Skip to main content

Computing with Watercolor Shapes

Developing and Analyzing Visual Styles

  • Conference paper
  • First Online:
Computer-Aided Architectural Design. Future Trajectories (CAADFutures 2017)

Abstract

Computers help run visually creative processes, yet they remain visually, sensually and tactually distant [1]. This research introduces a drawing and painting process that infuses digital and analog ways of visual-making [2]. It implements a computationally broadened workflow for hand-drawing and painting, and develops a custom drawing apparatus. Primary goal is to develop a computationally generative painting system while retaining embodied actions and tactile material interactions that are intrinsic to the processes of hand-drawing and watercolor painting. A non-symbolic, open-ended and trace-based shape calculation system emerges.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    Visual-making is the practice of producing visible things for exploring visual ideas. Word visual does not only refer to the mode of perception, but it also contains the meaning of the noun version of the word: visual(n) making. The making process is not merely visual in perceptual sense, but also visual in an embodied manner, involving tactual and broader senses.

  2. 2.

    Humaning is a term coined by Tim Ingold. While the noun human objectifies, the verb humaning highlights the acts of ever-becoming human.

  3. 3.

    As described on the Processing website: “Processing is a flexible software sketchbook and a language for learning how to code within the context of the visual arts.” https://processing.org/ [Accessed February 2016].

  4. 4.

    Specifically, in an additive drawing or painting process, the user uses \( x \to x + t(x) \) schema to generate a template that includes multiple instances of the same shape.

  5. 5.

    This is a un-diagram, because diagrams try to represent workflows as completely resolved input-output mechanisms.

  6. 6.

    Hill wrote: ‘As an individual becomes conscious of the relational laws in drawing, he will begin to take notice of similar relationships in experience. The course of the stream moves both ways: experience in drawing—arranging lines creating form and space, relating parts, exploring various materials—will slowly act upon the vision of a sensitive individual, affecting how he sees, even what he sees.’

  7. 7.

    ..and every eye sees those colors ever slightly differently.

  8. 8.

    Watts wrote: ‘…their technique was to separate things into their component parts and to try to understand them by examination and classification of the pieces; their belief was that the best way of knowing a thing scientifically was to “pull it to bits”.’

  9. 9.

    Any sort of generative and advanced computing falls into this category.

  10. 10.

    As unfolded by Edith Ackermann as ‘that which currently stands out as capturing our attention or imagination.’ In personal correspondence in 2014.

  11. 11.

    Hill, Edward. 1966. The Language of Drawing. Prentice-Hall, 25. Hill says: ‘Drawing = Seeing.’

  12. 12.

    http://arts.mit.edu/artists/onurgun/#about-the-artist.

References

  1. Petherbridge, D.: The Primacy of Drawing: Histories and Theories of Practice. Yale University Press, New Haven (2010)

    Google Scholar 

  2. Gün, O.Y.: A Place for Computing Visual Meaning: The Broadened Drawing-Scape. Ph.D. Dissertation, Massachusetts Institute of Technology, Cambridge (2016)

    Google Scholar 

  3. Pinochet, P.D.: Making Gestures: Design and Fabrication Through Real Time Human Computer Interaction. Thesis, Massachusetts Institute of Technology, Cambridge (2015)

    Google Scholar 

  4. Noë, A.: Action in Perception. MIT Press, Cambridge (2004)

    Google Scholar 

  5. Woods, L.: The Storm and the Fall. Princeton Architectural Press, New York (2004)

    Google Scholar 

  6. Ingold, T.: The Life of Lines. Routledge, Milton Park, Abingdon (2015)

    Google Scholar 

  7. Casey, E.S.: Getting Back into Place: Toward a Renewed Understanding of the Place-World. Indiana University Press, Bloomington (2009)

    Google Scholar 

  8. Stiny, G.: Shape: Talking About Seeing and Doing. MIT Press, Cambridge, MA (2006)

    Google Scholar 

  9. Knight, T.W.: Color grammars: designing with lines and colors. Environ Plan B Plan Des 16, 417–449 (1989). doi:10.1068/b160417

    Article  Google Scholar 

  10. Watts, A.: The Book: On the Taboo Against Knowing Who You Are, Reissue edition. Vintage Books, New York (1989)

    Google Scholar 

  11. Hill, E.: The Language of Drawing. Prentice-Hall, New York (1966)

    Google Scholar 

  12. Stiny, G.: Pictorial and Formal Aspects of Shape and Shape Grammars, 1975th edn. Birkhäuser, Basel (1980)

    Google Scholar 

  13. Dreyfus, H.L.: What Computers Still Can’t Do: A Critique of Artificial Reason, ix, 235. The MIT Press, Cambridge, MA (1992)

    Google Scholar 

  14. Dyson, G.: Turing’s Cathedral: The Origins of the Digital Universe, pp. 247–252. Vintage Books, New York (2012)

    MATH  Google Scholar 

  15. Picon, A.: Digital Culture in Architecture, p. 71. Birkhauser, Basel (2010)

    Google Scholar 

  16. Watts, A.: Seeds of genius: the early writings of Alan Watts. In: Watts, M., Snelling, J. (eds.) Seeds of Genius: The Early Writings of Alan Watts, p. 189. Element Books Ltd., Rockport, MA (1998)

    Google Scholar 

  17. Solnit, R.: Wanderlust: A History of Walking. Penguin Books, New York (2000)

    Google Scholar 

  18. Knight, T., Stiny, G.: Making grammars: from computing with shapes to computing with things. Des. Stud. Spec. Issue Comput. Mak. 41(Part A), 8–28 (2015). doi:10.1016/j.destud.2015.08.006

    Google Scholar 

  19. Gün, O.Y.: Broadened drawing-scape: being, becoming, computing. In: Archi-DOCT E-Journal Issue 2-1 Fields, pp. 62–75 (2014). http://www.enhsa.net/archidoct/

Download references

Acknowledgements

This research won the William J. Mitchell ++ Fund in 2015 and the Council for the Arts at MIT Grant in 2016.Footnote 12 I am grateful to MIT for funding and supporting my PhD studies. I would like to thank my former assistant Joie Chang for working on the paintings and the Processing code. Late Prof. Edith Ackermann’s and Prof. George Stiny’s critical approaches to design computing along with Marilyn Levine’s multifaceted support played an important role while this research matured. Beyza Şahin’s input during revisions, writing and editing was invaluable.

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Onur Yüce Gün .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2017 Springer Nature Singapore Pte Ltd.

About this paper

Cite this paper

Gün, O.Y. (2017). Computing with Watercolor Shapes. In: Çağdaş, G., Özkar, M., Gül, L., Gürer, E. (eds) Computer-Aided Architectural Design. Future Trajectories. CAADFutures 2017. Communications in Computer and Information Science, vol 724. Springer, Singapore. https://doi.org/10.1007/978-981-10-5197-5_14

Download citation

  • DOI: https://doi.org/10.1007/978-981-10-5197-5_14

  • Published:

  • Publisher Name: Springer, Singapore

  • Print ISBN: 978-981-10-5196-8

  • Online ISBN: 978-981-10-5197-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics