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Leonardo
Metadesign as an Emergent Design CultureAuthor(s): Elisa GiaccardiSource: Leonardo, Vol. 38, No. 4 (2005), pp. 342-349, 300Published by: The MIT PressStable URL: http://www.jstor.org/stable/20206081 .
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Metadesign as an
Emergent Design Culture
Elisa Giaccardi
E m
Jvery time the word metadesignis used, it causes
even more confusion than the word design. The term seems
vague, elusive. Semantically, the principal meaning of the
Greek word meta- when used as a prefix is "change of place,
order, or nature" [1]. Historically, since the 1960s, the term
metadesign has been used to focus on the possibilities of "de
signing the design"?possibilities that later, in the 1980s, were
realized by using information technologies. In the last two
decades, the idea of metadesign has appeared as both a theo
retical issue and an operational methodology; however, it has
always been an isolated concept, producing neither an estab
lished approach nor a coherent theory. The development of
the notion of metadesign can be categorized as critical and
reflexive thinking about the boundaries and scope of design, aimed at coping with the complexity of natural human inter
action made tangible by technology. Metadesign seeks to trans
form this complexity into an opportunity for new forms of
creativity and sociability. This text aims at tracing the devel
opment of the notion of metadesign and the multiplicity of
its definitions by offering a map of correlated concepts and es
tablishing the foundations of metadesign as a distinct and
emergent design culture.
Metadesign in Artistic and Cultural Debate Within the artistic and cultural debate, the idea of metadesign has primarily addressed the emergence of digital networks and
biotechnologies. Both represent alternatives to "juridical" models of communication, interaction and life?as embodied
by mass media and moral law.
In 1986, at the time of the emergence of advanced tele
communications and the first virtual communities, Gene
Youngblood wrote "Metadesign: Toward a Postmodernism of
Reconstruction " for Ars Electr?nica [2]. Inspired by the pio
neering work of Kit Galloway and Sherrie Rabinowitz [3],
Youngblood defined metadesign as a strategy for instigating a
revolution in the communication world and overcoming the
broadcasting style of mass culture. As such, metadesign deals
with the creation of context rather than content; it is a mode
of integrating systems and setting actions in order to create environ
ments in which people may culti
vate "creative conversations" and
take control of the context of their
cultural and aesthetic production
(Fig. 1). Some years later, in his 1995 essay
"Networked Art and Virtual Com
munities" [4], Derrick De Kerck
hove defined metadesign as a
quality of the new art forms that
were emerging over the Web in its .
early years. According to De Kerck
hove, metadesign is the kind of de
sign that puts the tools rather than the object of design in the
users' hands, and defines the conditions for the process of in
teraction rather than the process itself. However, in subsequent
writings [5], De Kerckhove has addressed metadesign as a
model of design actually mediated by digital networks rather
than an emerging quality of design promoted by art experi mentation. As such, metadesign can be described as the de
sign of tools, parameters and operating conditions that allow
an infinite flexibility in tailoring the industrial product and enable the end-user to take charge of the final design by choos
ing among many different options. In the same period, Paul Virilio expressed shock at Stelarc's
techno-performances. In his book The Art of the Motor [6], pub lished in 1995, Virilio wrote that he feared the advent of a neu
rological form of design directed at shaping our perceptual and cognitive systems via information processing and further
directed at reorganizing the organic according to a machinic
model. He called the aftermath of this "technomorphization" of society "metadesign."
Biologist Humberto Maturana refuted the idea that such a
process of adaptation to electronic media can ever take place in his emblematic 1997 paper "Metadesign
" [7]. In this paper,
Maturana argued that if a process of metadesign as design of
living systems does exist, this enlarges the issue of design to
include the nature of our very existence, and it implies an
epistemological and ethical rethinking of the relations be
tween human beings and technology. He strongly disputed any deterministic understanding of biological evolution, and there
fore of "human design." From Maturana's perspective, meta
design is a dynamic work of art: It produces an aesthetic
experience of the world that is intertwined with our social and
technological present. Like art, metadesign has the potential to open up new relational dimensions and create a grounding
reality in the course of human history. The social construction of reality is for Maturana?from a
ABSTRACT
I he concept of metadesign was adopted in the 1980s
regarding the use of information
technologies in relation to art, cultural theories and design practices (from interactive art to biotechnological design). This article introduces theories and
practices of metadesign and contributes to the unfolding of
metadesign as an emergent design culture, calling for an
expansion of the creative
process in the new design space engendered by informa tion technologies.
Elisa Giaccardi (theorist, researcher, designer), Center for LifeLong Learning and Design (L3D), University of Colorado, ECOT 717, 430 UCB, Boulder, CO 80309-0430, U.S.A. E-mail: <[email protected]>. Web: <http://x2.i-dat.org/~eg/>.
Article Frontispiece. NOX, V2_Lab, 1998. (? NOX Architects) By means of their metadesign technique, NOX Architects adapt archi tecture to evolution. Their architecture is an interface for a dynamic organization of space in which visitors act upon architectural struc tures that respond in real time to their needs.
?2005ISAST LEONARDO, Vol. 38, No. 4, pp. 342-349,2005 343
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design perspective?an ethical impera tive, as it is for Youngblood [8] and Gal
loway and Rabinowitz [9]. On this point,
Eugene Thacker, in a workshop paper, "Bioethics and Bio-ethics," for the 2002
conference "Towards Human Technolo
gies" [10], explicitly tackled the question of biotechnological design and bioethics.
In this paper, Thacker tried to clarify that
even though metadesign is a kind of de
sign that is not instrumental, but ethical, it is nevertheless not based on a moral
law. Metadesign must allow a social mode
of existence that is flexible and based on
mutual processes of affecting and being affected rather than on ajuridical model.
According to Thacker, metadesign repre sents a critical and creative investigation into the possibilities of transformation of
human beings and culture.
The ideas expressed around the last
decades of the 20th century by these few
but crucial theoretical writings on meta
design?reflecting on the scope, bound
aries and qualities of the expanded
design space that is engendered by in
formation technologies?have found
some conceptual frameworks and opera tive methodologies in several application domains. These ideas combine here with
design theory and methodology with
promising results.
Conceptual Frameworks and Practices of Metadesign The notion of metadesign has been ap
plied in many fields, including graphic design, industrial design, information ar
chitecture and system design. These ap
plications have focused differently on the
concepts associated with metadesign,
ranging from processes of high-order de
sign to participation and co-evolution.
However, these concepts are often tied
together. The idea of reflexive thinking about
design has been commonly translated in
the application field as the "design of a
design process." In graphic design and
industrial design, in particular, metade
sign has primarily been connected to the
idea of working with computational structures on a higher level of design [11]. Because a computational object has
a discrete structure, parts of the object can be easily accessed, modified and sub
stituted by other parts; it is not fixed and
it can be generated and manipulated without actually drawing it. In this con
text, metadesign can be associated with
the passage from traditional typography to interface design [12]. John Maeda [13], in a series of short essays published in Japan for MdNMagazinern 1995, men
Fig. 1. Mobile Image, Electronic Cafe International, 1984. (? Kit Galloway and Sherrie Rabinowitz) An early example of a metadesign environment, ECI was a telecommunications system characterized as an accessible, flexible and end-user-modifiable system that allowed users the greatest possible freedom to design and control their own information environments.
VUMUUCtt Jony ?naftw fPWPftl:
Crfrtoth <4
.___?** TVIiwilCii 31
o44 Giaccardi, Metadesign
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E3EJE3 Fig. 2. John Maeda, reactive graphics, 1995. (?John Maeda) Maeda's metadesign technique allows generation of visual experiences that involve the viewers in the creation of the form
by responding to their inputs in real time.
tioned the concept of metadesign in re
lation to his idea of graphic design not
as printed image but as "reactive" com
puter programs (Fig. 2). In architec
ture, similarly, Lars Spuybroek promotes
metadesign techniques [14] as tools for
constructing dynamic spaces where peo
ple can unpredictably and creatively interact with their environment (Arti cle Frontispiece, Fig. 3 and Color Plate F
No. 2).
Considering the capability of code to
define "transformation rules," Celestino
Soddu has addressed metadesign as the
design of an "artificial DNA" since 1989
[15]. In his work, the objective is the de
sign of "species of design": the designer is the producer of an "executable idea"
(the generative code), and the consumer
is the one who chooses one of its possi ble realizations. The creative process de
fines a "seed" able to generate endless
variations recognizable as belonging to
the same idea but open to change by the
client. Thus, the final consumer will
choose from this endless sequence of
variations the result that better fits his or
her needs and subjectivity (Fig. 4). Like
De Kerckhove [16], Soddu empowers the
user as consumer, making him or her
proactive, but does not question the
user's passive role as designer. Evolution
here is the result of the execution of a no
tation and its exploration, rather than
the aftermath of the user's full partici
pation in the creative process. In this gen erative process model, the "seed" can be
defined and modified only by the de
signer. In the last few years, two organizations
have been working on frameworks and
applications of metadesign: the Labo
ratory for Architecture and Urbanism
(Lab[au]), a collective of artists, archi
tects and computer scientists based in
Brussels; and the Center for LifeLong
Learning and Design (L3D) of the Uni
versity of Colorado at Boulder. These two
organizations have developed research
agendas that incorporate most of the
aforementioned theoretical statements
and operational methodologies. Lab [au] has adopted the term metade
sign with the objective of enacting a new
discipline of information architecture
[17]. For Lab [au], metadesign is a mat
ter of the setting of codes that allow data
to be organized in spatial and temporal forms?that is, a design process of a
higher order. Participation and evolu
tion, however, are important. The inte
gration of user interaction over time is a
key element in the collective's work, and
it represents an active component in
the structuring of information itself. Sim
Fig. 3. NOX, V2_Lab, 1998.
(? NOX Architects) Lars
Spuybroek and colleagues progress seamlessly from a
computer-generated process of forces, vectors and springs to the flowing transition?for
instance, between floor and
tables?allowing people to interact with their environment in a more open and creative
manner. ^;@p|pi^^" "
mm
Ciaccardi, Metadesign 345
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? fr i
Fig. 4. Gelestino Soddu, Generated architectures to increase the Hong Kong identity, 2002. (? Gelestino Soddu) In this metaproject, a mayor can
customize the "morphogenetic code" of evolution for his or her town and use it to control the future identity of the local environment.
ilar to Galloway and Rabinowitz [18],
Lab [au] focuses on the construction of
electronic spaces, viewing information
not as content but as an environment in
which users' perceptual and cognitive ca
pabilities can be expanded (Fig. 5). At the Center for LifeLong Learning
and Design, however, metadesign seems
to have undergone a conceptual and op erational development that places it
in the context of current debate in de
sign theory and methodology. Gerhard
Fischer and his colleagues, particularly in the last few years [19], have consis
tently focused on metadesign. Concep
tually, metadesign represents to them the
question of how to create new media and
environments that allow users, when
needed and desired, to act as designers and be creative. By providing users with
social and technical support, the envi
ronments designed at L3D are intended
to sustain users as the actual "owners of
problems" [20]. Operationally, meta
design is viewed at L3D as a design
methodology characterized by activities,
processes and techniques focused on cre
ating socio-technical environments that
empower users actively and collabora
tively to engage with the original de
signer (s) in the continuous development of a system and to design solutions that
range from the creation of content to the
modification of code (Fig. 6). The con
ceptual framework developed at L3D re
flects some important objectives shared
with user-centered and participatory de
sign, but it transcends these objectives by
changing the processes by which systems and content are designed. To Fischer and
his colleagues, it is clear that existing de
sign frameworks and methodologies are
insufficient to cope with the emergent as
pects of reality and to support creative
practices [21].
Unfolding Metadesign as an Emergent Design Culture
By tracing a conceptual map of metade
sign theories and applications, we can see
that some elements emerge as crucial: a
focus on the design of general structures
and processes, rather than on fixed ob
jects and contents; the need for methods
and techniques that are fluid, rather than
prescriptive (such as diagramming or
seeding [22]); the call for environments that can evolve; and the necessity of re
lational settings that allow systems to be
based on a mutual and open process of
affecting and being affected.
Considering the current debate in de
sign theory and methodology, we see that
the contours of this map reveal a
thoughtful reflection on controversial de
sign issues, such as the problems of an
ticipation, participation and emergence
[23]. Users' needs and tasks, as well as sit
uations and behaviors, cannot be fully an
ticipated at design time because they are
ill-defined and change over time. There
fore, users need to be engaged in the
problem-framing/problem-solving pro
cess, both when the system is designed and when the system is used. Keeping the
system open to participation and evolu
346 Giaccardi, Metadesign
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Fig. 5. Lab [au], i-Tube, 1999. (? Lab [au]) A metadesign environment, this project proposes a graphical user interface and a navigation
system for on-line databanks based on cartographies that display information as a process-oriented and generative space. Information
is transformed into membranes that are then folded into space according to user-defined parameters and behaviors.
tion at use time is meant to join social and
technical systems, not only to make them
optimized and efficient, but also to let
new conditions, interactions and rela
tionships emerge. In this way?by sus
taining emergence and evolution?new
forms of sociability and creativity can de
velop and innovation can be fostered.
The focus of metadesign on the success
ful integration of methodologies of de
sign by anticipation, participation and
emergence translates into the identifica
tion of a multidimensional design space
[24]. Whereas operational similarities show
metadesign to be a consistent develop ment in design theory and methodology, the cultural path that metadesign theo
ries and applications reveal is not unidi
rectional. On one side, metadesign has
been considered as a networked model
of design aimed at product refinement,
personalization and mass customization.
According to this approach, metadesign is conceived as a new praxis of design that
does not question the role of the user in
the process of production as consumer
but rather empowers the user in this role.
This development relies on operational
assumptions about metadesign, but it
does not fully achieve its potential as a
new design culture. On the other side,
and more interestingly, metadesign has
been conceived as co-creation: a shared
design endeavor aimed at sustaining
emergence, evolution and adaptation.
According to this development, the op erational terms and potential of design
ing at a higher-order level must be joined to a more reflexive and collaborative
practice of design.
Art practice and cultural debate have
been extremely active in promoting
metadesign as a reflexive method of
thinking about and beyond design, rather than as a new praxis of design
[25]. The idea of metadesign developed by Yevgeny N. Lazarev and colleagues as a result of a reflection on the emerg
ing relationships among art, technology and science is another case. Concerned
with an expansion of human creativity, Lazarev writes:
The specific perspectives of metadesign are hard to define since it is quite a new
phenomenon. But one can already see an exceptional vitality in this trend, whether it remains within the domain of
design or transforms into a phenomenon of human creativity that has never ex
isted or been possible before [26].
The connections between metadesign, telematic culture and interactive art are
significant and based on a similar call for
the expansion of human creativity. Some
overlaps, in particular, are interesting and can be pointed out as further indi
cations of how metadesign actually ex
presses the emergence of a new culture,
somehow at the convergence of art and
design. The idea of the interactive artist
as a "systems designer," for instance, elab
orated by Margot Lovejoy in her book
Postmodern Currents: Art and Artists in the
Age of Electronic Media [27], recalls Gal
loway and Rabinowitz's [28] idea of
the metadesigner as a "systems integra tor." Even more interestingly, some ideas
expressed by Roy Ascott in his article
"The A-Z of Interactive Arts" [29] recall
the operational methodology typical of
metadesign: the idea of "seeding," de
fined as a way of designing that should re
place top-down designing; the idea of a
"non-trivial interactivity," conceived as an
Fig. 6. L3D, The Seeding, Evolutionary Growth, and Reseeding (SER) Process Model.
(? L3D, University of Colorado) This process model is applied to the metadesign environ ments developed at L3D in order to integrate "design time" and "use time," and to allow users to act as designers at different stages of the continuous development of a system.
Seeded Information Space
m
Seeding
Developers Users
rW$ Evolutionary Growth
Evolved ReSeeded Information Information Space Space
\ ReSeeding
Developers Users
Giaccardi, Metadesign 347
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open-ended and infinite interactivity
capable of accommodating always-new
variables; and the idea of "open-ended
systems" (OES), in which interaction
takes place within networked and evolv
ing systems that put the user or the envi
ronment in control of the interaction
itself.
Is Metadesign a Work of Art or a Work of Science? This paper introduces and promotes
metadesign not simply as a new design
methodology, but as a cultural develop ment exploring the new design space en
gendered by information technologies and ultimately concerned with expand
ing the creative process of emergence and invention of the world.
Metadesign represents a cultural shift
from design as "planning" to design as
"seeding." By promoting collaborative
and transformational practices of design that can support new modes of human
interaction and sustain an expansion of
the creative process, metadesign is de
veloping toward new ways of under
standing and planning with the goal of
producing more open and evolving sys tems of interaction. Metadesign can be
seen not only as a design approach in
forming a specific design methodology for the development of interactive media
and environments but also as a form of
cultural strategy informing and integrat
ing different domains. Rather than a new
model of design, metadesign represents a
constructive mode of design: an en
hancement of the creative process at the
convergence of "art" and "science."
Acknowledgments
The author wishes to thank (in alphabetical order): Manuel Abendroth, Ernesto Arias, Marco Brizzi, Hal
Eden, Gerhard Fischer, Kit Galloway, John Maeda, Anders M?rch, NOX, Jonathan Ostwald, Sherrie Ra
binowitz, Celestino Soddu, Yunwen Ye and the re viewers.
Glossary
co-creation?the emergent process of constructing and sharing intelligent and meaningful activities, ex
pressed by a socio-technical environment conceptu alized as a complex system.
co-evolution?the evolution of a socio-technical en vironment conceived as a living entity, by which
changes of each participant in the interaction process (either the software or the human subjects, variously organized) influence the evolution of the other par ticipants. In metadesign, co-evolution can occur by either gradual or disruptive adaptation.
design?generally conceived as the conception and
planning of the artificial (or the invented) as a nor mative form of science ("how things ought to be") in contrast to natural sciences ("how things are") [30]. Design is better defined today as an inquiry and
experimentation in the activity of "making" [31]. That is, design is a humanistic enterprise in which the subject matter is not fixed [32] and is meant to allow us to envision possibilities and elaborate them ("how things might be") in order to enable
people to experience the world in more and richer
ways [33].
emergence?the stage of metadesign in which plan ning is superseded by participation and the open processes of co-evolution and co-creation. The pro motion of tacit knowledge and situated action?and
consequently new forms of creativity and sociabil
ity?is crucial at this stage.
evolutionary design?evolutionary design can be ei ther generative or interactive?that is, it can rely on either the absolute autonomy of the software or the human guidance of the process; the further devel
opment of an initial "seed" (or a structure created by the seed) to adapt it to needs that were not accounted for in the original design. It aims at the best possible solutions through cycles of either parameterization or exploration.
generative design?the design of a piece of software
("seed") capable of autonomously generating design proposals by notation and execution. It allows the
348 Giaccardi, Metadesign
References and Notes
1. See terms such as metalinguistics and metadata, but also metamorphosis.
2. Gene Youngblood, "Metadesign: Toward a Post modernism of Reconstruction," in Ars Electr?nica Cat
alog (Linz, Austria: Linzer Veranstaltungsgesellschaft, 1986), <http://www.aec.at/en/archives/festival_ einstieg.aspx
3. See <http://www.ecafe.com/>.
4. Derrick De Kerckhove, "Networked Art and Vir tual Communities," in Claude Faure et al., eds., Ars lab: I Sensi del Virtuale (Milan, Italy: Fabbri Editore, 1995) pp. 103-110.
5. See in particular Derrick De Kerckhove, Connected
Intelligence: The Arrival of the Web Society (Toronto, On tario: Somerville House, 1997).
6. Paul Virilio, The Art of the Motor, Julie Rose, trans.
(Minneapolis, MN: University of Minnesota Press, 1995).
7. Available at <http://www.hum.auc.dk/~rasand/ Artikler/metadesign.htmx
8.Youngblood[2].
9. See [3].
10. Eugene Thacker, "Bioethics and Bio-ethics," in Towards Human Technologies Conference (Brisbane, Aus tralia: University of Queensland, 2002) <http:// www.uq.edu.au/gsm/Confpapers/thackerl.doo; see also Eugene Thacker, Biomedia (Minneapolis,
MN: University of Minnesota Press, 2004).
11. In industrial design, for instance, metadesign is
primarily used to mean the construction of a tem
plate that makes a product "that thing" without ac
tually designing it.
12. I owe this consideration to Lev Manovich, with whom I had a short e-mail correspondence on the
relationships between metadesign and interface de
sign.
13. See <http://www.maedastudio.com/>.
14. See in particular Lars Spuybroek and Cho Im Sik,
"Diagramming: Lars Spuybroek Interviewed by Cho Im Sik," in R.S. Vasudevan et al., eds., Sarai Reader 02: The Cities of Everyday Life (Delhi, India: Sarai? The New Media Initiative; Amsterdam, The Nether lands: Society for Old and New Media, 2002) pp. 243-248.
15. Soddu first adopted the term metadesign in his book Citt? Aleatorie (Milan, Italy: Masson Editore, 1989). Later, he started to substitute the term argenic design ?or metadesign. The Generative Art conference, which he has organized annually since 1998, gathers artists and designers who adopt and question metade
sign from a generative perspective; see <http:// www.generativeart.com>.
16. See De Kerckhove [4] and [5].
17. See in particular Lab [au], "MetaDeSign: The Set
ting of a Discipline," in TARCA, No. 178 (February 2003) pp. 2-5. See also <http://www.lab-au.com>.
18. See [3].
19. See in particular Gerhard Fischer and Elisa Gi
accardi, "Meta-Design: A Framework for the Future of End User Development," in H. Lieberman et al., eds., End User Development: Empowering People to Flex
ibly Employ Advanced Information and Communication
Technology (Dordrecht, The Netherlands: Kluwer Aca demic Publishers, in press).
20. For an understanding of the set of concerns sur
rounding the development of a metadesign frame work at L3D, see in particular Gerhard Fischer, "Social Creativity, Symmetry of Ignorance and Meta
Design," in Linda Candy and Ernest Edmonds, eds., Proceedings of the Third Conference on Creativity & Cog nition (NewYork, NY: ACM Press, 1999) pp. 116-123; see also Ernesto Arias et al., "Transcending the In dividual Human Mind: Creating Shared Under
standing through Collaborative Design," in J. Carroll, ed., Human Computer Interaction in the New Millennium
(New York, NY: ACM Press; Boston, MA: Addison
Wesley, 2001) pp. 347-372.
21. See Elisa Giaccardi and Gerhard Fischer, "Cre
ativity and Evolution: A Metadesign Perspective," in the Sixth International Conference of the European
Academy of Design (EAD06) on Design, System, Evo lution (Bremen, Germany: University of the Arts, 29-31 March 2005).
22. From a metadesign perspective, seeding is a par ticipatory and evolutionary technique that allows the
modification of a system and its adaptation to users'
emerging needs. The SER Process Model (Fig. 6) ar ticulates this technique in three different stages (Seeding, Evolutionary Growth, Reseeding).
23. For a more detailed description of the design is sues raised by metadesign, see Elisa Giaccardi, Prin
ciples of Metadesign: Processes and Levels of Co-Creation in the New Design Space, Ph.D. diss. (Plymouth, U.K.: CAiiA-STAR, University of Plymouth, 2004).
24. For a more detailed description of the design space entailed by metadesign, see Giaccardi [23].
25. Here, "reflexive" is used to indicate not only the critical attitude of reflecting upon oneself, but also the process of transformation that such a behavior involves.
26. Yevgeny N. Lazarev, "The Art of Metadesign," Leonardo 27, No. 5, 423-425 (1994) p. 425.
27. Margot Lovejoy, Postmodern Currents: Art and Artists in the Age of Electronic Media, 2nd Ed. (Upper Saddle River, NJ: Prentice Hall, 1997).
28. See [3].
29. Roy Ascott, "The A-Z of Interactive Arts," Leonardo Electronic Almanac 3, No. 9 (September 1995), <http://mitpress2.mit.edu/ejournals/LEA/TEXT/ Vol_3/lea_v3_n09.txt>.
30. Herbert A. Simon, The Sciences and the Artificial (Cambridge, MA: MIT Press, 1969).
31. Here I mean "making" in general?that is, any human activity where some kind of production is im
plied.
32. Richard Buchanan and Victor Margolin, eds., Dis
covering Design: Explorations in Design Studies (Chicago, IL: University of Chicago Press, 1995).
33. Herbert A. Simon, The Sciences and the Artificial, 3rd Rev. Version (Cambridge, MA: MIT Press, 1996).
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generation of endless variations recognizable as be
longing to the same designer.
metadesign?conceived as the design of a "metapro ject," metadesign shares with generative and evolu
tionary design the focus on the design of initial conditions or "seeds." In this sense, it methodolog ically comprises both generative and evolutionary design. However, metadesign transcends them by in
corporating the principles of participation and emer
gence and by changing the way in which systems and content are designed (see co-evolution and co-creation).
Manuscript received 7 June 2004.
Elisa Giaccardi has a background that brings
together humanities, media and design. An
abstract of her doctoral dissertation is avail
able on LABS at: <http://leonardolabs.
pomona.edu/>. She is currently a Research As
sociate at the Center for LifeLong Learning and Design (L3D), University of Colorado at
Boulder. In her work, Giaccardi combines in
teraction design, media arts and cultural
management. She has lectured and published on several occasions and she is a member of editorial boards and committees for MIT Press, ACM and The European Journal of Higher Arts Education. Her interdisciplinary research
in the convergence of communication tech
nologies and the humanities was awarded the
European grant 'Ideas for the Future " by Fon
dazioneEni Enrico Mattei in 2001.
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Giaccardi, Metadesign 349
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Color Plate F
(P'u ;>^?0^ , jiffiiifi?iifmmimiim?^t?^EI?E^^^^^^^^^^ No*L Greg Niemeyer' vg, "^ ?^?fl^^HH^^^^^^^^H^^^^^^^I an installation at Biennale,
?S ' J???B^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^R La Villette Num?rique, Paris, . ̂K<?^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^H The artist re-created instal
?. y?^?^^K^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^U from an earlier exhibi ' ^^^?^K?S^B?^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^M San adapting
: :3eBBHEe3sBpeeH the piece to the Paris setting.
No. 2. NOX, V2_Lab, 1998. (? NOX Architects) The renovation of the V2_Lab by NOX Architects was developed in its
entirety with animation software, allowing for a non-linear and time-dependent architecture. It represents an example of
metadesign in the architectural field. See article by Elisa Giaccardi.
300
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