Bifur Jewelry Series

Parametric Jewel Design


Art Exhibition

Roof 4014

Rooftop Addition

Crease Bracelet

Parametric Jewel Design

Zero Gravity

Retail Store Design

ENΛITE Sunglasses

Design Consultancy & Product Develepment


Single family house in Ioannina

Bennet Linkage

Interactive Installation

Canopy House

Interior design


Fast Food Restaurant

Swarm Scapes

generative architectural design


interior design

Ripple bench

urban furniture

Confessional Wall

Modular screen wall

“Cité de Refuge”

Venice Biennale 2016

Greedy Grid

Furniture design & fabrication

101 Taipei

Architectural Installation

7 ply

Skate Art Exhibition

New View

Research Pavilion


Design by playing

Cafe Parole

Coffee shop in Ioannina

Pha Tad Ke pavillion

Garden Pavillion


Traditional Hostel in Zagori


Exhibition at Dynamo Project Space

Meta Predictive Matter

computational texture synthesis


Interactive Installation

© 2016

Design Research Studio


Warm Wishes for 2017

Warm Wishes for 2017
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Floating City

Floating City

Fata Morgana mirages significantly distort the object or objects on which they are based, often such that the object is completely unrecognizable. It is the Italian name for the Arthurian sorceress Morgan le
Fay, from a belief that these mirages, were fairy castles in the air or false land created by her witchcraft to lure sailors to their deaths Influenced by such beliefs -which reshapes aspects of the real world into something unworldly-, we tend to envision tomorrow as a refraction of the present economic, social and environmental conditions, rendered through the technological advancements and their implications in the way we design and fabricate our environments.
In that sense, Floating City is a design project, disguised in the form of a construction simulation game, which speculates on the idea of the future city as a technological mirage governed by users’ input fused with data collected from the physical environment; a virtual Fata Morgana -informed by
the interaction of different geographical particularities with users’ understanding of natural processes- which seeks to explore generative design processes where the recursive iteration of simple mechanisms results in complex phenomena, in order to improve the built environment around us.

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Algorithmic design-topia

Topotheque Design Studio is an award winning design practice operating on the intersection between architecture and design, arts and science.

The studio’s research objective lies in distilling global values within the design process, through the use of novel means and extensive experimentation. Main focus is set on the relationship between the inanimate design parameters and the actual realization of the final object,  be it a building, a design object, an illustration, or an installation. With a varied field of work in different scales and through multiple platforms, Topotheque manages to bridge the gap between conception and realization by merging local traditional techniques and cutting edge technology. These attempts compose an intriguing index, merely an archive of design “places”, which extends beyond the spatial substance of a design studio, by placing its practice within the hyper-local framework of the contemporary society of networks.

Warm Wishes for 2017
He obtained his degree in Architecture from Aristotle’s University of Thessaloniki in 2010, and has also graduated from the MOKUME jewellery design school in 2007, where he was trained as a jeweler. Evangelos also holds a Masters of Advanced studies in the field of Computer Aided Architectural Design from the ETH in Zurich. Professionally, Evan has gained experience in several international offices, including Graft in Berlin and Studio Pei Zhu in Beijing.
He 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 numerical analysis (environmental and structural)

click here to download CV

He studied architecture in Thessaloniki, Delft, Weimar and New York. He is a registered architect in Greece and has worked as teaching assistant at Columbia University. His first solo exhibition was hosted in the Byzantine Museum of Athens while in the past he has participated in group exhibitions abroad. He is founding member of the design firm Topotheque.

click here to download CV

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
Slant Ring
Slant Ring
Bifur jewel series
Bifur jewel series...
Calendar_2013: made in china
Calendar_2013: mad...
Digital Fabrication
Eleni Chatzi

Structural Engineering Consultant

Eleni Chatzi 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, Arts to Post Production, all in one wander.
He provides design and consultancy services based on his multi-faceted experience, on projects of either small or large scale.
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, AutoCAD, model making, construction documents, and presentation projects.
All Resumes, Inquiries, or Portfolios should be sent to not exceeding 8MB.

Fabrication Services

Founded in 2011, is an award winning laser cutting & engraving service based in Ioannina and Athens, Greece, specifically for the needs of creative industries. 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.


Creative FabLab

Swop is a creative lab, equiped with its own laser cutter. We try to bring together architecture, design and photography in order to produce a range of photo installations, objects, prints and animation. Our vision is to combine nice design with new production techniques and a variety of materials.

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
Greek Summer in Crisis
Greek Summer in Crisis
Another Photo Opportunity
Another Photo Opportunity
MASSIVE Magazine Interview
MASSIVE Magazine Interview

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