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HMV Syllabus
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Human Machine Virtuosity - Syllabus

Spring 2015 - Tue/Thu 10:00AM-11:20AM, Hunt A10

Course Description

16-455/48-530 Human-Machine Virtuosity: Hybrid Skill, Fabrication and Design

Human dexterous skill embodies a wealth of physical understanding which complements computer-based design and machine fabrication.  This project-oriented course explores the duality between hand and machine through the practical development of innovative design and fabrication systems.  These systems fluidly combine the expressivity and intuition of physical tools with the scalability and precision of the digital realm.  Students will develop novel hybrid design and production workflows combining analog and digital processes to support the design and fabrication of their chosen projects.  Specific skills covered include 3D scanning, 3D modeling (CAD), 3D printing (additive manufacturing), computer based sensing, and human-robot interaction design. Areas of interest include architecture, art, and product design.

This course is part of the new Integrative Design, Arts, and Technology (IDeATe) program at Carnegie Mellon University and makes use of the new IDEATE@Hunt Collaborative Making Facility in the lower level of Hunt Library.  The course is a new elective offered under the Intelligent Environments and Physical Computing concentrations.  The prerequisite is one of the appropriate IDeATe portal courses or instructor permission.  The main course website is at http://human-machine-virtuosity.org.

Enrollment is limited to 25 students, drawn from all departments.  The central IDeATe principle is to bring together students from multiple disciplines to develop hybrid skills.  Students will be expected to learn skills from outside their home discipline, but more importantly, to develop their abilities to collaborate in diverse groups.

Learning Objectives

Upon completion of this course the student will be able to:

  1. negotiate the strengths and weaknesses in the following: digital design representation tools, digitally controlled additive and subtractive fabrication processes, and handcraft processes based on human skill.
  2. develop hybrid physical and digital design processes customized for a particular domain.
  3. enable human-machine collaboration by transferring human skill to machine movement and designing interaction systems for fluid cooperation.
  4. expand design thinking to customize the means and methods of production.
  5. create innovative physical artifacts enabled by their novel hybrid production systems.

Course Goals

The essential focus of this course is to understand the nature of dexterous skill. This idea exists at the intersection of traditional craft, design process, manufacturing, and robotics.  By understanding dexterous skills we can develop systems to enable hybrid skills. The following sections elaborate on this focus through a discussion of the underlying questions of human-machine virtuosity.

Dexterous Skill

Our particular concern is with skills related to the use of tools in the process of fabrication, i.e. handcraft.  This is distinct from non-tool-based fabrication skills such as bare-hand clay forming, or non-fabrication skills such as musical performance.  The following questions may help inspire inquiry into the nature of these skills.

  1. What are the fundamental material processes performed by the tool?
  2. What are the dynamic processes involved in the tool actions?  Examples include momentum transfer in hammering; viscous friction in clay cutting; asymmetric compliance in wood scraping.
  3. How do variations in natural source materials affect the process?  How has this been incorporated into traditional design techniques?
  4. What is the characteristic amount of practice required to become an expert human user?  What is the nature of that practice?  How does expert use differ from novice use?
  5. What are the fundamental perception processes required by a human user?  
  6. How many degrees of freedom are intrinsic to the required movements?
  7. Is the tool control process more characterized by force feedback or kinematics?

Hybrid Human-Digital Processes

The human body is a marvelous instrument which we are far from replicating.  Instead we create tools which augment and extend our skills, then learn to apply those tools.

A central thesis of the course is that human skill wielding a physical tool can be deeply expressive in a way which is complementary to the precision and scalability of digital design tools.  This is a middle path between pure traditional craft and industrial manufacturing which uses entirely different processes.  Perhaps in the future we will invent new robots which can dextrously wield tools in a way which responds to material variation, or new industrial processes which more closely simulate handcraft.  But even then the question remains of creating design processes which can retain the richness of handcraft.

There are several means we will explore for creating system for hybrid skills:

  1. Measurement and simulation of natural processes.  Natural objects are information-dense and so require great effort to model by hand with CAD systems.  However, digital systems are suited to simulation of natural processes, so this can be applied as a means for algorithmic design.
  2. Algorithmically generated prompts for humans.  Digital representations are strong means for creating precision, replication, variations in scale, and communicating intent over time and space.  The immediacy of a skill-based process may be enhanced by providing real-time graphical or auditory cues to a human.
  3. Pure digital manipulation of human process data.  Algorithmic transformations can be applied to measurements of human gesture, even if based on non-physical principles such as arbitrary scaling.  This combines the strengths of physical process and digital transformation with the goal of producing designs which would not result from either alone.

The space of possible outcomes is vast, so the following questions may help to resolve which student projects fit within the scope of the course.

  1. Are the transformations motivated by the objective?
  2. Are digital transforms used which cannot be replicated physically?
  3. Does the project highlight the differing constraints of physical and digital manipulation?
  4. Is the entire pipeline coherent and justifiable?
  5. Where is the locus of intent?
  6. What is the immediacy?
  7. Are the digital transformations and physical transformations balanced effectively?
  8. Where is the autonomy of the author?
  9. What is the conceit of the digital feedback system?
  10. Does the digital system bring outside information to bear in useful ways, e.g. images?
  11. Does data generated from physical simulation reflect natural physics or artificial physics?  E.g., particle systems can generate consistent dynamics inconsistent with the natural world, but useful as trajectory references.
  12. Is the perfection of digital memory used effectively?

Material Considerations

Hand tools and related skills are already optimized for particular materials.  For cost and practicality reasons, the course will focus on relatively low-cost materials such as wood, wax, foam, sand, clay, sheet metal, and plaster.

The essential material questions related to hybrid skills are as follows:

  1. How do the specific physical properties govern the dynamics of the related skills? E.g., plaster has a curing time profile which determines the workability, sequence of forming steps, and job pace and scale.
  2. Can digital transformation help simulate material constraints in a different medium?  I.e., can a material be used as a faux material in a novel way via simulation and prompting?
  3. Are physical transformations incorporated which utilize material properties in expressive ways?  E.g., sheet metal can be cut and scored prior to bending to achieve composite effects; plaster can be molded to duplicate surface textures.  Multiple physical transformations can provide opportunities complementary to digital transformations.

Design Interaction

The purpose of the course is to develop novel design tools which combine human skill and digital means. The success of the projects will be gauged along two trajectories: 1. whether they create an enjoyable and robust design experience, encouraging sustained practice 2. whether they create potential for the creation of compelling and novel design artifacts.

Temporality and Design History

Designed artifacts are often considered as static entities but computational and fabrication processes are both intrinsically temporal.  The usual resolution of this duality is that a design represents an outcome of a process, with a choice of the degree of history legible in the form.

The hybrid nature of digital transformations offers other resolutions.  For example, a non-physical process simulation could produce an artificial history unrelated to the actual material processes so that the legible result would combine the actual and the fictional in a novel way.

Geometric Considerations

A strength of digital representation is mathematical description of form.  Hybrid systems offer opportunities for superposition of mathematical and natural form, e.g. for geometric discretization and rationalization, or for combining closed-form features such as catenary curves, circles, ruled surfaces, or topographic isocontours with organic variation.  An example of a prompting system supporting this would be a dynamic French curve that projects geometry extrapolated from gesture in real time.

Assignments

The assignments come in two categories: a series of quick skill-building exercises and two projects.  The exercises will generally be performed in teams, with students taking turns developing the various skills, observing, and documenting.

The projects will be developed in groups comprising four to five students.  Each group member will be expected to teach skills to their group members, learn new skills outside their home discipline, and collaborate to reach a common objective.

Many of the assignments will be developed in the context of the lab workstations.  These comprise a table surface, a digital projector and RGBD camera, and supporting structure.  These will be enhanced by the students as needed to support the instrumentation for their particular workflow using resources from the Physical Computing Lab.

Skill-building Exercises

A series of scripted exercises will introduce students to the fundamental structure and mechanics of hybrid-craft approaches.These exercises will primarily be delivered as in-class assignments and will emphasize the development of technique and skillsets over the creative solution of more open-ended problems presented in the projects.

Exercise 1: Tool Taxonomy

Students will choose a hand-tool related to a historically significant craft (e.g. ceramics, metal-work, wood-work). Students will investigate their chosen tool through physical experimentation and background research to develop intuition about hand-craft’s complex interplay between physical dexterity, material affordance, and tool geometry.
In this exercise students will:

  1. Gain historical and tacit knowledge about the use of hand-tools.
  2. Develop a feel for proper tool grip and attack.
  3. Understand the bias of specific tools toward specific geometries/outcomes.
  4. Compare exemplary artifacts, produced by craftspeople, to physical experimentation in class.

Exercise 2: Workstation Setup

Students will fabricate five table-top frames to mount electronic peripherals for real-time sensing and visual feedback. Throughout the semester, these workstations will provide a physical context to explore the possibilities of augmenting physical dexterity with digital tools for novel design approaches.
In this exercise students will:

  1. Confront the importance of physical context in high-skill domains.
  2. Consider the potential to augment physical work spaces with digital tools.
  3. Interact with the basic hardware/software for sensing and visualization.
  4. Begin to calibrate translations from digital to physical space.

Exercise 3: Reverse Engineering

Students will create a high-fidelity, digital reconstruction of a found object (or fragment of an object). Choosing an object should be based on the student’s previous observation and practice in that the texture, geometry, or surface quality of the object could be approximated using the hand-tool(s) from Exercise Two. Students will then digitally transform (e.g. morph, tile, aggregate) their reconstructed object and rely on digital simulation of hand-tool paths and CNC produced patterns/templates to assist in producing a new physical artifact by hand.  
In this exercise students will:

  1. Negotiate basic translations between physical and digital constructs.
  2. Experiment with 3D scanning and photogrammetry reconstructions.
  3. Understand important paradigms in digital, solid and surface modeling in Rhino.
  4. Practice physically outputting a digital model through 3D printing.
  5. Use CNC outputs to assist in intricate hand-work.

Exercise 4: Animated Sketch

 
Students will create an algorithmically generated pattern, projected onto a 2’x2’ canvas, to prompt fellow classmates in free-hand sketching experiments. Patterns should be informed by fundamental compositional techniques (e.g. translations, reflections) and computational processes (e.g. agent based behavior, particle simulation, physics simulation, point attractors). Patterns should also be time-based exhibiting emergent behaviors, narrative arc, and/or rule based growth.      
In this exercise students will:

  1. Develop parametric control of design workflows using Grasshopper.
  2. Enhance physical dexterity with information-rich visualization.
  3. Learn the basics of projection mapping.
  4. Explore dynamic patterning.

Exercise 5: Interactive Sketch

Expanding on the dynamic patterning of Exercise Four, Students will add an interactive element to the creation of new patterns. Students will augment a drawing implement with a digital sensor to update pattern generation in real-time. Patterns will again be projected onto a 2’x2’ canvas.
In this exercise students will:

  1. Augment physical hand-tools with digital sensors.
  2. Incorporate sensor output in digital modeling environment using Firefly.
  3. Develop models to process raw sensor data.

Projects

The two group projects represent the major creative effort of the course.  Each of the projects is expected to build progressively from the exercises, although students are encouraged to renegotiate group membership for each phase as their own ideas evolve.

The overall project objective is to create novel hybrid design and production workflows  consistent with an articulable design approach.  These workflows will combine analog and digital processes in ways that suit the strength of each and support the design narrative.

The projects are built around the relationships between input, transformation, and output.  The skill exercises will explore techniques for conventional input of shape and gesture, parametric transformation, and output of form and design data.  The projects will build upon this with development of novel tool instrumentation, transformations motivated by a design concept, and output through multiple stages.

Project 1: Instrumented Tool with Transformed Feedback

The scope of the first project is to prototype a custom instrumented tool and create a user feedback system based on algorithmic transformations consistent with the fabrication process and design intent.  This will extend our notion of ‘input’ to include more intimate measurement of human intent, and the notion of ‘transformation’ and ‘output’ to be more goal-directed.  This will highlight the interaction between gesture and design.

Objectives:

  1. Develop an articulable design concept based to which the design process can be referenced. This concept may be based upon your successes and failures in the exercises, a motivating design conceit, an interest in specific material effects, or an inspiring artifact.  It is highly recommend to focus on a 2D approach at this point, e.g. low-relief form.  The concept should motivate the basic selection of material and tool process.
  2. Prototype a custom instrumented tool.  The tool itself may be one of the conventional tools explored in the exercises with appropriate modifications.  The sensing modalities should be appropriate for the natural use of the tool.  Some possible tool augmentation sensors include accelerometers, contact sensors, bend sensors, microphones, light sensors, or strain gages.  For most sensors we will use microcontrollers for data acquisition.
  3. Develop a real-time modeling process which responds to the tool data.  This should generate additional data which will constrain, guide, extrapolate, or otherwise extend the design intent of the tool user.
  4. Develop appropriate visual or audible feedback to provide an augmented experience for the tool user.
  5. Each group member should apply the system to the production of an individual artifact.

Deliverables:

  1. per group: augmented tool
  2. per group: functional demonstration
  3. per group: documentation of design concept, challenges, implementation
  4. per student: sample artifact

Project 2: Iterative Digital-Physical Transformation

The scope of the second project is to extend the system to include physical fabrication and iteration.  This will extend the notions of ‘transformation’ and ‘output’ to include both mathematical and physical machine processes.  This will explore the effects of incorporating the analog qualities of physical materials into a purely digital process, and the balance between human gesture and machine fabrication. The final projects will be highlighted in a curated end-of-semester show.

Objectives:

  1. Develop an extension of the design concept from Project 1 which can accommodate a machine-production transformation, e.g. laser-cut, 3D-printing, or CNC routing of either physical parts, fixtures or jigs.  The forms may be 2D or 3D.
  2. Extend the modeling process to include geometric forms which can be manufactured.
  3. Develop a workflow including at least the following stages:
       analog gesture > digital representation > analog re-representation > digital re-capture.
  4. Apply the system to the production of an individual final artifact or successive evolving sequence of artifacts.  We expect at least one artifact per group member, e.g. each member may take responsibility for a single phase of a multi-step process, each member may produce their own final artifact, or any combination in keeping with the design intent.

Deliverables:

  1. per group: iterative design system
  2. per group: functional demonstration
  3. per group: documentation of design concept, challenges, implementation
  4. per student: sample artifact(s), with documentation of sequence of physical transformation steps involved in its production

Example Workflow Ideas

  1. Choose an existing reference object as a source of data to guide manipulation of bulk material.
  2. Structure the process around a 2D tile of uniform size.  Produce a sequence of artifacts highlighting transformation steps (e.g. a matrix of evolution of tiles).
  3. Use ProCam system to provide live visual feedback to a human in response to working a flat surface.  Use low relief for 2.5 dimensional form.
  4. Punched, hammered, formed sheet metal.  Could be folded on a brake as an entirely ‘analog’ transformation step.
  5. Provide a ‘loose’ prompt to a sculptor: not quite instructions or literal guidelines.
  6. Universal ‘faux’ materials: make one material appear as another.
  7. Use image libraries for rich textural references.
  8. Create an anamorphic procession: an object which appears radically different from different perspectives.
  9. Use iterative mold-making to translate analog form to digital form and back in multiple stages.  Show the sequence of molds as well as final artifacts.

Team Roles

Each group project requires disparate skills, including design, programming, CAD modelling, physical computing design and fabrication, manual dexterity, writing, videography, and documentation.  We recognize that group members will often gravitate to their personal area of expertise in the interests of efficiency.  We require that each person also undertake an articulable role outside their comfort zone.  We also require that each person with a particular expertise assist and teach others operating in their domain.  We will evaluate your engagement through frequent group review and interview.  Not everybody will become expert in everything, but everybody must develop fluency to enable collaboration.  This is the core principle of IDeATe and the foundation of project-oriented practice-based coursework.

Grading Rubric

Each assignment is graded on a six-point scale spanning three categories: concept, execution, and documentation.  Each category receives 0 to 2 points on the following scale:

  1. incomplete: does not satisfy objectives
  2. satisfactory: answers the prompt
  3. outstanding: surprises, shows deep insight

The final grade is weighted with 40% for each of the two projects, and 20% for all exercises combined.

Please note that the basic grade is a 1/1/1; receiving a 2 in a category reflects a bonus point to reward exceptional work.  You will likely receive many ‘1’ scores, and this does not mean necessarily mean you are doing badly in the course.  This may be in contrast to previous grading systems you have encountered in which perfection is attainable.

Please note also that much of the feedback on your work will come in the form of critique and commentary rather than simply your numerical scores.  Please attend to this; the commentary will be a much more substantive guide to your personal learning process than the scoring.

Each project will also include a peer evaluation component.  The purpose of this element is to identify the specific contributions of each group member to the project outcome.  Individual scores for a project may vary from the group score based on peer reports and instructor observations.

Contents

Course Description

Learning Objectives

Course Goals

Dexterous Skill

Hybrid Human-Digital Processes

Material Considerations

Design Interaction

Temporality and Design History

Geometric Considerations

Assignments

Skill-building Exercises

Exercise 1: Tool Taxonomy

Exercise 2: Workstation Setup

Exercise 3: Reverse Engineering

Exercise 4: Animated Sketch

Exercise 5: Interactive Sketch

Projects

Project 1: Instrumented Tool with Transformed Feedback

Project 2: Iterative Digital-Physical Transformation

Example Workflow Ideas

Team Roles

Grading Rubric

Contents