Written Response – Methods of Iterating

Methods of Iterating, Unit 1 - Methods

Date : 2nd February 2023

This project explores the idea of using Blender, 3D modelling software, as a type design tool. Looking to generate letterforms that change over time, using constrained parameters and modifiers within the system. Please find below a PDF compiling Draft 1, Draft 2 and the final written response. The original file includes motion and interaction, so I’ve uploaded a video of the interface as well as the link to the relevant prototype (Figma) for reference.

Prototype – https://www.figma.com/proto/73FxQM6VzoxkE3t8K1EURo/MAGCD-Methods-of-Iterating?page-id=0%3A1&node-id=121%3A32&viewport=47%2C-46%2C0.16&scaling=scale-down&starting-point-node-id=121%3A32&show-proto-sidebar=1

Video – https://vimeo.com/795198977

PDF file(Stills) –


Draft 01 –

Blender: A Swiss knife, a jack-of-all-trades, yet so specific and specialised. Inspired by Dennis Hoelscher’s work, I started exploring this 3D modelling open-source software through the lens of Graphic Communication Design. In the process of copying Hoelscher’s piece, my focus shifted from “making” to “capturing” the piece as well as thinking about how it is presented, perceived, and rendered. I found my knowledge of photography very useful in the process, as the viewport becomes a camera with all its settings and creative opportunities. Blender is known for creating high-fidelity 3D animations and images, but it can also generate unexpected visual outcomes by allowing the designer to explore different points of view over a period of time.

This raises interesting questions about how we assemble and capture visual information over time and the implications of change in shaping information. During this project, I will be exploring Blender as a tool for generating experimental typography, based on a clear methodological approach, as a way to analyse the way variables affect the presentation and interpretation of letterforms and word construction. I also want to question how systematic combinations of assigned visual variables within the software can change the message interpretation.I will be focusing on using a set of specific quantitative functionalities within the software for developing a concise experiment, rather than using the expanse of possibilities to create a hyper-realistic visual outcome.


This work focuses on using Blender as a tool for generating “anti-intuitive” typographic iterations based on a series of controlled opposing numerical values. The input and subjects of this experiment are custom letterforms strictly built within the software constrains, as a way to explore possible morphological iterations through time.

This experiment is conducted as an adaptation of the methodology taught by architect and designer Nicolay Boyadjiev at the Speculative Scenarios Workshop in January 2023 at Central Saint Martins, and based on Strelka Institute’s design research processes. The methodology explores the relationship between two opposing variables in the generation of a multitude of ideas, aiming to generate innovative and anti-intuitive solutions within set constrains.


Methodology

Logic is the basis for the methodology. Every iteration exists within the concept of a particular set of rules, in which randomness and isolation are excluded by design.

Methodology is used to set the conditions and the variables set within the software in order to produce the greatest amount of “anti-intuitive” outcomes.

The design conditions are set using clear numerical values and relationships within the software though the use of geometry nodes.

The constrains set within each experiment to sharpen perspective, stimulate discovery and play in the generation of unexpected letterforms over time. As the values fluctuate, so does the relationship between letterforms and meaning.

Input

The input is the material. The material are letterforms constructed within the software.

Letterforms and words as visual representations of spoken language become subject to iterative change over time, touching on the subject of variable typography.

The input can be replaced/redrawn/reinvented at any time in order to generate a new set of iterations based on the original set of constrains.

The input is bound to the constrains of the software and
is produced through anti-intuitive means such as
bezier curves and strings.

The nature of the letterforms engage logic in the creation of new set of rules and variables to produce a set of unique visual outcomes.

Process

The process investigates the relationship between two or more variables over time, and their effect on the formation and transformation of letterforms.

Blender is approached as an “idea generation tool” rather than aiming to produce a single hyper-realistic outcome.

The most important aspects of this experiment are input, variables and change.

Live capture becomes a pivotal tool in the production and evaluation of letterform changes over time, as well as the formation of words and visual fluctuations.

The process involves setting constrains and analysing the effects of variables in a precise and isolated way as opposed to using procedural design to compose a finished render.

Even though the process has the appearance of objectivity, the variables and constrains are in fact the result of a selective and curatorial process subjected to intuition and subjective decisions.


Bibliography

Luna Maurer, Edo Paulus, Jonathan Puckey and Roel Wouters, ‘Conditional Design Manifesto’, Conditional Design Workbook, 2013

Boyadjiev, N 2023, AntiIntuitive, CounterIntuitive, HyperIntuitive: MANE x MAGCD speculative scenarios workshop, lecture notes, UAL Central Saint Martins , delivered 19 Jan 202



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