101 Taipei

Architectural Installation

Swarm Scapes

generative architectural design

Cafe Parole

Coffee shop in Ioannina


Art Exhibition


Fast Food Restaurant

Ripple bench

urban furniture

Meta Predictive Matter

computational texture synthesis

ENΛITE Sunglasses

Design Consultancy & Product Develepment


interior design

7 ply

Skate Art Exhibition

Bennet Linkage

Interactive Installation


Exhibition at Dynamo Project Space

Pha Tad Ke pavillion

Garden Pavillion

New View

Research Pavilion


Single family house in Ioannina

Roof 4014

Rooftop Addition

Canopy House

Interior design

Zero Gravity

Retail Store Design

“Cité de Refuge”

Venice Biennale 2016


Design by playing


Interactive Installation


Traditional Hostel in Zagori

Bifur Jewelry Series

Parametric Jewel Design

Greedy Grid

Furniture design & fabrication

Confessional Wall

Modular screen wall

© 2016

Design Research Studio


Moon Light – Interactive installation

Moon Light  – Interactive installation

Topotheque Design Office in collaboration with James Bianchi and Mohamed Bensasi created an interactive light installation for a series of music events organised in Downtown LA by Moony Habits music collective.
Inspired by the collective's main theme, which revolves around the moon, we designed, fabricated and programmed a minimal light installation which responds to sound intensity and rhythm. The light intensity and colour is continuously fluctuating based on sound therefore giving a special ambience on each show. The installation is made out of white acrylic and the light source is a LED strip controlled via arduino board and sound sensors in the space

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Form Finding workshop at Texas A&M University

Form Finding workshop at Texas A&M University

Evangelos from Topotheque was invited at the Texas A&M University/ College of Architecture to teach a workshop on computational form finding and digital fabrication.
The 5 day workshop was part of a 1st year design studio led by prof. Alireza Borhani Haghighi and included both tutorials on computational tools (Grasshopper, Processing) as well as the digital fabrication and assembly of a structure designed with a proposed design workflow. A number of twenty students participated and were introduced in a design workflow that includes: a) form-finding using computational tools and b) performance based analysis using analytical solvers c) digital fabrication of a shell structure in 1:1 scale. The workshop focused on a traditional building system, that of reciprocal frames and cheap construction materials such as paper tubes.
Students explored different design alternatives and evaluated them based on their performance (environmental and structural). A design was selected for fabrication and a structure comprising of 275 paper tubes and 3d printed joints was installed at 4th floot of the school of Architecture at the E. Langford Building.

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Description:Reciprocal form finding workshop will focus on interactive form finding of shells structures and their materialization using reciprocal frames. Emphasis will be given on how to explore form finding beyond the analysis of forces by taking into consideration environmental parameters. We will further inform the design process by integrating a traditional building techniques, that of reciprocal frames. Correlations between top down and bottom up design approaches will be addressed through the use of both linear and non-linear design techniques. Participants will be introduced into an integrated design workflow which includes set of programming and visual scripting and parametric tools namely: Rhinoceros 3d, Grasshopper (Kangaroo, Ladybug, HoneyBee) and, Processing (IGEO). We will use this integrated workflow to design, analyze and evaluate different design alternatives based on their performance. One design approach will be selected for fabrication and assembly and will be installed in atrium of the school of Architecture.

The goal is to teach students computational form finding and introduce them to an integrated design methodology, where analytical tools can be used along with generative ones for driving the design process and improving the design outcomes. Additionally, participants will have the opportunity to experience how such a methodology can facilitate the data flow from design to construction and inform the design outcomes. Lastly another goal is to introduce students on how realistic constraints which relate to the site will be addressed (available material, geometry of atrium) can be used as design drivers which informed the selected structural system

Platforms: Rhinoceros 3d, Grasshopper (Kangaroo, Ladybug, HoneyBee) and, Processing (IGEO)

Tutor: Ph.D. student Evangelos Pantazis

Professors/Advisers: Alireza Borhani Haghighi, David J. Gerber

Participants: Alexandria Lamastra, Andrea Aponte, Brazos Pinto,  Chandler Fleming, Christine Miterko, Elizabeth Villarreal, Erika Barrios-Valadez, Erika Lopez, Jacob Metzler, Jared Kotzur, Kyle Gage, Kyndal Gordon, Lauren White, Martin Reyna, Miles Buchta, Rotana Hok, Sergio Razo, Shelby Roach, Sydney Lemanski, Wayne Figg

Architecture Engineering Fabrication

We are an award winning Design Studio operating on the Intersection between Architecture and Design, Arts and Science.

Moon Light  – Interactive installation
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
Billfold wallet
Billfold wallet
Crease Bracelet
Crease Bracelet
ENΛITE Sunglasses
ENΛITE Sunglasses...
Phyllotactic lamp
Phyllotactic lamp
Bifur jewel series
Bifur jewel series...
Calendar_2013: made in china
Calendar_2013: mad...
Digital Fabrication
Evangelos Pantazis
Evangelos Pantazis

Founder - Principal Architect

Evangelos holds a Masters of Advanced studies in the field of Computer Aided Architectural Design from the ETH in Zurich. He obtained his Diploma in Architecture from Aristotle University of Thessaloniki with honours and is a registered architect in Greece. Evangelos has also received vocational training in jewelry design and manufacturing (silversmith) from the MOKUME Jewellery Design School.
Evangelos is currently pursuing a PhD at the Viterbi School of Engineering at the University of Southern California, with a research focus on the Multi Agent Design Systems and the combination of generative design techniques with environmental and structural numerical analysis.

Iason Pantazis
Iason Pantazis

Founder - Principal Architect

Iason is a registered architect in Greece and currently teaches Architecture at the University of Patras and at the University of Ioannina.
He holds a Master of Science in Advanced Architectural Design from Columbia University and prior to this he studied Architecture and Media in Delft, Weimar and Thessaloniki. His personal and collaborative work has been exhibited at the Venice Biennale, the Benaki Museum and the Byzantine Museum in Athens. He is the founder of the Fab Lab Lasercutter.gr and lives and works in Ioannina.

Magadalena Pantazi
Magadalena Pantazi

Associate - Senior Architect

Magdalena is a freelance architect who lives and works in Athens. She holds a Master of Science in Design and Computation from the Massachusetts Institute of Technology and a Master in Architecture and Spatial Design from the National Technological University of Athens. She obtained her Diploma in Architecture from the Aristotle University of Thessaloniki. She is a registered Architect in Greece and her work focuses on the use of computational processes as information mechanisms in design development, both in actual production as well in education.

Eleni Chatzi

Associate - Structural Engineering Consultant

Eleni is currently an assistant professor at the Chair of Structural Mechanics at the Institute of Structural Engineering, ETH Zurich. Her research deals with the observation of large scale infrastructure components such a bridges and buildings and the extraction of metrics that relate to their way of deforming and correspondingly to their condition, strength and potential weaknesses or deterioration.

Constantinos Schinas

Designer / Αpplied scholar

Constantinos undertakes tasks that range from Design to Construction, Applied Arts to Post Production, all in one wander. He provides design and consultancy services based on his diverse experience, in small and large scale design projects. His work is motivated by his passion which is summarized in the following phrase:
love to learn, learn to love.

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 iason@topotheque.com not exceeding 8MB.


Fabrication Services

Founded in 2011, Lasercutter.gr is an award winning laser cutting & engraving service based in Ioannina and Athens, Greece, specifically for the needs of creative industries. Lasercutter.gr is not your average manufacturer, but was founded by a team of talented designers to serve professionals and individuals in Greece.


Fabrication Services

Kkervvit is an innovative business at the interface between design and digital production located in Athens/Greece. We explore the influence and utilization of CNC technologies, design computation and automated production on creativity and self-expression across scales, mediums or disciplines. We have a long tradition in mold making and plywood processing, thus carefully select the best local veneers and adhesives in order to produce high quality panels that we form in a variety of thicknesses and molds.


Design Shop

Vagio is a curated network of creative people, driven by a common pursuit of pushing the boundaries of design, in its multiplicity of expressions (furniture design, object design). Together we seek to re-examine how and why we make the things we make. People who participate in the Vagio collective, design with the intent to not simply bring one more object into existence, but to progress our conceptions of making and develop advancements in customization.
More importantly, we design with an aim to provoke our environment and a broader range of people that share common perspectives.

Onassis Cultural Centre
Romantso Cultural Centre
Giorgos Sfakianakis
Next Node
Xenakis Curved Plywood
Dynamo Project Space
Byzantine Museum Athens
Greek State Museum of Contemporary Art
CODA Barcelona tech
Interdisciplinary Design office
Venice Biennale 2016 Catalogue
Venice Biennale 2016 Catalogue
Mildframe Magazine
Mildframe Magazine
8th Biennale
8th Biennale
Maison Crystal Exhibition Catalogue
Maison Crystal Exhibition Catalogue
Another Photo Opportunity
Another Photo Opportunity
Grasshopper3d Galleries
Grasshopper3d Galleries

Iasona 3, 45221, GR
t: 30 6974999242
m: iason@topotheque.com

Los Angeles
Los Angeles

818 S. Grand Avenue, 90017, CA, USA
t: 1 213 2704687
m: vague@topotheque.com

Design at the intersection of architecture, engineering and fabrication