School of machines, making & make–believe

The School of Machines, Making & Make-Believe will be hosting not one, but two Summer programs!

Classes will be a mix of lectures, workshops, labs and experiments with well-known artists, technologists and educators, as well as abundant time for self-directed, hands-on learning. Students will also have opportunities to share their knowledge with each other through student-led workshops. In addition, we'll organise weekly artist-talks/discussion groups for participants with invited guest speakers. And if you're really lucky, just for fun, we may do something that looks a lot like this!

Responsive Spaces / July 2014

How can we create meaningful interactive experiences or tell stories with code? This course will focus on creative coding and interactivity in the context of responsive spaces. The goal is to explore the creative and expressive possibilities of new technologies and digital tools and sensors while gaining a foundation in creative coding (algorithmic animation, computer vision, audio analysis and synthesis, projection mapping, networks, and 3D graphics).

We will work mainly with OpenFrameworks and Processing, but other platforms will also be incorporated such as Max/PureData and SuperCollider. Teachers and students will work together towards the production of individual or group projects and will have access to the equipment needed to create functioning responsive installations. Expect to play with code, be experimental and have fun!


  • Anrick Bregman /

    Anrick is interactive director at unit9 and part of the arts collective Tango&Hawaii. He creates commercial and experimental content for the browser and the smart phone, built on a dialogue between the viewer and the story. His work has been recognised by the Webbys, One Show awards, Cannes Lions, FWA, Davey Awards, at the D&AD, amongst others. He spoke at OFFF2011, Wave Festival in Rio de Janeiro, Berghs College of Communication and Internet Week Europe.

  • S. Astrid Bin /

    S. Astrid Bin is an interdisciplinary artist, designer and creative technologist. Her work examines the poetry in everyday things and the connections between people and their environments. She also folds technology into the fabric of the work she makes. She works two dimensionally (works on paper, text pieces, photography, printed projects, interfaces), three dimensionally (installation, art in public spaces, and reactive objects), and four dimensionally (sound, video, performance and interactive works). As an art and technology researcher, she applies an art-based approach to design and engineering problems spanning interfaces, public space, new uses for games, the role of fun in the things we use, and re-imagining the music performing and listening experience.

  • Irina Spicaka /

    Irina Spicaka is a media artist looking for deconstruction of the typical rectangular screen by using projection mapping as her form of expression. Applying mathematical logic, geometry and visual programming tools for communicating audio and visual experiences. Works as a graphic designer and runs Creative Coding for Live Audio and Visuals platform (

  • Krisjanis Rijnieks /

    Krisjanis Rijnieks ( has background in painting, works with digital interactive media and is mainly interested in combining generative graphics with projection mapping techniques and electronics. Also one of Creative Coding for Live Audio and Visuals platform ( fonders and workshop holders as well as runs a small company CodeBark ( that works with different kind of digital media projects.

  • Raphaël de Courville /

    Raphael is a French graphic designer and artist, who has exhibited installations at venues such as Brighton's White Night (UK), the Lausanne City Festival (Switzerland), and the International Graphic Design Festival of Chaumont (France). He is a member of the Graffiti Research Lab Germany and co-founder of the Berlin Creative Code Jam, a monthly creative coding event. He currently works as a computational designer and researcher at ART+COM.

  • Abe Pazos /

    Abe is the author of Fun Programming, a series of video tutorials that has helped thousands of people around the world to get started with programming and creative coding. He studied computer science and graphic design, and resides between Helsinki, Berlin and Mallorca. He is one of the organizers of a biweekly creative coding event in Berlin. As an artist Abe produces still and animated generative pieces and art installations.

  • Arturo Castro /

    Arturo Castro is an artist, educator and engineer currently based in Berlin. He is one of the core developers of the open source toolkit for artists and designers openFrameworks. In the past he's worked with Reactable Systems developing the software for the renown musical instrument. Currently he works on his own and collaborates with other artists and technologists on projects usually in the field of interactive installations.

    He's main interests are related with open source culture in the context of artistic practices and technology literacy and his work has been exhibited in museums like Maison d'Ailleurs in Switzerland, the London Design Museum or Moscow's Multimedia Art Museum among others.

  • Chris Sugrue /

    Chris Sugrue is an artist, designer and programmer. She develops creative digital works including interactive installations, audiovisual performances and algorithmic animations.

  • Peter "Pure" Votava /

    Peter Votava produces and performs electronic music under his moniker Pure since beginning of the 90s. Since 1998 he uses the programming environment Max as an important tool in his artistic work.

    He co-developed the Heart Chamber Orchestra for 12 classical trained musicians. Using their heartbeats, the musicians control a computer composition and visualization environment. They read and play a real-time score from laptop screens placed in front of them.

    In various collaborations like Prszr and Bolder he combines his passion for the gloomier sides of music with his interest in audio software programming for computer based live performances using a mix of electro-acoustic composition, sound synthesis, and live electronics.

Let's Get Physical! / August 2014

How can we create meaningful interactive experiences or tell stories by making things move? This course will focus on physical computing and interactivity, exploring the creative intersection of new technologies, digital fabrication (3D printing, laser-cutting) and how they can work seemlessly together to help you express yourself artistically in both thoughtful and/or non-sensical ways.

Teachers and students will take a hands-on approach to working with basic electronic components, sensors and motors as well as with Arduino and Raspberry Pi, learning to use these tools to play and to create magical things that move! Robots and wearable technology will also be explored in this course


  • Caitlin Morris /

    Caitlin Morris is an artist and technologist working with code and built environments, with a focus on sound and perception. Coming from a background in architecture and cognitive psychology, she graduated with her MFA in Design and Technology from Parsons. Caitlin has worked in installation design and development and is currently a researcher in the interactive department at Fabrica. She often teaches workshops on creative coding, digital modeling and fabrication, and physical computing.

  • Louisa Heinrich /

    Louisa Heinrich is relentlessly curious. She loves getting inside clients’ heads to understand their challenges. She also loves listening to and telling stories, to understand how people and the world work. Building on roots in Theatre and Anthropology, Louisa has been working in digital for over 16 years, on an ongoing quest to put people first, investigating how technology can adapt to and enhance what makes us uniquely human. Most recently, Louisa was Head of Strategy at Fjord, where she was responsible for driving thought leadership, exploring future trends, redesigning the agency, and generally stirring things up. She now works through Superhuman Limited as a speaker, consultant and mentor at the intersection of Design, Business and Technology.

  • Stefania Druga /

    Stefania Druga is founder of Hackidemia and Afrimakers, former Googler and graduate from an international Erasmus Mundus master of Media Engineering for Education (France, Spain, Portugal). In the summer of 2012 was also the Education Teaching Fellow at Singularity University at NASA where she advised and coached 80 students from 36 countries. In the past 3 months she travelled in 8 African countries and trained local teams of makers to design and create hands-on projects that could solve local challenges like access to electricity, clean water, health.

  • So Kanno /

    So Kanno is an artist who combines characteristics of several technologies and through his use of electronics and programming aims at creating new ways of expression. He graduated from Design Informatics of Musashino Art University and Institute of Advanced Media Art and Science. He’s received several prizes including New Face Award at the Japan Media Arts Festival (2012). So is currently living in Berlin, where he spends his time between hacking old knitting machines to create fashionable glitch clothing and collaborating with yang02 on their latest mechanical Drawing Bot incarnation.

  • yang02 /

    yang02 is an artist/designer from Kanagawa, Japan who uses digital media in various forms (installation, hardware, soft wear, internet art, performance, etc.) in an attempt to redefine works he is inspired by, namely, Street art, Graffiti, Public art and typeface design. He is a graduate of Tama Art University in Tokyo, Japan and has won several prizes for his work including New Face Award at the Japan Media Arts Festival (2011). yang02, along with So Kanno, are well-known for their project Senseless Drawing Bot and currently working on their latest mechanical Drawing Bot incarnation and other festival projects.

  • Kati Hyppä /

    Kati Hyyppä studied cognitive science and worked several years in the context of digital media and participatory design. She is currently based in Berlin and explores combining traditional crafts with electronics, working also as an interaction designer and illustrator. Kati conducts design and crafts workshops and is inspired by settings where different communities come together to make something unexpected and delightful.

  • Niklas Roy /

    Niklas Roy is a self-proclaimed “inventor of useless things”. He uses art in order to explore technology. His researches result in mechanical sculptures, electric machines, interactive performances and electronic devices. 'We make money not art' once described him as one of the most facetious characters of the 'new media art' world. As part of his artistic practice, Roy also conducts workshops at festivals and art schools, often together with his partner Kati Hyyppä.

  • Becky Stewart /

    Becky first found her love of electrical engineering through the Arduino. However, working with hardware can get expensive, so instead of getting a real job, she helped start a couple companies that support the habit.

    Becky is a founder of Codasign and Anti-Alias Labs. Codasign is an arts technology education company that teaches adults and kids how to use technology in creative projects. Anti-Alias Labs is where Becky puts her technical expertise into practice. She completed her PhD in acoustics and spatial audio with the Centre for Digital Music at Queen Mary, University of London in 2010 and now combines signal processing with physical computing. She has put GPS into hand-cobbled leather shoes and is currently working on turning the Brooklyn Bridge into a musical instrument.

  • Anaisa Franco /

    Anaisa Franco (1981). Lives and works as a New Media artist. In the last years she has been developing artworks in Medialabs, residencies and commissions throughout the world. She creates interactive art sculptures and Installations that interconnect the physical with the digital, searching for a chemical between materials, using concepts of psychology and dreams she provides behaviors, feelings and imagination for the sculptures.