







An increasing number of researchers see their work as interactive authoring tools or software substrates for interactive computational media. By talking about “authoring tools”, we remove the divide between programmers and users; “software substrates” let us look beyond conventional programming languages and systems; and “interactive computational media” promises a more malleable and adaptable notion of tools for thought we are striving for. This workshop aims to bring together a wide range of perspectives on these matters.
"Design, Composition, and Performance" by Rich Hickey (2013)
"Design, Composition, and Performance" by Rich Hickey (2013)
Tangible Functional Programming
Revisiting creative behaviour as an epistemic process: lessons from 12 computational artists and designers | Proceedings of the 35th Australian Computer-Human Interaction Conference
As part of the Digital Library's transition to Open Access, new features for researchers are available in the Premium Edition. Click here to learn more.

Coeffects: Context-aware programming languages
Interactive essay that explains theory of coeffects and lets you type-check and run sample programs.
Denicek: Computational Substrate for Document-Oriented End-User Programming
As part of the Digital Library's transition to Open Access, new features for researchers are available in the Premium Edition. Click here to learn more.

Thinking with Sand: A Talk Series Exploring New Software Tools for Creative Exploration and Augmented Thinking At the MIT Media Lab
Creative Computing Group by @tgoerke.bsky.social — Grain
Let's start a group at CODIP to explore creative computing. Let's not start by defining creativity nor computing. It would be a trap. Let's collect artifacts instead. Images, text, thoughts,...
Polyglot Software Unconference 2026
A day of spontaneous sharing, learning, and networking for software builders. Participants set the agenda using "open-spaces" format.
Identifying Barriers to Adoption for Rust through Online Discourse (PLATEAU 2018) - SPLASH 2018
For PLATEAU 2019, see the workshop webpage at http://plateau-workshop.org/. Programming languages exist to enable programmers to develop software effectively. But programmer efficiency depends on the usability of the languages and tools with which they develop software. The aim of this workshop is to discuss methods, metrics and techniques for evaluating the usability of languages and language tools. The supposed benefits of such languages and tools cover a large space, including making programs easier to read, write, and maintain; allowing programmers to write more flexible and powerful ...

An Interactive Intro to CRDTs | jakelazaroff.com
CRDTs don't have to be all academic papers and math jargon. Learn what CRDTs are and how they work through interactive visualizations and code samples.

LURK
Welcome to LURK, we host, facilitate and archive discussions around net- and computational culture and politics, proto- and post-free culture practices, (experimental) (sound) (new media) (software) art, and things like that…
Linking the world's research to the code it runs on - OpenAlex blog
Research relies on software. Software written by scientists, for science, runs through the entire modern research stack: NumPy and SciPy, R and ggplot2, Jupyter, BLAST, ImageJ, AlphaFold. Yet in the scholarly record, that software is nearly invisible. Software is not usually cited formally in publications and is usually just mentioned in the text, which means […]

Malleable Software in the Age of AI - Geoffrey Litt
Between Principle and Pragmatism: Reflections on Prototyping Computational Media with Webstrates
Computational media describes a vision of software, which, in contrast to application-centric software, is (1) malleable, so users can modify existing functionality, (2) computable, so users can run custom code, (3) distributable, so users can open documents across different devices, and (4) shareable, so users can easily share and collaborate on documents. Over the last ten years, the Webstrates and Codestrates projects aimed at realizing this vision of computational media. Webstrates is a server application that synchronizes the DOM of websites. Codestrates builds on top of Webstrates and adds an authoring environment, which blurs the use and development of applications. Grounded in a chronology of the development of Webstrates and Codestrates, we present eight tensions that we needed to balance during their development. We use these tensions as an analytical lens in three case studies and a game challenge in which participants created games using Codestrates. We discuss the results of the game challenge based on these tensions and present key takeaways for six of them. Finally, we present six lessons learned from our endeavor to realize the vision of computational media, demonstrating the balancing act of weighing the vision against the pragmatics of implementing a working system.
