This is a tumblr about the design of a tool for quick ideation and formfinding
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an animation by emiliano millan. I got the chance to meet the owner of this house during my time in school, but he didn’t invite us to see his home…
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SOUR “Life is Music” Phenakistoscope music video
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sparse voxel octree
http://www.blitzbasic.com/Community/posts.php?topic=94489
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the glitch manifesto
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A hybrid design environment and synthetic tool that merges fluid and congruous user interaction with computational form synthesis. By automatically modulating and fluctuating form and shape using various form finding and generating algorithms, the system helps the designer explore the design space more extensively than he would using conventional methods. The designer should be able to intuitively interact with the system, selecting, tinkering, tweaking, working on different levels of the design and making design decisions whilst the system dynamically performs modifications. The system will work as a tool for prompting creativity, opening up the designers’ mindset to new possibilities within the design space. Creating a dialog between designer and algorithm, a process in which the designer feeds off the algorithm and vice versa. A fluid environment in which neither designer nor algorithm is ever in complete control. The system will consist of two devices: a front-end and a back-end. The front-end will be a means of viewing and interacting with forms. This can be a light weight device with a hands-on interface for easy manipulation by the designer. Dynamically displaying forms and channeling modifications by the designer. An intuitive interface should be developed making it possible for the user to interact with and manipulate forms in such a way that it will be easy for the user to simultaneously navigate both 3D and design space. Working with a large amount of degrees of freedom the user should be able to sample hyperplanes at high speeds and place boundaries within design space. It is important to research suitable ways of human computer interaction for such a system, using various methods of interaction including touch screens camera’s and other forms of sensors.The back-end will be for performing form generating algorithms. This should be a heavy duty machine that can perform iterations at high speed an can store large amounts of data. The algorithms will generate a large amount of design iterations, these should be stored so they can be easily accessed by the front-end interface. Also results of human interaction should be stored, so the user can reverse certain decisions. This could also result In trees morphing end results over a set of decisions made a number of steps earlier. Various form finding/generating algorithms should be researched and developed simultaneously with interaction methods. Initially working within a virtual realm, the system should accommodate the exchange of analog to virtual representations of artifacts and vice versa, blurring the boundaries between both realms and making it possible for the system to be incorporated in the entire design process. Using input information from 3D scans or camera data and with possibilities for digital 3D output through 3D printing. Due to physical limitations on calculation speed, both front and back-end systems will probably function at different frequency ranges. The system could be developed in such a way that it will function harmoniously and dissonance between user and system will not occur. However, dissonance and glitches could of course also be a desirable effect when it comes to generating unexpected results. The balance between these two should be researched.
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