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UNESCO has recently added Bilbao to the Creative Cities Network, within the “Design” section. The book “Selected Europe" arises within this context; a selection of artists and designers whose projects contribute to shaping the European visual scenario, by serving as references for visual inspiration. The main criterion for the selection is the inspirational richness they bring, their approach and their way of understanding and solving projects within each design discipline.... Hernán Ordoñez. Book Manager
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SELE
CTED
EU
ROPE
. VIS
UAL
INSP
IRAT
ION
FRO
M B
ILBA
O.
EUROPESELECTED
VISUAL INSPIRATIONFROM BILBAOGraphic Design
Illustration
Packaging
Window Dressing
Branding
Photography
Typography
Product Design
Gastronomy
Teaching
Interior Design
3D Mapping
Architecture
Information Design
Fashion Design Landscape Design
AUGMENTEDREALITY
DownloadThe App
Scan the cover
AUGMENTEDREALITY
Interact,Enjoy!
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Angélica BarcoBegoña ViñuelaBordos ArtWorksDesignBrigdeDicey StudiosEduard Cehovin & Tanja DevetakElenio PicoElodie PoissonEspluga + AssociatesFoster + PartnersFrank O. Gehry & AssociatesFernando Baptista Fraser MuggeridgeHernán OrdoñezIker AyestaranIsidro FerrerJa! StudioJulia PelletierKasia A. NiewiarowskaKesselKramer_KKLa Tinta HopperL’effigieLaura VarskyLavernia & CienfuegosLuiza LacavaLur PaisajistakMaixuMandragorastudioMax-o-maticMikel Casal MugaritzNoelia LozanoPep CarrióPepe PuertasProduct Arita Q KreativgesellschaftR2 Media FactorySebastián Gómez LegardaSkeleton SeaSupperstudioSusana ZarcoTatiana Plakhova. Complexity GraphicsToormixVasavaWaterhouse Cifuentes Design Former Vignelli Associates400 Muralismo
Includes “Come, Look and Vote”.Artworks selected from european students.
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The Guggenheim Museum Bilbao, completed
in 1997, is the result of a unique collaboration
between the Basque Country Administration,
which finances and owns the project, and the
Solomon R. Guggenheim Foundation, which
operates the Museum and provides the core
art collection. The Museum represents the
first step in the redevelopment of the former
trade and warehouse district along the south
bank of the Nervion River. Directly accessible
from the business and historic districts of
the city, the Museum marks the centre of
a cultural triangle formed by the Museo de
Bellas Artes, the University, and the Old
Town Hall. La Salve Bridge, which connects
the 19th-century city centre with outlying
areas, passes over the site at its eastern
edge, lending the Museum significance as a
gateway to the city.
A public plaza located at the entrance of
the Museum encourages pedestrian traffic
between the Museum and Museo de Bellas
Artes, and also between the Old City and
the River Front. Public facilities, including a
300-seat auditorium, a restaurant, and retail
spaces, are all accessible from the main public
plaza as well as from within the Museum
itself. This dual access enables the spaces
to operate independently of the Museum,
making them an integral part of the urban life
of Bilbao.
The main entrance to the Museum opens
onto a large central atrium, where a system
of curvilinear bridges, glass elevators and
stair towers connects the exhibition galleries
concentrically on three levels. A sculptural
roof form rises from the atrium, flooding
it with light through glazed openings.
The unprecedented scale of the central
atrium, rising more than 50 metres invites
monumental site-specific installations and
special Museum events.
Architecture
Los Angeles, USA.
www.foga.com
FRANK O. GEHRY & ASSOCIATES, INC.GUGGENHEIM MUSEUM BILBAO
CLIENT: Consorcio del Proyecto Guggenheim Solomon R. Guggenheim Foundation
AREA: 28,500 m2
SCHEDULE: Begin design - 1991Begin construction - 1993 Completion - June, 1997
DESIGN TEAM: Frank O. Gehry - Design Partner Vano Haritunians - Project ManagerDouglas Hanson - Project ArchitectEdwin Chan - Project DesignerBob Hale, Rich Barrett, Karl Blette, Tomaso Bradshaw, Steve Butts, Padraic Cassidy, Naomi Ehrenpreis, Matt Fineout, Doug Giesey, Dave Hardie, Michael Hootman, Grzegorz Kosmal, Mark Lefitz, Sara MacDonald, Mehran Mashayekh, Patricia McCaul, Chris Mercier, George Metzger, Brent Miller, David Reddy, Marc Salette, Matthias Seufert, Eva Sobesky, Derek Soltes, Todd Spiegel,Tom Stallman, Jeff Wauer, Tami Wedekind - Project Team
ASSOCIATE ARCHITECTS/ ENGINEERS: IDOM (Bilbao, Spain)STRUCTURAL ENGINEERS: Skidmore, Owings & Merrill (Chicago)MECHANICAL ENGINEERS: Cosentini Associates (New York)LIGHTING CONSULTANTS: Lam Partners (Boston)
Photos by Erika Ede © FMGB Guggenheim Bilbao Museoa2015
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The Guggenheim Foundation required gallery
spaces to exhibit a permanent collection,
a temporary collection, and a collection of
selected living artists. In response to these
needs, three distinct types of exhibition
space were designed. The galleries which
house the permanent collection are relatively
conservative in design. They consist of two
sets of three consecutively-arranged, square
galleries, stacked at the second and third levels
of the Museum. The temporary collection
is displayed in a more dramatic, elongated,
rectangular space that extends to the east
of the central atrium. This space passes
underneath La Salve Bridge and terminates
in a tower on its far side, integrating the
bridge into the overall composition of the
Museum. The column-free interior of the
gallery provides the Museum with the unique
capacity to stage large-scale art installations
that would not be feasible for a smaller, more
conventional museum. The work of selected
living artists is exhibited in a series of eleven
distinct galleries, each of unique spatial
quality and generous ceiling height. Back-of-
house functions, such as loading, art staging,
storage, and conservation are housed in the
lower level of the Museum.
The major exterior material on the rectangular
buildings of the Museum is Spanish limestone,
while the more sculpted shapes of the building
are clad in titanium panels. The interior walls
of the galleries are a smooth finish plaster.
Large, glazed curtain walls open to views of
the river and surrounding city. Mechanical
systems are designed to maintain a strict
level of temperature and humidity control. The
permanent collection galleries are lit by direct
exhibition lights with a flush mounted power
system, while the galleries for the temporary
collection and for the living artists collection
are lit by a theatrical catwalk-mounted lighting
system. In addition, custom designed wall-
wash fixtures create an even illumination of
10 to 20 foot candles at eye level in all of the
galleries. Natural light is introduced through
skylights with supplemental blackout shades
for daylight control.
The design of the Museum is influenced by
the scale and the texture of the existing city,
and it recalls the historic building materials
of the River Front, thus demonstrating a
thoughtful response to the historic and
economic traditions of the area. The design
also represents a thorough understanding that
light and space can be manipulated to shape
and to enhance the emotional response of
Museum visitors.
Frank O. Gehry & Associates, Inc. provided full
architectural services throughout all phases of
this large-scale project.
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Fashion Design
Architecture
Gdansk, Poland. Barcelona, Spain.
www.kasia-a-niewiarowska.com
What’s your idea of Design?
In my opinion design is a balance between
finding a solution for a certain need and trying
to do it in the most beautiful way possible. I
think that a good design is not only a practical
answer for a problem. Of course it is very
important to understand a need so that
the design can fulfil all the criteria of being
useful and practical, but at the same time we
shouldn’t underestimate the need for beauty.
In the area of fashion design the need of
beauty has a very important role.
What and / or who are the inspirational
references that build your imaginary?
What methods, techniques and experiences do
you usually use during your design process?
I usually get my inspiration from my
surroundings. It can be a city, nature, an art
exhibition, a book I’ve read or a movie I’ve
seen. I think the key to my projects is that I
really like to work a lot on a concept. I choose
a theme which is exciting for me at the time
and I try to play with it. I like to dig quite a
lot into a concept, look at the theme from
different angles and try not to be too obvious
about it. I think that because of this I’m always
surprised with the final result of my projects.
For me, playing with the concept is a mind
puzzle which brings more depth, a personal
touch and honesty to the designer’s work.
KASIA A. NIEWIAROWSKA
FLY ME TO THE MOONFly Me To The Moon is a collection which tells the story of a dreamer who wants to reach the stars. As an inspiration source I merged two very different kinds of star admirers. One group was the 18th century romantic poets who embraced the beauty of the firmament. The second group is the astronauts who, not satisfied by merely watching, need to explore. IED Barcelona 2013
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SKY PRODUCTIONThis project began my adventure with fashion design. In this case my inspiration came from the fabric itself. I was inspired by the lightness of this material, its woven see-through structure and the different possibilities for shaping it.IED Barcelona2012
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Illustration
San Sebastian, Spain.
www.mikelcasal.com
What’s your idea of Design?
Illustration is a design. Although, at times,
illustration does not meet one of the two
premises that are required in a design. It is not
always useful. It’s in this precarious balance
between the functional and the purely artistic
that the illustrator must move. To work for
a client, but also for yourself. To create your
own universe, but one which can also be
understood from a different perspective. To
create a world with rules that can be broken
at any time. Design is passion, but also
mathematics. It’s about making mistakes in
order to find your way. It’s being explicit or
suggestive. A chaotic gibberish which, when
filtered properly, can produce an aesthetic and
useful balance. Well... not necessarily useful.
What and / or who are the inspirational
references that build your imaginary?
My references are endless and changing.
Music, cinema, comics, TV. The entire POP
universe around us. Everything is interesting
and enriching.
But I can perhaps name three people who
always come to mind: Saul Steinberg, Alvin
Lustig and Marcel Breuer. An illustrator,
a designer and an industrial architect and
designer.
What methods, techniques and experiences do
you usually use during your design process?
I think my work method is very much like a
collage. I take from here and there. Textures,
references, compositions, which I later mix
and apply to the final result.
MIKEL CASAL
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EGURRAKDigital silkscreen on wood.Personal project2014-2015
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Window Dressing
London, UK. Tolosa, Spain.
www.ja-studio.com
What’s your idea of Design?
Design must go beyond the conventional
limits without losing its primary function,
which is to express the essence of a concept
and cause a reaction in people.
What and / or who are the inspirational
references that build your imaginary?
My references do not usually come from
typical sources of window dressing, but rather
are inspired by the contemporary art world.
I try to mix elements of the Basque culture
in my work, which are, in the end, closest to
me. The Basque Country has an enormous
contemporary art background that is connected
with our language, culture and landscape.
The work of artists such as Oteiza, among
others, has been a great inspiration for me.
And I split my time between London and
Spain. London seems to me a place that
keeps you awake and constantly stimulated,
so working and living in different places gives
me the possibility to feel enriched, to network
and to connect with what is happening
nowadays.
What methods, techniques and experiences do
you usually use during your design process?
My work combines various disciplines,
such as architecture and industrial design.
I decontextualise everyday objects, endowing
them with new meaning: my compositions
dispense with superfluous elements and
only employ those which best describe the
idea. The most characteristic features of
my compositions are the lighting and the
meticulous attention to detail and finish.
I believe that window display design is about
more than just selling a product. In my case,
I like to create images that stop people in their
tracks, that make them look, amuse them,
and intrigue and draw them in. The essence
lies in creating a dialogue between the shop
and the customer, maintaining high standards
and sustaining momentum. A window display
should, above all, surprise passers by and
entice them in.
JA! STUDIO
FASHIONISTAA conceptual window display, showing the company’s denim jeans placed on the head of a porcelain dog from the autumn/winter 2009-10 collection.Photo: Floro AzquetaClient: Loreak Mendian Barcelona 2010
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TOASTThis project was displayed at the Loreak Mendian Barcelona store in order to present LM´s first women’s shoes collection. This geometric and thought-provoking interpretation of the summer, arranges different elements into a balanced composition using everyday objects such as a side table and a set of cork toast slices making their way across the wall in a stair formation.Photo: Juan AvilaClient: Loreak Mendian Barcelona 2014
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PERSONAThis project was displayed at the Loreak Mendian store in order to feature the new accessories in the AW13 collection.The cubist silhouette of a person, composed of a metal structure and black MDF wooden boards, creates a dialogue between the product and object where each accessory acquires its natural, logical position. All in black, white and blue.Photo: Floro Azqueta Client: Loreak Mendian San Sebastian 2013
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Illustration
Design
Huesca, Spain.
www.isidroferrer.com
What’s your idea of Design?
Designing is making the imaginary possible.
What and / or who are the inspirational
references that build your imaginary?
Everything that happens “here”, at the moment
being experienced, can be a trigger for getting
“there”, at the moment of being told.
We only need to keep the attention hungry.
What methods, techniques and experiences do
you usually use during your design process?
I am amethodological, I believe that the
continuous systemisation of the creative
processes eliminates surprise and kills the
unpredictable.
One technique that I often use is the
enhancement of objective randomisation:
similarities and coincidences charged with
emotional value that have high significant value.
ISIDRO FERRER
ELEPHANTBy Isidro Ferrer & LZF Lab
Elephant is the other Funny Farm animal we chose to convert into a light sculpture. Like all elephants, it has big ears, a trunk, even its own legs, and a body, standing more than a metre and a half tall.To turn Isidro Ferrer’s vision into a large-scale lamp, LZF has again drawn on the experience of the craftsman Manolo Martin.
Just as he did with Fish, Manolo used the “vareta” technique to shape the three spheres which constitute the body and the head of Elephant. Its luminous heart, at the centre of the sculpture, is diffused through an internal lining of natural wood veneer.
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FISHBy Isidro Ferrer & LZF Lab
Fish is modelled on one of the original pieces by Isidro Ferrer, a friendly fish with legs which was one of the first large-scale light sculptures in the Funny Farm project. Developing the piece was a real challenge, both technically and from the point of view of the design.
The external structure of Fish, made from poplar and elm wood by Manolo Martin, was built using the traditional Valencian “vareta” technique, which consists of creating 3D structures through the use of wood strips treated with water. The inside holds 24 balls of light; hand blown glass spheres of various sizes handcrafted in Granada, placed at different heights inside the fixture. The carefully studied layout produces a captivating effect, as if a small universe of luminous orbs lived inside Fish.
What is the ideal habitat for Fish? Lobbies, rest areas, zoos and children’s hospitals are all spaces Fish and its Funny Farm friends could dwell in. Where do you imagine yours to be?
Fish can be wherever you imagine it to be.
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FUNNY FARMBy Isidro Ferrer & LZF Lab
Funny Farm is a project which arises from our admiration for Isidro Ferrer, a very talented designer who has been awarded with the National Design Award, the most prestigious prize awarded in Spain to a designer for his or her career achievement.
We had already worked with Isidro Ferrer in 2008 for the design of our logo, and we knew we wanted to work with him again. We called him one day and proposed to develop something for LZF. When we said ‘something’, we meant exactly that: something, without briefings, without conditions, with absolute freedom. He accepted and began to brainstorm ideas and to study our products.
“…On the one hand, I knew right away that I would use wood and that the richness of the colours of LZF’s lamps would be present in the project. On the other hand, I was looking to develop something unique and original, something completely different from what LZF had been doing up to then.
I began to experiment with the shape and the look of their lamps, and began to play with small wooden pieces inspired by the morphology of their products. My experiments led me to a peculiar, funny family made up of 19 wooden animals, including, among others, monkeys, a fish with legs, elephants and rabbits. That was when knew I had created the Funny Farm”.
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Multidisciplinary Communications
Amsterdam, Netherlands. London, UK. Los Angeles, USA.
www.kesselskramer.com
What’s your idea of Design?
Designers should be more obsessed with
developing great ideas and rely less on all
the bells and whistles available to them. Do
away with easiness and strive for originality.
To do this you have to develop an inner radar
and be continually progressing. It would be
impossible to think of a mega idea every day,
but continually striving for it makes our work
and lives considerably more interesting. Long
live the good idea!
What and / or who are the inspirational
references that build your imaginary?
Our work always has a sense of irony and
honesty. There is too little of this in the world
of design and advertising, were everything
always needs to be better and more beautiful.
People working in the field of communication
also have a responsibility for what they
produce, so it’s good to be critical of yourself
and towards the clients you work for.
What methods, techniques and experiences do
you usually use during your design process?
Working in design and communication
nowadays means having knowledge about all
kinds of fields. The last few years have seen
many borders open up between these fields.
Graphic design, advertising, fashion, product
design and architecture increasingly merge
into each other. This doesn’t mean that we
have to be specialists in these fields. We have
to be specialists in strong ideas. For instance,
a field such as graphic design has become
very accessible. In a way, everybody can be a
graphic designer - people have grown up with
computers and typefaces. At the same time,
not everybody grew up with the ability to
come up with strong ideas.
We feel that the stage of making the idea
is the most important part in the process of
designing something. There are a lot of good
designers, but there aren’t many designers
that start with an exceptional idea. All
disciplines are nowadays so accessible that
an idea is the only weapon you can use to
differentiate yourself.
KESSELSKRAMER_KK
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THE STANDARD 2014 CALENDARFrom skeletons in hot tubs, to Jesus in the swimming pool, The Standard brings their suggestion box to life for their 2014 calendar. The Standard Hotel is always striving for perfection. To help themselves get better they listen to the suggestions of their patrons and take them more seriously than most. So seriously in fact, that they used them as the inspiration for their calendar.Client: The Standard (Hotel)2014
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CHECK IN, CHECK OUTFor most guests, the Brinker provides little more than a bed and a shower between binges. By the time they leave, the fresh-faced youngsters have experienced Amsterdam’s infamous delights and -in the process- have developed more spots and killed more brain cells than they imagined possible. To celebrate this hedonism, while noting the price to pay, the Brinker produced a poster campaign entitled Check In, Check Out. In each image, normal-looking guests were compared as they entered and left the hotel.Client: Hans Brinker Budget Hotel2000
I’M NOT HERE RIGHT NOWWomen Inc. is a network that is committed to strengthening the position of women in contemporary society. The ultimate goal of this campaign is a preventative one, namely to prevent additional social care duties automatically appearing on women’s ‘to-do’ lists.
The ever-increasing discrepancy in the work-care division often comes at the expense of women’s workplace participation. “I’m not here right now” appeals to society at large and calls on not only women but also men and employers to pull up their sleeves, blow the dust off and give this issue the social and political attention it deserves. Client: Women Inc.2015
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Illustration
Moscow, Russia.
www.complexitygraphics.com
What’s your idea of Design?
The main idea is to show a new way of making
infographic drawings. Because everything we
see is biological, mathematical or geological
information. It can also be cultural patterns
or any other thing. Complexity Graphics’
works are based on mathematical simplicity
and harmony. I would describe them as
infographic abstracts. An abstract style gives
you an opportunity to create visualisations
of very big and large-scaled volumes of
information, including science data.
This mathematical style helps me to illustrate
everything from a biological cell to space and
meditative worlds. That’s why I admire maths,
because it’s everywhere and nowhere.
What and / or who are the inspirational
references that build your imaginary?
What methods, techniques and experiences do
you usually use during your design process?
Music (Drone Zone radio on Soma FM),
meditations.
TATIANA PLAKHOVA
DIGITAL BOTANICSGrowing fresh digital lamp.2015
CHAOS & STRUCTUREAbstract Universe scheme, based on Northern Circumpolar Map.2011
LIGHT BEYOND SOUNDSoul structure as a lamp.2011
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