Drawing with code
How digital illustration merges art, math, and technology
DOI:
https://doi.org/10.32674/g5bgs750Keywords:
STEAM Education, Pixel Manipulation,, Algorithm, Bézier Curves, Digital IllustrationAbstract
Digital illustration combines traditional hand-drawn techniques with modern technology, evolving from early algorithmic art to tools such as MacPaint, Illustrator, and Photoshop. The rise of accessible tablets such as the iPad and Wacom further expanded their role in design, entertainment, and fine art. This article explores how digital illustration bridges the gap between traditional and digital art practices, supporting STEAM education. Integrating computer science, visual art, and math, it promotes interdisciplinary learning and computational thinking. Strategies for incorporating digital illustration into STEAM curricula are examined, emphasizing its power to combine creativity with problem-solving. Drawing from the authors’ experiences, the article highlights how digital tools support storytelling, document cultural identity, and enable expressive, hybrid forms that blend photography with digital illustration.
References
Deák, C., & Kumar, B. (2024). A systematic review of STEAM education’s role in nurturing digital
competencies for sustainable innovations. Education Sciences, 14(3), Article 226. https://doi.org/10.3390/educsci14030226
Doyle, S., Grove, J. G., & Sherman, W. (2018). History of illustration (1st ed.). Bloomsbury Publishing.
Fuchs, M., & Wenz, K. (2022). Introduction: Algorithmic art. Past and contemporary perspectives. Digital Culture & Society, 8(2), 5–12. https://doi.org/10.14361/dcs-2022-080202
Grünberger, C. (2022). The age of data: Embracing algorithms in art & design (1st ed.). Niggli Verlag.
Hackford, H. (2022, August 18). The true history of the pixel. CHM.
https://computerhistory.org/blog/the-true-history-of-the-pixel/
Handy, K. (2023). The mathematical magic of digital art and design: Exploring the intersection of
creativity and calculation. In Cracking the code: The art of blending mathematics and digital design. ArtStation. https://www.artstation.com/blogs/dioeye/zwWv/the-mathematical-magic-of-digital-art-and-design-exploring-the-intersection-of-creativity-and-calculation
Hopper, J. (2021). Learning vector illustration with Adobe Illustrator: Through videos, projects, and
more (1st ed.). Bloomsbury Publishing Plc. https://doi.org/10.5040/9781350047914
Jackson, W. (2015). Digital illustration fundamentals: Vector, raster, waveform, new media with DICF,
DAEF and ASNMF (1st ed.). Apress. https://doi.org/10.1007/978-1-4842-1697-2
Joswick, C., Lee, J., Jocius, R., & Pole, K. (2023). Reading, coding, and crafting: Introducing
computational thinking to young children. YC Young Children, 78(4), 38–46.
Kennedy, K. R. (2024). Introduction to digital art: Basics of art & design with Adobe Creative Cloud
(K. Smith, Ed.). Lemoore College. https://lemoorecollege.edu/oer/documents/2024-introduction-to-digital-art-art-020a-oertextbook.pdf
Klette, R., & Rosenfeld, A. (2004). Digital geometry: Geometric methods for digital picture analysis (1st
ed.). Elsevier Science & Technology. https://doi.org/10.1016/B978-1-55860-861-0.X5000-7
Lewis, R., & Luciana, J. (2020). Vector drawing and illustration. In Digital media foundations (1st ed.,
pp. 186–205). Routledge. https://doi.org/10.4324/9781315226125-11
Lin, J. (2018). Painting pixels: Mapping the sublime philosophy and capital attraction onto a
technological landscape. Scholarship @ Claremont.
Llach, D. C. (2013). Algorithmic tectonics: How Cold War era research shaped our imagination of design.
Architectural Design, 83(2), 16–21. https://doi.org/10.1002/ad.1546
Louridas, P. (2017). Real-world algorithms: A beginner’s guide. MIT Press.
Louridas, P. (2020). Algorithms. MIT Press. https://doi.org/10.7551/mitpress/11884.001.0001
Needles, T. (2020). STEAM power: Infusing art into your STEM curriculum (1st ed.). International
Society for Technology in Education.
Parkeh, R. (2019). Fundamentals of graphics using MATLAB (1st ed.). CRC Press.
Salomon, D. (2006). Curves and surfaces for computer graphics (1st ed.). Springer.
https://doi.org/10.1007/0-387-28452-4
Shearer, S. (2020, December 6). Editing images using pixel manipulation. Medium.
https://sebastianshearer.medium.com/editing-images-using-pixel-manipulation-37907a01
Smith, A. R. (2021). A biography of the pixel. MIT Press.
https://doi.org/10.7551/mitpress/13470.001.0001
Smith, E. (2017, September 21). Wacom graphics tablet history: Touch computing’s early icon. Tedium.
https://tedium.co/2017/09/21/wacom-tablet-history/
Sproull, R., & Brock, D. C. (2023). Interview of Ivan Sutherland. IEEE Annals of the History of
Computing, 45(1), 1–29. https://doi.org/10.1109/MAHC.2023.3244258
Tate. (n.d.). Digital art. Art term: Digital art. Tate Modern. Retrieved March 9, 2025, from
Call for Special Issue Proposals 






