“The addition of real-world imperfections is taking architectural visualisation to the next level”

Interview: following the popularity of the hyper-realistic computer renderings of Staithe End house that we published earlier in the month, Henry Goss, the architect and visualiser who produced the renders, talks to Dezeen about how 3D visualisations are becoming indistinguishable from real photographs.

Goss set up architectural visualisation company Goss Visualisations in 2012, having started up his own architectural practice the previous year. In the interview, he reveals that he owes his visualisation style to well-known visualiser Peter Guthrie.

“I got into visualisation because of Peter,” Goss says. “Peter pretty much taught me everything I know in 3D Studio Max.”

He adds that knowing Guthrie was one of the reasons he decided to set up his own company: “I knew how much Peter was paid for his renders.”

Goss goes on to describe how he creates his renders, pointing out that he is unusual in the field because he starts out with Sketch Up. “It’s seen as a free bit of Mickey Mouse software,” he says. “But in actual fact, it’s really good.”

Farthings house render by Henry Goss Architects
Farthings house render

Goss says that 3D renders are already almost indistinguishable from photographs, but are being taken to the next level by “the addition of real world imperfections. Scratches in metal, splinters and chips in timber boards, even fingerprints.”

However, Goss warns that rendered images can sometimes surpass the photographs of a building once it is completed. “There’s always a danger that the client will come along at the end and stick in a whole bunch of crap furniture,” he says. “Then the photographs of the building aren’t as good as the render and everyone calls you out on it.”

Here is a full transcript of the interview:


Ross Bryant: How did you get into visualisation?

Henry Goss: When I’ve worked in various [architecture offices] in the past, I’ve always been the graphic person because I always had a good eye for graphics. In quite a lot of these offices there will always be someone who is better at rendering than others and they will become the render bitch – the go-to person. I kind of just enjoyed it as a hobby almost. Also [leading visualisation artist] Peter Guthrie is a friend of mine and I knew how much Peter was paid for his renders!

Farthings house render by Henry Goss
Farthings house render

Ross Bryant: People have compared your rendering style to Guthrie, as well as that of Bertrand Benoit.

Henry Goss: Peter Guthrie and Bertrand Benoit are friends of mine. I got into visualisation because of Peter. He used to be an architect and then went down the visualisation route. I set up my practice at the same time and I’ve learnt 3D through him. That’s why a lot of people have compared my style to Peter’s; Peter pretty much taught me everything I know in 3D Studio Max.

Ross Bryant: How would you describe your visualisation style? How does it differ from other styles?

Henry Goss: I would describe both Peter’s visualisation style, and by association mine, as photographic. I generally think of architectural visualisation in three categories, all three of which are necessary to achieve a high-end result:

1. A technical understanding of the software, this may be obvious but it is impossible to have proper control without having a fairly good knowledge of the tools you are using.

2. An understanding of architecture. An architectural visualiser who has no real appreciation of their subject matter will never grasp the subtleties of what they are attempting to recreate.

3. An understanding of architectural photography. This is often the most overlooked and potentially most important aspect of the three.

Farthings house render by Henry Goss
Farthings house render

Ross Bryant: What software do you use?

Henry Goss: Largely I use SketchUp for modelling, 3D Studio Max and V-ray for rendering and Photoshop and Light Room for post-production. I also use Peter’s HDRI Skies exclusively these days, along with most of the architectural visualisation industry. Obviously, to make the images work at this level, you have all sorts of plug-ins but that’s essentially it.

The workflow I use isn’t actually used that much in the visualisation world; there’s a certain snobbery in the visualisation world about SketchUp because it’s seen as a free bit of Mickey Mouse crap software that architects use because they are too stupid to use real 3D programmes. But in actual fact, it’s really good.

Staithe End House by Henry Goss Architects_2sq
Staithe End House render

Ross Bryant: Did your visualisation skills help you when you set up your own practice?

Henry Goss: When I started getting better at it and I was going to set up my own practice, I was like: “Well shit, if I’m going to set up my own practice, I need this level of quality.” And also if you haven’t built a project, you need high-end visualisations to get you noticed in the industry because that’s what people expect these days.

Staithe End House by Henry Goss Architects_2sq
Staithe End House

Ross Bryant: Do you present photorealistic renderings to your clients from the outset?

Henry Goss: Early on, you don’t want to tie your own mind or your client’s mind down to a specific photo-realistic space, you want it to be much more about the early architectural image and the evocation of space and the ethereal nature of light. Later on, when the photorealistic render comes in, it’s partly marketing and partly a fascination with the fact that we have the technology that can achieve this.

Staithe End House by Henry Goss Architects_2sq
Staithe End House

Ross Bryant: Why go to so much trouble with the images?

Henry Goss: Two reasons: Firstly publicity. Being a relatively young architectural practice our built portfolio is relatively small. The second reason is that I’m secretly a bit of a geek and I simply enjoy it.

Ross Bryant: How long does each image take?

Henry Goss: It’s hard to say as the set up for each job is so different. A simple render with few materials may only take a few days to a week to produce several images. A render with full CG environment such as Staithe End including scatter objects, grass, trees, gravel and procedural textures can take significantly longer. Staithe End was developed gradually over a period of about three months.

Staithe End House by Henry Goss Architects_2sq
Staithe End House

Ross Bryant: Why are there no people in the Staithe End renderings?

Henry Goss: There are two main ways of adding people to renders, either by rendering a 3D modelled person or by montage in post production. The human brain is highly tuned to pick up subtle nuances of human appearance and movement and therefore it’s very difficult to achieve a convincing result. I usually add people if the message trying to be conveyed is about use and lifestyle, but I feel that, as with a lot of architectural photography, sometimes the pure nature of the architecture itself is better represented laid bare.

Ross Bryant: How soon will visualisations be indistinguishable from real photos? Or have we already reached that point?

Henry Goss: I think the likes of Peter Guthrie and Bertrand Benoit are pretty much there already, obviously it depends on the resolution of the image/photo. The thing that’s currently taking photorealism in architectural visualisation to the next level, most strikingly exemplified by the work of  Bertrand Benoit, is the addition of real-world imperfections. Scratches in metal, splinters and chips in timber boards, even fingerprints.

Lode House render by Henry Goss
Lode House render

Ross Bryant: Do photorealistic visualisations – and the way they are published on the internet – change the way people perceive architecture?

Henry Goss: I’m sure they do change people’s perception and I suspect for the architectural purist it’s a negative thing. Architecture as fashion and commodity has been widely discussed and the rendered image has been lambasted for perpetuating the notion of style over substance and image over experience. I even sometimes get people, possibly being tongue-in-cheek, saying, “you don’t need to go though the hassle of building that, you’ve got the pictures already.” It’s a difficult one as even though I like to think I interrogate architecture, I still regularly find myself flicking through a journal or website and only stopping when I’m seduced by an easily accessible sexy-looking image.

Ross Bryant: Can renderings look better than the finished building?

Henry Goss: The danger is that the client comes along at the end of it, sticks in a whole bunch of crap furniture and then the photographs of the building aren’t as good as the render and everyone calls you out on it.

Staithe End House by Henry Goss Architects_2sq
Staithe End House

Ross Bryant: Why don’t the big architecture firms use photorealistic renderings to illustrate major proposals?

Henry Goss: The big companies are aspiring to a different artistic level, a different kind of integrity and so they don’t need the top end visualisations to convey their message. Any architectural image is essentially about conveying a message and in the architectural sketch you might be conveying the essence of a scheme in the simplest possible way.

I’m doing some renders at the moment for an office space and it’s essentially a developer who wants a wide-angled perspective so that they can say that’s where you sit and have your coffee, that’s where the sun comes in and there’s the strategically placed child with an obligatory balloon. But that’s the shot that shows everything, it shows the fact of what the space is, but it doesn’t necessarily show what it feels like. The high-end renders don’t necessarily show everything but they’re more evocative. You’re cropping down and trying to capture the essence of the space.

Ross Bryant: Where is architectural visualisation heading next?

Henry Goss: I see the whole industry heading in the direction where you have a single [digital] model [of a building]. This happens in a lot of the big commercial practices. They have a single model, which not only has all the architectural components, building services components and the structure and coordination of all things, but it’s also testing lighting levels and testing environmental factors.

Computer-aided design has now reached a level where it’s all becoming very integrated. The visualisation isn’t purely visualisation anymore – you can actually use the same [digital] models with the same lighting rigs to test real-life environments and real-life situations. I use it to a small degree but people take it to a greater degree where they are really testing the actual lux levels in a space on a full environmental model.

See our story on Staithe End House by Henry Goss Architects»
See all our architecture stories»

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architectural visualisation to the next level”
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Instrumented Bodies by Joseph Malloch and Ian Hattwick

Researchers in Canada have designed a family of prosthetic musical instruments, including an external spine and a touch-sensitive rib cage, that create music in response to body gestures (+ interview + slideshow).

Joseph Malloch and Ian Hattwick, two PhD researchers at McGill University’s Input Devices and Music Interaction Lab (IDMIL), worked with a team of dancers, musicians, composers and choreographers to develop wearable digital instruments for a live music and dance performance, called Les Gestes.

The instruments developed are a bending spine extension, a curved rib cage that fits around the waist and a visor headset with touch and motion sensors.

Instrumented Bodies  - digital prostheses for music and dance
Spine – attached to the back

Each instrument can be played in a traditional hand-held way, but can also be attached to the body, freeing a dancer to twist, spin and move to create sound. All three are lit from within using LEDs.

“The goal of the project was to develop instruments that are visually striking, utilise advanced sensing technologies, and are rugged enough for extensive use in performance,” explained Malloch and Hattwick.

Instrumented Bodies  - digital prostheses for music and dance

The researchers said that they wanted to create objects that are beautiful, functional and believable as instruments. “We wanted to move away from something that looked made by a person, because then it becomes less believable as a mysterious extension to the body,” Hattwick told Dezeen.

“The interesting thing would be either that it looks organic or that it was made by some sort of imaginary futuristic machine. Or somewhere in between,” he added.

Instrumented Bodies  - digital prostheses for music and dance
Visor – worn on the head

The Rib and Visor are constructed from layers of laser-cut transparent acrylic and polycarbonate. “One of the layers uses a transparent conductive plastic film, patterned with the laser cutter to form touch-sensitive pads,” said Hattwick.

The pads are connected to electronics via a thin wire that runs through the acrylic. Touch and motion sensors pick up body movements and radio transmitters are used to transmit the data to a computer that translates it into sound.

Instrumented Bodies  - digital prostheses for music and dance
Rib – fitted around the waist

The Spine is made from laser-cut transparent acrylic vertebrae, threaded onto a transparent PVC hose in a truss-like structure. A thin and flexible length of PETG plastic slides through the vertebrae, allowing the entire structure to bend and twist. The rod is fixed at both ends of the instrument using custom-made 3D-printed components.

Instrumented Bodies  - digital prostheses for music and dance

“We used 3D printing for a variety of purposes,” Hattwick told Dezeen. “One of the primary uses was for solving mechanical problems. All of the instruments use a custom-designed 3D-printed mounting system, allowing the dancers to smoothly slot the instruments into their costumes.”

Instrumented Bodies - digital prostheses for music and dance

Speaking about the future of wearable technology, Hattwick told Dezeen: “Technological devices should be made to accommodate the human body, not the other way around.”

“Just as we’ve seen an explosion of DIY musical instruments and interactive art based on open-source electronics, perhaps we will see an explosion of DIY mechanical devices which create new ideas of how we use our body to interact with technology.”

Instrumented Bodies  - digital prostheses for music and dance

Here’s a 15 minute documentary about the Instrumented Bodies project that features the instruments in action:

The team are now working to develop entirely 3D printed instruments and to radically re-imagine the forms that instruments can take.

Instrumented Bodies  - digital prostheses for music and dance

Fetishistic suits of armour, orthopaedic braces and wearable tusks all featured in an exhibition of prosthetics at the SHOWcabinet space in London earlier this year and a 3D printed prosthetic hand has been designed to help children born without fingers.

We’ve also featured a number of wearable gadgets on Dezeen, including the UP activity-tracking wristband and electronic skin tattoosSee more wearable technology »

Photographs are by Vanessa Yaremchuck, courtesy of IDMIL.

Here’s the full interview with PhD researchers Joseph Malloch and Ian Hattwick:


Kate Andrews: Why did you embark on this project? What was the motivation?

Ian Hattwick: This project began as a collaboration between members of our group in the IDMIL (specifically Joseph Malloch, Ian Hattwick, and Marlon Schumacher, supervised by Marcelo Wanderley), a composer (Sean Ferguson, also at McGill), and a choreographer (Isabelle Van Grimde).

In 2008 we worked with the same collaborators on a short piece for ‘cello and dancer’ which made use of a digital musical instrument we had already developed called the T-Stick. We decided to apply for a grant to support a longer collaboration for which we would develop instruments specifically for dancers but based loosely on the T-Stick.

Instrumented Bodies  - digital prostheses for music and dance
Instrumented Bodies – digital prosthetics sketches

During the planning stages we decided to explore ideas of instrument as prosthesis, and to design instruments that could be played both as objects and as part of the body. We started by sketching and building rough prototypes out of foam and corrugated plastic, and attaching them to the dancers to see what sort of movement would be possible – and natural – while wearing the prostheses.

After settling on three basic types of object (Spine, Rib, and Visor) we started working on developing the sensing, exploring different materials and refining the design.

Kate Andrews: What materials are the spine, rib and visor made from?

Ian Hattwick: Each of the Ribs and the Visors is constructed from a solvent-welded sandwich of laser-cut transparent acrylic and polycarbonate. One of the layers uses a transparent conductive plastic film, patterned with the laser cutter to form touch-sensitive pads.

The pads are connected to the electronics in the base of the object using very thin wire, run through laser-etched grooves in the acrylic. The electronics in the base include a 3-axis accelerometer, a ZigBee radio transceiver, circuitry for capacitive touch sensing, and drivers for the embedded LEDs. Li-Ion batteries are used for power.

Each of the Spines is constructed from laser-cut transparent acrylic vertebrae threaded onto transparent PVC hose in a truss-like structure. One of the rails in the truss is a thin, very flexible length of PETg plastic that can slide through the holes in the vertebrae, allowing the entire structure to bend and twist. The PETg rod is fixed at both ends of the instrument using custom 3D-printed attachments.

For sensing, the Spines use inertial measurement units (IMUs) located at each end of the instrument – each a circuit-board including a 3-axis accelerometer, a 3-axis rate gyroscope, a 3-axis magnetometer, and a micro-controller running custom firmware to fuse the sensor data into a stable estimate of orientation using a complementary filter.

In this way we know the orientation of each end of the instrument (represented as quaternions), and we can interpolate between them to track or visualise the shape of the entire instrument (a video explaining the sensing can be watch on Youtube). Like the Ribs and Visors, the Spine uses a ZigBee radio transceiver for data communications and LiPoly batteries for power.

Instrumented Bodies  - digital prostheses for music and dance

All of the instruments use a custom-designed 3D-printed mounting system allowing the dancers to smoothly slot the instruments into their costumes.

A computer equipped with another ZigBee radio transceiver communicates with all of the active instruments and collects their sensor data. This data is processed further and then made available on the network for use in controlling media synthesis. We use an open-source, cross platform software library called libmapper (a long term project of the IDMIL’s – more info at www.libmapper.org) to make all of the sensor data discoverable by other applications and to support the task of “mapping” the sensor, instrument and gesture data to the parameters of media synthesisers.

The use of digital fabrication technologies allowed us to quickly iterate through variations of the prototypes. To start out, we used laser-cutters at the McGill University School of Architecture and a 3D printer located at the Centre for Interdisciplinary Research in Music Media and Technology (CIRMMT). As we moved to production we outsourced some of the laser-cutting to a commercial company.

Kate Andrews: How did collaboration across disciplines of design, music and technology change and shape the project?

Ian Hattwick: From the very beginning of the project, the three artistic teams worked together to shape the final creations. In the first workshop, we brought non-functional prototypes of the instruments, and the dancers worked with them to find compelling gestures, while we tried a variety of shapes and forms and the composers thought about the kind of music the interaction of dancers and instruments suggested.

Later in the project, as we tried a variety of materials in the construction of the instruments, each new iteration would suggest new movements to the dancers and choreographer. Particularly, as we moved to clear acrylic for the basic material of the ribs, the instruments grew larger in order to have a greater visual impact, which suggested to the dancers the possibility of working with gestures both within and without the curve of the ribs.

These new gestures in turn required the ribs to have a specific size and curvature. Over time, the dancers gained a knowledge of the forms of the instruments which gave them the confidence to perform as if the instruments were actual extensions of their bodies.

Instrumented Bodies  - digital prostheses for music and dance
Component tests

Kate Andrews: How was 3D printing used during the project – and why?

Ian Hattwick: We used 3D printing for a variety of purposes in this project. One of the primary uses was for solving mechanical problems – such as designing the mounting system for the instruments.

We tried to find prefabricated solutions for attaching the instruments to the costumes, but were unable to find anything that suited our purposes, so we designed and prototyped a series of clips and mounts to find the shapes that would be easy for the dancers to use, that would be durable, and that would fit our space constraints.

In addition, 3D printing quickly became a tool which we use any time we had a need for a custom-shaped mechanical part. Some examples are a threaded, removable collar for mounting the PET-G rod to the spine, mounting collars and caps for the lighting in the spine.

[A document detailing the use of 3D printing in the project can be downloaded here].

Instrumented Bodies  - digital prostheses for music and dance
Instrumented Bodies – digital prosthetics sketches

Kate Andrews: Where do you see this technology being used now?

Ian Hattwick: 3D printing, or additive manufacturing as it is known in industry, is increasingly commonplace. In the research community, we’ve seen applications everywhere from micro-fluidic devices to creating variable acoustic spaces. One of my favourite applications is the creation of new homes for hermit crabs.

Kate Andrews: Can we expect to see other live performances using the instruments?

Ian Hattwick: We are currently working with the instruments ourselves to create new mappings and synthesis techniques, and in October we will bringing them to Greece to take part in a 
10 
day experimental 
artist 
residency 
in 
Greece focusing
 on 
improvisation. We’ve also been talking with a variety of other collaborators in both dance and music, so we expect to have quite a few different performances in the next year.

Kate Andrews: What do you think is the future for interactive and wearable technology?

Ian Hattwick: I’m really excited about the coming generations of constantly worn health monitors, which is the first widespread adoption of the ideas of the “quantified self” movement. I expect in a relatively short time it will be normal for people to maintain logs of more than just their their activity, heart rate, or sleep patterns, but also the effect of their mood and environment on their body. I’m also excited about e-textiles, clothing which can change its shape or visual appearance.

One of the ways in which I see the prosthetic instruments making a real contribution is the idea that technological devices should be made to accommodate the human body, and not the other way around. Particularly, you see musical instruments created so as to be easy to mass-manufacture, rather than seeking to identify and support natural physical expressions during musical performance. At the same time, by creating technologies which are invisible to the performer we take away the physical interaction with an instrument which is so much a part of how we think about performance, both individually and in ensembles.

Kate Andrews: Does this present a new future for music? For dance?

Joseph Malloch: There is no one future for music or dance, but we can always count on new technologies being adapted for art, no matter their intended purpose.

Ian Hattwick: In interactive dance, the paradigm has always been capturing the unencumbered motion of the dancer; in music, there tends to be a fetishisation of the instrument. So in a sense, the idea of prosthetic instruments challenges the existing norms of those art forms. Certainly, using the prosthetic instruments requires a different conceptualisation of how we can perform dance and music at the same time.

The challenges of working with prosthetic instruments can be strongly appealing, however, and the level of mechanical sophistication which is provided by new generations of digital manufacturing will create opportunities for artistic exploration.

Just as we’ve seen an explosion of DIY musical instruments and interactive art based on open-source electronics, perhaps we will see an explosion of DIY mechanical devices which create new ideas of how we use our body to interact with technology.

Instrumented Bodies - digital prostheses for music and dance

Kate Andrews: What are you working on now?

Ian Hattwick: Documentation: We work in academia, and publication of in-depth documentation of our motivations, design choices, and insights gained throughout the process of development is an important part of the work. We are part of a much larger community of researchers exploring artistic uses for new technologies, and it is important that we share our experiences and results.

Mapping: The programmable connections between the gestures sensed by the instruments and the resulting sound/media really define the experiences of the performers and the audience. We are busy finding new voices and modes of performance for the prostheses.

Improvements to hardware and software: In particular, sensing technology advances very quickly, with price, quality, and miniaturisation constantly improving. There are already some new tools available now that we couldn’t use three months ago.

3D printing musical instruments: We are talking with a 3D printer manufacturer about developing acoustic instruments which are entirely 3D printed, and which take advantage of the ability to manipulate object’s internal structure as well as radically re-imagining the forms which musical instruments can take.

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Joseph Malloch and Ian Hattwick
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“Architects are pushed away from what’s happening on site” – Studio Weave

Je Ahn of London-based Studio Weave discusses how a series of design and build workshops are reintroducing architects to working on site in this movie by Stephenson/Bishop and Andy Matthews.

Studio in the Woods movie with Je Ahn of Studio Weave

Studio Weave co-founder Ahn led this year’s Studio in the Woods summer workshop programme for students, architects and designers, first initiated by architect Piers Taylor of Invisible Studio to encourage a more hands-on approach to design.

Studio in the Woods movie with Je Ahn of Studio Weave

“It started when a collective of architects came together as friends with the desire to make things with their own hands in the landscape,” says Ahn.

Studio in the Woods movie with Je Ahn of Studio Weave

Participants use teamwork and communication to design and build as they go rather than drawing and planning off site.

Studio in the Woods movie with Je Ahn of Studio Weave

“As architects we are getting pushed further away from what’s happening on site and the real world,” Ahn says. “You imagine things through your drawings and students are exactly the same, doing hypothetical projects that look beautiful… but how they’re actually built and realised is another matter.”

Studio in the Woods movie with Je Ahn of Studio Weave

Sixty students, practising architects, furniture designers and sculptors spent five days creating timber structures amongst the woodland while camping on site last month.

Studio in the Woods movie with Je Ahn of Studio Weave

Designers led five teams to build small shelters hidden in the trees, weave planks between tree trunks and create seating that skirts the edge of the woods.

Studio in the Woods movie with Je Ahn of Studio Weave

The workshops take place in a different rural location each year. This year’s site was in Stanton Park, near Swindon in Wiltshire.

Studio in the Woods movie with Je Ahn of Studio Weave

Swindon Borough Council acted like a client for the permanent structures, the first occasion this has happened in the programme’s seven-year history.

Studio in the Woods movie with Je Ahn of Studio Weave

“This is the first time that we have a lifespan of these structures, which changed the dynamic of the design quite considerably,” says Ahn.

Studio in the Woods movie with Je Ahn of Studio Weave

The designs were responses to a narrative about an imaginary community of industrious folk living around the site, created as part of a wider project that Studio Weave has been working on with the council.

Studio in the Woods movie with Je Ahn of Studio Weave

“The Studio in the Woods workshop changed the way we practice and how we see things,” Ahn concludes.

Studio in the Woods movie with Je Ahn of Studio Weave

Studio Weave’s previous rural projects include a hand-painted bird-watching cabin in Kent and a series of giant horns for listening to countryside sounds in Derbyshire.

See more architecture movies »
See more design by Studio Weave »

Photos are by Jim Stephenson and Andy Matthews.

Studio Weave sent us the information below:


Now in its seventh year, the people behind Studio in the Woods have taken the summer building workshop to public land for the first time. Located within ancient woodland just outside Swindon, the design and construction of five large timber structures was led by a group of award-winning architects, engineers, and furniture makers, with 60 participants who camp on-site for five days.

Studio in the Woods movie with Je Ahn of Studio Weave

Studio in the Woods is an ongoing educational programme promoting the exchange of architectural knowledge and skills through experimentation and direct building experience. It was initiated by Piers Taylor in 2006 and continues to offer the opportunity to “learn by doing” in a reaction against the seeming disparity between designing a building and how it is realised; increasingly architects must imagine the making process through drawing. Studio in the Woods offers the chance to learn from the makers and work collectively.

Evening talks by invited speakers are organised for each evening once tools are put down for the day and before a group dinner. Participants include architecture students, practicing architects and a wider audience with an interest in sculpture, landscape and building with materials to hand.

Studio in the Woods movie with Je Ahn of Studio Weave

This year’s workshop forms part of a wider project at Stanton Park and the adjacent Stratton Woods, to the north-east of Swindon. Over the last eight months, architecture practice Studio Weave has been working with Swindon Borough Council and the Woodland Trust on reinterpreting the two neighbouring woodlands and how the public perceives, uses and navigates them.

Set with the challenge to tie the sites together through one engaging narrative, Studio Weave have written a story surrounding a community of industrious woodland folk called the Indlekith, who live at a much slower pace to humans – a pace more akin to that of nature. The Indlekith are difficult to spot but clues of their existence lie in the smells, sounds, and textures of the woods. All five structures illustrate this narrative in a different way by responding to various characteristics of the woodland and how our senses interact with these.

Studio in the Woods movie with Je Ahn of Studio Weave

Studio in the Woods 2013 was made possible by the generous support of Swindon Borough Council – the landowner of Stanton Park – making it the first time the workshop has had a client. This meant that health and safety has played an important role in designing for construction and lifetime use with the structures required to have a life span of five years, which has changed the dynamic of the designs from previous years.

Je Ahn, director at Studio Weave, says “Studio in the Woods provides an interesting solution to this problem of how to experience the parks. This is a design and build workshop where participants turn up without a design or knowing the site. They spend only a few days designing and building at the same time, responding very closely to the immediate context. There is minimal drawing but lots of communication and a strong emphasis on building the team.”

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happening on site” – Studio Weave
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Joan D’Austria by External Reference

Spanish firm External Reference has converted a taxi garage in Barcelona into a home and studio for an art director with a wire framework for showcasing objects and a bed concealed inside an island seating area (+ slideshow).

Joan D'Austria by External Reference Architects

The converted warehouse was designed by External Reference for art director Chu Uroz, who wanted a home where he could also hold meetings, fashion shows, castings and photography shoots. “The space becomes a kind of inhabited scenery where public and private interact with few apparent limits,” said the architects.

dezeen_Joan-DAustria_External-Reference_ss_6

The living area is an open-plan space located on the first-floor mezzanine. It features a white panelled floor broken up into zig-zagging contours, which appear to flow over a series of angular seating units.

Joan D'Austria by External Reference Architects

The largest of the two sofas conceals a bed, which can pulled out or hidden away as required, as well as storage areas for magazines and portfolios. This allows the room to be used as a bedroom, a living area, or as a space for castings and fashion shows.

Joan D'Austria by External Reference Architects

A kitchen, bathroom and walk-in wardrobe are located along one side and can be concealed behind a series of sliding doors.

Joan D'Austria by External Reference Architects

The staircase linking the mezzanine with the ground floor is fronted by white metal-frame structure, used by the resident to exhibit different objects and design collections.

Joan D'Austria by External Reference Architects

The ground floor accommodates a large open space for photography shoots. There’s also an office and meeting area tucked beneath the mezzanine.

Joan D'Austria by External Reference Architects

External Reference are an architectural design firm based in Barcelona, Spain, founded by Nacho Toribio and Carmelo Zappulla.

Joan D'Austria by External Reference Architects

We’ve previously featured a photography studio in Brazil with walls that fold open and one in London with Herringbone parquet across the walls and floor.

Joan D'Austria by External Reference Architects

See more studios on Dezeen »
See more architecture and interiors from Spain »

Joan D'Austria by External Reference Architects

Photography is by Lorenzo Patuzzo.

Here’s more information from External Reference Architects:


Joan D’Austria, Barcelona 

Domestic space affects the user very personally and has been discussed extensively over the history of architecture. At present new lifestyles, new families and more flexible professional routines, have favoured the emergence of a unique user profile, one that is complex and involves having a clear understanding on personal needs.

Joan D'Austria by External Reference Architects
First floor axonometric plan – click for larger image

This is the case of the inhabitant of this residential and work space: an industrial designer, active art director and one who is very involved in the world of fashion, advertising and performing arts.

Joan D'Austria by External Reference Architects
Cross section – click for larger image

Our user raised the idea of devoting a warehouse to hold a photoshoot studio, office space, meeting room, space for auditions, castings, fashion shows and a home. Therefore, creating a space that one would be able to live, work and play in.

Joan D'Austria by External Reference Architects
Floor layouts – click for larger image

Due to this the project acquired exceptional guidelines. The spirit of all design decisions were based on giving shape and structure to a domestic space, that seeks to be understood mainly, as a space to share. In this sense, the social, outgoing and energetic personality of the user is reflected in the project. The space becomes a kind of inhabited scenery where public and private interact with few apparent limits.

Joan D'Austria by External Reference Architects
Seating unit diagrams – click for larger image

The project exists over two floors, the ground floor and the mezzanine area.

GROUND FLOOR: On the entrance level there is a large space for photoshoots to take place in. The ground floor also includes the users work space, which incorporates a meeting area that sits below the living space in the loft.

FIRST FLOOR: The mezzanine holds a large liveable space in which domestic programs hybridise with common spaces. The kitchen, bathroom and walk-in wardrobe areas are positioned on the side of the space, creating a service area which can be covered by sliding doors when necessary. The central space is occupied by a group of island-sofas, the larger island-sofa acts as an object that conceals the sliding bed, which slides in and out as the user needs. This space can also be used as a casting and catwalk area.

Joan D'Austria by External Reference Architects
Seating unit diagrams – click for larger image

As a link between the two levels, we integrated a light and large structure made of steel within the project; it serves as a display area for the user’s collection of pop and kitsch objects.

OSB white painted panels, metal rods, polycarbonate and black painted bricks are the main materials used in the project. Every element of the design was hand-crafted; no CNC cutting machines were used for making any part of the refurbishment.

Joan D'Austria by External Reference Architects
Kitchen layout – click for larger image

The original building, a taxi garage, offers a powerful industrial spirit, which serves as a reference for the project and its future evolution. All in all, the functional program, the reduced budget and the client ambitions leads to low cost systems but to eloquent dramatic effects.

Joan D'Austria by External Reference Architects
Original taxi garage

Project: Joan d’Austria, Barcelona
Architects: External Reference Architects
Design architects: Nacho Toribio and Carmelo Zappulla
Team: Poppy Boadle, Nimi Gabrie, Daniel Rodriguez, Elsa Rodriguez, Katinka Szodenyi
Building contractor: Crafts Art Labor
Client: Chu Uroz
Area: studio 400 m2; apartment 80 m2
Constructor: Laboor Crafts and Arts

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External Reference
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“I started my company with a completely bogus business plan” – Janne Kyttanen

In our second movie focussing on the cutting-edge world of 3D printing, Freedom of Creation co-founder Janne Kyttanen claims it was his passion for the technology rather than his business acumen that enabled him to make a commercial success out of designing and selling 3D-printed products.

"I started my company with a completely bogus business plan" - Janne Kyttanen
Janne Kyttanen, founder of Freedom of Creation and creative director of 3D Systems

When we visited Kyttanen as part of our research for Print Shift, the one-off magazine about 3D printing that we launched earlier this year, he showed us a range of different 3D-printed products he has designed over the years, including the very first lampshade he printed in 2000.

"I started my company with a completely bogus business plan" - Janne Kyttanen
Gyro, Kyttanen’s first 3D-printed lamp

“This was the first thing I ever made and it cost me €5,000 at the time,” Kyttanen reveals in the movie. “It made no commercial sense whatsoever.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
Lily.MGX lamp by Janne Kyttanen for Materialise.MGX

However, over the subsequent years Kyttanen would team up with Belgian 3D printing company Materialise to create a range of 3D-printed lamps, one of the first collections in which 3D printing was used to created finished products rather than prototypes.

"I started my company with a completely bogus business plan" - Janne Kyttanen
Lotus.MGX lamp by Janne Kyttanen for Materialise.MGX

“That whole experiment led to an entire collection of lights,” says Kyttanen. “We started a company together called Materialise.MGX and commercially that’s been very successful.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
Freshfiber 3D-Printed iPhone case

Over the years, some of Kyttanen’s 3D-printed products have been profitable, such as his range of customisable iPhone cases for accessories company Freshfiber, and others have not. Kyttanen says that the products he put his passion into have tended to be more successful than those he designed to make a profit.

"I started my company with a completely bogus business plan" - Janne Kyttanen
1597 wall lamp by Janne Kyttanen for Freedom of Creation

“I made a light, which is called the 1597”, he says. “It took me about 6 months to make it and I put an enormous amount of passion into it, but the final pieces were very expensive. We sold quite a lot of them and I was very happy with it. But I thought I could make it smaller, more consumer-friendly and try to maximise the profit. And then we hardly sold any.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
1597 wall lamp by Janne Kyttanen for Freedom of Creation

“One I wanted to make money out of and the other was the one I put my passion into, which was ten times more expensive, but that one sold well and the other one didn’t.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
610 pendant lamp by Janne Kyttanen, which didn’t sell as well as expected

Likewise, Kyttanen says that the success of his company Freedom of Creation, which was bought by American 3D-printing giant 3D systems in 2011, is down to his passion rather than his shrewdness as a businessman.

"I started my company with a completely bogus business plan" - Janne Kyttanen
Twister.MGX by Janne Kyttanen for Materialise.MGX

“I started a company with a completely pointless, bogus business plan,” he says. “I went to a lot of banks and I tried to get finance for it and I told them: ‘One day the world will be in a way that I can put my entire company’s worth in this USB stick.’ That was probably 10 years ago.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
Twister.MGX by Janne Kyttanen for Materialise.MGX

“Everybody said: ‘No, that’s not going to happen, we’re not going to give you any finance because your business plan is completely bogus.’ Well, ten years later, I sell my company with exactly that same idea.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
Lily.MGX lamp by Janne Kyttanen for Materialise.MGX

Kyttanen concludes: “So, if I am able to inspire any young artists out there, don’t listen to anybody. Just follow your passion and it will find its own way.”

"I started my company with a completely bogus business plan" - Janne Kyttanen
Lotus.MGX lamp by Janne Kyttanen for Materialise.MGX

See all our stories about 3D printing »

See all our stories about Janne Kyttanen »

Find more information about Print Shift and see additional content here.

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Restaurant Castillito by Mathias Klotz and Lillian Allen

Chilean architects Mathias Klotz and Lillian Allen have renovated a castle-like residence in Santiago’s Parque Forestal to create a restaurant, exhibition space and ice-cream parlour (+ slideshow).

Restaurant Castillito by Mathias Klotz

The building is named “Castillo Forestal”, which means forest castle, but it was actually constructed at the start of the nineteenth century as a house for the park’s gardener. Over the years the building had become abandoned, so Mathias Klotz and Lillian Allen were asked to bring it back into use.

Restaurant Castillito by Mathias Klotz

The architects began by demolishing previous extensions to the two-storey red-brick building, then added a new steel and glass structure that wraps around the north and east elevations.

Restaurant Castillito by Mathias Klotz

“Our proposal was to demolish the successive extensions and replace them with a single-story volume housing an intermediate space between inside and outside,” said Klotz.

Restaurant Castillito by Mathias Klotz

This structure accommodates the restaurant, creating a glazed ground-floor dining room and a first-floor terrace overlooking the park.

Restaurant Castillito by Mathias Klotz

Additional dining areas are provided by the two main rooms of the original house, which have been renovated to reveal their interior brickwork. The architects removed various stucco details, but left cornices intact and painted them grey to match the steel framework of the new extension.

Restaurant Castillito by Mathias Klotz
Site plan – click for larger image

Bare lightbulbs hang from the ceiling in rows and have been clustered into groups of three on the first-floor.

Restaurant Castillito by Mathias Klotz
First floor plan – click for larger image

The exhibition galleries and ice-cream parlour are also housed in the existing building, while customer toilets are located in the basement and the circular tower is set to function as a wine store.

Restaurant Castillito by Mathias Klotz
Ground floor plan – click for larger image

We’ve recently featured new photographs of the first major project by Mathias Klotz, which was a home for his mother. Other projects by the architect include a holiday home for a family with 11 daughters.

Restaurant Castillito by Mathias Klotz
Basement plan – click for larger image

See more architecture by Mathias Klotz »
See more architecture in Chile »

Restaurant Castillito by Mathias Klotz
Restaurant roof plan – click for larger image

Photography is by Roland Halbe.

Here’s a project description from Mathias Klotz:


Castillo Parque Forestal, Santiago, Chile

The so called “Forest Castle” is in reality nothing more than a modest lodging built in the Parque Forestal on the occasion of Chile’s 1910 Centenary celebrations, to house the park’s gardener.

Restaurant Castillito by Mathias Klotz
Section A – click for larger image

The park, which dates from the Centenary, was inaugurated at the same time as the Fine Arts Museum on the other side of the street. Over time the house lost its original function; it was extended and occupied on a temporary basis, and gradually deteriorated until it was abandoned altogether a number of years ago. For this reason Santiago city council tendered a 30-year concession to restore the structure and find a new use for the building.

Restaurant Castillito by Mathias Klotz
Section B – click for larger image

Our proposal was to demolish the successive extensions and replace them with a single-story volume housing an intermediate space between inside and outside.

Restaurant Castillito by Mathias Klotz
Section C – click for larger image

The two rooms of the original structure were restored, removing the stucco and leaving the brickwork visible, with the exception of the cornices. These were painted the same dark grey as the steel structure of the new volume, in order to link the two structures together and emphasise the original building.

Restaurant Castillito by Mathias Klotz
Section D – click for larger image

The new uses it has acquired are a bookstore, restaurant, ice-cream store and exhibition space.

Restaurant Castillito by Mathias Klotz
North elevation – click for larger image
Restaurant Castillito by Mathias Klotz
South elevation – click for larger image
Restaurant Castillito by Mathias Klotz
East elevation – click for larger image
Restaurant Castillito by Mathias Klotz
West elevation – click for larger image

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Tongue chair by Arne Jacobsen relaunched by Howe

Product news: Danish furniture brand Howe has relaunched Arne Jacobsen’s classic Tongue chair, which was designed in 1955.

Tongue chair by Arne Jacobsen relaunched by Howe

Howe has replicated the exact appearance of the original design and reproduced it using contemporary manufacturing techniques to address stability and durability concerns.

Tongue chair by Arne Jacobsen relaunched by Howe

Jacobsen designed the chair for the Munkegård School in his native Denmark, but it was not produced commercially until the late 1980s and was withdrawn after just a few years.

Tongue chair by Arne Jacobsen relaunched by Howe

Tongue was the second chair designed by Jacobsen, shortly after his famous Ant chair, but it never achieved the same widespread distribution as many of his other furniture designs.

Tongue chair by Arne Jacobsen relaunched by Howe

It was used in the rooms of Jacobsen’s famous SAS Royal Hotel in Copenhagen, for which a modified bar stool version was also produced.

Tongue chair by Arne Jacobsen relaunched by Howe

The relaunched Tongue chair is available in several veneers or with fabric or leather upholstery. Legs are chrome or powder-coated steel.

Tongue chair by Arne Jacobsen relaunched by Howe

Last summer, Arne Jacobsen’s iconic Ant chair was reinterpreted by designers and artists including Paul Smith, Quentin Blake, Sarah Burton for Alexander McQueen and Tracey Emin and the results auctioned to raise money for Jamie Oliver’s Better Food Foundation. Paul Smith has also reworked Jacobsen’s Cylinda Line coffee pots, adding signature brightly-coloured handles.

See more chair design »
See more design by Arne Jacobsen »

Here’s some more information from Howe:


We fell truly, madly in love with the Tongue chair

The company struck by love is HOWE a/s, who relaunched the cutely named chair at this year’s fair in Milan. The Tongue was designed in 1955 by the renowned Arne Jacobsen, but it has not been in production for several years. Now HOWE a/s can proudly say that a Danish design classic has returned.

Tongue chair by Arne Jacobsen relaunched by Howe

Arne Jacobsen is one of the most famous and most loveable Danish architects and designers. Known for marvellous architectural works, legendary furniture designs, and versatile industrial designs, Arne Jacobsen has truly left his mark on the international world of design and architecture.

Tongue chair by Arne Jacobsen relaunched by Howe

The Tongue chair is a classic Arne Jacobsen design. It has the immediately recognisable characteristics of the organic wave-form in the seat; complemented with highly sculptural, splayed legs. And with the addition of modern construction techniques for additional strength, HOWE has ensured that the chair keeps its lovely curved, sculptural form perfectly in place.

Tongue chair by Arne Jacobsen relaunched by Howe

The Tongue chair is available in beech, oak and walnut veneers as well as in stained veneer in black, white and teak. The Tongue is also available in full upholstery in both fabrics and leather – the colour palette ranges from light pink to cognac. The legs come in chrome or in black or white powder coating. The price begins at €486.

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relaunched by Howe
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Casa Moliner by Alberto Campo Baeza

High concrete walls enclose a secret garden around this residence for a poet in Zaragoza – our second story this week from Spanish architect Alberto Campo Baeza.

Casa Moliner by Alberto Campo Baeza

Casa Moliner was designed by Alberto Campo Baeza as an introverted enclosure, with a clean white house surrounded by newly planted trees and a calming pool of water. Two-metre-high walls surround the site on every side, blocking views out as well as in.

Casa Moliner by Alberto Campo Baeza

“We raised high walls to create a box open to the sky, like a nude metaphysical garden with concrete walls and floor,” said the architect.

Casa Moliner by Alberto Campo Baeza

The three-storey house has two levels above ground, while a third floor is buried below the courtyard with sunken patios on each side. A staircase spirals up through the centre of the plan like a circular spine.

Casa Moliner by Alberto Campo Baeza

A library occupies the uppermost floor, creating a place for the poet to work. A wall of translucent glazing brings diffused light through the room, while a narrow window frames a single view across the neighbourhood.

Casa Moliner by Alberto Campo Baeza

“For dreaming, we created a cloud at the highest point,” said Campo Baeza, “with northern light for reading and writing, thinking and feeling.”

Casa Moliner by Alberto Campo Baeza

A single room on the ground floor forms a large living and dining area that opens out to the surrounding garden, while bedrooms and bathrooms are located downstairs.

Casa Moliner by Alberto Campo Baeza

Our first story this week about Campo Baeza featured a bulky concrete house on a hilltop in Toledo.

Casa Moliner by Alberto Campo Baeza

See more architecture by Alberto Campo Baeza »
See more houses in Spain »

Casa Moliner by Alberto Campo Baeza

Photography is by Javier Callejas.

Casa Moliner by Alberto Campo Baeza

Read on for a project description from Alberto Campo Baeza:


Moliner House, Zaragoza

To build a house for a poet. To make a house for dreaming, living and dying. A house in which to read, to write and to think.

Casa Moliner by Alberto Campo Baeza

We raised high walls to create a box open to the sky, like a nude, metaphysical garden, with concrete walls and floor. To create an interior world. We dug into the ground to plant leafy trees.

Casa Moliner by Alberto Campo Baeza

And floating in the centre, a box filled with the translucent light of the north. Three levels were established. The highest for dreaming. The garden level for living. The deepest level for sleeping.

Casa Moliner by Alberto Campo Baeza
Axonometric diagram one

For dreaming, we created a cloud at the highest point. A library constructed with high walls of light diffused through large translucent glass. With northern light for reading and writing, thinking and feeling.

Casa Moliner by Alberto Campo Baeza
Axonometric diagram two

For living, the garden with southern light, sunlight. A space that is all garden, with transparent walls that bring together inside and outside.

Casa Moliner by Alberto Campo Baeza
First floor plan

And for sleeping, perhaps dying, the deepest level. The bedrooms below, as if in a cave. Once again, the cave and the cabin. Dreaming, living, dying. The house of the poet.

Casa Moliner by Alberto Campo Baeza
Ground floor plan

Location: Avda. Ilustración, 40, Urbanización Montecanal, Zaragoza
Client: Luis Moliner Lorente
Surface area: 216 sqm

Casa Moliner by Alberto Campo Baeza
Basement plan

Architect: Alberto Campo Baeza
Collaborating architects: Ignacio Aguirre López, Emilio Delgado Martos
Structure: María Concepción Pérez Gutiérrez
Rigger: José Miguel Moya
Constructor: Construcciones Moya Valero, Rafael Moya, Ramón Moya

Casa Moliner by Alberto Campo Baeza
Long section

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Renovated apartment by Romero Vallejo Arquitectos

Our latest Spanish apartment with a colourful tiled floor is this renovated residence in Toledo by local studio Romero Vallejo Arquitectos (+ slideshow).

Renovated apartment by Romero Vallejo Arquitectos

During the refurbishment of the second floor apartment in the Spanish city, Romero Vallejo Arquitectos covered the floor in patterned ceramics to remind the couple living in the apartment of their childhood homes.

Renovated apartment by Romero Vallejo Arquitectos

“The concept of the floor is rooted in our clients’ family memories,” architect Sara Romero told Dezeen.

Renovated apartment by Romero Vallejo Arquitectos

New green and pink tiles were designed in reference to the historic colours and patterns of Spanish ceramics, with the help of local craftsmen.

Renovated apartment by Romero Vallejo Arquitectos

“The tiles were produced in close collaboration with local artisans, who we usually work with in designing new products based on traditional elements,” said Romero. “For this project, we carried out colour research based on a traditional tile design.”

Renovated apartment by Romero Vallejo Arquitectos

A border of green tiles separates each block of patterned designs and links each space together.

Renovated apartment by Romero Vallejo Arquitectos

All other surfaces including built-in cupboards, cabinets and full-height doors are white, apart from kitchen units picked out in a bright pink colour from the tiles.

Renovated apartment by Romero Vallejo Arquitectos

As the clients have no children, the original layout has been opened up by reducing the number of bedrooms.

Renovated apartment by Romero Vallejo Arquitectos

One of the two bathrooms has a translucent glass wall that creates a silhouette of whoever is in the shower.

Renovated apartment by Romero Vallejo Arquitectos

We recently created a new Pinterest board full of apartment interiors, which features a loft conversion in north London with a combined staircase and bookshelf plus a Japanese home with a sunken circular living room.

Renovated apartment by Romero Vallejo Arquitectos

Other projects from Toledo in our archive include the refurbishment of a museum dedicated to Renaissance artist El Greco and four new concrete apartment blocks that already look abandoned.

Photography is by Juan Carlos Quindós.

See more apartment interiors »
See more architecture and design in Toledo »
See more design with tiles »

Romero Vallejo Arquitectos sent us the following text:


Internal renovation of an apartment in the neighbourhood of Santa Teresa, Toledo, Spain

Located on the second floor of a block of flats in a residential area of Toledo, the apartment has six small rooms comprising of a living room, kitchen and four bedrooms, which are all connected via a dark and narrow corridor.

Our clients, a couple with no children, require more spacious, comfortable and lighter living areas, without completely changing the original layout of the apartment.

Renovated apartment by Romero Vallejo Arquitectos

Our proposal is, therefore, to reduce the number of bedrooms and reorganise the rooms in order to make better use of the existing sources of light and ventilation, which will also improve accessibility and energy efficiency.

The main challenge is how to combine the traditional layout with a modern and functional design and how to provide continuity between the various rooms, whilst also allowing them a suitable degree of independence. In order to achieve these objectives, all woodwork will be made to measure: floor-to-ceiling doors disguised within the furniture, wardrobes, chest-of-drawers, bookcases, shelving, kitchen units, etc.

Renovated apartment by Romero Vallejo Arquitectos
Floor plan – click for larger image

A coloured carpet, contrasting with the pale coloured walls and ceilings, covers the entire floor of the home, reinforcing the continuity between the various spaces. Whilst the size, type and colour of the decorative floor tiles correspond to the scale and identity of each room. As such, the layout works as both a sequence of individual units as well as a singular, continuous space.

The use of traditional material for joining, such as hydraulic cement tiles, is closely linked to the owners’ family memories. This type of flooring is produced locally by hand, allowing us to qualify the pigmentation of the decorative motifs according to needs.

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Romero Vallejo Arquitectos
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New Pinterest Board: Zaha Hadid Architects

New Pinterest board: Zaha Hadid Architects

We’ve pinned all the best images of proposed and completed projects by Zaha Hadid Architects onto our first Pinterest board dedicated to a single architecture practice.

See our new Zaha Hadid Architects Pinterest board »
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See all our stories about Zaha Hadid Architects »

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Zaha Hadid Architects
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