Create a program that expands, augments, muddles, complicates, questions, analyzes, spoils, undermines, improves, accelerates, or otherwise alters the concept or act of drawing. Clarify the intent of your system, such as whether your project is a tool, toy, game, or performance instrument. Demonstrate its unique properties by using it to produce a series of at least three drawings.
Learning Objectives
Deeply examine the process of drawing
Evaluate the affordances and artifacts of creative tools
Use appropriate data structures for recording, storing, and manipulating gesture data
Variations
Create a system that brings drawings to life.
Question intent. Derive marks from the actions of an entity that is (probably) unaware that it is drawing: a pedestrian, a turtle, a kite.
Deprivilege the dominant hand. Make a drawing tool that is operated by the user's face, voice, or some other part of their body.
Drawing is usually conceived as a solo activity. Create a drawing machine that requires two people to operate it.
Make a “single purpose” drawing machine, such as a tool that can only draw ducks.
Identify and challenge some other basic assumption about drawing, such as the notion that drawings are made on a flat surface; that drawings are recordings that are meant to endure; that drawings can be “finished”; or that drawings are distinct from text.
Make a tool that functions critically—for instance, that rejects the technological imperatives of accuracy, realism, and utility and instead prioritizes expressivity, irreproducibility, and whimsy.
Develop a system that analyzes and derives insights from a database of drawings.
Making It Meaningful
“Make your own paintbrush” is a classic art school prompt, encouraging students to create tools from parts of the body or found materials. The exercise personalizes and defamiliarizes the act of mark-making, and invites a deeper consideration of how tools and technologies shape artistic expression. The Drawing Machine assignment captures this spirit in the domain of software, opening up questions of constraints, autonomy, and augmentation in human-machine collaboration.
The act of drawing translates gesture from the body to the page through an apparatus. The primogenitor of today's computational drawing tools was Sketchpad, developed by Ivan Sutherland as part of his MIT PhD thesis in 1963, which made it possible for a person and a computer “to converse rapidly through the medium of line drawings.” i Widely credited as the first graphical user interface, Sketchpad substituted page for screen and leveraged the infinite malleability of virtual form for the first time. Its descendants, like AutoCAD, Photoshop, and Illustrator, are now mature products, and their interaction vocabularies have become standardized and ubiquitous and thus taken for granted. Innovating in this space now requires either breaking a core assumption about drawing, or experimenting with mark-making in unfamiliar contexts.
Additional Projects
Akay, Tool No. 10: Robo-Rainbow, 2010, device for spray-painting rainbows.
Peter Edmunds, SwarmSketch, 2005, collaborative digital canvas.
Free Art and Technology (F.A.T.) Lab, Eyewriter, 2009, eye-tracking drawing tool.
William Forsythe, Lectures from Improvisation Technologies, 1994, video series.
Ben Fry, FugPaint, 1998, antagonistic paint program.
Johannes Gees, Communimage, 1999, digital collaborative collage.
David Ha, Jonas Jongejan, and Ian Johnson, Sketch-RNN Demos, 2017, neural network drawing experiment.
Desmond Paul Henry, Serpent, 1962, pen and ink mechanical drawing, Victoria and Albert Museum, London.
Jarryd Huntley, Art Club Challenge, 2018, drawing game iOS app.
Jonas Jongejan et al., Quick, Draw!, 2017, drawing game with neural net.
So Kanno and Takahiro Yamaguchi, Senseless Drawing Bot, 2011, chaotic drawing robot.
Christine Sugrue and Damian Stewart, A Cable Plays, 2008, audiovisual performance.
Ivan E. Sutherland, Sketchpad: A Man-Machine Graphical Communication System, 1964, drawing program.
Clement Valla, A Sequence of Lines Consecutively Traced by Five Hundred Individuals, 2011, video.
Jeremy Wood, GPS Drawings, 2014, drawings from GPS data.
Iannis Xenakis, UPIC, 1977, graphical music scoring system.
Readings
Pablo Garcia, “Drawing Machines,” DrawingMachines.org, accessed April 14, 2020.
Jennifer Jacobs, Joel Brandt, Radomír Mech, and Mitchel Resnick, “Extending Manual Drawing Practices with Artist-Centric Programming Tools,” in Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems (New York: Association for Computing Machinery, 2018), 1–13.
Golan Levin, “2-02 (Drawing),” Interactive Art and Computational Design, Carnegie Mellon University, Spring 2016, accessed April 14, 2020.
Zach Lieberman, “From Point A to Point B” (lecture, Eyeo Festival, Minneapolis, MN, June 2015), video, 7:20–19:00.
Scott Snibbe and Golan Levin, “Instruments for Dynamic Abstraction,” in Proceedings of the Symposium on Nonphotorealistic Animation and Rendering (New York: Association for Computing Machinery, 2000).