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Design Walk Athens 2010

Graphic Designer's Exhibition

POLES APART

13 Graphic Design Studios resolve 13 contradictory elements within the creative process.

Graphic Designers’ Exhibition
Athens, Friday 5 (6pm) - Sunday 7 (7pm) February 2010

Since 2007 there has been a distinctive reason to come to Athens in February and wander around the historic center of the city: the Design Walk. Each year, studios open their doors to visitors, inviting them to follow a trail that brings them closer to the most functional and everyday applied art.

The walk takes in the vibrant area of the city next to the Acropolis, leading the visitor between cult shops and hip bars to discover works by award-winning graphic designers, in one of the most inspiring neighbourhoods in Europe, where ancient Greece, West, East, yesterday and tomorrow meet. For the 2010 walk, double-decker, the London-based curating agency, is challenging 13 Graphic Design Studios to create a piece of work inspired by the contradictions / oppositions with which every designer has to deal, and which arise from fundamental questions in design methodology. The resulting exhibition, POLES APART, will give a unique visual insight into the creative process – as well as its curious contradictions.

Participating designers will create a piece of work based on the following dichotomies: 1. Void vs. fullness 2. Noise vs. silence 3. Ugly vs. beautiful 4. Interesting vs. boring 5. Thin vs. bold 6. Word vs. image 7. Symbolic vs. literal 8. Landscape vs. portrait 9. Positive vs. negative 10. Anarchy vs. order 11. Digital vs. analogue 12. Foreground vs. background 13. Orginal vs. copy.

Instead of settling for just one side of the dichotomy, the designers will incorporate both into their work and use them as creative fuel, with no restrictions on medium or scale.

Participants: 3 in a Box, Bios, Designpark, Indyvisuals, G, I am Design etc., Mums Design, Pi6, Geometry, Poor Designers, Sereal Designers, The Design Shop, The Switch Place Identity,

Visitors will be further engaged by talks, screenings and educational activities.
For 2010, the Design Walk is pleased to be sponsored by Bombay Sapphire, which has established and maintained a highly successful relationship with design worldwide.

Notes to Editors:
The Design Walk consists of studios opening their doors to visitors, inviting them to follow a walk that brings them closer to the most functional and everyday applied art.
The initiative was started by a small team of graphic designers that spotted the opportunity to trigger a profound dialogue between the graphic design studios of that particular neighborhood and the public. The Design Walk is in conjunction with the Greek Graphic Designers Association. The walk now attracts thousands of visitors each year.

For further information please visit:
www.designwalk.gr

To request further details and images, please contact double-decker:
press@double-decker or info@designwalk.gr
t: +44(0) 020 8525 1722
www.double-decker.org.uk

Comments (1)

Design Walk 2010 / Poles Apart / Work in Progress

Enjoy the Walk !

  • 3 in a Box.jpg-

    Thin -vs- Bold.
    Are we thin or bold?
    A story of coexistence, not conflict. Is being bold thin? Is being thin bold? Do thin and bold exist individually? Are they emphasized through comparison? Are they nurtured by this coexistence? Do we all have a bipolar nature? An exploration of the thin & bold side of ourselves and our surroundings.

  • Bios.jpg-

    Void -vs- Fullness.
    The curating agency double decker invites editors from leading graphic design magazines such as Eye and Creative Review: United Kingdom, idpure: Switzerland, Print: USA, Etapes International: France, Novum: Germany, +design: Greece. The editors will give their own takes on the dichotomy: void vs. fullness. Upon arrival they will be ‘void’ in terms of knowledge of the Design Walk. They will visit the exhibitions, ask questions and document the area where the Design Walk will take place. The resulting ‘fullness’ will have been gained from the Design Walk experience. During the Design Walk, there will be back issues at bios from the invited graphic design publications available for visitors to browse through. The space will be transformed so the the journalists will be able to display the daily outcome of their investigations, in the form of written material, photographs, films or any means of expression they might choose. In addition there will be a final creative discussion where the invited editors will share their experiences and impressions on the design walk exhibition: Poles Apart and express their views on ‘void’ vs. ‘fullness’. On Sunday 7/02 at 16:00 there will be a creative discussion on the editor’s observations.

  • Design Park.jpg-

    Negative -vs- Positive.
    Two interrelated and interdependent ideas conflict and are connected by video and audio. Parallel video projections, with live sound design, on the same canvas, fill, confuse and create ideas. Animated graphics, code and print form a creative mash up, sometimes to excess and at others more minimal, will fight to give food for positive and negative thought through an audiovisual installation. Some of the graphics will be produced using a generator nefromagnitika, which transmits signals to the brain.

  • The Design Shop.jpg-

    Anarchy -vs- Order.
    In design, just like in art, there are moments where the notions of order and anarchy co-exist and interact with each other creating complicated and fascinating images. The design shop presents a team of Greek and foreign artists and designers whose work in illustration, 3d-constructions, photography and video is a unique balance between order, rules and organisation, inversion and experimentation.
    Participating artists: bestbefore, Company, Graphic Nothing, Nick Howard, Marc Johns, Evangelos Kaimakis, Meyoko, Eva Temponera, Konstantinos Trichas.

  • G.jpg-

    Beauty -vs- Ugliness.
    How can we define beauty and ugliness?
    Umberto Eco in his book ‘The History of Beauty’ says that the one who is thirsty cannot appreciate the beauty of the fountain, so in a way he says that beauty and ugliness are a matter of circumstances. He wonders if somebody who doesn’t eat sweets would ever admire a cake in a patisserie window. Studio G examine (investigate) a series of questions: do beauty and ugliness depend on trends? how bounded is this ? Could we prefer something ugly? And if we choose the ugly does this become beautiful automatically? The visitor is challenged to make a decision, like all of us do everyday, to put ordinary objects into the category of beauty or ugliness. He or she has to make his statement, and agree or disagree with other visitors as well.

  • Geometry.jpg-

    Noise-vs-Silence.
    “A thing, until it is everything, is noise, and once it is everything, it is silence”. (ANTONIO PORCIA)
    The transmission of signals becomes increasingly more dense, and information tends to degrade into entropy, noise, absolute vagueness. A truth appears because an event interrupts repetition. It is a thing, that we cannot name, but we decide to remain faithful to, to take the chance of examining it. It is a message that demands decoding, before it becomes fully apparent. Yet, if its meaning became absolute, thus nameable, the whole process of interpretation and construction of truth, would collapse into silence. A multimedia installation by Geometry.

  • Iam Design, etc.jpg-

    Original -vs- Copy.
    “Original Vs Copy” goes beyond the creative process and enters the realm of the creator: Family, social and geographic influences, the roles we are expected to “play”, the boundaries we are not supposed to cross and ultimately the degree of authenticity of the decisions we make in relation to the perception of the observer. Visitors are invited to get to know the person opposite them and recognize authentic or not authentic elements of his/her behavior, eventually finding themselves facing their own originality. The tool for this quest is a three-dimensional audiovisual formula.

  • Mums Design.jpg-

    Words -vs- Image.
    Words or image? When do we need words and when image? What can happen when the words are necessary for communication, but are absent? Is it possible to have a conversation without words? Is it possible to have a picture without image? Could we describe an image well just by using words? And finally, how will we experience an absent picture if all we have of image and position are the words that describe them?

  • Pi6.jpg-

    Symbolic -vs- Literal.
    The literal meaning of a symbol.
    Symbol and the symbolic. Using a particular symbol, a well known and familiar shape with certain connotations, Pi6 consider the literal and symbolic dimensions of the boundaries between their use of it and the limits of its interpretation.

  • Poor Designers.jpg-

    Portrait -vs- Landscape.
    Poor Designers are asking visitors to experience the dilemmas of designers regarding the frame of the picture. They will exploit all the space available in the studio and produce special glasses through which everyone is invited to try setting the form of their ‘picture’ (portrait or landscape). They develop a sense of a ‘contained’ view which they can then push and move through its changes from portrait to landscape. Taking in the historical origins of layout terminology and thoughts on: Western style / Chinese ideograms, glossed bibles, Talmud, etc., the Poor Designers make the assumption that during the creative process, the designer asks WHICH SIDE UP? and argue that often the project itself answered / imposes THIS SIDE UP.

  • Sereal Designers.jpg-

    Interesting -vs- Boring.
    The perceptual ability of the individual is determined by culture, education, environment and the historical conditions in which it was formed. His mental process also establishes the uniqueness of the individual. The object of perception always has as many possible interpretations, as there are different conditions that define the angle. Everything is in the visible world, and the world of ideas, open to infinite different approaches. Based on these general principles, Sereal designers dive into the world of inherent contradiction and grapple to highlight the ambiguous status of the words “interesting” and “boring”. Moreover, these two words, being only a verbal process of representing ideas, do not suggest a conflict or disagreement, but an agreement and an even more interdependent relation.

  • The Switch Design Identity.jpg-

    Foreground -vs- Background.
    theSwitch = light switch.
    switch /swit| ~ (something) (over) (to something) (cause something to) shift or change, especially suddenly: background – foreground – background – foreground. When the foreground is the design, a chip, a place, an identity, an experience, a feeling, a desire, What is the background? - A switch which switches the scene to understand, the background is really there.

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21 Jan 2010, 11:58
Comments (1)