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Featured Speakers

Casey Reas: Software Artist, Designer, Co-creator of the Processing Programming Language and Environment; Assistant Professor Department of Design | Media Arts, UCLA [more on presentation]

Walter Edward Jones: President, Constellation Communication Corp., Atlanta, GA
Kirsten Smith: Technology Officer and Labs Manager, Center for Information and Communication Sciences (CICS), Ball State University. [more on presentation]

Josh Bodnar: Lead Editor / Associate Creative Director, Digital Kitchen, Seattle [more on presentation]


Casey Reas: Software Artist, Designer, Co-creator of the Processing Programming Language and Environment; Assistant Professor Department of Design | Media Arts, UCLA [more on presentation]

Casey ReasReas' Work


After twenty-eight years of drawing, playing video games, drumming, and designing information systems, Reas' nascent talent for writing software forged these disparate interests into a new direction while a graduate student and researcher at MIT. Reas currently teaches in the Design | Media Arts department at UCLA. His classes provide a foundation for thinking about computers as a medium for artistic exploration and set a structure for advanced inquiry into culture, technology, and aesthetics. With Ben Fry, Reas creates Processing, a programming language and environment for people who want to program images, animation, and sound. Reas received his bachelors degree from School of Design at the University of Cincinnati.


Process / Drawing
by C.E.B. Reas

Writing software has been the foundation of my work as an artist for the last five years. During this time, I've come to think more generally about software, discussing it in term of processes and systems rather than computers and programming languages. This essay presents my current thoughts on issues of process and interpretation in the software medium. It focuses on exploring one process across different media and elaborates on the process of developing software. I first focus on a collection of works entitled MicroImage to show how the same process is expressed in multiple software interpretations, prints, and animation. The evolution of the work Process 4 is then shown from its initial conception to its refined outcome, thus providing insight into the development of the work.

My software explores the idea of the open work and extends this idea into the present, exploring the contemporary themes of instability, plurality, and polysemy. These works are continually in flux, perpetually changing the relationships between elements and never settling into stasis. Each moment in the performance of the work further explains its process, but the variations are never exhausted. The structure is not imposed or predefined, but through the continual exchange of information, unexpected visual form emerges. Through directly engaging the software and changing the logical environment in which it operates, new behavior is determined and additional channels of interpretation are opened.

This software is the basis for my explorations into print, animation, installation, and responsive works. I work in printed media to expose the resolution of my processes and to provide a precise image of the state of system at one moment in time. I work in animation to exercise choreography and to have greater control over the development of the process. I create installations to explore the potential of relating my processes to the body and space. I build interfaces and objects that allow people to directly engage with the software to enable an understanding of the relation between the elements. It's through these different perspectives that a more complete understanding of the process emerges.

The act of writing software is a very obscure activity with little public understanding. While many people have a basic knowledge of the steps involved in creating a painting or novel, very few have any idea what is involved in creating a work within the software medium. Over the past four years, I've been collaborating with Ben Fry in developing a software application called Processing, a programming language and environment to raise software literacy in the community of artists and designers. On one level, Processing is a software sketchbook, a tool for getting ideas for software out of your head and into code as quickly as possible. We developed Processing because we thought we could develop a better better tool for creating our work and could simultaneously develop a better environment for teaching concepts of software and interaction within design and art schools.

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Walter Edward Jones: President, Constellation Communication Corp., Atlanta, GA
Kirsten Smith: Technology Officer and Labs Manager, Center for Information and Communication Sciences (CICS), Ball State University.

constellation corporation


Kirsten Smith - Technology Officer and Labs Manager, Center for Information and Communication Sciences (CICS), Ball State University

Kirsten Smith is the Technology Officer and Labs Manager at the Center for Information and Communication Sciences (CICS) at Ball State University where she schedules and trains Graduate Assistants, provides faculty support by developing labs for a variety of classes, advises student projects and teaches Internetworking classes.  She is a Cisco Certified Academy Instructor and helps lead the Cisco Area Training Center of Indiana administered from Ball State.  She serves as Assistant Director of the Software Engineering Research Center (SERC).  SERC is an industry/university cooperative center created by the National Science Foundation to increase research in software engineering. She is the Director the Software Testing Institute within CICS, working with industry partners on usability issues.  Current research focuses on developing an Expert Reviewer Tool (ER Tool) to improve software Usability.

Ed Jones – President, Constellation Communication Corp., Atlanta, GA

Ed Jones has spent nearly thirty years crafting communications programs for companies that lead prospects and employees to improve the bottom line of business - turning many large corporate communications programs inside out, with dramatic results. Ed is equal parts finance, marketing, sales and creative.  Ed has performed sales, sales management, staff, marketing and corporate training roles before founding an independent research and consulting firm specialized in ROI on business communications and events.

Jones developed the “Financially Justified Selling” curriculum for AT&T and introduced the concept of the “Payback Ratio” for event marketing and internal events.  Ed authored several communication project planning and execution models used by the world’s largest communications agencies and by major companies such as Coca-Cola, AMD, Owens Corning, Intel and others, introducing the behavioral model for understanding buyer readiness and how to motivate prospects through marketing communications projects and events.

Ed developed sophisticated research techniques that align prospects, customers and internal clients with matching messages and value. Research techniques include analyzing all types of communications projects and events, and his team is often called upon to diagnose and prescribe remedies for the largest events for event intensive companies like Gartner Group.

Jones also provides tools for choosing the best mix of events and communication techniques, including Digital Media and the Web, to get the message across in a pervasive and persuasive manner - a manner that leads to action.


Teaching the “Business” of Digital Media

This presentation will be of interest to anyone interested in curriculum development and in practical ideas for class and lab activities.

Digital media, pervasive in all forms of contemporary business communication is powerful and creative and therefore holds a strong fascination and reward for developing artistic output. Digital media is also technology based and requires a significant focus on the technology. We believe that businesses need someone to oversee and manage the business impact of this array of creative and technological digital media assets. Why, because businesses must above all, manage their communication for clarity, consistency and effectiveness in obtaining action from their communication targets.

The presentation will include an overview of the issues surrounding digital content management and the tools available for managing digital assets. The focus will be on the ROI associated with effective and focused content management. Creating a unified content strategy involves four phases: Analyzing existing content and the processes involved in creation and management, designing information models and supporting metadata, creating a unified process for creation and management of content and finally, implementing that strategy. A learning project will be developed and available for members interested in adding a management perspective to their courses.

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Josh Bodnar: Lead Editor / Associate Creative Director, Digital Kitchen, Seattle

Josh Bodnar


Emmy nominated editor, Josh Bodnar, believes in the power of story telling thru editorial. Joining DIGITALKITCHEN in 2001 as editor, Bodnar's collaborative
abilities and infectious persona catapulted him into the world of design and motion graphics. While seamlessly blending the disciplines of design, animation, and live-action thru editorial, in 2003 Bodnar made the shift to begin creative directing.

Bodnar’s work is part of the New York Museum of Modern Art Permanent Collection and has been featured in trade publications including: Communication Arts, Screen Magazine, Post Magazine, ‘boards, Creativity, Stash DVD, Resfest Traveling Tour 2004, Youworkforthem typeface short film “ComServ”.

Bodnar's client list includes: HBO, Showtime, Sony, Sundance, MGM, NBC, CBS, FOX, OLN, Cartoon Network, DDB Chicago, Fitzgerald & Co., Lambie-Nairn, Saatchi & Saatchi, The Richards Group, McCann-Erickson, Publicis, Microsoft & GM.

Bodnar, originally from the Midwest, currently resides in Seattle, WA.


"An Interdisciplinary Working Style"

One of the coolest things about the creative environment is being able to provide unique solutions to extraordinary ideas that make an impact in the world around us.

Working in a “multiple hats” structure curates experimentation of the unknown. This experimentation is the idea that unexpectedly came from somewhere you never knew existed. When you’re physically working with the materials (‘squeezing the meatloaf thru your fingers’), you learn what can be expected of the medium, and how you can take advantage of accidents, and to push the medium to it’s limits.

By working in an interdisciplinary fashion you become aware of different ways in which you aren’t familiar with working. This unfamiliarity is one of the ways you can challenge yourself to bring bigger ideas to the table to promote forward thinking; that ultimately provides a unique solution to something, somewhere that know one has ever seen.

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DIGITALKITCHEN was founded on May 1, 1995 as a digital studio to cultivate and advance broader experimentation and creativity in full-motion electronic media, leveraged with an uncommon group of designers, producers, 3D artists, editors & directors.

DIGITALKITCHEN is firmly focused on unlocking the emotional connection by combining new technologies with modern filmmaking in unique and experimental ways to create an experience that resoundingly resonates with the viewer.

DIGITALKITCHEN invokes multiple communication disciplines working in areas such as broadcast television, celebrity affiliations & entertainment, as well as, environmental venue & event content. With offices in Seattle, Chicago, Los Angeles, the United Kingdom and France, DIGITALKITCHEN enjoys international scope.

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