Creative Coding Programming For Personal
Creative Coding Programming For Personal
1
work so that the reader has a better understanding of how programming [32]. Students from diverse educational
programming can become creative within these projects. Our backgrounds work over the course of a month to create robotic
efforts, as well as the other bodies of work presented here, give sculptures made out of LEGO© parts, sensors, motors, and small
youth opportunities to create while learning the foundations in embedded computers and were programmed using HandyLogo
computer science, media arts, and engineering, ultimately software. This approach allowed room for artistic expression and
preparing them for wider cultural participation. resulted in a wide array of projects such as Loom, which could
actually perform elementary weaving. Similar to our approach,
Videogame Art the Robotics Design Studio utilized a “Creative Engineering
For more than a decade, youth have been known to engage in Gallery” for displaying its artistic products at the end of the
playing videogames. The Minds in Play projects [11] provide an course. The gallery proved to be an important non-competitive
example of how students can engage in making video games learning tool, allowing students to discuss their work and gain
when creating instructional games to teach fractions to younger feedback from a larger audience.
students in their schools – a topic taught in primary mathematics.
Studies have found that the game design activity offered a Animation and Computer Graphics
microworld in which both girls and boys could situate their Perhaps the most common use of creative coding is the Flash
preferred ideas and fantasies [12]. Additionally, in student choices animation and Web design projects that youth are creating. In the
of game themes and the programming of animation and u19 competition, these types of projects tend to be the most
interactions, they offered a glimpse into what they found heavily represented. In 2003, Manuel Fallmann’s space adventure
appealing and unappealing in the games and stories they system interrupted won an Honorary Mention for his creation
experience through other media. Making a game and its rules using Flash animation [13]. Although this is an exemplary piece,
allowed the game designers to be in charge and to determine the it nevertheless, exemplifies what youth are capable of in this
player’s place and role in a virtual world, with all the medium. Within primary and secondary education, animation
consequences. Young designers use code to create a novel using code or programming is typically found in Adobe
videogame environment, which has many artistic elements in its Photoshop and Hyperstudio projects. One example is the work of
own right. Rebecca Sinker [30], which studies youth ages 4-7 from culturally
diverse communities, whom create multimedia memoirs and
There are a growing number of video gaming camps for young interactive digital journeys to record their family history using
designers: One example is the Urban Video Game Academy in Hyperstudio. Students interviewed family members, working on
Baltimore, Washington, and Atlanta that holds free video-game their interview/storytelling skills and allowing the students to
creation seminars for at-risk teens [19]. Mario Armstrong, a explore their own history and value one another’s. The author
technology correspondent for National Public Radio and an found that the project gave the children a sense of authorship as
academy co-founder, said that in addition to computer well as ownership. However, many of these projects do not
programming skills, the classes expose students to geometry, necessarily involve the students in programming—the skill that
algebra, physics, art and music. The program is designed to we argue is fundamental for expression in a digital medium.
educate teenagers about career opportunities in game creation, to
help change an industry in which minorities and women are often Building on this work, the remaining portion of this paper will
depicted in negative stereotypes and rarely as the heroes. delve more deeply into one design studio, providing an illustrative
However, no formal educational studies have actually investigated example of student work that creatively makes use of code—
these settings. allowing the artist to make connections to art that would
otherwise only be played or viewed. It is important to note that
Computational Craft and Robotics this is only one example of the diverse body of work that was
Although the context of videogames offers a two-dimensional created at this studio, as there are countless other works that
medium for exploring creative coding, there are other artists and typify videogame art, animation, and other art works made by
educators working to incorporate coding and computation in three students at this same site.
dimensions. One such example is the work of Michael Eisenberg,
who has explored the arena of computational crafts and more DIGITAL DESIGN STUDIO
specifically HyperGami [4]. The computational system, Despite a broad definition of media arts, very few formal
HyperGarmi, allows kids (and adults) to explore solid geometry programs exist in the educational context that attempt to engage
in the context of expressive construction of polyhedral models and youth in this type of work. One exception is the media arts studio
sculptures. Creating original paper sculptures with HyperGami found at a community technology center in South Central Los
entails the design and construction of novel polyhedral forms Angeles, California situated at a storefront location in one of the
derived from simpler shapes. Students create, alter, and compile city’s poorest areas. As you enter the design studio, students can
code using special software, sculpting a variety of three- be found at the clusters of desktop computers grouped along the
dimensional forms, and ultimately creating innovative origami- left wall. Young artists at this studio range in age from 8-18 years
like sculptures. of age but most are between the ages of 10-14. At the center of the
room sits a gigantic green table, serving as the common area for
Another way for students to get involved in creative coding is youth to work away from the computers with paper, pencils,
found in the field of robotics and the computational construction markers, or electronic parts. In the back, sits a separate music
kits created by the MIT Media Lab. One such example is a studio equipped with a real piano and recording software for
Robotics Design Studio, offered at Wellesley College, exposing youth to create, record, and edit original music. All of the
Liberal Arts majors to the “big ideas” of engineering and computers are networked to a central server, where youth have a
2
personal folder that serves as a digital sketchbook or image successful constructional design allows the creator to make both
archive, as well as a repository for finished work. Students work personal and epistemological connections as an integral part of the
individually and in small groups, moving fluidly between the web design process [26]. We argue that it’s through these two types of
and the unique software applications to create integrated projects. connections that users make a more personally meaningful bond
However, very few of these applications allow young designers to to art itself. Through these projects, students make connections to
use and learn essential programming skills. Scratch, a media-rich larger bodies of knowledge, better understanding artistic
programming environment, offers one strong exception [15]. production and expression in a digital medium. Here we will
examine how one young designer has appropriated the Scratch
environment, particularly through the making of personal and
epistemological connections. Over the past year, we have
documented design activities at the digital design studio through
extensive ethnographic field note taking and the collection of over
300 design projects [3, 18]. Young artists in this study worked on
creating personally meaningful Scratch projects such as animated
stories, Videogame art, and interactive or playable art using pop
culture images and sounds pulled from the web or created using
other software.
3
Personal Connections & Expressions
There were at least two ways in which Kaylee made a personal
connection to the project. At the start of the project, Kaylee had
an existing interest in pop music and chose to use Gwen Stefani’s
“Hollaback Girl” as the basis for her music video. As a result,
Kaylee chose media and music that reflected her perception of
pop culture and music videos, as well as known web resources.
Secondly, Kaylee chose to insert both a picture of herself and her
younger brother as two of the dancers in her music video,
augmenting the personal expressive quality of this piece (see
Figure 3). However, in the search for these images, Kaylee was
very particular about the “look” that she was trying to achieve,
stopping frequently to say things like, “no...I look too serious
there. Besides my clothes just aren’t right...it’s just not cool.” It
was less important to her to insert an image of herself, as it was to
find one that fitted her perception of how a music video should
appear. Ultimately, she found a photo of herself that she liked
and, standing up out of her seat, declared, “yeah, that’s it...Let’s
put it in.”
4
discuss this issue more specifically within the context of video
games. These papers point out the different directions into which
video games become art — from the viewing and the playability
of expressive adaptations of video games. Darshana Jayemanne,
in her paper titled “Spielraum: Games, art and cyperspace,”
wrestled with the issue of whether videogames can be considered
art [9]. Jayemanne situates video games as ready-made worlds
that invite interaction and participation between the viewer (i.e.,
player) and the object (i.e., the game). One tension is that game
worlds are both simultaneously hardscape and imagescape
(according to Peter Lunenfeld’s distinction) as they are embodied
in certain hardware architectures but also in the mind of the
player. In her mind, these connections provide the qualification to
consider videogames as art. In other words, despite the mass
production and wide availability of video games, in certain
respects video games can be considered artistic because of the
ways in which the viewer in engaged in the piece. In a similar
manner, creative coding projects like the ones mentioned here are
artistic objects for the viewer.
5
REFERENCES Creating, Connecting, and Collaborating through Computing,
[1] Abbott, C. (1999). Web publishing by young people. In J. Kyoto, Japan.
Sefton-Green (Ed.), Young People, Creativity and New
Technologies. London: Routledge. [17] Margolis, J., Fisher, A., & Miller, F. (2000). The Anatomy of
Interest: Women in Undergraduate Computer Science.
[2] AEP. (2004). The Arts and Education: New Opportunities Women's Studies Quarterly, Special Issue on Women in
for Research. Washington, DC: Arts Education Partnership Science, 104-126.
(AEP).
[18] Maxwell, J. A. (2005). Qualitative Research Design: An
[3] Creswell, J. W. (2003). Research Design: Qualitative, Interactive Approach (Vol. 41). Thousand Oaks, CA: Sage
Quantitative, and Mixed Methods. Thousand Oaks, CA: Sage Publications, Inc.
Publications, Inc.
[19] Mehta, S. (2005, July 28). Summer Camp for Kids, Ninjas.
[4] Eisenberg, M., & Nishioka, A. (1996, April). Polyhedral Los Angeles Times.
Sculpture: the Path from Computational Artifact to Real-
World Mathematical Object. Paper presented at the [20] Muchnic, S. (2005, April 24, 2005). Art on the move. Los
American Educational Research Association (AERA), New Angeles Times, pp. E1, E34-36.
York, NY.
[21] Palumbo, D. J., & Calista, D. J. (1990). Opening up the
[5] Guzdial, M. (2003). Programming Environments for Black Box: Implementation and the Policy Process. In D. J.
Novices.Unpublished manuscript, Atlanta, GA. Palumbo & D. J. Calista (Eds.), Implementation and the
Policy Process (pp. 1-17). New York: Groenwood Press.
[6] Harel, I. (1990). Children designers. Norwood, NJ: Ablex. [22] Papert, S. (1980). Mindstorms: Children, Computers, and
Powerful Ideas. New York: Basic Books.
[7] Harel, I. & Papert, S. (1991). Software design as a learning
environment. Interactive Learning Environments, 1(1), 1-30. [23] Papert, S., & Resnick, M. (1993). Technological Fluency and
the Representation of Knowledge, Proposal to the National
[8] Holmes, T. (2003). Arcade Classics Spawn Art? Current Science Foundation: MIT Media Laboratory.
Trends in the Art Game Genre. Paper presented at the
MelbourneDAC2003, Melbourne, Australia. [24] Pinkett, R. D. (2000, April 24-28). Bridging the Digital
Divide: Sociocultural Constructionism and an Asset-Based
[9] Jayemanne, D. (2003). Spielraum: Games, Art, and Approach to Community Technology and Community
Cyberspace. Paper presented at the MelbourneDAC2003, Building. Paper presented at the 81st Annual Meeting of the
Melbourne, Australia. American Educational Research Association (AERA), New
Orleans, LA.
[10] Kafai, Y. B. (in press). Constructionism. In K. Sawyer (Ed.),
Cambridge Handbook of the Learning Sciences. Cambridge, [25] Poissant, L. (2005). New Media Dictionary [Website].
MA: Cambridge University Press. Groupe de Recherche en arts mediatiques (GRAM).
Retrieved July 17, 2005, from the World Wide Web:
[11] Kafai, Y. B. (1995). Minds in play: Computer game design http://mitpress.mit.edu/e-journals/LEA/NMD/nmdhome.html
as a context for children's learning. Hillsdale, NJ: Lawrence
Erlbaum Associates. [26] Resnick, M., Bruckman, A., & Martin, F. (1996). Pianos Not
Stereos: Creating Computational Construction Kits.
[12] Kafai, Y. B. (1998). Video game designs by children: Interactions, 3(6).
Consistency and variability of gender differences. In J.
Cassell & H. Jenkins (Eds.), From Barbie to Mortal Kombat: [27] Resnick, M., Kafai, Y., & Maeda, J. (2003). ITR: A
Gender and Computer Games (pp. 90–114). Boston, MA: Networked, Media-Rich Programming Environment to
MIT Press. Enhance Technological Fluency at After-School Centers in
Economically Disadvantaged Communities: Proposal
[13] Leopoldseder, H., & Schopf, C. (2003). Prix Ars submitted to National Science Foundation.
Electronica: CyberArts 2003. Linz, Austria: Ars Electronica.
[28] Ryokai, K., Marti, S., & Ishii, H. (2005). Designing the
[14] Maeda, J. (1999). Design By Numbers. Cambridge: The MIT World as your Palette. Paper presented at the CHI 2005,
Press. Portland, Oregon.
[15] Maeda, J. (2004). Creative Code. New York: Thames & [29] Sefton-Green, J., & Buckingham, D. (1998). Digital Visions:
Hudson Inc. Children's 'Creative' Uses of Multimedia Technologies. In J.
Sefton-Green (Ed.), Digital Diversions: Youth Culture in the
[16] Maloney, J., Burd, L., Kafai, Y., Rusk, N., Silverman, B., & Age of Multimedia (pp. 62-83). London: UCL Press.
Resnick, M. (2004, January). Scratch: A Sneak Preview.
Paper presented at the Second International Conference on
6
[30] Sinker, R. (1999). The Rosendale Odyssey: multimedia
memoirs and digital journeys. In J. Sefton-Green (Ed.),
Young People, Creativity and New Technologies. London:
Routledge.