=Paper=
{{Paper
|id=Vol-1907/4_mici_kazi
|storemode=property
|title=Mixed-Initiative Creative Interfaces for Dynamic Illustration and Generative Design
|pdfUrl=https://ceur-ws.org/Vol-1907/4_mici_kazi.pdf
|volume=Vol-1907
|authors=Rubaiat Habib Kazi,Benjamin Lafreniere,Justin Matejka
|dblpUrl=https://dblp.org/rec/conf/chi/KaziLM17
}}
==Mixed-Initiative Creative Interfaces for Dynamic Illustration and Generative Design==
Mixed-Initiative Creative Interfaces for Dynamic Illustration and Generative Design Rubaiat Habib Kazi Ben Lafreniere Abstract Autodesk Research Autodesk Research Modern software applications for design and drawing Toronto, ON, Canada Toronto, ON, Canada provide users with rich sets of features, many of which rubaiat.habib@autodesk.com ben.lafreniere@autodesk.com provide computational assistance or otherwise amplify the user’s ability to express themselves creatively. In Justin Matejka this paper, we present several research projects that Autodesk Research we have undertaken in this area, with a focus on how Toronto, ON, Canada they enable a collaboration between the user and a justin.matejka@autodesk.com computational system, and thus reveal potential areas for research on mixed-initiative creative interfaces, and interaction with these kinds of system. Author Keywords Generative design; dynamic illustration; mixed- initiative creative interfaces Copyright © 2017 for this paper is held by the authors. ACM Classification Keywords Proceedings of MICI 2017: CHI Workshop on Mixed-Initiative Creative H.5.m. Information interfaces and presentation: Misc. Interfaces. Introduction Software applications for creative tasks ranging from computer-aided design to sketching have moved far beyond simply emulating the analog tools that came before them. Instead, modern design software provides an environment and rich sets of features that assist the user in myriad ways. Likewise, software tools for design and drawing enable creative minds to amplify their dynamics in a way that is easy to learn, apply, and thoughts and express themselves in ways that were experiment with. simply not possible using analog tools. In this paper, we present a number of recent and ongoing projects Our approach aims to break those dynamics into that we have undertaken to push the limits of these simple, understandable chunks that are easy to domains, with a focus on innovations that enable the comprehend and which amplify the user’s user and the design software system to work in tight understanding of the dynamics. Below we present two collaboration with one another to produce creative examples of this approach. results. The projects we will present suggest several models for human-machine collaboration in mixed-initiative creative interfaces that have not been explored in detail in past work. First, we explore challenges in Figure 1: We devised the principles of animation as a set of seven motion amplifiers. The amplifiers are independent from representing complex algorithms, simulations, and each other and can be arbitrarily mixed to design motion dynamics to amplify a user’s ability to understand and effects of an animated object. These tools correspond to the interact with those phenomena. Specifically, we discuss principles of animation that address the geometric these ideas in the context of work we’ve undertaken on manipulation, clarity, and temporal aspects of animation. dynamic drawings. Second, we discuss the broader Motion amplifiers [1] bring the exaggerated dynamics area of generative design, touching on the interaction of classical 2D animation into dynamic drawings. We challenges of specifying design constraints to a system, prototyped a sketching tool that formulates the and evaluating the creative outputs generated by a principles of 2D animation as a set of motion amplifiers computational system. that can be combined at will. Users can sketch drawings and record motions through direct Dynamic Drawings manipulation, and apply the animation principles by The goal of this line of work is to make animation easy simply tapping on the corresponding amplifier icons and accessible to a wider audience, beyond professional (Figure 1). Each amplifier imposes deformations to an animators. In general, crafting compelling motion underlying grid, which in turn updates the graphics is a challenging task, requiring significant corresponding strokes. The goal of our design is to practice and mastery of complex skills. Artists require a increase the user's ability to modularize the deep understanding of the complex physical simulations fundamental concepts of 2D animation and combine and dynamics of the effects they are trying to recreate them together in new and powerful ways. By (e.g., the motion of hair blowing in the wind) to be able representing the principles of animation in a simplified to recreate them effectively. The key challenge for manner, our system offers users, particularly those these types of systems is to provide amateurs with a with no prior experience in animation, the opportunity set of tools that allow them make use of these complex to rapidly explore animation effects and produce viewed as the system’s contribution to a collaborative expressive animated illustrations. creative process with the user. To enable a tight interactive loop in which both the user and the system contribute, the complex dynamics are decomposed into manageable chunks (energy brushes and motion amplifiers, respectively) which can be understood by the user and assimilated into their creative process. There is a connection to what Seymour Papert refers to Figure 2: Example of a dynamic drawing authored with our as breaking down a complex problem into "mind-size system. Left: original user drawing. Middle: the energy brush bites," which makes knowledge more communicable, gestures to specify the underlying forces and detail effects. more assimilable, and more simply constructible [3]. Right: the resulting dynamic drawing. We see this as a potentially valuable model for human- Energy brushes [7]. Dynamic effects such as waves, machine collaboration in mixed-initiative creative splashes, fire, smoke, and explosions are an integral interfaces. User interfaces for creative tasks that part of stylized animations. However, they are leverage these “mind-size bites” as a natural challenging to produce because they are time-varying vocabulary to understand and compose complex phenomena. We developed an interactive system that phenomena and algorithms might have powerful enables artists to design such dynamics by sketching influence on how creators think, learn, and explore. the underlying forces with energy brushes to animate drawings and textures. An energy brush creates a Generative Design stable, repetitive velocity field pattern by moving flow In generative design systems, a designer provides a set particles along the gesture. Complex dynamics, such as of design goals and constraints to the system – these splash, fire, hair, and explosion can be achieved by could be material parameters, manufacturing methods, combining these simple energy patterns. Our approach or cost constraints. The system then generates a range provides artistic controls over coarse and fine scales, of design alternatives, in a process that could and preserves the fluidity of freeform sketching. Most potentially produce hundreds or thousands of solutions importantly, it enables skilled artists, as well as that meet the specified constraints. From these, the novices, to integrate complex dynamics into their designer can select a solution, or iterate on their animations, by composing them out of simple energy specified set of parameters to get a new set of design patterns in an interactive and iterative manner. alternatives from the system. Dynamic Drawing as a Mixed-Initiative Creative Though generative design is not itself a new concept, it Interface is only recently that generative design capabilities have In the projects discussed above, the simulations of become available in commercial 3D design software, complex dynamics provided by the system can be and researchers have begun to examine the interactions between human designers and generative generating designs may be on the order of minutes or design systems. hours, which can impede a tight interaction loop between the designer and the user. Viewed through the lens of mixed-initiative creative interfaces, the generative design process presents Conclusions several interesting challenges. In this paper, we have outlined how recent innovations in design and drawing are creating systems in which First, there is the question of how to enable the human users collaborate actively with computational systems designer to communicate their goals and constraints to to produce creative results. We are interested in the generative design system. Current solutions ask the contributing to the workshop and helping to define a user to specify physical constraints and forces in a research agenda for mixed-initiative creative interfaces manner that can be rigid and is often dictated by the in this domain and more broadly. specific generative design algorithms used by the system. Investigating more natural ways for a user to References express their goals and constraints, or ambiguities in 1. Rubaiat Habib Kazi, Tovi Grossman, Nobuyuki their goals, is an interesting area for investigation. In Umetani, and George Fitzmaurice. 2016. Motion particular, we believe there is an opportunity to learn Amplifiers: Sketching Dynamic Illustrations Using from and adapt approaches that have been used in the Principles of 2D Animation. Proceedings of the mixed-initiative interfaces for game-level design [2,4,6] 2016 CHI Conference on Human Factors in and generating procedural 3D worlds [5]. Computing Systems, ACM, 4599–4609. Second, there is the question of how best to present 2. Antonios Liapis, Georgios N. Yannakakis, and Julian the user with the set designs generated by the system, Togelius. 2013. Sentient Sketchbook: Computer- which could number in the hundreds or thousands. Aided Game Level Authoring. Proceedings of the 8th Solutions could include interfaces for filtering, ranking, Conference on the Foundations of Digital Games, and visualizing the produced designs. One interesting 213–220. possibility in this space is for the system to use implicit indicators of the user’s interest in produced designs 3. Seymour Papert. 1980. Mindstorms: Children, (e.g., using machine learning techniques), to build a Computers, and Powerful Ideas. Basic Books, Inc., model of the user’s interests. This could be used to New York, NY, USA. narrow the space of generated designs, or feed back into further iterations of the generative design process. 4. Mohammad Shaker, Noor Shaker, and Julian Togelius. 2014. Ropossum: An Authoring Tool for Finally, there are unique interaction challenges raised Designing, Optimizing and Solving Cut the Rope by generative design with current technologies. For Levels. Proceedings of the Ninth AAAI Conference on example, in 3D shape synthesis, the latency for Artificial Intelligence and Interactive Digital Entertainment, AAAI Press, 215–216. 5. R. M. Smelik, T. Tutenel, K. J. De Kraker, and R. Bidarra. 2011. Semantic 3D Media and Content: A Declarative Approach to Procedural Modeling of Virtual Worlds. Comput. Graph. 35, 2: 352–363. 6. Gillian Smith, Jim Whitehead, and Michael Mateas. 2010. Tanagra: A Mixed-initiative Level Design Tool. Proceedings of the Fifth International Conference on the Foundations of Digital Games, ACM, 209–216. 7. Jun Xing, Rubaiat Habib Kazi, Tovi Grossman, Li-Yi Wei, Jos Stam, and George Fitzmaurice. 2016. Energy-Brushes: Interactive Tools for Illustrating Stylized Elemental Dynamics. Proceedings of the 29th Annual Symposium on User Interface Software and Technology, ACM, 755–766.