily find a variety of nomenclatures with specific emphases.
Among them, UI Design (user interface design), web design, product design
(digital product design), and UX Design (user experience design) (Sharp et
al., 2019, p. 9).
With the consolidation of UX and the focus on designing for the
user experience, there has also been a clear shift in the discipline towards
an approach centered on the actual users of the product. Although designers
ordinarily think of their projects in functional and aesthetic terms, the search
for commercial differentiation and for constantly delivering a “better brand
experience” have reinforced the thesis that focusing on users and their
emotional needs and expectations guarantee a better return to business
(Garrett, 2010, p. 13).
In this sense, several authors have been producing content on the most useful
ways to direct creative processes towards better user experiences. For example,
Garrett (2010, p.6) defines user experience simply as the experience that a
given product promotes for people who use it in the real world. Accordingly,
the author understands the design process as the conscious and intentional
activity of defining the relevant aspects of a set of five complimentary
planes that make up what is being received and interpreted: the surface, the
skeleton, the structure, the scope, and the strategy.
On the surface, regardless of whether we are dealing with a product
with informational or functional appeal, we are interested in articulating the
sensory choices that manifest the intended experience. For example, at this
level, the user will see a series of pages on a website made up of different
images and texts. Some images will be illustrations, while others will be
photographs that may link to other specific pages.
Just below the surface, the skeleton of the product represents the
concrete placement of its various components, such as buttons, controls,
images, and blocks of text. In addition, the organization might reflect an
intended logic. For instance, the skeleton can be designed to optimize the
content or shed light on specific points. Moreover, according to Garrett
(2010, p. 20), the skeleton is nothing more than a concrete expression of the
structure of the interactive product, which represents the general navigation
and categorizations that determine the product’s final appearance, despite
Figure 25 (previous page): Reproduction of
not being necessarily visible.
Goodwin’s model (2009, p. 10). The scope represents the “list” of elements and functionalities
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that should be considered in the product design and, thus, articulated by the
superior planes. For example, some e-commerce sites allow users to save
their favorite items to a list to refer to in the future. Whether or not to include
this functionality is a matter of scope.
Finally, the strategy plane covers business intentions, desires, and
requirements discovered through user research. As discussed in previous
models, we can think of these strategy elements as a series of sentences or
principles that the designed experience will attempt to communicate.
Garrett (2010, p. 24), at last, suggests a design process that navigates
through the five planes, from the bottom to the top — starting with the
strategic definitions until the creation of the surface. However, the author also
recognizes that it is impossible to delimit a specific order for the activities
to occur. “Dependencies run in both directions, with decisions made on
upper planes sometimes forcing a reevaluation of issues on lower planes.” he
exemplified. Furthermore, the author explains that decisions made about each
plane tend to respond not only to movements of the project itself but also
Picture 26 (top): Reproduction of Garrett’s
to market competition, good design practices, and the available knowledge model (2010, p. 6).
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about users. All of these factors can change along the way.
With a more market-oriented perspective, Unger and Chandler (2012, p. 3)
define user experience design as “creating and synchronizing elements that
affect the user experience with a particular company, product or service,
to influence their perceptions and their behavior”. Related to our previous
discussions concerning the different ways to order the activities within an
interaction design project, the authors also acknowledge the influence of
factors such as structure and location of the team, technologies being used,
and the desired level of collaboration. However, regardless of emphasis and
ordering, Unger and Chandler (2012, p. 73) identify six essential steps common
to most projects: plan, define, design, develop, deploy and extend.
In their proposal, designers begin by planning the overall strategy,
the composition of the team, and the approach to be followed. Then, the
relevant requirements and restrictions are defined. In the design stage,
the visual and interactive aspects of the artifact are outlined, from simple
concepts and sketches to detailed specifications. At the development stage,
the designed artifact is tested and refined sufficiently to be deployed. At this
point, details about product release and delivery schedules might be planned.
Finally, the extension stage happens after execution and comprises the
research and documentation of recommendations for future improvements
and support.
Moreover, according to the authors, the steps proposed above can
be organized in line with different procedural approaches — being waterfall
approaches and agile approaches the two most common. In the first
approach, the steps are treated as separate and distinct phases mediated by
precise approval moments. “For example, the design phase does not begin
in earnest until requirements have been approved by business stakeholders,
who sign off on one or more requirements documents at the end of the define
phase.” (Unger & Chandler, 2012, p. 74). However, a fragility of the waterfall
approach is that it assumes that each phase can be completed without causing
modifications to the previous ones. That is, the activities of a specific design
phase, for example, could not raise questions about the initial schedule or the
requirements.
On the other hand, when they understand change as a constant in the
project, product development teams benefit from more flexible approaches.
In so-called agile approaches, the focus is on collaboration and quick
creation at the expense of detailed documentation and excessive formality.
By assuming great collaboration and closeness between team members, agile
approaches reduce the need for robust documentation throughout each step.
Naturally, though, such a shift from a linear and delimited approach — which
favors long and detailed project time — to a faster approach — in which
it is expected that quick decision-making and collaboration will provide
satisfactory deliveries in less time — poses the need for designers to adapt
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their creative process (Unger & Chandler, 2012, p. 73).
Being one of the current challenges for professionals of the field,
the search for project agility and greater integration between the members
of product development teams continue to instigate the proposition of
new UX design models. Especially due to the growing absorption of these
professionals by technology companies. For instance, Gothelf and Seiden
(2016, p. 85) propose a four-step process model called Lean UX as a more
recent contribution.
According to the authors, Lean UX is an approach based essentially
on experimentation and learning. The work starts with hypotheses and
assumptions to be investigated, or pre-established intentions. Based on these,
the team ignites a quick design process intending to design an MVP3 as a
strategy of validation. At this point, experimentation takes place in various
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3. A minimum viable product (MVP) is
a version of a product with just enough
features and details to be usable by early
customers and stakeholders who can then
provide feedback and suggest paths for further
development.
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incorporating the design perspective into the other goals and overall team
process.
For instance, throughout discovery, designers can take the lead and
apply a myriad of user and stakeholder research methods and continually
synthesize and present the insights discovered to the rest of the team. In
parallel, these investigations can improve a series of aspects of the product
being designed. Again, it is worth noting that the design activities discussed
throughout this chapter continue to be carried out but at a different pace and
organization.
After discussing a myriad of models for the creative process in
interaction design, a last conceptual layer focused on generative creation and
computational thinking will be added to support the holistic interpretation of
our cases. Such discussion happens in the following subchapter.
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1.3 Generative Creation and Computational Thinking
in Design
In 1964, Karl Gerstner (1930-2017) released his book Designing
Programmes, one of the first texts dedicated to systematically approaching
design. At that time, the author argued that problems could be more
efficiently solved with a matrix of possible solutions — programs, instead of
unique propositions. Essentially, Gerstner (1964, p. 21) considered impossible
for designers to delimit, in an absolute way, all the relevant solutions of a
design problem since conditions and the context might change fast and often.
Still at the beginning of the computational era, Max Bense (1910-1990) also
relied on research about computing and systematization as he was looking
for ways to formalize aesthetic processes. Exploring a hypothetical concept
of calculability of all elements, he worked centrally on the role of quantitative
and objective analysis in the creations of shapes and on a design methodology
strongly influenced by algorithms (Neves, 2015, p.533).
As computers became more accessible and straightforward during
the XX century, computational tools and programming practices reached
many industries and society’s more popular layers. For designers, even
though the adoption of these tools caused differences in the design process,
it first represented a transposition of the usual media and routines to a digital
context. The focus was on gaining precision and efficiency and not exploring
new processual and aesthetic possibilities (Reas & McWilliams, 2010, p. 27).
Behind the scenes, though, algorithmic explorations continued to advance
due to scientists, designers, and artists who sought to extrapolate the most
famous software tools and take computing as a fruitful creative material.
These intentions motivated new artistic movements — such as the New
Media Art scene —, the invention of innovative interactive interfaces and
the creation of programming languages and platforms oriented to aesthetic
purposes.
In this context, computational creation transcended a purely
automating algorithmic approach and reached another, in which systems
started to be employed in the creation of artifacts and experiences hardly
obtained by traditional means. In other words, with its unique characteristics,
attributes, and properties, the computer came to be seen as a creative medium
in its own right and used to explore novelties (Reas & McWilliams, 2010, p. 31;
Richardson, 2016, p. 16).
Furthermore, design has been relying on generative creation not only
to produce innovative and hitherto unattainable shapes but also to rethink the
traditional design process and explore other aesthetic possibilities. Since the
early 1970s, when generative design began to be studied by pioneers such as
architect John Frazer, alike approaches have attracted the attention of many
academic researchers interested in design theory and of the CAD industry
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(Computer-Aided Design), interested in selling parametric and optimization
solutions (Krish, 2010, p. 90). Even though it was born within architecture,
generative design can be, and is, explored in the creation of different types
of physical and digital artifacts (Mountstephens; Teo, 2020, p.2). In reality,
the reasons behind this adoption are based on the benefits of employing
the method compared to conventional design approaches and not on its
adequacy to a specific context.
Traditionally, a design project depends on the central role of
designers (or the team) to execute it, from its initial conceptual stages to
the finalization of the proposal. User needs and expectations along with
technical and aesthetic requirements are continually and directly articulated
to be contemplated by the designed product — a type of creative process that
relegates the computer to the role of executing human decisions. In generative
design, artifacts are produced by algorithms or autonomous systems, albeit
partially, which can be fully automated or refined according to interventions
made by human designers. The critical point is that computational intelligence
is used as an active participant in the creative process and not only to support
previous choices (Mountstephens & Teo, 2020, p.1). Nevertheless, due to
the added computational complexity, there is a fundamental change in the
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creative process: the designer is no longer an executor of tasks but a conductor.
A role that Groß et al. (2018) refer to as an “orchestrator of decision-making
processes”. According to the authors, this is what generative design is about:
“iteratively developing different processes and then selecting those
that produce the most visually compelling results”.
To illustrate this fundamental change, Groß et al. (2018) proposed
a model for the creative process in generative design characterized by an
emphasis on abstraction and on a different role for designers (Figure 31).
The main change is that traditional craft recedes to the background, and
abstraction and information become the protagonists. Thus, the relevant
question is no longer ‘How do I draw?’, but ‘How do I abstract?’ (Groß et al.,
2018, p. 504).
In opposition to the conventional process in which designers
implement an idea directly, intervening and refining the artifact, when
generative creation is employed, a process of abstraction is undertaken to
transform the idea into an algorithm which is later translated into a source
code, or program, to run and generate results. Being an “indirect” design
process, as referred to by Omine (2014, p. 85), designers might participate at
all steps through activities that encompass the creation of algorithms, writing
of code, the evaluation of results, and the consequent refinement of programs.
As this is an unpredictable way to create, Groß et al. (2018, p. 507)
also highlight the role of human designers in evaluating results and in the
refinement of algorithms as the basis for an incremental and necessary
improvement. Something particularly critical considering that replacing this
evaluation strategy would require satisfactory automation of highly subjective
and hardly quantifiable aspects, such as aesthetic preferences and choices
(Mountstephens & Teo, 2020, p.5).
In contrast to the conventional approach, we do not directly put
our hands on the image but instead change the underlying abstraction or
individual parameters in the program and continue to refine each iteration
until the desired result is achieved (Groß et al., 2018).
Besides being a central aspect of the above-discussed process,
abstraction is also vital to computational thinking (or CT), a concept we will
explore as a valuable additional theoretical layer to interpret this research’s
object. After all, as already explored, generative creation is closely linked to
computational processes.
Although there is no single definition for what this specific type of
thinking is (Shute et al., 2017), informally, computational thinking describes
the mental activities involved in formulating a problem in such a way that
it admits computational solutions. Solutions that then can be performed by
humans, machines, or both.
As an attempt to more formally define it, Kelly and Gero (2021, p.6)
point out the existence of two distinct trends. In the first, authors seek to
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define computational thinking based on the type of reasoning involved in it.
For instance, in one of her first publications on the subject, Wing (2006, p.33)
defined computational thinking as solving problems, designing systems, and
understanding human behavior through computer science concepts. Furber
(2012) defines it as the method of recognizing computational aspects in the
world around us and applying computer science tools and techniques to
understand and argue about natural or artificial systems and processes. And
for Denning (2009), in turn, computational thinking can be understood as a
mental orientation to face problems as a process that converts an input into
an output, associated with the search for an algorithmic process to do it.
The second trend defines computational thinking through the
solutions it is capable of producing. For example, Yadav et al. (2014) describe
the concept simply as a mental activity used to abstract problems and
formulate solutions that can be automated. Wing (2011), in a second more
recent work, defines computational thinking as the “processes involved in
the formulation of problems and solutions so that these solutions can be
represented and, consequently, carried out by information processing agents”.
Moreover, focusing on the elements and abilities that compose it, Bocconi
et al. (2016, p. 18) define computational thinking as the “mental processes
involved in solving problems so that they admit a computational solution that
involves abstraction, algorithmic thinking, automation, decomposition,
debugging and generalization”, which they understand as the core skills
or abilities of computational thinking. Finally, going partially in line with
this proposition, Beecher (2017, p. 7) adds the concepts of logical thinking,
modeling, and evaluation to the list.
The most crucial cognitive skill in computational thinking
is abstraction (Kelly & Gero, 2021, p.6; Bocconi et al., 2016, p. 17-18).
According to Grover and Pea (2013, p. 39), its importance as a key concept of
computational thinking and as the element that differentiates it from other
types of thinking is undisputed.
In essence, by abstracting, people express an idea in a specific
context while suppressing details irrelevant to that context (Beecher, 2016,
p. 56). In this way, it is possible to say that the ability to abstract is related to
the act of choosing the correct details to be removed from a problem so that
it can be better understood or represented (Csizmadia et al., 2015, p. 7). By
placing ‘How do I abstract?’ as the central question of the creative process
in generative design, for example, Groß et al. (2018, p. 507) illustrate the
existence of an abstraction layer that thoroughly mediates it. For them, one of
the biggest challenges for designers in this approach is abstracting vague ideas
into formal computer-interpretable instructions.
In any case, when heading towards formalization, the abstracted idea
needs to be transformed into an algorithm that, in turn, can be understood as
“a set of steps to accomplish a task.” (Cormen, 2013, p. 1) or, more rigorously,
59
as “a finite, deterministic, and effective problem-solving method suitable for 4. Para Gerstner, até o grid tipográfico
pode ser considerado um programa [e,
implementation as a computer program” (Sedgewick, 2011, p. 4). In essence, consequentemente, um algoritmo], ao
this abstraction followed by organizing an idea into a set of well-defined steps funcionar como um sistema que permite
permutações no espaço.
can be understood as algorithmic thinking.
With possible direct implications for the design processes in which
they participate, Reas and McWilliams (2010, p. 13) state that algorithms have
four essential qualities:
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to be applied as key visuals across all media for the event (Field, 2020).
Algorithms, though, are only part of solving the problems we are
interested in. Since computational environments manipulate data through
lines of code, algorithms must be translated into programs (review model by
Groß et al. (2018)) so that they can, in fact, work. At this point, computational
thinking reaches a very practical spectrum (Richardson, 2016 p. 20).
In addition to the computational-thinking skills already discussed,
we program by employing frequent debugging and generalization
processes as we seek to create efficient and correct programs to deliver the
desired quality of automation. When debugging, we systematically analyze
and evaluate programs or algorithms through testing, reviewing logs, and
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62
the intuitive application of logical thinking — that allows us to anticipate
and verify results. Through generalization, we identify and base ourselves
on patterns, similarities and connections that can help us write codes and
compose the general strategy of what needs to be programmed. Finally, by
decomposing a problem, or artifact, we can break it down into smaller
elements and organize it in a way it can be understood and solved. This makes
complex problems, whether related to writing a program or defining a design
project, easier (Csizmadia et al., 2015, p. 7).
Moreover, to effectively write the program’s source code, we can
select the most suitable programming language, among the thousands of
options that exist. To make this decision, we can rely on criteria such as the
operating system or device on which the program will run; the desired aesthetic
quality; and personal preference. Also, since there are several languages with
different syntaxes, limitations, and modes of use, programmers reckon on
the fact that their choice will naturally influence the style and possibilities of
Figure 33 (previous page): Visuals created by execution to make a conscious decision (Reas & McWilliams, 2010, p. 17). If
FIELD for the IBM Think 2020.
Figure 34 (current page / top): A poster
in 1992, for example, to draw a line on the screen between the coordinates (10,
created by FIELD for the IBM Think 2020. 10) and (20, 20) using OpenGL it was necessary for the program to contain
63
the following commands:
glBegin(GL_LINES);
glVertex2f(10, 10);
glVertex2f(10, 10);
glEnd();
the aspects being “drawn” on the screen. Then, once the initial visual concepts
are reasonably developed, the next step of the process is improving them by
organizing the graphic elements and defining their interrelationships. At this
point, it is possible to experiment with a series of compositional practices
and concepts, such as repetition, variation, and randomness, and incorporate
them into the generative algorithm. The intention is to start adding complexity
to visual explorations.
In the refinement and depth stage, the intended elements and
visual composition are properly programmed, as a structure for the code is
also determined. At these moments, the execution of each of the graphical
elements and compositional rules is defined along with the data necessary to
make that happen. Therefore, functions for moving and positioning elements,
Figure 35 (above): Illustration of the model
controlling sizes, coloring, and employing user input data to control certain proposed by Zhang and Funk (2021).
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aspects are written.
Finally, in the completion stage, the program is prepared to
produce the expected artifact. This means that if a movie or animation is
being produced, the team will worry about correctly setting the frame rate
per second and adjusting the program to synthesize the clips in the necessary
resolution. On the other hand, if the outcome is a poster, they will probably
be concerned about producing image files large enough to print with pixel-
perfect quality. Moreover, at this stage, it might also be interesting to run the
program on a mobile device, or over the internet, which will require specific
adjustments.
Furthermore, Zhang and Funk (2021) argue that creative processes
do not always start with an idea or concept to be elaborated. Counterpoint
they explain through the discussion of two different approaches to ideation.
In the first approach — concept-based ideation —, creative work begins
conceptually, probably before computational tools are used. Since the
main challenge in this approach is to turn an abstract idea, already in mind,
into a satisfying computational result, one implication is that designers or
programmers already have ideas and expectations about how the employed
concept will be materialized. In the second approach — material-based
ideation —, computing and programming are taken as the creative “material”
we will be experimenting with to encounter concepts to be elaborated. More
practically, this means that the creative work will gradually take a more
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concrete shape and direction only after a series of experiments with different
tools, processes, algorithms, and languages.
In short, while concept-based ideation sees computational material
as a means of communicating a concept, the other sees it as the very concept
that is going to be elevated and expressed. Zhang and Funk (2021, p.447) also
complete their discussion by saying that such a strict delimitation between
one approach and another does not happen in real life, but rather flexible
creative work that constantly alternates between them.
In a way, the above-discussed distinction in the two approaches for
ideation inherits elements from an earlier debate concerning the computer’s
role in creative activities such as design and art. As stated at the beginning
of this subchapter, for a long time, computing was employed to gain
precision and efficiency rather than exploring new procedural and aesthetic
possibilities. A use, according to Reas and McWilliams (2010, p. 25), centered
on the production of preconceived shapes and concepts. However, when
employed with a conception-oriented perspective, the computer actively
participates in developing the shape or concept in question.
For Agkathidis (2015, p. 14), for example, when used for conception,
one of the main strengths of generative creation is its ability to offer new
directions to design projects and break with predictable relationships between
form and representation. Something that occurs because computational
complexity is adopted as a co-drawer with whom designers “negotiate”
creation. The author, here, refers to a morphogenetic approach, a conception
model in which the computer, once fed with a specific set of design rules,
conceives a series of artifacts that contemplate them (Figure 37).
Although it does not have a specific order, the process comprises
three main steps. First, in a stage of analysis, data collection, and definition
of design rules, the focus is on obtaining information about the various
relevant aspects of the problem, such as context, program, structure, and
performance, and defining the design rules that the system must consider.
Figure 37 (top): Reproduction of the model
Then, in a stage of morphogenesis, the computer employs algorithmic proposed by Agkathidis (2015, p. 14).
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processes to create the first versions of the expected results at a more
superficial level of detail. Finally, in the last stage of metamorphosis, the
proposed concepts are refined and adjusted on the computer to become the
final results.
Accordingly, Grünberger (2019, p. 13) understands generative design
as a practice in which control is relinquished in favor of results since the entire
design process becomes subordinate to an autonomous logic or random seed.
Because of this, the author states that designers start behaving not only as
creators but mainly as interpreters and curators who must spontaneously
evaluate and select shapes and patterns while ensuring that the process
employed is adequate and compatible with the strategy of the project.
Finally, for those interested in optimization, significant advances
in computational power have enabled design programs to make essential
contributions in solving complex problems — for which the space of design
solutions is vast and dynamic (Buonamici et al., 2021, p. 144). However, besides
being used to conceive optimal alternatives for a given problem, adopting
computing as a means can also point out new procedural and aesthetic paths
and potentialize human designers’ creativity (Buonamici et al., 2021, p. 144).
By relying on generative poetics, for example, several designers and
artists have been engaging in political and experimental projects intended
to motivate explorations of new languages and discussions concerning the
impacts of technological transformations in our societies (Brain & Levin,
2021, p. 5).
In the end, such a paradigm shift clarifies the relevance of studying generative
creation as an element capable of instigating novel practices and aesthetics to
the field of design (Brain & Levin, 2021, p. 4).
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We summarize the main contributions of this last subchapter through the
sentence and the board below.
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1.4 Main Contributions and Theoretical Proposition
This chapter went through the concepts, theories, and models that
compose the foundations of our case studies.
In the first subchapter — Creative Processes in Design, we have
defined creativity and the creative process and discussed a few models to
describe it. More specifically, we learned that “the creative process can
be defined as a sequence of thoughts and actions that comprise the
production of work that is original and valuable” (Lubart, 2021, p. 3)
and that such a sequence of thoughts and actions needs to be employed in
the production of a valuable novelty (at least for the people involved in the
process) to be considered a creative process. It would be a process of creation
otherwise.
We also understood that design thinking has relevant
idiosyncrasies compared to conventional problem-solving approaches,
primarily due to the specific ways in which problems are framed and how
problems and solutions coevolve throughout a project. Because of this, we
relied on Lawson & Dorst’s model (formulate, represent, move, evaluate
and manage as main design activities) to understand specific aspects of how
the creative process happens in design.
The following question arises as this first subchapter ends: “Now
that we know what the creative process is — thus having the lens/structure
through which cases will be analyzed — and how it can be adapted to a
generalist design context, what would be the specifics involved in discussing
it within an interaction design practice?”
As an answer to the question above, the second subchapter focused
on moving the theoretical discussion into a more practical layer by enriching
it with definitions and models of design processes proposed by interaction
design researchers and practitioners. Since this study aims to interpret creative
processes employed in the design of interactive products, discussing specific
models and activities of interaction design was considered the natural next
steps.
We learned that, despite encompassing different points of view and
traditions, interaction design can be defined as “the discipline that seeks
to define the shape and behavior of interactive products, services, and
systems” (Goodwin, 2009, p. 5). Moreover, regardless of having diverse
purposes, professionals answer questions such as the following ones when
designing interactive products:
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Chapter 2
Method
2.1 Overview
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1. https://caiobarrocal.format.com/ generative systems. Therefore, the pair designer-process, or team-process,
codes-for-creativity
was considered our unity of analysis. We decided so because we understood
that information concerning these two main elements (creator and creative
process) was necessary to answer the research question. A few additional
selection criteria for cases were also established, as exposed in item 2.4.
To picture the creative processes undertaken during the projects
studied, we relied on in-depth interviews with professionals and teams and
on the analysis of final and partial deliverables created during the work.
Moreover, to properly answer the research question, the following general
goal has been defined:
To propose a model comprising relevant aspects of the creative
processes undertaken by contemporary professionals when designing
interactive products powered by generative systems.
Furthermore, to test the adequacy of our research tools and anticipate
the quality of the analysis proposed, a pilot model has been created, applied
into a pilot study, and results were discussed in a formal thesis committee
meeting. Developments proposed by the committee are discussed in item 2.5.
Lastly, to guarantee reliability and easier access to the contributions
made by this research, a digital database1 containing the cases studied has
been created.
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2.5 Pilot study and thesis committee meeting
Relying on definitions provided by the first research foundations,
a pilot model was created and put into practice through a pilot case study,
which allowed us to assess the adequacy of our research instruments for the
problem and experiment with a few different analysis frameworks. The results
of this pilot study have been discussed with the thesis committee in a regular
meeting and their suggestions were incorporated into the process, resulting in
the definitive versions of the research foundations, model, and research tools.
Despite acknowledging the fundamental differences between
creative processes in which generative systems are used and conventional
ones (Groß et al., 2018), we relied on a generalist design model to obtain
insights and start shaping our conceptual framework and our research
methods through practice. Therefore, to provide structure for a first mapping,
we relied on the model proposed by Lawson and Dorst (2009, p.50) — in
which the most relevant skills and activities of a successful design project are
categorized into formulate, represent, move, evaluate and manage — to
elaborate the following pilot instruments:
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Pilot Interview Script (PIS)
1: Formulate
_
1.1 - What were the intentions and provocations that motivated the
project?
1.2 - What discussions came into play once the intentions were clear?
What did you seek to define beforehand?
1.3 - Were there already limitations placed?
2: Represent
_
2.1 - Did the process also have manual steps, or was it all done on the
computer?
2.2 - Have you built prototypes?
2.3 - How was the communication between you and those responsible
for the development?
3: Move
_
3.1 - Before getting to the final idea, have you considered alternatives?
3.2 - And visually, how did you reach final results?
3.3 - I would like to understand the logic of the algorithm as well. Once
it receives signals, how does it synthesize shapes?
3.4 - Any reference, author, artist or project was an important inspiration?
4: Evaluate
_
4.1 - Why did you choose to pursue this idea? What were the criteria?
4.2 - Why did you choose to employ generative approaches?
4.3 - When did you get satisfied and decide it was time to stop?
4.4 - If there was not a deadline, what would you have improved?
5: Manage
_
5.1 - How was the project executed? Main steps and challenges?
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2.6 Data Collection
To picture the creative processes undertaken, our revised data
collection strategy relied on two main data sources: professionals (or teams)
and the artifacts created by them. In-depth interviewing was the primary
method selected for making sense of the studied processes. At the same time,
the analyses of both final and partial deliverables were considered additional
sources for a visual comprehension of essential changes, decisions, and
influences.
Being one of the main data collection methods in qualitative research,
in-depth interviews provide a detailed understanding of participants’ beliefs,
actions, motivations, and processes in their specific social contexts (Bauer
& Gaskell, 2000). In addition, they give interviewers several techniques and
opportunities to reach depth concerning the reasons, feelings, opinions,
and values that permeate interviewees’ choices, something important to the
present study (Legard et al., 2003).
Acknowledging that researchers have an active role in developing
data and meaning when conducting in-depth interviews, the following script
has been elaborated to provide structure for thoughts and considerations
while also leaving room for divagation and flexibility. It also aimed to
emphasize depth, nuance and make interviewees comfortable enough to
express thoughts in their own ways (Legard et al., 2003). Moreover, for better
conduction, the script was elaborated after the foundations of this research
and according to the framework of interview stages proposed by Legard et al.
(2003).
1: Arrival
_
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6: After the interview
_
- Further acknowledgments
- Explain the expected contribution of the interview to the research
- Talk about the consent form to be sent and the collection of additional
materials about the project.
- Next steps and farewell
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Chapter 3
Case Studies
3.1 Heartbits
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1. Based on an interview with Bruno Aricó and 3.1 Heartbits
Camila Gonçalves on November 17, 2020, and
on a follow-up interview with Bruno Aricó on
February 15, 2021.
Heartbits 1 is a Brazilian mobile app developed by the Estúdio Guto
Requena in collaboration with the production studio Midiadub. Released in
the first semester of 2020 during the covid-19 pandemics, the app sought to
mitigate the negative impacts of social distancing by promoting an affective
experience between people, even if through the internet. The team relied
on a generative system to deliver a mobile application for iOS and Android
devices, capable of detecting the frequency of users’ heartbeats and using it
to create a unique video to be shared with friends and family. On the official
website, the purpose of the application is expressed as:
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According to Bruno, the collection of references mentioned above
fed an interactive creative process. In his words, the process resembled
“agile development”, as it relied on constant research, collaboration,
experimentation, and evaluation. Once the initial concept was defined,
the process evolved around the main generative shape, as illustrated by
the primary references and propositions presented on the board below. In
general, the successive design propositions sought to define this main shape
to assume the generative character of the algorithm and to illustrate the
project’s intentions.
In line with what Camila said about choosing a rounded and
“organic” shape, the references above illustrate that such an investigation was
indeed executed.
In general, the visual evolution followed a process of:
- searching for references centered on movement-related and geometric
visual elements;
- beginning experimenting with potential shapes, textures, colors, and
possible responses to the generative algorithm;
- defining the aspect of the principal shape and color palette;
- experimenting now with a more defined aesthetic direction, including
Figure 41 (top): Examples of references
collected by the team of the Estúdio to start textures and high-fidelity aspects; and
developing the generative shape.
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- iterating and refining until the end of the project.
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Technologically, according to Bruno, the evolution of the project
consisted of figuring out a satisfactory sensor to capture the heart rate in a
simple, practical, and cheap way and of elaborating an algorithm to accurately
process the heart signals collected. Still, a substantial part of the technological
developments consisted of continuous refinement of the programs involved
in implementing the application, along with Midiadub.
Heartbits’ visual interface is based on Unity, a framework used for
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creating digital games and developing multi-device visual and interactive
experiences. Users’ navigation begins on a screen with brief instructions.
Then, users are directed to another screen that indicates how they should
interact with the device’s camera — the sensor. Once the system senses the
positioning of the finger and starts to read the heart rate, it changes the screen
state to one in which the detected rate is displayed in real-time (in BPMs),
accompanied by a primitive shape that also reacts to the beats. After capturing
and analyzing the heart rate, the system builds and presents a preview of the
generative video. At this moment, users can choose whether to synthesize
and record the video along with a text and whether to vary the composition’s
color palette, among other previously stipulated options. Finally, users have
their video rendered and are invited to share it with friends and loved ones
through their social networks or download it.
Once users ignite it, the generative system waits for the finger to be
positioned on the device’s camera. According to Bruno, the team decided to
employ the camera as the sensor after researching and discovering a technique
called photoplethysmography, through which optical devices (the camera)
can be used to detect changes in blood volume of body tissues, allowing
the system to measure the variation in heart rate and determine the user’s
frequency, in real-time. Moreover, choosing the camera was also advantageous
because it is a cheap sensor, built-in into most of the smartphones.
Through photoplethysmography, pictures of the finger were
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continuously captured, meaning that successive arrays of pixels represented
by their chromatic values were received by the computer. The system
inferred the variation in blood flow by monitoring the intensity of red in a
particular region of the image over time, as illustrated by the boards 7.1
and 7.2. Moreover, during analysis, signals were processed by a Fast Fourier
Transform, an algorithmic technique in which input signals are normalized
into a data range relevant to the phenomenon in question. For example, in the
case of Heartbits, the Fourier algorithm transformed the red-related values
received into “equivalent” values in a heart rate scale.
Lastly, after preparing the data, the generative system creates videos
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by articulating the main visual aspects that compose them.
The circular shape was created in Unity, which includes a library of
native functions to synthesize elementary shapes. In Heartbits, the ellipsoid
was synthesized by one of these native drawing functions. The volume and
toroidal aspect were also created by Unity, which allows the distortion of
shapes through the manipulation of the vertices that make up their polygonal
mesh (which describe three-dimensional objects). In this case, central
vertices of the ellipsoid were expanded, which gave the shape the appearance
of a “red blood cell”. Colors and gradients were also aspects supported
by Unity’s native libraries. As stated earlier, there was no generative logic
behind chromatic choices. When the analysis was finished and the video was
presented, the system randomly colored it with one of the available palettes.
Finally, according to the detected heart rate, the algorithm animated the shape
by successively increasing and decreasing it. Although not precisely a sphere,
it would be as if the shape had its radius increased and decreased, in the same
detected frequency.
When asked when the app was considered satisfactory, both
interviewees agreed that it happened when the app was visually appealing
and accurate in terms of the heart rate detected. Such a process suggests
that quality assessment was essentially defined by the deadline. Moreover,
Camila added that the self-imposed one-month deadline was motivated by
the uncertain duration of the social isolation at that time: “as we were in a
context of not knowing how long the quarantine would last and if there would
be lockdown or not, we thought it made sense to release an app that sought to
bring people in social isolation together while they were in social isolation.”
However, the coordinator acknowledged that a greater personalization
of the experience through the insertion of photos, for example, and further
testing with alternative shapes and color palettes, were aspects among the
team’s intentions for a possible second version. In addition, for Bruno Aricó,
technical improvements in the accuracy of the sensor and in the algorithmic
process that determined the heart rate would be relevant points for future
versions. These aspects were considered satisfactory at the time though.
In general, from the initial concept, Heartbits’ design process
was conducted through three fronts: graphic and user-experience-related
propositions; development of the generative system; and implementation for
Android and iOS.
Tiago Toledo, the graphic designer of the project, conducted the
first initiatives. Next, the project of the generative algorithm was carried out
by Bruno Aricó. Lastly, the implementation of the application was carried
out by Midiadub. It is worth noting that the choice of having a partner for
development was due to the lack of internal expertise.
According to Camila and Bruno, the tight deadline and social
isolation also motivated an interactive process in which visual, algorithmic,
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and technological efforts were constantly presented and discussed. A
frequency of meetings was defined, occasions in which each of the fronts
presented their progress, exchanged information, asked questions, and posed
other possibilities for the entire team. For a relevant level of collaboration
and constant cycles of conceptualization, development, prototyping, and
validation, Bruno stated that the process resembled “agile development
methods” — a standard project management methodology for tech-related
projects based on rapid iteration and collaboration.
When confronted with the subpropositions (SPs) of our model, the case
suggested the following implications:
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feedback the cycle. (Endorsed)
100
The problem tackled was framed by the team in terms of the
experience they intended to deliver — its functional and aesthetic
purposes. In this formulation, generative creation came as the chosen
means to materialize a preconceived concept instead of being the
material experimented with for ideation.
More specifically, visual concepts were elaborated to define a shape
and behavior to be modulated by the generative algorithm. At the
same time, programming and technological efforts aimed to enable the
proposed experience in the best way. By exemplifying concept-based
ideation, this case endorsed SP4.
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intention to develop free applications to run in Android and iOs.
Moreover, through a series of the development cycles already discussed,
the team constantly defined their next steps and experimented with a
set of design, development, and deployment alternatives. These cycles
were also based on prototypes and MVPs that supported evaluation, as
illustrated by the questions below:
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3.2 Tocando Brasília 2. Based on the interview with Alexandre
Rangel on May 11, 2021.
Tocando Brasília2 (Playing Brasília) was an installation created by
Alexandre Rangel for the Brasília Mapping Festival #smartcities. The event
happened on July 6th and 7th, 2019, in the National Museum of the Republic,
in Brasília, and aimed to instigate reflections about the so-called smart cities
and the perception of urban spaces through technological interventions.
According to Camila Handam, one of the directors of the event, the primary
purpose was to promote a dialogue between landscape architecture and the
public space of cities through creative situations constituted by a lucid state
of interactive content.
To Rangel, the project has been a materialization of a myriad of
aspects inherent to his work. The artist has been familiar with computing
and digital media since very young. When he was about ten years old, he had
the opportunity to take a few programming courses. Since then, he has been
dedicating his career to the intersections of art and the production of digital
and audiovisual content (e.g., interactive CD-ROMs, interactive installations,
mapped projections, and web programming). After obtaining his Bachelor’s
Degree in Visual Arts, Rangel started to combine his artistic and technological
affinities more intensely. Notably, his interest in audiovisual production led
him to elaborate a software tool focused on video editing in real-time. Called
‘Quase-Cinema’ (almost cinema), the tool dedicated to enabling live video
performances was first proposed as an undergraduate thesis and received
important updates as time went by.
During his Master’s degree, Alexandre dedicated himself to
researching artistic-based educational initiatives, intending to empower
people to express themselves through audiovisual content. Therefore, the
artist resumed his work with the ‘Quase-Cinema’, and relied on it as the basis
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of these educational and creative initiatives.
The project ‘Tocando Brasília’ was born from experimentation.
At first, Rangel sought to go beyond the domains of projects he had been
developing in his master’s degree as a way to oxygenate his creative practices.
“To expand horizons”, as referred to by him. From this process of looking for
new creative paths, two exceptionally motivating milestones for the origin
of Tocando Brasília have been highlighted by the artist: to have discovered
the live coding practice through programming languages such as Ixi Lang and
Orca.
Live coding is a practice in which performers modify and adapt
software tools they have developed for multimedia presentations as
they unfold. In this sense, the very act of programming becomes a critical
component of the program’s execution. Created to run in a live coding context,
Ixi Lang consists of an environment oriented to producing generative music,
allowing performers to execute commands capable of modifying the source
code: reordering, shuffling it, and, consequently, resulting in new musical
compositions.
According to Rangel, his “discoveries” revealed a possible non-
linear route for computer programs, another way of programming that
instigated him to perceive computing as a means and an end. Interested in
this “metaprogramming”, the artist learned the programming language Orca,
which Rek and Devine created to be a flexible live coding environment.
Defined as an “esoteric” language by its creators, Orca enables the creation
of procedural sequencers by displaying to users a two-dimensional matrix
in which letters of the alphabet can be arranged to represent computational
operations. In addition, the environment easily integrates with other visual and
sound software tools (e.g., Ableton, Renoise, VCV Rack, and SuperCollider),
which allows Orca-produced signals to be transformed into different outputs.
With Orca, Rangel could represent programs as visual compositions, having
these “two-dimensional sculptures” as novel interfaces in which commands
are not necessarily interpreted from left to right and top to bottom but more
flexibly.
Still challenged by concepts of rigidity, programming, grid, and
deconstruction, Rangel brought to the creative process his fascination
with the architectural plan of Brasília. According to him, such an initiative
characterized by a rigid system of rules, blocks, regular demarcations, and
attributions to urban life has been fascinating and intriguing him for a long
time. Tocando Brasília was born from this mixture.
Intending to tension the normalization of life in the city and the
decisions that culminated in its organization, Alexandre sought to recover a
sentiment of “something different [...] this questioning”. Therefore, the artist
developed a structure whose interface merged the map of Brasília with the
coordinates of blocks — extracted and interpreted as musical notes via Orca
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commands — and user’s participation through a video game controller. In
addition, the system recurrently projected texts about the original project
of Brasília, written by the architect and urban planner Lúcio Costa, into the
screen. “Another layer of meaning”, according to Rangel.
Figure 43 (previous page / top): Orca’s
interface. The dynamics of the installation refer to a mix between Space
Figure 44 (previous page / bottom): Example Invaders and Tetris. Through the gamepad, users command a cursor that
of an Orca program and its visual outcome.
Figure 45 (current page / top): Examples of the emits “pulses” as it moves. These pulses, emitted by the cursor, touch the
interface of Tocando Brasília and the devices that coordinates of the blocks, interpreted as Orca commands, and “destroy”
supported the installation (gamepad and TV).
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them, causing sounds to be cast. “What is it I am experiencing?”, “Do I have a
goal?”, “Do I have to destroy the blocks, or do I have to avoid destroying?” and
“What is this sound I am making?” were some of the questions Rangel sought
to provoke.
The experience was complemented by a timer that switched the
maps in the background and additional commands that users could execute
through the gamepad, such as changing the displayed sector and the music
style. According to Rangel, the experience was designed as “a computer
program, on top of a map of a city that was also programmed and planned”,
which allowed users to feel like an architect, building and destroying.
Still according to Rangel, his work’s experimental nature reflects the
constant search for subversive ways of using software tools, in other words,
finding creative uses beyond those originally proposed. Experiments such as
spreadsheets to control musical software, among other attempts, characterize
the artist’s style. In the case of Tocando Brasília, Rangel started with “an
idea of putting the programming software to control maps and sound”. An
initiative that became more concrete as the artist decided to carry out tests
with a webcam as an input sensor to power an Orca program (Figure 46):
With this test, Rangel figured out that a vast amount of commands does
not cause an overload or interruption of Orca programs since only the
interpretable part is executed. Furthermore, through successive tests, he
managed to establish a spectrum of predictability for the interactivity of his
program: on one extreme of total predictability, users could, for example,
“press the keyboard, do 1 + 1, and get 2”; on the other, “the craziest thing
could happen, like a dance in front of the webcam being transformed into a
thousand programming commands”.
This negotiation between predictability and unpredictability, as
referred to by Rangel, also illustrates a difference between art and design
that he brings as a dialectical element to his projects. “Design is the most
predictable, the most objective, in the sense of having a goal [...]”, while art
points to the “unpredictable, uncontrollable”, capable of evoking “a different
perspective”. After building this spectrum, Rangel said that the question was
finding a middle ground between total predictability and chaos. Something
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that, in Tocando Brasília, resulted in the gamepad being chosen as the primary
interface. “The person immediately thinks: ‘Oh, I am controlling this cursor
that is destroying the buildings. I do not know what is happening [...], but this
relationship, at least — left, right, up and down — I have’”. Rangel often resorts
to balancing control and non-control to promote involvement, mystery, and
interest.
Although some requirements and motivations have remained
constant since the beginning of the project, the interface took on very different
“looks”. The artist saw the city’s blocks, neighborhoods, and buildings as
easily abstractable into music because of their very regular project. Therefore,
starting from the idea of assigning sounds to the city of Brasília, Rangel
attempted to turn the city’s geography into a kind of score users could play by
hovering over the elements.
The interface’s appearance in these early explorations resembled
the interface of Google Earth, but without the maps underneath it. “Just
the 3D models”, as referred to by Rangel (Figures 47, 48 and 49). Moreover,
despite having changed towards the final version, it maintained the logic of
hybridizing general geographic coordinates with coordinates of buildings,
getting the letter that represented each one of them — commonly between
Figure 46 (top): One of Rangel’s tests with a A and G—, and, finally, interpreting these letters as corresponding musical
webcam as a sensor to feed an Orca program. notes.
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What led the artist to keep elaborating the look and feel of the
interface was precisely the level of predictability and control he hoped to
convey. Linking sonification to mouse movements entirely controlled by the Figure 47 and 48 (current page / top): Rangel’s
user would not result in a sufficiently exciting and surprising experience since first experiments for the interface of Tocando
Brasília.
this interaction is highly intuitive for users of digital devices. Moreover, while
Figure 49 (current page / middle): First
working on the visual interface, Alexandre abandoned the three-dimensional experiments having the map of the city as the
aesthetic in favor of a “vintage” aspect. He said such an association was main interface (on the right) and a playable
musical score.
natural after proceeding with the gamepad and the Orca interface. Figure 50 (next page / top): Example of the
interactive dynamics of Tocando Brasília, based
on a gamepad.
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In the end, Tocando Brasília took shape as an interactive installation,
mediated mainly by a gamepad. The structure consisted of a vertically-placed
TV connected to a Mac Mini computer which, in turn, was connected to
the video game controller. Moreover, three software tools were used: on
a first level, a program written in Processing was responsible for receiving
the gamepad commands, selecting Lúcio Costa’s maps and text excerpts,
and sending all this information to Orca. Then, Orca was responsible for
synthesizing the visual and interactive experience by displaying the maps,
coordinate letters and the text excerpts that would be turned into music.
Finally, Orca sent musical notes — in MIDI — to a music production software
(e.g., Ableton Live or Helm) running in the background.
In short, the music production software was responsible for
synthesizing the sound of the installation, Orca was responsible for
synthesizing the interface and supporting intended interactions, and
Processing was the engine that commanded the scene changes, placed Lúcio
Costa’s texts on the screen, and received, interpreted and executed gamepad
commands.
While the reasons behind using Orca have been explored, Rangel
chose Processing because of the simplicity it allows interactivity-related
operations and commands to be created. Accordingly, that is the reason why
it is “one of the first tools”, as referred to by him, when dealing with similar
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projects: “It is a software that I can more easily put pieces together with. It
has a lot of these libraries to make one software talk to another”. Generative
creation, in turn, was employed by Rangel, as it commonly is in many of his
works, because of the originality and unpredictability it provides. According
to him, the possibility of making and running software capable of producing
unexpected results to visitors on different occasions is an aesthetic quality he
esteems. “Almost as if fate was working there”, in his words.
Rangel considered the project satisfactory when it caused
“enthusiasm” in him. When asked how and when he decided to stop, he
pointed out that he usually finishes his more artistic works when delighted
with the results achieved. In his words: “It is this fascination, right? When we
see and actually say: ‘Wow, it is fun [...], it is cool’. And I see myself recording
movies, publishing [...]”. Nonetheless, despite getting satisfied at that time,
the artist admitted that he would continue developing Tocando Brasília if he
had more time and resources: “I would like to have a version of it that could
run online, for example”.
Finally, according to him, the project’s biggest challenge was
establishing connections between the many software tools involved in the
work. Something he figured out after spending “half of the time studying and
researching” the UDP protocol, “a way to make software tools talk to each
other”.
When confronted with the subpropositions (SPs) of our model, the case
suggested the following implications:
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obtained through programming and software were constantly evaluated
and refined in the same medium, SP1 was endorsed.
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which he had to balance aesthetic intentions, possibilities of execution,
and involvement of users. This consideration reflected on the constant
experimentations with interactive inputs and refinement until a desired
experience of use was achieved. Because of the experimental nature of
the process, as referred to by the artist, another design-related aspect
is that problem and solution did coevolve, something illustrated by the
different interfaces and inputs presented by the first versions of the
work.
The above-discussed mixture of abilities endorsed SP3.
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6 - Regardless of specific constraints and the approach, when
designing an interactive product, designers undertake the major
stages plan, define, design, develop, and deploy, and the activities
designing alternatives, prototyping, evaluating, and discovering
requirements. (Partially endorsed)
It is worth noting that the experimental nature of the project and the
lack of client requirements made stages related to planning and defining
less emphasized, which does not imply that they did not happen. As
discussed in our foundations, throughout any design process, moves
and next steps are intuitively planned and defined as the project is
carried out, even if not during delimited stages dedicated to it.
Regardless, Tocando Brasília was indeed carried out through the
exploration of alternatives and a relevant process of prototyping that fed
technical and aesthetic evaluations. However, instead of belonging to a
delimited stage of testing, in which validation was executed according to
pre-established criteria, prototypes were constantly built as partial
versions of the interface. Attempts.
Moreover, as stated by Rangel, both the level of predictability
and the intended familiarity with the interactive dynamics were
evaluation criteria. When designing the structure and defining how
users would use it, the artist experimented with different inputs and
algorithms to enable interactions that were not chaotic but also not
predictable. Because of that, SP6 was endorsed. However, again it is
necessary to point out that the flexible brief of the exhibition made
abilities related to planning, defining, and discovering requirements less
prominent as delimited stages.
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3.3 Futebol Arte 3. Based on the interview with Caio Velenosi
on May 19, 2021.
4. A type of software focused on enterprise
Futebol Arte 3 (Art Soccer) was developed by the production studio resource planning.
Cricket Brasil — currently a part of the international company MediaMonks
— as a publicity campaign for the release of Samsung’s Galaxy S4 smartphone.
The project explored the movements of a soccer ball during kick-ups to
synthesize generative art pieces. Caio Velenosi, responsible for developing
the software tools employed in the project, was an interactivity developer at
Cricket Brasil at that time.
Velenosi has been working with software development for more
than ten years and has started to explore the field when he was a teenager. The
discovery of generative creation came as Velenosi got involved with projects
related to web interactivity. One thing led to another, as the interviewee
said: “in this process of working with Flash, web, [...] I ended up discovering
creative coding and this part that involves generative design, visual
computing, even physical computing, integration with sensors, with external
systems and everything else”. Since then, Velenosi has been working at the
intersection of technology and design, developing experimental installations
and interactive experiences that often employ generative creation. “I had the
opportunity to work on different projects, from urinals that did guitar solos
to kinetic installations”, he added. Moreover, before getting involved with the
elaboration of interactive and experiential installations, he also worked with
developing more business-oriented tools, such as ERPs4.
After some years of existence, Cricket Brasil became the Brazilian
unit of the international producer MediaMonks. With the transition, Caio
continued to progress in the area as he joined the new unit’s team as a
senior developer. Today, he holds the position of technical director at the
company. According to him, “MediaMonks is probably the largest digital
producer in the world today, in terms of offices and number of people.” The
multinational company operates in several segments, “from platform systems
and more business-oriented long-term projects to movies, animation, and
games [...]. Practically all segments...” , explained Velenosi. In addition to
these, MediaMonks also produces projects the company calls experiential,
a category that embraces physical computing projects, new technologies,
extended reality, virtual and augmented realities, and physical installations.
Before being incorporated into the MediaMonks structure, “Cricket
was one of the main production studios working with experimental projects”
within the national market, according to Velenosi. Since 2012, the agency has
carried out projects for large clients, such as Billboard, C&A, Samsung, and
Globo. According to him, this relevance led the agency to be incorporated into
MediaMonks as one of the main units dedicated to experimental projects. “In
the Netherlands, MediaMonks was already starting to work with experimental
projects. And then, when we joined, we were able to expand it a lot”.
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Futebol Arte was commissioned by Leo Burnett — an advertising
agency that provided services for Samsung at that time. “They came to us with
the intention of doing something different for the release of the smartphone
and to try to do something that was more creative,” Velenosi said. Along with
the brief, according to him, came the idea of incorporating soccer-related
concepts into the project’s creative equation: “The idea of the soccer ball
came to us, like: [...] ‘How can we make a soccer ball with a smartphone turn
into art, into something tangible?’. From there, the challenge became figuring
out “the physical feasibility — how to put a cell phone inside a ball —, and
software requirements — how to turn it into something relevant, visually
attractive and all that” concluded the developer.
Since the team started with the intention of capturing and processing
data of the soccer ball’s movements, a first challenge was to enable the
integration of the smartphone with the ball. Humorously, Caio noted that the
ball ended up being “very difficult to play”, since a large foam coating for
protection was necessary: “We could not use a common ball. So we had to
find a supplier who made them by hand, learn how to sew the ball to be able
to put the cell phone inside it, and everything else”.
Alongside this integration effort, another challenge for the team was
connecting and sending data collected by the phone to the computer. Briefly,
Velenosi said that the idea was to “read phone sensors [...] inside the ball,
Figure 52 (top): Frame of the official video communicate data via Wi-Fi with a desktop computer, and use accelerometer
of the project illustrating the integration of the
phone into the ball.
and gyroscope data to do a visual translation to generative art pieces”.
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To tackle the challenges mentioned above, the team was composed
of four members. Besides Caio Velenosi — developing the software to
synthesize the generative pieces — other members were dedicated to project
management, graphic design, and electronics. “A management person,
supervising; a creative person, to help validate the artistic part, especially the
color palette; and an electronics person, who was responsible for [...] building
the electronic part, [...] adapting the entire cell phone inside the ball”, said the
developer. It is worth noting that the openness and familiarity among them
were identified as essential factors for the project. According to Velenosi,
working with the same team for over a year on previous initiatives made it
easier for a “common ground, where everyone was satisfied”, to be found.
In general, the project was characterized by successive experiments
concerning data collecting and processing. In Velenosi’s words, a process of
understanding the problem and “understanding what you have in hand to
work with it”. It was these various attempts and questions, according to him,
that took the project from beginning to end: “Okay, [let us] put the cell phone
inside a ball. How do you put it in there? How do you hold it? How do you
guarantee it will not break on the first kick? [...] What information can we
get from the cell phone? How is this information affected by being inside a
ball?”...
These various questions and considerations characterize what
Velenosi calls an iterative process. In short, the team executed one step after
the other, constantly evaluating and refining what was being produced. A
dynamic the developer believes is irreplaceable when dealing with interactive
and experimental works: “Since the beginning, I had the phone in my hand,
analyzing the numbers and how the computer was translating it”.
However, despite the exploratory nature of figuring out how to turn
kick-ups into generative pieces, the spectrum of possibilities was somehow
reduced due to the need to adopt the Galaxy S4 as a sensor. According to
Velenosi, his motto of “understanding what you have at hand” to deal with
problems led the team first to investigate which data they could satisfactorily
collect through the phone. Basically, because the device was going to be inside
the ball, the first sensor eliminated was the camera. Then, the remaining
options were the accelerometer, gyroscope, barometer, GPS, Bluetooth, and
Wi-Fi. According to Caio, Bluetooth and Wi-Fi are good options. However,
they commonly require “a whole environment to be set” with routers or other
receptive devices to infer the position through triangulation, which made
the team abandon them. Moreover, since the campaign could be presented
indoors, the GPS was not considered accurate for mapping the movements.
Lastly, because of a similar lack of accuracy in mapping short movements,
without “expressive rises and falls” and differences in atmospheric pressure,
the barometer was, too, eliminated.
In the end, the team decided to use the accelerometer and the
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Figure 53: Frames of the official video showing
the process of incorporating the cell phone into
the ball.
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gyroscope to obtain data about gravity, acceleration, speed, and rotation.
According to Velenosi, after defining which information they would
collect, the project became a matter of looking at data and trying to figure out
how to “translate it into the final product of the project, which was visual”.
A process of “understanding the information you have, and based on it, go
prototyping and refining [...]”.
Concerning the creative process and ideation, another important
aspect, according to Velenosi, was that the brief of the project and the graphic
designer of the team were essential for the quality delivered by suggesting
aesthetic guidelines for the program to pursue in its execution: “the look we
wanted to have [...], color palette, line style, texture, those things”. Still, the
program’s writing and subsequent creation of generative art pieces followed
an iterative and collaborative process.
From the first drafts to the final versions, there were subsequent
negotiations between the visual expectation of the team and what would be
possible to synthesize computationally, considering the expertise of members
and the resources at the time. The creative direction suggested an aesthetic
outcome for the software to reach, and the tech team provided clarity
regarding what was possible to execute and what needed to be adjusted in the
creative vision.
Despite these mentioned adjustments, Velenosi stated that the
process undertaken could deliver a product close to what was expected,
given, of course, necessary adaptations. Initially, the brief encompassed an
oil painting texture to be synthesized by the program, which needed to be
adapted due to the development deadline. “We ended up abandoning this
look because of the deadline, development time, and everything else. It was
not possible to reach that result in a way that would be good, but the client
got satisfied with what we presented”, explained him. Another vital part of
the creative equation was the frequent feedback provided by Samsung, which
was possible because the team established a relationship where they reached
out to feedback from the client when they had an interesting version to share.
Then, expectations and impressions were collected and used as a basis for
further refinement.
The inspiration for the visuals came when Velenosi was studying
animation at college. “At the time, I was researching a lot about non-
photorealistic rendering. [...] I found the work of an artist who was [...]
simulating digital watercolor, and I spent a long time trying to unravel how
the guy did it [...] It was one of my main references at the time”, according to
him.
In his words, the project relied on three main computing elements in
a “mixed process” to produce the generative works. At first, the data collected
by the phone was processed and transmitted to the computer through Figure 54 (next page): Examples of final
generative posters produced by the system of
a Processing application running on the mobile device. Then, another Futebol Arte.
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application coded in Processing was responsible for receiving commands
and executing instructions on the cell phone, such as starting and stopping
data recording. Finally, visual synthesis was done through commands in Flash
executed within Adobe Air. “At that moment, it was what I was most familiar
with”, explained Caio.
Once data was collected and sent to the computer, the generative
algorithm drew shapes by mapping the ball’s movement during kick-ups
and translating it into visual aspects. We can understand this process as
describing the position of a particle through the axes of the three-dimensional
space and its variation over time. First, as illustrated in the board below, the
movement tracked was projected into each of the three planes (p1, p2, p3).
Then, the team evaluated results, and the most visually appealing projection
was selected as the definitive piece.
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Besides the affinity with the method, Velenosi chose generative
creation as the main pillar of the project due to the lack of predictability in the
data to be collected. In his words, “you do not have many alternatives because
you are working with information you have zero control over.” Here, the
developer refers to the difficulty of determining pre-programmed commands
triggered when specific values were detected caused by the unpredictability
of the coordinates captured. As a complement to his reasoning, Velenosi also
brought a counterexample:
I think this is one of the great things about generative art in general. To
move between what is more art and what is more data visualization. And
between these two extremes [...] there is a gigantic spectrum to explore,
and that is the most interesting thing about it. In a project like this, in
which we are working with random data, anything can happen, but we
want to have a final result that is visual, that is aesthetically pleasing [...]
So, let us control what we can: control the color palette, the stroke style,
more or less how we want it to be [...] Within that [...] whatever comes
will generate something. Some will look better, others will look less good,
but it is part of the game.
It is worth noting that the team also chose to capture kick-ups to establish a
smaller scope for data processing. “We even thought about the possibility of
a [soccer] match [...]. But, [...] since the ball had a whole internal structure to
hold the cell phone, it was very heavy. Doing kick-ups was difficult. Imagine
playing with it,” explained Velenosi. In addition, he said that kick-ups evoked
an individualist appeal and personalization that were desirable for the
campaign: “I get the ball, I do the kick-ups, I have my art [...] The translation
of the movements I made.”
As part of the Galaxy S4 campaign, Samsung also presented Futebol
Arte in a concept store at a shopping center in São Paulo. The intention was
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to have this physical place where people could go, do kick-ups with the ball
and visualize the arts generated. “Some people in the audience were able to
play and see their arts, which were displayed on the screens”. On that subject,
Velenosi said that there is always a satisfying reward in projects of this kind,
which is the public’s reaction: “There is a kind of magical characteristic
of seeing something physical being translated into something digital and
vice versa. [...] So it is always interesting to follow along, see the audience
interacting and see the reactions, they are always very fun”.
Since it was a part of an advertising campaign, the pace of the project
was strongly dictated by the deadline and by client expectations. When asked
when they decided to end the development of the project, Velenosi answered
that it happened when the deadline was close and when the client agreed on
the quality of what was presented. Thus, as he referred, it was a combination
of “deadline, budget, result, and beauty”.
However, despite the pragmatism concerning this moment of
delivery, Velenosi said that “he would not have stopped it until today” if he had
the opportunity to do so. “Mainly because of the look [...] I think it could get
better,” he explained. For him, the project could have taken other interesting
paths if it had happened a few years later. “With tools, with techniques, and
even visual background” to allow him to produce the desired results with the
appropriate quality.
Regardless, Velenosi believes that they delivered the best results possible
given the deadline and circumstances. According to the developer, the first
big challenge was satisfactorily incorporating the phone into the soccer ball,
which was solved after experimenting with different materials and sewing
techniques. Another challenge was to “handle the information” coming from
the phone, given the “very hostile environment”. Here he refers to the data
collecting complexities discussed previously.
When you talk about accelerometer and gyroscope data, it is very hostile.
[...] The day I was the happiest was the day we executed a test: the guy
[...] held the ball in his hand, I started recording, he walked 10 feet and
stopped, and I stopped recording. [...] And when it generated [the image],
it generated a straight line. [...] It generated something that made sense.
Lastly, according to Caio, the great challenge was translating the captured
movements into coherent visuals. They wanted to make it clear that visuals Figure 55 (next page): Frames of the official
video illustrating the translation of movements
were determined by the movements captured by the phone. In his words, into the visual pieces.
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“the idea [..] was to precisely show that [...] it was not random; that we were
effectively using phone data”. Therefore, the tests performed went in the
same direction.
When confronted with the subpropositions (SPs) of our model, the case
suggested the following implications:
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Again, moments related to the postulated steps could be identified
throughout the process. Since it was a publicity campaign, the client’s
expectations contributed to a reduced scope of ideation. In other
words, the team has received beforehand a moderately elaborated idea
as a brief of the project. Nevertheless, initiatives related to abstraction
and formalization happened through iterations, since ideas were
recurrently elaborated, presented, and implemented. Interestingly, a
work dynamic between a graphic designer and a developer illustrated a
creative process in which aesthetic goals were recurrently communicated
to be abstracted into algorithms and programs by someone else. Finally,
evaluation was habitual since the team and the client constantly
discussed promising versions, which inspired improvements and
further coding.
SP2 was endorsed, but again it is necessary to point out that stages did
not happen linearly. On the contrary, moments of ideation, abstraction,
formalization, evaluation, and refinement happened disorderly and
collaboratively during the project.
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4 - Concerning its execution, the creative process in question
does not always have a concept as a starting point for ideation
(concept-based ideation). It can also rely on many explorations
with the material — programming and software tools — to
encounter more concrete concepts to be pursued as selected
ideas (concept-based ideation). (Endorsed)
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requirements that needed to be considered when planning the project.
After research and exploration, the team managed to better define
the project as a system capable of collecting and processing kick-ups
data from a phone incorporated into a ball to draw generative art.
Furthermore, visual ideation and software experimentation supported
the team’s work, implying that design, development, and deployment
stages were executed. Alternatives were considered and abandoned
due to constraints, as prototypes were discussed with the client,
and evaluation was mainly concerned with the visual quality of the
pieces and the accuracy and coherence of the data being collected and
processed.
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5. Based on an interview with Dimitre Lima 3.4 Atmosfera and Metaespaço 5
and Gabriela Castro on June 06th, 2021.
Dimitre Lima and Gabriela Castro met in Rio de Janeiro in an artistic
residency. At that time, Gabriela maintained with Marlus Araújo the studio
Mirabilis — a studio that employed design, architecture, and technology to
design objects, installations, and digital experiences. Gabriela has a Bachelor’s
degree in architecture. However, since college, she wanted to get involved
with projects that go beyond the traditional look and feel, something not
always possible in conventional architectural works, according to her. Such
motivation led her to work with scenography within a technological context
at the Brazilian studio SuperUber. The studio values multidisciplinary
production and incorporates technology into big clients’ design, art, and
architecture projects. For instance, when she was part of SuperUber, Gabriela
designed scenographic projects for the Museum of Tomorrow in Rio de
Janeiro and the creative conference Rio2C.
Dimitre Lima’s relationship with such projects is also long. Lima
has a degree in graphic design, but he always liked computer programming.
Finding possible intersections, the designer and artist began to increasingly
integrate his technological affinities to his projects to experiment with other
means of expression and creative paths. With an extensive art, design, and
technology portfolio, Dimitre has designed interactive and contemplative
artifacts for relevant national and international clients such as MTV, Oi, Red
Bull, Nike. Nubank, and also for the public sector.
After the period within SuperUber, Gabriela started to focus on her
authorial work, which led her to create the Estúdio Mirabilis with Marlus
Araújo — an initiative that made possible for her to deliver projects for
museums and cultural institutions. The projects Atmosfera and Metaespaço
were initially Mirabilis’. However, Dimitre joined the project’s team due to a
partnership with Gabriela and Marlus in the artistic residency.
The Brazilian city of Pato Branco commissioned Atmosfera and
Metaespaço for the Inventum 2019, a science, technology, and innovation fair
promoted by the city. The event took place between November 8th and 13th,
2019, receiving around 180,000 visitors.
According to the event’s theme, Gabriela and Dimitre were
challenged to create exclusive technological interventions for the fair space.
The duo then considered the other installations and sessions promoted by
universities, museums, and companies at the event and chose to differentiate
themselves through the design of passage spaces.
In part, considering these transitory spaces, rather than rooms,
sections, or demarcated places, came from the desire to propose an experience
to be organically incorporated into the path of all visitors. Something that
would help build the “climate” of the event. Dimitre said that part of this
climate-building inspiration came from an event he attended to in the past:
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I remember a music event [...] that took place in 2004, in which you
entered, and you could not see anything. There was an installation with
many hoses, you could not see anything for a while and when you reached
the other end, it changed... all the corners of the space were round, velvety,
with different colors, with different smells, so you had an exact impression
of transition. You are in one place, you arrive in another place, and the
temperature is different. Everything is different.
Furthermore, the size of the site was also a factor to take into account since
the fair took place at an open convention space, with kilometers in length.
For Dimitre, elaborating spaces of passage was a way to mix architecture
with technology, and capture people’s attention without requiring them to
enter a room. For Gabriela, choosing spaces of passage was also a strategy to
capture the disputed attention of visitors, who would still have a multitude
of other “super interesting places” to see. Therefore, the duo chose to design
an entrance. “A starting point,” as referred to by Lima, to provoke a feeling of
change in people who were crossing by.
The first sketches submitted for the fair organization described an
installation corridor, a structure of approximately 40mX8m that would be
inserted right at the entrance to the space. “We were surprised because we
designed a huge structure, and we never thought it would be approved. [...]
But in the end, their question was: ‘can we do 45 meters?’”, explained Dimitre.
Despite some bureaucracy, Gabriela highlighted the receptivity, interest, and
artistic freedom promoted by the fair’s organization as positive factors: “It
is cool that they embarked on ideas they had never done before.” To which
Dimitre added: “Another surprising thing is that we [said]: ‘We can do this
installation, this one or this one,’ and in the end, they said: ‘okay, but we
want the three of them’”. Metaespaço and Atmosfera were two of these three
installations produced for the Inventum 2019.
Intending to design interventions related to the event’s theme, the
duo started by searching for a “face” to technology. In other words, they were
looking for visual concepts that would allow the installations to be perceived
as technological artifacts, illustrating the event’s purpose. One of the first
obstacles faced by the duo, according to Dimitre, was precisely to define what
technology aesthetically is: “we wanted it to have to do with technology, but
at the same time, technology does not have a face. [...] The more advanced
technology is, the more transparent. So we decided to appeal to what people
see as technological.”
In the archetypes shown in classic movies such as 2001: A Space
Odyssey, Gabriela and Dimitre found inspiration and ways to make their
intentions tangible: “We started researching the archetypes of cinema Figure 56 and 57 (next page): Models of
Metaespaço’s physical structure. View from the
because there is a whole simulacrum of the face of technology. [...] In some inside.
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movies, even today, you have green screens with cursors and codes”. Despite
acknowledging that technology “can be anything”, Gabriela added that
resorting to this early-technology aesthetic worked as a “good reference to”
define the look and feel of the installations.
Associated with the concept of passage spaces, the aesthetic
explorations of Dimitre and Gabriela led them to design a spatial corridor,
those corridors that have lights, a half-hex perspective, and a typical spaceship
appearance, as defined by the duo. “It is not that there is a spaceship like
that, but I think 2001 (A Space Odyssey) proposed this, and until today the
cinema has not been able to detach from it”, they acknowledged. According
to Gabriela, to evidence a “high tech” look, they also decided to incorporate
a “spatial window” into the corridor to put “the person in a completely
different place”. Such a window required not only a wide viewport but also
appropriate content to be displayed. Thus, the entrance assumed the form of
a spatial corridor, with two horizontal windows from end to end, in which the
vivacious generative content was displayed.
Because they started working in São Paulo, Gabriela said an essential
part of the creative process was sketching schemes and exploratory drawings
for the installations: “since we were not in place, [...] we had to expand
the imagination, testing, imagining scenarios”. Naturally, though, many Figure 58 (top): A model of Metaespaço’s
physical structure. View from above.
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adjustments became necessary when the team actually began building the
structures. For Dimitre, for example, a significant element of the creative
process was the adaptations that had to be made due to the various constraints
that appeared during the setup.
Moreover, according to the duo, the involvement with the setup
was something worthy of note. In Pato Branco, the team got into a daily
routine of going to and from the fair to make sure everything was accordingly.
Humorously, Dimitre said that they had rented a car to transport all the
material. “About the setup, it is always intense [...] it is always impossible to
predict how it is going to be. Sometimes we even stayed at dawn [...] to better
tune the lights and everything else”, added Gabriela.
Interestingly, the designer also said that he worked on the elaboration
Figure 59 (top): A picture of the pre-assembling.
of the generative virtual content in parallel with the setup of the structures.
Figure 60 (middle): A picture of the setup of According to him, “when the project is put together, you notice other things”.
Metaespaço and the car the team rented.
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Therefore, he usually sets a worktable inside the installation to create the
programs while being surrounded by the physical structure that is going to
support them.
During the fair, the duo also stayed close to their installations to pay Figure 61 (top): A picture of Metaespaço at
attention to how visitors interacted with them. Commonly, these observations night.
Figures 62 (bottom), 63 (next page / top) and
ended up motivating minor adjustments and improvements for the following 64 (next page / bottom): Photos from visitors
day. interacting with Metaespaço.
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At approximately 300 meters from Metaspaço, the creative and 6. C++ is a programming language created by
Bjarne Stroustrup as an extension of the C
aesthetic paths taken by Gabriela and Dimitre also resulted in the design of a programming language. Stroustrup’s general
second corridor installation, the Atmosfera. Still working with the concept of intention was to incorporate object-oriented
programming into the C language.
passage spaces, this second project was a much smaller corridor than the first
one, connecting two other spaces at the fair.
According to Dimitre, the intention of Atmosfera was still “to hijack
people’s attention almost without meaning to”, but through the creation
of “a space of reflections where the virtual content would blend with real
content”. Therefore, relying on LED panels and a mirrored curtain attached to
the corridor’s structure, the team materialized thoughts about how reflected
elements can be exciting compositions when more attention is paid to them.
According to Dimitre, although not everything turned out as
planned, many adjustments were successfully incorporated into the project’s
creative equation, “becoming a language”. The bluish aspect, for example,
was accidentally caused by the too-blue mirrored film they bought to create
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the installation. As he referred, when the reflection got amplified, this blue
tone multiplied and became bluer. According to the designer, though, the
installation was successfully built despite the adjustments that needed to be
made and relying on “simple” content.
The virtual content of the two installations was generative and
synthesized in real-time by programs written in openFrameworks — a
programming framework for aesthetic purposes based on C++6.
For Metaespaço, Dimitre drew on some of his previous explorations
with simulations of sinuous particles, which moved and behaved like “a
shoal of abstract objects”. “Tadpoles”, as referred to by him, However, an
important insight came when he realized that the same sets of particles left
trails resembling electronic circuits if programmed adequately. In his words,
it was on the frontier between biology and technology that he found central
inspirations for the installation:
By working with this organic-electronic aspect, the duo also saw how to
incorporate the fair theme into the visual language of their installations. “The
city surprised me because they invested a lot in their technological hub [...]
Thus we also had this idea of using shapes that resembled pulses, electronic
signals, and electronic boards within this digital content”, said Gabriela.
Concerning interactivity, Dimitre and Gabriela decided not to
connect sensors to the synthesis of generative content. Instead, they chose to
tackle the interactivity through the careful design of the structures involved
and the anticipation of how people could connect with their physical and
virtual elements. According to Gabriela, they established “a conversation
Figure 65 (previous page / bottom): Models
of Atmosfera’s physical structure with the LED
between the space [...] and what was being generated”. For example, the main
panels. Texts in the figure are in Portuguese. challenge in creating the generative content for Metaespaço, according to
Figure 66 (current page / top): Model of
Dimitre, was working with such a wide window, which required the designer
Atmosfera’s physical structure with the LED
panels. Different view. Texts in the figure are in to program a set of repeatable scenes to be replicated and articulated
Portuguese.
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throughout the viewport. To properly create the repeatable scenes, he built
several three-dimensional models of the structure to try to predict the
appropriate relationships of size between the content and the visitors.
For the generative content of Atmosfera, in turn, the duo resorted
to wireframe representations and vector graphics of older displays, still
exploring computer simulacra and their evolution. “Deformed spheres with
polygons” were spread over the screens to resemble “bacterium, amoeba
flying”, which Dimitre exemplified through the aesthetics of the old covers
of Kraftwerk. Along with the generative content, the physical effect caused by
the arrangement of the mirrors inserted visitors into a “repeating cloud” in
which the above-mentioned abstract shapes blend with visitors’ silhouettes.
According to Dimitre, generative creation was also the best choice
for the problem as it allowed him to create “software of 10, or 15, megabytes”,
capable of producing original content in real-time, without ever repeating
itself: “It is fun this possibility for you to create the seed of how something
happens, but not exactly knowing all the possibilities”. Moreover, for dealing
with programmatically produced content, Dimitre and Gabriela could easily
adjust and improve the generative content to match the physical structure
Figure 67 (top): Photo of Dimitre and Gabriela
and the environment: “there was not a day that we did not have adjustments”. inside Atmosfera. It is worth noting the blue tone
discussed by them in the interview.
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As Gabriela referred, such a process based on a series of refinements
is associated with a perception that “these works [...] never end”. In fact,
according to the duo, the main criteria for the end of the project were the
deadline, access to materials, and the availability of other teams involved in
the setup.
Finally, complicated by bureaucratic procedures required by the
city hall, the logistical processes of hiring a team, importing electronic parts,
and financing the project were placed as the duo’s main challenges. Gabriela
and Dimitre said that they spent quite some time without having a contract
signed, which became an obstacle for the investments that needed to be
made. “We are a small studio. We do not have working capital [...] to hire
people at risk for an installation that we do not have the contract signed for
yet”, Gabriela explained. For instance, bureaucracy also forced the pair to give
up another project, which Atmosfera replaced. The initial idea for the second
corridor installation was to make a fiber-optic structure, for which the team
manufactured a component, in China. However, the complications involved
in importing the technology made them give up this first idea for the project.
When confronted with the subpropositions (SPs) of our model, the case
suggested the following implications:
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employed in the production of models and of the physical structures
into which generative content was incorporated to compose the final
experience.
144
envisioned as part of the fair. A myriad of sketches and models assisted
the team in their framing efforts, and solution and problem coevolved
as constraints related to technological and material capabilities were
figured out. Naturally, these design-related initiatives inspired and
influenced the production of generative content.
Because of that, SP3 was endorsed.
Atmosfera and Metaespaço were born from a brief that was flexible:
the duo was challenged to propose novel technological interventions
to blend with the other attractions of the fair. The concepts related
to crossing, technology, sci-fi, and electronics were figured out as
experimentation took place. Such a process suggested the employment
of material-based ideation.
However, if we analyze direct manipulation separately of the
computational synthesis of generative content, we might see that
programming took place when more concrete concepts were defined.
When Dimitre started experimenting with generative algorithms to
create the virtual content of the installations, there were already some
guiding concepts of look and feel put as goals for the programs to reach.
In other words, from the beginning, his programming experiments
aimed to produce technology-themed visuals for a “space window” and
a room with mirrors.
Therefore, we considered SP4 endorsed as the process relied on
both approaches for ideation. More specifically, generative creation was
employed following a concept-based strategy.
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When mentioning the many adequacies they had to do in the physical
structures during setup, and that generative content was produced as the
installations were built, a design approach based on rapid iteration,
experimentation, and collaboration was favored. Because of that,
SP5 was endorsed.
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Chapter 4
Results
4.1 First move: framing initiatives, creation of foun
dations, and the pilot model.
4.2 Second move: pilot study, feedback from thesis
committee, and adaptations.
4.3 Third move: case studies
Results were organized into three research moves for better
exposure. The first one represents the opening initiatives of this work — our
primary assumptions, attempts of problem framing, and the rationale behind
the pilot model. Then, as a second move, we reviewed and discussed the
improvements made in the model and in our foundations motivated by the
pilot study and suggestions of the thesis committee. Lastly, as a final move,
we cross-analyzed our cases and confronted them with the first model to
deliver the intended contributions of this work.
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1. (Goodwin, 2009; Saffer, 2009; Sharpe, 4.2 Second Move
Preece & Rogers, 2019; Unger & Chandler,
2012; Gothelf & Seiden, 2016; Cagan, 2017)
2. (Groß et al., 2018; Grünberger, 2019)
The pilot model and interview script were put to verification through
3. (Groß et al., 2018) our pilot study. As exposed in chapter two — method, this validation-
4. (Groß et al., 2018)
5. (Wing, 2011; Kelly & Gero (2021); Furber,
oriented study pointed out improvements that needed to be made. These
2012; Denning, 2009; Yadav et al., 2014; Wing, changes were still discussed within a regular thesis committee meeting, which
2011; Bocconi et al., 2016)
resulted in the definition of further practical initiatives to enrich the research
6. (Kelly & Gero, 2021; Bocconi et al., 2016;
Grover & Pea, 2013) foundations and build more appropriate data collection instruments. Such a
7. (Zhang & Funk, 2021) shift was also documented in the second chapter.
8. (Saffer, 2009; Goodwin, 2009)
9. (Unger & Chandler, 2012; Gothelf & Seiden, By delving deeper again into the relevant themes of, new contributions
2016; Cagan, 2017) were brought to the conceptual framework of this work. More specifically, we
aimed to increase relevance through the addition of up-to-date propositions.
As discussed in the second chapter, the revised foundations granted us many
theoretical contributions (TC1, TC2, TC3), which in turn supported the
elaboration of the following guiding theoretical proposition (TP):
152
4.3 Third Move
The third move consisted of our case studies and their implications
for the components of the model. Ultimately, by cross-analyzing cases, we
could obtain insights about what was practiced in real-life and confront the
theoretical patterns expressed by the model to establish a more accurate
version of it.
In this sense, the revised model and the hypotheses inducted
through it are the final contributions of this work.
153
More specifically, the cross-analysis suggested the following possible
involvements of the abovementioned approach in the design of interactive
products powered by generative algorithms:
154
155
reflect what was practiced and consider direct manipulation as a possibly
vital participant of the creative process, SP1 can be rewritten as the following:
Designers have their creative process fundamentally altered, as they
are no longer supposed to produce artifacts exclusively through
direct manipulation, but primarily through mediating the elaboration,
curation, and evaluation of the computational processes that are
supposed to produce them.
156
With the second subproposition — Such a creative process
involves reaching an idea; abstracting it into an algorithm, translating
it into a program to be executed; and obtaining and evaluating the
output — what would possibly feedback the cycle —, we essentially
attempted to understand how the elements proposed were manifested in the
creative process investigated.
When taken to our cases, the second subproposition was endorsed
by moments and initiatives related to each of the steps. However, despite
being illustrated as a somewhat sequential process by Groß et al. (2018), it is
worth emphasizing that such initiatives happened disorderly.
Moreover, the aspects we learned when investigating professionals’
practice suggested a collaborative and multidisciplinary nature of real-world
projects, which could be integrated into the model to reflect reality better.
Tocando Brasília was the only project conducted individually. The others were
conducted in collaborative and multidisciplinary ways, varying in how each of
the disciplines of the team related to each other. For example, in Futebol Arte,
Velenosi was responsible for programming the generative algorithms while
being influenced by the creative direction in terms of what they wanted the
system to deliver. As discussed in the case in question, constant negotiations
between the fronts characterized the creative process. Similarly, in Heartbits,
the team was organized into three different fronts: one focused on graphic
design, another focused on building the generative algorithms to deliver the
intended aesthetic experience, and the last front focused on implementing
the applications for Android and iOs. As expected, in these scenarios, the
postulated initiatives of ideating, abstracting into algorithms, coding,
evaluating outputs, and refining were shared and influenced by the people
involved.
The table below (Board 18) recaps how SP2 was perceived in the cases.
157
More specifically, the cross-analysis suggested that concepts are
defined, abstracted, formalized, turned into results, evaluated, and refined
through a series of possibly disordered iterations, as illustrated by the board
above (Board 19). Naturally, the results obtained could also motivate changes
in the idea itself.
In order to capture the flexible, disordered, and possibly collaborative
nature of the creative process investigated — thus better reflecting the practice
—, without excluding those projects carried out individually, we can rewrite
SP2 as follows: Such a creative process relies on activities that can be
interspersed and shared collaboratively, related to ideating, abstracting
ideas into algorithms, translating algorithms into programs, obtaining
and evaluating computationally-generated results, and refining the
computational process to deliver the expected quality.
158
We brought the third subproposition — Due to the existence of
a characteristic layer of abstraction — as designers need to think in
terms of algorithms to create desired artifacts, there is a relationship
between this specific creative process and computational thinking —
to which abstraction is a characterizing aspect, which implies that
designers are required to rely on abilities related to design thinking
and computational thinking — to the studies to understand the validity
of the connections between computational thinking and design thinking as
foundational elements of the processes studied. To this end, we resorted to
the field’s literature to learn about the essential activities and aspects related
to the two forms of thinking. Subsequently, they were investigated in terms of
how they were manifested and related to each other.
When confronted with practice, the subproposition was endorsed
due to the presence of practical abilities and concerns related to design
thinking and computational thinking in the processes investigated, and
because there was a clear connection between them. The table on the bottom
recaps how SP3 was perceived.
More specifically, the analysis suggested the following major
activities for how each form of thinking was manifested:
- Design Thinking was used for framing the problem; elaborating sketches,
representations, and models of the structures (digital or physical); conducting
research-related abilities focused on technical feasibility and aesthetic
possibilities; creating aesthetic references for the algorithmic synthesis; and
envisioning context of interaction and environment to induce the indented
experiences.
- Computational Thinking for describing the problem’s context in terms
of input, output, and necessary data; describing aesthetic production in
algorithmic terms; decomposing instructions into aesthetic elements; adapting
existing programs to be reused; handling data collection and processing,
and debugging programs to process signals accurately and produce results
satisfactorily.
159
Furthermore, because our cases relied on a mixed approach for
creation in which exploratory research and propositions determined the
goals of computational processes and vice versa, it seems valuable to
suggest that designing successful interactive products powered by generative
systems requires professionals or teams capable of mastering abilities related
to computational thinking and design thinking. The board on the next
page (Board 21) illustrates a few initiatives related to design thinking and
computational thinking and the possible connections between them.
Therefore, we can rewrite the third subproposition to strengthen
the relevance of computational thinking and design thinking as foundational
elements of the creative process as follows: Due to the existence of a
characteristic layer of abstraction — as professionals need to think in
terms of algorithms to enable the design of desired artifacts —, the
creation of successful interactive products powered by generative
systems depends on professionals or teams capable of mastering
abilities related to both computational thinking and design thinking.
160
161
With the fourth subproposition — Concerning its execution, the
creative process in question does not always have a concept as a starting
point for ideation (concept-based ideation). It can also rely on many
explorations with the material — programming and software tools —
to encounter more concrete concepts to be pursued as selected ideas
(material-based ideation) —, we intended to investigate the prominence of
an experimental approach to generative-design-related projects, as proposed
by many authors of the field.
When taken to the cases, though, experimental approaches to
ideation were not always favored, especially in projects associated with
brands or explicit constraints. The table on the bottom of the page recaps the
main insights about how SP4 was perceived.
SP4 was endorsed because it could satisfactorily classify the
dynamics of ideation followed. More specifically, categorizing these strategies
into concept-based and material-based ideation offered a simple way to
infer what contributed the most to the idea resulting in the final product.
For instance, this thought allowed us to learn that concept-based ideation
was favored when projects were supposed to attain a particular aesthetic
guideline or produce a specific aesthetic quality. This conclusion suggests
that somewhat beforehand-defined projects will likely rely on concept-based
ideation, while experimental and artistic initiatives with fewer restrictions
concerning delivery might be better suited for material-based ideation.
When proposing the thoughts of concept-based and material-based
ideation, Zhang and Funk (2021) acknowledged that despite helping let us
reason about the motivations behind a project, such a delimitation does
not exist in real-life. Instead, projects comprise a mixed process in which
professionals employ the two strategies on different occasions to deliver
outcomes. Accordingly, we could observe this tendency in the cases studied.
For example, in Futebol Arte, a central concept (soccer, movements, data from
Galaxy S4) ignited the process and guided the team’s work. However, other
aesthetic concepts were obtained and pursued after technical and algorithmic
explorations. For explanatory purposes, the two boards on the next page
(Boards 23 and 24) illustrate the strategies mentioned above, separately:
162
163
Lastly, despite being endorsed, we can rewrite SP4 to contemplate
the abovementioned aspects and reflect reality better: Two complementary
ideation strategies might also enable and compose the creative process.
First, professionals follow concept-based ideation when they choose
to elaborate aesthetic concepts as guides for what will be synthesized
by the system. Thus, directing algorithmic and programming efforts.
In addition, they can work the other way around when constraints
are more flexible and rely on material-based ideation to let many
explorations with programming and software (the material) point out
concrete concepts to be pursued.
164
Through SP5 — It can also be conducted in ways that are
either more structured, sequential, and unidisciplinary — waterfall
approaches; or based on multidisciplinary collaboration, rapid
iteration, and experimentation — agile methods or multi-track —,
we aimed to obtain insights about which project management approaches
are consciously or unconsciously chosen by professionals and teams of the
field. Accordingly, we intended to enrich the model with insights related to
how real-life projects are managed and how the activities and initiatives are
organized.
We considered SP5 endorsed and emphasized experimental and
agile approaches after observing that all of our cases were carried out through
initiatives that happened disorderly. Moreover, when it was not carried
out individually, projects were executed collaboratively either through
multidisciplinary efforts or dedicated fronts. Lastly, the aforementioned
approaches were also reinforced because interviewees referred to them as the
natural choice when developing similar projects. The following table (Board
25) recaps how SP5 was perceived in each of the cases.
165
In addition to being suggested by the analysis of our cases,
collaborative and experimental approaches are also favored by contemporary
authors and practitioners of interaction design, as discussed in subchapter
1.2. Therefore, to comprise the questions discussed above and picture a
creative process more oriented towards practice (as illustrated by the board
below), we can rewrite SP5 as follows: Concerning the conduction of
projects, contemporary professionals and teams prefer to carry them
out through approaches that are multidisciplinary, collaborative,
experimental, and based on non-delimited cycles of propositioning,
evaluating, and refining. Examples of the aforesaid approaches are
agile methods and multi-track development.
166
Finally, the sixth subproposition — Regardless of specific
constraints and the approach, when designing an interactive product,
designers undertake the major stages plan, define, design, develop,
and deploy, and the activities designing alternatives, prototyping,
evaluating, and discovering requirements —, was endorsed due to the
identification of activities and concerns related to the categories above
throughout our cases. However, it is worth noting that delimited moments
of planning and defining were less emphasized when happening in a less
constrained context. We stated this because, in Tocando Brasília, Rangel’s
experimental approach to developing the installation and the exhibition’s
flexible brief allowed him to work freely. Imposing an organization in stages
could be, then, misleading.
The table on the end of the page (Board 27) recaps how SP6 was
perceived in our cases.
167
168
To consider the improvements discussed, we can rewrite SP6 as
follows: Regardless of specific constraints and the approach, when
designing an interactive product powered by generative systems,
professionals rely on initiatives related to planning, defining, designing
& developing, and deploying to carry out their projects. Moreover, they
execute practical activities adapted to the context such as designing
alternatives, prototyping, evaluating, and discovering requirements.
169
professionals navigate the fundamental differences stated by Groß et al.
(2018) and Grünberger (2019);
- Direct manipulation is especially useful when the project needs
to attain specific aesthetic guidelines — contexts in which it can be
used to create aesthetic guides for algorithmic efforts. In other words,
to preconceive concepts to be produced through the development and
execution of generative systems;
- The process comprises activities related to ideating, abstracting ideas
into algorithms, translating algorithms into programs, obtaining and
evaluating computationally-generated results, and refining, as stated
by Groß et al. (2018), that happen interspersedly throughout the
process, instead of being executed in a specific order or in specific moments.
Moreover, when carried out by a team, these activities might be shared
collaboratively or organized in fronts;
- The process is carried out through cycles of experimentation,
evaluation, and refinement, similarly to contemporary models proposed by
authors of the fields of interaction design and digital product development.
- The process might be carried out collaboratively by a multidisciplinary
team, so activities and abilities are shared among the people involved and
organized according to specific intentions or constraints.
- The process might be powered by two complementary strategies of
ideation — concept-based and material-based—, which can be selected
according to the constraints of the project and the style of the team.
- The process involves activities such as the ones grouped into the table
Examples of Relevant Initiatives (Boards 28.1 and 28.2), which can be
reordered, skipped, postponed, or advanced, and represent categories beyond
the ones they are associated with in the same table.
- The process notably relies on activities, abilities, and initiatives
associated with both design thinking and computational thinking,
which suggests that mastering these two forms of thinking might contribute
to more mature projects
- The process relies on a significant practical connection between
design and development initiatives, which suggests that separate “stages”
or “fronts” to organize initiatives might be misleading. Instead, it is more
accurate to think in terms of a unified category of activities we can call design
& develop.
171
Chapter 5
Final Considerations
5.1 General considerations
5.2 Limitations of this work
5.3 Insights for further research
This work sought to answer the following question: What are the
main aspects of the creative processes employed by contemporary
professionals for designing interactive products powered by generative
systems?
The question reckoned on the idea that differences between design
processes in which generative creation is employed and conventional ones are
relevant and valuable to be understood as contributions for the design field.
Therefore, to answer it, we relied on the investigation executed to encounter
insights capable of enabling the characterization of the process investigated.
The following objective for this research was also defined: To propose
a model comprising relevant aspects of the creative processes
undertaken by contemporary professionals when designing interactive
products powered by generative systems. We considered it achieved as
the final model was elaborated and presented, containing the aspects and
insights summarized in the board 29.
Finally, we understand that the contributions of this work find
support in academic literature and in the reality of the investigated professional
practice, therefore, they have validity and expand the scientific literature
of the relevant fields.
177
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