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.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.