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Index 04

Falabella Bag AR Campaign

07

WHERE_Able

10

DeConstructed BLOCK

12

Waiting Rooms

14

Marietta’s Apartment

16

DIS-SECTIONS

18

Sketches


Falabella Bag AR Campaign

4

AR, having long promised to be an effective way for brands to engage their audiences, may finally be having its moment. It has the capability to bring a product to life, which benefits not just the consumer, who may be gaining a deeper understanding of a product before purchasing, but also benefits the brand by enhancing its ability to tell a story. So much of “Stella’s” awareness is fueled by its products storytelling. Consumers want to know as much information regarding its products as possible, and with the AR medium, the brand now have the ability to control the narrative in an immersive way.

post-graduate studies | 2018 University of the Arts > London Client: Stella McCartney

from top: ECOLABEL_01 ECOLABEL_02 ECOLABEL_03

The Falabella bag is one of the most iconic products of Stella McCartney’s brand, cause it represents the sustainable future the designer is envisioning for the industry of fashion. It is entirely made out of sustainable, high quality materials, with minimum of environmental impact, on the direction of respecting everyone who’s involved in its manufacture process. It’s a product of continuously research and detail auditing, information that are not always accessible to the final consumer, especially in the in-store purchasing experience.

[Regenerated nylon] [Vegeterian leather] [Human comfort]

Software: Rhino3D, V-Ray for Rhino, Unity 3D, Vuforia, ARKit, Xcode, Adobe After Effects


product display

campaign_03

[human comfort] (AR)

[vegetarian leather] (AR)

campaign_02

[regenerated nylon] (AR)

campaign_01

in-store AR product’s display campaigns

5


The ecolabels loaded with AR information 01: 02: 03

01

02

03

After detailed research of the costumer’s aesthetics, the AR environment was designed using the Vuforia plug-in for the Unity 3D, which was later exported as an iPhone app using Arkit and Xcode. Thus, the ecolabels are able to be scanned through the phone’s camera and display the loaded information. As an extension to that, the in-store experience is based on scanning the specially designed QR codes by AR goggles to unfold an extra layer of information, creating a 3D space for the costumers to experience in real time.

6

the augmented space [model]

https://vimeo.com/286034446


WHERE_Able thesis | 2016 University of Thessaly > School of Engineering > Department of Architecture Supervisor: Gavrilou Evelyn software: AutoCAD, 3ds Max, V-Ray for 3ds Max, Adobe: Photoshop, Illustrator, Premier

The state of the human chest could be characterized as nomadic, as it is kinetic and ever-changing in its lifestyle; meaning it travels to many locations. It travels to many locations as part of our body, wearing conventional “uniforms” and switching between built environments. Clothing as a temporary habitat of the body, continually redefines its position since the body is constantly redefining its place of reference due to this perpetual motion. In this sense the garment, like a surrounding area, is a structure that could redefine the boundaries between the garment and the built environment; merging the ideas of clothing, mobility, space and place. In this way, the resemblance between clothing and shelter is undeniable, in the sense that both of these structures interact after you wrap the body in various proportions. These theories are manifested in a structure of the contemporary, urban, nomadic lifestyle of modern “sightseers” who perceive everyday life as a perpetual transition between sites. The garment therefore renegotiates these urban and natural fields as convenient temporary residences in which they rest, while moving between transitional areas or temporary situations.

7


the frame (wood-handcrafted)

a

c

b

It is therefore proposed to be a bi-functional piece; a “shelter�, which interacts with the body and provides different comfort zones depending on its use. It offers the possibility of carrying an instant mobile personal space to anyone within their routine. The first of these functions is that of a jacket coat, which has a close spatial relation to the body. a-c/ instructions of assemblying the wooden frame d/ catalogue of materials f-g/ renders of the metal frame h/ detail of shoulder pads

8 d

e

h

f

g

the frame (metal-rendered)


fabrication

a-b/ tyvek parka patterns worn by the body c-d/ tyvek parka patterns inhabited by the body.

textile

The garment, after some quick alterations while always being worn by the user, increases its spatial and structural capacity in relation to the body and converts it into a small temporary structure to be inhabited by one or more persons. These structures can then be combined to create larger communities, modeled on a massively changing society.

9

a

WHERE-able in the city

b

c

d


DeConstructed BLOCK Focusing on the natural/artificial illumination during the course of a day, after research on site, the design idea of “empty” and “full” came into fruition. In this case the shadows and non-illuminated signs of building blocks are “empty” whereas the illuminated streets and central Square of the area under examination are “full’. Diffusion of light (natural/artificial) on land and in the surrounding area coined the image of a stencil on the outer surface, and dug out in its entirety, creating different qualities and viewings of light through it.

Software: AutoCAD, Rhino3D, V-Ray for Rhino, Blender, Adobe: Photoshop, Illustrator

light diffusion on site

15.00

17.00-07.00

a/ 3D model of stacked invert photos b/  3D pre-model unit that multiplied n the main design idea

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

a

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

11.00

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

10

Design Studio III | 2012 University of Thessaly > School of Engineering > Department of Architecture Supervisor: Papadopoulos Lois

b


Diagram of functions

the BLOCK photorealistic perspective views of the building

apartments gym

11

cinema offices restaurants retail stores showroom

Static 3D

movement

Volumetric 3D

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT

PRODUCED BY AN AUTODESK EDUCATIONAL PRODUCT


Waiting Rooms

12

During the course of a day, many diverse interludes take place within the boundaries of a city; these finally end up becoming subsections of a general urban “standby”. Interest was focused on a town square and how it could be designed from the beginning if these surrounding intermissions were required to be accommodated in a comprehensive network of interludes in the square itself? Thus, a standby network emerged; a network of standby vessels, which hosts different standby modes and displays them back in the city itself. Perspective among the waiting no longer plays a role, but the focus is transferred to the browser’s view of the square. Urban waiting becomes an exhibit and the waiting people unwittingly participate in an urban performance, depending on the area chosen to implement the above design solution, which creates different qualities and relationships every time.

Design Studio V | 2015 University of Thessaly > School of Engineering > Department of Architecture Supervisor: Gavrilou Evelyn Software: AutoCAD, Rhino3D, V-Ray for Rhino, Adobe: Photoshop, Illustrator


market

hotels-offices

municipal theatre

public services

city port

through the glass

projection, reflection, exhibition railway station

a

13 c

b

a/  Perspective view of the network b/  Waiting function districts throughout the network c/  The variation of the glass waiting unit d/  Sections of the different waiting function clusters of the urban exhibition (conceptual)

d


Marietta’s apartment

14

location: Galatsi, Athens |area: 77m2 |floor: 1st |rooms: 1 large living room, 2 bedrooms, 1 bathroom, 1 kitchen and 1 “blind” seating area inhabitants: 2 sisters who inherited the apartment from their mother. They had always lived in the space with their parents, even after the departure of their father from the family. request: renovation of the apartment with the purpose of cohabitation of the two girls under a new emotional dynamic. They want to leave negative memories to the past by refocusing on private and common areas. It was observed that there was a need for grouping, arrangement and enhancement of book collection at girls’ home. Therefore, it was proposed as a main design line, the construction of large wooden units/ cores that would be assigned with this mission. They would organize and cater to the areas in which they were designated through their mobility, convertibility and ability to open.

Selective Design Studio VI Private client project | 2015 University of Thessaly > School of Engineering > Department of Architecture Supervisor: Gavrilou Evelyn, Lykourioti Iris Software: AutoCAD, Rhino3D, V-Ray for Rhino, Adobe: Photoshop, Illustrator

a/ Former spatial zones inside the apartment b/  Proposed spatial zones after renovation c/  Spatial consumption diagrams before and after d/  Mechanism of the deployable bed

living room bedrooms kitchen gathering area bathroom hall working area a

b

c

d


Floor plan & sections

1

(b) <6

View at the new combined kitchen and sitting area.

5>

(a)

>

4

<2

<1

2

(a)

3>

15 3

Elevations & 3D model of the cooking, dining and sitting mega core

4

Folding bed in the library shelves that works as a guest room.

5

View at the music installation corner and the new library area.

(b)

6

View of the bedroomâ&#x20AC;&#x2122;s pivot shelves separators

3-D pre-model of the pivot shelves separators


DIS•SECTIONS Trying to understand in which context the human body is projected/depicted/ represented as morally accepted or vulgar I came across the classical art predicament, nude versus naked (...) Nude can only be achieved in a 2D display of a 3D naked body [3D>2D]. We cover ourselves with garments constructed from 2D pieces (patterns) based on our 3D figure [2D>3D].

16

The main goal of this project is the infinite, bidirectional, transition between the 2D and 3D conditions of the way we perceive the body. What happens in the space between two bodies? What if we stop blocking the viewer’s view and transform the space in between by fortifying the wearer’s body? In that way, keeping the penetrative viewer in a distance, he does not look at the opposite body, but he does see it instead. DIS•SECTIONS garment is the “prism” through which the wearer’s naked body is perceived as nude in the real world.

Selective Design Studio III | 2015 University of Thessaly > School of Engineering > Department of Architecture Software: AutoCAD, Rhino3D, V-Ray for Rhino, Adobe: Photoshop, Illustrator, Premier Pro

https://vimeo.com/218783374

password: dissections


a

c

b

d

j

e

(a) Perceiving body as a 2d plan. (b) Designing 2d surfaces to cover it up in a 3d world. (c) Turning body on its side. (d-h) Start to design 2d patterns on different body’s sections. (i) New 2d patterns cover up the body from the side point of view (between the wearer and the viewer). (j) Turning back the body from its profile to its en face view, it still looks naked. Given

f

g

k

l

h

i

it would never be perceived as flat as that the body is now nude, not naked, covered in a 2d position with 3d positioned patterns. (k) Flipping those “3d patterns” wide open the body covered up in a conventional -2dway. (l) Not only the reversible transition between 2d3d conditions has been succeeded, but also the whole “displayed” body- surface has also changed.

17


Sketches

18


19

sketches from WHERE_Able project

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