A five days workshop at doc:LAB in Istanbul.

“In how many ways and with what techniques can one produce variations on the human faces seen from the front? The graphic designer works without set limits and without rejecting any possible combinations and methods in order to arrive at the precise image he needs for the job in hand, and no other.
Looking at the technique of the past we notice that a human face made in mosaic has a different structure from one painted on the wall, drawn in chiaroscuro, carved in stone, and so on.
The features—eyes, nose and mouth—are ‘structured’ differently. In the same way if one is thinking of making a face out of glass, wire, folded paper, woven straw, inflatable rubber, strips of woods, plastic, fiberglass, or wire netting.
The relationship between the features will have to be adapted to each material.”
in Bruno Munari, Arte come mestiere, 1966
(english version, Design as Art, Penguin Books)
 
For the first three days we (Alain Bellet from ECAL and me) used processing to build some very basic (almost trivial) tools to cover a set of six topics we identified around the human face:

  1. Pareidolia
  2. Symmetry
  3. Expression (not explored)
  4. Proportion
  5. Mirror
  6. Mask (not explored)

In the last two days students were then asked to explore one of the subjects and to develop a personal project around it.

For more images and an overview of the five workshops held visit doc:LAB’s blog.


02.08.2010

Second edition of the Race! workshop. This time for three days in a beautiful villa in Vico-Morcote over the lake.
Thanks to all the participants, to MAInD for the organisation, to Renato and Serena.

Race! was a five days programming workshop at ECAL in Lausanne.
I asked the students to develop a race game. A video-game is a very good subject if you want to experiment with interaction, but I was scared about the complexity even a basic a.i. system could achieve. So the game had to be for two (or more) players, this simplified the code a lot and it also was a lot more fun.
I also didn’t want the students to invest too much time in developing graphics, sceneries, backdrops: we used real objects/architecture as “levels” and simply mapped the software around it. This approach is very fast and can produce some interesting concepts.
Technical aspects touched:
Input devices (joypads, keyboard, microphone, etc)
Video projection and mapping
Interactivity
Graphics and kinematics
As programming environment we used Processing.


A five days workshop at ECAL, Lausanne.

©
2001–2010