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生成设计:设计研究的典范

Generative design: a paradigm for design research Jon McCormack, Alan Dorin, Troy Innocent Centre for Electronic Media Art Monash University, Clayton 3800, Australia Published as: McCormack, J., Dorin, A. and Innocent, T. (2004) ‘Generative Design: a paradigm for design research’ in Redmond, J. et. al. (eds) Proceedings of Futureground, Design Research Society, Melbourne. Abstract Generative design offers new modes of aesthetic experience based on the incorporation of system dynamics into the production of artifact and experience. In this paper, we review a number of processes that can be explored by designers and suggest how design as a discipline can benefit from this research. These processes include self-organization, swarm systems and ant colonies, evolution, and generative grammars. We give example applications of these processes to creativity and design. 1. Introduction Our world is becoming increasingly infiltrated and mediated by electronic systems and devices. The role of design is shifting in response to these changes. In this new role, established design practices may be inadequate or insufficient, particularly if we consider the function of design to extend beyond the simplistic desires of consumerism and the validation of corporate ideologies. A more expanded agenda, such as that proposed by Anthony Dunne, sees design as ‘relocating the electronic product beyond a culture of relentless innovation for its own sake, based simply on what is technologically possible and semiologically consumable, to a broader context of critical thinking about its role in everyday life’ (Dunne 1999). If design is to have such an expanded agenda, it is important to examine what kind of processes might facilitate this. Generative systems offer a methodology and philosophy that view the world in terms of dynamic pro

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