Coded World

Overview
Coded World is an interactive online exhibition exploring the evolving relationship between art and computing, from ancient calculation to artificial intelligence and augmented reality. Structured across nine technological eras, the project traces how new forms of computation have expanded creative possibilities while continually reshaping the role of artists, machines, and audiences.
The Challenge
Translate a broad history of computing and digital art into an exhibition that feels clear, engaging, and accessible without reducing the complexity of the subject to a static timeline.
The Solution
The exhibition uses a chronological interactive timeline to connect each artwork with its technological context, creating a continuous narrative across centuries of development. Selected works become interactive experiences, including a browser-based recreation of Ben Laposky's Oscillon 40, allowing visitors to experiment with the underlying technique rather than only reading about it.
Project type
Exhibition & Curatorial Design
Roles / Services
Research, Curation
Location
Sydney, Australia
Agency
Year completed
2024

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exhibition concept

Art in the evolution of computing

An interactive online exhibition tracing where art and technology meet across the history of computing, from ancient calculation to augmented humanity.

the idea

Computing is a logic form that processes data; art is a form of creative expression. Despite the difference, works made with computing technology run right through human history. "Coded World" follows that thread across nine eras, showing how each new machine opened new possibilities for creativity, and how artists have both embraced and questioned the tools of their time.

Rebuilt here as an interactive experience, the exhibition lets you move through the timeline yourself, read each work in context, and with Ben Laposky's "Oscillon 40" you can trace the 1952 technique live in the browser rather than only reading about it.

the approach

Chronological spine

Works run in order of creation, so the evolution of computing and its influence on art reads as a single clear narrative.

Neutral ground

A white-cube logic gives each piece room and removes distraction, keeping attention on the work and its place in the story.

Interaction as evidence

Interactive works are the argument itself. The human–machine relationship is something to experience, not just describe.

why it matters

Covering a wide historical span means context carries the exhibition: each work only makes sense within the bigger picture of computing and art history. Presenting it online, with interaction built in, mirrors that history in its own form. It celebrates the dynamic relationship between art and technology while demonstrating how the digital era has reshaped how exhibitions themselves are made.

For the full process and findings behind this project, get in touch at hello@ca-tran.com.

interactive timeline

Art in the evolution of computing

select an era to read its label. one work runs live.

image credits & sources
  1. Antikythera mechanism, object held by the National Archaeological Museum, Athens.
  2. Replica of Pascal's calculator (E. Rognon, 1926), image via Science Museum Group; object held by the Conservatoire National des Arts et Métiers, Paris.
  3. Oscillon 40 (Ben F. Laposky, 1952). Victoria and Albert Museum, London.
  4. Gaussian-Quadratic (A. Michael Noll, 1963). Victoria and Albert Museum, London.
  5. Cubic Limit (Manfred Mohr, 1973). bitforms gallery, New York.
  6. Biennale.py (Eva & Franco Mattes, 2001), courtesy the artists, 0100101110101101.org.
  7. Portrait of Edmond de Belamy (Obvious, 2018), courtesy the Obvious collective.
  8. Mobile Feelings II (Sommerer & Mignonneau, 2004), courtesy the artists, Interface Cultures.
  9. All Show (Sebastian Errazuriz, 2020), courtesy Sebastian Errazuriz Studio.

Images are reproduced here for educational and non-commercial purposes as part of a student design-research project. All rights remain with the artists and holding institutions.

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