Category: architecture

  • 04DecArt for the World of Warcraft

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    I used to play World of Warcraft, I like to have my digital body engaged in breaking down monsters. This can be translated in defining strategies to destroy unstoppable monsters! I reached level 70, raided a lot afterwards and then entirely stopped. In France, I used to play strategy games with 15 players in the same house, creating teams, ordering Pizza and getting tones of Soda. We started on Friday at the end of the afternoon and we stopped on Sunday night.

    p2.jpg

    These past months I have rarely played any game, but I cherish these addictive gaming moments and decided to design an architectural object that criticizes the process of massive multiplayer gaming, designing a refuge with a survival kit integrated as well as doing something with the laptop that continuously burned my legs while playing! Also reflecting on the intense things that are happening on world of warcraft, such as the multiboxing setup!

    Recently, I’ve been awarded a grant by the Council for the Arts at MIT camit-logo.jpg. This grant is to help the design of the AFK cookset and the WOW Pod, projects that will be exhibited from April 2009 until September 2009 at the MIT Museum. I am making these two pieces in collaboration with artist duo Shada/Jahn, with who I always wanted to work with; I recently blogged about one of their work, and presented on this blog many projects by Marisa.

    The Pod resembles a mobile structure, however it works as a parasite. Connected to the home, it depends on it, it is stuck to it and uses it for survival. A nice metaphor for the teenager who is oblivious to his addiction and the effect it has on his family house! The AFK cookset benefits from a very annoying feature from the old MacBook Pro, that literally burns your laps while playing. The AFK cookset cooks your diner while raiding, it automatically alerts you and the raiders that you are AFK because your “eggs are ready”!

    The AFK cookset

    World of Warcraft is a massive online multi-player game that attracts millions of players including a large proportion of teenagers and children as young as 10 years old. A typical scenario for teenagers addicted to the game is to settle down in front of the monitor on Friday night and collapse on Sunday night. Sleep deprivation as well as high saturated fat diet is the pride of these players who barely do not take any break, and when they do they sign the typical “AFK” (“Away from Keyboard”) that pops up of top of their avatar. The average AFK is of two minutes, time to run to the fridge, to open a bag of potato chips, to replenish the glass of milk, or go to the bathroom. We are proposing a design noir aiming at representing the ideal setup for the player to spend more quality time online.

    Can you imagine the toll that this extreme behaviour takes on the developing body, not to mention the amount of energy waste produced during such a 48-hour non-stop game? The addiction to World of Warcraft, you see, raises questions about the ecological and physio-morphological consequences of the computer game industry – but WOW players would refuse at any cost to reduce their addiction. Another solution must be considered…

    The AFK Cookset harvests the heat produced from an ordinary laptop computer to cook meals. Before beginning a WOW session, the player places a shallow metal box beneath his/her laptop. The player pulls out a metal drawer that contains a tray with subdivisions. In one section, the player implaces powdered milk, powdered eggs, a dash of salt and pepper plus seasoning to taste. This protein-rich herb omelette will be cooked first because of the egg whites’ naturally low cooking temperature. In a second subdivision, the player implaces powdered tomato, water, and basil – a perfect second course tomato bisque to provide Vitamin C-rich soup to ward off scurvy. In the final section, the player implaces a frozen pizza. This pizza will be fully heated about the time the player (warrior) is ready for a third meal.

    When each respective recipe is ready, the AFK Cookset WOW Plug-in automatically notifies the player that his/her meal is ready. A graphic, announcing, “Bob’s eggs are ready” is immediately visible to the other players on the “Raid Window.”

    A first sketch!

    afkcookset2.jpg

    The WOW pod

    The WOW Pod is an immersive architectural solution for the advanced WOW player that provides and anticipates all life needs. Before entering the WOW Pod for a weekend-full of adventures, the player first stocks the pod: he/she refills the water bag that skins the architectural exterior and pipes liquids directly into the pod via a plastic tube that the player places adjacent his/her mouth. The WOW Pod holds and dispenses up to 3 cannisters of Pringles chips within easy reach of the desktop. The AFK Cookset and backup foodtrays (see description above) provides nutrients to nourish the hungry warrior. Inside, an array of monitors and computers allows the hard-core player to simultaneously control not one – but a whole assembly of players – with ergonomic ease. For instance, normally “multi-box systems” ask the player to use key commands and different mice to switch between players (warrior, magi, etc.). Involving all the latest features of an integrative computing sytem, WOW Pod allows the player to control the magi with his/her elbows, the dwarves with his/her feet pedals, the warrior with his/her hands. The player also has the control to re-program and re-designate the team of warriors according to his/her ergonomic preference.

    The exterior of the WOW Pod is a customizable skin that allows the player to publicly demonstrate his/her guild association. Normally, guild affiliations are shown through “tabards”, or wearable insignias. WOW Pod now allows the player to demonstrate to those not online the richness of his/her online identity.

    A first sketch

    pod.jpg

    So far we have a lot of fun! I will update soon as we progress in the building of the two pieces. More soon ….

    Posted by Cati Vaucelle @ Architectradure

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  • 26MarThe humble telescope that brings you wonders

    eness-humble1.jpg

    Not very humble this little telescope who thinks he can bring you the wonders of space down to earth and into our cities, to encourage us learn more about the universe and perhaps appreciate our own world a little more.

    But he is right.

    Inside the telescope exists a 3D simulation of our entire known universe. Pointing the telescope in any direction immediately shows us what exists in that area of space, so now we can get a greater understanding of where the planets are and where we live in the Milky Way.

    The Humble Telescope serves as an on-going reminder of how truly amazing our universe is, and how truly small we are in context. What better way to provoke thought and discussion concerning our existence, where we are going, and ultimately inspire us to care more about our home, Earth.


  • 21AprA kitchenette for neo-nomads

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    Tonight I will attend Yasmine Abbas’ talk about her neo-nomadic research, this at the Graduate Schoold of Design for the Critical Digital conference. Today I also discovered this work, that I think Yasmine would particularly love, the DoubleSpace Kitchenette designed by Jeffrey Warren!

    double-space-animation.gif

    The DoubleSpace kitchenette caters to those with a taste for unique, compact living. People living in crowded cities such as New York can appreciate the value of flexible, efficiently used living space. This roomy easy chair converts easily into a countertop with two electric burners.

    I personally love compact and modular structures where one can transform a furniture into another one. Not only it is convenient for someone who lives in a crowded city, but it also allows you to move your belongings in a more “compact” way, question that Yasmine investigated throughout her ethnographic research on neo-nomads. It also invites for a more playful relationship to your interior!


  • 09OctEnter the Barbie world

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    barbie-store-jsa-3790.jpg

    Barbie Cafe

    cafe.jpg

    After the Barbie Cafe in Shanghai, China by architect Hayes Slade designs the first ever Barbie Flagship for Mattel. The 35,000 square foot store holds the world’s largest and most comprehensive collection of Barbie dolls and licensed Barbie products, as well as a range of services and activities for Barbie fans and their families.

    barbie-store-jsa-3351.jpg

    Mattel wanted a store where “Barbie is hero”; expressing Barbie as a global lifestyle brand by building on the brand’s historical link to fashion. Barbie Shanghai is the first fully realized expression of this broader vision. Mattel worked with BIG, the branding and design division of Ogilvy & Mather, to develop creative concept, identify project location, explore featured activities and identify creative partners.

    barbie-store-jsa-3424.jpg

    hob_opening-043018.jpg

    The central feature is a three-story spiral staircase enclosed by eight hundred Barbie dolls. The staircase and the dolls are the core of the store; everything literally revolves around Barbie.

    The staircase links the three retail floors:

    The women’s floor (women’s fashion, couture, cosmetics and accessories).

    The doll floor (dolls, designer doll gallery, doll accessories, books). The Barbie Design Center, where girls design their own Barbie is on this floor. This activity was planned by Chute Gerdeman Retail and designed by Slade Architecture.

    The girls floor (girls fashion, shoes and accessories). The Barbie Fashion Stage, planned and designed by Chute Gerdeman Retail, where girls take part in a real runway show, is also on this floor.

    barbie-store-jsa-40754101.jpg


  • 12AugThe evolution of the architectural medium in engaging digital 3D

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    A pretty neat thesis from the Graduate School of Design at Harvard, Greg Tran explains that the traditional mode of material production moves forward, but three new forms of design emerge. Digital 3d immersion is the first and is most similar to virtual reality (but has little to nothing to do with architecture.) It is a simulated environment which is entirely digital and relies on material/site specificity as little as possible. Digital 3d renovation is where existing facilities are retrofit with site specific D3d software and environment recognition, but the final condition is Digital 3d architecture. This bridges the design gap between the digital and the material.

    The purpose of his thesis is not to design an architecture that works perfectly within this newmedium, but rather to highlight the medium itself, research potentials, create kernel ideas and discover the implications that this type of reality would hold.

    Video

    More versions:

    Final segment here (2.5 minutes) Mediating Mediums – The Digital 3d (Part 3)

    Short version here (5.5 minutes) Mediating Mediums – The Digital 3d (Short Version)

    Long version here (19minute version) – Mediating Mediums: The Digital 3d


  • 18OctMobile homes for emergency needs

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    I was just chatting with my roommate Lauren about emergency needs after a housing disaster.

    What if the population in shock could have access to an immediate home? What if the solution were carefully designed by the local community with the essential means for comfort ? Could this bring them away from the drama? What if these new form of housing were mobile and as such, easily and quickly transportable to arrive in a timely fashion. An instant support. Even though the ideal scenario for this type of emergency situation lies in prevention, what if we could offer a quick fix?

    It seems some designers have thought about all this in the form of an inflatable home made of concrete. More info ->here<-

    Architecture & Interiors: Inflatable Concrete, Flexible long-term shelters for disaster relief by Peter Brewin and William Crawford at RCA

    All the materials to create a robust and durable concrete shelter for disaster relief are combined within a plastic sack.The sacks can be easily transported to the necessary location. Water is added to the sack on site and the plastic inner can then be inflated to create a shelter. The concrete mix covering the inner sets in 4 hours leaving a structure that has a 15 year life-span, keeping cool during the day and retaining heat through the night.

    mobile

    Posted by Cati Vaucelle @ Architectradure

    …………………………………………………………………………………

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  • 27DecSocially constructed materiality

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    As part of ARCHITECTURE SCIENCE AND TECHNOLOGY, AN INTRODUCTION, course by Antoine Picon, Harvard University.

    Digital architecture is about materiality because materiality is changing.
    Materiality is culturally constructed, but the problem is the definition of materiality, materiality is not nature. It is the image we have of nature. The notion of nature is also socially constructed through what we can produce, and nature can be different. Today it is basically informational. It is about movement and the definition of nature over time changes.
    Materials are socially constructed: before a bone was a material, now we construct material as much as we construct nature. There is this idea that materiality is the relation we have to what seem tangible in the world. The way we perceive materials and objects when we are not sure if we touch or if it in our brain, it is a problem. With the computer, we don’t know what we touch. There is an extension to us: it goes into us.

    Materiality is then constructed through:
    1- a sensory education To live in a culture is to learn how to perceive things in a certain way, e.g. colors differ in culture, so there is a construction of the senses.
    2- tools a society with tools, e.g. lenses, microscope, sees things differently.
    So people who thinks there is a problem with computers think there was a problem before. Digital architectural representation is a virtuality because it can represent everything. It occupies an impossible point of view.

    Then what’s new with the computer screen? Has it been close to materiality? Thre is the thickness of the computer screen; there is a layer of software much more than in the traditional pencil that transfers in the paper. Redefining pertaining objects: natural versus cultural. The semantic of words is interesting, for instance, ‘poutre’ in French means two different things, so it makes us see things differently depending on our culture.

    There is an analogy with the car: before people thought that we had lost something essential in walking with the car. The car has forced us to redefine the world. Before the car, to experience acceleration you had to jump from the window, now it is totally inbuilt in our body, this is totally structured. The car has redefined pertaining objects and also the sensation. With the acceleration you feel in power and also the vulnerability of the body in this moment, e.g. the Starwars race computer game. This goes to an existential thing. We also use computer metaphors and our perception of our body is changing through the machine we build. The computer is something we drive like a car. The perception of landscape is changing via having experienced the car.

    The computer has redefined certain things:
    deformation we can twist things
    geometry focus that explains why we have so many frozen flows project
    – surface, light and texture it has drastically changed what is around us. Grain conduction, there is a return to ornament which is very different from traditional ornament and now it becomes texture. Digital architecture is one syndrome: fascination for light and texture. The computer makes a global syndrome more visible

    Redefinition of materiality new pertaining objects, new sensations; however when you gain something, you loose something. There is also the problem of scale, hence the fascination for the fractale, there is a dissociation with the material where you can view infinitely. Before architecture represented bones, now architecture is boneless. This is the end of structure and information kills structure. The machine is a combination of software and hardware layers. It has influenced the way we interface the layers in architecture. We went from the gothic cathedral, e.g the Switz clock, to the layered architecture, e.g. hamburgers in Mc Donald.

    Technology is about interfacing different realities, linguistic and economic use of heterogeneity. Architecture is now about deconstruction of techtonic. The classical language of techtonic is deconstructed and even worse the dissolution of the system. It is not a dematerialization of architecture, it is a shift. There is today an affinity with the baroque.
    Tool: an externalization of the body function. The computer is an externalization of the mental function. We internalize while we externalize and then we become our tool. When we use for instance a hammer, we think ourselves using the hammer. Lots of people use the computer as a metaphor: my hard drive is broken. I am a 386. The machine can create even pain. The computer is not just an extension of the mind but also an extension of the body. There are plenty of experiment on senses: vision, smell, and the perception of space changes. ‘Zooming’ has now become a totally normal activity. Everything is zoomable now. The crisis of scale: we perceive things very accurately more from far than from close. This is the crisis of intermediary scale. The way we perceive nature today: stable and unstable. Things are constantly changing, as we live in a world of mutation; this is a qualitative transformation, a magic condition due to metamorphosis, e.g. zoom, that can apply to painting or architecture. The very very concrete becomes abstract and the very very abstract becomes concrete, e.g. if I zoom in a face it becomes skin and then the skin itself becomes landscape. Materiality was the reversed from the abstract, and the computer is not a machine in the traditional sense, but it is an environment. There are new ways of inhabiting this strange world, world with decorativeness, playing with surfaces, ornaments. Traditional ornament had a scale because it was linked to the body and the human scale. Today it is not linked to the human scale anymore. We are passing from human-body technology to technologies that can only be thought in term of landscape and is not the world around us.

    Conclusion
    In traditional architecture, space was a given. Today, space is not a given: it is very small or very huge. We have a human responsibility but not in the megalo-utopia. We are responsible in this redefinition of materiality.

    In architecture theory
    Notes taken during the Architecture Science and Technology class taught by Antoine Picon 12th Dec 2005

  • 27DecSocially constructed materiality

    If you’re new here, you may want to subscribe to my RSS feed to receive the latest Architectradure’s articles in your reader or via email. Thanks for visiting!

    As part of ARCHITECTURE SCIENCE AND TECHNOLOGY, AN INTRODUCTION, course by Antoine Picon, Harvard University.

    Digital architecture is about materiality because materiality is changing.
    Materiality is culturally constructed, but the problem is the definition of materiality, materiality is not nature. It is the image we have of nature. The notion of nature is also socially constructed through what we can produce, and nature can be different. Today it is basically informational. It is about movement and the definition of nature over time changes.
    Materials are socially constructed: before a bone was a material, now we construct material as much as we construct nature. There is this idea that materiality is the relation we have to what seem tangible in the world. The way we perceive materials and objects when we are not sure if we touch or if it in our brain, it is a problem. With the computer, we don’t know what we touch. There is an extension to us: it goes into us.

    Materiality is then constructed through:
    1- a sensory education To live in a culture is to learn how to perceive things in a certain way, e.g. colors differ in culture, so there is a construction of the senses.
    2- tools a society with tools, e.g. lenses, microscope, sees things differently.
    So people who thinks there is a problem with computers think there was a problem before. Digital architectural representation is a virtuality because it can represent everything. It occupies an impossible point of view.

    Then what’s new with the computer screen? Has it been close to materiality? Thre is the thickness of the computer screen; there is a layer of software much more than in the traditional pencil that transfers in the paper. Redefining pertaining objects: natural versus cultural. The semantic of words is interesting, for instance, ‘poutre’ in French means two different things, so it makes us see things differently depending on our culture.

    There is an analogy with the car: before people thought that we had lost something essential in walking with the car. The car has forced us to redefine the world. Before the car, to experience acceleration you had to jump from the window, now it is totally inbuilt in our body, this is totally structured. The car has redefined pertaining objects and also the sensation. With the acceleration you feel in power and also the vulnerability of the body in this moment, e.g. the Starwars race computer game. This goes to an existential thing. We also use computer metaphors and our perception of our body is changing through the machine we build. The computer is something we drive like a car. The perception of landscape is changing via having experienced the car.

    The computer has redefined certain things:
    deformation we can twist things
    geometry focus that explains why we have so many frozen flows project
    – surface, light and texture it has drastically changed what is around us. Grain conduction, there is a return to ornament which is very different from traditional ornament and now it becomes texture. Digital architecture is one syndrome: fascination for light and texture. The computer makes a global syndrome more visible

    Redefinition of materiality new pertaining objects, new sensations; however when you gain something, you loose something. There is also the problem of scale, hence the fascination for the fractale, there is a dissociation with the material where you can view infinitely. Before architecture represented bones, now architecture is boneless. This is the end of structure and information kills structure. The machine is a combination of software and hardware layers. It has influenced the way we interface the layers in architecture. We went from the gothic cathedral, e.g the Switz clock, to the layered architecture, e.g. hamburgers in Mc Donald.

    Technology is about interfacing different realities, linguistic and economic use of heterogeneity. Architecture is now about deconstruction of techtonic. The classical language of techtonic is deconstructed and even worse the dissolution of the system. It is not a dematerialization of architecture, it is a shift. There is today an affinity with the baroque.
    Tool: an externalization of the body function. The computer is an externalization of the mental function. We internalize while we externalize and then we become our tool. When we use for instance a hammer, we think ourselves using the hammer. Lots of people use the computer as a metaphor: my hard drive is broken. I am a 386. The machine can create even pain. The computer is not just an extension of the mind but also an extension of the body. There are plenty of experiment on senses: vision, smell, and the perception of space changes. ‘Zooming’ has now become a totally normal activity. Everything is zoomable now. The crisis of scale: we perceive things very accurately more from far than from close. This is the crisis of intermediary scale. The way we perceive nature today: stable and unstable. Things are constantly changing, as we live in a world of mutation; this is a qualitative transformation, a magic condition due to metamorphosis, e.g. zoom, that can apply to painting or architecture. The very very concrete becomes abstract and the very very abstract becomes concrete, e.g. if I zoom in a face it becomes skin and then the skin itself becomes landscape. Materiality was the reversed from the abstract, and the computer is not a machine in the traditional sense, but it is an environment. There are new ways of inhabiting this strange world, world with decorativeness, playing with surfaces, ornaments. Traditional ornament had a scale because it was linked to the body and the human scale. Today it is not linked to the human scale anymore. We are passing from human-body technology to technologies that can only be thought in term of landscape and is not the world around us.

    Conclusion
    In traditional architecture, space was a given. Today, space is not a given: it is very small or very huge. We have a human responsibility but not in the megalo-utopia. We are responsible in this redefinition of materiality.

    In architecture theory
    Notes taken during the Architecture Science and Technology class taught by Antoine Picon 12th Dec 2005

  • 27DecNew materials and technologies

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    As part of ARCHITECTURE SCIENCE AND TECHNOLOGY, AN INTRODUCTION, course by Antoine Picon, Harvard University.

    Materials and a new way to define materiality

    What is the situation in the field of technology?
    There are a few reflections and the idea is that we are in the middle of a revolution regarding materials. This is somewhat true, for instance ‘the microcapsule’ and material research for architecture. We now design materials at the molecular level and then designing structures will be less important than designing material, e.g. the evolution of concrete. It became a material and is decomposed into properties such as: needs less water, less cracks, etc… For instance, la grande arche de la Defense would have been impossible without compact concrete. Concrete is now mixed and has mechanical properties, e.g. curve, etc… then it can be used for chairs. There is a redevelopment in furniture in concrete. It is not without danger because it can produce monsters 😀 and cannot be destroyed.
    Ben Barrell beautiful bench

    There is also ‘glass’ and the reflection on the glass using piezzo electric technology and the smart materials bluring between materials and structure, the development of composite and of smart materials which create a blur between materials and structures. There is a material revoluion, the first one was done at MASA then there is a contamination, however it has not reached architecture yet. At what level do we design today? Farbric can now be designed and there is a notion of new modernity which is not much about structure but more about material. There is then a current important question which is: how traditional design will position itself toward the material revolution?

    Computer simulation
    The computer simulation made possible a whole range of things: more computation, more domains. For instance, fireproofing. Before there was a big structure, an envelop to protect against fire. Now protection against fire is done dynamically. We then think of fire in a dynamic way, for instance what burns first and what burns last. This is a totally different design that takes in consideration the logic of collapse. For example, the 11th of September, the catastrophic tower collapse happened dynamically, so a protection against such catastrophes cannot be conceived as static anymore.
    Computer simulation enables a lot but is not exactly the real world, so atomic tests are still needed, because no computer simulation can tell us how things edge and so on. Simulation raises a lot of questions imposed by the program and even color codes tell us how things are to be designed. The collapse of Roissy airport terminal was a good example of the limitations of computer simulation. There was a problem in the construction process that could be due to the computer simulation. The tradition simulation mode is still in use, e.g. the heat propagation in a building using a saline solution.

    Structure and scale factor
    If we look at suspension bridges for instance the Washington bridge of 1 km and the Golden Gate of 1km300 and that now we reach 2km bridges, the scale of structure creates problems. The gigantism does not prevent diversity, e.g. deck can be thick, or aerodynamic deck. However the gigantism has created a specific European type of answer and now that bridges can be 2km long, we need to take in consideration the curvation of the earth, because from the start to the end of the bridge the curvation is different. The cables of such bridges are huge as well and there is no limitation for suspension bridges. The cable state bridge is an obscession from European to
    Japanese because of aesthetics and engineering issues. These bridge cables are wrapped in an aerodynamic shape to resist the wind.

    Examples of cable bridges

    Then towers will become higher and lighter themselves and the problem is not to pile up elements but more physiological elements, for instance, ear problems. Piano’s genius to to consider that gigantism works if we pay attention on other problems than just structural problems, e.g. air condition mixing gradually with hot air using the curve of the building. Performance and large scale is a major problem on what happens today.
    The relation between architecture and infrastructure: The architect provides the meaning to the node of the network. The architecture itself can become the infrastructure, for instance at an airport, system of place and infrastructure. There was two movements in the 20th century: gigantism and lightness (solution like their shell that are in plywood, etc.) This movement lead to membering. The most efficient surface; wooden structure, beautiful structure. There has been research on surfaces, plastic parts, wired network. Some are pretty thick but pretend lightness and lightness can go with gigantic things, a new poetry is then emerging. We are very far from this lightness idea at an international level, for instance China does not appropriate light structures. We are not ready to live in a world of membering, lightness, however if we use tension, we can do things much lighter and stable and it can function at any scale. This is the field of ‘tensegrity’, e.g. arch vault in tensegrity which is a pretty sophisticated geometry compared to other type of structures.

    Conclusion
    We can now do everything we want. Is everything what we want?
    For instance, there are ethical problems even in engineering and architecture, and if we link a continent to an island, we change the way people live on the island. There is a moral responsibility of the architect, so how to build?
    We thought we knew what to build, but now it involves discovering new materials, developing material and computation. Architects used to be asked to produce a form only and education in architecture is not adapted to this movement.

    By Cati in architecture

  • 11Deccities: 10 lines. approaches to cities and open territory design

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    From Sept 2005 until now I have created the graphic design for the exhibition: cities: 10 lines. approaches to cities and open territoty design currated by joan busquets and felipe correa at harvard graduate school of design.

    By Cati in ‘on the side’ work