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2021 ◽  
Vol 13 (25) ◽  
pp. 95-106
Author(s):  
Imma Forino

In Italy the history of modern equipment design has shifted between ‘mass production and one-off’, as architects Gio Ponti and Antonio Fornaroli wrote in an article in the magazine Domus (1948). Starting from this important reflection by the two Italian architects, the article takes into consideration the case study of office furniture.The aim of the article is to identify the cultural landscape of Italian design during the twentieth century, taking into consideration the example of the office desk as fil rouge of the history of design in Italy.The methodology adopted is deductive: starting from the selection of some case studies (desks designed for some elitist furnishings or, vice versa, for serial reproduction) and in relation to the architectural and cultural context in which they were created, some key concepts are deduced in order to understand the progressive adherence of Italian architects to the idea of modernity, and then to the massification of industrial design. New materials and ancient ‘know-how’ have merged into projects that have distinguished the history of design in Italy as original.The conclusion highlights how in the history of Italian office furniture as a multi-faceted history, where elite furniture can become a democratic product, until it becomes part of the contemporary office.


2021 ◽  
Vol 14 (1) ◽  
pp. 361-371
Author(s):  
Stefania Gruosso

The Covid-19 pandemic has suddenly upset the way we used to live. When eventually lockdown ended, the desire to return to open spaces while respecting social distancing have challenged the role of public space as a space for interaction. In Italy, one of the most affected countries, the piazza as public space par excellence has not remained immune to the issue. This contribution addresses four Italian design experiences that have tried to give an immediate answer to the needs of these precise historical circumstances.  The Covid-19 emergency can become an opportunity for innovation in the project and in the way the piazza can be perceived and experienced. New approaches and processes of regeneration of the piazza lead to reconsider the role of the project and that of the architect. An updated idea of public space as a problem-solver space follows suit, turning the piazza into a space that does not need to project itself into the future, but aims to answer to current needs embracing new core features: temporariness, flexibility, functionality, repeatability and the community’s contribution. The idea of the piazza as a permanent public space is replaced by that of an adaptive public space. Such an open phenomenology is starting to think of the piazza as a space for experiences - a space that, while respecting the Covid-19 logistical constraints, allows people to return, in new ways, to social interactions.


2020 ◽  
Vol 24 (4) ◽  
pp. 823-839
Author(s):  
Stefano Magistretti ◽  
Claudio Dell’Era ◽  
Federico Frattini ◽  
Antonio Messeni Petruzzelli

Purpose Several studies show that identity is a critical success factor in design-intensive industries, leading managers and executives to identify solutions that enable firms to simultaneously innovate while preserving their link with the past. Accordingly, scholars have recently revealed the role of the so-called innovation through tradition strategy. Thus, the purpose of this study/paper is to understand how design intensive firms may exploit knowledge pertaining to the past. Design/methodology/approach The research contributes to this line of inquiry by conducting a longitudinal analysis of two leading Italian design-intensive firms, B&B Italia and Cassina S.p.A. Specifically, through almost 30 h of interviews with 11 key informants and the analysis of various secondary sources, a unique database of over 900 products covering the period of 1960-2016 was developed. Findings The findings reveal that both firms leverage knowledge from the past mainly to preserve firm identity, as indicated by the two indicators used to capture the use of knowledge pertaining to the past (i.e., design tradition intensity and design tradition depth). In addition, the study shows that the values of these indicators significantly increase when ownership control shifts from family-based to fund-based. Originality/value The paper looks at design artifacts as a source of knowledge, exploring how they can support firms in reinforcing their identity. The original contribution to the design through traditional literature is in unveiling the product signs dimension of this particular innovation strategy.


2020 ◽  
Vol 179 ◽  
pp. 01008
Author(s):  
Yeqiu Yang ◽  
Luca Guerrini

The relationship between China and Italy has ever been stronger for academic exchanges to flourish. Vital exchange of teachers and students among design universities has soared to paramount levels. With this, beginning in 2007, both Chinese and Italian higher education institutions have established the ‘double master’s degree programs in design’, with the corresponding degrees being ‘environmental (art) design’ and ‘interior and spatial design’ respectively. Meanwhile, there are great strides, followed by demands to strengthen the understanding of the respective cultures, language, and methods of both design institutions. This article aims to assist and facilitate a dialogue of understanding between the two design cultures by analyzing the current status and the evolution of their disciplines in both nations. This research may provide a common basis for the innovation in the field in both countries and contributing useful theoretical notions for the education of design.


Modern Italy ◽  
2019 ◽  
Vol 24 (4) ◽  
pp. 417-436 ◽  
Author(s):  
Maurizio Marinelli

This article consists of three sections. The first one concentrates on the conceptualisation of the Italian concession in Tianjin (1901–1947). The second connects the past imagery of the Italian ‘aristocratic concession’ to its contemporary reinvention as the ‘New Italian-style Town’. The third section explores the rationale for the diffusion of what I define as Italianerie: a fascination for Italy, for a ‘real-unreal’ Italian-flavoured atmosphere, through the creation of multi-million-dollar luxury designer outlets known as ‘Florentia Villages’. The first Florentia Village, ‘inspired by classic Italian architecture’, opened in Wuqing, halfway between Beijing and Tianjin, in June 2011, followed by the replica of this template in eight Chinese cities. Is this the outcome of a specific patrimonialisation strategy? What is the significance of this showcase of Italian design in China? What lies behind the apparent paradox of reproducing ‘in/authentic’ Italy in miniature, and using it to sell the ‘real’ luxury products, in a country like China, which is stereotyped as the paradise of the fake? Is innovation by design reconfiguring the relationship between production and consumption of cultural images and commodities? This article intends to explore these questions with particular attention to transcultural strategies in Chinese urbanism – past and present.


Author(s):  
Marinella Ferrara ◽  
Anna Cecilia Russo

Este artículo aborda el enfoque del diseño italiano de materiales, basado en una larga tradición de desafíos de intercambio entre prácticas intelectuales. Sobre la base de sus estudios anteriores, los autores, centrándose en el diseño y la historia de las empresas, explican el enfoque y las razones del proceso osmótico entre la tecnología y las humanidades en Italia y cómo estos intercambios desafiantes repercuten tanto en la producción como en los desarrollos futuros. Una visión general del paisaje cultural europeo de los tiempos ayuda a centrarse en las principales teorías que todavía representan un bastión de las Humanidades del Diseño. Explorar el significado semiótico de los materiales mejora las exploraciones sobre sus aplicaciones así como las investigaciones nuevas y en curso en el campo del Diseño de Materiales, también en términos de sostenibilidad e interacción.


Author(s):  
Mauro Attilio Ceconello ◽  
Davide Spallazzo ◽  
Martina Scianname'

The contribution aims at corroborating location-based mobile games as models for the integration of digital technologies in the educational field. They demonstrated to be valid alternatives to formal education in the applied research project: Play Design!, which addressed to high school students, interested in design-related matters, and intends to valorise the Italian design culture, transforming Milan into the stage of a double-sided story. Design is here highlighted both as a cultural heritage and a discipline, inducing the development of two different games sharing a common didactic aim: D.Hunt and D.Learn. The first one is a mobile treasure hunt illustrating the excellences of the creative production of the country, and the renowned protagonists and places of Italy- and Milan-based design: a cultural background to be preserved and valorised. The second one, instead, is a role-play, cooperative and competitive game which depicts the city as a hub for schools and universities, where design is considered a subject for didactic courses, a combination of theories and practices to be transmitted and implemented. Then, the two mobile, location-based serious games exploit this copious and multifaceted material for evident learning purposes, joining the examples of informal education to increasingly follow in future technology developments.


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