Video summary
Eric Socolofsky opens his talk by introducing the concept of using data as a creative constraint within an artistic or visualization process, drawing parallels to how constraints provide a sturdy framework for experimentation in traditional art. He argues that while data does not necessarily dictate the final form, it serves as raw material that can be chiseled into new expressions, effectively bridging the gap between pure art and functional communication. This approach creates a dynamic cycle where one can either bring data into art to create "data art," or conversely, apply artistic perspectives to standard data visualization to produce what is often termed "artful data viz." By moving back and forth between these two modes of thinking, creators can enrich their work, adding depth and nuance even when the final output prioritizes clarity and legibility over visual complexity.
The core of Socolofsky's presentation focuses on generative art as the most applicable artistic domain for visualization, exploring techniques such as algorithms, randomness, particle systems, recursion, motion, and color. He illustrates how algorithms can define complex system behaviors, generate textures, or even create empathy by adding personality to data elements, citing examples like Sol Lewitt's rule-based wall drawings and software-executed equivalents by Casey Reas. Furthermore, he demonstrates how randomness and probability can represent inherent fuzziness in analog instruments or visualize uncertainty in polling data without being chaotic, while particle systems allow for the simulation of natural phenomena like flocking birds or viral social media trends through simple interaction rules between individual elements.
Socolofsky also delves into the use of recursion and repetition to model processes in genetics, machine learning, and even audio resonance, alongside the power of motion to bestow personality and illustrate change over time. He highlights how color can be sourced creatively from photographs or video frames rather than just using standard palettes, thereby encoding temporal or spatial information directly into the visual aesthetic. However, he concludes with a crucial caveat: while these artistic techniques celebrate complexity and engagement, they must be applied responsibly depending on the specific context, audience, and goal of the visualization. He emphasizes the need for data professionals to find a balance between precise numeric work and designed, engaging storytelling, encouraging the community to learn from one another to create visualizations that are both beautiful and effectively communicative.
Read the full video transcript
hi um so we're kind of in the doldrums
of the afternoon we just had lunch two
full talks ago so you'd like to stand up
and stretch for a moment please do I'll
just prattle for a little bit while you
shake it all
out um okay sit
down uh so I've been wanting to come to
open visc comp for quite a while this is
the first time that I've been here and I
finally figured out how to do it which
is to have Irene pay for it so thank you
for having me um and I was talking to
Jim yesterday and I understand that that
from the gym that the art talk is kind
of the art talk is kind of an uncommon
thing here so that either means the bar
is very low or it's very high and I'm
not exactly sure but we'll find out um
so I wanted to talk about this concept
of using data as a creative constraint
to an artistic or creative process um
and uh I think that as as creative
people here in the room we're all
familiar with the concept of constraints
in a creative process or an artistic
process Charles Zs famously said that
design depends largely on constraints
constraints give us a wall to lean
against they give us they they they
limit the number of variables that we
have to balance and give us a sturdy
framework upon which we can experiment
um so to bring data as a constraint into
your process does not mean that the data
will dictate the form or the output but
it kind of offers us a raw material that
we can um use uh to chisel down into a
new artistic expression so that's this
concept of bringing data into your art
um and that was the sort of founding
concept that I was going to base this
talk on but I realized that the way that
I do work does some of that and then it
also actually goes the other Direction
which is to bring the artistic
perspective to your
visualization um cute kid
huh uh so uh data visualization
fundamentally is communication um
communication is a fluid medium takes on
the characteristics of the communicator
of the the content that you're working
with and and often of the audience
itself so mclin's concept of the medium
being the message I think is very uh is
very true for data visualization as well
the techniques that you use to visualize
your data have an outsized impact on the
perception of the data so if you bring
artistic thinking or presentation into
your your data visualization practice
then you're you're offering new avenues
for communication about your data so we
talked about bringing data into our art
and I think that that generally results
in what we refer to as data art um which
is uh soort first and foremost it's it's
art right the intention is to generate a
an artistic work um and then the data
are used to augment the art in some way
or to constrain the art and we can go
back the other direction which is to
bring an artistic process back into our
data visualization work um and this uh I
think results in what marit Stoner most
recently referred to as Artful data Vis
in applied context or bespoke
visualization um and these Concepts this
way of moving back and forth between
data and art are is a way that you can
think about how you produce your work
but it's also a research technique so if
you expose yourself to both processes
sort of in in this cycle I think it will
uh add richness to the work that you
present even if the work that you
present is not necessarily visually
complex
um or you know if it's more sort of
succinct and um and legible is is your
focus then this can still I think apply
in any way of thinking about your work
so in terms of Art in general um I think
the the area of art that is the most
applicable to data visualization in my
perspective is generative art um
generative art means a lot of things to
a lot of people I'm not going to try to
Define it exactly but I'll try to sort
of describe it um it also has a lot of
aliases so it's known as algorithmic art
creative coding is a newer term
procedural art and even just computer
art whatever that means I guess it means
generative art um and uh there are a
number of characteristics of generative
art that I think help to describe it so
the first is that of course it's
generative right you generate something
through a process and that process
usually uh employs a set of rules a
system within that which the rules sort
of bound the transformation of your
input into some sort of output um and in
generative art uh Works generally or not
generally actually sometimes you have
emergent Behavior so when you feed
something into this set of rules you
don't necessarily know what's going to
come out the other end it's not a
requirement of generative art to have
emergent Behavior but I found that some
of the most compelling works of
generative art do exhibit emergent
Behavior think in the concept in the
context of data visualization emergence
is not necessarily something we want
because if we don't know how our end
result is going to look then how do we
know how we're going to convey and
communicate to people so um there pros
and cons depending on how you're looking
at it um sorry I have another bullet
point slide and then one more after this
we'll get through it uh there's a number
of techniques that I think are
applicable from generative art to data
visualization can think of algorithms
Randomness and probability particle
systems recursion and repetition motion
and color so I'm going to dive into each
of these at varying levels of depth and
look at how they're used in generative
art and then also how they can be
applied to visualization
we'll start with algorithms um so
algorithms can be used to illustrate
behaviors of complex systems you can
create an algorithm that sort of defines
the way uh elements uh sort of appear in
your work um you can use them to
generate textures to indicate some
quality of the data or even to act as a
backdrop to the data in which case the
data become apparent as sort of negative
space against this algorithmic texture
um and you can use algorithms to
generate empathy if you use algorithms
to add character or personality to the
elements of in your your visualization
or your artwork then you have the
opportunity to introduce an epithetic
link between the data and your audience
so this piece in the background here and
this one are both solowit pieces uh
solowit is a generative artist that I
think a lot of us are familiar with his
work um primarily in the 20th century
was uh concerned with drawing things on
walls and Galleries and the way that he
would go about this is to write a set of
rules and present this written set of
rules to an artist or a group of artists
who would then execute these rules on
the wall um often with pencil or uh some
other form of marking um so the rule set
for for this piece is lines while
drawing 69 lines not long not straight
not touching drawn at random using four
colors uniformly dispersed with maximum
density covering the entire surface of
the wall so this is one of many examples
of how this set of rules could have
played out in a gallery context um the
point is that it's all about this uh
sort of process that emerges or this
this piece of of of art that emerges
from the rues set he's created casus is
a oh no uh
internet sorry I oh internet no internet
do we have a wired connection I'm sorry
I totally forgot about that
detail bear with me oh have you guys
seen
this can I do
it it doesn't work it in bed when you
don't have internet and you load up a
page uh that shows little dinosaur
because um in Chrome uh you can if you
start messing with your arrow keys and
the dinosaur comes to life and you can
start playing this little game where the
dinosaur runs around and hops around so
you can't do it in the Ed player so I
can't Entertain You while we get the
internet working what's
that I don't want to do
that okay let's try refreshing
maybe oh no I'm sorry totally forgot
about this detail and I can't see where
system preferences is is this it
YES Network where's
Network
connected
sorry well I should have to use Wi-Fi
right I should be able to should just go
right it looks like I'm there let's try
one more
time oh go back all right we got it
thank
you okay Network thank you sorry um
where's my M I need it okay so this is a
piece by Casey Rus um he also follows a
very similar pattern to solo wit before
I get into that I'll say that he might
be familiar to some of you is the
co-creator of processing with Ben Fry at
fathom here in Boston um and Casey's
practice is very similar to Sola wits
and that he will also set up a set of
rules and then instead of having artists
execute his rules he has software ex
execute his rules um and he'll often
even display his rule set alongside his
his works on the wall in the gallery uh
so the rule set
here sorry is a rectangular surface
filled with instances of element three
which is another rule set each with a
different size and color draw a tiny
transparent circle at the midpoint of
each element increase a circle's size
and opacity while its element is
touching another element and decrease it
while it's not so we can see similar to
solid wit that this pattern emerges this
this artwork emerges based on the set of
rules um here's an example that is more
directly tied to data visualization this
is a piece by nervous system also in
Boston um in which they have an
algorithm that generates what they call
a highly controllable and isotropic
macroscopic foam structure sorry
Amanda um it's both lightweight and
strong it's a cellular structure and
what they do is they adapt the density
of that
foam they adapt the density of the foam
per the foot strike of the runners uh
they have the sample individual runnner
foot strikes so we'll see here in a
moment the areas of highest force from
the foot strike are the areas of dense
of the highest density in that foam that
generated with an algorithm so the
presence of the data actually
manipulates the algorithmic texture here
um this is a piece that I did for staman
for uh news visualization showing a news
organization that shows um the stories
uh that are getting the most views at
the center of a cluster that's
determined by all of the other uh
stories within that section so this
algorithm is a simple clustering
algorithm that lumps together everything
that's in the same section of the paper
um but by using an algorithm applied to
a particle system I can then sort of
remove that algorithm and allow the
particle system to fall back into a more
uh standard
layout um Randomness and probability is
another technique that uh is used to
great effect in generative art um I
think less frequently in uh data
visualization but we can use it um we
can use it to indicate natural variation
that's inherent in the data for which
the quantity is undefined or perhaps not
as useful to understanding the patterns
within the data um we can use it to
represent buzziness in data so data are
observations fundamentally and they're
not always precise like analog
instruments for example have a lot of
inherent fuzziness uh and then uh or
noise um using probability to represent
probability itself is something that we
often have to deal with as data
visualizers this is a very early example
of a generative artwork uh in which
Randomness is very critical it's called
musicales Vel apologies to any native
German
speakers
um and basically what you do is you roll
the
dice and you hear things if the video
play
please
whoa all right no
play
[Applause]
um doesn't sound particularly random
because it's Mozart uh and it's a bunch
of individual pieces that are stitched
together in the order DET determined by
your die
rolls uh jumping ahead a bit in time
this is an moving from sound to visuals
this is the a simple random walk
algorithm which is used quite often in
generative art it's a way of using
Randomness to move through space and
essentially the algorithm says move
forward or backward or left or right a
random amount every every uh step or
every cycle uh looking at how that can
be applied in an artistic concept
context we have this piece by Guido Coro
called random walk triangles in which
there's a number of individual colored
triangles that just randomly move around
the screen and leave a little trail
behind them so this one is maybe not um
yeah anyway um and then uh Plankton
populations is a piece that I worked on
at the Exploratorium and which we show
the populations of different uh types of
Plankton in the world's oceans um as
colors on the map like a biome map and
you move this lens around on top of the
table and when you look into the lens
you see individual Plankton swimming
around and the likelihood of individual
plon appearing in that lens is
determined by the density of the
population of that type of Plankton at
that point in the ocean so essentially
what I'm doing is probab
probabilistically generating these
little critters under the lens depending
on the overall population at that point
in the ocean based on a simulation that
models Plum
uh and then um sorry come on next hi
Jen um this one Amanda already showed so
I don't really need to say too much
about it but I think it's a a great
example I personally do I know not
everybody does of um portraying the
uncertainty inherent in this case in
polling data uh one of the nice points
that I read that Gregor a mentioned is
that it's not completely random it's
bounded by the 25th and 75th percentile
of the simulated outcomes so shows us
uncertainty without being totally crazy
and wild about it and if you want to
know more about how you might use
Randomness in your own work especially
if you're interested in generative art
or data art Anders Hoff has a series of
writeups on uh incon convergent Donnet
sorry I should have put that on here um
that show you how you can sort of
Shepherd and bound Randomness and sort
of shape and into different
forms so particle systems I think are
something that we're all very familiar
with
here um so I'll run through it fairly
quickly uh we can use particle systems
to represent components of a system um
representing the behavior of a system
via the interaction between particles uh
we can also show relationships between
elements so for example a force directed
Network graph in which the distance is
inversely proportional to the strength
of the relationship between the nodes
and uh to show data elements so data
elements don't have to be dots on a
screen they can show complexity on their
own they could be uh glyphs they could
be Rose charts curves whatever something
that has sort of inherent representation
within it and then has sort of more of a
a a bit of meta information about the
entire
system this is an early example of a
particle system from 1986 by Craig
Reynolds um called boids I think a lot
of you are probably familiar with this
one the simple rule set here is that
each particle attempts to stay as close
as well approximately the same distance
from all of its adjacent particles so
what ends up happening then is that this
particle system naturally exhibits
flocking Behavior just from that simple
rule set and this is a more modern
version of the same algorithm by Robert
hajin flight 404 uh in which he has tens
of thousands of particles doing the same
thing and it looks very much like a
starling
murmuration um this piece by mimo Octan
and quola is a data art piece that
visualizes the movement of Olympic
athletes from 2012 Olympics and what
they've done is run uh video analysis on
footage of the the Olympic athletes and
then use that to determine sort of
salient points of their bodies as they
move through space and then apply that
to particle systems um particle systems
are triangles lines bars they use
different forms as as the piece goes on
and I would love to sit here and watch
the whole thing but I can't um this
piece by Zach Watson at staman Facebook
flowers shows the spread of George S
post on Facebook as it moves through the
entire uh social network of Facebook
well not the entire network um and each
one of these pedals is an individual
share so we see these bursts these
tendrils that's sort of a viral moment
where it gets shared sequentially
through a lot of
people um I know that we all know this
piece by Fernando vas and Martin
wattenberg in which they set up a flow
field well I don't even need to show it
because you all know it
right uh they set up a flow field from
Noah wind data and then introduce
particles
into
it when I put together a talk full of
streaming videos I thought there's no
way that this is going to happen
right
sorry yeah hint. fmwi it would be great
to not sell them short here
though I'm going to move on to the next
one my apology to Fernando and Mar
Martin great so my workloads and theirs
doesn't um so this is a piece that I did
at the Exploratorium that was sort of
inspired by their work hint. fmwi you
should go check it out if you haven't
seen it um instead of using individual
dots for particles I'm using low Alpha
white squares and instead of using only
wind data it's also using a model from
Noah that uh that forecasts liquid water
content in the air so what we call in in
the Bay Area fog um this is essentially
a fog
forecast uh that is then projected onto
a topographical model at the
Exploratorium and you can see the fog
actually sort of follow the the patterns
that we're that we're familiar with
where it rolls over the mountains this
is 280 running right here for anyone in
the reservoir familiar with uh the Bay
Area and it kind of goes between the the
peaks of the
mountains
so this is where things get a little
strange
um recursion and repetition I think are
are tough to uh find a use case for in
um data visualization but I think that
exists um trying to Rack my brain to
figure out any context in which it would
happen and the one that I found is is uh
contexts or domains in which recursion
and repetition are are really critical
so machine learning genetics and
evolution um are kind of the only places
that I found recursion repetition to be
useful for data visualization but if you
have other ideas I'd love to see see
that um this is one of my favorites from
back in the hey days of Flash from yugon
Nakamura is yo.com which is no longer
online unfortunately um but this is a
simple algorithm in which a clay ball
splits apart into two two clay balls and
then that splits apart into two clay
balls and whenever there are four clay
balls adjacent to one another they
crumple back together into another clay
ball and the space is bounded at a grid
of 16 x 16 which means that when we fill
up the screen we end up with this
punchline we end up with this
Singularity this this moment of
recursion in which we start over
completely this just goes on ADD INF an
item um this is a piece by Alvin lucier
from I can't remember the date 1970
maybe um which is an audio
piece that might play there you go in
which so that any semblance of my
speech with perhaps the except ction
of
rhythm is
destroyed what you will hear then are
the natural resonant frequencies of the
room so he actually speaks into this
microphone and then records that
recording back in the same sorry plays
the recording back in the same room
which is then recorded by the microphone
and then plays that back into the
microphone in the same room does that
over and over again until you end up
with the resonant frequencies of the
room
[Music]
itself this is a fascinating piece
conceptually and really difficult to sit
and watch a performance
of um so a more modern example of this
is Patrick liel's version uh by doing
the same thing with YouTube he records
himself talking into his camera uploads
it to YouTube it gets compressed he
pulls it back down and then repeats the
process over and over again and you end
up with
scary right that was about a thousand
iterations right there um so this is an
example from the illustration world uh
John Franzen called each line one breath
in which he takes a single breath and as
he lets it out he draws a single line on
the left edge of the paper he draws
another line with the next breath as
close as possible to the first line and
he repeats that over and over and over
again and what happens is that through
this process of recursion or repetition
recursion it's kind of Muddy um errors
propagate through the entire work from
left to right and you end up with this
texture that feels very sort of like
Fabric or cloth I was in a really boring
meeting recently so I took the liberty
of doing one myself it's pretty fun but
I hope none of you are doing that right
now um and then here's an example and
data Biz try to bring it back this is a
great piece by uh Tony Chu and and
Stephanie y also known as r2d three um
called visual introduction to machine
learning um in which they demonstrate
how a decision tree is calculated by
finding all the split points through
recursion uh and then they feed the data
down through the tree so another
technique is motion um motion is great
for bestowing personality this is this
is what animators do for a living right
they take static models and they bring
them to Life by adding motion uh they
show they can repes motion can be used
to represent relationships between
things in your system they can be used
to it can be used to illustrate change
um it can be used to draw attention both
to individual elements and depending on
your context the piece itself that was
important for me when I was working at
the explor and there's just a lot of
distractions just to create another
distraction um this piece by Design IO
it's Theo Watson and Emily goel there
over in Cambridge uh is an early
augmented reality experiment uh early
2009 um in which you hold up something
in front of the camera maybe 2011 and uh
the camera sees this this marker and
sort of gives you this experience of
moving up and down through
space and uh elements in the screen move
around and they and they sort of come to
life through this motion that you can't
see right now um and this this
experience of being immersed in this
world that has all of this character and
this uh really sort of I don't know
quality of wonder that comes from from
the illustrations but especially from
the motion of the illustrations and
another work by uh with balloons in it
with John Harris and sep convar as I
want you to want me this is a piece that
they created by mining uh data from or
profiles from online dating sites in
which they represent each person on the
online dating site is an individual
balloon and each balloon sort of has its
own characteristics that they determine
through natural natural language
processing um and especially this
movement called Matchmaker in which they
algorithmically pair up two profiles I
think uses motion to great effect for
these balloons are just sort of
intertwined and they're sort of
expressing their love for one another
this is a piece that I oh next this is a
piece that I did with Zan Armstrong at
staman um called the outlas of emotions
in which we took Dr Paul data about the
five Universal human emotions which you
might be familiar with from the movie
Inside Out by Pixar and we represent
them the intensity of these emotions as
arag graphs so the way that aaph kind of
came to life is meant to indicate the
anger the emotion of anger so it kind of
flares up and this one is showing fear
which kind of flicks out its Talons the
next one is disgust which has this kind
of heaving quality to it and sadness
takes a deep breath and a
sigh and then we have enjoyment which is
a bullant and bouncy and happy so we
tried to actually represent the emotion
themselves using
motion and of course the canonical
example of how we can use motion to
indicate a a state a change in state is
Hans rosling's 200 countries 200 years 4
minutes the enormous disparities today
we have seen 200 years of remarkable
progress that huge historical gap
between the west and the rest is now
Clos in which we see the world's
countries lifting themselves out of
poverty increasing their life expans and
their uh per capita net
income um so color you obviously all
know why color is important to data
visualization so I'm not going to
attempt to drill into that too deeply um
but it's worth mentioning it's good for
encoding for highlighting for legibility
and then also of course for visual
appeal so rather than talking about how
we can use color I want to talk a little
bit about how generative artists Source
color um of course we we can use color
Brewer but there are other techniques as
well um this is a by that was not meant
as stab color Brew is awesome you should
all use it um Eric nosky was a flash
artist back in the 2000s primarily um
and what he would do is he would take
photos and then uh as he he would use
those sort of as a backdrop for his uh
digital brush stroke so as the brush
hits the screen it samples from an area
around the brush from that Source photo
and then his brush Strokes represent
that they sort of repaint the the photo
um Jared Tarbell did something similar
with this box fitting image in which he
used a box fitting algorithm to fill out
space and then color it with a dominant
color underneath each box and then Mario
klingman also known as quasim Mondo took
that one step further into the realm of
data visualization which he did a pie
packing uh visualization where he shows
the distribution of the dominant colors
underneath each
circle um so those are about sort of
sampling color from a point um this is
an example from Vegas and wattenberg I
get to show one of their pie that's good
uh called flicker flow in which they
take a bunch of flicker photos from
Boston Commons and look and Sample them
over the course of a year year so the
year moves around in this uh Circle um
and the thickness of the line in the
Stream graph represents the the uh
frequency of that color in the photos
that they found from flicker so in the
upper Le hand corner we see summertime
down towards the bottom we see winter
time I hear it snows a lot here um so
this is a way to look at color sampled
sort of across time instead of from a
point in space and Brendan Daw did
something similar with the cinema Redux
this is Alfred Hitchcock's vertigo
broken down into individ individual
frames so every
I believe it's one frame per second um
reduced to an 8x6 pixel image and then a
matrix made of that so what you had end
up with is a reduction down to sort of
the primary colors of each frame you can
see the stripe about two-thirds of the
way down where the protagonist goes
through this total uh henic trip and
goes crazy and if you've seen the movie
then you know what I'm talking about and
it's as colorful as it looks here and
then uh Kevin Ferguson has a piece
called Western Roundup in which he
watched a bunch of westerns and averaged
all of the frames together so this is
sort of both across time and then across
space where he's sourcing his
colors um great so I showed you a bunch
of pretty pictures and I know this is
open viscom not IO so there's probably
more Skeptics in the audience than I
might find at IO um so I just want to
say that while this is a celebration of
complexity and Artful techniques I'm not
advocating for this in all cases you
need to use these techniques responsibly
if you're aiming for clarity if you're
aiming for the ability people to sort of
understand the point immediately when
they look at your visualizations then a
lot of these techniques are probably not
going to work for you so just be
conscientious about how you apply your
techniques depending on the context the
audience and the data set um and this is
a conversation that's been bouncing
around the visualization Community
lately is how we make these decisions
depending on what role we have uh
depending on what kind of products we're
we're making um this is uh a diagram
that Elijah Meeks recently put out which
shows sort of on the product side the
analyst data scientist Engineers over on
the left side doing more precise numeric
clean work and then folks over on the
right hand side data journalist and
especially uh consultants and artists
doing more designed and engaging and
complex work and what he's arguing for
actually is not that this is the way it
is and should be but that we can both
sort of move towards the center and
learn from each other um so and this is
especially relevant to me personally
because I just transitioned from ston
design to Uber it's NCO team uh so I
moved from the right side over to the
left side uh but I want to land
somewhere in the middle um and this
conversation is something that we tried
to capture in a medium publication
visualizing the field and we would love
to hear from all of you if you have
thoughts about it then please uh tweet
me and I'd love to tell you
more the next few sides I have are
another side project and I was I was
happy to hear that there are other
people here in this room that are
considering this at well um lately I've
been feeling like I'm not very well
represented by my government um and I've
been trying to think about what I can do
about that and why that is and uh I
think that this is a large part of it um
this is about the third time maybe the
fourth that Jerry mandering come up in
this conf in this conference which is
awesome um and this I think is a
fundamental reason why I don't feel well
represented our our system of
representation is broken so uh some
folks have come together to address the
problem we have a D3 team uh there some
people from staman current and former
there people from cardo and from mapson
and some other folks and uh we've been
starting to do some experiments this is
one by Mike merski where he used the
efficiency Gap metric to generate a
bunch of different wha IFS for Wisconsin
so this is six different ways in which
the district map could be drawn fairly
according to the efficiency Gap metric
for Wisconsin um and it all started when
Waldo jqu from US Open data contacted
staman to ask us to do a piece in which
we bring the redistricting process out
of the Smoky back rooms and out into the
public it essentially uses GitHub as a
backend for displaying redistricting
proposals um allowing uh the display of
of revisions to that and then for people
to comment and uh potentially even to
suggest their own Alternatives if
they're so inclined so another call to
action if you're interested in trying to
fix Jerry mandering then tweet me and
I'll get you on the slack and we can go
from
there thank you