Paul Gulati of Common Design Studio on creating immersive areas that contemplate all of the senses

by Editorial Team
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Based by Edward Barber and Jay Osgerby in 2001, Common Design Studio has lengthy been a benchmark for considerate, high-quality spatial design. Over time, its output has expanded from industrial interiors into exhibitions, cultural tasks and large-scale workspaces – all underpinned by a meticulous method to craft and storytelling.

As ‘Really feel the Sound’, an immersive exhibition designed by the studio, involves a detailed on the Barbican Centre (you may catch it till 31), we caught up with Common Design Studio Director Paul Gulati – who has been with the observe for 20 years – to mirror on the studio’s evolution, the function of sensory expertise in design and what would possibly come subsequent.

Stella McCartney’s retail areas had been the primary important tasks undertaken by Common Design Studio following its launch in 2001

(Picture credit score: Common Design Studio)

Wallpaper*: Are you able to inform us a bit about your background and the way you got here to hitch Common Design Studio?

Paul Gulati: I studied structure as a result of I wished to do one thing inventive – I used to be all the time obsessive about drawing and mark-making. On the similar time, I used to be releasing music on Aphex Twin’s label, Rephlex, within the Nineties, and I nonetheless have a sound studio. That exploration of sound has come full circle with our ‘Really feel the Sound’ exhibition.

I initially arrange my very own studio, however started freelancing with Common within the early 2000s – round 2004 or 2005. I used to be actually drawn to the tradition and craft of the studio. I’d seen the Stella McCartney undertaking and was so impressed by the extent of element. I simply wished to be a part of that. The fervour for doing work to the best commonplace was actually addictive – and that’s why I’m nonetheless right here.

Museum interior with red ceiling and illuminated displays

Common Design Studio’s first foray into exhibition design was with ‘Chilly Warfare Trendy’ on the V&A, marking the beginning of the studio’s growth from retail to cultural tasks

(Picture credit score: Common Design Studio)

W*: How has the studio modified within the 20 years you’ve been there?

PG: It’s advanced loads. Again after I joined, we had been all based mostly in a single constructing in Shoreditch – Common, Map, and Barber Osgerby. It felt like a design campus. Now we’re extra unfold out, and that displays how the observe has grown. Edward and Jay all the time meant to construct one thing that would evolve with out being utterly reliant on them, and that spirit continues to be right here.

We began with small retail tasks – some luxurious, some shops – after which alternatives opened up in cultural work and hospitality. ‘Chilly Warfare Trendy’ on the V&A was a key second, and profitable the Science Museum’s ‘Data Age’ pitch got here from folks being intrigued by how we instructed tales by way of retail design. That concept of bringing narrative and materiality collectively has led us into all types of sectors – usually in ways in which had been partly deliberate, partly blissful accidents.

Display stand in white museum interior

Gulati feedback that profitable the pitch for the Science Museum’s ‘Data Age’ exhibition ‘got here out of individuals being intrigued by how we instructed tales by way of retail design’

(Picture credit score: Images by Andrew Meredith)

W*: What’s your function now, and the way does the studio’s collaborative mannequin form the best way you’re employed?

PG: I’m considered one of three administrators on the Common facet, alongside Carly Sweeney and Jason Holley. Others have performed massive roles over time too. The title ‘Common’ actually displays how we work – it’s not a couple of single authored voice.

Aesthetics matter, in fact – they should resonate culturally and emotionally – however for us, they’re the results of deeper choices about perform, environment and intent.

Paul Gulati

Supply: Wallpaper

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