197.119 Coding for Creative Practice
In this studio paper students will be introduced to the fundamentals of computer programming as an art and design tool. Students will acquire basic knowledge and fundamental techniques for the creative uses of coding across a range of art and design contexts.
Week 1 2 3 4 5 6 7 8 9 10 11 12
Staff
- Tim Turnidge – T.Turnidge@massey.ac.nz
- Oli Blair – O.Blair@massey.ac.nz
Student rep
Space
Class is in 10C14, 1–4PM on Thursdays.

Adrien M & Claire B – www.am-cb.net/
Don’t just buy a new videogame; make one. Don’t just download the latest app; help design it. Don’t just play on your phone; program it. No one’s born a computer scientist, but with a little hard work and some math and science, just about anyone can become one.
– Barack Hussein Obama
Learning outcomes
Students who successfully complete this course should be able to:
- Show a basic knowledge of the fundamentals of computer programming and its application to art and design. (Graduate Profile: Understanding – Matauranga A3)
- Demonstrate enquiry into the creative uses of coding for a specific area of art and design. (Graduate Profile: Creativity – Toi B1)
- Reflect on and evaluate their own work and the work of others in a collaborative environment. (Graduate Profile: Creativity – Toi C1)
- Competently utilise iterative processes in computer programming to generate art and design outcomes. (Graduate Profile: Virtuosity – Mohio D3)
- Source and utilise information in a variety of forms and contexts to support their work process. (Graduate Profile: Understanding – Matauranga E4)
What is Creative Coding?
Creative coding is different to traditional programming systems in that the goal is to create something expressive instead of something functional (though this is not to say that creative coding can not be functional).
Generative art, glitch art, information visualisation, procedural generation are all different types of creative coding – which has become a household term for describing artworks that are articulated through code.
The Art of Creative Coding from PBS Digital Studios
DevArt
Welcome to Digital Revolution from Barbican Centre on Vimeo
Creative Coding Sources, References and Inspiration:
Creative Code Student Blogs
Use this form to add yourself to the list.
Previous years student blogs. Blog Roulette 2016
Week 1
Coding for Creative Practice Brief
197.119 Coding for Creative Practice Assignment 1 Brief
Three.js
“the threejs_playGnd is a digital literacy (agency) artware + ntro to three.js/webGL (interactive/generative 3D in the browser) which is modeled after an experimental new-media art ethic.”
– threejsplaygnd.brangerbriz.net/nfo/
Resources
Extra resources
Examples from the Playground
- Tim’s Three.js Playground experiments: Rotating Gem and Wobbly Geometry
- Cameron’s Three.js Playground experiment: Max_Hattler
- Josh’s Three.js Playground experiment: Interstellar_is_overrated
Examples of Three.js in the wild
- DENNIS / Popcorn_10 – www.dennis.video/
- YUME – unseen-music.com/yume/
- Audiograph, generative music visualisation of Pilotpriest‘s Album: Trans – audiograph.xyz/
Week 1 Deliverables
- Create a blog where you will upload your work.
- Submit your name and blog URL to this form.
- Update your blog with a minimum of 3 experiments from the Three.js Playground. Use links/screenshots/movies.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 2
The Nature of Code: Simulating Natural Systems with Processing
Daniel Shiffman.
Published December 2012. PDF, Web, Paperback.
Visit the Nature of Code website.How can we capture the unpredictable evolutionary and emergent properties of nature in software? How can understanding the mathematical principles behind our physical world help us to create digital worlds? This book focuses on a range of programming strategies and techniques behind computer simulations of natural systems, from elementary concepts in mathematics and physics to more advanced algorithms that enable sophisticated visual results. Readers will progress from building a basic physics engine to creating intelligent moving objects and complex systems, setting the foundation for further experiments in generative design. Subjects covered include forces, trigonometry, fractals, cellular automata, self-organization, and genetic algorithms.
Visualizing Data: Die Bürgschaft | Processing from Diana Lange on Vimeo.
Resources
- Processing (www.processing.org/)
- Processing Online Reference (processing.org/reference/)
- processing_basics_variables.pdf
- processing_basics_functions.pdf
- Coding Train YouTube channel
- Introduction Playlist, talks about programming in general, what is Processing?
- Drawing with Pixels, talks about (x, y).
- How to use Processing, drawing shapes.
- RGB Color
- Interaction, setup() and draw(), mouseX, mouseY, events
- Daniel Shiffman explains Vectors
Examples
- Open Processing, online sketches (www.openprocessing.org/)
- Gist: Processing basic setup (gist.github.com/anonymous/3a874e19f724c29b0022)
- Gist: Save Processing sketch as .jpg (gist.github.com/anonymous/27050402025ebf77f0c5)
- Tim’s experiment: Arc procession spiral @ OpenProcessing
Week 2 Deliverables
- Explore source code of examples files within Processing and @ www.openprocessing.org
- Update your blog with a minimum of 3 experiments using Processing. Use links/screenshots/movies, with notes.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 3
Quartz Composer is a node-based visual programming language provided as part of the Xcode development environment in Mac OS X for processing and rendering graphical data.
– https://en.wikipedia.org/wiki/Quartz_Composer
Resources
- Apple Developers, Quartz Composer can be found under: Develop > Downloads (you need an Apple ID) > See more downloads (scroll down) > Graphics Tools for Xcode 7.2 (developer.apple.com/downloads)
- Quartz Composer User Guide (developer.apple.com)
- 1024d.wordpress.com/category/software/qc-plugins/
Patches to try
- cube, cylinder, sphere
- line, sprite, billboard, line family
- particle system
- RGB color, HSL color
- patch time, wave generator (LFO), interpolation
- audio input, image, mouse, video input
- math
- replicate in space
Since Quartz Composer only runs on a Mac, we might have a few double-ups or swapping of computers. Any spare studio time can be used to develop your other experiments further or chat with Tim or Cam.
Checklist so far:
- Blog set up and posted to the Google Spreadsheet above
- 3 documented code experiments from three.js including:
- screenshots/video showing the output
- documentation of your code so that someone can access it, eg. linked to or as text on your blog (try to keep it readable)
- an explanation of how your code works, this can be broad or specific – show your knowledge
- an explanation of your process
- 3 documented code experiments from Processing
Examples
- Introduction to Quartz Composer from John park on Vimeo.
- _1024_ParticleWarfare from 1024_experimental on Vimeo.
- GEOPING installation – WGTN LUX 2011 from Johann Nortje on Vimeo.
- iniTree 0.2.0 from inimart on Vimeo.
Week 3 Deliverables
- Update your blog with a minimum of 3 experiments using Quartz Composer. Use links/screenshots/movies, with notes.
- Examine an artist from the “Creative Coding Sources, References and Inspiration” list above (or find your own) and describe: Who they are, What they do and How they do it.
- We’re using Unity next week. If you’re using your own computer, please download it before class.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 4
Coding in 3D
Unity offers a platform for creating beautiful and engaging 2D, 3D, VR, and AR games and apps. A powerful graphics engine and full-featured editor enable you to realize your creative vision fast, and deliver your content to virtually any media or device.
– unity3d.com/
Resources
Scenes in the 119 Pack:
3DAudio
An example to demo an Audio Source applied to a moving object.
The CubeRandom gameobject uses the Rotate.js and MoveRandom.js scripts to move around the space. The Audio Source component emits a looping audio track.
The CubeRandom gameobject has a disabled RotateRandom.js script that can be explored to get different movement.
There is a disabled Duplicator gameobject in the scene that can be enabled to get multiple instances of the CubeRandom gameobject.
3DAudio2
A development of the 3DAudio scene. Has the Duplicator turned on already. Sphere gameobjects have a DistanceRotateReaction.js script (disabled by default) which means that their rotation changes based on their distance to the player.
Also demonstrates how a Doppler effect can be applied to sound in the Audio Source Component.
BubblePopper
Same as Bubblers scene, but spheres have a PopCollision.js script which removes the gameobject and replaces them with an instantiated particle effect when you bump into them.
Bubblers
Sphere gameobjects with a bubble texture applied. Some movement, rotation and sizing scripts applied to the sphere gameobject to give them individual movement and sizes.
Collision
A sphere gameobject with a Collision.js script which toggles the material of an object when it collides with another object.
Try adding a rigidbody component to the sphere to give it some physics. Explore different material types applied to the Sphere Collider component.
Color
A cube gameobject with a ColorChange.js script applied. This script modifies the material colour of the cube based on the distance to the player.
The ColorChange.js script has a line commented out which causes the gameobject to rotate as well as change colour.
ColorSpheres
Similar to the Color scene, but uses ColorAlphaChange.js script, which changes the material alpha (transparency) based on distance to the player.
DeathSpinner
Uses the DistanceRotateReaction.js script to rotate the Monolith gameobject based on distance to player. Size of Monoliths randomised using SizeRandom.js script.
DistanceDolphins + LightningDolphins
Creative combination of meshes and scripts.
PopDuplicate + PopDuplicateCrazy
Gameobjects that duplicate themselves when collided with.
ReactToMyDistance
Examples of different scripts that can be used to have gameobjects react to player proximity. See use of DistanceReaction.js, DistanceReactionPhysics.js, and DistanceRotateReaction.js.
SimpleCubeStuff
Mostly empty playground. Default Cube gameobject already in the scene without any scripts, as well as a CubeMoves gameobject that has some script components already applied (and some disabled). Also explore the Duplicatorotron (disabled by default) to create multiple instances of the cubes.
SunRotation
Scene showing how a day/night cycle can be simulated by rotating a Sphere with attached Directional Light gameobject.
Intro to FabLab w/ Craig
- www.fablabwgtn.co.nz/
- FabLab could be useful for assignment 2, so consider doing the induction early.
Student survey
Examples of Unity out in the wild
Week 4 Deliverables
- Explore the example scenes
- Create interactive spaces using the examples
- Update your blog with a minimum of 3 experiments.
Use links/screenshots/movies, with notes.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 5
Next week, you will presenting in an exhibition type environment on the studio computers. Final hand-in and presentation will consist of 4 developed and refined examples of work from each piece of software you have been introduced to. Each work will have a title and a paragraph outlining and identifying the coding concepts that are used in its creation.

Alex Love – 2014 – alexlove-creativecoding-2014.blogspot.co.nz/
A message from MAWSA and Chai, your student rep:
Next Thursday (Week 6), we will be throwing a THURSDAYS IN BLACK day together. Thursdays in Black is a campaign where you wear black on Thursdays to stand in solidarity with victims/survivors of sexual assault and harassment. The kaupapa is believing it is possible to have a world free of rape and violence. It’s about having every person feel safe in their own skin wherever they are. Plan out your best all-black outfit and spread the word to show your support!
Week 5 Deliverables
- Continue to develop and refine your 4 final works for hand-in and presentation .
- Update your blog with final 4 works. Each will have a title and a paragraph outlining the coding concepts you have used.
- Practice loading up your code experiments, as next week we will be exhibiting and presenting in the lab.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 6
Hand-in, Exhibition, Presentation and Feedback.
This week you will present your best explorations from weeks 1–5, one exploration from each piece of software: Three.js, Processing, Quartz Composer, and Unity.
Be prepared to show your work on your own laptop or on one of the iMacs – prepare for quick turnarounds between exhibiting each experiment by having them pre-loaded where possible.
Exhibition starts at 1:30PM, so you have 30 mins for set-up time.
We will have 15 minutes per software, with 5 minutes in between for swapping and setup.
So approximate times are:
- 1:30 – Three.js
- 1:50 – Processing
- 2:20 – Quartz
- 2:40 – Unity
Exhibition
Assessment Criteria
Show a basic knowledge of the fundamentals of computer programming and its application to art and design. (Graduate Profile: Understanding – Matauranga A3).
Creative and diverse exploration and iteration shown within the weekly coding experiments.
Competently utilise iterative processes in computer programming to generate art and design outcomes. (Graduate Profile: Virtuosity – Mohio D3).
Creativity and virtuosity shown in final four coding experiments.
Source and utilise information in a variety of forms and contexts to support their work process. (Graduate Profile: Understanding – Matauranga E4).
Research (into other artists, coding concepts, toubleshooting), documentation (of process, iterations, source code), annotation (explaining how the code generates the outcome).
Week 6 Deliverables: Final submission requirements
- Finalise your 4 final works for hand-in and presentation. One work from each piece of software.
- Each will have a title and a paragraph outlining how it works. Use this an an opportunity to express your knowledge of how the code works.
- Make sure that your other 12 (3 x 4) experiments are well documented.
- Blogs must be updated by 5PM, Friday 24th August 2018.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 7
Brief: Assignment 2: Code that Creates

Footfalls (2006, by Tmema [Golan Levin & Zachary Lieberman]) is an interactive audiovisual installation in which the stomping of the visitors’ feet creates cascading avalanches of bouncy virtual forms. www.flong.com/projects/footfalls/
Precedent works
- Casey Reas – Print example
- Plummer Fernandez – 3D printing example
- NYT R&D Lab – Data visualisation
- Parametric Architecture example
Zach Lieberman – School for Poetic Computation – Website – Instagram
Key terms when searching for inspiration
- Generative design, generative art
- Installation
- Parametric design
- Data Visualisation
- Digital Fabrication
Creative Art Principles
Contrast
Movement (visual flow)
Balance (symmetry and asymmetry)
Scale (proportion)
Perspective (depth)
Figure Ground (white space, negative space)
Rhythm (repetition)
Datum (origin, reference plane)
Working Spaces
12B04 – This room
This room is open and available for you to use during class, but also outside of class time as long as it is not occupied by another class
- Printing
- Cutting
- Folding
Fab Lab
Fab Lab Wgtn is in block 11 on campus and has a range of technology which might be useful in this assignment. We recommend that you attend the ‘About Fab Tour’ to get an introduction to the space as soon as possible. Book at: www.fablabwgtn.co.nz/events-activities
- 3D printing
- Laser cutting
- Vinyl cutting
- CNC routing
3D Workshop
The 3D Workshop is in block 11 on campus and has a range of tools for student to use, including wood- and metal-working tools. Check the CoCA Clinics Stream page for information on induction times.
- 3D printing (soon)
- Laser cutting
- CNC routing
- Water-jet cutting (under maintenance)
- Vac forming
- Woodworking
- Metalworking
3D modelling for Processing
These are 3D libraries for Processing, they can be installed in Processing through the menu:
Sketch > Import Library… > Add Library…
HE_Mesh: http://hemesh.wblut.com/
Toxiclibs: http://toxiclibs.org/ (kinda depreciated, but leaving it up for posterity)
Printing out vectors in Processing
Explore PDF examples in
Kinect and Processing
Open Kinect for Processing Demo from shiffman on Vimeo.
Audio in Processing
Minim: http://code.compartmental.net/minim/
Minim example: Delay
Reactive Processing sketch with Minim from Marta Verde on Vimeo.
VR with Unreal Engine
docs.unrealengine.com/latest/INT/Engine/Editor/VR/
Touchdesigner
Kinect with Touchdesigner http://www.derivative.ca/wiki088/index.php?title=Kinect
Openframeworks
yasuhirohoshino.com/archives/30
Hype visualization library , useful for data visualization and generative graphics http://www.hypeframework.org
Github repo – NZ data sources
github.com/WikiNewZealand/new-zealand-data
Week 7 Deliverables
- Select your format: 3D Object or Print or Other Experience*.
- Post your selected format to your blog (clearly state what you’re going to output your code as)
- Populate blog with precedents. Key search terms: Generative , Parametric, Data Visualisation, Digital Fabrication
- Find at least one example of work that uses the same format as you
*You need to get approval from the staff if you want to do something other (eg; VR, Audio, Animation, App, etc).
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 8
This week you must have committed to your chosen output format: 3D Object, Print or Other Experience*.
*Get approval from the staff if you want to do something other (eg: VR, audio, animation, app, etc)
What is your workflow?
Start to identify what your workflow might be. Identify inputs, outputs and technology/software.
Inputs are what is used to drive the code. eg. Temperature data, movement, noise levels, random(). Input data might be from an online source (eg. NZ data sources) or from an API (eg. Open Weather Map or Weather Underground). You could also generate your own data just by tracking your everyday behaviour (eg. tracking your wakeup times, tracking the number of times you check your phone). Interaction with the work can also be an input, eg. Moving the mouse is inputting mouse position data, singing a song can be inputting audio data.
Outputs are what the code creates. eg. Print, object, graphic, sound. Consider the materiality of this output and what limitations (and opportunities) are inherent within it.
Technology includes the software you require (for coding, manipulation and/or output) and the hardware required to output, eg. 3D printer, vinyl or laser cutter, printer, projector, speakers.
Example print workflow
Input temperature data from thermometer > Generate imagery in Processing > Export PDF from Processing > Print PDF > Mount print onto foam-core board
Example 3D object workflow
Generate 3D model in Processing > Export STL from Processing > Import STL to Slicer for Fusion 360 > Convert geometry to stacked slices > Export plans as PDF > Print PDF on cardboard > Cut and assemble cardboard slices
Example installation workflow
Read proximity data from infrared sensor attached to Arduino > Arduino sends values to Processing > Generate imagery in Processing > Project onto ceiling using a projector
Autodesk Slicer for Fusion 360
Slicer lets you turn 3D models into 2D build plans with animated assembly instructions.
apps.autodesk.com/FUSION/en/Detail/Index?id=8699194120463301363&os=Win64&appLang=en
Tim’s Processing example for talking about arrays:
float[] energy = {10.3, 9.3, 10.4, 7.7, 11.0, 8.7, 9.8, 8.0, 9.5, 8.3}; void setup() { size(400, 200); background(0); noStroke(); for (int i = 0; i < 10; i++) { ellipse(i*50, height/2, 30, 30); } } void draw() { }
Tim’s Processing example on reading a .csv file. Gist for code, power data on Google Drive.
Week 8 Deliverables
Ensure your blog is up to date with process work, source code posted or linked and your final context/potential documentation clearly labeled.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”.
Week 9
Open studio time! Use the time to prepare for our interim presentations next week.
At interm presentations (next week) you will present a test output from the workflow that you identified from last week. For example, if you are making a 3D object using stacked slices, you need to bring a test output of stacked slices. This does NOT have to be your own design (or your code’s design), but instead should be a way of testing your chosen method of output.
A few examples of code that creates to explore:
- Lachie Philipson + Harmony Repia, Kauhanga – 2016 graduates, produced this interactive projection as part of their 400 level major project. Good example of interactive, immersive experience. Built with Processing and uses an Xbox connect for tracking.
- Casey Reas, Control Room – Example of striking visuals produced using Processing. Printing method and scale applied to this work make for an engaging piece.
- Johann Nortje + Ian Hammond, Rube – Wellington artist. Projection mapped artwork. Not an example of code, but a good example of how a projection can interact with the surface it is projected onto.
- WWI Remembered Light and Sound Show, Spyglass – Larger example of projection mapping.
- Nervous System’s Dress and Necklace – Generative, 3D printed jewellery and clothing.
Resources, reposting from week 7 for visibility:
- Using Processing to output PDFs. Useful for any sort of 2D vector (ink print, vinyl cut, laser cut) from Processing.
- HE_Mesh (easiest to install from within Sketch). Useful for 3D mesh generation/modification/export in Processing. This gist is a good way to test if it is installed correctly.
- FabLab and 3D Workshop inductions.
Week 9 Deliverables
Ensure you blog is up to date with process work, source code posted or linked and your final context/potential documentation clearly labeled.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Test your output. Print it out or 3D print/make it or test an installation. Document this test on your blog and bring it to class next week for interim presentations.
Week 10
This week at 2pm we’ll have an “interim” exhibition and critique of your assignment 2 projects in their current state. This won’t be graded but act more as a milestone for this assignment. Use this as incentive to output your code from the computer and as an opportunity to get constructive feedback from your peers and staff. We’ll run this in a similar format to the final exhibition of assignment 1, set up your work for display, write notes and constructive feedback on everyone else’s work and hold discussions.
Interim deliverables
Test output from your chosen workflow – eg. if you are printing posters, bring a test print. If you are outputting 3D prints, bring a 3D print. If you are outputting vinyl stickers, bring stickers. These do not necessarily need to be your own design.
Supporting imagery that shows how your code is progressing – this can just remain on the computer (either in the IDE or on your blog).
Entourage / Context
Start producing visuals that depict your code in a context.
Context is the environment or setting something is in and often helps describe function or use.
A typical way of describing a context visually is through adding entourage; animals, plants and people all help give a sense of scale, but also placing your creation into a scene can achieve this too.
The main thing is to communicate what your creation does, what’s it for? where? when?
You can get imagery of people, places, objects, etc to use as entourage by taking your own photos, or by finding them online.
www.archdaily.com/777432/6-websites-for-ethnically-diverse-render-people
Student examples of entourage:
Other examples of entourage / context:
Week 10 Deliverables
- 5x images showing your creative code in context. These should explore different functions or uses for your project.
Ensure you blog is up to date with process work, source code posted or linked and your final context/potential documentation clearly labeled.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 11
Last class before presentations in week 12! Let’s talk about assessment criteria and the submission requirements.
Check in with your tutors to confirm what your final output will be for presentation in week 12 – do this so that we can accommodate any special space requirements (eg. space for projector, clearing tables, making space to pin up posters).
Assessment Criteria
- Range of experiments shown in weekly experiments, iterative process
Show a basic knowledge of the fundamentals of computer programming and its application to art and design - Exploration of possible contexts, application of chosen context to final code
Demonstrate enquiry into the creative uses of coding for a specific area of art and design - Documentation of final
Reflect on and evaluate their own work and the work of others in a collaborative environment - Creativity and virtuosity shown in final
Competently utilise iterative processes in computer programming to generate art and design outcomes - Research, documentation and annotation
Source and utilise information in a variety of forms and contexts to support their work process
What should be on the blog?
Research into:
- Other creative code artists – tell us who they are, what software or processes they work with, and why you have included them as an example
- Creative code processes – examples of how code can be used for generative/creative outputs
- Fabrication processes – research that relates to your output process, eg. Research into 3D printers, materials to use for laser cutters, etc
Experiments/explorations:
- Explorations of code – think back to the way you experimented in assignment 1. Documented with text, images, video and links. Explain how your code works and how modifications change the output
- Explorations of output – documentation of test-prints from your output method. Document strengths, weaknesses, specifications, limitations of the material that you’re working with
- Explorations of context – text and images (eg. Entourage) that show explorations into where your code output might exist in the world.
Documentation of process and output:
- Documenting your design process – regular text/image/video updates on how your project is progressing. This includes both the successes and failures you encountered on the way. Think about how a future student might be able to follow your instructions to re-create your process.
- Documenting your output – through documentation of your final output.
- Annotated code snippets that explain key parts of your code and how they contribute to the output
- Images and video showing the physical output (these can be taken on the day of exhibition if you want to get people interacting with it)
- Entourage images (with supporting text) that show where your output might exist in the world
-
Week 11 Deliverables
Ensure you blog is up to date with process work, source code posted or linked and your final context/potential documentation clearly labeled.
All* work uploaded to your blog.
*Literally everything you have done for this paper should be uploaded to your blog, the complete work, but also any experiments, drafts or tests, both “good” and “bad”
Week 12
- Final exhibition and submissions.
- Bring your final code outputs ready to go. We will have 1 hour of set up time before getting started with exhibition at 2pm.
- Present your code output and entourage images that show it in context. You may also want to have your blog up so that people can explore your process.
We would also appreciate it if you could take the time to fill out a course survey, your feedback is important!
-
Final Submission Requirements for Assignment 2
Literally everything you have done for this paper should be uploaded to your blog. We will not be taking 3D models or prints so you need to ensure that you document your output thoroughly.
The blog should document:
- Research into code concepts and the work of other artists (and students)
- Code experiments
- The workflow that you are using to get your output
- Iterations that have led to your final code output
- Experimental entourage images to explore possible contexts (minimum of 5 experiments, with 1 picked out as a final)
- A final post that sums up the code output:
- The source code used to generate the output
- Documentation (photos, video) of your final print/object/installation
- Supporting entourage to show your code output in context (as above, 1 final picked from 5 experiments)
The blog should be up to date for presentation at 2pm on Thursday, but we will give you until 5pm Friday to finalise it as you might want to include photos of it being exhibited.
Last modified: July 12, 2019