Abstract

Abstract:

In 1960, CBS aired a special issue entitled "The Thinking Machine" which featured three Western playlets scripted by a computer programmed by MIT researchers. Almost 60 years later, two researchers at Autodesk used a computer program to help design a chair. In this article, I link these two seemingly discrete examples of computational creativity in order to highlight how digital fabrication technologies have served as an important test site for defining human and computational expertise. I do so by illustrating how concepts of "creativity" and "routine" were produced alongside the concepts of computational creativity during the development of digital fabrication. This dichotomy of "creative" and "routine" is not only used to determine the kinds of tasks that are appropriate for humans and computers to perform within the design and production process, but it is also used to render invisible the embodied craft knowledge required to substantiate these systems.

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