A PIECE OF SOUND ADVICE + A SINGLE WARNING TO A DESIGN STUDENT
Build up broad possibilities for your future, but those possibilities and goals should be specific + Everyone changes every single second – your thoughts may change as you grow
FAVOURITE FOOD THEN
YOUR MOST VALUED POSSESSION THEN
Family and one external hard drive that had all the data in my life
YEAR OF PROJECT
STUDENT PROJECT BRIEF
‘I am the place where I am’ – a map of Providence onto which are transposed the symbols of aural memories of places.
This project explores the possibilities of bridging the gap between public space and personal space. This map provides subjective representations of personal memories of places, inviting users to visit them, to revisit the artist’s memories, and experience their own auditory sense of the area.
Rhode Island School of Design, Providence (USA)
Digital print, hand binding, etc.
Univers Mono and Courier – Univers Mono is a customized typeface for Wire, a British magazine I worked on as a designer. James Goggin (see also pages 98–101) was an art director for the magazine and my boss at his studio (Practise).
WHY DO YOU LIKE THIS PROJECT?
School projects always encourage an experimental approach, which enables the designer to think and act more deeply and more broadly with enough time.
WHAT DO YOU DISLIKE ABOUT IT?
If I had had a bigger fund, I would have spread the map books out throughout public places for free to encourage citizens to linger and engage in public spaces.
I learned how spaces, people and sounds are related and interact with each other. Also, how to represent the topic in print media with paper quality – size, weight, thickness, texture and sound.
PROJECT SIMILARITIES THEN AND NOW
Both projects are firmly related to the relation ships between real spaces and spaces of graphic media. I believe designing graphic media is comparable to constructing and composing architectonic elements. A piece of paper, an interactive and scrollable browser, or a transforming print format is a space given to designers. To get the essence of an idea, the designer must guide the audience to explore and experience the surrounding spaces.