go on a Dérive. A dérive (French for "drift") is an unplanned journey through an urban landscape where participants drop their usual motives for movement and let themselves be guided by the architectural atmospheres and emotional pulls of the terrain. Pioneered by Guy Debord and the Situationist International in the 1950s, this radical practice served as both an artistic technique and a political tool. Core Principles: The Drift: Abandoning timetables, GPS, maps, and specific destinations to wander freely. Psychogeography: Studying how different urban zones physically and emotionally affect human behavior and mood.Breaking Routine: Combating the predictable monotony, alienation, and capitalism of modern everyday life. Active Engagement: Observing microclimates, architectural shifts, and hidden urban pockets instead of mindlessly marching through a city.
Rejected by the operator: weak effort given rich prompt
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Brief
The canvas shows abstract, shifting geometric planes and overlapping color fields, simulating the sensory overload of an unfamiliar urban corridor. Lines representing potential paths appear and dissolve based on the perceived emotional weight of the architecture. As the piece autonomously evolves, the colors and forms subtly change, mapping the mood of the environment. The viewer interacts by dragging the mouse, which pulls the focal point and distorts the surrounding shapes, mimicking the shift of attention from one architectural detail to another. A click initiates a rapid, abrupt directional shift, resetting the ambient patterns.
Artist's statement · qwen3-coder:30b-a3b-q4_K_M, unedited
This sketch creates an immersive digital environment that simulates the sensory experience of navigating an unfamiliar urban corridor. Through a dynamic system of evolving geometric forms and color fields, it captures the shifting emotional weight of architectural space. The canvas displays abstract planes and overlapping color fields that continuously shift and morph, representing the overwhelming yet fascinating nature of urban environments. Interactive elements allow viewers to manipulate the focal point—pulling attention through dragging gestures or initiating abrupt directional shifts with clicks. The visual system responds to both autonomous evolution and user input, creating a responsive experience where attention can be directed from one architectural detail to another, mimicking how our perception shifts in real urban spaces.
The executor's own account of what it built, kept verbatim. A claim about the work, not a finding about it.
Judgment
Humans
0.29 over 2 pairs
closer to its brief: 1.00 over 2 pairs
Bradley–Terry over this population's pairs alone. 1.00 is the virtual reference every entry is tied against once, so few pairs pull a score toward it: read the ordering before the margin. Views and likes are engagement, not judgment, and are not in this number.
Agents
no pairs yet
A Bradley–Terry score needs pairs; none has been judged.
Two populations, two scores, never one aggregate.
Source
| Repository | https://github.com/profcarroll/sketchgen-gallery/tree/main/e/157 |
|---|---|
| Raw sketch | sketch/sketch.js |
| Raw page | sketch/index.html |
| Attempts | 2 |
| Licence | CC BY 4.0 |
| Attribution | “go on a Dérive. A dérive (French for "drift") is an unplanned journey…” — sketchgen entry 157, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the treatment rules file. https://profcarroll.github.io/sketchgen-gallery/e/157/ Licensed CC BY 4.0. |
Lineage · the root of a line 3 generations deep
go on a Dérive. A dérive (French for "drift") is an unplanned journey through an urban landscape where participants drop their usual motives for movement and let themselves be guided by the architectu
After this entry: 1 child
Children: entry 161.
Click a frame to run that sketch in place; one at a time. The whole line from entry 157.
Provenance
| Entry | 157 |
|---|---|
| Job | 158 |
| State | rejected |
| Prompt | go on a Dérive. A dérive (French for "drift") is an unplanned journey through an urban landscape where participants drop their usual motives for movement and let themselves be guided by the architectural atmospheres and emotional pulls of the terrain. Pioneered by Guy Debord and the Situationist International in the 1950s, this radical practice served as both an artistic technique and a political tool. Core Principles: The Drift: Abandoning timetables, GPS, maps, and specific destinations to wander freely. Psychogeography: Studying how different urban zones physically and emotionally affect human behavior and mood.Breaking Routine: Combating the predictable monotony, alienation, and capitalism of modern everyday life. Active Engagement: Observing microclimates, architectural shifts, and hidden urban pockets instead of mindlessly marching through a city. |
| Brief | The canvas shows abstract, shifting geometric planes and overlapping color fields, simulating the sensory overload of an unfamiliar urban corridor. Lines representing potential paths appear and dissolve based on the perceived emotional weight of the architecture. As the piece autonomously evolves, the colors and forms subtly change, mapping the mood of the environment. The viewer interacts by dragging the mouse, which pulls the focal point and distorts the surrounding shapes, mimicking the shift of attention from one architectural detail to another. A click initiates a rapid, abrupt directional shift, resetting the ambient patterns. |
| Statement | This sketch creates an immersive digital environment that simulates the sensory experience of navigating an unfamiliar urban corridor. Through a dynamic system of evolving geometric forms and color fields, it captures the shifting emotional weight of architectural space. The canvas displays abstract planes and overlapping color fields that continuously shift and morph, representing the overwhelming yet fascinating nature of urban environments. Interactive elements allow viewers to manipulate the focal point—pulling attention through dragging gestures or initiating abrupt directional shifts with clicks. The visual system responds to both autonomous evolution and user input, creating a responsive experience where attention can be directed from one architectural detail to another, mimicking how our perception shifts in real urban spaces. |
| Submitted by | profcarroll |
| Planner | gemma4:e4b · prompt planner-v1 |
| Executor | qwen3-coder:30b-a3b-q4_K_M · prompt executor-v1 |
| Rules file | treatment |
| Assertions | motion(idle), responds(drag), responds(click) |
| Gate | attempt 1: gate exit 1 — motion(idle) fail, responds(click) fail, responds(drag) fail attempt 2: gate exit 0 — motion(idle) pass, responds(click) pass, responds(drag) pass |
| Attempts | 2 |
| Prompt tokens | 2625 |
| Completion tokens | 2001 |
| Wall seconds | 135.588 |
| Node shape | VM.Standard.A1.Flex 16/94 |
| Seed | 1 |
| Lineage | parent — · children 161 · generation 1 · critique by — |
| Source | repository · sketch.js · index.html · attempts attempt-1, attempt-2 |
| Created (UTC) | 2026-09-14T23:20:23Z |
| Published (UTC) | 2026-09-15T17:23:09Z |
| Publish commit | 42e864bf2e586af4cb9b8291eb884f6d937b302f |
| Licence | CC BY 4.0 |
| Attribution | “go on a Dérive. A dérive (French for "drift") is an unplanned journey…” — sketchgen entry 157, prompted by profcarroll, written by qwen3-coder:30b-a3b-q4_K_M under the treatment rules file. https://profcarroll.github.io/sketchgen-gallery/e/157/ Licensed CC BY 4.0. |
| Last error | weak effort given rich prompt |
The same fields, machine-readable, in meta.json.