PORTFOLIO ãƒ» Design and Architecture Ryohei Nomura
Ryohei Nomura ｜ 野村 涼平 firstname.lastname@example.org Born in Kyoto(1993), works, studies and lives in Kyoto Japanese nationality Education 2017 -
Kyoto Institute of Technology, Architecture and Design, Japan Masters of Architecture
2016 - 2017
Kyoto Design Lab, ME310/SUGAR Global Innovation Program, Japan Nine-months program of product design & development
2015 - 2016
Höchschule für Technik in Stuttgart, Exchange Program, Germany One year of international exchange program of Architecture
2012 - 2016
Kyoto Institute of Technology, Faculty of Architecture, Japan Bachelors of Architecture
Work Experience Feb 2018 -
Yanmar Holdings, Osaka | Contract Designer in Product Development
Sep 2017 - J u l 2018
ME310/SUGAR Global Innovation Program | Program Teaching Assistant
Aug 2013 - Feb 2018
Kyoto Space Lab | 4+ years of part-time work experience in Architecture
Oct 2015 - Feb 2016
Atelier Härtner, Stuttgart | 4+ months of full-time work experience in Architecture
O c t 2014 - Feb 2015
Nikken Sekkei, Osaka | half a year internship experience in Architecture
Participation in the competition | Tokyo Art Hack, Tokyo, Japan
Participation in the competition | Yahoo Hack-a-thon, Tokyo, Japan
Participation in the competition | Design of Kinder garden, Kyoto Space Lab., Japan
Participation in the competition for the best student work | "Nexta 2015", Japan
Invited Exhibitions / Workshops
Aug 2018 Jul 2018
"Symbiotic Effect 2018" | National Yunlin university of science and technology, Taiwan Kimono Textile Pavilion | Osaka Makers Bazaar 2018, Osaka ATC, Japan
"Tokyo Art Hack" | National Museum of Emerging Science and Innovation, Japan
Workshop on urban analysis â€œMeasuring Unmeasurableâ€? | Kyoto, Japan
Textile Summer School | Kyoto, Japan
ME310/SUGAR 16/17 Final Exhibition & Presentation | Stanford University, USA
Entrepreneur Business Camp | North Carolina State University, USA
Languages / Skills
English IELTS 7.0 (Aug 2017)
German A2 (Jun2016)
Table of Contents
Education, Work Experiences, Skills and etc.
a new platform for water activities | product design
active preservation of Japan's textile heritage | pavilion design
an art work of Artificial Life | design
06 24 34 40
outside gallery | pavilion design
Wooden Construction houseing for refugee families | architecture design
Visualization Projects date visualization graphic design
Graphic created with processing by Ryohei Nomura
8/9 th semester F16/S17
Wheebo! project: Product Design tutor: Prof. Sushi Suzuki Kyoto | KIT
program: Global Innovation Program ME310/SUGAR 16/17
role: Designer skills: Fusion 360, Adobe Suit, Digital Fabrications
I participated in a global innovation program ME310/SUGAR in 201617, where students from universities around the world take design challenges posed by global companies. The brief for creating â€œa new experience with waterâ€œ was supplied by our corporate company. I have experienced the systematic approach towards an innovative design including global and interdisciplinary collaborations. The project has been developed further by the design team and the company to enter the market in 2019.
DESIGN FACTORY MELBOURNE
New way to Enjoy water.
BRIEFING / CORPORATION
"Create a Fun, Exciting and New Experience with Water." brief supplied by Yanmar
Yanmar | cooporation company
Global partner team Ryohei Nomura | architecture & design Gergo Peter Barna | archtecture & design Namina Sakai | product design Yumeno Arima | graphic dessign
Yanmar is a Japanese machinery manufacturer, has over 100 years of experience in precision engineering, and in the improvement of our everyday environment. Their production range covers mainly agricultural and construction machines, yet also covers marine leisure products.
Anisha Bujar | interaction design Brendan Person | enginnering Gia Chen | graphic design
ERA TIV OP
I learnd the users expectations and current solutions for their interactions with water through interviews, site analysis and benchmarking. It revealed that the user experiences of current water activities are focused on either its excitement or relaxation, and are highly effected by the factor if the user role is either operational or creative. We found the room of opportunity in the area where user experience is focused on its excitement yet it lets users be creaeive.
Newbies vs Water Enthusiasist
Key opportunities Social connection Interviewees reported the importance of being connected or involved in groups of people while it helps them have more fun by sharing experiences as well as feel secured around water.
Human-scale products Personal sized equipment allowed more portability and agility in movement. Having independent control over a device allowed users to have full authority over their movements, which was found to be highly enjoyable.
Technology-enhanced experience Assistance from technology makes extreme experiences accessible to non-experts with a lower dependence on acquired skills. Use of technology among existing products is limited.
What is common? User desires and needs from a water activity differed based on their relationship with water. Water-enthusiasts looked to be challenged and gain mastery in skill. Amateurs or â€˜newbiesâ€™ were more attracted by the social aspects of the activities. What they shared in common was the love for the immersive and freeing nature that water provided.
IDERATION / PROTOTYPING
IKA By making the least functional prototypes and testing them on the real users, I learned further values which they perceive as fun, as well as the feasibility of ideas.
“IKA” is the idea which is almost like a jet motored body-board reflecting user needs of freedom od the movement, versatality of its use and easy, safe device.
With “Gomi-boy“, user plays garbage collecting game on real coasts around the world by controlling robbots remotaly from the daily life through the App.
Key Values Free movement
The ability to move in water unlike that on land is an attractive factor for users. Water is considered as a relatively safe ‘testing-ground’ for activities.
Rapid leaning curve Making as little effort as possible necessary for enjoying an activity is appealing to new users, and helps for one to stay with it for longer.
Excitement arising from instability Instability and attempts at maintaining balance is a playful experience. This is a good characteristic for a potential spectator sport.
Eco friendly Fun and amusement combined with global, issues, attracting people’s attention to questions of sustainability in a playful way.
MAIN CONCEPTS FREEDOM OF MOVEMENT
Wheeboâ€™s unique circular shape allows it to move any direction. You experience the freedom of movement like never before. It is almost like walking on water!
SIMPLE TO USE
No intensive training nor license required. With leading-edge sensors and control algorithms, Wheebo intuitively responds to your body movements to go in any direction.
PERSONAL & FLEXIBLE
Explore the nutural environment, cruise around or play with friends. Customize it as your own platform, to create new activities around water!
Stable & Easy
The rotaion of the board is controlled by additional waterjet outlets. The AIl helps to maintain the desired direction and stability at various environmental conditions.
User Friendly Design
When on, a ring of lights on the surface of the Wheebo indicate the direction of the motor, allowing for easy control. Storage compartments allow users to hold their belongings.
Wheebo is easy and intuitive to control. Its main jet is roteted by the tilt information of the gyro sensor, so the user can change the running direction just by shifting the body weight.
With its ergonomic body shape applying advanced fiber technology, Wheebo features a light weight, easy to carry, yet durable design.
Mechanicals Once the user shift their body-weight in a direction, the outside jet unit is rotated by the geared motor. The speed of the movement is related with how much and how quick the user tilts the device. All those functions helps users control Wheebo intuitevely. Wheebo is designed to be easy to maintain and durable enough to be used in different conditions.
User safty has the highest priority with Wheebo. The presence of the user is continously tracked by the weight sensors, so in case of a fall, the device automatically stops.
Users can connect with and control Wheebo via a mobile app over bluetooth. This allows them to configure features such as stability & speed to suit their skill level, and create preset routes, for extended fun!
PLATFORM OF ACTIVITIES
Because of the possibility of linking boards, the Wheebo is a one-of -its-kind activity platform enabling new ways to interact with your friends by the water.
Prototyping We built different level of finished prptotypes according to the assumptions to test on users. I took on the design of the body shape and manufacture by CNC Machining, CAD drawing and 3D modeling.
User test Feedback
Project development We have built a multidisciplinary design team and developed the project further over one and half years. I have experienced the design development as a core designer learning different skills of making things.
EXHIBITIONS Wheebo has been developed and we are aiming to enter the market in early 2019. The project has been exhibited at different places such as Stanford University, D-lab Tokyo Gallery.
WHEEBO ! 020 |
Any where, Any way !
F17 | EXTRA CURRICULAR
Kimono Pavilion project: Pavilion Design two months support: Kyoto Design Lab. role: Designer, Director skills: Rhinoceros+GH, Digital Fablications An interdisciplinary group of students led by Ryohei Nomura had a chance to conduct field researches on the traditional textile industrial area in Kyoto, Japan, and to design a pavilion basing on the researches and experimentations on the textile which is called as “Kimono“. The pavilion was exhibited as a cafe&bar in the school festival in 2017. In addition, it will be exhibited at an exhibition “Makers Bazaar Osaka 2018“.
An active preservation of Japanâ€™s Textile heritage.
This is an attempt to create a new interaction with the 1.500 years old techniques of the textile, by integrating the material into an alternative application.
â€œNishijinâ€? is known as a textile industrial area for over 1.500 years in Kyoto, The researches revealed that the industry has been declined dramatically. The alternative applications which their weaving techniques can be applied helps not just maintain the industries but to create a new interactions with those old textile heritages.
PIC OF KIMONO A weaver in Kyot-tango
Research areas Kyo - Tango area Kyo-Tango is the area where most of Kimono production is undertaken nowadays. A lot of sophisticated weaving techniques are still actively developed by producers. Nishijin area Nishijin area has been specialized in sales and designing Kimono while the cost of employment and rent has been increased through decades.
Wasted matrials ďżĽ Bilion
As the textile market shrinks, the amount of rested materials have been increased rapidly. By designing anothe usage of those materials instead of wasting, we could create the alternative application for the material.
Sales of silk products in Nishijin
With those situation as a background, the design question “Can wasted ‘Kimono’ fabric be used in other applicatins?” was settled. Kimono fabric has the unitsize, 380mm width and 13m length which is defined by the scale of weaving machines. With exploring possibilities of Kimono fabric as materials for space designing, an flexible partation structure was designed.
Parametrical design The partation structure was designed by parameters on such as the length and curve ratio of each unit thus the whole shape of structure can be changed as it needs. The method of making FRP (Fiber Rainforced Plastic) was applied to make Kimono fabric strong enough to be used as spacing material. Since the Kimono fabrics bacome half transparent, the patterns on Kimono became clearer and appearing.
Kimono fabric Grass fiber #350 Unsaturated polyester resin
F18 | EXTRA CURRICULAR
ordo project: Art Work two month critique: Prof. Takashi Ikegami Tokyo | Tokyo University
David O’reilly Ei Wada
program: Tokyo Art Hack 2018 one months role: Designer skills: Fusion360, Digital Fabrications
“ordo“ is an art work which I created for an event “Tokyo Art Hack 2018“. It was also exhibited in an exhibition “being there“ at the National Museum of Emerging Science and Innovation. The fourty of artists, researchers and designers selected out of 250 applicants formed teams and created art works about “Artificial Life“.
“What is life?“. This is an attempt to answer the self-examinined question for human beings by representing a Life-system.
Homeostatic movement [ordo] is a layered system that consists of four different elements. The metal mesh located in the middle moves as it tries to keep its balance evenly. The movements are given by four of fablous actuators connected to the mesh and the electrical feedback loop. It represents the â€œhomeostasisâ€?, a common tendency of living things to react contrary to a certain stimula to take a balance.
Feedback loop These electrical circuits close when the drop of electorolyte riquid falls on the metal switch from the bottom part of the metal mesh. The fablous actuator shrinks thus the surface of the mesh changes so the bottom does. This generates the feedback loop in the whole system while the path of drop goes differently being effected by the past drops.
fabulous actuator (BMF)
Complexity out of simplicity While each layer follows a simple mechanical movement, the loose connection between the layers creates dynamic phenomenon with complexity as a whole system. As a result, Its behaviour changes with natural factors such as wind and even the aging of its body; the mesh metal rusts and switches melts. [ordo] expresses the fluctu-
ation that exists between the simplicity of the system and randomness from inside and outside. Then if [ordo] is not just a material existence but exists as a life that already has some intention / consciousness, â€œWhy is [ordo] here, and what for?â€? may come out as a question.
Ryohei Nomura | designer Satoru Kusakabe | designer Taiji Fukaya | engineer Teruya Enomoto | biology reseacher Hiromasa Hosotani | technologist Keita Sumiya | phisics reseacher
4th semester F13
Wave Cave project: Pavilion Design one month tutor: Prof. Akira Yoneda Kyoto | KIT
program: Kyoto Institute of Technology Bachelors of Architecture
This is a project to design a structure which gives human the feeling of inside out. I was inspired caves, one of the primitive human dwellings. â€œWhat if the cave has the transparency?â€?
C AV E CAVE
â– Site plan S = 1/1.000
Outside Gallery on riversides The site locats at the riverside of Kamo river in Kyoto. The river goes in the middle of the city and it is a place where people chill. The pavilion connects the city and the nature gradually to lead people down to the riverside.
The fiiling of “inside out” The wooden structure creates the boundary of outside and inside, yet still giving the filtered sunlights and wing going through. The transparency of the structure would create the feeling of being inbetween outside and inside.
■ East Elevation S = 1/150
■ Basement detail S = 1/40
■Grid Axonometric Detail S =1/40
1st exchange semester F15
Wooden Construction project: Architecture Design three months tutor: Matthias Schneider Stuttgart | HfT
program: HĂśchschule fĂźr Technik Stuttgart 15/16 four months
role: Architect, Design director skills: ArchiCAD, AutoCAD, SketchUp, AdobeSuit
This is one of the architecture projects based on the passive design methods in the environmental architecture. The design aims to create a comfortable and flexible housing unit for house-craster for refugee families in Stuttgart, Germany.
PLOT The house is designed for a wide range of families. The design starts from a line with a corner. By locating the terrace with a simbol tree, the house has a private outside area where the family interacts with the nature. The north part of the house with the fanctional rooms such as garages protects the living area from the cold weather, while the hallway oriented to east works as a heat sink to worm up the house.
Confort and privacy The houses are located next to each other along the street, thus the openings are carefully designed to make sure that the houses are oriented to the south to have enough sunlight, at the same time, the privacy amongst houses.
10 2.925 30
30 950 30
500 750 1.600
700 70 00 1.700
â– Plan S = 1:100
â– Elevations S = 1/150
â– Sections S = 1/150
â– Detail S = 1:50
Pre-fabricated structure The roof structure is designed to be pre-fabricated to make the construction process faster. It also gives a common charactaristics for the whole house.
Perspective: Living room
Perspective: Bed room
F17 | EXTRA CURRICULAR
Is Kyoto Walkable? project: Date Visualization tutor: Sam Conrad Joyce Singapore | SUTD
program: Measuring Unmesurable hosted by Kyoto Design Lab.
skills: Rhinoceros+GH Adobe Suit In 2010, the city of Kyoto promoted the city itself as a â€œWalkable Cityâ€œ, and it has been improving its infrastructures and urbanscape to make walking experiences more accessible and fun. On the other hand, there were more than 4.000 accidents happened on the streets in the city of Kyoto in 2017. As a primary practice, this project aims to capture the correlation between the street accidents and safety facilities such as street signs and mirrors on the streets by using visualized maps as a narrative tool.
Tools We specified a block in the city center as our focused site where touristic, industrial and residential areas exist closely. We investigated the accidents happened in 2016 and 2017 in the site and the traffic signs and mirrors as regional traffic safeties. By using those datasets we collected, I created a map with three different datasets such as the lactations of traffic accidents with volume by its number of cases, mirrors located on the streets, and population density.
The size changes regarding to the number of the cases within two years.
The locations of mirrors located by the government or citizens
Population Density :
The volumes of population in each areas divided by the traditional town unit “cho“.
20 - 83 115-268 319-488 Traffic signs :
Trafic Safety vs Accidents It illustrates some facts clearly, for example, that the accidents were happened more likely at the cross especially where small streets meet big street but not many on the south. On the other hand, there seems not much correlation between accidents’ locations and those populations.
S18 | EXTRA CURRICULAR
Sounds Effect project: Date Visualization tutor: Bige Tuncer Singapore | SUTD
program: Symbiotic Effect
Yunlin National University of Science and Technology
skills: Rhinoceros+GH, Python3, QGIS My current focus is to discover the possibilities of data visualization in spacious and urban environments while it is more and more important to have useful insights from the complexity of reality to design. This projects was done by a multidisciplinary team in the international workshop “Symbiotic Effect“ in Taiwan. It was a good primer experience of data acquisition, analyzing and visualization. Because of the time limitation, we had 12 datasets which is quite less amount of data.
Background Basing on the fact that the 85.12% of students in Taiwan are using mobile phone on the streets, and more than 35% of them are listening to music, we asked students to walk through the route in campus with/without listening to music to analyze the effects of that behavior on their experience, as well as with those measurement tools to capture the campus environment.
Tools Environmental Measurement :
We used “Kestrel“ to measure environmental factors such as air temperature, relative humidity, wind speed, GPS locations and heat stress.
Participants listend to different types of musics such as heavy metal music and soft music.
Body Reactions :
By “Empatica E4“, we measured Electrodermal activity (EDA), skin temperature, Accelerometer and heat rate.
Image Analysis :
We captured pictures on the site and transmit to the website called “segnet“ where pictures' pixels are clustterized in groups of “green“, “sky“, “building“ and etc.
Walk Speed Dinamics Participant: male.23 Test: 3 times
Heavy metal Soft Music No Music
Environmental Factors Conditions: 9/27.28 14:00 Test: 2 times
Heat Stress Level Wind Speed Building Green Sky
F16 | EXTRA CURRICULAR
Generative Graphics project: Art Work tutor: Marcel Helmar
Kyoto | Kyoto Design Lab.
skill: Processing Those series of graphics were generated by computer through â€œProcessingâ€?. This is a practice of generating 2D patterns by using simple codes and randomness. As codes run, different patterns are generated basing on its architecture and we cannot help ourselves but reading the meanings and narratives behind the patterns. I am interested in what would be happened when those visualization would base on not just a rundomness but the complexity of the reality.