The visual by-products of a system that shows decisions, whether conscious or unconcious, intentional or accidental.
A record of patterns forming and bumping into other patterns, the result of myriad decisions and possibly changing intentions on the part of the "agent" who printed it then has a separate existence. This visual output or byproduct (of a process that has a life of its own as a game or conceptual investigation) will be either or both a painting and a functional textile.
Each image here is an example of the combination of one or more people (Miriam in collaboration with Hannah and River) using analog Decision Field tools (specific wooden stamps, thickened dye, and linen) to investigate evolving and flexible pattern-generating prompts. The process allowed me to play out a range of pattern-not-pattern scenarios.
Outputs of the Decision Fields process—or the Embodied Algorithms game prototype—the most complex are paintings and, superfluously, functional textiles. (Perhaps not superfluously—having the ability to store or transform (through sewing) unwanted experiments results is a wonderful bonus.) What the cloth is for—to be itself, or to serve a function—and how the "marks" add up to something beyond, yet inclusive of, pattern determine which. Sometimes a length of cloth is both, sometimes either-or.
Creating a painting-object on usable cloth has advantages—it can be draped, folded, sewn into loops, hung on a bar in space (instead of against a wall), layered, and, if not wanted as "painting," turned into clothes, bags, bandanas, or rags.
This is a small selection. More on @dymline on Instagram.
Inconvenient waterfall, provisional installation.
A banner for no particular place.
Forest canter, Bolinas.
Tilt canter with vector cloud.
Long tail basket weave, personified.