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TRANSCRIPT
P O R T -F O L I O
T H O M A S G A L V A N
2018
_ I N D E X
_ CV
_ THE NEXT EVOLUTION
_ ROBOT AND HUMAN CITY
_ GEEST OP DE FLES
_ CU THROUGH
_ PIENIVUOTI
_ CONCEPT STORE RETROGARDE
_ GYÖRGY KEPES BALANCE
_ PONG
_ ADRIANO 51
_ THE ROOM OF REASON
_ C V
THOMAS GALVAN - INTERIOR DESIGNERVierambachtsstraat 40A, 3023 AP, Rotterdam NL
+31 613532806 WhatsApp: +39 3471756510
www.thomasgalvan.com
30th August 1991
EDUCATION
EXHIBITIONS
WORKSHOPS
WORK EXPERIENCE
SOFTWARE SKILLS LANGUAGES
MASTER’S DEGREE IN INTERIOR ARCHITECTURE: RESEARCH + DESIGNPiet Zwart Institute - Hogeschool Rotterdam, Rotterdam NL
MASTER’S DEGREE IN INTERIOR DESIGN (1 YEAR)Politecnico di Milano, Milan IT
BACHELOR’S DEGREE IN INTERIOR DESIGNPolitecnico di Milano, Milan IT
GRADUATE AT TECHNICAL ARTISTIC INSTITUTEItas S. B. Boscardin, Vicenza IT
ULTERIOR with “The Next Evolution”Dutch Design Week, Eindhoven NL
RETAILUTION - RETAILINNOVATIE with “Human & Robot City”WTC - World Trade Center, Rotterdam NL
EXCAVATING EMPATHY with “Geest op de Fles”TENT, Rotterdam NL
ESTETICA DELLA MISERIA with “Pienivuoti”Milan Design Week, Milan IT
EXCAVATING EMPATHY with Shimon AttieWillem de Kooning Academy, Rotterdam NL
INTERIORS, NATURE AND FOOD with Cooking SectionsWillem de Kooning Academy, Rotterdam NL
TEACHING ASSISTANT FOR SPATIAL DESIGN Willem de Kooning Academy, Rotterdam NL Tutoring students during the design process
INTERIOR DESIGN INTERN Michaël Bihain’s Architecture and Design Studio, Bruxelles BE 3D visualization of interior architecture projects, design of sculptures and objects
VISUAL AND SALES MANAGER Cloè Moda, Breganze IT Development of floor plans and displays to maximize sales
ACTIVITIES ORGANIZERDiocesan Museum, Vicenza IT Organization of visits and activities for primary school kids
Adobe InDesign
Adobe Premiere
Adobe After Effect
Adobe Illustrator
ITALIAN Native proficiency
ENGLISH Full professional proficiency
FRENCH Limited working proficiency
SPANISH Limited working proficiency
OCTOBER 2014 - JULY 2015
MARCH 2018
JUNE 2014 - JUNE 2015
JUNE 2010 - AUGUST 2010
SEPTEMBER 2016 - JULY 2018
MAY 2018
NOVEMBER 2015 - JULY 2016
OCTOBER 2018
MARCH 2018
MARCH 2018
FEBRUARY 2018 - JUNE 2018
OCTOBER 2011 - JULY 2014
APRIL 2015
SEPTEMBER 2005 - JULY 2011
Adobe Photoshop
Autodesk 3DS Max
Google Sketchup
Autodesk AutoCAD
Microsoft Office
Keyshot
Adobe Fuse
_ T H E N E X T E V O L U T I O N
2 0 1 8
S peculative Design / Video
The speculative scenario explores the potential future relation between human and machine, using social media as a
tool to present it. Transhumanism argues that the human species has not yet
reached its final evolution, and that artificial enhancement of the human body
and mind will help mankind to reach a new evolutionary stage.
The aim of the project is to explore the current and prospective developments of technology that facilitate such
enhancement, embedded in the transhumanism theories, and how they will influence the
future of interiors, which served to recreate the framework of the speculative
scenario.
- 2018 MIARD Alumni Research Award- Dutch Design Week 2018
HERE to watch the video
The design project is told and experienced by two characters, both living in 2030. @Zarathustra is a transhuman social
media influencer in the social media platform “Next Evolution”, and its assistant, RazziBot, is a bot, a software that has reached a new status and has a physical
appearance. I focused on the design of
their physical and digital space. The introduction of new dimensions, the virtual and the
augmented, allows to imagine a new environment where
there are no rules, no boundaries, where it is possible to change settings and features every day, which can be experienced by the human and the machine,
and which merges physical and digital.
_ R O B O T A N D H U M A N C I T Y
2 0 1 7
S peculative Design / Video
The production and sale of robots and machines is on the rise. According to the World
Robotics Report 2016 of the International Federation of robotics, about 333,200 new service robots for professional use will be installed and about 42 million units of service robots for personal and domestic
use will be sold. In parallel, nowadays, the research in the robotic field is continuously growing, developing ever more complex form of what we all know as artificial intelligence.
What if the amount of spaces of consumption for robots were equal to the amount of spaces
of consumption for humans? This is a reality where humans and robots are cohabitating in the same city or space. Where robots don’t exist anymore just to
help humans, but they live their ‘life’ and have their experiences. How would the city change? How would the spaces change? And more specifically, how would the spaces of
consumption be? Humans&Robots-city is the first city designed for both humans and robots.
Here, robots, through the features of machine learning and artificial intelligence, can experience the spaces - which also humans
are using - but consuming a different kind of product: learning and experience.
- Project exhibited at “Retailution - Retailinnovatie in Rotterdam”
HERE to watch the video
MALL & COLOURS LEARNING EXPERIENCE CENTER
ART CENTERRESTAURANT & FOOD LEARNING
EXPERIENCE CENTER
MALL & COLOURS LEARNING
RESTAURANT & FOOD LEARNING
ART CENTER
_ G E E S T O P D E F L E S
2 0 1 8
R esearch Design / Video
The project “Geest op de Fles” is focused on the invisible side of the community of Circus students through the performance “walking on the bottles” by Ronja Breuk, used as a
metaphor to tell their story.
- Project exhibited at “Excavating Empathy”
HERE to watch the video
_ C u T H R O U G H2 0 1 7
P r o d u c t D e s i g n
“Cu through” is an object composed by two grids which represent the electrical polarity through their connection to an energy source.
The illumination connected to thestructure is made of wax and a LED system.
The aim of my project is to design a structure that can be used in different ways without losing its main purpose: being a luminous
“object”. ‘Cu through’ can be used in private and public interior spaces and adapted to
different needs. It is a wall to split a studio apartment in two and still keep it connected. It is a structure to put along the wall of a shop and use it as display unit to expose the merchandise on sale. It can be used in a bar/club/restaurant to produce different light
effects.
In each version, it is possible to customize the amount of lights and their position based
on the user’s needs.
HERE to watch the video
s u b - p r o j e c t :C O N T A C T L A M P
“Contact Lamp” is the prototype of a game lamp created during the design of “Cu Through”. Consisting of 6 pieces, “Contact Lamp” can
have different shapes and solutions.
_ P I E N I V U O T I2 0 1 5
S c e n i c D e s i g n
Scenography on poverty. A row of lightblue houses on the streets of Tokyo. Theinitiative of human victory against thepower of capital. The homeless are testedevery day by extreme life conditions andthey elaborated a new concept of living by
recycling waste found on the street.
The result is an “object-house” (”casaoggetto”cit. M. De Lucchi), an elegant
architectonic model customized for theman, where everything is concentrated in 4m². The constant state of temporary, humblespaces and the illusion of a real house.The eastern accuracy is the centre of thehabitat: the typical habitation of thehomeless is a concentration of objects
that compose the spaces. Wood, plastic andtape, with elegance and lightness, create
a dramatic scenery of misery.
At the sides of the principal constructionthere are two no-places represented by
insubstantial shapes and impalpable light.The dream of stability, richness and apermanent dwelling are represented by avoid recoverable just with illusions. Anambience full of objects of low monetaryvalue conflicts with emptiness: and hence
“pienivuoti” (full-empty).
- Project exhibited at Milan Design Week 2015
HERE to watch the video
_CONCEPT STORE RETROGARDE - GLASS SHOP
2 0 1 4
R e t a i l D e s i g n
Starting from the general concept, andestablishing a link between past and
future, the project presents traditionaltechniques like furnace processing,
lamp-work, glass paste working and manualdecoration.
The relation with the future represented via the presence of new technologies. There are
two main machines: KUKA, a robot’s armable to decorate and/or to colour three-
dimensional surfaces, and a 3D glass printer.
The customer can create his/her own glass products, which allows him/her to choose the way to produce and decorate them. This way the client participates fully during the entire
production.
The retail space is organized in two mainareas: sales/exhibition zone and workshop/realization zone. The glass shop is an all
white-space meant to exalt the colours of theproducts exposed. Several glass structuresare placed opposite the windows in orderto
create seducing plays of light.
_GYÖRGY KEPES: BALANCE (EQUILIBRIO)
2 0 1 4
R e s e a r c h D e s i g n / V i d e o
Kepes was a Hungarian-born painter, photographer, designer, educator, and art theorist. He analized the plastic
figure in paintings, photography and other disciplines. He investigated the visual
organization and other artistic techniques used during the years, putting at the center of his research the concept of
BALANCE.
The aim of the project is to explore and explain in other terms the research about
balance made by György Kepes.
HERE to watch the video
_ P O N G2 0 1 3
Interior Design / Illustration
The concept of the project is based on therebound of the ideas and a rapid discussion,like in table tennis. This is because thebusiness incubator is a place where people
can develop their projects helpedby others who have specific knowledge abouta particular topic and by confrontation
with other designers.
The general concept is the table tennis. There is a sharing ideas’ software available in order to share the ideas, accessible to everyone inside the place. In the office, many tables are present and, if you place together four of them, users can create a real table
for table tennis in order to have fun and ease tensions during the break. Users may also use the kitchen (with a blackboard to write and share whatever they like), the bedroom (concept of sharing) and a relax room with a
sofa, a hammock and a video projector.
_ A D R I A N O 5 12 0 1 2
I n t e r i o r D e s i g n
The building is locatedin the north-east of the City of Milan. The building is realized with a mixed structure:
the pillars at level 0 are iron,and the whole structure of layers 1 and 2is reinforced concrete. The volumes of the
cover are made of steel.
The project is inspired by the Japanese architect Sou Fujimoto and his “Final Wooden House”. The project presents two specular
lofts designed for two artists, with sharing spaces such as the garden on the roof or the
big terrace.
_ T H E R O O M O F R E A S O N
2 0 1 2
S p e c u l a t i v e D e s i g n
“The Room of the Reason” is closely related tothe comparison between, and the inability to
divide, rationality and irrationality.This contrast becomes the focal point ofthe project which takes shape in a space
bounded by a grid that creates very geometricforms equally sized, which is broken by a
central repetitive scheme.
The installation placed in the center isformed by a series of transparent wires onwhich colour drops remain imbedded: when theobserver takes the path can not understand
their meaning because of the walls,which hide a direct view of the figure thatappears by looking from the right point of
view (by willing to follow the order geometric plans).
The figure formed is a clock: an element thatdivides time in a rational way, but which isrepresented in a totally irrational mode meant to represent the presence of the irrational
in a space divided with rigidity, which stands for the rational. The white frame, wall, and the colour-set forming the drops are a tool to emphasize the contrast between the two
principle of reason.
Imprint
© Portfolio Thomas Galvan 2018All rights reserved
No part of this book may be reproduced or stored in anywritten, electronic, recording, or photocopying form withouta prior written permission of the author.
Thomas [email protected]