Bjork: NYT article on Biophilia

http://www.nytimes.com/2011/10/25/arts/video-games/bjorks-biophilia-an-album-as-game.html?_r=1 accessed 3/5/12
 

Playing the New Bjork Album, and Playing Along, With Apps
By Seth Schiesel, October 24, 20011

“What if the musician joined with programmers and visual artists to turn the songs into encompassing interactive experiences? What if listeners were to become participants?

That is what Bjork has accomplished with her latest conception, “Biophilia,” among the most creative, innovative and important new projects in popular culture. “Biophilia” essentially turns an album into a sort of audiovisual game, delivering a miniature production studio into the world’s willing hands.”

ambitious artists and executives in the struggling music industry will recognize “Biophilia” as a vital step forward in rethinking how their work can be conceived, packaged, delivered and made relevant to the public.”

“In “Dark Matter” the user (no longer merely the listener) takes control of a sound-creation tool, tapping pools of light to combine and mix tones of Gregorian complexity. You may start with a chromatic tone, but with a few taps the program says you have created noises called “Balinese pentatonic” and “mixolydian augmented.” My favorite was described as (take a breath) “double harmonic/Gypsy/Byzantine/ chahargah.” (If you don’t know, chahargah is an ancient Persian musical style.)”

“What I felt shining through the interactive elements of “Biophilia” was commitment from the people behind them, including Bjork herself, to deliver something wholly creative. I could sense an artist who wanted to communicate a feeling, a vision, a passion, an idea — not just through sound and words but also through the modern tools available to the public.”

“For many musicians and composers, the notion of giving fans the ability to mess around readily with a treasured creation will be anathema. Yet for the confident, bold artists who are ready to help propel the musical experience to a new level enabled by personal technology, Bjork has shown the way.”

Drew Berry

Biomedical animator and Bjork collaborator. Trained as cell biologist and microscopist.

On working for Bjork:
“I’m just having a lot of fun: that’s the main goal for me – just to let loose and have fun and, as Björk described it, ‘go Jimi Hendrix on biomedical science’.”
From an online interview,”Drew Berry’s Bio-animations,” by Chris Hatherill, Dazed DIgital, published around Dec 11, accessed 3/5/12 by Zvez   http://www.dazeddigital.com/artsandculture/article/11179/1/drew-berrys-bio-animations

A video clip on his collaboration with Bjork:
http://blog.reneedicherri.com/post/17193156502/drew-berry-speaking-about-his-work-with-bjork-at
The part on Bjork starts at about 14:30 mins. At 16:00 he shows the whole 6 minute amazing animation he did for the song Hollow.

Lose notes: …Bjork used the program Mathematica, computer hacker, gamers, musicologists…biophilia — love of living things. Bjork wanted “bling dna” …maya is berry’s tool of choice, been using it for 10 years. Homages to Archimboldo (Bjork’s face in her dna) and The Eamses’ Power of X (huge zoom out).
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From bjork.com:
armed with two science degrees and trained in the use of advanced microscopes, drew berry isn’t exactly your run-of-the-mill animator. the creator of bio-inspired animations on biophilia spends his days painstakingly poring over scientific papers before putting virtual pen to paper and recreating the vast worlds that exist within our bodies – microbes fighting infections, parasites replicating, proteins repairing…
his animations have exhibited at venues such as the guggenheim museum, moma, the royal institute of great britain and the university of geneva. in 2010 he received a macarthur fellowship “genius award”.

Berry Tedx (CalTech) talk
Visualziation: Biology and Complex Circuits
http://www.youtube.com/watch?v=pPC1MZ-xAu4
Talks about scientific visualization…David Goodsell, scientist who painted scientific illustrations (Scripps Research Institute). Wanted to add motion to the kind of work Goodsell did, to make it more dynamic. Amazing animation of stem cell dynamics. DNA science visualization.

Quote by Berry:
“My approach is the opposite tack to simplifying the science,” says Berry. “Rather than dumbing it down, I set out to show the audience exactly what the scientists are talking about. By building accurate visualizations founded on real scientific data, the animations come alive of their own accord, engage the audience, and go a long way towards explaining what the science is about. The science is rich, detailed and fascinating, and if you can watch it in action you will intuitively get to know how it works.”
– Drew Berry, Drew Berry Biomedical Animator, by By Paul Hellard, 24 October 2005, CG Society, an online publication, accessed 3/5/12 by Zvez  http://www.cgsociety.org/index.php/CGSFeatures/CGSFeatureSpecial/biomedical_animator 

Bjork’s collaborators on working with Bjork

“She has this ability to sort of inject her ideas into your mind with a few simple words. ”

“Whenever I’m talking to her, she really knows what she’s talking about and has done a bunch of research. I think that’s why she is so good at explaining her ideas for different concepts.”

– (both above quotes) Max Weisel, born 1991, app developer for Biophilia live shows, from The Creators Project, an online publication, http://thecreatorsproject.com/blog/meet-max-weisel-the-20-year-old-behind-björks-interactive-live-set-up, accessed 3/5/12
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“She has such a clear vision for what she wants creatively, and such a gentle way of expressing her own ideas, or when some thing should change.”
Scott Snibbe, app developer for Biophilia, from The Vine, an online publication, http://www.thevine.com.au/music/interviews/bjork-%27app%27-album-creator%2C-scott-snibbe-_-interview20110819.aspx, accessed 3/5/12

snippet of virus animation from biophilia app

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Drew Berry
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Bjork: Show Us the Future
(I just ordered this back issue on 3/5/12.) Bjork guest edited the 200th issue of Dazed and Confused magazine (August 2011), featuring a lot of her collaborators across the disciplines:
http://www.dazeddigital.com/music/article/10815/1/dazed-confused-august-issue-bjork-guest-edit 

MM Paris: Biophilia and other works

Wonderful intro screens on Bjork’s new site. Site design by MM Paris. Love the galactic type.

I’ve heard two versions of her Biophilia intro with either Bjork or David Attenborough narrating the same text. It sounds like a manifesto and it seeks to unite nature, music and technology. Nancy, since you have an iPhone, maybe you could look at this app in total? Might be worth the investment at $13, available here:
http://itunes.apple.com/us/app/bjork-biophilia/id434122935?mt=8
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Tree of Signs,
MM/Paris collaboration with sculptor Gabríela Friðriksdóttir.
http://www.flickr.com/photos/buddah/2509630239/sizes/z/in/photostream/
5 meter tall bronze sculpture using the font created for Bjork’s album Medulla, and erected in a yet to be developed swath of land in Iceland.

Scott Snibbe

www.snibbe.com
An interdisciplinarian! Interactive designer for Bjork’s Biophilia app. A computer scientist and fine artist by training.
Biophilia pics from www.snibbe.com:

EDUCATION:
1992-1994 M.Sc., Computer Science, Brown University.
1987-1991 Bachelor of Arts, Computer Science, Brown University, Magna Cum Laude.
1987-1991 Bachelor of Fine Arts, Brown University, Magna Cum Laude.
1989-1992 Experimental Animation, Rhode Island School of Design.
=================
Article on his work on Bjork’s app Biophilia in The VIne, an Australian online magazine. Author Jason Treuen, Aug 19, 2011, Accessed 3/4/12 by Zvez
http://www.thevine.com.au/music/interviews/bjork-%27app%27-album-creator%2C-scott-snibbe-_-interview20110819.aspx

“While other artists have used apps to spruik their album, Bjork’s app is her album. You don’t just play the music, you play with the music. A mother app houses ten unique designed apps, which each contain a new song, music score and an interactive ‘game’ that lets you manipulate the track.”

Scott Snibbe is Biophilia’s executive producer…his company created the mother app and three song apps – ‘Virus’, ‘Thunderbolt’ and ‘Cosmogony’

Bjork worked with Apple…this is a very Apple-heavy project, using iPads in live performance, etc.

Virus’ is the latest song/app to be released. What can you tell us about it?

SS: “It’s as if you can touch this microscopic world. There’s a series of cells and a virus that attacks the mother cell in the centre. It’s kind of a game – you can fling the virus cells away, but if you do manage to do that, the song never progresses. So you have to lose the game to hear Bjork’s song. It’s really in line with the message of the song, which is the virus loves the cell so much, that she destroys him.”

….
“I also think the economics of the music industry are a big deal. Sales of recorded music have collapsed, so apps are a way of generating revenue if you have one that’s popular enough. And there’s probably a sweet spot. Biophilia is definitely a concept album kind of method – really big and expensive and time-consuming. But if you look at some of the other apps I’ve made, you can make something quite small that’s also quite popular. I think there’s a way for musicians to partner with interactive artists.

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Snibbe talks about his work for Bjork in this clip: http://vimeo.com/29256409

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Motion Phone, an interactive animation, “a new form of communication”:

sample chapter 101

INTERDISCIPLINARY METHOD

We live in a compartmentalized mind frame. Home is different from office, fun is separated from work, science lives apart from art. We’ve been trained to specialize in one thing and call that our profession, pushing our other interests down to lesser importance. Many of us, however, have several seemingly unrelated passions simmering within us, waiting to be manifested with the right method.

Interdisciplinary thinking turns compartmentalization on its head by encouraging the coming together of disparate interests. In her map painting series, designer Paula Scher, partner in the eminent studio, Pentagram, combined her passion for lettering, maps and painting to create a series cross-disciplinary works. Similarly, designer Andrew Byrom merged his love of typography and furniture to create typographic furniture, while the ceramicist Stephanie Dearmond cast letterforms in porcelain to make new and unexpected form. These are but a few examples of what can happen when we choose to combine our interests instead of segregating them.

Passions are fluid. They change shape and intensity. Introduce yourself to a new subject matter. Prod into a new discipline in order to give yourself a new perspective. A great way to do this is to talk to experts in other fields, as conversations fuel passions and can spark new ways of thinking. This is precisely why designer James Victore holds The Dinner Series, an annual week-long workshop where each day culminates in a lavish dinner party, meant to stimulate creative conversation. (Get Victore quote here).

Add additional examples of conversations: Etsy Street Teams and D:Center Baltimore’s monthly design conversations. 

Conversations can lead to striking collaborations between experts from different fields. Longtime collaborators  Michael Amzalag and Mathias Augustyniak of MM/Paris and photographers Inez van Lamsweerde and Vinoodh Matadin have produced hybrid photo/text works. (Show alphabet here). Likewise, designer Stephen Farrell has worked closely with writer Steve Tomasula to publish novels that bestow equal value on the design and the text. (Need example of designer working with a non-artistic collaborator). 

Add a paragraph on working with community — larger, social issues

How does this work get done? In this chapter, we give you some leads. We attempt here to break down the method of interdsiciplinary design into useful tools—charts and diagrams, tips on inter-personal relations, and guidelines for testing the work as you go along.
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That Can’t Be Done. Can It?

Most of us have pulled the cord to flip venetian blinds open or closed hundreds of times, without giving it a second thought. To designer Andrew Byrom, this commonplace instance provided a burst of inspiration, as he envisioned letterforms made of blinds, switching from bold to regular to light with the pull of the cord. This notion has led him to build a series of letters out of venetian blinds, and further, to draw a striking flat font based on the idea of the window blind. (show images)

Byrom thinks in an unrestricted way, seeing the magical in the mundane by asking, “what if?” His thoughts flow from paper to screen, to metal work, kite construction and neon signage. In doing so, he constantly subverts existing parameters and pushes his way into other disciplines to nourish his creative needs. Byrom’s thinking is effective only because it is backed up by his eagerness to learn, to renounce the comfort of his mastery to for the thorny work of the beginner, failing again and again until a new skill has been learned.

Fluid thinking allows us to see old things in a new way. Find inspiration and possibilities by combining existing knowledge in unexpected ways. Apply an old process to a new material, or inversely, a new process to a well-known material. And when you move from thinking to making, expect obstacles and find ways to overcome them. Experts will insist that it cannot be done, but if you trust your idea and show both your passion and persistence, they may eventually move over to your side and share skills with you. When the level of investment is high and when it is shared among participants, interdisciplinary work comes alive.

Add here: Joshua Davis, Banksy, Wayne White (need a woman, too)

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Design and ________

Once your interdisciplinary geenie has been unleashed, seek out partners with whom you can create new work, free of artificially imposed restrictions of academia. Partnerships come in all shapes and sizes: project-based or long term; intimate or distant. Beware, when disciplines come together, the unknown, that fearsome sphere, grows ever larger. As does the need for careful listening on both ends. Success hinges on shared passion, common goals and a high tolerance for risk. The following examples show the unlimited potential of graphic design as it branches off and connects with other disciplines.

When design meets architecture, motion and scale can find fresh new manifestations. Seeley and McNall are partners in Electroland, an interactive studio based in Los Angeles, California. A designer and architect by training, Seeley and McNall have fused their respective disciplines, using electronic tools to create urban site-specific experiences. In Drive By, 2007, Seeley and McNall have given motion an urban dimension, connecting it to traffic. An electronic display along Lankershim Boulevard in North Hollywood tracks the passing of cars by flashing phrases and abstract letterforms. Here, an unremarkable slice of metropolitan life — cars speeding along a thoroughfare — has been transformed into visual play; this has been achieved with a meging of architecture and graphic design.

The grand scale of architecture usually towers over the intimacy of books and screens. Electroland flipped this notion of scale in two projects, Author Wall (2009), and College Faces (year?). Visitors to the Guadalajara Book Fair enjoyed playing with authors’ names on a touch screen in Author Wall, and seeing their interaction simultaneously projected on a 30-meter wall. This type-driven environment enriched the event by making everyone, and not just the authors, feel like “makers”. The close-up experience of a touch-screen has been writ large, influencing the look and feel of the entire event. In College Faces (year??? has this been realized?), Electroland took the intimacy of the personal photograph and blew it up to architectural scale, projecting a yearbook of sorts on the facade of the Gateway Community College in New Haven, Connecticut. The faces of students, teachers and staff are cast in slow motion on the building’s glass curtain wall, generating a sense of togetherness on campus. To make the project more meaningful to its most frequent viewers, individual faces can be accessed on a website (which one??) or via smart phone.

Pairing up with someone with access to new technology can take your work to a new level, as demonstrated by two stunning 2011 typographic projects, Type Fluid by Skyrill Design and Arkitypo by Johnson Banks. Brothers Ali and Hussain Almossawi of Skyrill Design in Bahrain come from computer science and graphic design backgrounds, respectively. They have put their knowledge together to create Type Fluid (2011), a remarkable typeface built using RealFlow, a special effects program. The letterforms exist both as stills and as short animations in which they grow, pulsate and undulate in stunning ways that could not be achieved using the standard tools of graphic design. In London, the design studio Johnson Banks partnered with the 3-d manufacturing studio at Ravensbourne, a digital media school to print exquisite sculptural letterforms, an homage to 20th century typography executed with 21st Century technology.
==============

Single practicioners
Andrew Byrom
Wayne White
Joshua Davis
Need a woman here

Examples of Partnerships:
Electroland — design and architecture
Skyrill — design and computer science
MM/Paris — design and photography?
Johnson Banks —Arkitypo – design and rapid manufacturing

Stephen Farrell and Steve Tomasula — design and literature

School Projects:
Nancy’s Kala Raksha in India
Natacha Poggio’s lab
Mike Weikert’s CDP
Bezalel Academy of Arts and GM
Big Projects:
IDEO
Kala Raksha?

Ann McDonald: In Between….

This chapter from the book Design Studies is called In Between: Challenging the Role of Graphic Design by Situating It in a Collaborative, Interdisciplinary Class. It talks about an interdisciplinary class at Northeastern in Illinois, and how GD figured in the mix. Students worked together to make Trace, an interactive piece to educate people about the Patriot Act. Chapter Author: Ann McDonald

Here’s the pdf: ann_mcdonald

One of the strengths of the class is that it taught students the importance of balancing the time spent planning and conceptualizing versus executing and realizing the collaborative work. This was possible because the class stretched over two semesters. (359)

“…collaborative authorship and group decision-making necessitated that design become a social practice.” (360)

“The instructors must act as facilitators of an undefined collective vision—they must steer, rather than lead.” (361)

“Individuals who were not performing  could not be fired and had to be brought back into the fold with a renewed sense of ownership, involvement, or a revised area of contribution. There was a constant need to bring issues to the surface so they could be articulated, visualized and acted upon or resolved.” (361)

“Students learned the resilience needed to stay involved, so that even when their individual ideas were discarded by the group, they were able to remain invested in the collective goal.” (365)

“The students and the Trace project would have benefited from increased use of formal design skills as a method of questioning.” (367)

The piece goes on to honestly evaluate the strengths and challenges of tackling an interdisciplinary class.

Chapter — Method — new bits of writing

This section follows the description of “in your head” thinking and focuses on collaborations between two people:

Once your interdisciplinary geenie has been unleashed, seek out partners with whom you can create new work, free of artificially imposed restrictions of academia.  (Add more here: we present the work of collaborators: Electroland, Skyrill and MMParis, each doing different things to merge disciplines)

Seeley and McNall are partners in Electroland, an interactive studio based in Los Angeles, California. They specialize in immersive and responsive graphic environments, focusing on the overlap of graphic design, media and architecture, on the way people experience spaces visually, through typography, image and color. A designer and architect by training, Seeley and McNall have fused their respective disciplines with electronic tools, to create site-specific experiences. As a result, they have used motion and scale in fresh new ways.

Motion is usually the domain of the media designer, while architects work with material and space. In Drive By, 2007, Seeley and McNall have given motion an urban dimension, connecting it to traffic. An electronic display along Lankershim Boulevard in North Hollywood tracks the passing of cars by flashing phrases and abstract letterforms. Here, an unremarkable slice of metropolitan life — cars speeding along a thoroughfare — has been transformed into visual play with the merger of architecture and graphic design.

While architects tend to think large-scale, graphic designers usually work smaller. In Author Wall (2009), visitors to the Guadalajara Book Fair enjoyed playing with authors’ names on a touch screen, and seeing their interaction simultaneously projected on a 30-meter wall. This type-driven environment enriched the event by making everyone, and not just the authors, feel like “makers”. The close-up experience of a touch-screen has been writ large, influencing the look and feel of the entire event.

In College Faces (year??? has this been realized?), Electroland took the intimate beauty of the personal photograph and blew it up to architectural scale, projecting a yearbook of sorts on the facade of the Gateway Community College in New Haven, Connecticut. The faces of students, teachers and staff are cast in slow motion on the building’s glass curtain wall, generating a sense of togetherness on campus. To make the project more meaningful to its most frequent viewers, individual faces can be accessed on a website (which one??) or via smart phone.

Joshua Davis: design, painting, programming


Holiday Reflections (2008)

Anderson Ranch 2011


Bags for Miquelrius (2008), and The SAK (2010), demitasse for _______? (2009)

 


Prius Plug-in Hybrid: Signature Series (2011); Toyota collaborates with four artists to bring you a collection of unique, custom decals for the first-ever Prius Plug-in Hybrid.

Design as Art
Designer Joshua Davis www.joshuadavis.com hacks Flash and Illustrator to make “paintings” with software. He was a groundbreaking web designer and embraced code early on, in the 90’s, as a painting medium. He is another example of interdisciplinary thinking “within one’s own head”. As a young painter and illustrator, Instead of being put off by code, he went for it, conquered it, and took it on as a tool for making form that would not be possible any other way. It’s interdisciplinary in the sense that he invents his own tools to make his images. He uses programming languages like Pearl and Python, meant for other kinds of computation, to generate visual complexity. He pushes the limits of technology. Further, he applies his flat work to products (bags, dinnerware…). Interdisciplinary thinking allows us to ascend creatively; once something is done, use it to make something completely new. It’s about ascending levels of involvement, thinking and production. Again, it’s about asking, “what if?”

In 2002 he published Flash to the Core, which has an online version, too. http://flashtothecore.praystation.com/
Once Upon a Forrest is an online work of his.

====================
This below is from an Adobe profile of Davis, August 11, 2007 by Elise Malmberg:
http://www.apple.com/pro/profiles/joshuadavis/

“I’ve always done kind of weird, strange things, and that’s what I get hired to do: weird, strange things,” he says. “The type of work you make is the type of work people will hire you to do.”

“And since I work with programming, I can do things I would never dream of doing manually. For example, I might say, ‘Let’s draw a seahorse, then add it in again 20,000 times.’ Believe me, I don’t want to be the guy that’s sitting there copying and pasting a seahorse 20,000 times. But a program can do it in less than a second.”

Once Davis has determined which elements to combine, much of his creative process involves watching and waiting as the programs arrange his forms into different configurations. “I might spend two weeks just waiting for that perfect composition, that beautiful accident,” says Davis. “I decide what to keep, what to add, and what to eliminate. I have the best job in the world: I get to be the designer, the programmer, and the critic!”

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From an interview on the website of the Design Museum in London, around 2002:
http://designmuseum.org/design/joshua-davis

Q. Describe your working methods. How do you begin work on a new project, for example? Do you sketch, make notes, write code or go straight to the computer? And how does the process develop from then onwards?

A. I’m totally into free-flowing consciousness. I tend to NEVER sketch. I just sit down and start exploring ideas. Some nights will pass and I’ll have made eighty builds of pure crap. Other nights I’ll make sixty things and turn out with one good idea or exploration. I try to let the work lead me instead of the other way around. I guess I still want to explore, create accidents, make mistakes – and planning or sketching seems too serious and rigid for my taste.

Zvez: Good example how method cannot be prescribed. Take the general guidelines and develop your own method. 

Q. What do you consider to be the main challenges facing web designers right now?

A. Learning what’s already been done, the hacks, the work-arounds, failing, succeeding etc. I know designers who still don’t know how to write HTML by hand. It’s like being a print designer and not wanting to know about typography or paper.