FORM+CODE in Design, Art, and Architecture

  1. Abrams, Janet, and Peter Hall, eds. Else/Where: Mapping New Cartographies of Networks and Territories. Minneapolis, MN: University of Minnesota Design Institute, 2006.
  2. Alberro, Alexander, and Blake Stimson. Conceptual Art: A Critical Anthology. Cambridge, MA: MIT Press, 2000.
  3. Altena, Arie, and Lucas van der Velden. The Anthology of Computer Art–Sonic Acts XI. The Netherlands: Sonic Acts Press, 2006.
  4. Aranda, Benjamin, and Chris Lasch. Tooling. Pamphlet Architecture. New York: Princeton Architectural Press, 2006.
  5. Ashby, W. Ross. Design for a Brain: The Origin of Adaptive Behavior. 2nd ed. New York: Wiley, 1960.
  6. Ball, Philip. The Self-Made Tapestry: Pattern Formation in Nature. Oxford: Oxford University Press, 1999.
  7. Benthall, Jonathan. Science and Technology in Art Today. London: Thames & Hudson, 1972.
  8. Bertin, Jacques. Semiology of Graphics: Diagrams, Networks, Maps. Translated by William Berg. Madison, WI: University of Wisconsin Press, 1984.
  9. Bogost, Ian. Persuasive Games: The Expressive Power of Videogames. Cambridge, MA: MIT Press, 2007.
  10. Brooks, Rodney. “Cog Project Overview” . 2000.
  11. Brougher, Kerry, Jeremy Strick, Olivia Mattis, Ari Wiseman, Museum of Contemporary Art (Los Angeles, CA), Judith Zilczer, and Hirshhorn Museum and Sculpture Garden. Visual Music. London: Thames & Hudson, 2005.
  12. Brown, Paul, Charlie Gere, Nicholas Lambert, and Catherine Mason, eds. White Heat Cold Logic: British Computer Art 1960-1980. Cambridge, MA: MIT Press, 2009.
  13. Burnham, Jack. Software—Information Technology: Its New Meaning for Art. New York: The Jewish Museum, 1970.
  14. Cache, Bernard. Earth Moves: The Furnishing of Territories. Cambridge, MA: The MIT Press, 1995.
  15. Card, Stuart K., Jock Mackinlay, and Ben Shneiderman. Readings in Information Visualization: Using Vision to Think. San Francisco, CA: Morgan Kaufmann, 1999.
  16. Carpenter, Edmund Snow, and Marshall McLuhan. Explorations in Communication: An Anthology. Boston, MA: Beacon Press, 1960.
  17. Corne, David W., and Peter J. Bentley, eds. Creative Evolutionary Systems. San Francisco: Morgan Kaufmann, 2001.
  18. Davis, Douglas. Art and the Future: A History/Prophecy of the Collaboration Between Science, Technology, and Art. New York: Praeger Publishers, Inc., 1973.
  19. Dawkins, Richard. The Blind Watchmaker. Ontario: Penguin, 2006.
  20. Eco, Umberto. The Open Work. Translated by Anna Cancogni. Cambridge, MA: Harvard University Press, 1989.
  21. Fishwick, Paul A., ed. Aesthetic Computing. Cambridge, MA: MIT Press, 2006.
  22. Flake, Gary William. The Computational Beauty of Nature: Computer Explorations of Fractals, Chaos, Complex Systems, and Adaptation. Cambridge, MA: MIT Press, 2000.
  23. Fogg, B. J. Persuasive Technology. San Francisco: Morgan Kaufmann, 2003.
  24. Franke, Herbert. Computer Graphics, Computer Art. London: Phaidon, 1971.
  25. Frazer, John. An Evolutionary Architecture. London: Architectural Association, 1995.
  26. Fry, Ben. Visualizing Data: Exploring and Explaining Data with the Processing Environment. Sebastopol, CA: O’Reilly Media, Inc., 2008.
  27. Gerstner, Karl. Designing Programmes; Four Essays and an Introduction. Sulgen: A. Niggli, 1968.
  28. Gibson, William. Neuromancer. New York: Ace Books, 1984.
  29. Goodman, Cynthia. Digital Visions: Computers and Art. New York: H. N. Abrams, Everson Museum of Art, 1987.
  30. Gramazio, Fabio, and Matthias Kohler. Digital Materiality in Architecture. Baden, Switzerland: Lars Müller Publishers, 2008.
  31. Hays, K. Michael, and Dana Miller, eds. Buckminster Fuller: Starting with the Universe. New York: Whitney Museum of Art, 2008.
  32. Hight, Christopher, and Chris Perry, eds. Collective Intelligence in Design (Architectural Design). London: Academy Press, 2006.
  33. Hofstadter, Douglas R. Fluid Concepts and Creative Analogies: Computer Models of the Fundamental Mechanisms of Thought. New York: Basic Books, 1995.
  34. Jon Bird and Alan Dorin, Annemarie Jonson, Jon McCormackImpossible Nature: The Art of Jon McCormack. Melbourne: Australian Centre for the Moving Image, 2004.
  35. Kelly, Kevin. Out of Control: The New Biology of Machines, Social Systems & the Economic World. Reading, MA: Addison-Wesley, 1994.
  36. Kristine Stiles, and Peter Selz, eds. Theories and Documents of Contemporary Art: A Sourcebook of Artists’ Writings (California Studies in the History of Art; 35). Berkeley: University of California Press, 1996.
  37. Leavitt, Ruth, ed. Artist and Computer. New York: Harmony Books, 1976.
  38. Levin, Golan, Meta, Lia, and Adrian Ward. 4x4 Generative Design—Beyond Photoshop: Life/Oblivion. Olton, UK: Friends of Ed, 2002.
  39. Levy, Steven. Artificial Life: The Quest for a New Creation. New York: Pantheon Books, 1992.
  40. Lippard, Lucy. Six Years: The Dematerialization of the Art Object from 1966 to 1972. Berkeley: University of California Press, 1997.
  41. Lynn, Greg. Animate Form. New York: Princeton Architectural Press, 1999.
  42. Maeda, John. Creative Code: Aesthetics + Computation. London: Thames & Hudson, 2004.
  43. Maeda, John. Design By Numbers. Cambridge, MA: MIT Press, 1999.
  44. Mateas, Michael. “Procedural Literacy: Educating the New Media Practitioner.” On The Horizon. Special Issue. Future of Games, Simulations and Interactive Media in Learning Contexts 13, no. 2 (2005).
  45. Mihich, Vasa. Vasa. Los Angeles, CA: Vasa Studio Inc., 2007.
  46. Mitchell, William John, and Malcolm McCullough. Digital Design Media: A Handbook for Architects and Design Professionals. New York: Van Nostrand Reinhold, 1991.
  47. Montfort, Nick, and Ian Bogost. Racing the Beam: The Atari Video Computer System. Cambridge, MA: MIT Press, 2009.
  48. Morgan, Robert C., and Victor Vasarely. Vasarely. New York: George Braziller, 2004.
  49. NASA Evolvable Systems Group. “Automated Antenna Design.”
  50. Ono, Yoko. Grapefruit: A Book of Instructions and Drawings by Yoko Ono. New York: Simon & Schuster, 2000.
  51. Orkin, Jeff. “Three States and a Plan: The A.I. of F.E.A.R.” Game Developer’s Conference Proceedings, 2006.
  52. Owen, David. “The Anti-Gravity Men.” The New Yorker, June 25, 2007.
  53. Papert, Seymour. The Children’s Machine: Rethinking School in the Age of the Computer. New York: Basic Books, 1993.
  54. Paul, Christiane. Digital Art (World of Art). London: Thames & Hudson, 2003.
  55. Pearce, Peter. Structure in Nature is a Strategy for Design. Cambridge, MA: MIT Press, 1978.
  56. Peterson, Dale. Genesis II Creation and Recreation With Computers. Reston, VA: Reston Publishing Company, 1983.
  57. Petzold, Charles. Code: The Hidden Language of Computer Hardware and Software. Redmond, WA: Microsoft Press, 2000.
  58. Prueitt, Melvin L. Computer Graphics: 118 Computer-Generated Designs. Mineola, NY: Dover Publications, 1975.
  59. Rahim, Ali. Contemporary Techniques in Architecture. London: Academy Press, 2002.
  60. Rappolt, Mark, ed. Greg Lynn Form. New York: Rizzoli, 2008.
  61. Reas, Casey, and Ben Fry. Processing: A Programming Handbook for Visual Designers and Artists. Cambridge, MA: MIT Press, 2007.
  62. Reichardt, Jasia. Cybernetic Serendipity: The Computer and the Arts. New York: Praeger, 1969.
  63. Reichardt, Jasia. Cybernetics, art, and ideas. New York: New York Graphic Society, 1971.
  64. Reichardt, Jasia. The Computer in Art. New York: Van Nostrand Reinhold, 1971.
  65. Resnick, Mitchel. Turtles, Termites, and Traffic Jams: Explorations in Massively Parallel Microworlds (Complex Adaptive Systems). Cambridge, MA: MIT Press, 1994.
  66. Rinder, Lawrence, and Doug Harvey. Tim Hawkinson. New York: Whitney Museum, 2005.
  67. Rose, Bernice, ed. Logical Conclusions: 40 Years of Rule-Based Art. New York: PaceWildenstein, 2005.
  68. Ross, David A., and David Em. The Art of David Em: 100 Computer Paintings. New York: Harry N. Abrams, Inc., 1988.
  69. Ruder, Emil. Typographie: A Manual of Design. Zurich: Niggli, 1967.
  70. Russett, Robert and Cecile Starr. Experimental Animation: Origins of a New Art. Cambridge, MA: Da Capo Press, 1976.
  71. Sakamoto, Tomoko, and Ferré Albert, eds. From Control to Design: Parametric/Algorithmic Architecture. New York: Actar, 2008.
  72. Schöpf, Christine, and Gerfried Stocker, eds. Ars Electronica 2003: Code:The Language of our Time. Linz: Hatje Cantz Publishers, 2003.
  73. Simon Jr., John F. Mobility Agents. New York: Whitney Museum of American Art and Printed Matter, 2005.
  74. Shanken, Edward A. Art and Electronic Media. London: Phaidon Press, 2009.
  75. Shneiderman, Ben. “Treemaps for spaceconstrained visualization of hierarchies,” December 26, 1998.
  76. Silver, Mike. Programming Cultures: Architecture, Art and Science in the Age of Software Development (Architectural Design). London: Academy Press, 2006.
  77. Skidmore, Owings & Merrill. Computer Capability. Chicago, IL: Skidmore, Owings & Merrill, 1980.
  78. Sollfrank, Cornelia. Generator: Programmierte Verführung (Programmed Seduction). New York: Distributed Art Publishers, 2004.
  79. Spalter, Anne Morgan. The Computer in the Visual Arts. Reading, MA: Addison-Wesley Longman, 1999.
  80. Strausfeld, Lisa. “Financial Viewpoints: Using point-of-view to enable understanding of information.”
  81. Thompson, D’Arcy Wentworth. On Growth and Form: The Complete Revised Edition. New York: Dover, 1992.
  82. Todd, Stephen, and William Latham. Evolutionary Art and Computers. Orlando, FL: Academic Press, Inc., 1994.
  83. Toy, Maggie, ed. Architecture After Geometry. London: Academy Editions, 1997.
  84. Tufte, Edward R. The Visual Display of Quantitative Information. Cheshire, CT: Graphics Press, 1983.
  85. Tufte, Edward R. Visual Explanations: Images and Quantities, Evidence and Narrative. 4th ed. Cheshire, CT: Graphics Press, 1997.
  86. Volk, Gregory, Marti Mayo, and Roxy Paine. Roxy Paine: Second Nature. Houston, TX: Contemporary Arts Museum, Houston, 2002.
  87. Wardrip-Fruin, Noah, and Nick Montfort, eds. The New Media Reader. Cambridge, MA: MIT Press, 2003.
  88. Whitelaw, Mitchell. Metacreations: Art and Artificial Life. Cambridge, MA: MIT Press, 2004.
  89. Whitney, John H. Digital Harmony. Peterborough, NH: Byte Books, 1980.
  90. Wilson, Mark. Drawing With Computers. New York: Perigee Books, 1985.
  91. Wood, Debora. Imaging by Numbers: A Historical View of the Computer Print. Chicago: Northwestern University Press, 2008.
  92. Woodward, Christopher, and Jaki Howes. Computing in Architectural Practice. New York: E. & F. N. Spon, 1997.
  93. Youngblood, Gene. Expanded Cinema. New York: E. P. Dutton, Inc., 1970.
  94. Zelevansky, Lynn. Beyond Geometry: Experiments in Form, 1940s–1970s. Cambridge, MA: MIT Press, 2004.