Jessica Rosenkrants works at the Design Studio known as Nervous System. Some of the projects here have delved into the use of 3d modeling to simulate real life occurrences throughout nature. One of their projects, featured here (Floraform), generates a design system mimicking the biomechanics of growing leaves and flowers. Another one of her projects, Kinematics, can transform 3d shapes into a flexible 4d printing system. The flexibility is a big leap forward in the printing processes available. In further relation to design, there is the Custom Jewelry project, which takes advantage of 3d print and computation to create custom jewelry.
In relation to artists/designers, her studio is giving people a new avenue to use to create. 3d printing is allowing for people to skip some of the physical labor that was so critical to artists in previous years. I think it’s interesting because part of what made artists of the past so admirable was the amount of time and pure dedication they poured into an idea just to make it come to life. Now, with 3d printing (if it really takes over), this might mean that people are admired more purely for just their creative ideas (?)
Another aspect of her work I was fascinated by was how it can transform the way we research. Having these simulations, such as Floraform, opens amazing possibilities for research with a great deal of freedom/control. But a big concern with this type of technology is that, while it can simulate an individual process of growth, it can’t always simulate the environment surrounding that structure. For example, Floraform is able to simulate the way a flower grows, but I’m not sure it will ever be able to simulate the dynamics of every detail of the environment around a flower. In real life, the environment has a huge effect on it’s growth and lifespan, and this environment is so randomly detailed. These simulations focus so much on the focal point of the plant without maybe seeing its growth as a constant conversation between plant and its shifting environment.









to minimize human touches in order to let the digital design speak for itself,
as well as to show what using computational software can make possible.
Their Laurel tree Sandal, seen at the right, is the first to be made available for purchase.
It exemplifies the organic forms capable by a digital software that is based upon geometric
intricacies, imitating a creative process that could originally be produced by human
signature. A significant detail about the shoe's design is that the 3D printed material
makes it a product of zero waste. Making use of computer softwares ultimately provides a
way to express an artist's image but with higher accessibility.
With the modern ability to format a relationship of creativity between an artist and a computer,
there is question about how much of what is being produced is actually able to be considered of
human artistry. I think that the art that is made from an agency of an artist and his computer
could still be deemed as original because the artist is able to determine the extent of the
computer's role. The machine produces what the programmer is putting into it, therefore making
it an extension of the programmer's creativity to produce an original piece of work. Art may be
based on the human experience, but the artist is allowing his experience to be expressed digitally. The computer might not be producing its own form of
"art," because it is conformed by human assessment, yet it is producing based on the artist's own consciousness. The formalization of human aesthetics
is in the hands of the human, who is allowing the aesthetics to be created by the computer. There's no way to truly comprehend the computer's own artistic
mind, however, there's little reasoning to justify that a partnership with an artist cannot allow for art of substance to be created.




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