When an Architect/Jewelry Designer Designs Lighting Fixtures

London-based Scott Richler’s design background is atypical: He’s worked as both an architect and a jewelry designer. Both disciplines have clearly informed his Harlow Chandelier:

The shades are mold-blown glass, available in white or smoked grey. The structures are available in finishes of brass, nickel, copper, bronze or black steel.

The Harlow Chandeliers are made to order in Montreal by Gabriel Scott, the furniture and lighting brand Richler founded.

HEAD Genève illustrates post-apocalyptic future with nomadic aluminium furniture

Aluminium post apocalyptic furniture

Students at Swiss design school HEAD Genève have created an installation of speculative furniture design depicting a dystopian campsite at Alcova during Milan design week.

Designed by students at the Master of Arts in Interior Architecture (MAIA) at HEAD Genève, the installation was placed in an outbuilding at Villa Bagatti Valsecchi, a 16th-century villa that was one of design showcase Alcova’s outposts during this year’s Milan design week.

Aluminium post apocalyptic furniture
Students from HEAD Genève created an installation of post-apocalyptic furniture at Alcova Milan 2024

Called 2084, Diorama of the Future, the installation comprised a series of furniture making up a nomad camp, with pieces using resistant materials and found objects, with an aesthetic informed – somewhat ironically – by Romantic dioramas.

Tucked into a dark, plaster-and-wood-lined space in the villa’s annexe, the installation was housed in a steel frame that suggested a glass box – a “vivarium”, in the words of the exhibitors.

Apocalyptic furniture
Much of it was clad in metal

“While 19th-century dioramas presented romanticized visions of exotic natures behind glass screens that detached visitors from their complexities, Diorama of the Future inserts visitors right in front of damaged environments, calling for new ecosystemic actions,” said the team.

“Within this large device, students will take on the role of inhabitants of this changing vivarium, whose evolution will problematize the relationship between representation, agency, and climate change.”

Aluminium post apocalyptic furniture
It featured a shelter made from woven aluminium fabric and an expandable food cart

Lights were hung from the top of the steel frame and the ground of the installation was covered in fine sand, suggesting a depleted world.

The catalogue produced for the exhibition mentions that the inhabitants of this speculative world were driven to the road by climate change and catastrophe and “condemned to a bygone form of nomadism” in search of resources in a devasted world.

However, far from a depiction of pure necessity, the pieces in the installation were playful, such as an elaborate sleeping “tent” made from woven tubing covered in aluminium fabric and designed to function both as a hammock and as a shelter.

Aluminium post apocalyptic furniture
It was accompanied by a narrative about the state of the future world

The aluminium was chosen for its durability and ability to shelter the inhabitants of the camp from radiation, and was also used in a privacy tent that consists of a circus-like fabric dropped over aluminium fabric and supported by metal poles.

Also included was a collapsible kitchen and dining set, consisting of a cart with bicycle wheels and a table that expands out.

All of the pieces were designed to be mobile and resistant to the potentially hostile climate.

The exception was a “treat” cabinet with a rocket-like shape and wooden surfaces. It was conceptualised as a “trap” set by companies trying to lure in escaped workers, dropped into the environment via rocket by a powerful group.

During its presentation, the installation featured smoke machines, a score and featured an intermittent performance illustrating what life in such a world might look like.

Aluminium post apocalyptic furniture
Performances speculating on the culture of the speculative dystopia happened periodically

Other projects at Alcova included a collection of chandeliers by Canadian lighting company A-N-D placed on the ground in the main house of Villa Bagatti Valsecchi.

Dystopian themes have been used in other student work. Dezeen rounded up seven projects depicting architecture projects in dystopian cities.

The photography is by Piergiorgio Sorgetti

Milan design week took place from 15 to 21 April 2024. See Dezeen Events Guide for an up-to-date list of architecture and design events taking place around the world.


Project credits:

Student designers: Ségolène Davister, Andreas Laskaris, Natalia Krymskaya, Alexandra Miskufova, Valentina Pantalena, Marie Schild, Marie Torrione
Faculty advisors: Youri Kravtchenko, Cécile-Diama Samb, Shizuka Saito, Dany Champion
Graphic design: Studio Nüssli+Nuessli
Technical team: Charles Cuccu, Adrien Cheneviére, Xavier Plantevin
Performance director: Natacha de Oliveira
Sound: Misha Hering
Costume: Marc Eicher
Choreography: Salomé Zielhi

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Grasp portable lamp by Thomas Albertsen for Frandsen

Grasp portable lamp by Thomas Albertsen for Frandsen

Dezeen Showroom: first created for the TV show Denmark’s Next Classic, designer Thomas Albertsen’s Grasp portable lamp for Danish brand Frandsen has an innovative rechargeable bulb.

Frandsen picked up the Grasp portable lamp after Albertsen debuted it on the reality TV competition Denmark’s Next Classic, in which it was one of the best lighting designs.

Grasp portable lamp by Thomas Albertsen for Frandsen
The Grasp portable lamp is designed for indoors and out

The brand says it recognised the ‘exceptional potential’ of the design, which has a refined metal form made up of two cones – one for the base and one for the lampshade – connected by a slender, curving rod that forms both the body and the handle of the lamp.

The table lamp is designed to have a minimalist visual appeal while also being highly practical, with a water resistance rating that makes it suitable for use indoors or outdoors, and a base that sits stably on both smooth and uneven surfaces.

Grasp portable lamp by Thomas Albertsen for Frandsen
Its bulb can be removed and recharged

A standout feature is the Grasp lamp’s bulb, the Frandsen One, which is both the source of light and power unit. That means that instead of having to recharge the whole lamp, users simply remove the bulb and replace it with a fully charged spare.

“I wanted to make a portable lamp capable of illuminating a table where people gather, enveloping the surroundings in a warm, intimate ambience, casting a magical aura in the otherwise dark spaces,” said Albertsen.

Two other iterations of the lamp are also available –  Grasp Wall, a wall-mounted sconce lamp, and Grasp Garden Spear, which has a pointed base for insertion directly into the ground – that both share the table lamp’s cone-shaped shade and innovative lightbulb.


Product details:

Product: Grasp portable lamp
Designer: Thomas Albertsen
Brand: Frandsen
Contact: pr.frandsen@nineunited.com

Material: metal
Colours/finishes: Black, White, Beetroot, Petrol, Brass
Dimensions: 470 millimetres, 720 millimetres

Dezeen Showroom

Dezeen Showroom offers an affordable space for brands to launch new products and showcase their designers and projects to Dezeen’s huge global audience. For more details email showroom@dezeen.com.

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9 writing samples

https://docs.google.com/document/d/1LkUb6FI2EQGGmL7OEUrN8nhRhAmHOsLosWXSMuWArDA

An Unlikely-Looking Bentwood Folding Chair

Designer and manufacturer unknown, but this chair hails from 1970s Norway, according to reseller Møbelhøker.

It demonstrates mastery of steam bending and, surprisingly, it’s listed as a folding chair. You can guess where the pivot point is, though the hardware is unseen.

The armrests must have been fiendishly difficult to make. Using a shaper or router to remove the material to create the armrest lip would’ve been straightforward, but the bend angle is crazy, particularly for a piece that thick.

If anyone knows who the designer is, do tell.

Industrial Designer Bruno Munari's Cubo: A Modernist Ashtray

Italian industrial designer Bruno Munari designed this radical Cubo posacenere (“Cube ashtray”) around 1954:

Image: Di Albertozanardo – CC BY-SA 4.0

Placing the butts inside the box was completely outside-the-box; up until that point, anything we’d call an ashtray was an open dish, with the crushed butts and ash clearly visible.

Image: Di Albertozanardo – CC BY-SA 4.0

Munari explained his thinking: “I thought I’d do something that would hide the mess, because when we’re at the table and there’s someone smoking we have a plate of food and a plate of butts in front of us, which isn’t very nice.”

No manufacturer was interested, and the design sat on the shelf for three years. Finally, manufacturer Danese Milano decided to give it a go in 1957.

The shell is made of compression-molded (non-flammable) melamine, and the insert is an anodized aluminum sheet with four bends in it.

Mixed results on the UX, I’d say. On the one hand, breezes can’t scatter the ash, and you can move it even in a windy environment without making a mess. On the other hand, you can only tell it needs to be emptied when the butts start clogging the slot, and I don’t see any way of emptying it without making a mess.

In later years Munari himself criticized the design, or at least an aspect of it. Delivering a design lecture in 1992 in Venice, he said of the Cubo (roughly translated):

“I got the psychological aspect of the product wrong, since generally one thinks of an ashtray with the butts and ash in plain sight. People seeing Cubo for the first time didn’t immediately understand its functionality.”

It’s refreshing to hear a designer actually speak critically about their own work.

Flaws aside, the Cubo is still in production by Danese Milano. They’re a lot smaller than you think, coming in two sizes: Small, 6cm (2.4″) and Large, 8cm (3.1″). They go for €64 (USD $68) and €82 (USD $87), respectively.

Does Anyone Know Who Designed/Built This Chair?

Interior design magazine RUM posted these shots of an NYC apartment renovation:

While the newer furniture pieces are credited, this vernacular chair in the second shot is not:

Image: Piet Albert Goethals

The seatback flows downward to become the front leg, of which there are only three, to handle uneven flooring. It is a fascinating piece of furniture, and one I’ve never seen before. I am dying to inspect it up close to see how it was joined.

Using Google’s image search turns up some vintage French and African chairs that bear some similarity to the design, structurally speaking…

…but none with the elegant gesture and minimal material use of the chair in question, shown larger below. I even love the ungainly, compensatory support beneath the seat that may have been added at a later time (the wood looks just a shade lighter to me). That the angles on the rear feet do not cleanly meet the floor made me wonder if the chair has sagged over time; but that seems unlikely, as if the feet angle did match the floor, the seat would be cast at too steep an angle. You can also see a hint of a handle at the top of the seatback.

Image: Piet Albert Goethals

Do any of you recognize this chair? Do any of you know who designed/built it? I have a bad feeling it was a thrift store find overseas, a one-off made a century ago by someone in a rural area whose name we’ll never know. But I’m hoping one of you will recognize it as typical of a particular region and time.

Tactile Controls In A Digital World

This article was written by Scott Jenson and Michael DiTullo

A few recent tech writers have leaked that the new AirPods case will likely have a touch screen. Other earbud makers have tried this as well but it’s Apple, so people will naturally have strong opinions, and we’re no different. Designers always see what could be, and the two of us having worked with brands like Apple, Google, Motorola, and Nike had some thoughts on what it takes to make a beautiful and intuitive tactile experience in an increasingly digital world. While Apple may or may not decide to put a screen on the AirPod case, it’s unfortunately the expected, even safe answer for almost any electronic product today. But is it the right choice? That’s the purpose of this exploration, to push at this assumption and see if we can find something more useful and even delightful.

There are clearly advantages to using a touchscreen:

1) It’s more flexible: many screens and many functions.
2) It can be updated: anything can be changed later.

These are big advantages but they are mostly practical, covering a broad range of features. There’s nothing wrong with that but we want to explore something more visceral and urgent. Instead of many screens and functions, let’s focus on what users actually need frequently. In addition, let’s go beyond a generic “swipe and tap” interaction style to something more nuanced and analog.

Moving from a digital screen to analog controls is an interesting challenge. It may be a bit more expensive and likely a bit harder to build but those are secondary concerns that can be solved later. Let’s not limit our vision too quickly. Instead of being driven by constraints, what if we leaned into analog controls to see if we can find something far more interesting?

First let’s point out the elephant in the room: an analog approach will be more limited functionally. That’s why most screens exist today, whether it’s on your smart fridge or your EV car: screens are popular as you can cram dozens of small buttons on them. But as we said before, this is mostly a production concern, it ignores the many ergonomic, safety, and even sensual aspects of physical controls. But don’t take our word for it, there is already a backlash forming against digital screens in cars today.

Early sketch iterations on what a physical layout might be like

Given how common it is to think in terms of long feature lists, how can we justify a more limited approach? Isn’t missing any amount of functionality a liability? It depends on your point of view: Engineers tend to think mathematically while Designers tend to think statistically. Both are correct, they just have different goals. If your ONLY goal is to cover every possible feature, then having a touchscreen is reasonable. However, if you think statistically and ask “What do people do 99% of the time?” you get a much different answer.

That’s where we started: what do people need to do the vast majority of the time?

* Adjust the volume
* Adjust tracks forward and backward
* Play/Pause (and depending on context answer/hang up the phone)

The default approach is to have three simple push buttons:

Classic physical 3 button transport controls Apple pioneered on their earpods which became industry standard

Nothing is inherently wrong, it’s quite minimalist. But in order to squeeze in extra functionality buttons are “doubled up”, so, for example, double tapping the plus button would go to the next track. This isn’t just hidden, it’s error prone. It may work “on paper” but it’s tedious and what we’ve all had to endure with cheap digital audio devices for years. We can do better.

Our approach is to get rid of this ‘doubling up’ by adding two additional buttons so each has just a single function, making things easier to learn, reducing errors and allowing each button to physically express what it does. This allows us to create buttons with more character: labels aren’t always enough, it’s helpful if buttons actually look the part. We feel that a device should physically tell you how to use it, whether reading the labels or by touch when it is in your jacket pocket.

Michael and Scott’s explorations, from the left to right: Current design, standard 3 button, Multi Function Button (MFB) with single rocker switch, volume roller with USB and single rocker, volume roller with MFB and rocker

In addition, we wanted to get rid of the ‘discrete interaction model’ for volume. Instead of tapping the + button 6 times, overshooting and then tapping the – button twice, it’s far easier, faster, and pleasurable to use a roller. There is a reason high-end stereos have buttery smooth dials instead of clicky +/- buttons.

To be fair, the play/pause button is slightly multi-function as it also answers/ends phone calls but that is driven by a clear context: if a call comes in, the button answers the call, if not, it plays music. What is harder to ignore is activating the voice assistant. Here we chose to make a compromise and double up the play/pause button: have long-press start the voice assistant. This actually mirrors what the earbuds do today so felt compatible with existing user expectations. Our goal was to avoid long-press functions but this feels like a reasonable compromise.

Using these assumptions, this is our proposed design:

Scott and Michael’s final design

Note the layout is not symmetric. The goal is to be able to hold this inside your pocket without looking at it and know exactly what button to press. Each button is indented into the case to prevent accidental use (this would need to be tested) Also notice that we’ve added an LED into the Play/Pause button to replace the existing “Power LED” on Airpods today. This is a slight nod to manufacturing simplicity (one less case integration). At the very least, it’s the same LED on the case today to indicate charging status. But it’s also an opportunity to explore other types of feedback. For example, if the LED was multi-colored, it could pulse red if the music was paused.

This transforms the case from a utilitarian shell into a fidget-like device that you’d want to hold in your hand.

Scott and Michael’s final design in use

We may be doing our best to create a digital world as quickly as possible, but that won’t replace hundreds of thousands of years of evolution making us deeply physical beings. From the time we are infants in our crib we humans love to touch stuff. We love tactility, shape, texture, and color. As designers we don’t want to fight that, we want to work with it! We think the world can be better, or at the very least more friendly and enjoyable. So to our fellow hardware designers, developers, engineers, and product managers out there who might be reading this, we dare you to take the road less traveled and make something that people will truly love to use.

About the authors:

Scott Jenson:
Scott Jenson started as a UX designer at Apple in 1988, working on System 7, Newton, and the Apple Human Interface guidelines. He moved to London to be Director of Symbian’s DesignLab, then joined Google in 2005 where he designed the first version of Google Mobile Maps. He went on to manage the Mobile UX team at Google, then left to be a creative director at frog design in San Francisco. He headed up design for two startups and eventually returned to Google to work in Chrome and Android. He has over 35 patents and is now semi-retired.

Michael DiTullo:
Michael DiTullo has been designing iconic products for some of the world’s best brands for more than 25 years. He has worked with an amazingly wide assortment of companies including Nike, Google, Honda, Timex, Chantal, Converse, Motorola, Hasbro, Arc Electric Boats and Kirei. Prior to starting his eponymous design studio Michael was Chief Design Officer for Sound United, creative director for frog design’s San Francisco studio and spent nearly a decade at Nike. Michael is listed on over 30 patents and has won numerous awards including the IDSA’s special lifetime achievement award for contributions to the design industry.

Boffi unveils "evolved" version of Zaha Hadid Design's Cove kitchen

Cove kitchen by Zaha Hadid Design

Promotion: British studio Zaha Hadid Design has created an updated version of its sinuous Cove kitchen for Italian brand Boffi‘s 90th anniversary that offers “the flexibility of a modular system”.

Made from mouldable materials including Corian and wood, the 2024 Cove kitchen has a sleek, sinuous shape.

A grey kitchen island created by Zaha Hadid Design
The Cove kitchen by Zaha Hadid Design

It is a continuation of Zaha Hadid Design’s customisable island launched with Boffi in 2017, which was fitted in the firm’s 520 West 28th project that was then nearing completion in New York’s Chelsea neighbourhood.

The new Cove kitchen, which was designed for Boffi’s 90th anniversary, has been developed and no longer features a large cavity at the front that distinguished the earlier design.

Cove kitchen island with rounded edges
Cove has curved edges that slope downwards

Instead, the new model has two side panels with rounded corners and gently curve along downward peripheral edges.

“Coinciding with the 90th anniversary of Boffi – a brand epitomising Italian elegance, craftsmanship, and design integrity – the new piece evolves from the original Cove concept developed by Zaha Hadid Design in 2017,” Zaha Hadid Design said.

“Following the inherent logic of its predecessor whilst offering the flexibility of a modular system, this new iteration is laterally supported by two panels with rounded edges, both with identical sections, covering the entire side of the isle,” it added.

The 2024 Cove kitchen has a grey hued marbled countertop and slopes down to create a streamlined aesthetic. It will be available to buy after this year’s iteration of the annual Milan design week.

Boffi said its design came from the “visionary mind” of Zaha Hadid, the founder of the eponymous studio who passed away in 2016.

“The Cove kitchen stems from the visionary mind of Zaha Hadid and turns the work island into a convivial space that combines architectural rigour and a forward-looking concept,” the brand stated.

Interior of kitchen with Cove island by Zaha Hadid Design
It is an updated version of Zaha Hadid Design’s 2017 Cove kitchen

The design for the original Cove kitchen by Zaha Hadid Design was based on the studio’s famous MAXXI National Museum of XXI Century Arts in Rome and the Heydar Aliyev Center in Baku.

Boffi has worked with a number of well-known designers and architecture studios on its products. Previous examples include the Combine Evolution kitchen by Italian architect Piero Lissoni and a modular kitchen system by Spanish designer Patricia Urquiola.

For more information on Boffi, visit its website here.

Partnership content

This article was written by Dezeen for Boffi as part of a partnership. Find out more about Dezeen partnership content here.

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Cenote basin by Patricia Urquiola for Agape

Cenote basin by Patricia Urquiola for Agape

Dezeen Showroom: designer Patricia Urquiola brings the textured look and feel of clay to bathroom sinks with the Cenote washbasin, created for Italian brand Agape.

The Cenote washbasin draws inspiration from the ancient Mayans, who considered the rocky natural waterholes known as cenotes as both water sources and places of spiritual significance.

Cenote basin by Patricia Urquiola for Agape
The Cenote basin is made of hand-moulded clay

Here, Urquiola reinterprets the idea in two ways, one version in fireclay and the other in lava stone.

The original Cenote basin is made on a potter’s wheel and showcases the rough texture of natural- or dark-coloured clay on its exterior, while the interior contrasts it with a glossy glaze that is either transparent, off-white or a Mexican-inspired blue.

Cenote basin by Patricia Urquiola for Agape
The interior is glazed for a contrasting effect

The Cenote Lava, meanwhile, is made of Sicilian lava stone, which is cut with a CNC machine to achieve a monolithic and sculptural appearance.

“Urquiola’s design celebrates that human component in a synthesis of thought and skilled craftsmanship, generating an object of living, timeless beauty,” said Urquiola.

The Cenote washbasins are available in both freestanding and over-counter styles.


Product details:

Product: Cenote
Designer: Patricia Urquiola
Brand: Agape
Contact: info@agapedesign.it

Material: refractory clay or lava stone
Colours/finishes: natural/transparent, natural/off-white, dark/transparent, dark/blue
Dimensions: 420 x 164 millimetres

Dezeen Showroom

Dezeen Showroom offers an affordable space for brands to launch new products and showcase their designers and projects to Dezeen’s huge global audience. For more details email showroom@dezeen.com.

Dezeen Showroom is an example of partnership content on Dezeen. Find out more about partnership content here.

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