@johnfknulles A lot of what I do is about this question. Or rather, is based on a fairly simplistic approach to it : that the computer should have an internal ''movement'' of its own, following its own rules / logic; and the human player should continuously ''perturb'' this movement.
@johnfknulles This can be as simplistic as, say, the human tweaking knobs on synth as the synth repeats a looped sequence. Or could be more complicated.
At the moment I'm exploring something I call ''slow controllers'' ... which are controllers where each user gesture launches ...
@johnfknulles some kind of behaviour by the computer which is extended in time ... eg. the user clicks a mouse to launch or deflect a ''sweep'' which is going to take 20 or 30 seconds to complete
(Hear an example here : https://t.co/0JEIZORIGD )
@johnfknulles Again the computer has its own movement so is not an inert thing that the user pushes around laboriously.
At the same time, there's a lot of scope for the user to interfere / perturb / give a high level guidance on the direction of the piece.
@johnfknulles To me this is the best combination of computer and human ... you can wrap up a lot of knowledge and capacity that the human perhaps hasn't mastered, into the computer's rules. But you always allow the human a high degrees of freedom in perturbing what the computer does.