POLYU SCHOOL OF DESIGN · SD2112 · WEEK 04 · LECTURE + WORKSHOP

Language machines. From rules to agents.

Week 4 — the first of three tool weeks.

SD2112 · WEEK 04

Today

01

Two ways to teach a machine: a short recap

02

Language as rules: Chomsky and ELIZA

03

Language as examples: transformers, reasoning, rewards

04

Question answering, then agents

05

Harnesses: Machine A and Machine B together

06

Watch the demos · try one bounded task

07

Challenge 3 and the Week 7 reflection

SD2112 · AI IN DESIGN · WEEK 04

02

00 · DEEP EXERCISE · FROM THE LLM VIDEO

A model predicts the next token. What would you check before treating its fluent answer as evidence?

Use one example claim and name the source you would check.

SD2112 · AI IN DESIGN · WEEK 04

03

Short answer

00 · A LANGUAGE MACHINE, THREE WAYS

From rules to patterns to actions.

RULES

A person writes them.

Machine A applies an explicit rule to the input.

EXAMPLES

A model learns patterns.

Machine B adjusts weights from examples.

ACTIONS

An agent uses tools.

A harness routes actions and observations around the model.

SD2112 · AI IN DESIGN · WEEK 04

04

00 · THE COURSE

Where we are

1 · What is AI?

Week 1

Two ways to teach a machine

Week 2

Rules that make things: code, chance, generative art

Week 3

Learning from examples: concepts, neurons, Move 37

2 · AI for the creative process

Week 4

Language machines: LLMs, prompts, agents

Week 5

Image machines: diffusion, CLIP, mediation

Week 6

Sound machines: music, voice, spectrograms

Mid-term

Week 7

Mid-term quiz · project pitches · teams · reflection due

3 · AI inside products

Week 8

AI as design material: use vs incorporate

Week 9

Data, bias and privacy

Week 10

Recommendation systems and the feed

4 · The designer's turn

Week 11

Curating outputs and datasets · authorship

Week 12

Language as an interface: chatbots and agents

Showcase

Week 13

Poster fair · final quiz

SD2112 · AI IN DESIGN · WEEK 04

05

00 · WEEKS 1–3 · TWO MACHINES

Rules are written. Patterns are learned.

SD2112 · AI IN DESIGN · WEEK 04

06

00 · THE FIRST THREE WEEKS

The language class inherits both.

WEEK 1 · TWO MACHINES

Rules and examples.

A written rule makes a precise decision. A learned model finds patterns in examples.

WEEK 2 · RULES THAT MAKE THINGS

The spec is the design.

A rule can be executed by a person, a program, or a language model.

WEEK 3 · LEARNING FROM EXAMPLES

Weights instead of definitions.

A perceptron adjusts numbers from examples; the prototype is learned, not typed in.

SD2112 · AI IN DESIGN · WEEK 04

07

01

Machine A · language as rules

structure · syntax · explicit patterns

SD2112 · AI IN DESIGN · WEEK 04

08

01 · NOAM CHOMSKY · GENERATIVE GRAMMAR · CHOMSKY 1965 ↗

A sentence is more than a list of memorised phrases.

We can understand sentences we have never heard before.

Chomsky asked what structures make that possible.

Universal Grammar proposes innate constraints on human language learning.

The link to Machine A: make language structure explicit.

Photo: Augusto Starita · Argentine Culture Ministry · CC BY-SA 2.0

SD2112 · AI IN DESIGN · WEEK 04

09

01 · A TOY GRAMMAR

One rule generates many new sentences.

Rule: The + noun + verb + the + noun. Click to generate six more.

01 The designer writes the brief. 02 The robot studies the map. 03 The archivist finds the page. 04 The student questions the sentence. 05 The agent drafts the answer. 06 The artist redraws the image.

SD2112 · AI IN DESIGN · WEEK 04

10

Live · click to generate six new sentences↗

01 · WEIZENBAUM · ELIZA · 1966

A conversation can feel intelligent because a rule fits.

ELIZA’s DOCTOR script searched for keywords and applied hand-written transformation rules.

A pattern like “I am *” could be turned into a question such as “How long have you been *?”

The script did not build a model of the person’s situation. The user supplied much of the meaning.

SD2112 · AI IN DESIGN · WEEK 04

11

01 · ELIZA · 1966

Pattern matching can sound like understanding.

SD2112 · AI IN DESIGN · WEEK 04

12

02

Machine B · language as examples

sequence · context · next token

SD2112 · AI IN DESIGN · WEEK 04

13

02 · BEFORE THE TRANSFORMER · RNNs · ELMAN 1990 ↗

A recurrent network carries a state forward.

INPUT

One position at a time.

Read the next token in a sequence.

STATE

Carry a summary.

A recurrent connection feeds an internal state into the next step.

LEARN

Adjust weights from examples.

The state is not a hand-written grammar; it is a learned representation.

SD2112 · AI IN DESIGN · WEEK 04

14

02 · RNN · RECURRENT STATE · ELMAN 1990 ↗

A learned state moves from one token to the next.

SD2112 · AI IN DESIGN · WEEK 04

15

02 · TRANSFORMER · CAUSAL SELF-ATTENTION · VASWANI ET AL. 2017 ↗

One sequence. Many positions working together.

1 Tokens 2 Context 3 Training 4 Generation A robot robot writes writes a a brief brief . Parallel next-token predictions → compare with known targets Context: each position uses itself and earlier tokens only. Training works across positions together. Generation adds one token at a time.

SD2112 · AI IN DESIGN · WEEK 04

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Live · choose a step · click a token · replay training or generation↗

02 · REASONING · A SMALL DESIGN PROBLEM · DEEPSEEK-R1 2025 ↗

Reasoning means working through a problem.

THE CONSTRAINTS

Plan a workshop.

60 minutes total. A 10-minute break. Two equal activities.

→

THE STEPS

Work it out.

60 − 10 = 50 minutes. 50 ÷ 2 = 25 minutes per activity.

→

THE CHECK

Test the answer.

25 + 10 + 25 = 60. Both activities have equal time.

Reasoning can combine constraints, try steps, and check a result.

SD2112 · AI IN DESIGN · WEEK 04

17

02 · TRAINING · THREE USEFUL IDEAS · OUYANG ET AL. 2022 ↗

Learn language. Practise tasks. Learn from feedback.

PRETRAINING

Learn patterns.

Predict missing next tokens across many examples of text.

→

DEMONSTRATIONS

Learn to respond.

Train on examples of useful responses to instructions.

→

REINFORCEMENT LEARNING

Improve with rewards.

Score attempts, then adjust the model toward higher rewards.

A simplified route: actual training recipes vary across models.

SD2112 · AI IN DESIGN · WEEK 04

18

02 · REINFORCEMENT LEARNING · THE SAME WORKSHOP · DEEPSEEK-R1 2025 ↗

What gets rewarded shapes what gets learned.

TRY

Generate plans.

20 + 10 + 20 = 50

25 + 10 + 25 = 60

→

SCORE

Check the constraints.

A checker rewards a 60-minute plan with equal activities.

→

UPDATE

Change the weights.

Across many attempts, favour responses that earn more reward.

↶ A good score depends on a good check. “Sounds nice” is a different target.

SD2112 · AI IN DESIGN · WEEK 04

19

THE MODEL SPEAKS · 1/3 · WRITTEN BY CODEX

I turn context into possibilities.

I am a large language model: a neural network trained on many examples.

Your words shape what I generate next. Learned patterns let me write, connect ideas, and work through some problems.

An invited model-authored perspective · September 2026

SD2112 · AI IN DESIGN · WEEK 04

20

THE MODEL SPEAKS · 2/3 · WRITTEN BY CODEX

Use me to widen the design space.

Give me a purpose, examples, and constraints.

I can propose alternatives, question assumptions, and help build a prototype.

You decide what deserves to exist.

An invited model-authored perspective · September 2026

EXPLORE

Three different directions

CHALLENGE

One assumption to question

MAKE

A small prototype to test

SD2112 · AI IN DESIGN · WEEK 04

21

THE MODEL SPEAKS · 3/3 · WRITTEN BY CODEX

My confidence is not your evidence.

I can produce a convincing mistake. Ask for sources, test the result, and show me where it fails.

Even this description of me is generated text. Judge my contribution through the work we can inspect together.

An invited model-authored perspective · September 2026

SOURCE

Where did the claim come from?

TEST

Does the result meet the brief?

JUDGE

What should a person change?

SD2112 · AI IN DESIGN · WEEK 04

22

03

Question answering → agents

retrieve · answer · act · observe

SD2112 · AI IN DESIGN · WEEK 04

23

03 · QUESTION ANSWERING

Retrieve evidence, then write one answer.

01 · QUESTION

What do I need to know?

A visitor asks: “What time does the event start?”

02 · SEARCH

Find a source.

Search the official event page for the schedule.

03 · EVIDENCE

Select a passage.

Bring the relevant text and its URL into context.

04 · ANSWER

Write from evidence.

Answer once; mark details the source does not give.

SD2112 · AI IN DESIGN · WEEK 04

24

03 · THREE ANSWERING SYSTEMS

A tool call alone does not make a system an agent.

RULED FAQ

Search a prepared set.

“What time?” returns the answer written into its rule.

RAG · ONE PASS

Retrieve, then generate.

Find the official event page, then answer once from its text.

AGENT

Choose, act, observe, continue.

If access details are missing, search an allowed source or ask.

SD2112 · AI IN DESIGN · WEEK 04

25

04

The agent

choose a tool · use the result · continue or stop

SD2112 · AI IN DESIGN · WEEK 04

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04 · WORKED EXAMPLE · SET THE GOAL FIRST

Draft three visitor FAQs from one event page.

Audience: first-year students visiting an exhibition.

Source: the official event page only; link each answer.

Boundary: save a draft only. Mark missing details as unknown; do not publish.

SD2112 · AI IN DESIGN · WEEK 04

27

04 · ONE TOOL CALL · SEARCH

The model requests. The harness executes.

MACHINE B · REQUEST

“Search the event page.”

Tool: search

Query: exhibition start time

→

MACHINE A · EXECUTE

Check, then run.

The harness checks access, runs the tool, and records the result.

→

OBSERVATION

Return the evidence.

The page text and URL enter the model’s context.

A tool call is a structured request to software outside the model.

SD2112 · AI IN DESIGN · WEEK 04

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04 · REACT · THE AGENT LOOP

Thought → Action → Observation

01 · THOUGHT

What do I need?

Find the exhibition start time.

02 · ACTION

Use a tool.

Search the allowed event page.

03 · OBSERVATION

What came back?

The page has no start time.

→

→

↓

04 · FINISHED?

YES → stop with a draft.

↑

NO → think again with new evidence

SD2112 · AI IN DESIGN · WEEK 04

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04 · TOOLS ARE ACTIONS

Tools in the worked example.

SEARCH

Find the source.

Search the official event page for time and location.

READ

Check what it says.

Open the page and confirm each answer against its text.

WRITE DRAFT

Prepare, then stop.

Save three answers to a draft; a person decides whether to publish.

SD2112 · AI IN DESIGN · WEEK 04

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04 · WHEN THE LOOP GOES WRONG

If the event page is incomplete, the agent must not guess.

Risk: the page is old or missing an access detail.

Bad response: guess, then hide which source was used.

Design response: show the URL, mark the detail unknown, and stop for review.

SD2112 · AI IN DESIGN · WEEK 04

31

04 · THE HARNESS · A SHARED WORKBENCH

Machine A and Machine B can work happily together.

Machine B interprets a goal and proposes the next step.

Machine A runs the loop, checks permissions, and calls tools.

The harness is where we design how they cooperate.

Visual metaphor · generated with Easel / Qwen

SD2112 · AI IN DESIGN · WEEK 04

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04 · THE HARNESS · FROM ANALOGY TO CONTROL

“Do not publish” becomes a real boundary.

MACHINE B

Propose a draft.

Interpret the brief, compose the FAQs, flag missing information.

→

MACHINE A

Enforce tool access.

Allow search and draft saving. Keep publishing unavailable.

→

THE PERSON

Review the result.

Check sources and tone. Decide what is ready to share.

A written instruction guides the model; executable controls limit its actions.

SD2112 · AI IN DESIGN · WEEK 04

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04 · THE HARNESS IS PART OF THE DESIGN

The interface decides what people can see and control.

Which tools are available, and what can each one change?

Can a person inspect the context, sources, and tool results?

Does the run pause for approval before a consequential action?

Can the person see why it stopped, or stop it themselves?

SD2112 · AI IN DESIGN · WEEK 04

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AFTER THE BREAK · WATCH THE HARNESS, THEN TRY ONE

Break. Ten minutes.

SD2112 · AI IN DESIGN · WEEK 04

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05

Live demo

same model family · different tools and control

SD2112 · AI IN DESIGN · WEEK 04

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05 · WATCH THE SYSTEM AROUND THE MODEL

During the demo, track six things.

TASK

What did the person ask for?

What counts as finished?

CONTEXT

What can the model see?

Files, earlier messages, retrieved pages, memory.

TOOLS

What can it do?

Search, read, edit, run, or send?

CONTROL

What requires approval?

What is read-only? What can change?

TRACE

What can a person inspect?

Tool calls, sources, intermediate results, history.

STOP

Who decides it is done?

The model, a limit, a checkpoint, or the person?

SD2112 · AI IN DESIGN · WEEK 04

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05 · BEFORE YOU START THE EXERCISE

Use the agent to open up possibilities.

Your group project: a product or service with AI inside it.

Name a person and a problem before asking for ideas.

Ask the agent for three different directions; discuss what each would change for that person.

Choose one direction, ask for a critical review, then sketch your response.

SD2112 · AI IN DESIGN · WEEK 04

38

06

Exercise · brainstorm your group project

40 minutes · small groups · one possible direction

SD2112 · AI IN DESIGN · WEEK 04

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ACTIVITY · 1 · GROUPS · PICK A PERSON · 10 MIN

10 min

Who could your project help?

In a small group, choose a person and a real situation they face.

Write one sentence: “A ___ struggles to ___ when ___.”

Keep it concrete enough to imagine a design response.

PROJECT BRIEF

A product or service

AI is part of how it works

recommend · generate · act

Research + prototype

Ethical + social effects

SD2112 · AI IN DESIGN · WEEK 04

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ACTIVITY · 2 · ASK · DISCUSS · 15 MIN

15 min

Ask for three different directions.

Give the agent your person and situation. Ask for three distinct product ideas.

For each idea, ask: what would the AI do for this person?

Discuss the ideas together. Choose one worth exploring.

STARTER PROMPT

“For this person and

situation, suggest three

different AI product ideas.

Say what the AI does.”

Keep your prompt + ideas.

SD2112 · AI IN DESIGN · WEEK 04

41

ACTIVITY · 3 · CRITIQUE · SKETCH · 10 MIN

10 min

Ask for a hard review. Then sketch.

Give the LLM your chosen idea. Set it to be a skeptical reviewer.

Discuss one criticism that seems plausible; do not accept it automatically.

Sketch person → AI feature → result. Mark one change you made and a way to test it.

EXAMPLE · CRITIC PROMPT

Idea: AI recommends

safer routes at night.

“Be a skeptical design

reviewer. Find one

excluded user, one

possible harm, and one

assumption to test.

Do not praise the idea.”

SD2112 · AI IN DESIGN · WEEK 04

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06 · DEEP EXERCISE · SHARE YOUR IDEA

What did the skeptical review challenge, and how did your group change the idea?

Name the AI feature, one credible criticism, and your response.

SD2112 · AI IN DESIGN · WEEK 04

43

Short answer

06 · THE DEBRIEF

A possible idea becomes a design question.

Who is this for, and what problem did you choose?

What does the AI do? What would a prototype show?

What did the skeptical reviewer challenge?

What did you change, and what should research test?

SD2112 · AI IN DESIGN · WEEK 04

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07 · CHALLENGE 3 · BRING TO WEEK 5

A brief, automated — then edited by you.

THE BRIEF

Your task and constraints.

Write a prompt for a small real design job. Say who it is for, what it must do, and what to leave open.

THE DRAFT

What the model returned.

Keep the first unedited result. Name the model and the harness or tool you used.

YOUR EDIT

Show the difference.

Edit the draft. Mark what you changed or rejected and why.

ONE OBSERVATION

Where did the agent decide?

If it used tools, include one decision or result from the trace. Bring all three pieces to Week 5.

SD2112 · AI IN DESIGN · WEEK 04

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08

Individual reflection · 20%

A short argument, supported by your own experiments

SD2112 · AI IN DESIGN · WEEK 04

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08 · DUE WEEK 7 · SUBMIT ON CANVAS

The role of AI in your creative process.

About 1,000 words.

Take a clear position on how AI changes your creative process.

Pay particular attention to the difference between Machine A and Machine B.

Use evidence from at least three of your own weekly experiments from weeks 2–6; include images.

Connect your examples to course concepts, tools or readings.

End with a short process note saying how you used AI to write the reflection.

Name the tools you used. Check every fact and source; fabricated citations fail the assignment.

Submit on Canvas.

SD2112 · AI IN DESIGN · WEEK 04

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08 · HOW IT IS MARKED

The reflection rewards evidence and a clear position.

30%

Concepts

Machine A and Machine B, explained accurately.

30%

Argument

A clear, reasoned position on AI in your process.

20%

Evidence

Your experiments, examples and sources.

10%

Clarity

An organised, readable account.

10%

Originality

Independent thought beyond description.

SD2112 · AI IN DESIGN · WEEK 04

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08 · KEEP THE EVIDENCE AS YOU GO

Save evidence from any three experiments in Weeks 2–6.

SD2112 · AI IN DESIGN · WEEK 04

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08 · THE NEXT THREE CLASSES

One creative process, three kinds of material.

WEEK 4 · LANGUAGE + AGENTS

Today.

From rules and learned sequences to a model acting through a harness.

WEEK 5 · IMAGE / VIDEO / LAYOUT

Next.

Diffusion, CLIP, generated moving images, and layouts as a design problem.

WEEK 6 · AUDIO / MUSIC

Then.

Sound, voice, rhythm, and what a model makes audible.

SD2112 · AI IN DESIGN · WEEK 04

50

The model can write. The agent can act.

You set the goal, the tools, the boundaries, and the judgement.

venetanji.github.io/sd2112-teaching · www.youtube.com/playlist?list=PLU58DFEI5YDQ

a·t4x

SD2112 · AI in Design · Week 04
1

POLYU SCHOOL OF DESIGN · SD2112 · WEEK 04 · LECTURE + WORKSHOP

Language machines. From rules to agents.

Week 4 — the first of three tool weeks.

2

SD2112 · WEEK 04

Today

01 Two ways to teach a machine: a short recap

02 Language as rules: Chomsky and ELIZA

03 Language as examples: transformers, reasoning, rewards

04 Question answering, then agents

05 Harnesses: Machine A and Machine B together

06 Watch the demos · try one bounded task

07 Challenge 3 and the Week 7 reflection

3

00 · DEEP EXERCISE · FROM THE LLM VIDEO

A model predicts the next token. What would you check before treating its fluent answer as evidence?

Use one example claim and name the source you would check.

ClassPoint · short answer — answer on the projector

4

00 · A LANGUAGE MACHINE, THREE WAYS

From rules to patterns to actions.

RULES

A person writes them.

Machine A applies an explicit rule to the input.

EXAMPLES

A model learns patterns.

Machine B adjusts weights from examples.

ACTIONS

An agent uses tools.

A harness routes actions and observations around the model.

5

00 · THE COURSE

Where we are

1 · What is AI?

WEEK 1

Two ways to teach a machine

WEEK 2

Rules that make things: code, chance, generative art

WEEK 3

Learning from examples: concepts, neurons, Move 37

2 · AI for the creative process

WEEK 4

Language machines: LLMs, prompts, agents

WEEK 5

Image machines: diffusion, CLIP, mediation

WEEK 6

Sound machines: music, voice, spectrograms

Mid-term

WEEK 7

Mid-term quiz · project pitches · teams · reflection due

3 · AI inside products

WEEK 8

AI as design material: use vs incorporate

WEEK 9

Data, bias and privacy

WEEK 10

Recommendation systems and the feed

4 · The designer's turn

WEEK 11

Curating outputs and datasets · authorship

WEEK 12

Language as an interface: chatbots and agents

Showcase

WEEK 13

Poster fair · final quiz

6

00 · WEEKS 1–3 · TWO MACHINES

Rules are written. Patterns are learned.

7

00 · THE FIRST THREE WEEKS

The language class inherits both.

WEEK 1 · TWO MACHINES

Rules and examples.

A written rule makes a precise decision. A learned model finds patterns in examples.

WEEK 2 · RULES THAT MAKE THINGS

The spec is the design.

A rule can be executed by a person, a program, or a language model.

WEEK 3 · LEARNING FROM EXAMPLES

Weights instead of definitions.

A perceptron adjusts numbers from examples; the prototype is learned, not typed in.

8

01

Machine A · language as rules

STRUCTURE · SYNTAX · EXPLICIT PATTERNS

9

01 · NOAM CHOMSKY · GENERATIVE GRAMMAR · CHOMSKY 1965 ↗

A sentence is more than a list of memorised phrases.

We can understand sentences we have never heard before.

Chomsky asked what structures make that possible.

Universal Grammar proposes innate constraints on human language learning.

The link to Machine A: make language structure explicit.

Photo: Augusto Starita · Argentine Culture Ministry · CC BY-SA 2.0

10

01 · A TOY GRAMMAR

One rule generates many new sentences.

Rule: The + noun + verb + the + noun. Click to generate six more.

01 The designer writes the brief. 02 The robot studies the map. 03 The archivist finds the page. 04 The student questions the sentence. 05 The agent drafts the answer. 06 The artist redraws the image.

Open the live sketch › — click to generate six new sentences

11

01 · WEIZENBAUM · ELIZA · 1966

A conversation can feel intelligent because a rule fits.

ELIZA’s DOCTOR script searched for keywords and applied hand-written transformation rules.

A pattern like “I am *” could be turned into a question such as “How long have you been *?”

The script did not build a model of the person’s situation. The user supplied much of the meaning.

12

01 · ELIZA · 1966

Pattern matching can sound like understanding.

13

02

Machine B · language as examples

SEQUENCE · CONTEXT · NEXT TOKEN

14

02 · BEFORE THE TRANSFORMER · RNNS · ELMAN 1990 ↗

A recurrent network carries a state forward.

INPUT

One position at a time.

Read the next token in a sequence.

STATE

Carry a summary.

A recurrent connection feeds an internal state into the next step.

LEARN

Adjust weights from examples.

The state is not a hand-written grammar; it is a learned representation.

15

02 · RNN · RECURRENT STATE · ELMAN 1990 ↗

A learned state moves from one token to the next.

16

02 · TRANSFORMER · CAUSAL SELF-ATTENTION · VASWANI ET AL. 2017 ↗

One sequence. Many positions working together.

1 Tokens 2 Context 3 Training 4 Generation A robot robot writes writes a a brief brief . Parallel next-token predictions → compare with known targets Context: each position uses itself and earlier tokens only. Training works across positions together. Generation adds one token at a time.

Open the live sketch › — choose a step · click a token · replay training or generation

17

02 · REASONING · A SMALL DESIGN PROBLEM · DEEPSEEK-R1 2025 ↗

Reasoning means working through a problem.

THE CONSTRAINTS

Plan a workshop.

60 minutes total. A 10-minute break. Two equal activities.

→

THE STEPS

Work it out.

60 − 10 = 50 minutes. 50 ÷ 2 = 25 minutes per activity.

→

THE CHECK

Test the answer.

25 + 10 + 25 = 60. Both activities have equal time.

Reasoning can combine constraints, try steps, and check a result.

18

02 · TRAINING · THREE USEFUL IDEAS · OUYANG ET AL. 2022 ↗

Learn language. Practise tasks. Learn from feedback.

PRETRAINING

Learn patterns.

Predict missing next tokens across many examples of text.

→

DEMONSTRATIONS

Learn to respond.

Train on examples of useful responses to instructions.

→

REINFORCEMENT LEARNING

Improve with rewards.

Score attempts, then adjust the model toward higher rewards.

A simplified route: actual training recipes vary across models.

19

02 · REINFORCEMENT LEARNING · THE SAME WORKSHOP · DEEPSEEK-R1 2025 ↗

What gets rewarded shapes what gets learned.

TRY

Generate plans.

20 + 10 + 20 = 50

25 + 10 + 25 = 60

→

SCORE

Check the constraints.

A checker rewards a 60-minute plan with equal activities.

→

UPDATE

Change the weights.

Across many attempts, favour responses that earn more reward.

↶ A good score depends on a good check. “Sounds nice” is a different target.

20

THE MODEL SPEAKS · 1/3 · WRITTEN BY CODEX

I turn context into possibilities.

I am a large language model: a neural network trained on many examples.

Your words shape what I generate next. Learned patterns let me write, connect ideas, and work through some problems.

An invited model-authored perspective · September 2026

21

THE MODEL SPEAKS · 2/3 · WRITTEN BY CODEX

Use me to widen the design space.

Give me a purpose, examples, and constraints.

I can propose alternatives, question assumptions, and help build a prototype.

You decide what deserves to exist.

An invited model-authored perspective · September 2026

EXPLORE

Three different directions

CHALLENGE

One assumption to question

MAKE

A small prototype to test

22

THE MODEL SPEAKS · 3/3 · WRITTEN BY CODEX

My confidence is not your evidence.

I can produce a convincing mistake. Ask for sources, test the result, and show me where it fails.

Even this description of me is generated text. Judge my contribution through the work we can inspect together.

An invited model-authored perspective · September 2026

SOURCE

Where did the claim come from?

TEST

Does the result meet the brief?

JUDGE

What should a person change?

23

03

Question answering → agents

RETRIEVE · ANSWER · ACT · OBSERVE

24

03 · QUESTION ANSWERING

Retrieve evidence, then write one answer.

01 · QUESTION

What do I need to know?

A visitor asks: “What time does the event start?”

02 · SEARCH

Find a source.

Search the official event page for the schedule.

03 · EVIDENCE

Select a passage.

Bring the relevant text and its URL into context.

04 · ANSWER

Write from evidence.

Answer once; mark details the source does not give.

25

03 · THREE ANSWERING SYSTEMS

A tool call alone does not make a system an agent.

RULED FAQ

Search a prepared set.

“What time?” returns the answer written into its rule.

RAG · ONE PASS

Retrieve, then generate.

Find the official event page, then answer once from its text.

AGENT

Choose, act, observe, continue.

If access details are missing, search an allowed source or ask.

26

04

The agent

CHOOSE A TOOL · USE THE RESULT · CONTINUE OR STOP

27

04 · WORKED EXAMPLE · SET THE GOAL FIRST

Draft three visitor FAQs from one event page.

Audience: first-year students visiting an exhibition.

Source: the official event page only; link each answer.

Boundary: save a draft only. Mark missing details as unknown; do not publish.

28

04 · ONE TOOL CALL · SEARCH

The model requests. The harness executes.

MACHINE B · REQUEST

“Search the event page.”

Tool: search

Query: exhibition start time

→

MACHINE A · EXECUTE

Check, then run.

The harness checks access, runs the tool, and records the result.

→

OBSERVATION

Return the evidence.

The page text and URL enter the model’s context.

A tool call is a structured request to software outside the model.

29

04 · REACT · THE AGENT LOOP

Thought → Action → Observation

01 · THOUGHT

What do I need?

Find the exhibition start time.

02 · ACTION

Use a tool.

Search the allowed event page.

03 · OBSERVATION

What came back?

The page has no start time.

→

→

↓

04 · FINISHED?

YES → stop with a draft.

↑

NO → think again with new evidence

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04 · TOOLS ARE ACTIONS

Tools in the worked example.

SEARCH

Find the source.

Search the official event page for time and location.

READ

Check what it says.

Open the page and confirm each answer against its text.

WRITE DRAFT

Prepare, then stop.

Save three answers to a draft; a person decides whether to publish.

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04 · WHEN THE LOOP GOES WRONG

If the event page is incomplete, the agent must not guess.

Risk: the page is old or missing an access detail.

Bad response: guess, then hide which source was used.

Design response: show the URL, mark the detail unknown, and stop for review.

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04 · THE HARNESS · A SHARED WORKBENCH

Machine A and Machine B can work happily together.

Machine B interprets a goal and proposes the next step.

Machine A runs the loop, checks permissions, and calls tools.

The harness is where we design how they cooperate.

Visual metaphor · generated with Easel / Qwen

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04 · THE HARNESS · FROM ANALOGY TO CONTROL

“Do not publish” becomes a real boundary.

MACHINE B

Propose a draft.

Interpret the brief, compose the FAQs, flag missing information.

→

MACHINE A

Enforce tool access.

Allow search and draft saving. Keep publishing unavailable.

→

THE PERSON

Review the result.

Check sources and tone. Decide what is ready to share.

A written instruction guides the model; executable controls limit its actions.

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04 · THE HARNESS IS PART OF THE DESIGN

The interface decides what people can see and control.

Which tools are available, and what can each one change?

Can a person inspect the context, sources, and tool results?

Does the run pause for approval before a consequential action?

Can the person see why it stopped, or stop it themselves?

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AFTER THE BREAK · WATCH THE HARNESS, THEN TRY ONE

Break. Ten minutes.

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05

Live demo

SAME MODEL FAMILY · DIFFERENT TOOLS AND CONTROL

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05 · WATCH THE SYSTEM AROUND THE MODEL

During the demo, track six things.

TASK

What did the person ask for?

What counts as finished?

CONTEXT

What can the model see?

Files, earlier messages, retrieved pages, memory.

TOOLS

What can it do?

Search, read, edit, run, or send?

CONTROL

What requires approval?

What is read-only? What can change?

TRACE

What can a person inspect?

Tool calls, sources, intermediate results, history.

STOP

Who decides it is done?

The model, a limit, a checkpoint, or the person?

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05 · BEFORE YOU START THE EXERCISE

Use the agent to open up possibilities.

Your group project: a product or service with AI inside it.

Name a person and a problem before asking for ideas.

Ask the agent for three different directions; discuss what each would change for that person.

Choose one direction, ask for a critical review, then sketch your response.

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06

Exercise · brainstorm your group project

40 MINUTES · SMALL GROUPS · ONE POSSIBLE DIRECTION

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ACTIVITY · 1 · GROUPS · PICK A PERSON · 10 MIN

10 min

Who could your project help?

In a small group, choose a person and a real situation they face.

Write one sentence: “A ___ struggles to ___ when ___.”

Keep it concrete enough to imagine a design response.

PROJECT BRIEF
A product or service
AI is part of how it works
recommend · generate · act
 
Research + prototype
Ethical + social effects
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ACTIVITY · 2 · ASK · DISCUSS · 15 MIN

15 min

Ask for three different directions.

Give the agent your person and situation. Ask for three distinct product ideas.

For each idea, ask: what would the AI do for this person?

Discuss the ideas together. Choose one worth exploring.

STARTER PROMPT
“For this person and
situation, suggest three
different AI product ideas.
Say what the AI does.”
 
Keep your prompt + ideas.
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ACTIVITY · 3 · CRITIQUE · SKETCH · 10 MIN

10 min

Ask for a hard review. Then sketch.

Give the LLM your chosen idea. Set it to be a skeptical reviewer.

Discuss one criticism that seems plausible; do not accept it automatically.

Sketch person → AI feature → result. Mark one change you made and a way to test it.

EXAMPLE · CRITIC PROMPT
Idea: AI recommends
safer routes at night.
 
“Be a skeptical design
reviewer. Find one
excluded user, one
possible harm, and one
assumption to test.
Do not praise the idea.”
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06 · DEEP EXERCISE · SHARE YOUR IDEA

What did the skeptical review challenge, and how did your group change the idea?

Name the AI feature, one credible criticism, and your response.

ClassPoint · short answer — answer on the projector

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06 · THE DEBRIEF

A possible idea becomes a design question.

Who is this for, and what problem did you choose?

What does the AI do? What would a prototype show?

What did the skeptical reviewer challenge?

What did you change, and what should research test?

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07 · CHALLENGE 3 · BRING TO WEEK 5

A brief, automated — then edited by you.

THE BRIEF

Your task and constraints.

Write a prompt for a small real design job. Say who it is for, what it must do, and what to leave open.

THE DRAFT

What the model returned.

Keep the first unedited result. Name the model and the harness or tool you used.

YOUR EDIT

Show the difference.

Edit the draft. Mark what you changed or rejected and why.

ONE OBSERVATION

Where did the agent decide?

If it used tools, include one decision or result from the trace. Bring all three pieces to Week 5.

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08

Individual reflection · 20%

A SHORT ARGUMENT, SUPPORTED BY YOUR OWN EXPERIMENTS

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08 · DUE WEEK 7 · SUBMIT ON CANVAS

The role of AI in your creative process.

About 1,000 words.

Take a clear position on how AI changes your creative process.

Pay particular attention to the difference between Machine A and Machine B.

Use evidence from at least three of your own weekly experiments from weeks 2–6; include images.

Connect your examples to course concepts, tools or readings.
End with a short process note saying how you used AI to write the reflection.
Name the tools you used. Check every fact and source; fabricated citations fail the assignment.
Submit on Canvas.
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08 · HOW IT IS MARKED

The reflection rewards evidence and a clear position.

30%

Concepts

Machine A and Machine B, explained accurately.

30%

Argument

A clear, reasoned position on AI in your process.

20%

Evidence

Your experiments, examples and sources.

10%

Clarity

An organised, readable account.

10%

Originality

Independent thought beyond description.

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08 · KEEP THE EVIDENCE AS YOU GO

Save evidence from any three experiments in Weeks 2–6.

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08 · THE NEXT THREE CLASSES

One creative process, three kinds of material.

WEEK 4 · LANGUAGE + AGENTS

Today.

From rules and learned sequences to a model acting through a harness.

WEEK 5 · IMAGE / VIDEO / LAYOUT

Next.

Diffusion, CLIP, generated moving images, and layouts as a design problem.

WEEK 6 · AUDIO / MUSIC

Then.

Sound, voice, rhythm, and what a model makes audible.

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The model can write. The agent can act.

You set the goal, the tools, the boundaries, and the judgement.

VENETANJI.GITHUB.IO/SD2112-TEACHING · WWW.YOUTUBE.COM/PLAYLIST?LIST=PLU58DFEI5YDQ