Ted Davis (*1983) is an American media artist and designer based in Basel, Switzerland, where he's an interaction design lecturer within the Visual Communication Institute at the Academy of Art and Design FHNW. He holds a BA from California State University Chico and an MFA/MAS from UIC/HGK International Master of Design in Basel. Research activities include visual search and interfacing future image databases. His own work and teachings focuses on image making via programming new and newer media, along with embracing error and glitch, while questioning the ideal and mimetic conditions digital media is asked to encompass. Well versed in textual and visual programming languages for motion, print and web mediums, he advocates taking hold of the computer’s ability to design possibilities beyond that of the hand or mouse.
→ ted [at] teddavis [dot] org
→ download cv/resume pdf
DEC _ TALK: Freiburg, REGIONALE 18 @ E-WERK » Artist Talk w/ Astrid + Ephraim Wegner
NOV _ EXHIBIT: Basel, REGIONALE 18 @ HeK » OscillDraw_NotRecognized (angel/dragon/flying_saucer/mermaid)
NOV _ EXHIBIT: Freiburg, REGIONALE 18 @ E-WERK » OscillBody + OscillType
NOV _ EXHIBIT: Freiburg, REGIONALE 18 @ L6 » FORMBIT 03
NOV _ ACTION: Brugg, Tag der Forschung @ FHNW » basil.js, book publishing w/ big data
NOV _ ACTION: Langenthal, 25 Years @ Kunsthaus Langenthal » thermal photobooth w/ mapping on balloons
NOV _ ACTION: Basel, NERDYARD @ Markthalle » oscilloscope + thermal photobooth
OCT _ EXHIBIT: Winterthur, Jungkunst » youtube.pawgorithm + OscillDraw
SEP _ EXHIBIT: Seoul, Typojanchi Biennale » OscillBody + OscillType + Kinectype
SEP _ TALK: Seoul, Typojanchi Biennale » New + Newer Media: Alternative Outputs
AUG _ EXHIBIT: Basel, display this play @ DOCK » OscillDraw_hamburger
JUL _ WORKSHOP: San Francisco, The Mix @ SFPL » New + Newer Media workshop with teens
JUL _ WORKSHOP: Basel, Time: Designed @ IVK HGK » w/ Gregory Vines
MAY _ WORKSHOP: Luzern, Processing Textiles @ HSLU » Generative design with Processing on loom
APR _ ACTION: Basel, Internet Yami-Ichi @ HeK » w3b_scr0llz : internet thermal printed by the meter
APR _ TALK: Chicago, Practice Maneuvers @ UIC School of Design, Panel discussion on defining design practices
DEC _ TALK: Luzern, MA Design Talks @ HSLU » Presentation of works
NOV _ PERFORMANCE: Greenwich, Sound-Image Conference @ University of Greenwich » wellewellew generative A/V performance
OCT _ WORKSHOP: Seoul, Typojanchi Pre-Biennale » Kinetic Typography by Gesture
SEP _ WORKSHOP: Basel, Ein Tag der Typografie » Intro to basil.js
JUL _ WORKSHOP: Basel, Time: Designed @ IVK HGK » w/ Gregory Vines
MAY _ WORKSHOP: Seoul, PaTI, Paju Typography Institute » basil.js generative design
APR _ EXHIBIT: Basel, Digital Abstraktion @ HeK » TXT2IMG
JAN _ WORKSHOP: Bremen, Audiovisuality » Processing Input, w/ Stefanie Bräuer
JAN _ ACTION: Zürich, LUDICIOUS » POS D-A-S-H Video Game Installation
NOV _ EXHIBIT: Basel, REGIONALE 16 @ Kunstraum Florenz » FORMBIT 02, A/V Interactive Interaction
JUN _ EXHIBIT: AT/CH/DE, 100-Beste-Plakate » NEW + NEWER MEDIA poster
MAY _ RESIDENCY: Zürich, Immersive Lab @ ICST, Zhdk » Developed A/V work FORMBIT,
MAY _ WORKSHOP: Basel, Glitch @ HeK » Intro to Glitch
MAY _ SCREENING: Basel, Glitch Film @ HeK » Co-curated short film program with Alexandra Adler
APR _ TALK: Chicago, Design Colloquium @ UIC » Presentation of MFA thesis and recent works
MAR _ TALK: Paris, reFrag:glitch » glitchclass teaching highlights + tools to counteract OS X glitch censor
DEC _ ACTION: Rio de Janeiro, swissnex » Thermal Photobooth V.03 + Intro to Glitch Workshop
AUG _ ACTION: Zürich, EMEX 2014 » Thermal Photobooth V.01
JUN _ TALK: Crete, DUXU @ HCII 2014 » "Interfacing CBIR: Designing Interactive Widgets [...] in Face Image Retrieval"
MAY _ ACTION: Karlsruhe, appartaward @ ZKM » jury member
2008 –> // Created after having my ego put in check by learning about the term 'glitch' while embracing that realm. As the name states, everything has been done, you likely just don't know of it. We can therefore only hope to make minor advances upon what already exists.
2009 –> // TEXT2IMAGE is based on exploring the volatility of a digital image by exploiting the fact that on a digital level, all media is speaking the same language [text is audio is movie is image]– the user can enter text of any length, which is transcoded into a JPEG image, revealing an abstract visual for that exact text.
2011–> // A version of TEXT2IMAGE specifically designed for iOS touch usage.
TEXT2IMAGE App Demo
2011 // Video demo of TEXT2IMAGE iOS App
2012 // Revealing both the surface and structure of the very latest Flickr uploaded image, it allows the user to find and replace all instances of one particular HEX byte, therefore glitching the stream as it comes in.
2009 –> // HEADer_REMIX reveals the image structure ‘header‘ or instructions of how the digital image is told to render. Through the precise mishandling of this region, the image contents are forced to display according to how the values have been set.
2013 // An interactive exploit of the OPENGL graphics card buffer.
2008 // An exploration of byte swapping.
2008 // An exaustive research into the quantization region of the JPEG image header.
2012 -> // Beta platform for crowd sourcing a glossary of glitch terms, inspired by GLI.TC/H 2112 threads.
2012 // Spontaneous hack during GLI.TC/H 2112 to enable idea during textual glitch working group.
QUANTIZATION IN MOTION
2014 // Visualizes the effects of pushing key components of JPEG compression (DCT) beyond an ideal state. This results in a stable glitch, making a transparent process opaque and demonstrates the rich set of aesthetics a digital image holds within.
visuals + creative coding
2017 // XYScope is a library for Processing to render graphics on a vector display (oscilloscope, laser) by converting them to audio.
2016 // youtube.pawgorithm exists to help one find obscure data within online media platforms. pawgorithm imitates a cat walking across the computer keyboard, providing a random search for a video with less than 100 views and 3 minutes in length.
2015 // FORMBIT revolves around the interactive translation of a 2-dimensional design from the viewer and its extruded 3-dimensional form. Orbiting at oscillating speed and distance, this modulates 8-16 channels of audio, mapping the luminosity of physical space to a synthesizer’s frequency and amplitude. Part of ICST@ZHdK's Immersive Lab
2015 // FORMBIT 02, is a customized 3 wall projection, 8 channels audio, version of FORMBIT. In this installation a tablet is used for the 2-dimensional design's input. This work has been exhibited in the Kunstraum Florenz Basel as part of REGIONALE 16.
LED FACADE MANOR
2011 // Projection of 51 animations built by further glitching TEXT2IMAGE's for the invite to provide artistic content for MANOR's media facade.
LED FACADE SCHAULAGER
2011 // Projection trailer as part of entire identity for SGKM 2011 media conference held at Schaulager, Basel.
2011 -> // confaBOT explores the relationship between text and image by exploiting the excess of metadata [keywords + tags] our digital media and images are annotated with in order to retrieve them in the future. Interacting with an online chatbot, the conversation is paired with relevant images to every sentence said.
CONFABOT App Demo
2012 // Video demo of confaBOT iOS App
2012 // A special two computer interactive installation, exhibited at eikones Basel, as part of an exhibition of word+image. In this constellation, either computer would begin with a chatbot conversation until another user sat down at the other computer. At this point, each would be able to communicate, under the guise of talking with a chatbot.
2014 // net.art work to help find ultrashort videos on youtube.
2012 // net.art work for FA-G online gallery exploring unicode characters in overlapping combinations through the x-y movement of a users mouse to generate new compositions.
2012 // Generative compositional tool through the simple concept of overlapping html div's being hidden and revealed.
2014 // Now closing windows with 10% more speed!
2016 // POS D-A-S-H repurposes a mundane check-out register (Point-of-Sale, POS) display, for a dodge game in the spirit of early arcade.
NEW + NEWER MEDIA
2014 // 2014 VIS_COM HGK FHNW LECTURE SERIES NEW + NEWER MEDIA concept, organization and design.
2014 // Interactive thermal photobooth installation for launch of swissnexbrazil's event space in Rio de Janeiro.
2012 // Photobooth installation for our institute's open house, transcoding a webcam photo through Processing to output a typophotographic rendering with unicode characters using a thermal (receipt) printer.
2014 // Plotty Jr. was commissioned to reproduce two ink drawings as an alternative to other printing methods for a limited edition series. A variety of different pens and pencils offered diverse qualities to that of the original drawings.
2012 // Trailer for GLI.TC/H 2112 documenting the analog glitching of an old pen plotter programmed to design a t-shirt entry for the festival.
CAMERA » SERVO » RANDOM
2011 // Visual and audial rhythms created with the use of a webcam atop a servo motor controlled by an Arduino, utilizing varying delays between random movement instructions.
2012 –> // In collaboration with Benedikt Groß + Ludwig Zeller, basil.js is a library to make programming within Adobe InDesign more accessible to designers. Heavily inspired by Processing + Processing.js, its syntax enables our institute's interactive foundation courses to expand knowledge in this language to all things print.
2012 // In collaboration with Stefanie Bräuer, inspired by conversation with Anne Röhl + Martin Golombek, our extensive tape collection was made available to the public for a one day action in KECK Kiosk to produce postcards which were then documented and sent on their way.
2013 // In collaboration with Andrea Davis, a week long residence was spent enacting a handful of experiments within the RFID position enabled art library. This involved culminating and parsing a database of book movements since 2010 to reveal previously unknown histories within the collection.
2011 // In collaboration with composer David Dvorin and performed by The California E.A.R. Unit, a seven movement music piece was given interactive visuals through the use of timed and MIDI triggered events, enabled with Isadora– a visual programming environment.
oldies but goodies
2008–2014 // While today embarrassing in numerous of ways, it's impressive how long this previous site served my needs. Offered as a view into how/where my own work has shifted.
2008 // Created as an entry to the online Pixelstorm Award, it helped kick off what would become a growing interest in creative coding.
2005 – 2006 // A photo series made while living in New York for the summer of 2005. The following year they were Repro printed and wheat pasted to roughly 1:1 human scale for an exhibition at California State University of Chico.
2006 -> // An exploration of combining two obsessions, printmaking + vinyl. Both intaglio and screenprinting techniques were used directly from and on the vinyl record.
2008 // A short video documentary of the [former] projected number call system at the local inhabitants office of Basel.
2014 // Quick investigation with Processing, Isadora and Syphon to try and mimic the stargate sequence of space odyssey 2001.
teddavis.org meets kidsitting
2014 // more than just a website, teddavis.org fulfills all of your entertainment needs!
THERMAL PHOTOBOOTH DITHER FEEDBACK AUDIO
2014 // Adding an audiofeedback mode to Thermal Photobooth Installation v.01.
feedback_x audio generator
2013–> // FEEDBACK_X is the working title for an audio/visual performance currently in development. This follows a growing fascination of the endless outputs that optical feedback can produce, particularly when preventing a total feedback washout.
oscilloscope meets keyboard
2013–> // Initial experimentation feeding sound into an oscilloscope for that warm and fuzzy analog glow. Nevertheless, the footage was miraculously glitched while transferring from phone to computer = must be witnessed in person.. not documented?
sf-muni transit mapped
2013 // A map of downtown san francisco is revealed by visualizing real-time sf-muni bus gps coordinates.
2012–> // Video demonstration of the live version of TEXT2IMAGE, reprogrammed using openFrameworks. Currently in development.
2012 // While beginning to learn openFrameworks, stumbled across this GPU rendering glitch. Held back from release for fear of the damage it may cause to ones vision...
2012 // Based on HIDE+DIV, an automated movement between div's was implemented for an endless generation of animated abstract compositions. Website release pending..
thermal printer in a drawing loop
2012 // First experiments with a thermal printer + processing. just simply draw » ascii text using 4 shades of glyph. huge thanks to undef.ch and georgecostanza.ch for getting the programming ball on this one rolling.
2011 // Basic experiment playing with Kinect + Isadora + Synapse + Tryplex to use a few key body part points to map and scale videos.
2011 // Experimenting with short animations produced from TEXT2IMAGE's, they were combined and cut on the fly using Isadora.
2011 // Experiments in crossing rca/cinch cables of audio and video signals. Fed through a loop pedal, sometimes given high gain, the image becomes audible and the sound becomes visual.
2011 // Entry for the International Pixelstorm Award.
2011 // Analog + Digital machine for demonstrating purposes in teaching a generative design course.
2011 // Finder + Unix functional hack. Technique learned during the workshop DEFAULT_SYSTEMZ by Tom Walsh.
2010 –> // A crash course in HTML, CSS and CMS implementation, covering all topics of website creation starting from the first line of markup to FTP'ing it into 'space'. Exercises include a HTML only homage to GeoCities [RIP], CSS typographic compositions and the personalization of a simple CMS to document ones own work [often taught parallel to GLITCH course].
generative design tools
2011 // Through 'creative code' a system is developed in which generative design/imagery can exist [utilizing Processing as a coding environment]. From here an emphasis is placed on trying to get past the generative [unlimited renderings] and into the realm of being a tool. Through customization and interaction by the author/user, this will give the output imagery a wider range of results.
2011 –> // As an alternative to text based programming, Isadora, a tool designed for visual programming of performance/stage design, is used for creating interactive rich installations. Often following the same logic of other programming languages, this tool enables one to quickly patch together various sensors/inputs for creating non-linear narrations for the user to experience.
processing + plotters
2012 // In this class an understanding of computational design is gained, aided through the Processing language for a foundation in programming logic and skills. Beyond programming for the screen, an emphasis is placed on using previous 'new media' [pen plotters from the 1980's] as a physical and tangible output of infographic designs.
2012–> // Looking under the hood of digital images, this course explores how they work and what makes them tick. A workflow of ones own is developed that takes advantages of faults in design software suites, 'precise mishandling' of file formats, or through the embracing of errors in an analog process. Each have the aim of revealing a new surprising aesthetic and further exploring a lineage of results.
2013 // This course explores extending Adobe InDesign through programming, made more accessible by the basil.js library. basil.js enables designers to gain a quick grasp on both the complete generative and pushing existing designs in a generative direction. In its last iteration, print-on-demand and date/time were used as influential input components to modify design.
LASER LETTERS 2016
2016 // In this course, students learned Processing, while combining audio + typography (w/ libraries Minim + Geomerative) with the final result being output using a mixture of video projection and laser projection.
PLATTFORM GLITCH 2014
2014 // Documentation of Glitch class scaled to a group of 25+ students. Accomplished by individual student Tumblrs, mashed together for group critiques.
2014 // Documentation of course entitled ‘APPLYING GLITCH AESTHETICS’, investigating how the glitch could be applied to a particular design brief.
2013 // Documentation of exhibiting the course entitled 'EMBRACING ERRORS', opening the realm of glitch up to analog workflows.
2012 // Documentation of exhibiting the course entitled 'PRECISE MISHANDLING'.
processing nees app
2011 // An iOS app built around an exercise with 1. year BA students. Beginning with a randomly selected facsimile of Georg Nees Generative Computergraphic works, students had the task of recreating this image in both static and interactive form with Processing.
processing nees app demo
2011 // Video demonstration of P5NEES [processing nees] app, optimized for iOS devices.
processing nees online
2011 // Online version of P5NEES [processing nees], optimized for browser use.
2014 // Exploration of browser animations using the skrollr.js library, combined with introduction to HTML for 1st year BA students.
[glitch/html – riem ibrahim]
2012 // Focusing on film file formats, great explorations were made that fit the context of material fed in.
[glitch/html – juo-yu chang]
2012 // A fascinating workflow for the PNG format was discovered. A mundane photo of pins on the wall was transformed into a rich urban or desert landscape.
[glitch/html – kate koyama]
2013 // Exploring the iOS camera's recently implemented panoramic function, a variety of situations and experiments tested the output of a closed box system. Discussion as to the validity of this technique as glitch was also made with a Flickr group forum.
[glitch – engy aly]
2013 // Embracing errors, these silk screen implicit imperfections were undoubtedly questioned by our institutes printmaker... in the end, they were deemed 'originals'.
[glitch – jessica campbell]
2013 // A workflow for glitching within design software was discovered and utilized for an applied poster design concept.
[generative tools – Linda Dagli Orti]
2011 // A tool was created for exploring audio visualization, capable of both live performance and vinyl/cd package design, by analyzing an overlay of each/all tracks of an album.
[generative tools – Leila Kuenzer]
2011 // A tool was built to utilize local and/or remote imagery, mixing and collaging the materials in a variety of ways.
[generative tools – Gaëlle Renaudin]
2011 // A tool for typographic poster design, by manipulating the geometric points found when extrapolating type.
[visual programming – Kimberly Paulus]
2011 // A syncro-shifting 2 player game was designed based on the theme of making temperature visible.
[html – Laurent Rueff]
2011 // Going above and beyond the given exercises, some very creative HTML/CSS explorations were made.
[html – Alexandra Kaufmann]
2011 // Took the inputs that were given and created something very nice with it, in particular testing the possibilities of :hover.
[html – Alena Staehlin]
2011 // Clean examples of using CSS for typography.
[html – Safak Korkut]
2011 // Pushing the possibilities of content delivery via CSS.
[html – Martin Golombek]
[we love stacey]
2011 // Typographic students, after having used their new CSS knowledge to personalize the simple CMS, StaceyApp, showing their love and excitement for the topic.
mdes program coordination
ted's [world famous] tour
2011 –> // It's no surprise that students flock from all over the world to study design in Basel. It's a lesser known fact, that Ted's Tour plays a great role in that decision... Captured GPS data of the walk was then overlaid on each master students city of origin.
MDES UIC/HGK Basel website
2011 –> // Upon assuming coordination responsibilities for this master program, an initiative was taken to design and implement a website of its own. Processing.js was used to richen the experience for applicants with simple geometric interactions on each page.
catalogtree infographic workshop
2012 // In organizing an infographic workshop with Catalogtree, aerial photography was needed to document large physical layouts. First testing a quadcopter, helium balloons provided a much smoother flight. Trial and error played a meta-role during this process.