CDFAM: Reactions and a Possible Future Presentation

Shaw · Sapporo

2026-10-19 · duration 21h 23m 0s

Augmentation Not Abdication

Main text estimate: Human 52.3% Main text estimate: LLM 47.7%
Thesis
Augmentation Not Abdication.

Reactions to CDFAM

The event and the discussions

I have followed the CDFAM videos and LinkedIn discussions for several events. I find them informative and very much in line with my experience in manufacturing and my desire to use computational tools to augment the process. Watching the lectures live was probably a third of the value of attending; two-thirds was the discussions with participants, observers, and presenters during the breaks. It was enlightening to be together with people involved in similar aspects of the space.

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The presenters wore different hats. Some were purely academic; a lot seemed accustomed to presenting to venture capital and were trying to capitalize on the opportunity around AI and design. I think that deserves more discussion because it may drive some of the focus. Some people were defensive when discussing their presentations afterward; others were open to discussing shortcomings, challenges, and ways to strengthen them. That was the kind of discussion I was hoping for.

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Common threads and points of disagreement

"Intent" and "intention" came up in a lot of presentations: communicating intent, describing intent, putting intent into a system. What I felt was largely glossed over was the evolution of intent. During design, discoveries change the goal, change the factors, and open doors into new solutions. The process has an effect on the outcome. It isn't just a clear intention at the beginning that needs to be executed.

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"Taste" came up a few times, though it wasn't a super-common word at the show. I don't really think developed knowledge in a field is taste. It's more domain knowledge and discernment: discerning shapes, trends, and different factors. "Taste" feels more amorphous and undefined.

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I question the idea that the human contribution is to curate a wall of machine-generated possibilities. I don't think we're designed to curate above a certain low number of inputs. Could I taste a hundred cups of coffee and make a useful determination about the best one? No. Human discernment can be overwhelmed by the number of possibilities thrown at it. I'd rather see palettes of key directions and approaches than fields of generated outcomes.

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One presentation proposed "define, discover, inspect," with the human and machine defining, the machine discovering, and the human and machine inspecting afterward. This was one of perhaps sixteen presentations, not a universal approach at the conference. In the discussion following that presentation, my reaction was that discovery is the human part—the fun part—and that I want a power walkthrough with the tools rather than turning that part over to the machinery.

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What excited me in the architectural ideation presentation was a keyboard with shapes printed on the keys. The user could quickly toggle through arrangements and enter shapes expressively. That felt very much in line with my own work. We've been under the tyranny of a slider and a mouse, and I think we've lost track of other physical inputs, including dial boxes.

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Keeping track of oneself was another subject in the discussions. I want to be able to retrace decisions, not just look at successive images. Why was a direction chosen? What changed in the brief? What trade-off was made? I have printouts and folders full of JPEGs, but I still have to make a mental map of the forks in the path.

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Particular presentations and technical questions

The lunar-rover project was a bold choice of use case. My concern was that the interface and the many pieces of information felt like "knowledge chaff," and that the game-like presentation massively reduced the complexity of what a lunar rover needs to be. My own approach would begin with the documentation, previous machines, materials, machining methods, and all the interacting requirements.

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Implicit modeling was a recurring subject. I'm hoping to be dissuaded of my prejudice against it as a one-size-fits-all superior solution, but I remain concerned about refinement and assemblies. A demonstration of one part doesn't answer all the questions about how multiple parts fit together: tolerance stack-up, friction, fastening, material interactions, pressure, and visual interaction. I've given photographs of my film-cassette project to someone working in implicit modeling to see what they can do with it.

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I found some of the lattice and footwear work visually interesting. The aesthetic can be pleasing when it follows a function or indicates a function. But some optimized structures strike me as missing human intent. Machines are looking for efficiencies; efficiencies don't always appeal to a human sense of harmony, either aesthetic or structurally intuitive. That's a personal reaction, and it isn't the same for every pattern or structure.

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The Honeywell Aerospace presentation raised thoughtful questions about printed parts, possible failure, material evidence, and the different requirements of aerospace. I appreciated that attention to practical concerns alongside the possibilities of the tools.

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The architectural and mushroom-sensor projects were also interesting, and I'd like to review them more closely. Those remain subjects to return to rather than finished evaluations.

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What I Might Present at a Future CDFAM

Working title: Augmentation Not Abdication

If I had to give it a title right now, it would be "Augmentation Not Abdication." I'd like people to consider building flexible interfaces, more physical control, and human nonverbal interaction: using our hands as input, with more fluidity of expression.

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Flexible controls and actual geometry

I'm considering using AI to build flexible touchscreen and legend mappings for the rotary controls I already have. "Map apps," if you will: allowing those controls to be used the way a musician uses different tools, instead of relying on the mouse and slider.

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I think I'd like a person to walk up to the system, see a design they didn't understand before, have the AI build its interface quickly into the touchscreen legend, and then fine-tune that design with the dial box. That's my instinct at the moment.

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I want to work with actual 3D geometry, not seductive rendered images that mask what underlies them. I want something I can examine and analyze, while keeping the interaction fluid. I'd like to navigate a solution space and be able to see that navigation.

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A map of the decisions

I'd like a live dashboard that lets me trace back through screenshots, design evolution, and trade-offs. I'd like to record the reasons for a choice in plain English, with a friction-free voice note that doesn't take me away from what I'm doing.

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The original voice note should remain retrievable. AI could distill it into simple markers or icons for an overview, with the ability to go deeper into the explanation, the effect on the design, and what was left behind.

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I just need a map. I don't need the system to find the route back for me. I can look back and decide that I should re-examine something. The AI might also notice an unexplored configuration or suggest a possible deviation from an earlier point.

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Unexplored paths could remain gray. Cost, material, and time indicators might help me decide whether to devote attention to a variation, but those are extras. A visible unexplored path is enough as the minimum representation.

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A real project, carried through

I'd like to see a real-world presentation go from concept to evaluation to execution, at least in prototype form, with evaluation and a solid final result.

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That is also the standard I'd want to bring to my own presentation. The important part is that the assembly works in the end. What matters is the fit at the end—not giving the AI credit, and not tracking every instance of rework as an end in itself.

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What is still open

I haven't decided which object would make the right demonstration. I've considered a drone body, eyeglasses, or a bracket, but I think I'd like something a little more substantial. I'm still formulating what the visible navigation should show, and how the map should represent relationships between different decisions. These are concepts I'm first visualizing, not a worked-out interface specification.

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Provenance

This unified file combines distillation reading, interview trace, and method/accountability surfaces in one static artifact.