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SPACE AND DESIGN

OUTREACH

ROYAL DANISH ACADEMY · COPENHAGEN

Nathalie Pozzi


Workshop and exhibition
SUS • Commentaries on Sustainability

In collaboration with
Eric Zimmerman
and with master students from Visual Game & Media Design

Contributors
Jakob Ion Wille and Jesper Juul

2024

Institution
Royal Danish Academy
Architecture, Design and Conservation


Photos and video
Frederik Kepp Bruun Lauenborg

SUS • Commentaries on Sustainability

Three playfully provocative, interactive commentaries on systemic issues of consumption, capitalism and sustainability.

Masters students in the Visual Game and Media Design program spent four days considering how to communicate the critical need around the environmental crisis, and the complexities around it.

A workshop led by Nathalie Pozzi and Eric Zimmerman as part of the Climate Expedition Program

 

TAKE YOUR TIME. WE

BRANDING AGENCY. WE BRING THE MESSAGES YOU NEED TO HEAR.
#takeyourtime


Designers:
Anastasia Jacobsen
Mads Arvedsen
Samuel Mathiesen
Thora Magnusdottir 
Milas Norman

  1. Think of an object
    that is meaningful to you.

  2. Write a card,
    explain why.

  3. Place the card next to
    an object of your choice.

 

Meaningful Object, 2024
Mixed Media

Designers:
Claudia Aybar
Mati Kalter
Beth Fuller
Kaspar Tosti

 
 

HAPPY HAPPY HAPPY HAPPINESS!

You’re on the path to HappyHappyHappyHappiness!
pls don't unsubscribe


Designers:
Elin van Bussel
Wiktoria Domeracka
Hongyan Song 


We need to get rid of the idea of global profit, finance, industries and brands. We need to get rid of advertising, and of all forms of sponsored communications, of the world of forms with no essence that has replaced our kids’ school and education.

Of all that exists to convince us that we need what we do not need, and that knowledge, wisdom and success can be easy and require no effort. We need to get rid of all the family-driven morals that could be all fine and well by themselves but that are all nonetheless blind. And we need to open our eyes towards a new collective ethic.

And then, we may also have new designs. Because the first condition to create good design is passion for transformation.”

- Enzo Mari

 
 

PARSONS SCHOOL OF DESIGN · NYC

Nathalie Pozzi


Teaching is an opportunity to explore the ethics and aesthetics of design.

As a practitioner, it is unsettling to recognize that contemporary design is part of a larger system of depletive consumption. The wish to “do more and better” sometimes obfuscates the importance of stepping back and recognizing that we can do better with less.

 

In 1906, Frank Alvah Parsons established the first academic interior design program in the United States. Parsons continues to lead this evolving field with programs including AAS Interior Design.

Encompassing a unique array of design disciplines, Parsons’ School of Constructed Environments (SCE) guides students in creating socially and environmentally sustainable, technologically innovative buildings, interiors, lighting, and products.

- Parsons’ School of Constructed Environments (SCE) 

AAS ID Studio 1 introduces students to fundamental interior design issues.

The class is an opportunity to consider how spatial relationships, form, program, materials - as well as craft, fabrication, production, creative processes of problem solving and communication - can foster design practices that develop and value systems of regenerative non-consumption.


AAS ID Histories and Theories 3 investigates the premise that Interiors and Interior Design are connected to and need to be conversant with current world-shaping social, political, economic, and cultural forces and events.

The class works toward developing a critical approach to Interior Design, particularly in respect to issues of design as social practice and to sustainable design.


Mark Warfield - PARSONS - AAS - ID Studio 1 - Fall 2019

ID Studio 1

The projects presented are a selection of student work from ID Studio 1 in the Interior Design Department. Sophisticated and rich in their conceptual approach, each project carefully considers how to resolve a complex set of functional needs with the grounding principle of “do the most with the least”.

None of the projects follow the same approach: high flexibility, limited demolition, easy long term maintenance, and restrained use of resources and materials are some of the strategies explored in the development of these designs.

Mark Warfield - PARSONS - AAS - ID Studio 1 - Fall 2019


Cristina Sciarra - PARSONS - AAS - ID Studio 1 - Fall 2018

 

ID Studio 1 - Residential Assignment

The residential project asks students to design a live/work space for a professional client with a set of unique requirements. The live/work space to be developed is a cubical volume of 20 feet. The project requires the design of a double level.

The students will select a context and location, which will influence both functional and conceptual design choices. Students will be required to design the space considering the tight dimensional limitations of the volume available.

This exercise introduces students to site analysis, space planning, programming, and circulation.

 
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Cristina Sciarra - PARSONS - AAS - ID Studio 1 - Fall 2018

Cristina Sciarra - PARSONS - AAS - ID Studio 1 - Fall 2018


Arianna De Gasperis - PARSONS - AAS - ID Studio 1 - Fall 2018

Arianna De Gasperis - PARSONS - AAS - ID Studio 1 - Fall 2018

 

ID Studio 1 - Retail Assignment

The retail project asks students to design a retail space with a set of unique requirements.

The students are assigned an existing location in the Lower East Side of Manhattan, which will influence both functional and conceptual design choices. Students will be required to design the space considering the features of the building (openings, materials, light orientation, etc.).

This exercise strengthens the students’ skills in developing site analysis, space planning, programming, and circulation within a rather large space, but with a defined existing set of constraints. .


Arianna De Gasperis - PARSONS - AAS - ID Studio 1 - Fall 2018

ID Studio 1 - A Table for Eight

The AAS Interior Design Program is open to students from many backgrounds. For this reason, the introductory project of the class is approachable yet surprisingly complex.

Students are asked to design a custom table for eight people and select eight chairs among available pre-existing products. The table and eight chairs represent a unique client, their needs, values, interests and aesthetics. The table should allow seating for eight people (not more, not less) and the chairs should be designed, authored objects, with a traceable history.

The assignment allows student to familiarize with the correlated concepts of… dimension / form / style / material / finish / texture/ colour / sound / temperature / comfort / ergonomics / fabrication / durability / maintenance / cost / lead time / availability / transportation / access / history of a designed object and of its designer(s) …

 

 

We need to get rid of the idea of global profit, finance, industries and brands. We need to get rid of advertising, and of all forms of sponsored communications, of the world of forms with no essence that has replaced our kids’ school and education.

Of all that exists to convince us that we need what we do not need, and that knowledge, wisdom and success can be easy and require no effort. We need to get rid of all the family-driven morals that could be all fine and well by themselves but that are all nonetheless blind. And we need to open our eyes towards a new collective ethic.

And then, we may also have new designs. Because the first condition to create good design is passion for transformation.”

- Enzo Mari

 

COVER 42 · LONDON

Nathalie Pozzi


Playtest Carpet is among the projects featured in the Spring 2016 issue of Cover. Check out the “Insight” column.

 

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COVER 42 features the latest work by Milan-based rug brand cc-tapis in collaboration with designers such as Patricia Urquiola and Federico Pepe.

COVER highlights Ai Weiwei's latest art installation in Paris, Tom Dixon's new carpet collection for Ege carpets and Iwan Maktabi's fantastic One Carpet for Love collection with Lebanese designers.

The new issue also features Jameel Prize 4 nominee Dave Chalmers Alesworth, PORCUPINE ROCKS Ltd, the making of The Afghan History Carpet, innovative Belgian company Papilio and much much more!

[Cover 42 · Spring 2016]

 
 
 

More details about Playtest Carpet

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Progetto grafico 27 · AIAP

Nathalie Pozzi


Interference appears in Progetto grafico 27, an issue on the theme of “play."

Progetto grafico is an international graphic design magazine published by Aiap, Italian association for visual communication design.

A reference for the culture of visual communication design in Italy since its beginning, Progetto grafico is a critical forum on graphic design.

 

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Aiap Edizioni, Milano, 2015
isbn: 9771824130006

F.to 21x28 cm, pp. 160. Italiano e inglese

WORKS OF GAME · The MIT Press

Nathalie Pozzi


Games and art have intersected at least since the early twentieth century, as can be seen in the Surrealists' use of Exquisite Corpse and other games, Duchamp's obsession with Chess, and Fluxus event scores and boxes -- to name just a few examples. Over the past fifteen years, the synthesis of art and games has clouded for both artists and gamemakers. Contemporary art has drawn on the tool set of videogames, but has not considered them a cultural form with its own conceptual, formal, and experiential affordances. For their part, game developers and players focus on the innate properties of games and the experiences they provide, giving little attention to what it means to create and evaluate fine art. In Works of Game, John Sharp bridges this gap, offering a formal aesthetics of games that encompasses the commonalities and the differences between games and art.

Sixteen Tons is on the cover of the book Works of Game by John Sharp.
Below is the official overview of the publication. We love it!


Works of Game
On the Aesthetics of Games and Art

By John Sharp

Associate Professor of Games and Learning at Parsons the New School for Design and a member of the game design collective Local No. 12.


Sharp describes three communities of practice and offers case studies for each. "Game Art," which includes such artists as Julian Oliver, Cory Arcangel, and JODI (Joan Heemskerk and Dirk Paesmans) treats videogames as a form of popular culture from which can be borrowed subject matter, tools, and processes. "Artgames," created by gamemakers including Jason Rohrer, Brenda Romero, and Jonathan Blow, explore territory usually occupied by poetry, painting, literature, or film. Finally, "Artists' Games" -- with artists including Blast Theory, Mary Flanagan, and the collaboration of Nathalie Pozzi and Eric Zimmerman -- represents a more synthetic conception of games as an artistic medium. The work of these gamemakers, Sharp suggests, shows that it is possible to create game-based artworks that satisfy the aesthetic and critical values of both the contemporary art and game communities.

 


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72 HOUR INTERACTIONS · GERMANY

Nathalie Pozzi


21-27 July 2014

Nakworks is in Witten (Germany) for 72 Hour Interactions - as one of the Jury members.

Sixty architects, game designers, craftspeople, tinkerers and city planners formed five international teams and competed in a special World Championship.

They challenged themselves in only 72 hours – three days and nights – to design and buidt a temporary structure that invites people to come together in play.

Teams
Better Wetter, Hagen Bilder, Hattingen Dragon Slayers, Herdecke Sawhorses, Witten Truffle Pigs [more info here]

Partners
72 Hour Urban Action
Invisible Playground
Urbane Künste Ruhr

Jury
Katja Aßmann (Artistic Director Urban Arts Ruhr, Germany), Philipp Misselwitz (Urban Planner, Germany), Nathalie Pozzi (Architect, Italy), Eric Zimmerman (Game Designer, USA), and representatives of the Municipality of Witten.

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ZHdK · ZURICH

Nathalie Pozzi

Zurich University of the Arts offers a broad range of degree programs in education, design, film, art and media, dance, theatre and music.

Closely interrelating teaching and research, it provides an ideal setting for transdisciplinary projects.

Architecture of the Senses: An introduction to Constructed Space and Human Experience was a 3-week intensive workshop ( 21 October · 11 November 2013) given at the Zurich University of the Arts (ZHdK). The workshop included students from multiple disciplines, including Concept Design, Game Design, Graphic Design,  Industrial Design, and Interaction Design.

The goal of the course was to understand space design through a number of lenses, from the social and cultural use of space to its material form and sensed experience. The class included readings and space analyses by students, but the focus was a group collaborative project.


Interdisciplinary Workshop

Architecture of the Senses
An introduction to Constructed Space and Human Experience

Academic Institution
ZHdK · Zurich University of the Arts
Department of Design · Interaction Design

Location
Zurich · Switzerland

Year
2013

 

 
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Interdisciplinary Course – Architecture of the Senses

Documentation of "1 Corridor" – an interactive installation on the ground floor corridor of the main building of the Zurich University of the Arts.

1 Corridor is made up of 220m2 paper, 42 steel strings, 4 stepper - motors, 2 Arduinos, 2 Motion Detectors, 2 aluminum tracks, 1 speaker, 1 MDF box, 1 computer


Professor:
Nathalie Pozzi

Students:
Manuel Ailinger
Helene Amrein
Maria Diaz Alfaro
Benjamin Ganz
Fabienne Osterwalder
Ramun Riklin
Adina Renner
Mai Shlesinger

 

GAME · THE FUTURE OF PLAY · SCIENCE GALLERY

Nathalie Pozzi


Interference is featured in GAME.

GAME is a publication that was created as a legacy piece and exhibition guide for the Science Gallery exhibition ‘GAME: The Future of Play’. Speculative and playful in design, the publication presents the core target audience with a unhinged take on the imagery of gaming, far from the action heroes of role player games and caricatures of mobile gaming apps.  Studio Suss

More details about GAME: The Future of Play

 

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Exhibition
Science Gallery DublinGame

Location
Dublin

Year
2013

Curators
Steve Collins
Michael John Gorman
Mads Haahr

Graphic Design:
Studio Suss

 
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THE CREATOR PROJECT

Nathalie Pozzi


The Creator Project publishes an interview with Nathalie Pozzi and Eric Zimmerman

Article
Art, Architecture, And Gaming Meet In Interference: Q&A With Eric Zimmerman And Nathalie Pozzi

Written by
Lara Sedbon

Magazine
The Creator Project

Year
2012

 

 

Founded by a partnership between Intel and VICE, The Creators Project celebrates visionary artists across multiple disciplines who are using technology in innovative ways to push the boundaries of creative expression.

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UdK · BERLIN

Nathalie Pozzi


The Graduate School for the Arts is a international, post-graduate interdisciplinary program at Berlin University of the Arts. The Fellows in residence are highly qualified graduates from all artistic and academic disciplines who regard the communication and exchange with other disciplines as a prerequisite for their work.

The visiting professorship, in partnership with game designer Eric Zimmerman, revolved around the concept of playtesting. At regular meetings, the Fellows shared works in progress in order to spark critique and further development. In the spirit of playtesting, the works were not just discussed, but instead were experienced: feedback was based on the actual experience of a working project in progress.

In addition, the summer professorship included a requirement of presenting a public project during the residency. To this end, the project Starry Heavens was staged at the Play Publik festival in Berlin, in collaboration with Eric Zimmerman.

Don’t Follow these Rules! A Primer for Playtesting  is an essay written with Eric Zimmerman that was inspired by the experience at the University of the Arts.

It outlines best practices for a playtesting design methodology and is included in the collection play:test, published by the Graduate School of the Arts in Berlin.

 


Visiting Professor

Academic Institution
UdK · Berlin University of the Arts
Graduate School of the Arts

Location
Berlin · Germany

Year
2012

 

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EPIFANIO · ESTONIA

Nathalie Pozzi


Article
Performative spaces: the loose boundaries of architecture

Written by
Rebecca Jones
Nathalie Pozzi

Magazine
EPIFANIO 11

 

 

Rebecca Jones and Nathalie Pozzi met in the Watermill Center in Southampton, Long Island while working with theater designer and artist Robert Wilson.

Naturally, a discussion around theater and architecture developed – granting each of them a new understanding of their interests in the field.

An initial exchange regarding the work of architect Marco Casagrande led to the discovery of many other architectural projects that embrace performance in their design. This article is the beginning of their larger research into the concept of “performative architecture.”

 

 
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ARK · FINLAND

Nathalie Pozzi


Arkkitehti examines architecture critically from several angles. The topics addressed range from urban planning to holiday homes, from aesthetics to ecological construction, and from the history architecture to the latest global trends.

 

Established in 1903, Arkkitehti is published by the Finnish Association of Architects.


Ark publishes the Lastu Summer Sauna, a project developed under the Wood Program of Helsinki University of Technology.

Team
Peter Westerlund (Finland) with Adam Guernier (Australia), Nathalie Pozzi (Italy), Isshin Sasaki and Koji Hashimoto  (Japan), Max Lönnqvist (Sweden), Sevra Davis and Nathaniel Moore (Usa).

Article
Light Trap

Publication
ARK
Finnish Architectural Review Arkkitehti

Year
2004

 

 
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RIISTINA · FINLAND

Nathalie Pozzi


As part of the Wood Program at the Helsinki University of Technology, the project team undertook the renovation of a birch bark roof and reconstruction of rail fences on the Pien-Toijola farm.

This traditional Finnish farm is located on an island in the Riistina parish, in the Eastern Finnish lake district, where the Toijonen family has practiced farming since 1672. The Pien-Toijola farmhouses illustrate building methods and styles that range from the seventeenth century up to the second half of the twentieth century. Finnish farm compounds typically consist of several family residences and their various associated storehouses.

The project work included the renovation of the horse stable roof and the reconstruction of rail fences which connect the main yard to the sauna and the servant’s house. New building materials were used to replace decayed elements, yet the restoration followed traditional Finnish construction methods of woodcutting, beam joining, and waterproofing, and contributed towards an ongoing maintenance program.

 

Renovation of a birch bark roof and reconstruction of rail fences

Academic Institution
Wood Program · Helsinki University of Technology

Location
Riistina · Finland

Year
2003

 

 
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Birch bark roof construction system

•  Existing pine joists
•  Underboarding of pine wood (mainly heartwood)
•  Rootpegs (from pine or juniper sapling roots)
•  3 to 6 layers of birch bark roofing
•  Weight beams of spruce or close-grained pine
•  Support railing of axe-hewn pine boards
•  Ridge beam and holder beams of pine wood

 
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WOOD PROGRAM · FINLAND

Nathalie Pozzi


The Wood Program at the Helsinki University of Technology is a postgraduate program in architecture.

The program attracts young architects from all over the world and focuses on the aesthetic and technological qualities of wood, from forest growth to final engineered product. Study in the Wood Program includes the construction of original buildings, restoration of historical sites, investigation of contemporary production techniques, and the history of wood in architecture.

 

The 2003 Wood Program participants included Sevra Davis, Adam Guernier, Koji Hashimoto, Max Lönnqvist, Nathaniel Moore, Nathalie Pozzi, Isshin Sasaki and Peter Westerlund.


Postgraduate Architecture Studies

Academic Institution
Wood Program · Helsinki University of Technology

Location
Helsinki · Finland

Year
2002-2003

 

 
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"The Wood Program explores the technical and architectural properties of wood, providing a thorough and all-round view on the whole chain of wood construction, beginning with the tree in the forest and ending up with an experimental wooden building."

The images show the fabrication of a sauna. The wooden structure is made of pre-assembled elements, to be mounted on-site.

 

 

 
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