Ofer Berman

PhD Candidate

Prof. Ezri Terezi
Prof. Nadav Shashar

Digital Tabular Coral – Freeform clay deposition in the service of marine biology

This research investigates an approach to designing and producing an artificial tabular coral by means of freeform 3D printing using natural clay. Most 3D printed artificial corals are formed by scanning natural corals and printing them with conventional layer-by-layer methods, often defined as slicing a model. Here, a freeform clay deposition method is used, which exploits the design opportunities of creating new morphologies of artificial corals, influenced largely by an industrial design perspective. The system allows the designer complete control of the pattern and deposition of the material in relation to the parallel natural coral. This method of designing crafty corals requires full understanding and control of both marine biology and machinery to achieve the desired functionality and aesthetics.

Reef, Artificial, Coral, clay, 3d printing


Lior Arbel

PhD Candidate

Yoav Schechner, Viterbi Faculty of Electrical Engineering, Technion, Israel
Noam Amir – Department of Communication Disorders, Sackler Faculty of Medicine, Tel-Aviv University

Active Wineglass Musical Instruments

My research concerns the development of a novel active musical instrument, the Symbaline. My aim was to develop a musical instrument which uses wine glasses as sympathetic radiators of string sounds, much like the Sitar uses two sets of strings. Initially, acoustical methods of coupling strings and wine glasses were developed, and prototypes of musical instruments based on these methods were suggested. Later, the Symbaline was developed using electromagnets to generate wine glass sounds using amplified signals produced by a guitar. The Symbaline sound space was then explored using various input instruments, custom virtual instruments and audio effects. I’m currently developing electromechanical effects to enrich the Symbaline’s sound.

Active instruments; Musical instruments; Sympathetic resonance; Symbaline; Wine glass music;


Musical instruments, electric guitars, sympathetic instruments, active instruments, wine glass music, signal processing (mainly musical signals), signal integrity, waves, music.


Noam Attias

PhD student

Assistant Professor Yasha Grobman
Professor Ezri Tarazi (Faculty of Architecture and town planning at the Thechnion)
Professor Ofer Danai (Northern R&D, MIGAL, Israel).

Noam Attias is a PhD candidate, fusing biotechnology and industrial design. She holds a B.Des in Inclusive Industrial design from the Hadassah Academic College, Jerusalem, graduated with honors. Her graduate project was presented at Ars Electronica exhibition, Linz, Austria 2013. During her studies, Noam developed a growing interest in the fabrication processes of biological materials and its utilization possibilities. After a short period at WCDIB design studio, she decided to take a deep tour into the world of biology. She graduated with honors an M.Sc in biotechnology, focusing on protein engineering methods at Professor Oded Shoseyov’s lab, The Hebrew University of Jerusalem, Faculty of Agriculture, Food, and Environment, Rehovot, Israel. Noam joined as scientific coordinator to “life object” the Israeli pavilion at 2016 Venice biennale of architecture. She presented her research projects in both scientific and design conferences.
In her PhD research, Noam aims to fuse her experience in design and biotechnology by exploring novel uses of fungal mycelium as a structural material in architecture and design, using advanced interdisciplinary materials and methods. The research is done at three different labs with unique knowledge and expertise in the fields of Architecture, Industrial Design and Applied Mycology.

Bio fabricated Materials in Design: Utilizing Natural Bio mechanisms of Fungi to Develop Novel Mycelium Composites in Industrial Design

The constant increase in global waste and depletion of natural resources, along with recent trends engaging advanced bio-fabrication tools to designers and architects, has recently led to the development of novel bio-based materials. In this work, the potential of treating regional organic waste with fungi, to produce natural bio-composites as an alternative for synthetic materials currently used in design and architecture products is investigated.
The proposed research integrates biotechnological tools and methods with design research and development process, to modify materials for specific functions and uses, in a bottom-up approach. According to our literature review, current academic research in this field is very limited, and does not employ the full potential of harnessing biological mechanisms as novel design tools. In addition, so far, no research has been found in which all the significant variables affecting material characteristics were systematically tested nor described. The proposed research methodology is based on an integrated material driven design process, fusing bio-chemical, physio-mechanical and functional material aspects. A preliminary study examined the suitability several fungal species to develop on regional agricultural wastes. In the proposed research, as a first step, the adjustment of few more fungal species to develop on apple and vine substrates was evaluated.
The current stage of the research tests several fabrication methods, aiming to locate other manufacturing techniques besides using plastic molds and reveal and control unique functional and aesthetic qualities of mycelium-based bio-composites through hands-on design explorations. Meanwhile, we use biotechnological methods to analyze compositional changes in plant and fungal matter during fermentation and evaluate their relations to final material properties. Accordingly, various biochemical modifications and fabrication methods will be indicated to attain target material properties. In the final stage, several design case-studies will facilitate to fuse biotechnological tools with design research principles and validate the feasibility of obtained materials to selected applications, by matching shape, matter and purpose, through functional and aesthetic values.

Mycelium; Bio-composite; Bio-fabrication, Bio-design, Sustainable Biotechnology, Circular design

Relevant links



– Noam Attias, Ofer Danai, Nirit Ezov, Ezri Tarazi, Yasha J. Grobman, “Developing novel applications of mycelium-based bio-composite materials for design and architecture” Proceedings of COST ACTION FP1303, building with bio-based materials: Best practice and performance specification, September 2017. Zagreb, Croatia.
– Attias, N. “Biological Materials – Cabinets of Curiosities”. In “LifeObject – Emerging Biology and Architecture book”. Eds. Bachelet, I. Bauer, B. Blonder, A. Eylat, Y. Lazarovitch, N. Israeli Pavilion for the 2016 Venice Architectural Biennale. Stern-Thal Pres. Montreal. Canada. Pp123-130. 2016.

• Bio-fabrication- Fusing Industrial design and Biotechnology
• Developing sustainable biological materials in architecture and design.
• Nano-bio-materials, Sustainable materials.
• Applied Mycology – using fungal materials in design and architecture.
• Circular Design, Critical Design Thinking, Multispecies Design.

Mycelium based composites using regional pruning waste as substrate

In this work, several fungi species were grown on varied local agricultural-growth wastes to evaluate which pair of fungi-plant material features the most suitable combination for future applications. The fungi; Pleurotus pulmonarius, Pleurotus ostreatus, Pleurotus salmoneostramineus and Aaegerita agrocibe where grown on woodchips of Eucalyptus, Oak, Pine, Apple and vine. The samples were tested for selected properties, including chemical changes in organic matter (pH, electric conductivity, water, carbon and nitrogen contents), mycelium growth rate, density and quality impression. By examining these fundamental materials characteristics, we aim to achieve a thorough understanding of the structural and aesthetic opportunities that this novel bio-material should offer. The current stage of the research shows that the most efficient integrations where the samples of P. ostreatus grown on Apple or Vine woodchips. Future work will focus on using suitable analytical methods for further understanding of the changes in mycelium and plant structures during the digestion process and locating essential variable parameters of previous and post processing, to achieve desired material properties and introduce innovative characteristics and functions over existing industrial products and applications.


Ronen Eidelman

PhD Candidate

Dr. David Behar, Professor Karel Martens

Ronen Eidelman is an designer, writer, and researcher based in Jerusalem. A Ph.D. candidate at Faculty of Architecture and Town Planning at the Technion – Israel Institute of Technology, where he also a member of MUNDI (Media Urban New Design Interactions) Lab, Eidelman received an MFA in Public Art and New Artistic Strategies from Bauhaus University in Weimar, Germany, and holds a bachelor’s degree in visual communications.
Ronen is Co-founder and co-editor of Erev-Rav, the leading art and culture magazine in Hebrew. founded and edited several art and political journals/magazines as well as publishing books.  Makes a living as a freelance graphic designer mostly serving non-profit sector. Produced and created numerous events and projects linking art, culture and grassroots politics and participated in exhibitions and festivals worldwide.  Ronen likes hats and enjoys wearing many kinds.

Research: Community Surveillance in the Public Sphere

The powerful actors involved in surveillance are still governments and corporations, but the possibilities of people performing surveillance on others, as well as being observed themselves (by others), has deeply extended.

In my research, I explore how the control over the surveillance systems can be allocated to communities. I do not only How can surveillance technology be used not to control and/or discipline people; but how communities can use surveillance for their own needs and benefit.

I’m studying surveillance in West Jerusalem Jewish neighborhood public spaces, we I find a paradoxical picture. Both from the authorities controlling the systems and the residents living under them i observed mixed and ambiguous reactions and behaviors. From acceptance, and a desire to expand the system, to uneasiness and not trusting the system, to resident-led participatory surveillance activities on themselves, park visitors, and surveillance of park-related authorities and municipal workers.

These findings are leading to a participatory action research, working with the community to design tools and systems that make the public space not only safer and welcoming, but also more opened and democratic.

Surveillance, participatory design, public sphere, surveillance society, cctv, security

– “Personal Security”, Mafteakh: Lexical Review of Political Thought, 2011 3: In Hebrew
– Plan B for Zionism “Medinat Weimar”, Dissonant Memories Fragmented Present. Charlotte Misselwitz, Cornelia Siebeck (eds.) Berlin, Transcript Books, 2009.
– Artist who love to hate the wall, art practices and the security barrier in Palestine, Theorizing Cultural Activism: Practices, Dilemmas and Potentialities. “Thamyris/Intersecting: Place, Sex, Race”, New York and Amsterdam: Rodopi, 2009
– Public Response to Works of Art, Learning mind : experience into art. Mary Jane Jacob; Jacquelynn Baas (eds.) Berkley, University of California Press, Fall 2009
– “Pipi, Poo, Hitler, Auschwitz, Shoa and Nazi symbolism in contemporary Israeli Art “ Wonderyears – New Reflections on the Shoah in Israel, NGBK, Berlin.
– “On the Possibility of Criticism Today“ Bezalel Journal of Visual and Material Culture, Issue # 2, June 2015, Jerusalem.
– Co-Editor in chief – Erev Rav – art and cultural journal www.erev-rav.com

Urban Interaction Design, Surveillance, Art in public space, the public sphere, activism, participation



Rachel Getz Solomon

PhD candidate

Prof Ezri Tarazi
Prof Tamar Elor

Rachel Gets Salomon is a Doctoral candidate in the Design Department of the Architecture Faculty at the Technion Israel Institute of Technology. She has a Research M.A. in Cultur Studies from The Open University, Tel-Aviv Campus, summa cum laude, and B.F.A. in Art and Design from the Jewelry and Fashion Design Department of the Bezalel Academy of Art and Design, Jerusalem. Rachel is a Curator of fashion and identity exhibitions, and the curator of the International Stone Sculpting Symposium in Israel. As of 2015 she is a member of the Experimental Art and Architecture Lab in the Technion. Rachel is teaching courses in Basic Design A, Basic Design B, at the Architecture Faculty, the Technion

Research: Dressed for War – the Metamorphosis of the Military Skirt

This research project examine the relationship between form, material, and self experience through a specifically designed object – the skirt. Over the course of history, the skirt has become a feminine item. In pre-modern fashion as well as in the modern one, except for ethnic and folkloristic appearances such as the Scottish skirt, a proposal for a masculine skirt did not exist. Since the end of the last century, postmodern fashion has formulated several such proposals, although they have not yet become widespread and accepted. The transformation of the skirt into a feminine clothing item has led to the skirt being perceived to be associated with femininity to the point of turning it into a metonymy for femininity. In the cultural sphere, the skirt is located in different fields of gender-related reference, which also relate to ethnic, sectoral and personal characteristics.

The skirt is one of the most ancient, varied and long-lived forms of clothing. Throughout history, skirts were an item of clothing that involved masculinity and its demonstration. They exposed the male leg to display the body part that symbolizes masculine bravery. In ancient Egypt, the men wore short skirts known as Shendyt, that was adopted into ancient Egyptian culture from the clothing repertoire of the ancient hunter, for whom the skirt was the ultimate garment, that allowed maximum freedom of movement. The skirt was the exclusive and most common item of masculine dress and was excluded from female attire.

In the early Middle Ages in Europe, warriors from all combat units wore skirts. For some reasons, in the late Middle Ages, the skirt gradually entered the female wardrobe and became an important item in it. Ultimately, the skirt transformed from the ideal item for war, to a “feminine” item that asserts inability to fight and marks the defamiliarization and exclusion from the combat units. Its design changed from a liberating comfortable clothing to a movement-limiting object that attests to the person wearing it as inability  to fight  and even asserts her confinement to specific and “feminine” roles within the military establishment. The research examine the metamorphosis of the skirt – from the ultimate clothing item for war, to a “feminine” item of clothing that asserts the inability to fight and marks the defamiliarization and exclusion from the combat units. This is how it appears in popular representations of women fighters such as Wonder Woman, Catwoman, Scarlet Witch, Black Widow, Electra, Jessica Jones, Captain Marvel and more, as they are depicted in pants or underpants, but not in skirts.

skirt, military skirt, warriors, women in the army, medieval dress, women’s wear, Wonder Woman


Marnina Herrmann

Doctoral Candidate

Prof. Emeritus Gabriela Goldschmidt, Prof. Ella Miron-Spektor (INSEAD, Fontainebleau France)

Marnina Herrmann has a Bachelors of Design in Visual Communication Design from York University in Toronto, Canada. Upon graduating, she moved from Toronto to Haifa to attend Technion where she completed her MSc in Industrial Design. As a masters student Marnina researched how ‘design thinking’ was defined and described by the design and business communities, trying to find the common ground between the two groups. After graduating Marnina worked as a graphic designer in the medical device industry before returning to Technion to do a PhD. Marnina is interested in the design process, the cognitive processes a designer employs while working, and how non-designers can learn from designers how to be more creative and effective problem solvers. Her dissertation focuses on the constraint – creativity relationship. She is also interested in psychological time perspective and how one’s relationship to time affects performance in a multicultural setting.

The Dynamic Relationship Between Constraints and Creativity

My research explores the question of whether resource constraints that are introduced at different times in the design process will enhance or inhibit creativity by forcing one to search for original ideas within an increasingly narrowing design space. Current research discussing the constraints-creativity relationship almost exclusively studies the effects of constraints that are introduced at the beginning of the creative process. This does not reflect the dynamic nature of the design process and the fact that in the real world, project constraints and requirements are not always available prior to commencing work. This is problematic because the cognitive processes we employ throughout the design process change as we work our way towards a solution. Additionally, as research from other domains, such as fixation and behavioural economics demonstrate, our relationship to our solution changes as we get more entrenched in the problem solving process, making the introduction of new constraints an interesting phenomenon to study. The ability to isolate the optimal time to introduce constraints into the creative process may help explain some of the mixed findings in the research, as well as help us structure projects to optimize creativity.
The research employed controlled laboratory experiments in order to study the effect of constraint timing on creativity. The first study was an ideation task, where participants were asked to use various “parts” to design a series of toys. The experiment looked at whether those presented with no constraints, those who had the constraints from the start, or those who got the constraints midway through the process were more creative. Participants in the no-constraint group had the most creative results. A follow-up study involved a two-part design task that included an ideation phase followed by a development phase. Constraints were given to participants prior to starting the design task, midway through the ideation phase or midway through the development phase. Creativity was highest when constraints were given prior to the ideation phase and was lowest when constraints were given during the ideation phase. When constraints were given during the development phase creativity was not affected. We also examined various boundary conditions such as fluency and paradox mindsets.

Creativity, constraints, design methods, organizational behavior, paradox mindset

Herrmann, M., & Goldschmidt, G. (2013). Thinking About Design Thinking: A Comparative Study of Design and Business Texts. In ICoRD’13 Global Product Development (pp. 29–40).
Herrmann, M., Goldschmidt, G., & Miron-Spektor, E. (2018). The Ins and Outs of the Constraint-Creativity Relationship. In DS 89: Proceedings of The Fifth International Conference on Design Creativity (pp. 160-167).

Creativity, Design Methods, Design Thinking, Organizational Psychology, Psychological Time Perspective, Motivational Psychology


Shlomit Bauman

PHD Candidate

Associate Professor, Noemi Bitterman

Senior Lecturer, HIT – Industrial Design Department
Head Curator, Benyamini Contemporary Ceramics Center

Between Design and Technology: Material-Integrated sensing & Interactive Environment VS Traditional Environments, (User centered approach)

We are in a period of transition between technologies that are constantly changing. New technologies such as nanotechnology, synthetic biology and their combinations have been making a tremendous change which impacts the material aspect in everyday life. Some examples are the growing assimilation of digital media in objects, the development of new nano technological materials and the development of bio-synthetic materials. Objects and products are part of a technology-embedded environment, and often one object has many uses.
The term ‘interactive environments’ refers to ‘environments’ in the sense of ‘material and technological environments’ and ‘interactivity’ in the sense of ‘made of smart materials’. In contrast to the ‘interactive environments’, this study examines them VS ‘traditional environments’ – meaning ‘familiar and raw material environments and technologies’.
The new ‘interactive environments’, as opposed to the ‘traditional’ familiar to us, raise many questions: What does this change mean? At what pace should it be done? What impact do new technologies have on our quality of life? What strategies should be used in designing with interactive materials and interactive technologies? What will change in design? How can you characterize it? How do I create a user interface for a changing object? What will be the changes in the processing of traditional materials? What are the advantages and disadvantages of designing ‘traditional’ or ‘interactive’ environments?
According to those questions – this research is checking which fields (interactive or traditional) are desirable for users? How do users respond to an ‘interactive’ or ‘traditional’ product? How will it be used? What are their preferences? How do they feel about using it? Is it easy to use? What is the attitude of users to the interactive product versus the traditional product? In addition, the research examines changes in the role of the designer, due to the integration of ‘interactive environments’ alongside ‘traditional’ ones.

Technology, sensors, Interactive Environment, materials, User

Material Culture, Ceramics, Research, Education


Avishag Shemesh

Architect, PhD candidate

Associate Professor Yasha (Jacob) Grobman, Faculty of Architecture and Town Planning, Technion
Associate Professor Moshe Bar, Brain Research Center, Bar Ilan University

Space and Human Perception – Examining the influence of space geometry on user’s physiological and mental reaction

This research examines the connection between human perception and architectural space. Using new virtual reality techniques, physiological sensors and data analysis methods, we argue that emotional, cognitive and physiological reactions that are generated by various types of architectural space geometries can be empirically measured and quantified. This research is being conducted in collaboration with Prof. Moshe Bar, head of the Gonda Multidisciplinary Brain Research Center at Bar-Ilan University, and Prof. Ronen Talmon of the Technion’s Faculty of Electric Engineering. Early research results were published in conference proceedings (CAADRIA 2015). A journal paper with early results was published (2016) in the Architectural Science Review Journal.

Parametric Design; Design Research; Virtual Design; Visual Perception; Architectural Space Geometry; Virtual Environment; Space Perception; Cognitive Neuroscience; Affective Response; Emotions, Aesthetic Judgment.

Human Perception of urban parks

This research is conducted in a collaboration with The Human and Biodiversity Research Lab, headed by Prof. Assaf Shwartz. Studying human-environment relationships and well-being, we examine how the availability of green infrastructure impact experience of emotional connection to nature. This research setup was built and conducted in a virtual environment, created by the latest real-time engines and VR equipment in order to create immersive nature experiences.

Parametric Design; Design Research; Virtual Design; Visual Perception; Virtual Environment; Nature Perception; Cognitive Neuroscience; Affective Response; Emotions, Aesthetic Judgment.

Relevant links:


Anastasia Kolomiets

Masters degree program

Prof. Ezri Tarazi
Prof. Yasha Grobman

Anastasia is an MDes student, working on additive manufacturing for industrial design application. During the graduate studies, she has obtained a high level of competence in the Industrial design, materials and marketing aspects; development and evaluation of efficiency of new and existing technologies, design of new technological production chains including an expertise in state-of-the-art in metals and polymers 3D-Printing. Anastasia holds a MA in Graphic Design from the Ural State Architecture and Art Academy: Ekaterinburg, Russia. The MA graduate project: Graphic automobile styling as an element of product promotion, on the example of “AVTOVAZ” production. The thesis was devoted to automotive graphics as a marketing tool. She also has a BA degree in theatre decoration art from Ekaterinburg Art College named after Shadr. Studying in Art School gave to Anastasia the great academic training in drawing and painting. These studies still support her work and in her study. She also have such studies as technique of a scene, bread boarding, working with different materials and theater design. During her studying in college, she worked in the theater, applying her theoretical knowledge in practice.
In her MDes research, Anastasia aims to propose approach of application of metal additive manufacturing for new products, by exploring all steps of the design and production of newly manufactured 3D-printed Titanium flute.

Application of Titanium Additive Manufacturing for Industrial Design Development on example of 3D-printed Ti-Flute.

The research aims to explain the benefits of titanium additive manufacturing (Ti-AM) technology and material itself for the industrial design of new products. Up to now, AM application was limited to prototyping. Using Ti-AM and superior mechanical properties of Titanium, the final product can be manufactured. Example of the Ti-AM potential was shown by manufacturing of 3D-printed flute confirming that it can be used as a fabrication technique for musical instruments. According to performed systematic review, it was found that there were several previous attempts to apply 3D-printing for producing of a flute. However, all of them used polymer-based techniques. Metals are beneficial for wind instruments. Moreover, in Ti-AM, you can produce a single part with internal complex structure. Alternatively, you can produce the component part and work on a proper assembling. Future work will be concentrated on the comprehensive analysis of musical/acoustic properties, and ways of flute’s design-concept development.

Industrial Design; Additive Manufacturing; 3D-printing, Titanium, Graphic Design

Relevant links

1. V. Popov Jr., G. Muller-Kamskii, A. Kovalevsky, G. Dzhenzhera, E. Strokin, A. Kolomiets, J. Ramon. Design and 3D-printing of titanium bone implants: brief review of approach and clinical cases, Biomed. Eng. Lett. (2018) 8: 337. https://doi.org/10.1007/s13534-018-0080-5
2. Kolomiets A., Popov V., Strokin E., Muller G., Kovalevsky A. Benefits of Additive Manufacturing for Industrial Design Development. Trends, Limitations and Applications. Global Journal of Researches in Engineering: J. 18(2), (2018).
3. Kamsky G.V., Kolomiets A.A., Popov V.V., Review of the main producers of 3D-machines for metals, characteristics of the machines, and directions of development. Research Journal of International Studies, №8(50) (2016).
4. Kolomiets A.A. et.al. Our future in additive manufacturing. Science without borders, conference-paper. May 2016

• Additive manufacturing and 3D-printing
• Titanium alloys for musical instruments.
• Industrial Design, Graphic Design, Design Thinking.
• Art techniques: oil painting, airbrushing, drawing


Ezra Ozery

Masters degree program

Prof. Ezri Tarazi

Architecture graduate from the Technion, with 8 years of experience of teaching a variety of 2d and 3d software to students and enterprises.
I am working with advanced 3D manufacturing machines and techniques to design and execute large scale designs. My final project for architecture was “Sabres Hospital” which was a generative hospital design to fit disaster struck areas and that can be built with standard construction materials.
currently studying a master’s degree in the Technion, Industrial design with a thesis in “Gamification of the rehabilitation process through Virtual Reality”.
I mix my master’s degree with VR gaming for physical therapy and complex generative 3D Printing.

The Gamification of Physical Therapy in Virtual Reality

Improving, tracking and increase in efficiency of physical therapy rehabilitation, using Gamification of the rehabilitation process through VR

Air Castle Therapy is a virtual reality (VR) system which consists of personalized games which are tailored by the physical therapist for the specific needs of the patient. The goal of this product is to gamify the physical therapy process which ranges from beginners training in the VR environment to active therapeutic use. The goal of gamifying the physical therapy process is to improve commitment to the regimen and shorten the therapeutic process due to increased compliance. The gamifying aspect of my product includes games in VR, the first case study game is one that patients must move a ring through a personalized two-dimensional maze in a three-dimensional environment.
The target population of Air Castle Therapy are individuals aged 20-40 who have difficulties with core balance injuries which include but are not limited to; spinal injuries, orthopedic injuries damage due to stroke, scoliosis, and more. The focus of the first case study game is Posture rehabilitation. Posture rehabilitation is a field of physical therapy with the aim of improving muscular and skeletal functioning due to posture problems caused by sickness, injury or genetics. To date, these conditions are treated with conventional physical therapy with home assignments. My system solves problems presented by conventional therapy methods, which can often be boring or tedious. We provide a solution to boredom by turning the process into a game or challenge. Often conventional methods also suffer from problems in commitment and motivation, we contend that our product increases both commitment and motivation through its use of games and by making it convenient to continue therapy from home. The system provides its users with a facilitating and interesting rehabilitation process which can be conducted from the comforts of your own home.

VR, Medical, physical therapy, Gamification, Rehabilitation

Relevant links


Offri Lotan

Masters degree program

Prof Ezri Tarzi, Prof Gil Yosslevski

Offri Lotan is a Masters student at the Technion Institute of Technology Israel. He received his B.A from Bezalel Academy of Arts and Design. Works as an industrial designer in the field of medical technology development. In addition to industrial design, Offri is a commercial skipper with thousands of miles of experience and an Atlantic crossing. Offri’s research usually connects industrial design or design thinking methods with another research field like biology or engineering. His recent research is a collaboration between the department of Architecture and the department of Aerodynamics. His current resides in Haifa Israel where you can find him at the lab or surfing in the sea.

A bridge between shape and context, re-designing the shape of the modern surfboard

Modern surfboard design is still based on an experience of a gifted craftsman. There is no mathematical theory that can predict the feel of a surfboard under a surfer’s foot. In our research we suggest to make a small step toward rationalizing surfboard design by correlating measurable merits of performance (as forces and moments acting on the board in linear and curvilinear motion), with surfboards shape parameters (as rocker, planform and thickness) and with surfers’ subjective feelings on a wave.

The research will use a quantitative research methodology, a few representative surfboards will be measured, and tested both in the towing tank and at sea. Testing in the towing tank will furnish the hydrodynamic forces and moments generated by a board as a function of its orientation relative to the direction of motion. Testing at sea by a group of experienced surfers will furnish the grades on the ability of the boards to perform well defined tasks (e.g. accelerate to catch wave, keep speed, top and bottom turns). Grading of the subjective opinion of the surfers will be done using an equivalent of the Cooper-Harper scale extensively used in flight testing to grade the subjective opinion of pilots on the ability of an aircraft to perform various tasks (as landing, air-refueling, course-keeping, etc.).

Hasake – 3D printed sup

Generative design for 3D printed SUP in order to reduce weight and customize working force loads according to specific customer demands.
Video: https://www.youtube.com/watch?v=SjGG81IOI5c&feature=youtu.be

3D printed artificial reef

Testing fish behavior in artificial corals. An active approach to help preserve and maintain reefs, the study aims to show how the changes in geometric shapes of corals attract fish.

Surfboard, design, Cooper Harped, hydrodynamics

scuba diving, kite/windsurfing, sailing, DIY building.