COURSES / PERSONABLE MACHINES / LECTURE JUNE 2026 · 60 MIN
WORKSHOP JUNE 2026 05 SECTIONS 2 INTERACTIVES · 3 DIAGRAMS

Personable
Machines.

Designing sentience in everyday things. How little does a machine need to feel alive?

Motivation
The Eameses embraced constraints as a core value of their design process. This workshop puts their philosophy to the test: how little animacy does a machine need to feel alive?
00

Why a lamp?

What's something I can teach — in one hour — that's applicable to every talent in this room? I'm known for taming big, industrial beasts of machines to follow you around like an excited puppy. That's out of scope for today. But I can teach you my tricks for enchanting everyday objects to life.

And this isn't just for designers and makers. Maybe you're in operations, or administration, or strategy — and the autonomous things you encounter aren't ones you designed. They're delivery robots in our halls, self-driving cars on our streets, LLMs in our inboxes. Understanding the layers of stimulus and response inside these machines is becoming a critical skill for everyone.

At every scale of life, behavior reduces to two primitives: stimulus and response.

So: what's the simplest machine that can still feel alive? A lamp. One output — brightness. No face, no voice, no articulated body. It turns out to be exactly where Pixar and the Eameses intersect.

FIG 1.1 The Mashup DIAGRAM
Luxo Jr. Expression
+
Eames Office Constraints
=
Expression through constraints: Pixar's personality meets Eames' discipline.
01

Motion is everything.

Motion is the primary carrier of animacy: we don't need a face; we don't need a voice. If somethings moves in our space, we are hard-wired to see it as alive.

HEIDER-SIMMEL 1944 GIF · LOOP
Heider-Simmel — personality through abstract geometric motion
Character through motion: 2D Paper
LUXO JR. Pixar, 1986 GIF · LOOP
Luxo Jr. — personality through body motion
Character through motion: 3D Model
A typical lamp can't move its body. But it can move its light.

Our Challenge: funnel the totality of human personality down to a single number: the voltage we send to the lamp.

FIG X.X The signal path STATIC · 5 LAYERS
PERSONALITY MOTION ENVELOPE BRIGHTNESS SIGNAL shy, eager, drowsy timing, rhythm A/S/H/R + shape [0.00, 0.42, ...] 0–5V PWM
Human personality narrows through timing, parameters, and numbers to a single voltage the lamp can act on.

Synthesizers and motion graphics solved this problem decades ago: use a curve to describe how a value changes over time. That curve is called an envelope, and it gives us four controls:

  • Attack. How quickly the brightness ramps up — a slow swell or an instant snap.
  • Sustain. How bright the lamp gets at its peak — the ceiling of the curve.
  • Hold. How long it stays at peak brightness before fading.
  • Release. How quickly the brightness fades back to zero.
FIG 2.1 Envelope Editor Interactive
0.00
200 ms
80%
1000 ms
1000 ms
Shape:
Mode:
Presets:
Adjust attack, sustain, hold, release — trigger to animate. Save JSON.
02

Motivation & Agency.

A lamp is not a living thing. However, it can still have its own internal motivation (what it wants from the world) and external agency (how it acts on the world).

Each of my robots are modeled with these primitives: Energy, Attention, Curiosity, and Boredom. These are strong behavioral motivators seen at every scale of life, and can be abstracted into two things: stimulus and response.

Let's look how we can model the lamp's internal Energy. A stimulus add to the lamps energy. Stop stimulating, and the energy decays. However, continue interacting, charging up its energy until it has enough: it hits a threshold and is awake enough to wake up the rest of the group.

WAKE UP Demo GIF · LOOP
Wake up — energy accumulates until threshold
Energy builds cycle by cycle until the lamp wakes the group.
FIG X.X Energy & Threshold ANIMATED · LOOP
Internal energy accumulates — each cycle slightly larger — until crossing the threshold triggers a new state.

Agency is how the lamp acts on the world. With enough internal motivation — boredom, restlessness — the lamp starts to play. It might play games with you, even when all you want is for it to work.

CHEEKY Demo GIF · LOOP
Cheeky behavior
A lamp that plays with you: it only turns on when you're not looking.
FIG X.X Stimulus & Response INTERACTIVE
Move your mouse away from the lamp. It gets bolder each time you look away.
03

Group behaviors.

Most objects in our home are designed in isolation — as if they exist in a vacuum. However, we now can give our things an awarenessof each other and where they exisit in the world.

I often use group behaviors to amplify the perceived intelligence of simple mechanical creatures. My Motion Behaviors are generative: a mix of physics simulation and local rules that results in a surprisingly dynamic system.

MANUS Atonaton, 2019 GIF · LOOP
Manus — group of robotic arms responding to a person walking by
Group awareness: machines responding to a shared stimulus
ROLLING Demo GIF · LOOP
Rolling behavior
Group awareness: using physics simulation to pass a light between lamps.
PINCH Demo GIF · LOOP
Pinch behavior
Control the entire group together.
TAG Demo GIF · LOOP
Tag behavior
Dynamically trigger based on which lamp has your attention.