Changes in the media through which design proceeds are often associated with the emergence of novel design practices and new subjectivities. While the dynamic between design tools and design practices is complex and non-deterministic, there are moments when rapid development in one of these areas catalyzes changes in the other. The nascent integration of machine learning (ML) processes into computer-aided design suggests that we are in just such a moment.
It is in this context that an undergraduate research studio was conducted at UC Berkeley in the Spring of 2020. By introducing novice students to a set of experimental tools (Steinfeld, 2020) and processes based on ML techniques, this studio seeks to uncover those original practices or new subjectivities that might thereby arise. We describe here a series of small design projects that examine the applicability of such tools to early-stage architectural design. Specifically, we document the integration of several conditional text-generation models and conditional image-generation models into undergraduate architectural design pedagogy, and evaluate their use as "creative provocateurs" at the start of a design. After surveying the resulting student work and documenting the studio experience, we conclude that the approach taken here suggests promising new modalities of design authorship, and we offer reflections that may serve as a useful guide for the more widespread adoption of machine-augmented design tools in architectural practice.
Hi, I'm Kyle Steinfeld,
and today I'll be talking about
an undergraduate research studio
titled "Drawn Together".
conducted at UC Berkeley
in the Spring of 2020.
[click]
This studio was motivated
by the observation
that changes in the media
through which design proceeds
are often associated with
the emergence of novel design practices
and new subjectivities.
While the dynamic
between design tools and design practices
is complex and non-deterministic,
there are moments
when rapid development in one of these areas
catalyzes changes in the other.
The nascent integration
of machine learning (ML) processes
into computer-aided design
suggests that we are in
just such a moment.
By introducing undergraduate novice students
to a set of experimental tools and processes
based on ML techniques,
this studio seeks to uncover
those original practices or new subjectivities
that might thereby arise.
I'll describe in this talk
a series of small design projects
that examine the applicability of such tools
to early-stage architectural design.
Specifically,
I'll document the integration
of several generative ML models
into undergraduate design pedagogy,
and evaluate their use
as "creative provocateurs"
at the start of a design.
After surveying the resulting student work
and documenting the studio experience,
I'll offer a reflection on the approach,
and present an argument
that this work suggests promising new modalities
of design authorship.
It has been observed (Carpo, 2017) that changes in the media through which design proceeds - that is, the means and methods of design - are often associated with the emergence of novel design practices and new subjectivities - the manner in which a designer may act, make decisions, and assert their agency.
I'll begin by re-stating the observation
that **changes in the media through which design proceeds**
that is, the means and methods of design
are often associated
with the emergence of novel design practices
and new subjectivities
the manner in which a designer may act,
make decisions,
and assert their agency.
While there is not a direct deterministic link between design tools and the culture of design practice - between, for example, design software and design subjectivities - there have been moments at which rapid development in one of these areas catalyzes changes in the other (Loukissas, 2012).
While there is not a direct deterministic link
between design tools and the culture of design practice
between, for example, design software and design subjectivities
there have been moments
at which rapid development
in one of these areas
catalyzes changes in the other
Just as the adoption of scripting in the early 2000's facilitated new practices such as rule-based design (Hensel, Menges, Weinstock, 2013), and as the later broad acceptance of parametric modeling tools facilitated new practices such as generative design (Leach, 2009), we may expect to see that a more widespread availability of design tools based on statistical inference will similarly engender novel design practices.
Just as the adoption of scripting
facilitated new practices such as rule-based design
just as parametric modeling tools
facilitated new practices such as generative design
we may expect to see
that design tools based on statistical inference
will similarly engender novel design practices.
Such a paradigm shift from computer-aided design to machine-augmented design would be most welcome. Existing models for computer-aided design fail to directly support what is arguably the important moment in early-stage design: that point before an idea is fully manifest, when we first recognize the pattern of a compelling solution that lies latent in our problem.
Existing models for computer-aided design
fail to directly support
an important moment in early-stage design:
that point before an idea is fully manifest,
when we first recognize
the pattern of a compelling solution
that lies latent in our problem.
Hesse: Edges to Cats, 2017 Here, an ML model has been trained to understand the transformation from a line-drawing of a cat to a photographic image of a cat. Once training is complete, this model will attempt to create a cat-like image of any given line drawing.
Insofar as the machine learning is inherently relational, imagistic, historical, and concerned with the recognition of pattern, we posit that this technology may be better suited than the currently-dominant modes of computational design in supporting the abductive nature of early-stage design (Steinfeld, 2017).
As things currently stand,
this is a moment for a sketchbook
more than for a mouse and keyboard.
but it need not be so.
A timelapse video of landscape images produced by GauGAN Neil Bickford, 2019
Of particular interest here is one mechanism that has been shown to be important to supporting creative thinking: the "provocation". Speaking of the role that provocations can play in the creative process, Edward de Bono coined the term "po" to describe an intentionally disruptive stimulus that is used to facilitate creative thinking (Bono, 2015).
Insofar as machine learning
is inherently relational,
imagistic,
historical,
and concerned with the recognition of pattern,
I propose that this technology
may be better suited
than the currently-dominant modes of computational design
in supporting the **abductive nature**
of early-stage design.
Delirious Facade A "hybrid" facade combining the overall form of one facade selected from the city of Toronto with the fine features of another LAMAS, 2016
While de Bono clearly articulated the concept, he was far from the first to notice the utility of disruptive points of origin in creative fields. Proceeding concepts and works include Pierre Boulez's aleatorism (Riley, 1966), which describe compositions resulting from actions made by chance; and Brian Eno and Peter Schmidt's "Oblique Strategies" (Eno and Schmidt, 1975), a series of prompts for overcoming creative blocks printed on cards.
Of particular interest
in the work I show here
is one mechanism
that has been shown to be important
to supporting creative thinking:
the **"provocation"**.
The work of the studio seeks to understand how ML tools might function as tools of creative provocation in particular, and of tools of early stage design more broadly.
Speaking of the role
that provocations can play
in the creative process,
Edward de Bono
coined the term "po"
to describe an intentionally disruptive stimulus
that is used to facilitate creative thinking.
This question comes at an opportune time. Triggered by new advances in machine learning, and the development of methods for making these advances visible and accessible to a wider audience, the past five years has seen a burst of renewed interest in generative practices across the domains of fine art, music, and graphic design.
de Bono was not the first
to notice the utility
of disruptive points of origin
in creative fields.
Scott Eaton, 2019 Scott Eaton is a mechanical engineer and anatomical artist who uses custom-trained **transfer models** as a "creative collaborator" in his figurative drawings.
In this context, this work seeks to further our understanding of ML tools on architectural design.
"aleatorism"
describes compositions resulting from actions made by chance;
Brian Eno and Peter Schmidt's "Oblique Strategies"
a series of prompts for overcoming creative blocks printed on cards.
A timelapse of the drawing used as input to a network used to create Drawing "Humanity (Fall of the Damned)" Scott Eaton, 2019 This work was the inspiration for the Sketch2Pix tool developed for this course.
the work of the studio
follows in this tradition.
seeks to understand
how ML tools
might function as tools of creative provocation
Tools and Methods
Here we present a set of technical tools and pedagogical methods introduced in an undergraduate research studio conducted at UC Berkeley in the Spring of 2020 with the aim of examining the applicability of ML processes to early-stage architectural design, and of uncovering any original practices or new subjectivities that might thereby arise.
We first enumerate the specific tools used by the students in this course, which include several "off-the-shelf" conditional text-generation models and conditional image-generation models, as well as an augmented architectural drawing tool developed by the authors (Steinfeld, 2020). We then describe a series of small design projects which structure student's engagement with these tools, and present a selection of student work and a survey of student experience of the studio.
The ML tools employed by the studio fall into two broad categories: conditional generative models, including conditional text-generation models and conditional image-generation models, and general-use "platforms" that facilitate access to these generative models. We enumerate each of these tools here in ascending order of their importance to the work of the studio.
To shift our attention
the specific activities of the studio,
I'll begin with an enumeration
the specific ML tools
used by the students in this course.
These fall into two broad categories:
**conditional generative models**,
including conditional text-generation models
and conditional image-generation models,
**and general-use "platforms"**
that facilitate access to these generative models.
A text generation model (Li et al, 2017) generates synthetic text that completes a given passage based on the corpus on which the model was trained. Among the most successful text generation models at the time of writing is the GPT-2 model (Radford et al, 2019), which serves as the basis of two online tools used by the studio: Talk to Transformer (King, 2019) and AI Dungeon (Walton, 2019).
As an example of a conditional generative model,
the studio employed
the text generation models shown here,
each of which generates synthetic text
that completes a given passage
based on the corpus on which the model was trained.
The RunwayML platform (Valenzuela, 2018) is a ML model training, hosting, and distribution service. This platform is used in a variety of ways in the studio, and represents a critical link in a central workflow of the class: the connection between ML models generally, and the sketching environment of Adobe Photoshop. This workflow is discussed in a section below. The studio also made use of a particular web-based implementation of Runway, the Runway Generative Engine, which creates synthetic images from textual captions.
An important platform for the studio was RunwayML
a ML model training, hosting, and distribution service.
This platform is used in a variety of ways in the studio,
and represents a critical link
in a central workflow of the class:
the connection between ML models generally,
and the sketching environment of Adobe Photoshop.
Artbreeder
interpolations between generated landscapes on Artbreeder Bay Raitt, 2019
Artbreeder (Simon, 2019) is a web-based creative tool, created and maintained by Joel Simon while at Stochastic Labs in Berkeley, CA, that allows people to collaborate and explore high-complexity spaces of synthetic images generated by various generative adversarial networks (GANs). The studio employs two models hosted on Artbreeder: the "general" model that appears to be an implementation of BigGAN (Brock et al, 2019) and the "landscapes" model that is a custom-trained implementation of the same.
Another important platform
that facilitated access to ML models
is **the Artbreeder platform**.
This web-based creative tool
exposes high-complexity spaces
of synthetic images
generated by various generative adversarial networks (GANs).
The studio such models on Artbreeder:
the "general" model
that appears to be an implementation of BigGAN
and the "landscapes" model
that is a custom-trained implementation of the same.
Sketch2Pix is an augmented architectural drawing tool developed by the authors (Steinfeld, 2020) that supports architectural sketching augmented by automated image-to-image translation processes (Isola, 2016). This tool enables novice undergraduate designers to conceptualize, train, and apply their own personal AI "drawing partners".
The RunwayML platform forms a link between student-trained image-to-image translation models and the sketching environment of Photoshop. Because students hold agency both over the training and the application of these "bots", and as such are able to configure these tools to meet the perceived demands of a given design problem as well as the subjective dictates of their trainer's tastes, we observe that the approach taken here suggests promising new modalities of design authorship.
This brings us
to the central tool
employed by the studio:
**Sketch2Pix**
[click]
Sketch2Pix
is an augmented architectural drawing tool
developed by the authors
that supports architectural sketching
augmented by automated image-to-image translation processes
This tool enables novice undergraduate designers
to conceptualize, train, and apply
their own personal
AI drawing partners.
A Sketch2Pix "brush" trained on images of mushrooms.
A Sketch2Pix "brush" trained on images of a bowling pin.
A Sketch2Pix "brush" trained on images of skulls of various animals.
A Sketch2Pix "brush" trained on images of trees.
The Work of the Studio
Here we discuss the pedagogical approach taken by the studio in integrating ML tools as "creative provocateurs" in early-stage design.
Here I'll briefly discuss
the pedagogical approach
taken by the studio
in integrating ML tools
as "creative provocateurs"
in early-stage design.
Given the novelty of the augmented sketching tools adopted by the studio, students are asked to engage in a practice of daily sketching, and to post these sketches for public display. This practice served to encourage increased competency with these tools. The primary conduit for the public display of this work is an Instagram hashtag related to the course: #ARCH100D. The graphic material found at this hashtag relates to each of the propositions listed here.
I'd first note that
to cultivate a basic competency
the tools of the course,
students were asked
to engage in a practice
of daily sketching,
and to post these sketches
for public display
Given the speculative nature of the course, rather than privilege the development of a singular design project, the studio proceeds through a series of three lightly-connected "propositions" that explore the potential role of ML tools in design. By proceeding in short bursts, the studio values patience in allowing the discovery of small questions to aggregate into larger and more elaborate proposals. The role of each ML tool differs, and each proposition offers a chance to better know the underlying technology and how it might figure in a larger process of design.
While the studio is primarily driven by method, such an investigation benefits from the comprehensive details of an architectural design problem. This begs the question: what is an appropriate test bed for ML tools as technologies of the artificial? The studio responds with a focus on the Northern California Landscape, and on the interface between the built environment and the natural environment.
In the sections that follow, we detail each of the three propositions completed by the studio, illustrated by a small sample of student work. Prior to this, we briefly discuss an ongoing practice of conceptual sketching that permeated the semester.
Speaking very broadly,
the studio proceeded
through a series
of three lightly-connected "propositions"
that explore the potential role
of ML tools in design.
I'll describe these in summary.
Proposition One: Strange Fruit
This two-week proposition introduces students to the nature of the ML tools employed in the course, and provides a platform for understanding the utility of these tools as design prompts.
Here, students are instructed to select a fruit or vegetable grown in Northern California, and to conduct basic research on the life-cycle of this produce, including the climate in which it was grown, and who may have participated in its production. Next, based on this research, students collaborate with a text generation bot to author a narrative about a person involved in the production of the produce, including an explicit description of the various settings involved. Then, based on this story, students use the Runway Generative Engine to create a storyboard of scenographic images generated from textual captions.
The first proposition
introduces students
to the nature of the ML tools
employed in the course
First, students were instructed to select a fruit or vegetable that is grown in Northern California, and to research this produce.
Next, based on this research, students collaborate with a text generation bot to write a story about a person involved in the production of the produce.
Finally, based on this story, students use an image generation tool to create a storyboard of seven (7) captioned images.
Here, students employed a text generation bot
that serves as a provocation
in the authoring of an imaginary user-narrative.
For example,
a narrative about the actions of a strawberry-picker.
A Sketch2Pix "brush" trained on images of a strawberry, and the use of this brush. Nehal Jain, 2020
In parallel with this exercise, students utilize the Sketch2Pix tool to train an augmented drawing assistant - in the parlance of the studio, a "brush" - based on their chosen produce.
As is detailed in another scope of work, the technical process of training these brushes combines 3d scanning, calibrated rendering, and a custom implementation of a Pix2Pix model (Isola, 2016). Once trained, this brush allows students to sketch imagined three-dimensional forms and spaces in collaboration with a conditional image generation model that generates the colors, textures, and forms that are related to the produce on which the brush is trained.
In parallel with this
students trained an augmented drawing assistant
using the Sketch2Pix tool
At the end of this two-week period, students present a graphic interpretation of the images generated from captions, applying their "brushes" in the service of the embedding of a set of three-dimensional forms and spaces.
While this first proposition serves primarily to build familiarity with the requisite tools, we may clearly see the positioning of the ML generative model as a early-design "provocateur", as it serves to provoke a creative response in the tradition of Eno, Schmidt, and Boulez.
..and then deployed this tool
to compose conceptual sketches
for an imagined architecture
that serves our imagined user.
Proposition Two: Landscapes of Change
This two-week proposition expands upon some of the tools introduced in the previous proposition, Artbreeder and Sketch2Pix in particular, and seeks to extend these further into the realm of architectural production.
The second proposition expands upon these themes
asks students to design an intervention
for a synthetic landscape.
A Sketch2Pix "brush" trained on images of wooden dowel models, and the use of this brush. CARRASCO Robert, GOLESTANI Payam, JAIN Nehal, and NGUYEN Tina, 2020
To begin, students again train an augmented drawing assistant, or "brush", using more familiar subject matter: the architectural model. Here, students construct a series of non-scaled physical models that employ an intentional formal language common to academic design studios.
We again trained
an augmented drawing assistant,
but this time we trained on
somewhat more familiar subject matter:
the architectural model.
A Sketch2Pix "brush" trained on images of a plaster blob. Kyle Steinfeld, 2020
Examples include: a series of foam-core massing models; a collection of plaster "blob" models; and a third series of linear basswood matrix models. These models are then 3d scanned such that, employing the process mentioned above, they may serve as the basis of a training set for a "brush". The result is an augmented drawing assistant that transforms hand-drawn sketches into "deepfake" photographs of architectural models. These tools were then deployed in the service of the design of a dwelling for a specific site.
This proceeded through
the construction and scanning
non-scaled physical models
that employ an intentional formal language
common to academic design studios.
To conceptualize an appropriate site for these dwellings expressed as "deepfake" architectural models, students are asked to return again to Artbreeder. First, selecting from a number of sites at the border between urban and rural spaces in the San Francisco Bay Area, students speculate on the changes likely to occur at this site over a span of 100 years. Then, students work with the "gene-splicing" feature of the Artbreeder landscape model to produce images that evoke their chosen site and animations of this imagined transformation. This approach to the generation of images - via a manipulation of "genes", or archetypal features discovered during training - is a mode of authorship unique to the latent space of generative adversarial networks (GANs), and is distinct from other modes of large-space exploration currently practiced in architectural design (Woodbury and Burrow, 2006).
The result is an augmented drawing assistant
that transforms hand-drawn sketches
into "deepfake" photographs
of architectural models.
At the end of this two-week period, students again present a graphic interpretation that functions as an early-stage design proposal. Here, following the steps described above, the proposal is expressed as a photomontage that shows a a "deepfake" architectural model situated in a synthethic landscape.
These augmented drawing assistants
were then used to compose designs
for synthethic landscape sites.
Proposition Three: Four Elements of a Synthetic Architecture
The final proposition of the studio extends over nearly four weeks. Continuing the movement of the studio toward the language of architecture, here we focus on developing a more formal language of building systems, expressed through a single drawing type: the axonometric.
The final design exercise
seeks to develop a language of building systems,
expressed through a single drawing type:
the axonometric.
Kyle's Four Elements of a Synthetic Architecture (from left to right) Synthetic Mound (1.04 Stupa, 0.86 Mobile Home, 0.42 Chaos), Synthetic Envelope (0.55 Mobile Home, 0.52 Dome, 0.50 Mosque), Synthetic Hearth (1.48 Barn, 1.36 Yurt, 0.72 Mobile Home), Synthetic Roof (0.81 Space Shuttle, 0.80 Church, 0.42 Chaos) Kyle Steinfeld using Artbreeder.com, 2020.
Following Gottfried Semper (Semper, 1851), and using Artbreeder as a provocateur once again, students each make a coordinated proposal for four elemental building systems. Each of these forms the basis of the training of a separate Sketch2Pix brush, which is then employed to produce a number of sketch proposals of dwellings. As above, these dwellings are proposed for a synthetic landscape, but are developed simultaneously through two types of projected drawings: exploded axonometric and perspective.
To develop this collection of four related brushes, students first make use of the Artbreeder general model to create four synthetic images that are suggestive of forms related to each of Semper's four elements. In crafting these images, students again make use of Artbreeder's ability to specify and edit the "genes" of an image, which allows for adjustments to be made in terms of the intensity of influence of imagistic archetypes.
Four Sketch2Pix "brushes" inspired by Artbreeder images that evoke Semper's four elements of Mound, Enclosure, Hearth, and Roof Kyle Steinfeld, 2020
Next, following the four archtypical images generated by Artbreeder, students compose collections of textured 3d models in Rhino and Blender to serve as the basis of corresponding Sketch2Pix "brushes". Similar to the "deepfake" architectural models, these digital models must be authored in a manner distinct from traditional modes of architectural production. Due to the nature of the data extraction and training processes, the specific geometries and overall forms found in these models is holds less impact on the behavior of the resulting brush than imagistic features, such as textures, colors, and small-scale formal relationships.
Here we train four related drawing assistants,
based on Semper's four elements.
The use of the four brushes mentioned above. Kyle Steinfeld, 2020
As in previous propositions, at the end of this four-week period, students present an early-stage design proposal. Here, the proposal is expressed in exploded axonometric.
This was accomplished
by composing collections
of textured 3d models
that serve as the basis
of corresponding Sketch2Pix "brushes".
These models were calibrated to operate in axonometric.
Reflection
In this paper, we describe a series of small design projects conducted in the Spring of 2020 that examine the applicability of machine-augmented tools to early-stage design, with the aim of uncovering any original practices or new subjectivities that may arise. Upon reflection, it is possible to extract a number of observations that hold ramifications for the further adoption of machine-augmented tools in architectural practice.
I've described here
a series of small design projects
that examine the applicability
of machine-augmented tools
to early-stage design.
With the aim
of uncovering any original practices
or new subjectivities
that may thereby arise.
Upon reflection,
it is possible
to extract a number of observations
that hold ramifications
for the further adoption
of machine-augmented tools
in architectural practice.
Latent space exploration
may support creative design differently than
design space exploration.
First, as demonstrated by those projects that rely on the gene-mixing and gene-editing capabilities of Artbreeder, we suggest that the epistemic action of latent space exploration may be different from that of known forms of design space exploration (Woodbury and Burrow, 2006). We suggest this difference in that imagistic archetypes that serve as the "genes" of latent space do not result from a user-defined set of parameters, but, in the case of unsupervised learning models, are "discovered" during training. Further research is needed to distinguish the ways in which latent space exploration may differently support design cognition.
First,
as demonstrated by those projects
that rely on
the gene-mixing
and gene-editing
capabilities of Artbreeder,
we suggest that the epistemic action
of latent space exploration
may be different
from that of known forms
of design space exploration.
We observe that the imagistic archetypes
that serve as the "genes" of latent space
are not the result of a user-defined set of parameters,
rather, these are "discovered" during training.
ML generates forms and images
based on associations drawn
from a specific body of experience.
-
This suggests a new form of creative prompt:
"guided provocation".
Next, we observe that an ML Generative model functions as a novel and effective form of early-design "provocateur", in the tradition of Eno, Schmidt, and Boulez. While similarly functioning to serve as a quasi-random "po" deliberately used to facilitate creative thinking, it is notable that the forms and images conjured by ML processes are not random, but rather are associations drawn from a specific body of experience (the training dataset) that may or may not be apparent to a user. This feature suggests a novel form of "guided" provocation, in which an author consciously selects the predilections of their drawing assistant to be provoked in an intentional way in relation to the particularities of a design problem.
Next,
we observe that
the tools considered here
are able to function as
a novel and effective form
of early-design "provocateur".
It is notable that
the forms and images conjured by ML processes
are not random,
but rather are
**associations drawn from a specific body of experience**
(the training dataset)
that may or may not be apparent to a user.
This feature suggests
a novel form of **"guided" provocation**,
in which an author
consciously selects the predilections
of their drawing assistant
to be provoked in an intentional way
in relation to the particularities
of a design problem.
Whereas
computer-aided design is compositional,
and parametric design is logistic,
computer-augmented design is curatorial.
Finally, we highlight a new form of subjectivity offered by machine-augmented design. In the of training of Pix2Pix "brushes", including the critical step of crafting data sets for training, we find a new authorial position that should not be overlooked by designers engaging with this media. In stark contrast to other modes of computational authorship, such as parametric modeling, design action expressed through the defining of a training dataset is curatorial more than logistic or compositional. It is an action that may be regarded as uncomfortably indirect by designers new to the media: suggestive of imagistic traits more than deterministic of formal or geometric ones. This new locus of subjectivity holds broad ramifications for the future of computational design education, and suggests that connections must be strengthened with allied knowledge domains, such as data science and critical data studies.
Finally,
I would highlight a new form of subjectivity
offered by machine-augmented design.
In the of training of Pix2Pix "brushes",
we find a new authorial position
that should not be overlooked by designers
engaging with this media.
In stark contrast
to other modes of computational authorship,
such as parametric modeling,
design action expressed
through the defining of a training dataset
is **curatorial** more than logistic or compositional.
It is an action
that may be regarded as uncomfortably indirect
by designers new to the media:
suggestive of imagistic traits
more than deterministic
of formal
or geometric ones.
This new locus of subjectivity
holds broad ramifications
for the future of computational design education,
and,
from an institutional perspective,
suggests that connections must be strengthened
with allied knowledge domains,
such as data science
and critical data studies.
Conclusion
The approach taken by the undergraduate design studio presented here suggests promising new modalities of design authorship that are significantly different from those supported by existing modes of computational design. More research is required to better understand these modalities, and to support the more widespread adoption of machine-augmented design tools in architectural practice.