Designer of the Day Interview
18 questions
Over the past several years, I have developed my practice across design, creative direction, objects, branding, writing, and cultural projects.
Could you please tell us about your experience as a designer, artist, architect or creator?
Over the past several years, I have developed my practice across design, creative direction, objects, branding, writing, and cultural projects.
I am the founder of Monotempo Studio, where I work with both private clients and companies on projects ranging from furniture and decorative objects to brand identity, product development, and broader creative direction. I have collaborated with medium-sized and large companies across sectors such as technology, food, travel, construction, and consumer products, including work connected to brands such as Motorola.
Alongside commercial work, I have also developed a more personal design practice focused on objects, material culture, craftsmanship, ritual, and the relationship between people and the things they live with. My work has received international design recognition and awards, and over time I have become increasingly interested in projects that sit between disciplines rather than belonging entirely to one.
Writing has also become an important part of my creative work. I see it as another way of investigating many of the same questions I approach through design: human behavior, attention, materiality, culture, ritual, and the way we construct meaning through everyday life.
I would describe my experience less as a linear career and more as a continually expanding practice. Each project, whether for a private client, a company, or my own studio, has helped me develop a stronger understanding of how ideas can move between research, design, craftsmanship, and eventually become something real.
How did you become a designer?
When I was younger, I wanted to be an architect. For a long time, I thought that was the path I would follow because I was already fascinated by spaces, objects, proportion, and the way people interact with their surroundings.
Later, I discovered design and all of its different branches, and that completely expanded the way I understood creativity. I realized I was not only interested in buildings or spaces, but also in objects, furniture, graphics, materials, branding, and the possibility of moving between different scales and disciplines. That freedom immediately attracted me.
My first professional experiences were in branding, and that was important because it taught me very early that design was not simply about aesthetics. It was about translating ideas, identity, behavior, and values into something people could understand and interact with.
From there, my practice gradually expanded into furniture, objects, creative direction, materials, and broader cultural projects.
I would say the drive was mostly internal. There was not one single person who made me want to become a designer. It came more from curiosity and from a constant need to understand why certain things feel meaningful, functional, or beautiful, while others feel completely forgettable.
A large part of my education also came from outside formal design environments. I learned by observing, reading, collecting objects, visiting workshops, studying craftsmanship, looking at architecture, traveling, and paying attention to how people actually use things. I have always felt that before creating something new, it is important to understand what already existed and why it survived.
What ultimately made me choose design was the possibility of turning abstract ideas into something real. I like that design sits somewhere between thought and matter. You can begin with a question, a behavior, a memory, or even a philosophical idea, and eventually transform it into an object or experience that becomes part of someone else’s life.
So I would say architecture was the first door, but design gave me the freedom to explore a much larger world.
What are your priorities, technique and style when designing?
My three main priorities when designing are human experience, coherence, and materiality.
The first is always the human side. I try to understand who will interact with the object, space, or experience, what behavior surrounds it, what need it responds to, and what kind of relationship it might create over time. For me, design should begin with people, not with form.
The second is coherence. I want the concept, function, proportions, materials, details, and emotional tone of a project to feel like they belong to the same idea. I am not interested in adding elements simply to make something look more designed. I prefer when every decision has a reason and the final result feels resolved rather than decorated.
The third is materiality. I care a lot about how something is made, how it feels, how it ages, and whether the material actually makes sense for the object. I am especially drawn to materials that can develop character over time rather than simply remain pristine.
In terms of technique, I work between digital and physical processes. I use sketching, 3D modeling, rendering, and graphic tools, but I do not like keeping a project inside the screen for too long. Physical mock-ups, prototypes, material tests, and scale models are essential because many decisions about weight, ergonomics, texture, proportion, and presence only become clear when the object exists in the real world.
My style is contemporary, but deeply informed by history, craftsmanship, ritual, and material culture. I am interested in combining inherited knowledge with contemporary technology rather than choosing one over the other.
When I begin a new project, I usually start with research and observation rather than form. I look at the human behavior behind the project, its historical and cultural context, and what has already been learned before trying to invent something new. From there, I move back and forth between intuition, analysis, digital tools, and physical experimentation until the project begins to feel inevitable.
Which emotions do you feel when designing?
Designing makes me feel intensely alive because it combines curiosity, tension, concentration, and a sense of discovery. What excites me most is not necessarily the first idea or the final object, but the moment in between, when something that only existed as an intuition begins to acquire form, proportion, material, and meaning.
I rarely start a project knowing exactly where it will end. Usually there is a question, an image, a feeling, or even a contradiction that I want to understand. I enjoy that uncertainty because it forces me to pay attention. Whether I am designing an object, working on a piece of furniture, developing something through Monotempo, writing, or even thinking about experiences connected to adventure and the outdoors, the process always begins with observation.
As the project develops, I tend to become completely absorbed by it. I enjoy working through proportions, materials, details, imperfections, and the relationship between an object and the person who will eventually live with it. There is something almost meditative about that level of concentration.
The greatest pleasure comes when an abstract idea becomes real. It is not simply the satisfaction of finishing something. It is the feeling that a thought, emotion, or question has been translated into something tangible that can now exist independently of me. For me, designing is a way of understanding the world, but also a way of leaving something meaningful inside it.
What particular aspects of your background shaped you as a designer?
designer can develop are observation, curiosity, discipline, resilience, cultural awareness, and the ability to remain open to unfamiliar experiences. Technical ability is important, but without these other qualities it is very easy to produce things that are visually competent and completely empty.
Travel has been particularly important to me. I learn a lot by arriving somewhere I do not fully understand, walking without a fixed route, getting lost in a new city, observing how people inhabit public spaces, entering old shops, markets, museums, workshops, or simply having conversations with people I would probably never meet in my everyday life. Those experiences constantly change the way I understand objects, materials, rituals, and human behavior. Adventure, for me, is also a form of education.
Endurance sports and mountaineering shaped me in another way. They taught me patience, preparation, resilience, tolerance for discomfort, and how to make decisions under uncertainty. Those lessons translate surprisingly well into design. A difficult project rarely resolves itself through inspiration alone; most of the time it requires persistence, adaptation, and the willingness to continue when the first solution fails.
I have also been deeply influenced by collecting, restoring, and living with old objects and furniture. They taught me to appreciate materials, craftsmanship, patina, and the idea that good design should be able to age with dignity. Motorcycles have reinforced that fascination with objects that are functional but also emotional, mechanical, and cultural.
Reading is another fundamental part of how I learn. I am interested not only in design itself, but also in philosophy, anthropology, history, culture, and human behavior. I have always been fascinated by designers, architects, and artists who did not simply create objects, but actively participated in the intellectual and cultural context of their time. They understood that design does not happen in isolation; it responds to how people live, what they believe, what they fear, what they desire, and what is happening around them. That has inspired me to approach my own work in the same way.
My journey as a designer has therefore never been completely linear. It has moved through product design, furniture, creative direction, independent projects, restoration, entrepreneurship through Monotempo, and experiences far beyond the studio. Over time, I stopped seeing these things as separate. They are different ways of investigating the same questions: why do certain objects and experiences stay with us, what gives them meaning, and how can design become part of a larger cultural conversation?
Perhaps the biggest influence on my work has been this constant movement between disciplines, places, people, and experiences. I believe that the more of the world you are willing to experience and understand, the more you have to bring back to design.
What is your growth path? What are your future plans? What is your dream design project?
My growth path is becoming increasingly personal. I am less interested in defining myself by a single discipline and more interested in becoming someone capable of understanding the world from different angles and translating that understanding into meaningful work.
In the future, I want to keep expanding the range of experiences that inform my design. I want to travel more, spend more time in unfamiliar places, learn from different cultures, climb more mountains, work with my hands, restore objects, study materials, read more deeply, and continue putting myself in situations that challenge the way I see things. I think creative growth depends heavily on personal growth. The more life you experience, the more you have to bring back into your work.
I am especially interested in designing objects and furniture that feel timeless, emotionally resonant, and capable of aging well. I also want to explore larger-scale projects in the future, including interiors, spaces, and complete environments where objects, architecture, light, material, and human behavior can work together.
My dream project would probably be a place that feels completely lived rather than simply designed. A house, retreat, workshop, hotel, or cultural space where every decision, from the furniture to the materials, objects, books, light, landscape, and even the way people are received, contributes to a single atmosphere. Lately, I have found myself becoming increasingly obsessed with the idea of one day creating a hotel that I could shape almost entirely, not only through its design, but through the experience, rituals, objects, and way it is lived and operated. It is still a very open idea, but it is one that keeps returning to me.
I do not necessarily want to be remembered as a designer who created one iconic object. I would rather be remembered as someone who developed a recognizable way of seeing the world, and who was able to translate that perspective into objects, spaces, experiences, and ideas.
There are still many things I want to create that I do not yet have the experience, resources, or scale to execute. I like that. I think having ambitions that are slightly beyond your current abilities keeps you moving forward. My goal is simply to keep becoming more capable, more curious, and more precise in the way I turn ideas into reality.
What are your advices to designers who are at the beginning of their career?
My first advice would be not to become obsessed with finding a style too early. At the beginning of a career, it is much more valuable to develop judgment. Style will change with time, but judgment is what allows you to recognize what is meaningful, what is unnecessary, what is well resolved, and what is simply decoration.
I would also strongly recommend studying far beyond design. Read about history, philosophy, anthropology, architecture, literature, economics, technology, and human behavior. The wider your references are, the more interesting your work can become. If all your references come from other designers, eventually you are only designing variations of things you have already seen.
Another important lesson is to understand how things are actually made. Spend time in workshops, factories, with craftspeople, technicians, and manufacturers. Touch materials. See what fails. Understand cost, tolerances, processes, and limitations. Digital tools are incredibly useful, but they can also make bad ideas look very convincing. Physical reality is much less polite.
I would also warn young designers against confusing visibility with progress. Today it is very easy to feel productive because you are constantly publishing, sharing, updating, and consuming references. But real growth often happens quietly, through repetition, failed prototypes, difficult projects, and long periods where nobody is paying attention.
One of the best lessons I have learned is to respect what existed before you. Innovation does not mean rejecting tradition. Study it first. Understand why certain solutions survived, why certain materials were used, why certain proportions feel right, and then decide what deserves to evolve. There is very little value in trying to reinvent something you never took the time to understand.
I also think it is important to build a life outside design. Travel when possible, walk through unfamiliar cities, talk to people you would not normally meet, read, train your body, spend time outdoors, collect things, repair things, get bored, and pay attention to ordinary life. Your work can only be as rich as the world you are capable of noticing.
And finally, follow your obsessions. If a subject genuinely interests you, stay with it longer than feels fashionable. Most interesting designers are not interesting because they constantly change direction, but because they keep asking better questions about the things they care about. In the end, design is not only about learning how to make things. It is about learning how to see.
You are truly successful as a designer, what do you suggest to fellow designers, artists and architects?
One of the most important things I have learned is that good work is only one part of a successful creative career. You also need to learn how to communicate, negotiate, manage expectations, protect your time, understand money, and build relationships. Talent is valuable, but reliability is often what makes people want to work with you again.
I think one of the biggest mistakes creative professionals make is believing that the work should speak entirely for itself. It rarely does. You need to learn how to explain your decisions clearly, present your ideas with confidence, and help other people understand the value behind what you are proposing. A strong concept can be weakened by poor communication just as easily as an average concept can be made convincing by a good presentation.
Another important principle is to become very good at finishing things. Ideas are abundant. Finished work is rare. Learn how to move a project from concept to production, how to solve problems when budgets change, when suppliers fail, when materials behave differently than expected, or when a client changes direction. The ability to adapt without losing the essence of the project is an extremely valuable skill.
I would also recommend taking the business side of your practice seriously. Understand contracts, costs, margins, production, intellectual property, timelines, and how to price your work. Creative independence becomes much easier when you understand the structure that supports it. There is nothing less romantic than financial chaos quietly destroying good work.
Protect your reputation as carefully as you protect your portfolio. Be punctual, answer messages, respect collaborators, credit people properly, and do what you said you were going to do. Creative industries are much smaller than they appear, and people remember how it felt to work with you.
At the same time, do not become so focused on pleasing clients, awards, trends, or algorithms that you lose your own point of view. External recognition is useful, but it should not become the reason you create. The strongest careers are usually built through a balance between professional discipline and personal conviction.
And perhaps one of the most useful things is to keep creating work that nobody asked you to make. Client work teaches you constraints, but self-initiated work reveals your direction. Some of the most important projects in a creative career begin simply because you are curious enough to make them exist.
In the end, success in design is not one breakthrough project. It is the accumulation of hundreds of decisions: how you work, how you treat people, what you choose to pursue, what you refuse, what you finish, and what you continue doing even when nobody is watching.
What is your day to day look like?
My days rarely begin with anything dramatic. Most mornings start with coffee, usually before I am ready to speak to anyone, and a few quiet minutes in which the day has not yet decided what it wants from me. I like that moment. The light is still changing, the phone can wait a little longer, and I can read a few pages of something, make notes in the margins, or simply sit there long enough for a thought to finish itself.
I try not to begin the day by immediately consuming design news or looking at what everyone else is making. I would rather read something that takes me somewhere else: a piece of history, philosophy, architecture, anthropology, or whatever subject happens to be occupying my mind that week. Sometimes it has absolutely nothing to do with the project waiting on my desk, which is often precisely why it ends up becoming useful.
From there, the day becomes less predictable. Work might mean sitting with a drawing until a proportion finally feels right, running my hand across a material sample and realizing it is completely wrong, visiting a workshop that smells of wood, metal, dust, or glue, arguing with a supplier about a detail nobody else will probably notice, looking at an old chair and wondering why it has survived for sixty years, or suddenly filling a page with ideas because something I had been thinking about for weeks has finally found a form.
There are also days when design is much less romantic. Emails, budgets, production problems, logistics, deadlines. Those days are part of it too. Strangely, even then there are small pleasures: opening a box and seeing a prototype for the first time, finding exactly the material I had imagined, watching someone make something with extraordinary skill, or solving a problem that had been quietly irritating me for days.
At some point, I need to move. Training is an important part of my routine, whether it is the gym, running, or preparing for a mountain. After spending hours inside my head, I like doing something brutally physical and uncomplicated. There is something satisfying about reaching the point where thinking becomes impossible and all that remains is breathing, effort, and the next repetition or step. Very often, somewhere in that process, an idea I had been forcing all morning quietly solves itself.
I also make an effort to leave parts of the day completely useless. I mean that as a compliment. Sitting somewhere without working, taking a motorcycle out without needing to arrive quickly, walking through a neighborhood, looking through an antique shop, having a long lunch, or allowing myself to be bored. I think some ideas need a little emptiness around them before they are willing to appear.
And then there are the evenings I value most: a table, people I care about, food that takes longer than necessary, maybe a drink, and a conversation that begins with something ridiculous and somehow ends two hours later discussing life, death, love, or why an old lamp is better designed than most new ones.
So I do not really have an ideal day based on how much I produce. I prefer days that contain a little discipline, curiosity, physical effort, good work, and enough empty space to actually notice what is happening around me. If something meaningful gets made somewhere in between, that is usually a very good day.
How do you keep up with latest design trends? To what extent do design trends matter?
I pay attention to design trends, but I do not believe in following them too closely. For me, trends are useful because they reveal what a culture is currently interested in, what materials are becoming relevant, what technologies are changing behavior, and what visual languages are beginning to feel exhausted. In that sense, they are valuable as information.
But I would never want a project to depend entirely on what is fashionable at a particular moment. If a design only works because it looks current, it will probably feel dated very quickly. I am much more interested in creating work that has its own logic and can remain relevant beyond a season.
I usually keep up with what is happening through exhibitions, magazines, books, architecture, galleries, museums, travel, workshops, manufacturers, and conversations with other creative people. I also look at what is happening outside design, because cultural shifts often appear first somewhere else. Fashion, technology, music, hospitality, art, food, even the way people use cities can tell you a lot about where design is moving.
My references also come heavily from the past. I spend a lot of time looking at older furniture, architecture, objects, materials, and production methods. I think there is something useful in placing the contemporary next to things that have already survived decades. It gives you a better sense of what is genuinely new and what is simply returning under a different name.
I prefer to develop projects from a personal point of view rather than trying to reflect whatever is considered current. Of course, no designer works outside their time. We are all influenced by the culture around us, whether we admit it or not. The important thing is to be conscious of that influence instead of letting it dictate every decision.
So I would say I observe trends carefully, but I try not to design for them. I am more interested in understanding why they are happening, what they say about the moment we are living in, and whether there is anything within them that deserves to remain after the fashion has passed.
How do you know if a product or project is well designed? How do you define good design?
The first thing I look for is coherence. I ask whether the form, function, material, context, and intended experience are all working toward the same idea. A design can be visually beautiful and still feel unsuccessful if those elements contradict each other. For me, good design has a certain sense of inevitability, as if every decision belongs there for a reason.
Intention is equally important. I want to understand why a decision was made and whether that decision genuinely improves the relationship between the object and the person using it. Good design should feel deliberate rather than arbitrary. It does not need to be minimal, simple, or restrained. It can be expressive, ornamental, even excessive, as long as everything is contributing to the same idea.
From there, I look at proportion, materiality, usability, and how the object behaves over time. I am especially interested in whether it respects human behavior, whether it creates unnecessary friction, and whether it has enough depth to remain interesting beyond the first impression.
Material honesty also matters a lot to me. I like when materials are allowed to behave like themselves. Wood should be able to age, metal should reveal how it was worked, leather should develop patina. Time is one of the best tests of design. If something only works when it is completely new, I tend to question how well it was really designed.
One of the most common mistakes is adding too much because the designer is afraid the project is not saying enough. Another is confusing originality with complexity. Sometimes the strongest decision is subtraction, restraint, or simply accepting that an existing solution is already better than forcing novelty for its own sake.
So I do not judge design based only on aesthetics or function. For me, good design happens when intention, function, material, emotion, and human experience feel aligned. It should do what it is meant to do, but it should also create a meaningful relationship with the person who encounters it.
How do you decide if your design is ready?
One of the questions I get asked most often is: “How do you know when a design is finished?” My answer is that I usually do not know because everything possible has been added. I know because there is nothing left that feels unnecessary.
For me, finishing a design is less about reaching perfection and more about reaching coherence. The proportions, materials, function, details, context, and human experience have to feel aligned. At some point, continuing to modify the project stops improving it and begins to weaken it. That is usually the moment when I know I need to stop.
I do not really believe a design is ever perfect. There will almost always be another detail that could be adjusted, another material explored, or another solution tested. If you wait for absolute certainty, you can keep designing forever. Part of becoming a designer is learning when further iteration is genuinely improving the work and when it is simply a way of avoiding the discomfort of letting it go.
That judgment takes time to develop. It comes from experience, observation, making mistakes, studying objects that have endured, working with materials, and learning when to trust your own eye.
I also think time reveals things that the design process cannot. Once an object leaves the studio and enters someone’s life, you begin to understand whether it truly works. You see how it is used, how it ages, where friction appears, and whether the relationship you imagined between the object and the person actually exists.
So in that sense, I usually keep an open tab in my mind. I do not necessarily go back and redesign everything I have made, but earlier projects continue teaching me. Sometimes I look at old work and immediately see what I would change today, and I think that is healthy. If you look at something you designed five years ago and would not change a single thing, perhaps you have not grown enough.
For me, a project becomes successful when it no longer needs me to explain it. It works, people understand how to live with it, and it begins to have a life of its own.
So perhaps a design is ready not when there is nothing more you could do to it, but when you have done enough that the next decision would be for yourself rather than for the design.
What is your biggest design work?
I usually have difficulty choosing a single project as my biggest or best work, because I tend to see every project as part of an ongoing process rather than as a final achievement. Each one teaches me something about proportion, materials, function, context, or the way people relate to objects, and I try to carry those lessons into whatever comes next.
There are projects I am deeply proud of, of course, but I am often more interested in what I have not designed yet. The next project always represents the possibility of doing something more precise, more meaningful, and closer to the kind of designer I am becoming. So in that sense, my favorite work is usually still ahead of me.
At the moment, however, the project occupying most of my attention is a line of objects connected to a second book I am developing. It explores leisure, slowness, ritual, pleasure, and the tension between indulgence and excess. I am interested in those small acts that contemporary life often treats as unnecessary or unproductive, but that can become deeply meaningful when they are approached with intention.
The objects are not meant to illustrate the book. They are another way of thinking through the same questions, but through materials, scale, function, and physical experience. I am exploring pieces connected to domestic rituals, conversation, rest, smoking, drinking, and other forms of everyday pleasure.
What excites me most is the dialogue between the written idea and the physical object. One can develop an argument through language, while the other allows that argument to be touched, used, and experienced. That relationship between thought and materiality is something I want to explore much further.
It is also a project that presents an interesting challenge because it requires restraint. It would be very easy for a subject like pleasure or indulgence to become decorative, theatrical, or excessive. I am much more interested in finding the point where the object feels seductive but still precise, where pleasure is present without losing control.
The project is still evolving, which is probably why I am enjoying it so much. I do not know exactly where it will end yet, and I like that uncertainty. For me, that is often when a project feels most alive.
So if I had to answer today, I would say that my biggest work is not necessarily one finished object. It is the body of work I am still building, and the attempt to make each project more coherent, more human, and more meaningful than the one before it.
Who is your favourite designer?
If I had to choose one designer, I would probably say Shiro Kuramata. What I admire most about his work is the way he made objects feel almost weightless, poetic, and emotionally charged without losing precision. His pieces often seem simple at first, but the more you look at them, the more you realize how carefully proportion, material, transparency, and illusion are working together.
I am especially drawn to designers who were not simply solving functional problems, but creating a particular way of seeing the world. Kuramata did that beautifully. His work has a kind of quiet strangeness to it. It feels disciplined, but never rigid; conceptual, but still sensual.
If I could speak with one designer from the past, he would probably be one of the first people I would choose. I would be interested in understanding how he thought about emptiness, material, atmosphere, and the relationship between an object and the space around it.
I also admire Ettore Sottsass for almost the opposite reason. He understood that design could be emotional, cultural, ironic, excessive, and even uncomfortable. He challenged the idea that good design had to be neutral or purely rational.
Carlo Scarpa is another major influence for me, especially because of the way he worked with detail, material, aging, and context.
But Carlo Mollino fascinates me in a different way. I admire him not only as a designer, but as a person. He seemed incapable of living inside a single category. He moved between architecture, furniture, photography, automobiles, skiing, aviation, writing, and other obsessions with the same intensity. There is something incredibly compelling about that kind of life. He did not appear interested in becoming simply “a designer”; he built an entire world around his curiosities.
That is probably what I find coolest about him. His work and his life seem inseparable. The furniture has the same sensuality, eccentricity, precision, and appetite for experience that you sense in the person behind it. I find that much more inspiring than the idea of a designer whose entire identity begins and ends at the studio door.
I also admire Alvin Lustig for the intellectual clarity of his graphic work and Enzo Mari for the seriousness with which he approached design as a cultural and ethical discipline, not simply as a commercial profession.
More recently, I have become slightly obsessed with Marcin Rusak. I find his work particularly interesting because of the way he uses organic materials, decay, preservation, and time as part of the design itself. His objects feel almost archaeological, as if they are already carrying their own history.
What connects all of these designers for me is not a shared aesthetic. They are actually very different. What I admire is that each of them developed a distinct intellectual and emotional world around their work.
That is probably what I value most in a designer: not a recognizable style, but a recognizable mind, and in Mollino’s case, perhaps even a recognizable way of living.
Would you tell us a bit about your lifestyle and culture?
My lifestyle is probably defined by movement between very different worlds. I can spend one day in a workshop looking at materials and old furniture, another training for a mountain, another riding a motorcycle, visiting an exhibition, reading for hours, or sitting around a table having a long conversation that ends up being more useful than any formal research session.
I am based in Puebla, Mexico, and I think living in Mexico has influenced me deeply. There is an extraordinary relationship here between craft, ritual, imperfection, color, religion, history, food, objects, and everyday life. You are constantly surrounded by things that carry memory. I think that has made me very sensitive to objects that age well, materials that show use, and spaces that feel inhabited rather than overly controlled.
Mexico City is probably one of the cities that stimulates me most because of its contradictions. It can be elegant, chaotic, ancient, modern, intellectual, vulgar, refined, improvised, and incredibly alive within the same few blocks. I enjoy cities like that, places where you can get lost and constantly encounter things that were not part of the plan.
Travel is important to me for the same reason. I like arriving somewhere without fully understanding it, walking without a fixed route, entering old stores, markets, workshops, cafés, hotels, or simply talking to people I would probably never meet in my everyday life. I think culture is absorbed much more effectively through experience than through observation from a distance.
At the moment, I am working across objects, furniture, restoration, and new projects that explore how ideas can become physical experiences. Increasingly, however, I am also interested in the larger question behind all of them: what kind of culture are we creating through the things we design?
There is a phrase I return to often: “Design creates culture. Culture shapes values. Values determine the future.” I think that is why good design matters far beyond aesthetics. Every object, building, space, interface, or environment encourages certain behaviors while discouraging others. Design can teach us to repair or discard, to gather or isolate, to slow down or accelerate, to pay attention or consume without thinking.
When these decisions are repeated across everyday life, they stop being individual design choices and begin to become culture. And once something becomes cultural, it starts influencing what a society considers normal, desirable, valuable, or worth preserving.
That is why I believe good design is necessary for the advancement of society. Progress should not only mean making things faster, newer, or more technologically complex. Sometimes progress means making things more durable, more thoughtful, more understandable, more humane, or creating environments that encourage better ways of living together.
In my own life, design has made me more attentive. I buy fewer things, but I care much more about what I choose to live with. I repair and restore when something deserves to survive. I pay attention to light, proportion, materials, the way a chair feels after an hour, the way a room changes when one unnecessary object disappears, or the difference between something that merely looks good and something that becomes better through use.
I think those small decisions matter. Good design does not always need to announce progress through something spectacular. Sometimes advancement is simply making daily life more thoughtful, more durable, more beautiful, and slightly more human.
For me, that is ultimately the relationship between design, culture, and everyday life. Design shapes how we behave; repeated behavior becomes habit; habits influence culture; and culture slowly shapes the values we carry forward. That is why I see design not simply as a profession, but as a way of participating in the kind of future we choose to build.
Would you tell us more about your work culture and business philosophy?
My work culture is built around clarity, trust, curiosity, and responsibility. I take the work seriously, but I do not believe seriousness requires rigidity. I like environments where people can challenge ideas, disagree openly, change their minds, and still remain respectful of one another.
I often work independently during the early stages of a project because I need time to understand the problem, develop a direction, and form a clear point of view. But I also value collaboration enormously. Good projects usually become stronger when they are exposed to different forms of expertise, especially once they move into materials, production, engineering, fabrication, communication, or implementation.
I think I am easy to work with when there is mutual honesty and commitment. I appreciate people who say what they think, who communicate problems early, and who care about the quality of the outcome rather than protecting their own ego. I am demanding about details, but I try to be equally demanding with myself.
When choosing collaborators or business partners, I look first for judgment and character. Skill can be developed, but reliability, curiosity, integrity, and the ability to think independently are much harder to teach. I also value people who are capable of saying “I do not know” and then finding the answer. False certainty creates far more problems than honest ignorance.
Another quality I value is ownership. I enjoy working with people who do not simply wait to be told what to do, but who understand the intention of a project and actively help improve it. The best collaborations happen when everyone feels responsible for the result rather than only for their individual task.
One thing that cannot be forgotten in creative work is that ideas eventually have to survive reality. Budgets change, materials fail, suppliers make mistakes, deadlines move, and things rarely behave exactly as they did in the first sketch. One of the core challenges of the profession is protecting the essence of an idea while adapting intelligently to those constraints.
My responsibilities therefore go far beyond generating concepts. They include research, direction, decision-making, materials, production, communication, coordination, and sometimes solving problems that have almost nothing glamorous about them. I think part of becoming a better designer is accepting that creative work is not only inspiration. It is also responsibility.
For me, a strong designer, artist, or architect needs curiosity, discipline, resilience, empathy, good judgment, and the ability to communicate clearly. They should be open enough to learn from others, but confident enough to defend an idea when it matters. They should also know when to let go of their own ego if a better solution appears.
I believe the best work cultures are not built around hierarchy for its own sake. They are built around shared standards. Everyone should know what the project is trying to achieve, why it matters, and what level of quality is expected.
In the end, my business philosophy is quite simple: do good work, be reliable, treat people well, communicate clearly, and never let ambition become an excuse for carelessness.
What are your philanthropic contributions to society as a designer, artist and architect?
I think giving back does not always need to take the form of a large formal initiative. In my case, it has often happened through sharing knowledge, making myself available to younger designers, participating in talks and conversations, and trying to create access to information that can otherwise feel unnecessarily closed.
I enjoy speaking at universities, conferences, and cultural spaces because I remember how valuable it is, especially at the beginning of a career, to hear someone speak honestly about the profession. Not only about awards, successful projects, or finished work, but also about mistakes, uncertainty, money, production problems, rejection, and the less glamorous parts of building a creative life.
I also believe strongly in supporting emerging designers through conversation, feedback, introductions, and opportunities whenever I can. Sometimes a useful connection, a recommendation, or taking someone’s work seriously can make a real difference. Creative industries can become very insular, and I think those of us who gain access to certain spaces have some responsibility to make them slightly more accessible to others.
I would absolutely consider pro bono work when the project has a clear social, cultural, educational, or humanitarian value. I do not think every problem can be solved through design, and designers should be careful not to exaggerate their role, but good design can make systems clearer, spaces more humane, information more accessible, and experiences more dignified. Those things matter.
I have a lot of respect for designers, artists, and architects who become involved in humanitarian or community projects when they do so with humility. The important thing is to listen first. It is very easy to arrive with a beautiful solution to a problem you do not actually understand. In that context, design should serve people rather than the designer’s ego.
What I value most about good design is precisely that ability to improve everyday life, often quietly. A better object, a clearer system, a more thoughtful space, or a more accessible experience can create small improvements that accumulate over time.
For me, giving back also means participating in the culture around design, supporting events, sharing what I have learned, encouraging people who are beginning their careers, and creating opportunities for collaboration. I do not think knowledge becomes more valuable by protecting it too aggressively.
Ultimately, I think success in any creative profession creates a responsibility to leave the field a little better than you found it: more generous, more curious, more open, and with more opportunities for the people coming after you.
What positive experiences you had when you attend the A' Design Award?
My experience with the A’ Design Award has been very positive, mainly because it gave me the opportunity to see my work outside of its usual context. When you spend months developing a project, you become extremely close to it. Having that work evaluated internationally by people from different backgrounds creates a useful distance and helps you understand how the project communicates beyond your own environment.
For me, there are three main benefits to participating in design awards and competitions.
The first is external evaluation. Good competitions force you to present your work clearly and expose it to people who were not part of the process. That can be extremely valuable because it challenges your assumptions and helps you understand whether the intention behind the project is actually visible in the final result.
The second is visibility. Design is increasingly international, and awards can help a project reach audiences, publications, professionals, and potential collaborators that would otherwise be difficult to access. Recognition does not replace good work, but it can give good work a much larger platform.
The third is reflection. Preparing a project for a competition forces you to articulate what you designed, why you designed it, what problem it addresses, and what makes it different. I think that process alone can improve you as a designer. It makes you more conscious of your own decisions and helps you identify both the strengths and weaknesses of your work.
I also think design competitions are important because they create a record of what designers around the world are thinking about at a particular moment. When they are taken seriously, they become more than a ranking system. They can become a way of discovering different approaches, materials, technologies, cultures, and ways of solving problems.
At the same time, I do not think awards should ever become the reason you design. Recognition is meaningful, but it should remain a consequence of the work rather than the purpose of it. The real value is using that recognition as encouragement to keep improving rather than as proof that you have already arrived.
Being selected as Designer of the Day is something I feel genuinely grateful for and deeply honored by. Having my work recognized is already meaningful, but being highlighted as a designer feels more personal because it acknowledges not only a single project, but also the ideas, influences, and path behind the work.
I do not take that kind of recognition for granted. There are many talented designers working around the world, so being given that space and visibility is something I value enormously. It feels both encouraging and humbling.
For me, the best way to respond to that recognition is with gratitude and with more work. You appreciate the moment, you allow yourself to feel proud of it, and then you return to the next project with the responsibility of trying to do something even better.