How to register to the workshops:
1 - Click on 'Back this project'
2 - Select the workshop you want.
3 - Done! you are set!
We are happy to announce that the following workshops will have the chance to be accessed via online streaming for those who are registered (webinar style). This will allow anyone that is not in LA to join the workshops.
Workshops available remotely:
-From Gaming to Making - Jose Sanchez
-Geo Data Viz - Catherine Griffiths
-iGeo - Satoru Sugihara
-Twilight Zone - Luis Quinones.
An essential part of the Blindspot Initiative are three weekends of outstanding Blindspot Workshops. Each of the 10 exhibitors is offering two six hour sessions wherein supporters will be able to experience the ideas directly from the creators. The line up of Blindspot Workshops covers a wide range of architecturally driven topics: game design, visualizing data, Processing, robotics, inflatables, Maya, inventing landscapes, visualizing sound...our exhibitors will be sharing their techniques and practices as well as collaborating with participants.
Away from convention, embracing chaos and clarity
We chose Blindspot as our moniker because it implies radicality on the one hand, suggesting work that escapes conventions, but on the other hand implies skepticism and caution. We recognize that our scope is always partial and incomplete, and yet there is daring, even in its unacknowledged embryonic stages.
The Blindspot Initiative emerges from this tension, inviting cross-discipline collaboration between practices at their various stages of development, inviting the emergence of a clearer vision.
Ten emerging artists/designers/architects have come together, offering the Blindspot Initiative as the dissemination of our research, the exploration of our work in a group exhibition, and a series of intensive workshops.
Beyond competition, towards collaboration
Our group of artists/designers/architects have found that experimenting outside the conventions of traditional practice or those modes recognized by potential clients/developers makes it difficult to get commissions relevant to the research we conduct. Like us, many designers turn to competitions, an unsustainable model that promotes secrecy and produces only one "winner."
Rejecting the exclusive, winner takes all mentality of competitions as a means of displaying new work, we invited emerging architects, artists and designers to come together as equals in the Blindspot: a group exhibition.
Group exhibition, inviting discussion and interaction
The exhibition is the heart of the Blindspot Initiative, presenting work on a neutral ground to encourage conversations and practice which lives outside the conventions of typical design outputs and practices.
Blindspot: a group exhibition will be on view at Keystone Art Space February 8-19, 2014, in concert with a series of talks, allowing presenters to elaborate on their work and engage in a dialog with each other and the viewers.
Preference to propagated, not proprietary knowledge
We have open-source ethos, drawing inspiration from cross-disciplinary collaboration and we want to include you in the discussion and exploration.
With your support Blindspot Initiative not only allows designers to create new work, but also produce a new knowledge base and the advancement of different techniques and ideas, all of which may be shared with others.
We see the opportunity to create a virtuous cycle between the exhibitors and you, Blindspot Initative supporters. We are committed to spreading the knowledge behind the work by providing clear video documentation and a thorough exhibition catalog, available in eBook, paperback, and deluxe hardback formats, and through a series of workshops.
Workshops for exploration, sharing and collaborating
An essential part of the Blindspot Initiative are three weekends of outstanding Blindspot Workshops. Each exhibitor is offering two six hour sessions wherein supporters will be able to experience the ideas directly from the creators. The line up of Blindspot Workshops covers a wide range of architecturally driven topics: game design, visualizing data, Processing, robotics, inflatables, Maya, inventing landscapes, visualizing sound...our exhibitors will be sharing their techniques and practices as well as collaborating with participants.
Artists / Designers / Architects exhibiting and offering workshops:
Plethora Project / Jose Sanchez
Somewhere Something / Sacha Baumann, Biayna Bogosian, Jason King
Workshops will be done in Keystone Gallery in the city of Los Angeles, California. They will be 2 day intense learning exploring at unconventional workflows and ideas. See more details below:
“Design Fiction” is a workshop that explores people’s relationship to the possible built environments of the future. Michael and Matt will lead you in a two-day process of inventing character, place and object-based scenarios that explore the impact of living in an isolated future environment such as an orbiting colony. As a group, we will produce a book of speculative concepts and designed prototypes that will tease out the effect of new kinds of spaces and habitations on agriculture, business, entertainment and domestic life, to name a few. Our book will serve to ignite conversation and debate around contemporary issues of environmental decline, immigration, resource management and over-population.
Participants will gain insight into awesome practices like: 1. User Experience Design, 2. Ethnographic Fiction and Critical Design, 3.Science Fiction studies and Futurology
Participants will leave with: 1. An attractive, bound book documenting the stories, 2. scenarios and solutions produced by the whole group, 3. A PDF copy of the book, 4. New friends (Minimum 2 guaranteed: Michael and Matt)
The workshop will introduce the use of Unity3D game engine as a design tool and a workflow to reach 3D printing and Laser cutting objects. The project will involve the design of a fractal voxel space inspired my Minecraft. No prior experience required. Software: Unity3D + Zbrush.
Table of Contents:
1 - Game Engine - Unity3D
-Introduction to Unity
-Instantiation of geometry in Unity
-Aggregating geometries via raycasting
-Recursive Fractal space (quadtree)
-Materials and Shaders in Unity3D
-Generative design strategies in Unity3D
-Basic User interface design
-In Game Data visualization
-Export geometry to an OBJ
-Publishing an application as a standalone game.
2 - Mesh manipulation
-Unified skin strategies
-Post gaming design alternatives
3 - Fabrication
-Preparing file to 3D print-Slicing geometry for cutting
The workshop will develop the workflow of motion tracking to machine actuation. Each participant will fabricate and assemble a small prototype of a 6-axis arm, controlled with a variety of sensory inputs. The project will be developed in Arduino. No previous experience is required.
Table of Contents:
1 - Sensing and Actuating
- Brief Introduction to Grasshopper
- Brief Introduction to Arduino
- Introduction to Firefly
2 - Arm simulation
- Introduction to Vector Math in Grasshopper
- Simulation of the 6Axis Arm
3 - Fabrication
- Brief introduction to 3D Printing
- 3D Printing the arm geometry
4 - Motion Tracking to Actuation
- Introduction to Motion tracking (Kinect, Leap Motion, iPhone)
- Controlling the 6Axis arm with various motion inputs
Inflatables allow for the claiming a lot of space with a minimum amount of material. Different techniques and materials for creating and assembling inflatables will be explored and a large scale structure will be created. Prototyping and experimentation will be developed testing different material alternatives.
The workflow of robotics for large scale 3D printing will be explored, including sharing of research and resources, using botlab's own creations as a working example. The 3x3 meter Botlab 3D printer will a testing ground for CNC fabrication and generation of bespoke toolpaths. No previous experience required.
The workshop will present an overview of working with Shape Memory Alloy wires and springs. Compared to other actuators, the advantages of these materials that exhibit electro-mechanical properties is that they do not make any noise and their movements are soft and gentle.
· Introduction to SMA
· Introduction to Arduino
· Activation of SMA with an Arduino micro-controller
· Introduction to various ways to implement SMA
· Introduction to Sensors
· Activation of prototypes
· Prototype 1: Interactive lamp
· Prototype 2: Interactive façade
No prior experience is required.
The workshop will introduce the workflow for data visualization, utilizing geo-referenced data from visualizing.org. The workshop will use Processing and Grasshopper to parse and generate vector graphics. The workshop will also explore pointcloud visualization, and adquiring Lidar data. No prior experience required.
Table of Contents:
-Data Cleaning and formatting
-Loading data into Processing
-Graphics based on data
-Time driven process
-Libraries for data manipulation
-Geo referenced data.
-Exporting data drawings in different formats.
-Rhino Grasshopper tools for data visualization.
1 - Introduction to maya
a. user interface – navigation - shortcuts
b. scene setup and customization
c. selecting / deselection
d. tools and descriptions
e. scene hierarchies
f. cameras and environments
g. hotkeys and preferences
2 - Introduction to modeling
a. primitives is maya
c. primitive and object components
d. tools and tool options
e. mesh tools and mesh option
a. polygon editing tools
b. mesh cleanup and optimization techniques
c. polygon creasing d. sculpt geometry tools
e. smooth geometry vs smooth mesh preview quick workflows for conceptual modeling
3 - Animation
c. deformers Ndynamics
d. nucleus and environment
h. geometry outputs
i. ncloth and settings
j. passive colliders
k. ncache and animation
l. ncloth constraints Maya Paint techniques
4 - Introduction to zbrush
a. user interface
c. creating geometry
This workshop will explore new and old ideas of the relationship between sound and structures. Experiments with new relationships, as well as compositions and proportions of structures will be analyzed. Found traits will be programmed and created. No previous experience required.
Agent Design Workshop with Processing + iGeo This 2 days Processing + iGeo workshop provides skills to attack the frontier field of agent based design in architecture. The workshop accepts participants without any coding experience or computation background. In the first day, it starts from basics of coding in Processing and some mathematical and 3D vector operations in iGeo. Then it shifts into object-oriented coding and agent based modeling by designing agents’ behavior to update their internal states and to interact with other agents. In the second day, each participant works on an agent design project starting from some known types of agent behaviors and algorithms such as swarm formation, path finding, tree branching, creature growth, network growth, urban migration pattern and cellular automaton. Then participants develop codes and algorithms further in their own creative way to pursue emergence of complex 3D geometry or spatial and temporal formation.
Risks and challenges
We believe the fulfillment of the rewards will be virtually risk-free. All of the rewards for our supporters are within the scope of achievable work of our offices and is work that we have proven we can provide. We have secured the space for the Blindspot Workshops, we will continue to compile the data and research for the books, and we have the machines to manufacture the parts. We believe in the distribution and open-sharing of knowledge and look forward to doing so with our supporters.Learn about accountability on Kickstarter
- (33 days)