Category: Culture
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The Vibe Shift: How a Return to Family Values and Meritocracy is Reshaping Society and Consumer Behavior
The Vibe Shift, a term coined by historian Niall Ferguson, refers to a cultural and ideological pivot in societal values, often marked by a departure from previously dominant narratives and the emergence of new paradigms. The 2025 Vibe Shift is a cultural and societal transformation that marks a return to traditional family values and a…
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The Vessel, New York
The buildings of New York always held a special symbolic quality. The Empire State Building was iconic for it’s age, representing a relentless striving upwards, culminating in it’s gleaming Art Deco top. The Word Trade Center was a symbol of post-war New York. Jean Baudrillard uncovered its symbolism: “Why are there two towers at New…
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Bubbles
2020, the year of the pandemic, brought with it new popular words and phrases. “New normal”, “social distancing” and “flatten the curve” stand out, but also “travel bubble”. These new pop phrases have something interesting in common: they combine two semantic opposites in one phrase. “New” is about something we don’t know yet, the opposite…
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Home, sweet home
This is the first time most consumers across the world have the experience of being confined to their own home. What will this new experience mean for business? Let us look at the experiences of consumers during lockdowns and how this could impact consumption after Corona. Phase 1: PanicIn the first phase of a quarantine,…
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A new look at “Ornament and Crime”
Adolf Loos’ “Ornament and Crime” is still regarded by some as an important manifesto of modernist architecture. But it has been strangely overlooked that it was also a manifesto for a dangerous notion of “cultural superiority”.
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Digital fashion
Three ideas for digital fashion:
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Principles of Design
Four collections of Design Principles: “It is right that we should stand by and act on our principles; but not right to hold them in obstinate blindness, or retain them when proved to be erroneous.” Michael Faraday
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The 5 C’s: Design skills for the near future
CODE Since the first introduction of CAD and 3d modeling systems, code is behind most products. With generative design, the code becomes the design itself. Big data about user behaviour in combination with machine learning and adaptive production methods (Industry 4.0) will make highly personalized and adaptive design solutions the new normal. To master code,…
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Design and Myth
In his 1957 book „Mythologies“, Roland Barthes analyses the Deesse (The nickname of the Citroen DS car, “goddess” in French) as a mythical object, and plastic as a mythical material. Plastic interests him because of its transformability, the metamorphoses it contains, being able to imitate everything. He finds it remarkable that plastics are given mythical names…
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Envisioning communities
The vision In 2008, HH Sheikha Moza bint Nasser wanted to explore designs for better communities in Qatar and the region: Diverse and responsible communities which would invite independent thinking and creativity. Mario Gagliardi, CEO at Qatar Foundation at the time, was tasked with providing proposals and consequently organised a workshop to explore innovative approaches to urban design which…
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Art, Design and the Elements
Aristotle explained the elements in terms of what we might call sensual qualities: hot, cold, wet and dry. His main thought was that all materials are manifestations of different compositions of the elements. This idea – that the world consists of underlying elements – was fundamental in several ways. It implies that the world is…
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Korea’s most successful luxury brand
Whoo (后), the cosmetics brand designed by Mario Gagliardi, is now Korea’s most successful luxury brand, selected by the Seoul Economic Daily in 2017 (read more about its creation). The brand exceeded 100 billion Korean Won in annual sales in 2009, 200 billion Won in 2013, 400 billion Won in 2014, 800 billion Won in 2015,…
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Conceptualizing brands: Metaphors of Brand Management
The management of brands is often biased by the way managers conceptualize and understand brands. We have identified four commonly employed metaphors of brands which, all in their own way, produce unwanted effects on the management and utilization of brands.
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Designer Jargon
The main communication tools for designers are drawings, sketches and models. The style of designer drawings and prototypes can be described as the “jargon” of designers – the drawing style can reflect the assumptions and desires of designers. The use of jargon is significant for the degree of adaptation of people into an organisational culture; It…