Anti-Neutral
Interior design is an exercise in individual will and fantasy.
Time and time again, humans are in need of new experiences but have to integrate them by using and modifying pre-formed cognitive orientations.
It is easier to convince the public to ignore poor design than to make them enjoy great design.
"humanity I love you because when you're hard up you pawn your intelligence to buy a drink"
e.e. cummings
References and The Design Scene:
What we try to do
To construct another world whose location and relation to the past, present and future are unknowable.
Objects become the actual mechanism by which on lives in the space: windows, doors, bathrooms, HVAC, etc.
Working with the vocabulary of steel plate, kinetic members, cantilevered structures, plywood panels, concrete surfaces, THE DESIGNER makes everything a little bigger.
Our architectural objects become heavy to the touch and grander in scale.
I appropriate the images of mass production - factories, cranes and derricks, refineries, etc and blow these icons up to the point where they become giant environmental sculptures
I have a love for the mechanistic side of architecture. I borrow from the disciplines of engineering, advertising, mining, space exploration, blacksmithing and forging, and the movie making industry.
The design "scene" - the continuation of rapid-fire exchange in the use of imagery (the fate of the ephemeral) except for certain constants in the design scene.
Designers make images and then see if those images work. What the designer knows is unclear. I don't really know how I perceive, as when I pick out a friends face without knowing what features I recognize.
The factors underlying the design experience can be expressed in terms of requirements that an optimally effective work has to fulfil.
The laws underlying design experience can be translated into rules for guiding design (and art) evaluation, however, the application of these rules would require information - a part of which is so personal and private and frequently so subconscious that it can not be observed or obtained.
Artist who I think of that I feel are references to our work at patryan:things -
Gordon Matta-Clark
Richard Serra
Mark Pauline and Survival Research Labs
Chris Burden
David Ireland
Architects who I kind of like:
Frank Gehry
Jordan Mozer
Ron Arad
Alfredo Arribas
Robert Venturi
Other refs:
Part of the Bauhaus
Non-institutionalized cultures
Consumerism
Pre-Raphaelites
American Technology
Optimism
Melancholy - a specialty of being
The Development of Style:
A coherent iconographical packet of information to be used in an emergency.
To illustrate the relationship between matter and form, through examples of the use of certain materials in design and the creation of objects
To express a love for a rational, anti-romantic color language as a medium of human communication
To represent a world of pure and immaterial things, "anti neutral" and perceived intellectually

