Four times Melania Trump made headlines for architecture and design

First lady of the United States Melania Trump abandoned her architecture studies in favour of a modelling career before marrying Donald Trump, but she still has an interest in design. Here are four times she hit the headlines, including her recent redesign of the White House’s Rose Garden.


Four times Melania Trump made headlines for architecture and design

White House Tennis Pavilion

The first lady has designed another project at her home – a tennis pavilion for the White House, which she unveiled on Twitter.

Created in collaboration with the National Park Service, the White House Tennis Pavilion is intended to take cues from the neoclassical style of the main presidential residence. Details include columns and large arched windows, limestone cladding and a copper roof.

Find out more about the White House Tennis Pavilion ›


White House Rose Garden renovation by Melania Trump

White House Rose Garden

Melania Trump worked with landscape architecture firms Perry Guillot and Oehme, van Sweden & Associates to redesign the White House Rose Garden with a look that combines largely green shrubbery with white and pastel flowers.

Established in 1913 by Ellen Louise Axson Wilson, the wife of former US president Woodrow Wilson, the garden was previously updated during the presidency of John F Kennedy in 1961. Melania Trump’s design removed cherry trees and colourful tulips added by Kennedy’s wife Jaqueline, sparking criticism on social media.

Find out more about the Rose Garden at the White House ›


Four times Melania Trump made headlines for architecture and design

Be Best children’s initiative logo

Melania Trump is also behind the logo of her Be Best initiative, a policy platform dedicated to promoting well-being, positivity on social media and fighting opioid abuse.

In the design, the words Be Best appear to be written in red and blue using a flat-tipped marker pen.

Find out more about Be Best logo ›


Four times Melania Trump made headlines for architecture and design
Photograph is by ABC/Ida Mae Astute

Melania Trump’s architecture degree controversy

Melania Trump previously incorrectly stated on her website that she obtained an undergraduate degree in architecture from the University of Ljubljana.

But, as her profile rose during her husband’s 2016 presidential campaign, it came to light that she left the course after her first year to pursue her career in modelling in Milan.

Find out more about Melania Trump’s architecture degree ›

The post Four times Melania Trump made headlines for architecture and design appeared first on Dezeen.

Honda Releases Ultimate City Car, All-Electric, Not for Americans

Slightly delayed by the pandemic, this month Honda finally rolled out their hotly-anticipated Honda e in Europe, to be followed by its Japanese launch in October.

All-electric, the Honda E isn’t meant to compete with Tesla; instead it’s a diminutive, low-range (137-mile) vehicle expressly designed to work well within tight urban confines.

The snazzy four-seater measures just 3894mm (12.7′) long, 1752mm (5.7′) high and 1512mm (5′) wide, with an absurdly-tight 4.3m (14′) turning radius, perfect for the narrow European and Japanese city streets for which it was designed.

The sharp-eyed among you have noticed the car has no proper side-view mirrors, another indication the car was designed to squeeze through tight spaces. Instead, protruding slightly from the doors–but not beyond the overall width of the car’s widest point–are these doodads:

Those nacelles contain the cameras that provide feeds for monitors inside the car, along the same sightlines a driver would use to see traditional side-view mirrors.

The height of the mirror-monitors integrate with the cabin-width dashboard itself, which is shockingly modern and linear, coming from the company that also brought you the fighter-jet cockpit of the Civic Type R dashboard. And the warm, wooden “countertop” resembles something a barista stands on the other side of.

Wickedly, the dashboard monitors can reportedly be used to watch movies in widescreen format when the car is parked.

The backseat is just as modern in appearance as the front of the cabin…

…and if that view out of the tiny rear window looks claustrophobic…

…not to worry: The rearview mirror also links to cameras, so the driver can have a clear, unobstructed view out of the back.

The car’s charging port makes no secret of its location, nor does it bother trying to disguise itself as a fuel door; instead it’s prominently featured front and center for easy access.

With a 50 kW charger, you can go from a blinking low battery warning indicator to 80% charge in about 30 minutes. And should you need to leave it plugged in outdoors in inclement weather, there’s an optional weather shroud.

As mentioned earlier, the Honda e will not see the inside of any American Honda dealership; the company brass has reckoned that no Yank is going to pay $34,000 for an electric car, however design-rich, with less than 140 miles of range. And I hate to say that Honda’s bean counters are probably right. With our gas prices still relatively cheap, our unhealthy love affair with pickups and SUVs still torrid, and COVID nudging us towards long-distance driving as safer vacation alternatives, now would not be the right time to bring the Honda e to the ‘States. Which is a damned shame.

Ralf Groene, CVP of Design for Windows and Devices at Microsoft, Discusses the Evolution of Industrial Design

Ralf Groene grew up in Germany and began his career as a tool maker at Volkswagen, before expanding his interest into product making. He moved to the United States in the late 1990s, first in New York and then later in Silicon Valley, working for frogdesign and IDEO. He joined Microsoft in 2006, and has grown into a creative visionary, embracing innovative methods and materials across Surface, Xbox, and HoloLens, while influencing the industry with his dedication to superb craftsmanship. Groene leads the design vision for all hardware at Microsoft and helms the Windows and Devices Design Team. His diverse and international team spans Industrial Design, UX, Human Factors and Research, and includes a group of movie makers and CG artists who create launch and concept videos.

IDSA’s International Design Conference takes place September 17 & 18, and will be a 24-hour livestream with speakers in different countries delivering immersive design content across disciplines—including industrial, graphic, UX, service, furniture, interior, medical, and social impact design—through a carefully choreographed series of presentations, workshops, panel discussions, and breakout sessions. Groene will be participating as one of the many keynote speakers. IDSA’s Leah Pickett caught up with him via a Microsoft Teams video call, to discuss his path as an industrial designer, the importance of forming a diverse team to serve a diversity of users, and how he and his team at Microsoft are navigating a new reality in 2020.

IDSA: Starting out as a tool maker for Volkswagen, what made you want to go more into hardware and industrial design?

Ralf Groene: Before I was a tool maker, when I grew up, I always sketched and took things apart, fixed mopeds, and was interested in how stuff works. I spent a lot of time as a kid on my grandmother’s kitchen table. She put a stack of paper in front of me to keep me quiet, and so I always doodled and noodled around with sketching. Growing up where I did, I was never really exposed to industrial design and didn’t really know what that was. After I became a tool maker, I spent two years working in a hospital. During that time, I met a gentleman who came from a family of designers. He explained this to me and said, “I’ll bring in my portfolio,” and I thought, “What is a portfolio?” He brought that in and I instantly knew that this is what I was going to do.

What was it like to move from Germany to the United States, and to Silicon Valley in the late ’90s? What was the environment like then?

In my fourth semester at school, I did an internship in New York City at Teague. I had never worked in another country. I had never been on an airplane. That was seven months of me learning English in New York, and it was a whirlwind of influences, as you can imagine. I was exposed to not only the lifestyle of a city like New York, but also for the first time there were designers and engineers working next to each other. This was very uncommon in the German studios I had visited and interned in. From there I decided, “I have to go back.” I fell in love with what I thought was America, but what was really just New York City.

A gentleman I got to know there, Chris Flink [now the Executive Director of the Exploratorium in San Francisco, CA], went to the West Coast—he studied at Stanford—and said, “You should come and visit.” So I visited, half on vacation and half interviewing, and got exposure to the West Coast, which was really amazing. I started working first at a company called Palo Alto Design Group, which was a small product development firm that did the PalmPilot, and I designed an electronic book for a company called NuvoMedia—the two gentleman that started that company [Martin Eberhard and Marc Tarpenning] went on to start Tesla.

Growing up in Germany, during my student years, frog design was always like god mode. They had a huge brand and I always loved to check out what they were doing. When I started working in Palo Alto, frog was in Sunnyvale, just a few miles away. IDSA had an open house opportunity to visit frog design, and I went over with two engineers and ran into Hartmut Esslinger. He gave us a tour and invited me for an interview, without me applying or showing any of my work. I got hired and worked there for two and a half years or so, before I got an offer to lead the design team at IDEO. I’m still good friends with Hartmut and his wife Patricia.

Frog was quite an amazing place that had and still has a deep history through the work they did with Apple. At the time when I started [in Silicon Valley], the start-up culture was still there, before the economy crashed in 2001. Everything was still called the “new economy.” Everything had an “e” in front of it: e-wine, e-trade. It was a very interesting time, and I learned a lot from Hartmut. I worked for him directly for his European customers, and also would work on electronics for Dell and concepts for other big U.S. brands.

What was it like to transition to Microsoft in 2006?

The [previous] consulting work was amazing, coming right of school and being able to design all of these different things, from exercise equipment to printers to phones to meal replacement strategies for Frito-Lay—all these kinds of sometimes weird, very interesting, and esoteric projects. To me, it was a great nine or 10 years in consulting where I could look around and poke my head into the different cultures from the clients, from small start-ups to big corporations. At some point though, you figure out the pattern of consulting, where we would get called after a project was already defined and leave the project before it would go through final engineering. It would leave me desiring to make products end-to-end.

So I looked around and came across Microsoft. My first computer was a Mac; I moved to Windows because I was using Alias 3D modeling in 1998. When I visited Microsoft, what was interesting is that I didn’t really expect much, but the people I met were very much in the same mold as the people I had met at IDEO and frog. They were very focused and also quite normal. There was very little attitude and an openness to innovation and curiosity.

I started at Microsoft leading mice and keyboards. Looking at their product line, they did really great ergonomically, with really good accessories. But everything was rather beige or grey, and they hadn’t really found their voice in terms of what values they had and translating this into design. So I thought this would be a great opportunity. And here we are, 14 years later.

Microsoft Surface laptops, courtesy of Microsoft

You lead a multidisciplinary design team. How has industrial design, from your perspective at Microsoft, changed? I imagine a lot of it comes from bringing in UX and other disciplines.

It’s a super good question. Maybe the story to tell is how we started out. When I began with a small accessories team, most of the people just managed outside consultancies. So the role of the industrial designer, even inside Microsoft, was “Ok, we have a project. Hire the consultancy, manage them through, get their creativity, and massage it into the product development process.” But I’m really a designer-designer, so when I started, we shifted to moving pretty much everything in-house, and hired a couple of in-house designers.

The first four years we’d still work with consultancies, since this was a transition time. But in 2010, my boss Panos [Panay] asked me to join what turned out to become Surface. We started this group and this business really from a blank slate, and the advantage was that we were too small to have departments. The way we would work is that, in the morning, we’d design and share our designs with the engineers, some PMs, and some business people; and then in the afternoon, we would move into a different room where we would look at the engineering. From that starting point we hired more designers and other people.

We call ourselves “product makers,” realizing that if you want to make a Surface laptop or any of these kinds of products, you need to go way beyond the industrial designer to make something that actually works, and has a gestalt and appearance and function that is succinct, and is affordable, and has the performance that you envision. When you have all these components coming together, you must have more people than industrial designers; you need engineers and marketing people and PMs. You also have to have the mindset that everyone together makes the product. It’s not just the designers in the ivory tower who let out some sketches or a 3D model and then everyone has to make it so. We create a vision, for sure, and then we work super hard to keep that vision as accurate as possible as we go through product development. But we’re doing this through more of a radical collaboration approach, rather than top-down.

As we have grown over the past 10 years, we started out growing Surface but then brought the accessories team back into the business. The next thing was that Microsoft acquired Nokia, and with Nokia came the Nokia industrial design team. And then we brought Xbox and Hololens over into one team. And now we had not only designers who would think in different avenues like gaming and mobility, but we also had talent like the Human Factors Engineering team, which came through the Xbox team as they merged with us. On that team, you have people who have studied psychology, anthropology, or bioengineering, and most of them have PhDs. It is a group that is rather scientific. So the question was, how do we bring scientists into the product making experience? For us we said, let’s call all of us designers. Let’s embrace this product-making thing. Because as we built our design team, we also a built a group we now call Visual Design, which produces all of our launch videos. In there we have people who have studied computer science, film, and animation; we have a classical composer with a PhD on staff who is composing the music for us. And these different people with their different talents and specificities in their studies also connect to this larger group of creatives, thinking about the story we want to tell. We bring this diversity in, and of course there [are other kinds] of diversity.

If you leave tech companies on their own, you fill the rooms with middle-aged white guys like me; and if you’re not careful, you just talk to yourselves, and just talk about tech. Obviously, that is not beneficial to anyone. We are putting great effort into hiring a diversity of different ethnicities, but also having a good balance between male and female designers. We’re putting a lot of effort into making sure this diversity goes through the ranks, as you go from junior to mid-level to senior to director to partner level and so on. And it pays off because, at the end of the day, what we do is make products for people. It can take a little longer for diverse teams to get started, but the quality these teams can produce is far greater than if you just talk to people who look like you.

Microsoft’s Xbox Adaptive Controller, courtesy of Microsoft

Microsoft’s Xbox Adaptive Controller is a great example of serving diverse users and providing more accessibility. In terms of both diversity and accessibility, what is Microsoft doing before the hiring process to make a career in industrial design or another design discipline more accessible for more people?

We have two official internship programs at Microsoft. We have lots of students from around the world who join the Microsoft [university] internship program. They go through different departments and get lots of exposure to different functions of Microsoft, and the conversion rate from interns into full-time employees is really high, because we want to make sure that, if someone feels like Microsoft is a place where they could work, we have the ability to offer a job.

We also offer a high school internship program. In the design team, over the past couple of years, we have had a bunch of high school interns. Imagine someone between 16 and 17 years old being in the devices design studio, next to the pros. You can be part of video reviews and product reviews. What I found stunning is, after a little bit of warm-up, the amount of ideas we get and things that get turned into something we follow and eventually become products, is quite high. And it’s a lot of fun.

We’re also making sure that we’re not just talking to high schools in affluent neighborhoods but going to neighborhoods and schools that are more blue-collar and not as privileged. I believe talent is evenly distributed and you can find the next rock-star talent anywhere. It doesn’t have to only come from Ivy League or high-end design schools. I worked in a factory in a very blue-collar environment before I discovered design. Oftentimes it’s just giving people exposure, so they actually know what design is, and then giving them the path and the encouragement, where all you need is a pen and a piece of paper to get started. We want to pass the torch to people who are crazy talented and send them on a path to become a designer, whether at Microsoft or somewhere else.

How has managing your team changed in our new COVID-19 reality?

COVID hit about three months after we joined with the Windows Design team. Normally, you would walk into our design studio and there’s one big space in which we design everything. You would walk to your desk and pass the Hololens department, Xbox stuff, and new videos being worked on. Surface Duo would be designed in one corner and software review would be happening, with other programs being laid out as you walk across the studio. There would be serendipitous exposure, conversations, and connections you would make. In this environment, every designer can work on every project—if you design a mouse, after that you can design a computer or an Xbox—to enrich the experience of individual designers. But with COVID, that stopped.

Now it is very abstract. The design story has moved from being tangible to very much in our heads. We do go and meet in the studio but masked up and with gloves and with only a few people, because in terms of hardware you have to look at objects and samples and talk about tangible ideas. But it is a very abbreviated version of what we usually have. Usually the studio would be brimming with people and discussions, and it would be more like a busy marketplace versus a quiet lab, which it is now.

Normally we do in-person presentations for launch events and have a big stage. But the online version [for the recent launch event of Surface Duo] was almost better than the in-person version. There are some advantages we’re getting to understand now, working more remotely, where you can focus and quickly connect to people. You build different relationships. However, it is not a replacement for the in-person, tangible work that we did before, so everyone is hoping to go back. But I also think there will be a long-lasting change from what we had before. I don’t think everything will go back in quite the same way.

How do you foresee your work and industrial design in general changing moving forward? What is the path that we’re on?

My daughter is an industrial designer who graduated about a year ago, and listening to her, there is a new focus on objects. In the world of industrial design, you get the analog products, the chairs and the household items that are not “smart” or filled with electronics. I find people are developing a more intimate relationship with physical objects and having fewer but a higher quality. Especially through COVID, as we are more focused on our internal wellbeing and confined to a space, there is not so much cheap consumption.

Microsoft’s Surface Duo, courtesy of Microsoft

On the electronics side, it’s interesting. On one end, Microsoft is for sure a software company, but you build a relationship with software through hardware. And there is something in hardware that is almost like summing up the offering that a bunch of software features have inside an object. You will always talk about Surface Duo; hardly ever will you reference a feature. Same goes with an iPad or iPhone. You always reference the object. The interesting piece is the intertwining of software and hardware, and how we bring an object that is filled with software to people as a tangible thing. How does it feel when you touch it? How do you get into it? A plastic or metal button is as much a user interface as one that is made from pixels. The computer is more than what sits in the box, because it also connects to what is offered in the cloud and through the internet.

I find that the more we work and understand what’s possible through software and the connectivity we have, the more we are starting to shape how this is relevant to people. The human roadmap is much under appreciated. We very much see the computer and the software like a musical instrument. If you become really good at playing guitar, you’re not really thinking about the guitar as you’re playing it. All you’re thinking about is expressing your music; and the actual device, as in hardware, or the actual notes, as in software, will disappear into you just thinking about music. This is kind of what we are after when designing products like Surface Studio and Surface Duo. During creation, you jot down an idea and flip the keyboard and turn your sketch into Illustrator and turn Illustrator into a Figma file and make it into an app. These kinds of transitions are how an idea flows from your mind to your hands through your heart into a sketch that you share with people, that turns into a project that turns into a product that other people enjoy. Hardware plays a role, software plays a role, and managing it so humans don’t really need to think about the software that they’re using—that’s the goal.

This interview has been condensed and edited.

The International Design Conference 2020 takes place online September 17 & 18. Learn more and register at InternationalDesignConference.com.

This BMW R18 custom-built motorcycle takes neo-retro styling up a notch!

Blechmann has done it again. First, it was the R nineT and now he has customized BMW’s recently launched cruiser, the R 18. And what a stunning customization it is! Designer Bernhard “Blechmann” Naumann of Austria has left no stone unturned in creating this neo-retro design that is sure to turn heads around.

Taking almost 450 hours to build it, Blechmann doesn’t start his customizations with sketches or drawings per se. Rather, he dives directly into the build with the final material keeping a keen eye on proportions and meticulously crafting his artwork. He calls it “rapid prototyping – Blechmann style”. And the results are surely out of this world! Called the “Blechmann R18”, this custom job keeps the original frame and the mounting points of the stock BMW R18 as is, while adding a beautiful full fairing which emphasizes the underlying heritage design of the base model. The final rendering is a narrower, sportier, and more extravagant piece of handiwork. Not to forget, the eye-catching headlights which are inspired by the iconic kidney-shaped grills of BMW and the sleek black paint job adorned with classic BMW Motorrad white pin-stripes.

Much like the previous customization of the BMW R nineT, called the Giggerl, the Blechmann R18 is too an absolute show-stopper. But unlike its garish predecessor, the Blechmann R18 is more a silent beast that tends to slow down time in its wake.

Designer: Bernhard “Blechmann” Naumann

Amazon Rolls Out Their Physical Shopping Cart for L.A. Supermarket Today

From the real world to virtual to back again. It’s strange to think that shopping carts have evolved from this…

…to this…

…to this.

That’s Amazon’s Dash Cart, the IRL shopping cart they’re debuting at their new Amazon Fresh supermarket in Los Angeles today. Though the space is 35,000 square feet–about the size of your average Whole Foods–the Amazon Fresh joints (there will be more) will not focus on natural and organic groceries, but on lower-cost items.

In addition to cost, Amazon is hoping that convenience will be a large part of the Fresh supermarket’s appeal. Thus the designers of the Dash Cart were tasked with providing the following functionality:

1. Customers are “recognized” by the specific Dash Cart they grab a they enter the store.

2. Customers can access their Alexa Shopping Lists via the cart.

3. Customers can scan coupons via the cart.

4. Customers can throw whatever they want in the cart, and the cart somehow tallies everything.

5. Customers can walk out of the store without stopping to check out.

The designers handled this by incorporating three things: An interactive touchscreen, a code scanner and a built-in scale. Here’s how it all works.

1. Customers are “recognized” by the specific Dash Cart they grab as they enter the store.

First off, the customers entering the store (which is invitation-only, initially) have to be established Amazon customers and smartphone users that have the Amazon app. To get the cart to “recognize” them, a QR code pops up on the app when they enter the store, and they scan this code into the cart’s built-in code reader. Now the cart’s got access to your Amazon account and credit card info.

2. Customers can access their Alexa Shopping Lists via the cart.

When customers pull up their Alexa shopping list, which can be modified on the fly, each item’s location in the store is given.

3. Customers can scan coupons via the cart.

Via the built-in scanner.

4. Customers can throw whatever they want in the cart, and the cart somehow tallies everything.

This part is left vague in Amazon’s description: “The cart uses a combination of computer vision algorithms and sensor fusion to identify items you put in the cart,” and it’s not clear if the cameras and sensors are in the cart, on the shelves, or both working in concert. In any case, a beeping noise and a green light on the front of the cart provide feedback to the user to let them know an item has been successfully scanned. If an item is placed in the cart that has not properly been scanned, the light on the cart turns and remains orange until a successful re-scan is performed. This also presumably serves as an anti-shoplifting measure.

For items that need to be weighed, like produce, the customer must item the item’s code (presumably listed on a sticker on the item) into the touchscreen. The item is then weighed, according to Amazon, but it’s not clear where on the cart the scale is located. The weighed amount is displayed on the touchscreen for the user to confirm.

5. Customers can walk out of the store without stopping to check out.

There’s a Dash Cart lane that sounds similar to an EZ-Pass lane that customers roll their cart through to exit. Sensors identify the cart and charge your card. The customer leaves the cart in the store and removes the groceries–which, from the get-go, have been placed in 1-2 of the customer’s own bags inside the cart, not the cart itself–and exits the store.

The first Amazon Fresh supermarket opens today in L.A.’s Woodland Hills neighborhood. Initially invitation-only, Amazon says it will become open to the wider public within a matter of weeks.

Expo 2025 Osaka logo revealed as ring of red blobs

Expo 2025 Osaka logo by Tamotsu Shimada

Graphic designer Tamotsu Shimada has unveiled the logo for the Expo 2025 Osaka, which is an irregular ring of red circles that appears to include five cartoon-like eyes.

Shimada’s winning logo, called Inochi no Kagayaki-kun, is a rough outline of the Japnese city of Osaka‘s shape, realised in a circle of red blobs. Five of the circles have been filled with white and blue to give the appearance of blue googly cartoon eyes.

The logo will be used at the World Expo, a global exposition that happens every five years, which is due to take place in the Japanese city of Osaka from April to October in 2025.

Logo represents chain of DNA

Shimada explained at a press conference for the logo that the circles represent living cells or a chain of DNA to represent “the brilliance of life”. The theme for Expo 2025 Osaka is Designing Future Society for Our Lives.

The five cartoon eyes are a callback to the Expo 1970 Osaka logo, which was a stylised cherry blossom with five petals defined by circular cutouts.

The concept for living cells and eyes is also a reference to Japanese artist Tarō Okamoto’s sculpture for the 1970 expo. Called Tower of the Sun, the 70-metre-high sculpture has three faces and its interior is decorated with a mural about evolution.

Logo turned into cartoon on social media

After the logo was unveiled, social media users in Japan delighted in creating memes and fanart for Shimada’s oddball design and sharing them on Twitter.

The logo was turned into a video game opponent, depicted as a terrifying mutant grown in a laboratory, shown as a cute creature being petted like a puppy and drawn as a cartoon schoolgirl’s talking scrunchie.

Several people even recreated Inochi no Kagayaki-kun in food, using cherry tomatoes for the blobs in a salad or making the logo out of bread.

Shimada’s design was chosen from 5,894 competition entries, with the winning entry selected by a committee, taking into account opinions from the general public.

Yumeshima, where the 2025 expo will be held, is an angular 390-hectare island of reclaimed land being built from local construction waste in Osaka Bay. The name translates to Dream Island and eventually, the area will be home to a large casino resort.

Expo 2020 Dubai has had to be pushed back to 2021 due to the coronavirus pandemic. The event will feature a pavilion designed by Santiago Calatrava, and although pictures of the completed site have yet to be released there are images of the monumental entry portals made from latticed carbon fibre by Asif Khan.

The post Expo 2025 Osaka logo revealed as ring of red blobs appeared first on Dezeen.

California’s Beautiful Beaches

Dans ses peintures, Krista Schumacher dépeint la beauté des plages de Californie, à l’aide d’une spatule. Ses gestes, savamment utilisés, permettent de retranscrire une image colorée et mobile des lieux représentés. En somme, les tableaux transportent qui les regarde à des souvenirs ou expériences de plage. En observant ces peintures, on pourrait presque entendre le vent à travers les feuilles des palmiers, ou sentir la brise salée de l’air. Elle a développé un style unique alla prima, à la spatule donc, qui donne cette impression de moments captés sur le vif.

Pour elle, ses peintures prennent une forme multidimensionnelle reconnue pour leur utilisation de textures lourdes et de couleurs vives pour souligner la spontanéité et la beauté de la nature, d’une manière moderne et abstraite. Basée à La Jolla, face à l’océan en Californie, la talentueuse Krista Schumacher a été récompensée par le Southwest Art Magazine dans le cadre du « Top 21 Under 31 » et a été l’artiste du tremplin de 2018 pour Art San Diego. À ce jour, elle a eu de multiples expositions personnelles et a une base de collectionneurs en pleine expansion dans le monde entier.

Pour en découvrir plus, rendez-vous sur sa page Facebook ou son Instagram






Scientists develop synthetic leaf that turns sunlight into liquid fuel

Univesity of Cambridge synthetic leaf turns sunlight into fuel

Scientists at the UK’s University of Cambridge have developed a renewable energy device that mimics photosynthesis by making fuel from sunlight, carbon dioxide and water.

Taking inspiration from the way that plants create their own energy, the device is a slim sheet that produces oxygen and formic acid from water, carbon dioxide and sunlight.

Formic acid can be stored and used as fuel on its own, or turned into hydrogen fuel.

Univesity of Cambridge synthetic leaf turns sunlight into fuel
Scientists have created a sheet that can be added to water and carbon dioxide and then exposed to sunlight to create formic acid

The device is made of photocatalysts – materials that absorb light to create a reaction – based on cobalt embedded on a sheet made of semiconductor powders. It doesn’t require wires or electricity.

When the sheet is submerged in a bath of water and carbon dioxide and then exposed to sunlight, a chemical reaction takes place.

Similar to photosynthesis, the absorption of the sunlight excites electrons into a higher state – converting sunlight into potential chemical energy. With the sheet device, this energy is transferred when the electrons join the carbon dioxide and protons in the water to make a colourless yet pungent liquid called formic acid.

Formic acid occurs in nature in ants and bees, who produce it in their venoms and stings.  It’s much easier to transport as a fuel source than hydrogen, as the latter requires low temperatures and high pressure to be moved safely.

“We want to get to the point where we can cleanly produce a liquid fuel that can also be easily stored and transported,” said Erwin Reisner, professor at the University of Cambridge‘s department of chemistry.

Univesity of Cambridge synthetic leaf turns sunlight into fuel
The sheet converts sunlight to energy in a similar way to photosynthesis

“Sometimes things don’t work as well as you expected, but this was a rare case where it actually worked better,” said Qian Wang from the university.

“It’s been difficult to achieve artificial photosynthesis with a high degree of selectivity so that you’re converting as much of the sunlight as possible into the fuel you want, rather than be left with a lot of waste,” added Wang.

“We were surprised how well it worked in terms of its selectivity – it produced almost no by-products.”

Univesity of Cambridge synthetic leaf turns sunlight into fuel
The energy would have lower carbon emissions than fossil fuels

Less by-product makes separating the fuel easier and cheaper. The test device measured just 20 square centimetres in size, but the scientists said it would be simple and inexpensive to create a larger-scale version.

This “clean” energy has no carbon emissions, removes carbon dioxide from the atmosphere, and could reduce dependency on traditional fossil fuels.

Scientists in Switzerland have already developed a fuel cell that uses formic acid to produce hydrogen.

Other recent renewable energy developments include concrete bricks used to store wind and solar energy, and designs for a wind farm built on a manmade island in the middle of the North Sea.

Several designers have used photosynthesis as a starting point for their work. Dutch designer Ermi van Oers has made a lamp that is powered by photosynthesising microbes, and EcoLogicStudio has used the biological process to create curtain facades that remove air pollution.

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Snøhetta wraps timber office in plant-covered suspended metal frame

ASI Reisen Headquarters by Snøhetta in Natters, Austria

A “green curtain” and charred-wood cladding wrap around the timber-framed ASI Reisen Headquarters that Snøhetta has completed in Natters, Austria.

Intended to reflect the ethos of ASI Reisen, a sustainably-minded travel company, Snøhetta‘s design for the bright open-plan office was developed to minimise its environmental footprint.

It incorporates renewable energy technologies and a structure made almost entirely from timber, enclosed by a green facade that the architecture studio hopes will contribute to local biodiversity.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

“For humans to continue to live and thrive on this planet, the buildings we inhabit and spend most of our lives in need to be built with as much consideration for natural preservation and energy efficiency as for comfort,” said Snøhetta.

“This new timber building with an open office concept offers several solutions that will enable the long-term low environmental footprint of the office space.”

ASI Reisen Headquarters by Snøhetta in Natters, Austria

ASI Reisen Headquarters is positioned adjacent to the company’s existing two-storey office block, which it has been connected to via a bridge.

Timber was used to build the new office in recognition of the material’s eco-credentials but also for the positive impact it can have on people’s health and wellbeing.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

The timber frame has been engineered to create an open-plan layout on each floor of the office, ensuring flexibility and a light, open environment.

The only elements of the structure that aren’t made of timber are its core and basement, which have been built with reinforced concrete.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

Other eco-friendly considerations of the building include the inclusion of a reversible air-water heat pump system that heats and cools the building, alongside rooftop photovoltaic panels contribute to the office’s electricity supply.

Inside, smart sensors automatically monitor and regulate the building’s internal environment by controlling ventilation.

“With its resource-saving timber construction and sophisticated sustainable energy concept, the new ASI headquarters marks an inspiration for responsibly constructing our homes and office spaces for the future,” explained Patrick Lüth, managing director of Snøhetta’s Innsbruck office.

“At the same time, the new office space offers a pleasant and modern working atmosphere for its employees.”

ASI Reisen Headquarters by Snøhetta in Natters, Austria

Externally, the focal point of the building is a suspended metal frame through which a mix of warm weather and evergreen plant species have been woven.

Described as a green curtain, this is designed to help disguise the building within its surroundings throughout the year. It will be maintained using an automatic irrigation system that relies on rainwater stored in an underground cistern.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

According to Snøhetta, this green curtain will provide shade, reduce the building’s energy demands and contribute to local biodiversity in tandem with the office garden.

“Together with the 1,215 new plants in the open space consisting of 73 local species, the green facade also contributes to local biodiversity, ensuring that the building is a good neighbour to its human and other-than-human communities,” explained the studio.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

Forming a backdrop to the green curtain is the building’s charred-wood facade, which was created using the traditional Japanese method of wood preservation called yakisugi.

Yakisugi was chosen as it makes wood durable and waterproof, negating the need for paint, and also helps to protect it against insects.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

Inside there is a mix of shared and private office spaces, alongside a relaxation room, cafeteria, showers and changing rooms. There are also meeting and breakout spaces in the existing office next door.

At the heart of the building, a large staircase and double-height foyer, nicknamed the Base Camp, has been incorporated. This is a space to welcome visitors and is lined with panels that shed light on the history of the company.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

The office’s material palette is dominated by wood, achieved with the exposed timber frame and a selection of light timber finishes.

Wireframe shelves are positioned throughout for use as storage and space dividers, while large areas of glazing frame the surrounding mountains and forests.

ASI Reisen Headquarters by Snøhetta in Natters, Austria

Snøhetta is an international architecture and design studio founded in 1989 by Kjetil Trædal Thorsen and Craig Dykers.

Other offices designed by the studio include Powerhouse Brattørkai in Norway, which produces twice the amount of energy it uses and has been longlisted in the Business building category for the 2020 Dezeen Awards.

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Premiere: “Reykjavík” by Hugar

Wondrous soundscapes from the Icelandic duo of Bergur Þórisson and Pétur Jónsson

The path to “Reykjavík,” the fourth single from Icelandic duo Hugar‘s forthcoming album, The Vasulka Effect: Music for the Motion Picture (out 2 October), involved a convergence of visual inspirations. First, there was the documentary The Vasulka Effect, directed by Hrafnhildur Gunnarsdóttir. Hugar (aka Bergur Þórisson and Pétur Jónsson) composed the film’s score and although this song isn’t part of that body of music, it does grow from it. Then there was the groundbreaking work of the documentary’s subjects, Steina and Woody Vasulka, two pioneers in the medium of video art. Ultimately, the gentle, orchestral track (which follows the release of “Enigma“) spills forth like a stream of water over a fall, mingling with the air, coalescing once more for its conclusion. It calls to mind the stunning beauty of Hugar’s home nation—which also happens to be the birthplace of Steina Vasulka.

An influential part of the Icelandic music community, Hugar has collaborated with the likes of Sigur Rós, Jóhann Jóhannsson and Ólafur Arnalds. (Many may also be familiar with Þórisson’s work as Björk‘s touring musical director.) The duo self-released their debut self-titled album in 2014. Six years later, The Vasulka Effect: Music for the Motion Picture marks their second full-length album but from it, each single further reflects their use of sound as landscape, with every note as alive as a blade of grass in a gust of wind. We spoke to the band about the album and how its development compares to the way they work when unattached from other artists.

This is born from a 20-song album born from a film score. Can you share your process for bringing the music together? Did you incorporate inspiration outside of the film, too?

We were incredibly fortunate to get the opportunity to work on this film. The film is about two magnificent artists—Steina and Woody Vasulka—who are now considered the pioneers of video art. Steina is from Iceland and met Woody when studying in Prague and they became engaged during the first time they met. They then moved together to New York where they became a part of the city’s vibrant art scene in the ’60s and ’70s.

When we were approached to write the music for the film, the film was in the editing stage so most of our inspiration came directly from the artists rather than the scenes in the film per se. We did a lot of experiments, incorporating vintage sound generators and tape machines, drawing inspiration from the process behind the works of the Vasulkas. We were extremely lucky that Steina could come to our studio at one point and hang out with us for a day. Her incredible creativity is very inspiring as well as how she perceives her surroundings.

And then how did you craft an album out of that score?

After we had delivered the music for the film, we kept working on the music and the album started growing out of the film score. We approached it as more of an album from that point on. We ended up with 20 pieces of music, some derived directly from the score but others with additional elements and arrangements.

How did this music differ from the other work you both do?

These songs were inspired by the story of the Vasulkas’ life and work. Compared to our previous albums, this one grew from more experimentation and we worked with more hardware equipment—vintage sound generators, tape machines and vacuum tube technology. This led us to different ideas than our regular methods while still sounding like Hugar.

How would you describe your song-crafting process as a duo over the years?

There is always a lot of back and forth. We work both individually and together in the studio and then combine everything into fully sculpted tracks. We play most of the instruments ourselves and arrange, record and mix everything together in the studio.

Iceland has a significant, magnificent ambient, orchestral music scene. How has it flourished so much? Do other musicians and producers provide inspiration to you, as well?

There is a great sense of community in the Icelandic music scene and everyone is very helpful and inspiring to each other. Someone once said that since our weather is below average, people end up in a garage somewhere playing music quite a lot and from that comes a great number of interesting bands and good musicians.

Images courtesy of Anna Maggý and Hugar