Session 4: Drawing Machines

Jean Tinguely Meta-Matic drawing machine

Jean Tinguely, Méta-Matic drawing machines, 1959

Jean Tinguely’s drawing machines complicate a simple question:

Who makes the drawing?

The artist builds the machine.
A participant may activate it.
The mechanism determines how it moves.
Chance and material conditions influence what happens.
The machine leaves the marks.

The drawing is produced somewhere between instruction, mechanism, behaviour, participation and accident. A drawing machine therefore does not simply automate drawing. It changes what drawing can mean.

Focus

Use code to create systems that generate, transform or interfere with drawing.Instead of designing every mark directly, design the behaviour that produces the marks.

Idea

A drawing machine is a system with its own:

It can be precise or unstable. It can follow you, resist you, misunderstand you, collaborate with you or ignore you completely. The important shift is:

drawing an image → designing something that draws

Consider:

Ask:

Tool, machine or collaborator?

A conventional drawing tool is usually expected to obey.

hand → tool → mark

A drawing machine introduces another layer:

human → system → behaviour → mark

The relationship can become even less direct:

human
  ↓
environment → machine → behaviour
                     ↓
                  drawing

The system now has some influence over the result. This does not mean that the machine is necessarily intelligent or autonomous. It means that creative decisions have been moved from individual marks into rules and relationships.

Designing behaviour instead of appearance

A useful drawing machine can often be described through four components.

Movement

How does it move?

For example:

Input

What affects the movement?

For example:

Constraint

What limits or shapes the behaviour?

For example:

Mark-making

How does behaviour become visible?

For example:

The visual result emerges from the relationship between these parts.

Precision and imperfection

Machines are often associated with:

A creative machine does not have to value those things.

It might instead be:

Imperfection can become a rule.

Instead of asking:

How can I make the machine draw correctly?

ask:

What kind of mistakes should this machine make?

Jean Tinguely: Méta-Matics

Jean Tinguely Meta-Matic producing drawings

Jean Tinguely, Méta-Matics, 1959

Tinguely developed his Méta-Matic drawing machines in 1959. The machines used motors, wheels, belts, rods and pens to produce drawings. Participants could activate them and influence some of their parameters. The machine did not attempt to reproduce the precision normally associated with automation. Instead, vibration, mechanical instability, speed and chance became part of the work. The machine had a kind of character. The resulting drawing was also evidence of an event:

participant
+
machine
+
mechanism
+
chance
+
time
↓
drawing

This shifts authorship away from a single hand. The machine is not simply a neutral tool between artist and image. It actively contributes to what becomes possible.

Think about

Olafur Eliasson: Your unpredictable sameness

Your unpredictable sameness by Olafur Eliasson

Olafur Eliasson, Your unpredictable sameness, 2014

Two mechanical arms perform similar pendulum-like movements. The mechanisms receive comparable inputs, but small physical differences cause their movements to diverge. They are simultaneously:

the same and not the same

This is an important generative principle. A system can contain identical rules while still producing different outcomes. The difference can come from:

The work asks us to look at the difference between repeatability and repetition.

Drawing machine works by Olafur Eliasson

Olafur Eliasson - Drawing machines

Eliasson’s practice contains many systems where physical processes produce drawings. Pendulums, water, movement, vibration and environmental forces become mark-making mechanisms. The artist does not determine the precise position of every mark. Instead, the artist designs the conditions under which marks can happen.

Cameron Robbins: Wind Drawing Machines

Cameron Robbins Wind Drawing Machine

Cameron Robbins - Wind Drawings

Cameron Robbins builds mechanical systems that translate weather into drawings. Wind speed and direction drive the mechanism. Instead of:

artist → mark

the relationship becomes:

weather → mechanism → movement → mark

The machine operates as an instrument between an environmental force and a drawing. The resulting image is therefore a record of conditions that happened over time. The machine does not illustrate the wind. It translates its behaviour.

Think about

This is also a useful model for working with data:

input → mapping → behaviour → output

Patrick Tresset: drawing as robotic behaviour

Patrick Tresset robotic drawing system

Patrick Tresset - Human Study #1

Patrick Tresset creates robotic systems whose behaviours reference human drawing practices. In Human Study #1, robotic drawing agents observe a sitter and produce portraits. The robots contain cameras and mechanical drawing arms, but the interesting part is not simply that a robot can move a pen. Their movements include pauses, observation, repetition and physical imperfections. They appear to perform the role of a drawer. The drawing process therefore becomes part of the work. Instead of hiding the mechanism, the mechanism is staged as a performer.

Think about

The robot’s limitations also affect its visual style. A machine does not need to imitate the human hand perfectly. Its physical constraints can become its drawing language.

Sougwen Chung: human and machine collaboration

Sougwen Chung drawing collaboratively with a robotic system

Sougwen Chung - Artefact 1

Sougwen Chung’s Drawing Operations projects explore drawing as a collaboration between human and machine. In Artefact 1, Chung improvises together with a custom robotic unit connected to a recurrent neural network trained on earlier drawings. The resulting marks come from different sources:

human gesture
+
stored drawing history
+
computational model
+
robotic movement
↓
shared drawing

This changes the relationship again. The machine is no longer simply executing a fixed mechanical pattern. It is responding to a body of previous work and participating in an evolving drawing process.

The important question becomes less:

Who made this mark?

and more:

How are decisions distributed across the system?

This question will become increasingly important later in the course when we work more directly with AI.

Studio Moniker: Do Not Draw a Penis

Do Not Draw a Penis by Studio Moniker

Studio Moniker - Do Not Draw a Penis

Do Not Draw a Penis turns drawing into a relationship between instruction, participation and automated moderation. The system asks people not to draw something. Predictably, that prohibition becomes the main reason to draw it. The work then collects those drawings as an appendix to Google’s Quick, Draw! dataset. Here the drawing system is not interesting because of how a virtual pen behaves. It is interesting because the rule changes human behaviour.

The machine includes:

A drawing machine can therefore be social as well as mechanical.

Ask

Sloppy Forgeries: drawing under constraints

Sloppy Forgeries drawing game

Sloppy Forgeries - Jonah Warren

Sloppy Forgeries is a competitive drawing game in which two people attempt to reproduce an existing painting as quickly and accurately as possible. The interface creates a particular drawing behaviour through:

The result is often visually crude, but the interesting part is how the rules influence strategy. A drawing tool is therefore never neutral. Its constraints influence what people do with it.

Think about

From mechanism to character

A useful way to develop a drawing machine is to imagine that it has a particular character.

For example:

Precise

input → exact response

Hesitant

input → delay → small response

Nervous

input → response + small continuous variation

Stubborn

input → sometimes ignored

Forgetful

remember only recent positions

Exhausted

movement becomes slower over time

Curious

move toward unfamiliar areas

Social

behaviour depends on other agents

The character should come from rules, not from a decorative story added afterwards.

For example, instead of saying:

My machine is nervous.

ask:

What computational behaviour would make a machine feel nervous?

Perhaps it changes direction frequently.
Perhaps it overshoots its target.
Perhaps it never completely stops moving.

The character emerges from the system.

Make a drawing machine

Design a program that expands, augments, distorts, questions, complicates or reinterprets the act of drawing. Your code should behave like a machine with its own rules and character.

It might be:

The goal is not necessarily to make drawing easier.

A good drawing machine might make drawing stranger.

Possible directions

Try one of these provocations:

You can also challenge assumptions such as:

A machine needs limitations

Avoid creating a system where everything is random.

Give the machine a clear structure.

For example:

movement rule
+
constraint
+
input
+
variation
+
mark-making rule

The limitation is often what gives the machine its identity.

Ask:

Use the machine more than once

A generative system is interesting because it can produce a family of outcomes.

Do not stop after one image. Use the same machine to produce at least three drawings Compare them.

Ask:

The aim is not to select the prettiest accident. The aim is to understand the relationship between the system and its possible outcomes.

p5.js starting points

A drawing machine can begin with something extremely simple.

Lissajous and linked movement

Lissajous in p5.js

Several cyclical movements can combine to produce a complex trace.

Instead of copying the visual result, identify:

Then change one relationship.

Lerp and delay

Lerp and delay in p5.js

A point does not need to follow input immediately.

Delay creates a simple form of behaviour.

input
↓
lag
↓
movement
↓
trace

Small changes in responsiveness can produce very different drawing characteristics.

Generative Design

The P_2_2 section of Generative Design / Generative Gestaltung contains several useful examples involving agents, wandering paths, connected forms, aggregation, packing and linked pendulums.

These are particularly useful because the final drawing emerges from the behaviour of the system.

When reading the examples, identify:

Resources

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