Clock interfaces

During this week I wanted to keep iterating on more particle-based algorithms because I felt that they were the most effective in introducing randomness and a sense of play. This started with the adaptation of the text modulator to a particle-based generator.

 
The particle text generator, using text to points and steer & flee functions. Click on the image to go to the interface

The particle text generator, using text to points and steer & flee functions.
Click on the image to go to the interface

 

Following this I wanted to introduce more consistency and direction for the iterations, as well as include some kind of third party data that would be easy to work with. This led me to clock interfaces. P5.js can easily call in data about the date and time from the computer running the interface, so I settled on making different forms of interfaces using various particle physics effects and other methods of abstraction. These also posed a lot of technical challenges and some of the particle effects, like the Perlin and Flock clocks, are beyond my technical know-how at this point. This actually affected the working process in a new way - because I only partially understood how the code worked, I would obtain the open-source material and poke around - editing sections that I understood (or didn’t) in order to see what it produced. This links again to the role of randomness in the work - this time introduced by me.

 

CLICK ON THE IMAGES TO ACCESS THE INTERFACES

 
The particle clock, based on the same code as the particle text generator.

The particle clock, based on the same code as the particle text generator.

 
The Perlin clock, using an adaptation of Daniel Shiffman’s coding challenge on perlin noise.

The Perlin clock, using an adaptation of Daniel Shiffman’s coding challenge on perlin noise.

 
The Useless clock - uses only a few lines of code to visualise time as colour.

The Useless clock - uses only a few lines of code to visualise time as colour.

 
The Flock clock, based on an adaptation of Daniel Shiffman’s coding challenge on flocking simulations.

The Flock clock, based on an adaptation of Daniel Shiffman’s coding challenge on flocking simulations.

 
The Tile clock based on previous iterations in Processing using page tiling and segmentation.

The Tile clock based on previous iterations in Processing using page tiling and segmentation.

 
The Node clock - an extremely simple clock interface that generates growing and receding colour nodes,  based on the image pixellation models of previous Processing sketches.

The Node clock - an extremely simple clock interface that generates growing and receding colour nodes,
based on the image pixellation models of previous Processing sketches.

 

ALL CODE REPOSITORIES FOR THE ABOVE INTERFACES CAN BE FOUND ON MY GITHUB PAGE.

 

Coming out of this week, I’m left with more questions than answers. I have re-written the brief (below) and expanded it to include the research questions that I am asking myself whilst working (which, worryingly, only seem to be multiplying). Of note is the change in the wording randomness to unpredictability. Randomness does play a role - it’s even a strict function within some of the interfaces I’ve worked on - however it supposes that there are very few parameters or logic to the workflow and interfaces. This is not the case. Unpredictability is the more correct term, for both the design process and the designed interfaces are carried out purposefully, but are not entirely pre-conceived and allow for manipulation of some of their variables.

 

BRIEF 02

Creative coding allows the designer to develop visual information systems based on algorithmic logic that introduces an element of unpredictability

  • What can working with algorithms bring to the design process, either for the designer or the end user? 

  • How does working through logic and data change design practice for the designer? 

  • How does interacting with fluid (as opposed to static) interfaces affect the user?

Develop a series of interfaces that allow the user to interact with a set of visual media and expands upon it in meaningful and unique/unexpected ways.

 

PRINCPLES

  • Randomness versus unpredictability.

  • Role of unpredictability in the design process versus in the user interaction.

  • Abstraction as a tool for iteration, manipulation, and wonder.

  • The role of play as a motivating force.

THE TENSION IN THE DESIGN PROCESS

  • In terms of the system
    What can I make? How far can I push this? What happens if I do this?
    An iterative creative process with no preconceived function in mind.

  • In terms of the end user
    What am I making? What is this for? Where can this be used? Is this useful?
    More planning and less room for unpredictability.

 

MOVING FORWARD

ROUTE A

Moving the focus out of a primarily design-oriented context.

ROUTE B

Moving the focus into a more defined graphic design context.

  • Generate a distinct visual identity.

  • Generate multiple assets and interfaces around that identity (layout, imagery, interfaces, etc).

  • San Francisco Symphony branding

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Text modulators