Evolving Design

September 12th, 2012 By NOTAndrew Quitmeyer

Setup
The stated goal for this week’s design challenge is to think of a way to push design-time and use-time closer together in a digital device. This is based off Maceli’s Human Actor’s paper discussing meta-design. In my preliminary ponderings about this concept some thoughts rose up. First, that in other fields (like systems engineering) the processes of design and use can be thought of as a control system. Control systems are functions that take a stated goal (rotate the car 15 degrees left), produce an output in the real world (car’s new position is 13.8 degrees left), and (sometimes) receive feedback to bring the desired and the actual closer together (car only moved 13.8, move an additional 1.2 degrees). Generally the faster a control system can receive and process feedback, the more perfectly the system functions.

Traditional design could be viewed as a very poor control system with little feedback. A designer creates with a goal in mind (a perfectly comfortable chair), and the user deals with what comes out (this chair feels alright). More robust design-use systems feature closer feedback with user-testing and use-analysis for more iterative design process. As we shrink the feedback time and make our designerly control system more responsive, we get closer to this design challenge of pushing design and use time closer together. Let’s imagine a chair made of an even more perfect version of Hiroshi Ishii’s posit, “Perfect Red” (a digitally manipulable matter which allowed one to perform CAD functions on the object itself), which perfectly understood a users thoughts, words and actions. A user could receive a blank, “Perfect Chair,” sit in it, and command it physically, verbally, and emotionally until the user was perfectly content. This, I believe would present a concept of design and use being as close together as possible. The tightest possible feedback leading to beautifully responsive design.

A problem with this perfect control system, is that although the chair can give us whatever we want, we don’t always know what that is. Omnipotence kills innovation. One might not ever realize the benefits of a cup-holder in one’s “perfect chair.” The thought of splitting off a “perfect Ottoman” might be one of those things that doesn’t happen until you see it at a neighbor’s house. “What a great idea” one might say when seeing a fresh new type of “perfect chair” in an airport lobby. Some of these people with fresh new chair ideas might start receiving commisions to come up with their designs. Soon we are back to splitting apart design and use-time once more!

This is why mutations and arbitrary changes are so important in nature. This is why we have sex. Something can be optimized in its own niche, but without new or outside information, it cannot adapt. My answer to the design challenge attempts to push together design and use time closer, but only to a point where the design can still be meditated on, played with, and innovated.

Evolving Design

I propose objects that are responsive to their users, and the innovations of similar objects, though only in an indirect manner. The object’s shape and functionality will change according to evolutionary principles.

Rules

  • Everyone’s device starts out the same.
  • Everyone’s device possesses a code describing its current state and configuration (“genes”). This code can feature markup describing higher level functionality and descriptions (“alleles”).
  • Every night the device “dies,” automatically reconfigures itself, and is reborn as its own child. This is like asexual reproduction but the number of resulting objects remains the same.
  • The child’s genes are taken in some part from the parent device and a smaller amount are taken randomly (“mutation”).
  • The genes passed on are determined by a fitness function which results from how the user interacts with the device.
  • Two devices can reproduce sexually by leaving them  in close proximity overnight. This results in each splitting the code normally passed on to their singular children, but for each other’s child

 

An alternate idea I had was for Lamarkian Evolving Furniture. In this case the main difference would be that physical changes that happen to the device-creature, are passed on through its genes to the next subject. That is, you could beat your chair into a new shape, and its “child” would show signs of your previous physical manipulations.

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