Designer des Tages Interview
18 Fragen
I am a product and industrial designer based in Zagreb, Croatia. I studied design at the Faculty of Architecture, University of Zagreb, and founded my own one-person studio, Kištra, shortly after graduating.
Could you please tell us about your experience as a designer, artist, architect or creator?
I am a product and industrial designer based in Zagreb, Croatia. I studied design at the Faculty of Architecture, University of Zagreb, and founded my own one-person studio, Kištra, shortly after graduating.
My work has mainly focused on product and toy design, particularly handmade textile and didactic toys. I am especially interested in designing objects that are useful, tactile and meaningful, and in exploring connections between contemporary design and Croatian craft and cultural heritage.
One of the projects I am most proud of is Gumbeki, a modular didactic plush toy that began as my master's thesis and later became a finished product. It received a Bronze A' Design Award in Toys, Games and Hobby Products Design.
How did you become a designer?
I think I was heading in that direction long before I knew what the profession was called. I grew up in a family of architects, so design and making things were always around me. I was also always taking things apart to see how they worked and then trying to put them back together. I was constantly drawing or making something with my hands.
My grandmother also had a major influence on me. She, Ružica Vavra, ran a toy production business and shop in Zagreb, so there was already a family history of making toys.
After high school I studied design at the Faculty of Architecture in Zagreb. During my studies I became particularly interested in product and industrial design, and after graduating I started Kištra. Over time, toys became the main focus of my work because they combine so many things I enjoy: problem-solving, physical making, materials, interaction and imagination.
What are your priorities, technique and style when designing?
My three main priorities are functionality, understanding the problem and actually making the thing.
I want to understand what is needed before I start designing. That usually means research, observation and asking questions rather than immediately jumping into a visual solution. Once I have a direction, I sketch, design and prototype, and I prefer to get something physical into my hands as early as possible.
I use digital tools extensively, but they are tools rather than the design itself. I use software such as AutoCAD, Rhinoceros, KeyShot and Adobe programs, but I also sketch by hand, sew and build physical prototypes.
My visual style is fairly playful and intuitive. I don't consciously try to create a particular “style”; I think it develops naturally from my interests, materials and personal taste.
Which emotions do you feel when designing?
The beginning of a project is usually a mixture of curiosity and uncertainty. I like the moment when there is a problem but no solution yet, because that is when I can start exploring different possibilities.
The most exciting part for me is probably when an idea becomes something physical. A sketch is still just an idea, but once I make a prototype, I can see what actually works and what doesn't.
There is also a very satisfying feeling when everything finally comes together. I enjoy the combination of thinking and making, and I especially like knowing that something I created might make another person's experience easier, more enjoyable or simply happier.
What particular aspects of your background shaped you as a designer?
Growing up around architects definitely shaped the way I think, but so did growing up around making things. My grandmother's toy-making business gave me an early connection to toys and production, while my education gave me a more structured way of approaching design.
Some of the most useful skills I have developed are curiosity, persistence, practical problem-solving and patience. I also think being willing to learn how to actually make things is extremely valuable. Learning to sew, prototype and work with different materials has made me much more aware of what is realistically possible.
My design journey has been a combination of education, experimentation, making things, running my own studio and learning through all the problems that come with doing everything yourself.
What is your growth path? What are your future plans? What is your dream design project?
I would like to continue developing my collection of didactic toys while also exploring areas outside toy design. I am particularly interested in products connected to everyday life, materials, craft and Croatian cultural heritage.
My dream design project would probably be to work on designing a car. That has always been an interesting challenge to me because of the complexity of the product and the number of different disciplines involved.
In the longer term, I would like Kištra to grow while still maintaining the personal and hands-on character that is important to me. I would also like my work to contribute to continuing the family tradition of toy making in a contemporary way.
What are your advices to designers who are at the beginning of their career?
Stay curious. Do your research. Learn how things are actually made. And don't expect to know everything immediately.
I would especially warn young designers against becoming too focused on looking like a designer instead of actually designing. It is easy to become distracted by trends, presentation and the image of the profession. The actual work is much less glamorous: researching, testing, changing things, making mistakes and doing it again.
There will also be periods of uncertainty, especially when you are trying to build your own career. That does not necessarily mean you are doing something wrong. Be patient and keep learning.
You are truly successful as a designer, what do you suggest to fellow designers, artists and architects?
I still find the description “truly successful” slightly uncomfortable, but there are a few principles I trust.
First, don't start designing before you understand the problem. Second, don't become too attached to the first solution you come up with. Third, make things whenever possible. Physical prototypes reveal problems that can remain invisible on a computer screen.
I would also say: don't confuse novelty with quality. A design does not need to be complicated or technologically impressive to be good. Sometimes the best solution is the simplest one.
And finally, don't follow a trend just because everyone else is following it. If a trend happens to support the design, fine. If it doesn't, leave it alone.
What is your day to day look like?
My day to day consists mostly of working. I have a 9-5 job as a designer in a small company so I spend most of my day designing retail solutions and making 3D renderings. When I come home, I work on my projects for Kištra. That is usually a mixture of designing, researching, making the toys or dealing with production and all the less exciting administrative parts of running a small business like answering emails or ordering new materials.
I like having a productive day where I can see that something has moved forward, even if it is a small step. And the best part of the day is usually in the evening when I hang out with my husband, my dogs and cat (most of the time with a sewing kit simultaniously working on a plush toy).
How do you keep up with latest design trends? To what extent do design trends matter?
I don't really follow design trends, and I don't particularly want my work to reflect whatever happens to be fashionable at the moment.
Trends can be interesting to observe, but they are not a good enough reason to design something. I would rather develop a product based on its purpose, users, materials and context.
My inspiration comes much more from everyday life: observing people, children, objects and routines, and noticing things that could work differently or better.
How do you know if a product or project is well designed? How do you define good design?
For me, good design should work before it tries to impress you.
It should fulfil its purpose, be understandable and usable, and solve a problem or make an experience better. Aesthetics are important too, but I don't think something becomes good design simply because it looks beautiful.
I tend to ask whether the design makes sense as a whole. Does the appearance support the function? Are the materials appropriate? Is it easy to use? Does it create unnecessary complications or waste?
How do you decide if your design is ready?
A design is ready when further changes stop producing meaningful improvements.
There is probably always something that could technically be changed or improved, so at some point you have to decide that the design has reached the level it needs to reach. Testing and prototyping help with that decision because they show whether the remaining problems are actually important or just things I personally want to keep adjusting.
Perfectionism can make it difficult to stop, so sometimes “ready” also means accepting that the product is functioning well and moving on.
What is your biggest design work?
Gumbeki is probably my biggest and most personally significant design project.
It began as my master's thesis, based on research into play, children's development and the role of toys. I was particularly interested in the fact that many didactic toys are made from hard materials, while I wanted to create something that had the emotional and tactile qualities of a soft toy.
Gumbeki consists of modular plush parts that can be connected and rearranged in different ways. This gives children freedom to invent their own combinations while also developing fine motor skills.
The project required extensive research, sketching, prototyping and development, but what makes it special to me is that it came from a question I genuinely wanted to answer. It wasn't simply an exercise in making something attractive; I wanted to solve a particular problem.
Who is your favourite designer?
I don't really have one.
I know that is probably not the expected answer to this question, but I don't follow designers closely enough to have a favourite.
The people who have influenced me most personally are actually my mother and my grandmother, rather than famous designers.
Would you tell us a bit about your lifestyle and culture?
I live and work in Zagreb, Croatia. My cultural background definitely influences my work, particularly my interest in Croatian craft, heritage and the history of toy making.
My grandmother's toy business is an important part of that. I see my own work partly as a continuation of that tradition, although approached from a contemporary design perspective.
My everyday life is fairly calm and routine-oriented. A lot of my time is spent working. I also enjoy colourful objects and places, and I have always been interested in things that are tactile and pleasant to interact with.
Would you tell us more about your work culture and business philosophy?
I work mostly independently, so my work culture is basically me negotiating with myself.
When I collaborate with someone, I prefer people whose skills complement mine. Ideally, they know how to do something really well that I don't. I value people who are reliable, competent and open to discussion, but who also understand that collaboration doesn't mean everyone has to have the same role or approach.
One of the biggest challenges of my profession is that a designer working independently often has to be responsible for much more than design: production, communication, finances, logistics, presentation and everything in between.
I think a good designer needs curiosity, patience, persistence, problem-solving skills and the willingness to keep learning.
What are your philanthropic contributions to society as a designer, artist and architect?
I don't have a long list of philanthropic design projects to present, so I would rather not exaggerate that part of my work.
I do believe designers have a responsibility towards society and the environment through the decisions they make every day. That includes considering materials, production methods, durability, waste and the actual needs of users.
In my own work, I am particularly interested in children's development and preserving aspects of Croatian cultural heritage. I also believe designers can contribute by sharing knowledge, participating in exhibitions and events, and helping people understand the value of thoughtful design.
What positive experiences you had when you attend the A' Design Award?
Receiving recognition for Gumbeki was a very positive experience, especially because it was a project that was deeply personal to me and had taken a lot of work to develop.
For me, the three main benefits of participating in design awards are recognition, feedback and visibility. Recognition can confirm that a project has achieved something beyond your own expectations. Competitions can also encourage you to look at your own work more critically and present it properly. And, of course, they can help introduce your work to people who would otherwise never encounter it.
Awards are not what motivates me to design, but it is genuinely rewarding when something you have spent so much time making is recognised by people outside your immediate circle.