The AI3 shelf is set to frame the favourite objects and belongings of the owner. By being inherently blank, smooth and skinny the shelf has a somewhat adaptive presence to both objects and space. Possessions placed within the shelf come to life in a new way through reflections of color, light, texture and form.
APOHLI's core principles lie within investigations of the past and present, synthesizing elements of primitive craft and contemporary production – partnered with a playful curiosity – to create compelling objects, spaces and experiences centered around these dichotomous narratives. The monolithic Façade bench explores the idiosyncrasies of natural cork and its implementation at the scale of furniture and object, emerging from the study of cork as a sustainable eco-material.
Carl Fredrik EmrikMy Month of Clay And Experimentation
Carl Fredrik Emrik is a trained architect who works with experimental design in the borderland between sculpture and furniture, mainly in wood and ceramics. Carl challenges the norms in design and architecture. With the process and the experiment in focus, he is constantly exploring new ways of working and looking for different solutions than the traditional ones.
Christian MayerMore Than Decoration
A banner designed of the vibrant community of people who lived in Amagerbro's Lykke Tower, before the building was forcefully evicted. The banner is made of old clothing provided by the prior inhabitants. It was hung form the building's façade facing the inner city. As a statement of communal identity and territorial appropriation, the flag became the chosen typology for a connotation of strength. The shape of the individual pieces of clothing was preserved, to create a visible contrast in between the human scale and the size of the building. One of the reason to work with textiles was the contrasting qualities of the soft colorful clothing and the weathered hard concrete. The banner, despite its length of 12m, still seems small in comparison to the total size of the building. The work reflects of the restrains of the capabilities of a single person's effort.
Christina StathakopoulouPenelope: Her Arcadia
Christina Stathakopoulou is a designer from Greece with an architectural and artistic background focused on the interdisciplinary, creative process of design. Her practice comes through multidimensional research attempting to poetically visualize and map personal experiences. Being currently based in Berlin, she is working on individual projects and alongside artists. Inspired by my grandmother's traditional crochet, and floating between reality and fantasy, an abnormal loom was formed, for Penelope to weave her unreachable arcadian landscape. An elastic-flexible space unit emerging from the ground, reaching the sky. It would be a chaos shelter, protecting her. The loom was never completed and Penelope continues to unravel the shroud every night.
Contextual Mumbling Interconnected Realms
Interconnected Realms explores the multifaceted nature of digital objects and their significance in the digital landscape. By critically examining power structures, ontological implications, and interconnectedness, we unravel the complexities and potentials of our digital existence while promoting inclusivity. Our project includes a critical essay, “Unveiling the Essence of Digital Artefacts,” and a VR installation. We aim to foster understanding, empower individuals, and promote conscious navigation of the digital realm.
Daniel LindholtThe Gutter
The Gutter is not a table or a stool. It is an exploration of the “in-between”, a space that is not defined by its function, but rather by its potential. The Gutter is split up in the middle, creating a gutter that mirrors the two main pieces. The use of blank raw aluminum as the material for the piece creates a mirror effect that serves as a rationale for the symmetrical design, inviting the viewer to see their own and the surrounding reflection. The piece blends into its environment.
Dimitra Tziatziou & Evgnosia MentesidouHermaion
The name of our project derives from the greek word ἕρμαιον (hermaion), god Hermes’ gift. The dual meaning of this word, namely the neglected pray that has been left to chance and the gift of the gods to the humans acts as a catalyst for the design process and representation of the impossible object. Taking into consideration the personality traits of Hermes, specifically that he is the god of information and communication, the soul transmitter to the underworld, the mediator between the world of gods, humans and dead, as well as his playful and deceiving nature led to the creation of an allegorical theme park, a complex of unique structures located in a hollow stoned concavity near Stymfalia Lake in Corinth, Greece. The park is divided into four main areas each one representing a physical element: fire, air, earth and water, which make up the fictitious universe, inspired by the Greek myths associated with Hermes and the lake. Each area hosts different functions and provokes alternating feelings for the visitors, who must go through various emotional stages. The impossible object lives in this universe.
RE-MARKS is a project that has been running since 2021 and growing with me every day. It started through my interaction with the space over the last few years when I noticed myself having the strong need of constant visual documentation by utilizing the most accessible tool, the camera of my phone. After documenting and collecting, every day, photos of sidewalks, walls, faces, plants, trash compositions, graffiti and anything that stroke me attention, I decided to place a greater value on my need of archiving. I started to create a series of 7 collages per week, by choosing one photo (the most important to me) per day, which were then edited and published on the internet. The methodology is observation, repetition, spontaneity and the need to play.
Erika RodriguezBlooming Sea
The sea dreams beyond storms, and it dreams of everyone. Blooming Sea is a story inspired by Haiti's resilience. It expresses the beauty and the chaos of two merging realities that reveal themselves through collective interaction and sound landscape. Blooming Sea is a project that aims to express how two realities engage, and yet they are not the complete story. What can occur when people collectively engage with the interaction of other´s realities? Regardless of the nature of memory, a fragment of the missing story can be shared, through fragmented senses. Blooming Sea is an interactive installation that allows the users to trace the painting while immersing them in a soundscape that depicts the Tsunami of Haiti.
Fadi Zumot When Life Gives You Lemons / Shell Out
The creations are born out of play and experimentation that anchors me to the present moment, when my hands are the primary instrument of making or unmaking. They explore forms, folds, lights, shadows, lines, movements, vibes and atmospheres that could emerge from disregarded leftovers of our use. Peels and packaging with past lives hold within them a possibility of intricate, tactile and spectacular new objects that can serve as a sustainable solution. I find inspiration and motivation in nature and its cyclical mode of production and digestion. In the effort to fashion playful solutions to worrying problems. In the blend of force and tenderness. Through the process I kept note of my hands and the way I was treating the materials, when knitting them with a metal wire, having as a starting point the aim to evoke wonder and curiosity for the future.
Fredy SolanImpossible Objects
All objects have their own source of light. Looking for objects without prejudice. I capture the bio-rhythms of flowers through digital sound recording and digital animation. Through the digitally captured sounds, movement and gestures are created that are the foundation of the paintings, which are printed on canvas. They reproduce formal interpretations through a rigorous layering of painting techniques, including hand-painting. With this series of paintings, sounds can be visualized, colors from sound spectrum and electromagnetic waves are brought into organic forms, while light is moving at different speeds. This is with the aim of learning about the way our brain interprets color and its possibilities. This offers an aesthetic research of the movement of light in painting.
Lube is a chair that doesn't slip. Lube is a chair to sit in and cry. Lube is a chair to go club with. Lube is a chair to trip with. Lube is a chair that lures you. Lube is a chair to flirt with. Lube is a chair that tricks you. Lube is a chair to dream with. Lube is a chair that doesn't lube you. The lounge chair, designed as a vision of a dreamy, silver, liquid, world which comes with a connection to both nature and technology. The final product appears to be fluid yet a stable sitting solution, that lures the user for interaction.
In the age of “post-liberation”, the LGBTQIA+ community is experiencing the effects of assimilating into majoritarian society. Products are made either by way of appropriation or catered specifically to the queer community. Such merchandise and design are put into focus with two large-scale pieces. These products have been reassembled and personified into portraiture. They are attempts at seeing if the commodities can be subverted. If their lousy materials can be re-/up-cycled, the quantity might become quality. Can their design illustrate our current queer lived experience? How fashion, brands and cosmetics alter our sensibilities. Or are they fabricated representations or caricatures of ourselves?
Jack O'HoganAdapting Tradition
Tradition neither belongs to the past nor the future; it continually renews itself between past and future while reconciling them both. Simply repeating tradition in a rigid way is a dead-end. To truly renew tradition, we must move beyond static depictions and embrace a more evocative approach that allows for resonance between past and future. Can we collectively look back at ancient techniques as a call to change the way we build today, towards an architectural process that cares for its surroundings?
Maria JosefsenThe Third Place
Maria Josefsen's practice is based on creating new understandings of the world in a post-anthropocene and post-digital age. She is interested in the double-sidedness of reality. How the digital and the sensual meet. Fiction and fact. Narratives and computer algorithms, the born and the manufactured. She works with different medias, including sculptural material such as clay, silicone and plastic, along with computational art such as digital 3D animation- and modelling and 3D printing. Allowing craftsmanship and virtuality to meet, is a way to allow two parallel stories, two truths to exist alongside one another. The title of the work 'The Third Place' references a PlayStation ad from the year 2000, based on the idea that the PlayStation was a gateway from your everyday life, and contained a place that was neither work nor home, but something entirely different.
Myrto PatramaniBody Sculpt
Body Sculpt is currently a work in progress. The ceramic garment evolves as an interactive activity and is made out of ceramic beads with various leftover clay bodies handmade by the artist. With time the ceramic beads would create shapes and nets, creating a constantly moving sculpture. Corpus jewellery, ceramic garments, and organic forms are some of this project’s keywords. For the purpose of ‘Impossible Objects’, an imitation of a ceramic workshop is set in the space, giving the opportunity to the visitors to express themselves and participate in the development of the project, by creating with clay.
Paulina Heinz is a german designer, working at the intersection of design, architecture and arts. She is interested in the ways that design can help to shape dreams, ask important questions and open up physical spaces to reflect on cultural topics of our past, present and future.
Museums are spaces of storytelling. But what if a museum told the stories of an alternate culture to ours? museum examines the historical fiction of a European matriarchy. Utilizing the technique of historical counterfactuals, it comments on the patriarchal divide of bodies into two genders and the regulation of female and non-heteronormative bodies in our society.
The world of smelt sculptures: A collection of handcrafted vases, candleholders and wall pieces, that blend form and function into a seamless whole. Each piece is a unique work of art, designed and created by Saskia. The project's name is inspired by Saskia’s own name and the process of melting - a nod to the way that these sculptures are created by recycling objects and blending colors to form something new and beautiful. In a world that is constantly evolving and melting, the sculptures reflect our desire for beauty and harmony in the midst of change.
Si Jeune MontagnePrototype of Bubble Wands
Si Jeune Montagne is interested in natural elements and landscapes with diverse textures that grow on Earth. She draws inspiration from the dualities present in nature, including the wild or dangerous aspects of living organisms, as well as their usefulness and benefits to human life. For example, the extraction of anticancer drugs from poisonous plants or the exploration of atypical and irregular cell proliferation with unpredictable yet sometimes beneficial forms. Primarily handcrafted, each piece has a unique shape. All the ceramic objects she produces oscillate between sculptures and everyday objects, transforming seemingly irregular and accidental gestures into fired clay. The "aptitude for use" between sculpture and functional object is sometimes lost, leading to unfamiliar gestures. The earth, born from nature, becomes ceramics in harmony with the human touch.
Communication, Digital Art Direction Art Direction, Graphic Design
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