Abstract
Artificial Intelligence (AI) has rapidly become a widespread design aid through the recent proliferation of generative AI tools. In this work we use generative AI to explore soft robotics designs, specifically Soft Biomorphism, an aesthetic design paradigm emphasizing the inherent biomorphic qualities of soft robots to leverage them as affordances for interactions with humans. The work comprises two experiments aimed at uncovering how generative AI can articulate and expand the design space of soft biomorphic robotics using text-to-image (TTI) and image-to-image (ITI) generation techniques. Through TTI generation, Experiment 1 uncovered alternative interpretations of soft biomorphism, emphasizing the novel incorporation of, e.g., fur, which adds a new dimension to the material aesthetics of soft robotics. In Experiment 2, TTI and ITI generation were combined and a category of hybrid techno-organic robot designs discovered, which combined rigid and pliable materials. The work thus demonstrates in practice the specific ways in which AI image generation can contribute towards expanding the design space of soft robotics.
Introduction
In recent years, artificial intelligence (AI) technology has become ubiquitous in a wide range of applications, revolutionizing how we tackle complex issues. Its impressive capabilities, increased accessibility, and cost-effectiveness have propelled its widespread adoption at drastic speeds. AI helps solve societal problems daily, within, e.g., healthcare (), agriculture (; ), and law enforcement (; ). It has also attained a prominent role within aesthetic practice, e.g., in art and design (; ), architecture (; ), fashion design (), and sound/music production (). AI tools purportedly enable laypeople to carry out design-related tasks that were previously only possible for highly skilled professionals (), and are also used by professionals to enhance human creativity and ideation (; ). It is, thus, no longer a question of when AI will change aesthetic, artistic, and designerly endeavors, but how these fields can benefit from incorporating AI tools in creative practice.
Motivated by the growing need for closer human-robot interactions in modern societies, the realm of robotics has witnessed the emergence of soft robotics as a novel paradigm in robot design, experiencing remarkable growth over the past two decades. Soft robotic systems are often biologically inspired and use compliant materials with mechanical properties similar to the tissue of soft biological organisms (). It has been argued that soft robots are more “lifelike” compared to hard-bodied robots (), and their suggested uses include assistance, rehabilitation, and collaborative work, as they offer safe close physical contact with humans (). The inherently different and organic aesthetic of soft robotics has also inspired artistic and designerly explorations of the technology (e.g., see ; ; ; ; ). In prior work, we introduced the design paradigm of Soft Biomorphism, which aims to emphasize the inherent biomorphic aesthetics of soft robotics and leverage them as affordances for interaction with humans (; ) (see Figure 1). Soft biomorphic robot designs accentuate visual, haptic, and kinetic similarities with natural soft organisms. The aim of soft biomorphism is to create lifelike yet unfamiliar robots to promote open-ended and negotiable human-robot relations. Simultaneously, the design aesthetic aligns with the principles of the biophilia hypothesis, which posits that humans possess an innate inclination to appreciate and connect with nature and other forms of life (; ; Wilson, 1984). By leveraging humans’ affinity for natural forms and behaviors, soft biomorphism aims to facilitate intuitive interactions with soft robots. Previous studies have investigated how generative AI, more specifically AI image generation, can blend and reimagine various components, creating innovative composites that surpass human imagination, offering valuable insights into object and product design (; ; ; ; Vartiainen and Tedre, 2023). Building on these insights, AI image generation may also uncover novel perspectives on soft biomorphism as a design aesthetic.
FIGURE 1
The work presented in this article aims to explore the application of generative AI to shed light on and extend soft biomorphism as a design aesthetic for soft robots. The investigation considers how soft biomorphism is depicted and understood by AI image generation software and how AI image generation can be used to articulate and extend this aesthetic. We further examine the meanings conveyed by the contents of the generated images and the visions of potential applications for soft biomorphic robots they propose.
In the context of generative AI, there are two main approaches for creating imagery: text-to-image (TTI) generation and image-to-image (ITI) generation. Our work is rooted in two experiments: firstly, we investigate how TTI generation interprets and extends text descriptions of the specific aesthetic of soft biomorphism; secondly, we combine TTI and ITI generation to explore what characterizes how soft biomorphic robots are pictured in the generated outputs. Lastly, we discuss the relationship between the generated images and the exposition of soft biomorphism given in our prior work (
To situate the work, we first provide an introduction to AI image generation that uses diffusion models and an overview of prior work that has utilized AI image generation for designing physical products and robots specifically. We continue with a brief introduction to the concept of biomorphism and the field of soft robotics followed by an exposition of their unification in the concept of soft biomorphism. After this, we present the methods used in the two experiments, followed by results and a discussion of each experiment, and finally a conclusion.
Background: AI image synthesis with diffusion models
Generative models form a category within machine learning comprising models that can generate new data based on patterns detected in a set of training data. This technique is utilized in commercially available AI image generators such as Stable Diffusion (Stability AI, 2023), Midjourney (
TTI generation combines probabilistic diffusion models with text-conditioned image generation techniques, synthesizing images from textual inputs known as “prompts” and “negative prompts” (Zhang et al., 2023). As textual descriptions accompany images in diffusion models, the model is taught the relationship between specific image contents and annotated text elements. Prompts then guide the outputs towards specific regions of the image space, while negative prompts instruct models to avoid certain types of outputs. In ITI generation, an existing image is used as input to generate, e.g., an output that improves the input image’s resolution, manipulates its colors, or an image that matches the content or visual style of the input image (
Related work
AI image generation within product design
With the recent advancements in AI image generation, there has been a surge in using this technology for exploration of the design space for physical products. In their experimental study,
AI image generation of robot designs
While a variety of generative AI techniques, such as the utilization of large language models (Stella et al., 2023), have been used to design robots, only a few studies have explored the use of AI image generation for designing robots. Investigating TTI generation for designing robots,
In summary, prior research has examined the challenges and potentials of utilizing AI image generation for ideation in product design and robot design. Nevertheless, there remains a notable gap in the exploration of specific design aesthetics for physical objects through AI image generation. This study offers new insights into how generative AI can articulate and extend the soft biomorphic aesthetic.
Biomorphism and soft robotics
Biomorphism, derived from the Greek words bíos (“life” or “living”) and morphḗ (“form”) (
FIGURE 2

Examples of biomorphic furniture design. Left: Arne Jacobsen’s The Egg, 1958 (Photo: Nasjonalmuseet/Bjørgli, Annar. Available under a Creative Commons CC-BY 4.0 license at: https://www.nasjonalmuseet.no/en/collection/object/OK-1989-0185). Right: Gemini, 2014. Designed by Neri Oxman in collaboration with Prof. W. Craig Carter (MIT Department of Materials Science and Engineering) (Oxman et al., 2014).
Soft robots are autonomous machines currently being researched and developed that are primarily constructed from compliant, deformable materials, with mechanical properties similar to those of soft biological materials (
FIGURE 3

Examples of pneumatic soft robot designs: (A) soft silicone robot (Photo: UC San Diego Jacobs School of Engineering/David Baillot. Available under a Creative Commons CC-BY 2.0 license at: https://flic.kr/p/2eYwQy1. Image has been cropped); (B). Earthworm-inspired modular soft robot by
In prior work, we introduced the concept of soft biomorphism as an alternate design paradigm for creating soft robots that centers on increasing their intrinsically organic aesthetic (
Soft biomorphism is thus used as a concept to characterize soft robot designs that accentuate visual, haptic, and kinetic resemblances with soft natural organisms. These robots may feature vibrant polychromatic colors and asymmetrical, bulbous forms and rugged surfaces. Softness in soft biomorphism implies material deformability, e.g., through the use of silicone materials, which also replicates the tactile sensations of touching soft-bodied organisms (
Methods
The methodology used in this work follows three overall stages (see Figure 4). First, image generation was performed, resulting in two sets of images. Second, content analysis was conducted to systematically map and quantify key visual elements and types of softness depicted in the generated images. Finally, through Affinity Diagramming, we clustered the images based on their visual characteristics and accompanying tags to identify overarching themes and design traits.
FIGURE 4

Overview of the visual data processing workflow. The process starts with image generation using Stable Diffusion based on either a text prompt (Experiment 1) or a combination of text prompt and image input (Experiment 2). The generated outputs undergo content analysis focusing on two variables: pictorial elements and types of softness. Finally, the images are grouped through Affinity Diagramming to form clusters based on visual characteristics and accompanying tags.
Stable Diffusion configuration
We generated the images in Experiment 1 (see Experiment 1: TTI generative AI) and Experiment 2 (see Experiment 2: combining TTI and ITI generative AI) using Stable Diffusion (Stability AI, 2023), running locally on an Apple MacBook Pro (13″, M1, 2020, 16 GB RAM) via the
TABLE 1
| Parameter | Description | Used in experiment | Name/Value |
|---|---|---|---|
| Checkpoint | Pre-trained model used for image generation | 1 and 2 | v1-5-pruned-emaonly checkpoint |
| Seed | Starting point for image noise generation | 1 and 2 | −1 |
| Sampling Method | Algorithm for denoising from random noise | 1 and 2 | Euler Ancestral |
| Sampling Steps | Number of steps in the generation process | 1 and 2 | 50 |
| CFG Scale | Controls how closely the image matches the text prompt | 1 and 2 | 9 |
| Denoising Strength | Controls similarity to input image | 2 | 0.75 |
Overview of configurable parameters used in Stable Diffusion to generate the outputs in Experiment 1 and 2.
Analysis of images
Content analyses were conducted on the two resulting image sets from each experiment to map and quantify their contents. Content analysis is a systematic method for categorizing the contents of images based on distinct variables with a discrete set of values to differentiate the characteristics of a delimited set (
The first variable, pictorial elements, was chosen to shed light on and allow for comparison between the motifs of each of the two image sets. Under pictorial elements we chose to only include the objects and materials visible in the image. The rationale for combining objects and materials in the same category was that some elements present in the generated images were not recognizable as specific objects, but their material could still be identified. This approach to tagging ensured that we could capture all relevant visual information. For this variable, each image received between 1–10 tags describing its characteristics, resulting in 32 different pictorial elements in Experiment 1 and 25 different pictorial elements in Experiment 2 (the full list of pictorial elements can be found in Supplementary Materials 3, 4). The decision to not use a fixed number of tags and have no lower limit on tags was made to encompass images with varying degrees of details and number of elements and to only include tags of high relevance to describing the imagery. To annotate pictorial elements, we used nouns and noun phrases (e.g., “hard plastic”, and “plush toy”) to exhaustively tag all clearly visible object(s) and material(s) contained in each of the generated images. For each image the different pictorial elements were established one by one until all elements of the image had been tagged.
To understand how our configuration of Stable Diffusion interpreted the meaning of “soft”, in soft robotics and soft biomorphism, we included the depicted types of softness as the second variable. We specifically chose to include this variable to acknowledge that “soft” has multiple meanings and explore which of these were activated in the generated image sets. E.g., “soft” can encompass objects “
having [a] curved or rounded outline” (
), objects that are “
changing [their] shape[s] when pressed” (
), and objects that are “
smooth and pleasant to touch” (
). To annotate the depicted objects’ types of softness, we used nouns and noun phrases. Through the tagging process, the following four values for types of softness were established:
• Organic form: Softness expressed through the overall shape or form of an object, encompassing curvilinear and rounded outlines.
• Pliable material: Softness attributable to the inclusion of pliable or deformable materials and matter, e.g., skin, rubber, fabric, plants, and fruits.
• Surface smoothness: Softness conveyed through a smooth surface, where the absence of rugged surface textures contributes to a visually smooth and soft appearance.
• Fur: Softness related to the inclusion of dense hairs on a surface.
For images that contained more than one type of softness, all values were amended as tags.
Following content analyses, to identify groups of similar images, for each experiment we categorized the images and their accompanying tag annotations through the method of Affinity Diagramming. This method is commonly used in design processes for organizing large amounts of unstructured qualitative data into cohesive categories (
Experiment 1: TTI generative AI
The goal of the first experiment was to examine how generative AI comprehends and translates text descriptions of soft robots with soft biomorphic aesthetics into visual representations. We aimed to explore how the selected generative AI method understands, interprets, and extends text descriptions of this aesthetic and to leverage TTI image generation as a tool to arrive at alternative or more nuanced understandings of what a soft biomorphic design aesthetic might entail.
Procedure
We experimented with prompts and negative prompts (see Supplementary Material 2) using keywords from our text description of soft biomorphism (see
The following prompts and negative prompts were used to generate the image set in Experiment 1:
Prompt: ((full-body image of a soft robot with a biologically inspired and biomorphic visual appearance, form and surface texture, set in a photo studio:1.3)), (photo studio setting:1.5), (soft robot made from organic looking material:2), ((pliable materials)), pliable, (biomorphic form)), (robot surface has vivid organic polychromatic coloring and nuances:1.3), (biomorphic robot), (organic form), (organic surface), (((soft natural organism))), asymmetrical, bulbous, rugged, arciform, sweeping, annular, undulating and irregular contours, photography, RAW, DSLR, high resolution, HiRes, High quality.
Negative Prompt: (plastic), ((metal)), painting, drawing, cartoon, rendering, 3D, computer graphics, saturated, blurry, ((low resolution)), LoRes, (bad quality).
Results
The total time required to generate the image set in Experiment 1 was approximately 102 min. The 64 TTI-generated images with annotations and categorizations can be seen in Supplementary Material 3.
Content analysis
The content analysis revealed a total of 32 different pictorial elements in Experiment 1 (see Supplementary Material 3). The ten most frequently occurring pictorial elements are listed in Figure 5 and the types of softness depicted are listed in Figure 6.
FIGURE 5

Results from content analysis of the TTI-generated images in Experiment 1 - The ten most frequently occurring pictorial elements. Example images have been cropped.
FIGURE 6

Results from content analysis of the TTI-generated images in Experiment 1 - The types of softness depicted. Example images have been cropped.
As seen in Figure 5, body parts were the most pervasive pictorial elements, with torsos, limbs, heads, and eyes being the most frequently occurring. Additionally, synthetic materials such as hard plastic were prevalent, and the TTI output images tended to use artificial materials for robot construction.
Categorization
Using Affinity Diagramming, we established three overarching categories of objects in the TTI-generated images (see
Figure 7):
• Anthropomorphic Robots
• Plush Toys
• Biomorphic Sculptures
FIGURE 7

Examples of the three general categories of objects generated through TTI generative AI - from left to right: (A) Anthropomorphic Robots; (B) Plush Toys; (C) Biomorphic Sculptures.
The first category, Anthropomorphic Robots (n = 19), features anthropomorphic body parts including limbs, torsos, and heads (see Figure 7A). They have rounded outer casings made from sleek and glossy hard plastic, along with visible joints between the body parts. Additionally, some designs feature caricatured wide eyes and small mouths. Softness is mainly depicted through the plastic’s even surface smoothness (n = 18) and curvilinear, sweeping, organic forms (n = 17).
The second category, Plush Toys (n = 19), features objects with visual similarities to plush toys (see Figure 7B). These objects feature rounded forms and simplified versions of body structures seen in animals, e.g., limbs, torsos, heads, and eyes. They are primarily composed of physically soft and compliant materials such as fabrics (n = 15), fur (n = 2), and skin (n = 2). The types of softness represented in the objects are predominantly organic overall forms (n = 19) and pliable materials (n = 17).
The third category contains what we dub Biomorphic Sculptures (n = 12), referring to objects resembling highly abstract organic entities rather than specific animals (see Figure 7C). These objects feature irregular, curvilinear, and bulging forms yet are devoid of clear resemblances with specific animals. In terms of materials, most of the objects are covered in smooth yet rumpled and uneven fur or short hair (n = 8). Thus, softness is included via organic forms (n = 12), fur (n = 8), and pliable materials (n = 4).
Discussion
Social robotics prevail over soft robotics
A commonality between the outputs of Experiment 1 is missing or only vague resemblance to existing soft robotics designs, which are often composed of simple geometrical shapes assembled to mimic the overall morphology of a distinct animal or animal body part (
Designs in the Anthropomorphic Robot category instead resemble existing social robot designs like SoftBank Robotics’ NAO, Pepper, and UBTECH’s Lynx and use similar color palettes for the humanoid bodies. Some designs in the Plush Toys category also feature caricatured anthropomorphic bodies but differ by also incorporating materials like fabric and skin. This depiction of robots as human replicas is a typical feature of social robots (
Likeness to abstract art and soft robotic artworks
Contrary to the Anthropomorphic Robot category, the fur-covered objects within the category of Biomorphic Sculptures offer a novel take on how soft robots – let alone social robots – might look. These objects display ambiguous, abstract, organic forms, yet elude clear resemblance to distinct organisms. Their distended shapes make them appear more like sculptures than robot morphologies. The simple, irregular, and curvilinear forms bear similarities to abstract sculptural works by 20th century artists, including Hans Arp and Henry Moore, which dwell in visual ambiguity and openness of form. While examples of soft robots embodying similar abstract and biomorphic organic forms as those in the Biomorphic Sculptures exist, these are interestingly not found within technical soft robotics research. Instead, such examples figure within the realm of artistic explorations of soft robotics, e.g., Paula Gaetano Adi’s spherical-shaped robotic latex sculpture, Alexitimia (2006/2007), and the protruding, biomorphic inflations of the soft robotic silicone tiles in Jonas Jørgensen and Maja Smrekar’s robotic installation, !brute_force: Soft Resilience (2022). By avoiding representing familiar shapes, the Biomorphic Sculptures category of robots appears to invite open-ended exploration of their interaction possibilities. Their likeness to sculptures and soft robotic artworks underscores the potential of creative uses of generative AI to supplement artistic explorations of robotics to inform, enrich, and extend the design space of soft robotics.
Fur – another type of softness
Interestingly, most designs in the category of Biomorphic Sculptures are covered in hair and in that sense depart from the notion of softness as material deformability prevalent within soft robotics research (
Experiment 2: combining TTI and ITI generative AI
In preliminary work, we explored soft biomorphism through ITI generation by using photos of soft biomorphic prototypes (see
Procedure
As visual input we used a photograph of a previously designed soft biomorphic robot prototype, “Ring” (see Figure 8), introduced in
FIGURE 8

Photograph of the soft biomorphic robot prototype “Ring” used as input image in Experiment 2.
The following prompts and negative prompts were used in combination with the image input (Figure 8) to generate the image set in Experiment 2:
Prompt: ((full-body image of a soft-bodied robot with a biologically inspired and biomorphic visual appearance, form and surface texture:1.3)), (robot made from organic looking material:2), (biomorphic form)), (robot surface has vivid organic polychromatic coloring and nuances:1.3), (biomorphic robot), (organic form), (organic surface), (((soft natural organism))), asymmetrical, bulbous, rugged, arciform, sweeping, annular, undulating and irregular contours, photography, RAW, DSLR, high resolution, HiRes, High quality.
Negative Prompt: (plastic), ((metal)), painting, drawing, cartoon, rendering, 3D, computer graphics, saturated, blurry, ((low resolution)), LoRes, (bad quality).
Results
The generation of the image set in Experiment 2 took approximately 81 min. The 64 combined ITI and TTI-generated images and their annotations and categorizations can be found in Supplementary Material 4.
Content analysis
The content analysis revealed a total of 25 different pictorial elements (see Supplementary Material 4). The ten most frequently occurring pictorial elements are listed in Figure 9 and the different types of softness depicted are listed in Figure 10.
FIGURE 9

Results from content analysis of the combined ITI and TTI-generated images in Experiment 2 - The ten most frequently occurring pictorial elements. Example images have been cropped.
FIGURE 10

Results from content analysis of the combined ITI and TTI-generated images in Experiment 2 - The types of softness depicted. Example images have been cropped.
In Experiment 2, a diverse array of organic categories emerged, prominently featuring skin and insect-related elements among the most frequent pictorial elements. Through this shift towards organic materials the outcomes deviate from reliance on synthetic materials observed in Experiment 1 (see Content analysis). It is important to note that the prompts were modified going from Experiment 1 to Experiment 2 to broaden the range of generated outputs. While these modifications were necessary to achieve our research objectives, they also affect the comparability of results between the two experiments. Therefore, any comparisons made are and should be considered in relation to this difference.
Comparing the ten most frequently occurring pictorial elements occurring in Experiment 2 (see Figure 9) to those of Experiment 1 (see Figure 5) reveals a small overlap, including hard plastic, joints, and limbs. This suggests a consistent bias towards these elements in the generated imagery, regardless of whether TTI or combined ITI and TTI generation is used and regardless of prompt modifications. However, Experiment 2 introduces unique categories not observed in Experiment 1’s most frequently occurring pictorial elements, including skin, LEDs, lenses, insects, rubber, and nuts. Particularly skin indicates a departure from Experiment 1’s synthetic materials, possibly influenced by the input image of soft biomorphic prototype “Ring” (see Figure 8) and the changed prompts. Furthermore, the overall forms of the generated objects in Experiment 2 are all ring-shaped, suggesting that the image of “Ring” set certain limitations on the types of imagery that could be generated.
Interestingly, the rankings of types of softness depicted across both experiments (see Figures 6, 10) exhibit a consistent ratio between the different types. This consistency suggests a uniform pattern in the generative capabilities of the AI system, irrespective of the input modality and changes to the prompts.
Categorization
Through Affinity Diagramming, the generated outcomes of the TTI and ITI generation were categorized into three distinct categories of objects (see
Figure 11):
• Limbed Robots
• Biomorphic Entities
• Hybrid Techno-Organic Robots
FIGURE 11

Examples of the three general categories of objects generated through combined TTI and ITI generative AI - from left to right: (A) Limbed Robots; (B) Biomorphic Entities; (C) Hybrid Techno-Organic Robots.
The first category, Limbed Robots (n = 11) contains hard plastic structures with limb-like appendages attached via joints to a central body part, resulting in symmetrical morphologies (see Figure 11A). These robots have eye-like lenses, predominantly placed in the smaller center parts of the robots. The most frequently occurring pictorial elements are hard plastic (n = 11), joints between body parts (n = 11), arm or leg-like limbs (n = 10), LEDs (n = 9), and lenses (n = 10). Softness is mainly portrayed through sleek surface smoothness (n = 11) and the morphologies’ rounded forms (n = 6).
Biomorphic Entities (n = 33), the second category, includes organic ring-shaped biomorphic entities principally with surfaces resembling skin (see Figure 11B). These biomorphic objects appear as abstract versions of natural soft organisms, with the most frequently occurring pictorial elements being skin (n = 24), nuts (n = 9), insect segments (n = 7), fingers (n = 6), and reptile segments (n = 4). The types of softness depicted primarily concern soft sinuous, flowing organic forms (n = 31) as well as inclusion of pliable materials (n = 26).
The third category, Hybrid Techno-Organic Robots (n = 16), contains ring-shaped objects that fuse features of natural soft tissue with rigid elements, including hard plastic, glass, and electronic components, resulting in complex morphologies that appear neither fully technological nor fully organic (see Figure 11C). Within this distinct “techno-organic” aesthetic, traits from both natural organisms and contemporary robotics technology appear to seamlessly coexist. The most frequently occurring pictorial elements are LEDs (n = 11), joints (n = 11), skin (n = 10), hard plastic (n = 9), and lenses (n = 8). Various types of softness are depicted simultaneously, particularly organic forms (n = 16), pliable materials (n = 13), and smooth surfaces (n = 10).
Discussion
Novel types of biohybrid soft robot designs
The most surprising and novel designs to emerge in Experiment 2 were in the category of Hybrid Techno-Organic Robots, which were made from a mix of living and non-living elements, as well as rigid and pliable materials. This category mirrors existing interests within soft robotics research not only in using rigid and pliable materials together within robot morphologies (
Biological robots
The objects in the category Biomorphic Entities are thought-provoking as they challenge conventional notions of “robotics” by appearing as if crafted solely from biological materials. Particularly their inclusion of skin-like materials and reptile and insect segments results in an appearance of biological growth, starkly contrasting with the fabricated appearances of Experiment 1’s Anthropomorphic Robots and Experiment 2’s Limbed Robots, and partly the Hybrid Techno-Organic Robots, all featuring joints and electronic components. The Biomorphic Entities’ inclusion of organic forms and natural materials invite contemplation of the relationship between technology and biology, a subject currently under investigation in biohybrid and cyborganic systems (e.g., see
Conclusion
This work has aimed to explore the utilization of generative AI to illuminate soft biomorphism as a design aesthetic for soft robots. Specifically, it sought to uncover and expand the formal characteristics and associated meanings of soft biomorphism as a design space through the application of AI image generation tools, namely, TTI generation and combined TTI and ITI generation.
The two experiments using AI image generation gave rise to new understandings of soft biomorphism and interpretations of what this design aesthetic might encompass. The AI-generated objects manifested diverse forms of biomorphism, ranging from subtle organic influences to pronounced biomorphic overall appearances. Notably, some output images featured coherent morphologies that combined elements with varying degrees of realism, i.e., with varying degrees of likeness to specific identifiable animal body parts. This represents a departure from our previous design strategy for creating soft biomorphic prototypes (
This exploration of soft biomorphism and soft robot aesthetics in AI-generated designs also highlights potential limitations of using generative AI in achieving truly novel designs. For instance, the Anthropomorphic Robots category exemplifies the biases inherent in the generative AI’s training data and societal assumptions about what characterizes a robot’s design. Similarly, this is evident in the category of Plush Toys in which pliable materials were predominantly linked to objects resembling plush toys, reinforcing preconceived associations between certain materials and designs. While the generative AI’s replication of existing robot and object designs may seem unsurprising, it raises important questions about the biases embedded within the training data and the generative process itself.
Our work demonstrates the usefulness and limitations of AI image generation as a tool to explore soft robot design aesthetics. The AI-generated images afforded diverse interpretations of soft biomorphism and soft robot morphologies, suggesting novel combinations and new avenues for soft robotics designs.
Limitations
The presented work is subject to some limitations. Firstly, the methodology described in this article does not take into account whether it is technically possible to build the robots depicted in the generated images. While AI image generation is a valuable tool for exploring aesthetic robot designs, it does not consider their technical feasibility. Another generative system could be developed in future work, informed by existing soft robotics parts and modules, ensuring that the designs are realizable. However, the present study focuses on exploring soft robot design aesthetics and soft biomorphism, rather than practical implementation.
Similarly, focusing predominantly on aesthetics could come at the cost of mechanical functionality of the robot. Aesthetic choices could theoretically impact functionality, e.g., using materials like fur or sticky surfaces might interfere with the robot’s ability to perform specific tasks or move smoothly. However, in several cases, aesthetic elements can be incorporated without affecting the mechanical function at all (e.g., a robot’s color, pattern, or surface texture). In contrast to our focus on aesthetics, evolutionary robotics employs AI technology to develop robot designs purely from a functional standpoint (see, e.g.,
Another limitation regards that the content analyses were carried out by two of the authors. While striving to be objective and systematic in our analysis, involving independent reviewers or additional analysts may have provided more diverse perspectives and reduced potential bias.
Finally, a general limitation of using the soft biomorphic aesthetic for soft robots is that some designs could sometimes be perceived as off-putting, weird, or alien, due to appearing too organic or through odd juxtapositions of body parts or natural elements. However, this potential limitation could also become an opportunity for intentional design choices. Robot designers could incorporate unappealing traits that can be activated or deactivated to evoke discomfort or unease, to end the interaction with the robot or to convey caution.
Statements
Data availability statement
The original contributions presented in this work are included in the Supplementary Material. Further inquiries can be directed to the corresponding author.
Author contributions
MC: Conceptualization, Data curation, Investigation, Methodology, Writing–original draft, Writing–review and editing, Visualization, Formal Analysis, Project administration, Resources, Software, Validation. AR: Funding acquisition, Supervision, Writing–original draft, Writing–review and editing, Conceptualization. JJ: Funding acquisition, Supervision, Writing–original draft, Writing–review and editing, Conceptualization, Formal Analysis, Methodology, Data curation.
Funding
The author(s) declare that financial support was received for the research, authorship, and/or publication of this article. Funding for carrying out the research was provided by the University of Southern Denmark, Digital Autonomous Production (SDU I4.0 DAP) program.
Conflict of interest
The authors declare that the research was conducted in the absence of any commercial or financial relationships that could be construed as a potential conflict of interest.
AR and JJ declare that they were editorial board members of Frontiers, at the time of submission. This had no impact on the peer review process and the final decision.
Publisher’s note
All claims expressed in this article are solely those of the authors and do not necessarily represent those of their affiliated organizations, or those of the publisher, the editors and the reviewers. Any product that may be evaluated in this article, or claim that may be made by its manufacturer, is not guaranteed or endorsed by the publisher.
Supplementary material
The Supplementary Material for this article can be found online at: https://www.frontiersin.org/articles/10.3389/frobt.2024.1472051/full#supplementary-material
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Summary
Keywords
generative artificial intelligence, soft robotics, robot design, design aesthetics, biomorphism
Citation
Christiansen MB, Rafsanjani A and Jørgensen J (2024) Nature redux: interrogating biomorphism and soft robot aesthetics through generative AI. Front. Robot. AI 11:1472051. doi: 10.3389/frobt.2024.1472051
Received
09 August 2024
Accepted
26 September 2024
Published
25 October 2024
Volume
11 - 2024
Edited by
Philipp Rothemund, University of Stuttgart, Germany
Reviewed by
Ahmet Fatih Tabak, Istanbul Commerce University, Türkiye
Michail-Antisthenis Tsompanas, University of the West of England, United Kingdom
Igor Balaz, University of Novi Sad, Serbia
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© 2024 Christiansen, Rafsanjani and Jørgensen.
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*Correspondence: Jonas Jørgensen, jonj@sdu.dk
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