Code, Craft, Methodology

Open-source software and hardware had an incredible impact on creative fields, yielding tools that are transparent and accessible. As our knowledge about the tools at our disposal evolves, so do techniques and implementations in both software and hardware. Ultimately, computation itself is the ‘material’ skilled programmers work with; they build tools outside of established frameworks, effectively fuse software and hardware design, and are able to fluidly realize their ideas, yielding distinct visual languages that emerge from their self-authored methodologies. Given these processes, how can we develop a more mature vocabulary for evaluating these new forms of craft?

11:00

Marius Watz

NYC/Oslo-based artist and educator working with code, data, and geometry

11:40

SeungBum Kim & Hoonida Kim

Members of the Seoul-based media artist collective Protoroom

12:20

Karsten Schmidt

Computational designer based in London; developer of thi.ng library for Clojure/ClojureScript

13.00

Panel Discussion

Marius Watz leads a follow-up conversation (with Elliot Woods joining for the dialogue)

Feature image: Detail view of a 3D extruded timeline of a 2D cellular automata simulation exercise, conducted by Karsten Schmidt at a 2013 Processing/toxiclibs workshops at SAC Frankfurt.