the Ecological approach to visual perception

by James J. Gibson

“ecological psychology”

How do we see the environment around us?
How do we see where we are in the environment?
How do we see whether or not we are moving and, if we are, where we are going?

optical or acoustic, or haptic, etc. patterning that would best correspond to actual perceiving in the world no longer seemed like stimulus but information
‘structured energy that was information about environmental sources’

I should get back on Part II The Infomation for Visual Perception

Source: https://www.taylorfrancis.com/books/mono/1...

On Scenography

by sodja lotker & richard gough

‘Everything we do and almost everything comprehend scenic formation - landscape, site and setting - but also a way of constructing the physical, perceptual and emotional environment of/for the event’ (3)

‘There is no such thing as an empty space (as once proposed by Peter Brook (1968)) - every space is an environment, is already resonant; it has its character, a psychology and a memory and, if nothing else, little invisible scars.’ (4) => 여백

‘The space performs even before the actor walks across it. The character of a space is the way that it positions us and spaces our actions’ 

‘Scenography is the many-layered environment of a performance that creates spatial contexts and activates positioning’ -> looking happens with the whole body

‘Scenographies have power over us they, command our attention and affect our emotion.’ 

‘Integrate the two spatio-temporal strands into a unified structure’ (5)

playfully and insightfully arrests time through space (on stage) evoking a kairological (as opposed to chronological) sense of time (on stage)

“the expressive organization of space”—a practice of daily life and a fundamental of communication and being human

Source: https://www.tandfonline.com/doi/full/10.10...

De-Computation: Programming the world through design

by Kevin Walker & John Fass

De-Computation: Programming the world through design by Kevin Walker

computational thinking has four steps: decomposition, pattern recognition, abstraction, and design. Simply put, this means breaking something down into manageable or meaningful components, then remaking it in another form or making something new from it, based on an analysis of the parts. De-computation provides a way of applying these categories specifically to design practice

(3)

De-computation is intended to shift focus from devices and systems to computing as a process undertaken by people, plants, places and other things. We define computation as broad set of cultural practices driven by a belief that algorithms can shape behaviour, opinions and actions, in opposition to 20th century notions of computers as monolithic, fixed devices. De-computation thus incorporates a view of computation different from its usual definition, one that encompasses non-digital life, microscopic and astronomical processes, and poetic data exploration.

  1. De-construction - break down the problem, research question, dataset into smaller parts

  2. Pattern recognition - ‘patterns can be highly abstract-the rhythms of human behaviour for example, pattterns of play in a game, circadian rhythms, or turn-taking in a conversation.’

  3. Abstraction - Whether a pattern in the data or an innovative way to address the problem or research question, this can be then generalised in order to make some statement / encourage thinking of ‘abstract’ as in fine art-for example in terms of simplified shapes and colors; the less something resembles some specific thing in the world, the more it communicates across categories / abstraction becomes an expressive means for generalising in surprising domains

  4. Construction - this is manifest as a nonlinear system, which accounts for unknown functions as variables, and in which the outputs can vary proportionally from the inputs;; the examples shown in the Figures illustrate a variety of outputs possible from a comparatively small set of inputs.

    Our broader intention is to exploit the systematic ways of thinking found in the natural sciences, in ways that enable experimental outcomes which cannot be fully predicted due to randomness and variation introduced particularly through the use of physical materials and processes. De-computation thus strives for a balance between research-led practice which proceeds from data and a set design brief, and the kind of practice-led research more common in fine-art contexts, in which materials exploration leads to unexpected outcomes.

de- computation maintains a contextual and critical perspective.

it takes a broad view of personal, social and physical contexts, continually questioning the problem or task in relation to these. Here, De-computation overlaps with user experience or interaction design, with its focus on contexts of use (Kaptelinin and Bannon 2012). But it goes further, to interrogate how a design product might impact a user’s cognitive load (Sweller, et al 1994), or society at large. Might it add to or subtract from visual or noise pollution – or indeed the environment and climate change? Is the product really necessary, or alternatively, is it something that can be used to critique some aspect of contemporary society?

De-computation is thus about using the algorithms and systems of design process and method to question the influence of computer algorithms and digital systems, as well as the designer’s own assumptions.

  1. De-construction - investigative journalism similarly operates around narrative conventions, but in an inverse direction to science, it often starts with ‘a story,’ then seeks to collect data (in the form of interviews or documentary research) to provide multiple viewpoints / clearly stating who, what, where, when, how, and especially why, acts as an effective design principle / journalistic stories can be regarded as de-constructed and re-constructed representations of events

  2. Pattern recognition - We believe that spotting patterns in data is, however, a subjective process of interpretation, whether undertaken by humans or computers (which are programmed by humans) / one constant factor is time, which consistently flows linearly in one direction, and if two datasets can be separated by time, this aids in analysis

  3. Abstraction - we can abstract rules from nature to apply to other types of systems

  4. Construction - analogue materials

We thus advocate a reverse design process applying computational thinking to real-world phenomena in order to reveal and critique this,

Source: https://archive.nordes.org/index.php/n13/a...

A systems approach to design innovation

by Kevin Walker

Information is now seen to underlie biology, physics and chemistry as well as computation, and as a focal point it enables a redefinition of design from the perspective of natural systems.

Taking this view, what we refer to as things (microbes, companies, galaxies) are systems and processes— poetically and temporally-bound confluences of other things. Therefore instead of referring to discrete things, it makes more sense to think about how things connect with each other, of causes and effects. As in relational design as described above, meaning is found in the connections. According to Barad, ‘Space and time are phenomenal, that is, they are intra-actively produced in the making of phenomena; neither space nor time exist as determinate givens outside of phenomena” (Barad, 2007, p. 383).

This illustrates design as a system with a subject and object, with two-way feedback mechanisms (what Maturana (1997) calls recursive interactions, or what Barad (2007) calls ‘intra-actions’) occurring between them and on a level of descriptions (language) and actions. Feedback takes place not only between designer and audience on these levels, but also between the conceptions of the designer and his or her own actions, and the audience’s conceptions and actions.

In a quantum system, the scientist as subjective observer would be placed on the left, and the object of study on the right, wherein observations are mediated by tools, which indeed are seen to influence the described outcome. An important difference between science and the arts, however, is that science observes existing phenomena in seeking objective truth, whereas art and design exists to create new things in seeking change —in an audience or in broader terms.

Artistic experimentation with tools and materials can lead in unexpected directions. Similarly, taking a systems perspective means ceding some control and agency to the system, operating at different levels, and acknowledging the designer’s subjective role within a system—not least the technological, social, political and economic systems we live in. But we feel that this is where innovation arises: in the connections and feedback between designer and audience, language and action, information and experience; and between disparate fields of study.

Source: https://researchonline.rca.ac.uk/3359/1/cu...

Creative Practice as Research: Discourse on Methodology by R. Lyle Skains

by R. Lyle Skains

the creative artefact is the basis of the contribution to knowledge

’Creative artefact is accompanied by a critical discussion of the significance and context of the claims, and a full understanding can only be achieved through the cohesive presentation of the creative artefact and the critical exegesis’

-’creative act is an experiment designed to answer a directed research question about art and the practice of it, which could not otherwise be explored by other methods’

theoretical: practitioner-researcher is exploring research issues and problems

conceptual: artists give form to thoughts in creating artefacts that become part of the research(often to understand the creative artefacts themselves)

dialectical: explores the human process of experiential meaning-making: how we connect to other minds through the middle-men of artistic media

contextual: practice is an effort to bring about social change

‘Creative research questions are often inseparable from artist identity, experiences, and culture’

Serendipity- ‘a process of making a mental connection that has the potential to lead to a valuable outcome, projecting the value of the outcome and taking actions to exploit the connection, leading to a valuable outcome’ (90)

Source: https://www.tandfonline.com/doi/full/10.10...