What is

One reason the use of generative design causes me to question my agency as a maker is seems to be an encounter with the limits of (the)description. In the previous section, using language, I have described an overview of two working principles of computer-aided design and stated that they, on the surface, seem the same. Yet, I experience them very differently. This is caused by the description encapsulating only a very general overview of the mechanisms' functioning principle and from that claiming that they are similar. The similarity is relative and is dependent on scope or vantage point. The comparison would be very different if I focused on their differences rather than commonalities, and other again if I were to attempt describing their characteristics. My explanation is coherent in itself because it cannot encapsulate(nor can my conception) more than a minuscule morsel of the ever-evolving interactions that make up the "Dance of agency".

A small "reality" has been created by my description, containing a very general description of the two design methods and leaving out the many other possible narratives. My definition and its content are defined by what it lacks more than anything else.1 Suppose I am a curator more than a creator when using generative design to create virtual forms. We could turn the same lens to the description that leads to that conclusion. I also curate which aspects of the dance of agency I describe, and which I leave out. This determines the content of the description. Ultimately, I experience this personally, my continuously variable curation of the connections I perceive shifts the ontological borders of my conception of agency as a maker.

Why it is

CAD software targeted at parts design generally uses the paradigm of design history. This allows any dimensions to be adjusted at any point in the design process and then have all steps made later in the development, the "history", to update to accommodate that change. This is computationally demanding and, in combination with a focus on easily accessible precise measurements, creates a bias towards straight lines and simple geometry. Generative design is very different. It relates to spatial extents, strength requirements(material dependent), and load points. Simple geometry is not one of the requirements. The results are, therefore, not dominated by simple geometry but rather by complex flowing organic forms. These are often far superior when it comes to optimizing strength(if that is the design goal set for the generative algorithm) than anything a person can design using traditional CAD. When first seeing these shapes, it does not seem apparent that they will be superior to forms we are familiar with as being optimized for strength. They seem unlikely. This results from our shared familiarity with engineering conventions created by methods based on mathematics and traditional means. The shapes we think of when we imagine what constitutes a structurally strong object results from the methods used to generate the strong objects we know of and therefore guides what strong looks like to us. We are empowered by this heuristic dependability in that it allows us with some accuracy to predict the structural strength of an object. But we are also blinded by it. Generative algorithms are somewhat free from the restrictions imposed by such conventions. This results in the organic flowing shapes associated with that type of design.

In conclusion, when looking at the actions I, as an agent of making, undertake to design a shape, it seems on the face of it that the two methods are more or less the same. In both cases, the forms being generated by filling in virtual material between extents defined by the designer. However, for me, as a maker, they feel different. In the first, I have no doubt of my status as the creator of the design, I feel firmly planted in the driver's seat with traditional CAD. In the latter, I feel more like an instigator with the structure generated by forces outside of my control. I am a harvester of the fruits of the labour of the generative algorithms. Both computerized design methods rely mostly on factors outside of my control and can, as I have done, be here argued to be similar. My sense of my agency is a matter of my perception.

If I shift focus from looking at the tool and instead look at the motivation for using the tool, the agentic motivation changes. After all, I opted to use generative because I wanted to achieve a shape I was not able to design myself, realizing that and opting to enlist the aid of a generative algorithm gives me agentic currency.

What it says

Although it is a relatively young technology, the bodies that typically are created by generative design already represents a design language. Some will recognize the style of shapes generated. For them, they will most likely, like me interpret the form as having been created "by machines" which will carry with it its own associations. One is a narrative widely shared, causing us to feel uncanniness at the thought of the creative machine. 2

When this happens, it seems like it is the borders of habitus that is encountered. We interpret the output of the generative algorithm as a creative act because this is how our habitus informs us such shapes should be categorized. There seems then, to be a contradiction between the notion that creativity is something humans have, and the idea of a creative machine(although comparing the result of a generative algorithm to human creativity would require a definition of creativity as it occurs in humans).

When composing sound my experience, has always been that a large part of the creative act is collection and curation. The sound sources I use, either field recordings or artificially generated/synthesized audio, always depend on outside sources. The real life sound source, or the programmer's decisions, interface designer, and a musical tradition that inform software for creating sound and music that I use.