Phoresy Pack is the outcome of our explorations in the field of customizable and generative product design. It embodies the idea that the objects we surround ourselves with leave a distinct mark reciprocally, and that with time the user contributes to the appearance of his/her possessions as much as their initial designer, yet in a different fashion. With this project we aimed to take the idea to a new level and create a design that would be by default formed around its user.
Martha Thorne is the Executive Director of the Pritzker Architecture Prize and Dean of the IE School of Architecture & Design, part of the innovative IE University in Madrid/Segovia. Since 2015 she has been a friend of the We Are Water Foundation and was recently a member of the judges’ panel at the One Day Design Challenge in Shanghai.
Creative ideas do not always come to us right when we need them. Furthermore, they sometimes appear at unearthly hours or in the most unusual places. But there are specific times in which we need to open a window to creativity, regardless of how blocked it is, and we need to let talent flow. But we are not alone… There are countless creativity techniques and tools that can help us develop new ideas, solve problems or establish a path we had not identified before.
Pau Moltó was the winner of the 2016 edition of the Roca One Day Design Challenge in Spain. His Kenchikuka Toilet earned the recognition of the jury due to the originality of his proposal, a packable toilet designed to meet the needs of the present nomadic generation with frequent changes of address.
Sustainability is a priority for Roca, and we see this in the research and resources devoted to achieve a more rational use of water. For this reason, the company implements increasingly more measures, both in the manufacturing processes and in the use of its products, to decrease the environmental effects, and the reduction of the water consumption is one of the most important ones.
The winners of the One Day Design Challenge Spain 2016 edition took part in a Manual Thinking workshop, led by Tomoko Sakamoto, as part of Roca’s best interest to further develop young talent and creativity.
A number of years have gone by since Alexandra Barrachina won the first prize along with David Navais at the One Day Design Challenge in 2012 with their project Mybowl, a light and compact bathroom furniture unit, easy to carry and which can be connected to any drain, conceived for urban nomads who constantly change from one apartment to another.
Interview with Tomoko Sakamoto, Japanese architect in charge of carrying out the Manual Thinking workshop for the winners of the Spanish edition of the Roca One Day Design Challenge 2016.
Roca One Day Design Challenge, exploring in more detail its goal of promoting talent as a value and design and innovation as tools for the future among young professionals and students, wishes to take a step further and become an open and continuous platform that spreads news of the winners and collaborators of the competition.
Aleksander Łukaszewicz, third year student of Interior Design at the Academy of Fine Arts in Warsaw and winner of the second prize along with two colleagues in Poland 2018, combines his classes with collaborations in architecture studios designing public spaces and visual identity projects. He also works as a freelance graphic designer. Thanks to this emerging experience, the designer has started to develop his own graphic design, product and interior projects, hoping to enter the professional world as soon as he ends his studies.
For the time being, he has recreated a new version of the popular game of darts. In this new design, the darts are made using light wood fragments as a core, and veneer as flight stabilizer. Their curved shape makes them rotate during flight, rendering them more precise. A wooden board provides the option of arranging it in many different ways to put some new challenge into the game. The aim of the design was to experiment with new materials to make the game more appealing to users, more ergonomic and entertaining. The best answer to that was a spiral form, inspired by fractals sequences. This makes them well fit for the users’ hands and when thrown, darts begin to rotate around their axis, giving them more stability. The new board gives users the possibility to experiment with unusual shapes, thus giving a new feeling to the game.
Another project he has been involved in is the restaurant specializing in Georgian food Chmeli Suneli in Warsaw, by the studio architektwnetrz.pl. Aleksander was responsible for designing the logo and the sign of the restaurant, inspired by shapes of the traditional Georgian writing system.
Aleksander has also designed the logo and visual identity of the blacksmith workshop Smithor, specializing in the manufacturing of tools and the reconstruction of historic weapons.
Based on this image and graphic design projects, we can see that the designer finds it important to get to know other disciplines when developing his projects. For example, knowledge about graphic design can be really helpful when being an interior or industrial designer, because both of these fields are in some parts depending on graphic. “What’s interesting is how the advances in computer technologies are affecting many design fields. Today working with 3D printers, CNC machines in product development processes or using BIM technology becomes the norm in the architecture and design community. Of course technology will always be a tool that will help manage design but it will never be a way to design by itself. But nevertheless that means that in future, we should probably deepen our knowledge on subjects connected with our discipline even though they might seem to be almost from another world”, Aleksander points out. “Product design is quite extraordinary, because it’s an interesting fusion of strict subjects such as ergonomics, materials, science, etc., and artistic subjects like sculpture and painting”.
His working method starts with a deep research on the users the design is aimed at. He carefully analyzes the context, the background and the goal of the project, and studies the different possibilities offered by materials. Only following this procedure is he able to find a satisfactory aesthetic solution for the design. Toy design is a good example of that way of thinking. By investigating our aim and then mixing artistic/technical balance we can predict what that function will be exactly. Sometimes this can be really simple (but at the same time ingenious!) and sometimes it will demand more complicated solutions.