Confessional Wall

Modular screen wall

Flying Devices for Sensing Air Quality

Digital Fabrication & Microelectronics workshop

Greedy Grid

Furniture design & fabrication


interior design

“Cité de Refuge”

Venice Biennale 2016


Interactive Installation

Texas A&U Reciprocal Structure

Form Finding workshop


IOT Pendant Lamp Shade

Ripple bench

urban furniture


Generative Design of Artificial Reef structures

Zero Gravity

Retail Store Design

Bennet Linkage

Interactive Installation

Digital Futures 2020

Generative Design & Fabrication Workshop

FAB LAB Ioannina

Digital Fabrication Laboratory

Tzoumerka Dome

Design/Build Workshop

DoLab : One Warrior Canopy

Engineering Consulting for a lightweight shell structure

Atelier Arizona-Vanishing Point

Furniture Design Collection

ENΛITE Sunglasses

Design Consultancy & Product Develepment

New View

Research Pavilion

Parex Hanger

Product engineering

The Amplified Kite

Digital Design and Fabrication Workshop


Single family house in Ioannina

© 2016

Design Research Studio


Topotheque X Hyperion Robotics

Topotheque X Hyperion Robotics

Hyperion Robotics invited Evangelos and Iason Pantazis in their facilities in Helsinki in order to experiment on the prototyping and construction of an artificial reef module to be exhibited at the upcoming Tallinn Biennale of Architecture. Topotheque worked closely with Hyperion's team of experts on 3d printing with concrete and set the foundations for a great future collaboration.

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Schemata Workshop Part One

Schemata Workshop Part One

Topotheque has completed the 1st part of the Schemata Workshop under the auspices of the Postgraduate Program of Studies "Advanced Design:Innovation and Transdisciplinarity in Design" at the Aristotle University of Thessaloniki by completing the 1:2 scale model of a 30 sq.m. pavillion set to be constructed at the Architecture School of Thessaloniki. Great thanks to all the students and the professors that took part in the workshop!

Architecture Engineering Fabrication

Topotheque works with creative people and companies to make inspiring places and objects

Topotheque X Hyperion Robotics
Computational Design

Swarm robots

Architecture traditionally relies on careful preplanning of construction processes with strictly defined outcomes, yet in nature, millions of relatively simple social insects collectively build large-scale functional nests without any global coordination or final blueprint. In this work we investigate dynamic construction processes through the interaction of 200 hundred low tech bots, leading to novel structures with user-defined qualities. The aim is to construct a robot swarm, using a version of the toy “bristlebots” as a hardware platform.The active robots operate in a large two-dimensional arena (2x4m) filled with differently shaped passive building material, which they can manipulate. The project took part within a 4 day workshop, entitled "Swarmbot Assemblage" hosted from Smart Geometry conference at Chalmers University in Gothenburg, Sweden. It explores how different structures emerge when the swarmbot population is altered using “embodied encoding”, a way to affect the behavior of the robots through mechanical features. This work is enabled by close collaboration of architects, roboticists, and entomologists; with it we seek to explore structures which are emergent outcomes of local interactions.


Research question

Swarms of robots have previously been shown to be capable of self-organizing into complex predetermined patterns, however, in natural systems nests are built according to functionality rather than shape. Likewise, in this workshop we will generate emergent structures that exhibit certain predictable and potentially useful features or functions instead of specific shapes and geometries given in a top-down manner. We will explore how such a construction process can be directed through embodied coding of parts and robots rather than software control. 

Project goals

This work seeks to explore the relationship between a swarm of simple robots, how they manipulate their environment and self-organise through stigmergy1. We will explore the specific features that can be achieved reliably by the system, and how the parameters of embodied coding affect them. We will use both a physical swarm platform and a custom digital simulation to explore the design space and tune the assembly process. 


The work investigates the outcomes of the experiments either from the perspective of structures.​ Our interest lies in the qualities and properties of the structures and spaces that emerge. The ambition is to understand how these properties can be controlled by altering either the shape of robots themselves, the building blocks, or the environment.

Below are examples of such properties :

STRUCTURES:Structures are evaluated through the aggregation of clusters, formed by either blocks or robots. Their morphology in terms of linearity (continuity) is also investigated.

CLUSTERING: How can we control the sizes of structures/clusters that emerge? Can we form clusters of certain qualities, like elongated, round, etc? DURABILITY: Are the spaces temporary or permanent in nature?

DURABILITY: Are the structures temporary or permanent in nature?

SPACES: Spaces are defined as voids, in-between blocks and clusters of blocks, that are travelled by the robots.

CLUSTERING: Are separated spaces formed, or is it an integrated network? To what degree are the spaces one or two dimensional? And if they are two dimensional are they large or small?

DURABILITY: Are the spaces temporary or permanent in nature?

The investigations are done to build understanding of how to alter the set-up in order to control the behaviour in any one of the above areas. For each investigation  we have attempted to come up with a clear and consistent way of measuring the performance. We did that by adjusting the simulation based on our design goal and measuring how close to this goal we could arrive when running the physical experiment. We did this by developing a simulation tool in Processing and Analysing the video captures we collected through a blob detection algorithm within Python. The variables we focused are the following: a) Shape of robots b) Number of robots (% of arena size) c) Shape of blocks  d) Type of blocks e) Number of blocks (% of arena size) Friction of blocks f) Environment, (Static elements )


Kirstin Petersen, Petra Jenning, Nills Napp


Evangelos Pantazis, Manos Vermisso, Jasmin Sadegh



Unprecedented connectivity and social phenomena like crowdsourcing have a great impact on how we communicate experience and envision space. In addition to this, information technologies and the continuously expanding access to data, lead us to a paradoxical relation between the potential of dealing with more complex problems, but also, the necessity to develop new modes of design-thinking that can handle this massive amount of data and complexity.



As we stand on the threshold of a world defined in terms of digitally generated realities we need to consider more carefully than ever before the question of space and the nature of its reality (Woods,2002). We are observing a rapid change in the way space is being perceived and mediated, which is a direct consequence of advances in information and computational technologies. The data handling capacities of computers, the cutting edge analysis techniques and the custom developed software allow designers to address much more complex problems than ever before. As a result, a broader solution space can be explored, the designers gain access to massive data libraries and direct collaboration among different disciplines is facilitated. This requires a whole new set of design techniques, but, most importantly, new mind sets which enable algorithmic thinking and even a new level of cognition and understanding of space. Apart from mere geometrical representations, computational models become the new interfaces between different domains, where information science and mathematics respectively, play a crucial role. Models slowly become a new medium of experience, exploration and learning at the same time,revealing different levels of complexities.

In order to formulate a new design approach, in this context, there is a need for a paradigm shift towards a more participatory and open design system, where the designer’s intentions are informed by easily accessible data, relating to user behaviour and where design intuition is combined with analytical tools. Nowadays, architects can handle apart from non-Euclidean geometries, multi-dimensional data-sets and they can develop custom design systems.

Thus, this study suggests reconsidering the notion of design-thinking and speculates on novel ways of synthesising and producing architectural textures. It regards space as a scalar field of activities performed within it and uses as its reference system an abstraction of space, as it is experienced by its users. In this way, it promotes a methodology of generative texture formation by combining existing texture maps by means of computation. It particularly focuses on: a) gaining insight in the intractable design relationships that cannot be modeled using conventional associative methods and b) addressing both the possibilities in concept generation and the challenges in the translation from design to production.  

Design intentions and objectives

The project is built upon the idea that the activities performed in a specific space are mainly based on the user’s intuition within the available environmental context (light, sound etc). This intuitive human choice is suggesting a topological relationship of spaces and materials, making activities an abstraction of architectural space or indexes of any existing spatial setup.We suggest a method for texture synthesis, which can be informed by pre-srelected  or user defined texture maps. The research draws upon work done on the field of analysis of multi-dimensional datasets, like Principal Component Analysis (PCA)  and attempts to couple them with material research on functionally graded materials. The algorithmic definitions of the design tool were developed in Java programming language, while the experiments for the realization of the design outcomes were conducted using different additive and subtractive manufacturing technologies as well as a variety of materials (wood, resin, gypsum, ABS plastic) to test the performativity aspect of the generated textures.

The project was conducted from September 2012 till March 2013 at the Chair for Computer Aided Architectural Design at ITA of ETH Zurich, under the supervision of Professor Ludger Hovestadt, Manuel Kretzer and Hua Hao, by the students Styliani Azariadi, Evangelos Pantazis and Daniel Rohlek. The project is still under development and partially funded by the Ikea Foundation of Switzerland and by the LG Hausys/ Hi-MACS company.

etric configurations.

Meta Predictive Matter
Spatial Design
Spatial Design
Parametric Design
Parametric Design
Design Consulting
Design Consulting
Product Design
Product Design
Digital Fabrication
Evangelos Pantazis

Founder | Principal Architect

Evangelos holds a Ph.D. in Civil and Environmental Engineering from Viterbi School of Engineering at the University of Southern California where he has also worked as a teaching and research assistant. He has earned his Master of Advanced Studies in the field of Computer Aided Architectural Design from the ETH in Zurich and got his Diploma in Architecture from the Aristotle’s University of Thessaloniki, Greece. Professionally, Evangelos worked in several international offices, including Graft Architects in Berlin, Studio Pei Zhu in Beijing and Buro Happold Engineering in Los Angeles. His research has been presented in multiple Design-Computing Conferences and his professional work has been exhibited at venues such as the Venice Biennale of Architecture, the Modern Art Museum of Lausanne (ELAC) and the Benaki Museum in Athens. Since 2014 he lives and works in Los Angeles.

Iason Pantazis

Founder | Principal Architect

Iason is a registered architect in Greece and currently teaches Architecture at the Department of Architecture of the University of Ioannina, while he has also taught Architectural Technology at the Department of Architecture of the University of Patras as adjunct faculty.
He holds a Master of Science in Advanced Architectural Design from Columbia University in New York and prior to this he obtained his Diploma in Architecture from Aristotle University of Thessaloniki, Greece and attended Master Classes at the Technical University in Delft, Holland. His personal and collaborative work has been exhibited at the Venice Biennale, the AIA New York Center for Architecture, the Benaki Museum, the State Museum of Modern Art and the Byzantine Museum in Athens. He is the founder and director of the Digital Innovation Hub Fab Lab Ioannina and lives and works in Ioannina.

Constantinos Schinas
Constantinos Schinas

Product Designer | CAD | CAM

Constantinos is a multi-disciplinary designer working on a vast array of projects ranging in scale and complexity. His professional experience extends to: Parametric design, CNC/CAM/CAE/FEA programming/manufacturing, design for manufacturing, product design, sound design, construction, interior architecture, woodworking, motion graphics, direction, commercial photography/video, video editing, film, camera, CGI, visual effects, CAD, web design, UI/UX design, visual arts, printmaking, programming, art photography, classic animation, graphic design, 3D modelling, illustration, information technology, computer graphics.

Anastasios Dedes

Art Director | Graphic Designer

Anastasios experiments with lines, letters, colours, values, forms , intensities, deconstruction in both 2d and 3d environments. As 'Unidead', 'Matao Oka', 'Littll' and 'Aaiikkoo' works across various fields such as visual communication, typography, branding, identity, advertising, illustration, concept design and photography. Anastasios Dedes has taken part in numerous exhibitions and festival both in Greece and Europe, offering powerful visuals and innovative street graphics.

Pantazi5 Architects

Architecture Firm

Pantazi5 Architects is an award-winning architecture firm with offices in Athens and Ioannina, Greece. Pantazi5 Architects's work focuses on applying a holistic approach to architectural design and includes hotels and restaurants, private residences, apartments and offices, housing and cultural institutions.

Fab Lab Ioannina

Digital Innovation Hub

FAB LAB IOANNINA is an active node of the Digital Fabrication Laboratories network Fab Labs and acts as a interdisciplinary platform for the development of Digital Fabrication Technologies.
Main focus of the lab is the application of Digital Fabrication, Information and Communication Technologies in order to foster Education, Collaboration and Innovation in the local context of Greece and in the global concept of the Network Society.

Fabrication Services

Founded in 2011, is a fabrication facility offering laser cutting & engraving services to creative companies and individuals. is not your average manufacturer, but was founded by a team of talented designers to serve professionals and individuals in Greece.

Past Team Members
Past Team Members

Architects + Designers

Nikolaos Raptis - Fabrication Specialist
Georgios Alexis - Project Architect
Vassilios Alexis - Project Architect
Eftychia Zapheiri - Project Architect
Sotiris Gonis - Design Intern
Alex Chelidonopoulos - Project Architect
Eleftheria Labropoulou - Architecture Intern

Join the team!
Join the team!

Internship Program

The goal of the Topotheque Studio Internship Program is to provide experience and exposure to the many facets of architectural practice. Interns assist project teams and may gain experience with schematic design, Cad Software, digital fabrication and model making as well as construction documents and presentation projects.
All Resumes, Inquiries, or Portfolios should be sent to not exceeding 8MB.

People we work with
Digital Futures
Halter AG
Biennale of Western Balkans
Onassis Foundation
Romantso Cultural Centre
Giorgos Sfakianakis
Small studio
Greek State Museum of Contemporary Art
CODA Barcelona tech
Interdisciplinary Design office
Yfalos @
Yfalos @
Putting computation and robotics into practice – Interview
Putting computation and robotics into practice – Interview
Tzoumakers Dome @
Tzoumakers Dome @
Biennale of Western Balkans Catalogue
Biennale of Western Balkans Catalogue
Venice Biennale 2016 Catalogue
Venice Biennale 2016 Catalogue
Mildframe Magazine
Mildframe Magazine
8th Biennale
8th Biennale

Iasona 3, 45221, GR
t: 30 6974999242

Los Angeles
Los Angeles

818 S. Grand Avenue, 90017, CA, USA
t: 1 213 2704687

Design at the intersection of architecture, engineering and fabrication