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Machine Language

Teachers
Sherri Wasserman, Omayeli Arenyeka, Jaylyn Quinn Glasper
Guests
Taylor Levy, Leonard Bruce, Sands Fish, Liz Dietz, Che-Wei Wang
Date
Section 1: January 22, 2026 to March 26, 2026
Section 2: January 25, 2026 to March 29, 2026

(10 classes)
Time
Section 1: Thursdays, 3-6pm ET Section 2: Sundays, 2-5pm ET
Location
Online (Zoom)
Cost
$1200 Scholarships available learn more...
Deadline
Applications open until November 17, 2025

Apply Now

Description

All software programs contain “machine language”—the low-level digital code to which machines can respond directly. For this class, “machine language” will also refer to the ways in which we communicate to and through machines. This class seeks to expand our critical and creative understandings of how our communications with machines occur, and to create agency to influence or redirect how these interactions shape our comprehension of ourselves, each other, and our worlds. Throughout this class, we’ll frame our examinations through three lenses: computation, assembly, and hardware dependency. In what ways does constant interfacing with a multiplicity of machines contour our sensory perceptions, informational structures, and bodily abilities? How do we identify and interrogate our sociotechnical imaginaries in ways which recognize our entangled relationships? How might we better understand the machine languages that surround us, and how might we start to build alternatives? Weekly readings, in-class discussion, example projects, and creative prompts will all be used as we explore our personal and collective relationship to machine language.

Outcomes

Course of Study

  • Week 1: Introductions: This class will include brief introductions by all students, and a walkthrough of the next 9 weeks. Core concepts will be introduced.
  • Weeks 2-3: Computation: Machines can only comprehend what they are built to read. Machine language can sort or synthesize, but it can neither describe or interpret without human intervention–and even the precepts of machine readability are programmed in ways that embed biases. How do quantitative limitations influence our interactions with qualitative realities? What are solutions without descriptions? How do computational approaches of different levels of complexity impact ways in which we understand data, ourselves, and the world?
  • Weeks 4-6: Assembly: Assembly language is the lowest-level language to communicate with machines that humans can read. In the last few decades, technologists have transformed human-machine interfaces to include increasingly narrative, graphic, and haptic interactions. Though often posed as universal developments, for whom are these interfaces intended? Who is left out, and how do alternatives emerge?
  • Weeks 7-9: Hardware Dependency: Even the most abstract computation requires material support with specific algorithms to run it. We will interrogate our relationships with hardware. How do specific forms of hardware influence our visions of our current and future worlds? Why might we transform and/or subvert hardware limitations, how, and towards what ends?
  • Week 10: Final Project Presentations

Expectations

Time & Workload
  • The class will culminate in a collaborative project. A portion of each week's class time will be dedicated to working groups where every student is expected to contribute to the project's conceptualization and execution.
  • Students can expect to spend two to three hours per week outside of class for readings / viewings / listenings and personal journaling / studio time.
Materials
  • This class is tech-agnostic. Students will need access to device(s) through which they can attend class (including on camera), read PDFs, access websites, contribute to shared documentation (via Google docs or sheets, or online whiteboard software provided by instructor). Engagement with additional technologies or materials is encouraged but not required.
Technical Experience

No specific technical experience is required.

Is this class for me?

This class may be for you if you:

  • Engage in some sort of creative practice, whether coding, visual art, design, sound, writing or other, and/or related research practice.
  • Are interested in the past, present, and future of both the technical and sociological aspects of technology.
  • Want to apply a critical, but cautiously optimistic, lens to your views of our relationships to, with, and through technology.
  • Want to add to your knowledge of theory, projects, and perspectives.
  • Want to imagine alternatives to our existing sociotechnical landscapes.
  • Are interested in bringing your own knowledge and experience to class dialogues and open to engaging with others who will do the same.

This class may NOT be for you if you:

  • Want to learn to code or hone your computer skills.
  • Want to primarily learn more about machine learning (we will discuss multiple forms of ML/AI, but this is a broader class about machine languages).

Meet the Teachers & Guests

teacher

Sherri Wasserman

Sherri Wasserman is a multidisciplinary collaborator who constructs experiences at the intersections of physical, technological, and informational landscapes. She makes things for print, digital, and architectural/environmental spaces, creating content-rich exhibitions, installations, publications, websites, knowledge management and communications systems, and mobile apps for wide-ranging audiences. In addition to her experience on projects ranging from individual artist partnerships to initiatives for major institutions, she has a background in visual art and history (Oberlin College), design and programming for emerging technologies (ITP at NYU), and science and technology studies (ASU’s Human and Social Dimensions of Science and Technology PhD program). Her work increasingly focuses on expanding collective survivability through engagement with complex systems, sustainability principles, ethical documentary and design practices, and futures methods.

she/her · website · twitter · instagram

teacher

Omayeli Arenyeka

Yeli is a Nigerian artist, writer, and technologist based in Brooklyn. She primarily makes things that live on the internet. She is interested in the creative and critical possibilities of the web and data: its potentials for personal expression, solidarity and fostering disillusionment.

she/her · website · twitter · instagram

teacher

Jaylyn Quinn Glasper

Jaylyn is an interdisciplinary artist who follows their creative impulses wherever they lead, embracing curiosity over specialization. Her explorations span filmmaking, food, 3D modeling, writing, and design. With a love for observing the world and imagining new possibilities, she is passionate about uncovering the social underpinnings of her favorite subjects—film, video games, and pop music—and how their broad appeal shapes and reflects our world. Her work often explores connection, intimacy, and technology. Jaylyn was a contributing artist to the Open Source Afro Hair Library, a project dedicated to improving representation of Afro-textured hair in video gaming and fostering community among Black artists.

they/she · instagram

guest

Taylor Levy

Taylor Levy [pron. tey-ler] is an artist & designer with a penchant for taking things apart, understanding how they work, and then putting them back together in a way that exposes their inner workings.The results take on a variety of forms from low-tech electronic sculpture to high-tech software & other executions. She has work on view at The Leonardo Museum of Science and Technology and was a resident at Fabrica Interactive in Treviso, Italy. She is an alumna of MIT Media Lab, ITP at NYU, and Vassar College.

· website · twitter · instagram

guest

Leonard Bruce

Leonard is an O’odham writer, researcher, and technologist, digging into the ways stories and systems shape the world. Whether it’s history, data, or culture, he believe that the way we tell our stories influences everything from the policies that govern us to the technologies we use every day.

he/him · website · instagram

guest

Sands Fish

Sands Fish, is a future-focused experience designer with a deep background in technology. Working across a diverse set of design contexts, he creates refined experiences, services, and interfaces, and develops novel interaction designs, working across hardware, firmware, and software. He leads multi-disciplinary teams and is experienced in managing projects that require the integration of multiple design goals and technologies. Recently, he was part of a team at The Mill responsible for building a large interactive game installation for Nike's 5th Avenue store in New York City, where he was responsible for real-time data visualizations and experience design. At the MIT Space Exploration Initiative, he contributes to the Initiative's vision by leading ideation workshops, prototyping and fabricating electronic objects that fly in zero gravity, and directing design research with astronauts. As part of this work, he interfaces with brands that are interested in exploring the possibilities of space exploration. He has an active design practice that explores digital fabrication techniques, graphic design, physical computing, and electronics design. He speaks and teaches internationally.

he/him · website

guest

Liz Dietz

Liz Dietz is a postdoctoral fellow in bioethics and the history of genomics in the federal government. Their research examines the way that people with conflicting underlying values use (and fight over) fundamental concepts, like "informed consent" and "medical necessity" and "sex," with a particular focus on the intersection of disability and gender.

they/them · website

guest

Che-Wei Wang

Che-Wei Wang [pron. sey-wey] is an artist, designer & architect with expertise in computational and generative design, fabrication technologies, electronics, CNC machining, and metal manufacturing. The results range from architecture & sculpture to interactive installations & mobile apps. He is the winner of the 2003 SOM fellowship and the Young Alumni Achievement Award from Pratt Institute. Che-Wei has taught courses on design, time, creative computing, and inflatables, at various institutions. He is an alumnus of MIT Media Lab, ITP at NYU, and Pratt Institute.

he/him · website · instagram

How do I apply?

Apply Now

Applications open until Applications closed on November 17, 2025.

You can expect to hear back from us about the status of your application on December 9, 2025. Please email us at admissions@sfpc.study with any questions you have.

How much does it cost to attend?

For 10 classes, it costs $1200 + $39.24 in processing fees, for a one-time payment. We also offer payment plans. Participants can schedule monthly payments of the same amount. First and last payments must be made before the start and end of class. *Processing fees apply for each payment.

SFPC processes all payments via Withfriends and Stripe. Please email admissions@sfpc.study if these payment options don't work for you.

Applicant FAQ

For more information about what we look for in applicants, scholarships, and other frequently asked questions, please visit our applicant FAQ.

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