{"id":21998,"date":"2016-07-03T00:00:00","date_gmt":"2016-07-02T22:00:00","guid":{"rendered":"https:\/\/www.dmh.org.il\/articles\/between-you-and-me\/"},"modified":"2022-04-27T08:03:00","modified_gmt":"2022-04-27T06:03:00","slug":"between-you-and-me","status":"publish","type":"mt_article","link":"https:\/\/www.dmh.org.il\/en\/articles\/between-you-and-me\/","title":{"rendered":"Between You and Me"},"content":{"rendered":"\n<p>Maria Cristina Didero in special and conversation with Oki Sato, the manager and the brain behind nendo<\/p>\n\n\n\n<p>Maria Cristina Didero: How do you define your own space &#8220;in&nbsp;between&#8221;? I mean, what is the space between your professional life&nbsp;and your private life?<\/p>\n\n\n\n<p>Oki Sato: There&#8217;s not much space in between my professional and&nbsp;private life &#8211; I spend my days constantly thinking about design. I&#8217;ve&nbsp;never really even thought of design as &#8220;work.&#8221; It&#8217;s just part of my&nbsp;everyday life, like breathing or sleeping. I think that the moment&nbsp;I begin to consider design to be work will mark my final day as a&nbsp;designer. If I really had to choose something, it would be the time I&nbsp;regularly spend relaxing with my pet dog, which is always with me at&nbsp;home and at the office. These brief moments are probably the only&nbsp;time that I turn off, so to speak. If you take the Japanese character for&nbsp;my name, Oki (?) and add a mark that looks like a comma (\u2018) to the&nbsp;corner, you get the Japanese character for &#8220;dog&#8221; (?). That&#8217;s exactly&nbsp;how it is &#8211; my dog provides a kind of punctuation to my life.<\/p>\n\n\n\n<p>MCD: How would you describe the space in between objects?&nbsp;Something closer to emptiness, or a free ground in which to&nbsp;intervene?<\/p>\n\n\n\n<p>OS: I think of it more as conceptual space rather than physical space.&nbsp;We each have these preconceived notions in our minds and as we&nbsp;trace the outlines of these things we notice that a fuzzy, ambiguous&nbsp;space exists between them. Preconceived notions are a fixed way&nbsp;of thinking, but the thought that exists in these spaces is infinitely&nbsp;flexible and fluid. I approach these areas with a playful intent, as if I&nbsp;were kneading and working clay.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"683\" src=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1-1024x683.jpg\" alt=\"photographer: Masayuki Hayashi\" class=\"wp-image-41387\" srcset=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1-1024x683.jpg 1024w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1-300x200.jpg 300w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1-768x512.jpg 768w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1-200x133.jpg 200w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1-59x39.jpg 59w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6141_1070-1.jpg 1070w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption> Maria Cristina Didero and Oki Sato, photographer: Masayuki Hayashi<\/figcaption><\/figure>\n\n\n\n<p>MCD: How do you work in a team? Does collective work help you&nbsp;develop your ideas?<\/p>\n\n\n\n<p>OS: Every single project at nendo has a single designer assigned to it. I&nbsp;work together with each of those designers, forming a series of twoperson&nbsp;teams to oversee and discuss each project as it progresses.&nbsp;While I am the one that comes up with the core ideas for each project,&nbsp;often unforeseeable situations will develop, or a project may move in&nbsp;a different direction or become much broader midway in. How those&nbsp;initial core ideas will develop and transform along the way is mostly&nbsp;unpredictable, and the final design will vary largely depending on the&nbsp;skills of the designer and how he or she handles these things. These&nbsp;element of uncertainty are one of the most exciting parts of design.<\/p>\n\n\n\n<p>MCD: We all need a piece of happiness: your projects often encompass&nbsp;toy-like details, playful elements that generate positive feelings towards&nbsp;usually uninspiring objects such as, for example, storage units&#8230; What&nbsp;does happiness mean for Oki Sato or for nendo in general?<\/p>\n\n\n\n<p>OS: I think there are both a good side and a bad side to everything&nbsp;in this world, and they exist in a relationship similar to that of light&nbsp;and shadow. Bringing the existence of an object&#8217;s &#8220;light&#8221; side to the&nbsp;attention is one of the missions of a designer. Doing so helps make the&nbsp;world a richer and more beautiful place. That&#8217;s why I try to incorporate&nbsp;a bit of humor into my designs and make them likeable.<\/p>\n\n\n\n<p>MCD: What is the secret of your creativity? According to one&nbsp;saying, &#8220;creativity is, above all, the enemy of secrets.&#8221;&nbsp;Do you agree?OS: For me personally, there are no secrets to my creativity worth&nbsp;hiding, unfortunately. That said, I feel like it&#8217;s probably important&nbsp;to take an interest in the small details that other people don&#8217;t find&nbsp;interesting.<\/p>\n\n\n\n<p>MCD: What is (or who is) your best ally in creativity?OS: Coming up with new ideas is not something that you do with a&nbsp;number of people &#8211; it&#8217;s a solitary undertaking. But at the same time,&nbsp;everyone and everything around you influences the process, so you&nbsp;could say that the people, the environment, and the information&nbsp;surrounding me all contribute to new ideas.<\/p>\n\n\n\n<p>MCD: An Argentinean saying goes: &#8220;It&#8217;s said that to be a poet, you&nbsp;have to go to hell and back.&#8221; Assuming you are a poet of industrial&nbsp;design, did you ever go to hell? And if you did, could you describe it?<\/p>\n\n\n\n<p>OS: In all of my time as a designer, never once have I taken the easy&nbsp;way out and been glad I did. Whenever faced with a choice between&nbsp;a &#8220;difficult&#8221; way and an &#8220;easy&#8221; way, I always make a point to choose&nbsp;the former, and much of what I have learned and experienced over&nbsp;the years is a result of doing so. I have to make up what I lack in&nbsp;exceptional talent with hard work. I not only continually attempt&nbsp;to push my own limits, but I also demand the same of other nendo&nbsp;designers, external collaborators, and even clients. I&#8217;m not really sure&nbsp;it would be appropriate to call that &#8220;hell,&#8221; though!<\/p>\n\n\n\n<p>MCD: Do you think it is possible to find a balance between industry&nbsp;and poetry?<\/p>\n\n\n\n<p>OS: Of course. I call it the balance between the right brain and the&nbsp;left brain. It&#8217;s no good to only be moved by intuition and feelings, or&nbsp;to only find joy in the rational, like concepts and specs. It&#8217;s the point&nbsp;at which the two come together that I&#8217;m always interested in.<\/p>\n\n\n\n<p>MCD: Manias and passions make everyday life more difficult, but&nbsp;definitely render work more interesting, in the best cases Do you&nbsp;agree?<\/p>\n\n\n\n<p>OS: I&#8217;d say that describes my own situation perfectly!<\/p>\n\n\n\n<p>MCD: You are able to work incredibly well on different typologies of&nbsp;objects; it seems that nendo is embracing the world as a whole. Do&nbsp;you feel at ease in designing a piece of chocolate and a smart phone&nbsp;at the same time? And above all, do you have the same approach to&nbsp;both items?<\/p>\n\n\n\n<p>OS: Regardless of what the object may be, the design process&nbsp;remains the same. Of course there will be a number of technical&nbsp;differences between designing a small piece of chocolate and a&nbsp;large interior space, but in both cases it will be living human beings&nbsp;that are coming into contact with the designs. The goal of eliciting&nbsp;an emotional reaction within those people doesn&#8217;t change in the&nbsp;slightest.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"683\" src=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1-1024x683.jpg\" alt=\"photographer: Masayuki Hayashi\" class=\"wp-image-41385\" srcset=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1-1024x683.jpg 1024w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1-300x200.jpg 300w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1-768x512.jpg 768w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1-200x133.jpg 200w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1-59x39.jpg 59w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6205_1070-1.jpg 1070w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>photographer: Masayuki Hayashi<\/figcaption><\/figure>\n\n\n\n<p>MCD: You seem to be completely seduced by your own job, and&nbsp;it is impressive how easily you carry on your projects (in the sense&nbsp;of maintaining quality while producing quantity, since you are very&nbsp;prolific). Somehow it seems that your designs come straight from&nbsp;your heart, combined with a solid knowledge of materials. Is there a&nbsp;direct bridge between instinct and experience?<\/p>\n\n\n\n<p>OS: It&#8217;s true that I aim to produce designs that are uncontrived,&nbsp;candid reflections of what I feel whenever possible. I think that there&nbsp;are designs that are kind of like a stew in that they really develop&nbsp;flavor after being slowly boiled down over a long period of time, but&nbsp;for me personally my designs are more like sushi, in that I place a lot&nbsp;of importance on the freshness of the ideas. I try to work with deft&nbsp;hands, shaping the fish before the heat of my own body is transferred&nbsp;over to it. Unfortunately, there are times when experience gets in&nbsp;the way of intuition. With more experience, one becomes better at&nbsp;making predictions, and while this can reduce risk, I feel like it also&nbsp;brings with it the potential of the greatest risk of all, which is adopting&nbsp;a thought process that naturally avoids any kind of bold chancetaking.&nbsp;Figuring out how to find the right balance between experience&nbsp;and intuition within myself is probably one of the greatest issues that&nbsp;remains for me to resolve as moving forward.<\/p>\n\n\n\n<p>MCD: Nothing ventured, nothing gained: what would be your most&nbsp;thought-provoking commission? What would be the most dangerous&nbsp;challenge you would be happy to face in design? Or is there an&nbsp;ultimate dream commission that you would like to face?<\/p>\n\n\n\n<p>OS: I make it a point to not really think about those kinds of things,&nbsp;because the most dangerous or daring project for me would probably&nbsp;be something that I can&#8217;t even imagine anyway. The kinds of projects&nbsp;that I can imagine right now are far from what I would call dangerous.<\/p>\n\n\n\n<p>MCD: Is there a moment, an occasion, a version of yourself that you&nbsp;like best? Meaning: which is your best version of yourself?<\/p>\n\n\n\n<p>OS: Well, since I&#8217;m most likely to be productive when I&#8217;m coming up&nbsp;with ideas, you might say that&#8217;s my best version. I guess it depends&nbsp;on how you define best. (laugh)<\/p>\n\n\n\n<p>MCD: It looks like your design started as a passion and became&nbsp;suddenly a dependence, a sort of addiction. You are a design-otaku&nbsp;(???), which I understand means a positive design addict. How can&nbsp;you be so creative and productive at the same time, and how do you&nbsp;manage to apply nendo&#8217;s way to different typologies of clients?<\/p>\n\n\n\n<p>OS: I think that being a design-otaku is probably the reason that I&nbsp;can be creative and productive at the same time. When I look at&nbsp;things, I&#8217;m always thinking things like: &#8220;I wonder how this would&nbsp;turn out if such-and-such a designer worked on it,&#8221; or &#8220;I wonder&nbsp;what kind of finishing touches such-and-such a manufacturer would&nbsp;put on this?&#8221; Fantasizing about these kinds of things is almost like a&nbsp;hobby for me, and I think that as a result it contributes to my ability&nbsp;as a designer. I don&#8217;t find it difficult at all to maintain the nendo way&nbsp;when cooperating with our various clients. That&#8217;s because the &#8220;nendo&nbsp;way&#8221; doesn&#8217;t refer to any specific style or signature look, but rather is&nbsp;defined by the way we approach solving problems. It&#8217;s characterized&nbsp;by our perspective, in other words. Accordingly, we intentionally try&nbsp;to incorporate the client&#8217;s style into superficial elements as much as&nbsp;possible, and creating something that is a natural fit in the client&#8217;s&nbsp;catalogue is what we consider ideal. That said, it&#8217;s true that more and&nbsp;more clients have come to request the whitish, minimalistic elements&nbsp;that you can see in many of nendo&#8217;s designs. If that&#8217;s what the client&nbsp;wants then that&#8217;s fine, but I also feel like it&#8217;s moving away from&nbsp;the essence of creativity a bit. I think that it&#8217;s certainly possible to&nbsp;incorporate nendo&#8217;s way even if a design doesn&#8217;t happen to be whiteor is more complex.<\/p>\n\n\n\n<p>MCD: You have two offices, one in Tokyo and one in Milan. Your&nbsp;team is composed of very young and dedicated people. It looks like&nbsp;nendo&#8217;s studio is a paradise for developing skills, and also a fantastic&nbsp;platform to start investigating the design world. It could represent&nbsp;the training school that all young designers would love to attend after&nbsp;completing their studies: who gave you the first chance to become&nbsp;who you are?<\/p>\n\n\n\n<p>OS: I don&#8217;t know how the nendo organization differs from what&nbsp;people generally refer to as a design office. That&#8217;s because I&#8217;ve&nbsp;never worked at a design office, even as an intern or part-time.&nbsp;After graduating I began running my office through a lot of trial and&nbsp;error, and to this very day I don&#8217;t really know if I&#8217;m doing things&nbsp;the right way. For example, there was a period where I mimicked&nbsp;consulting companies and financial corporations by implementing the&nbsp;management practice of having each employee record the contents&nbsp;of their work in 30-minute segments, which would then be collected,&nbsp;analyzed, and discussed weekly. The goal was to reduce the stress&nbsp;being placed upon the employees, even if only slightly. By doing this,&nbsp;I could preemptively avoid overworking anyone and ensure that&nbsp;each person had the opportunity to take on new tasks, and I even&nbsp;experimented with calculating design fees based on working hours.&nbsp;But in the end I realized that all of this extra work was only causing&nbsp;even more stress for everyone at the office. So we got rid of that&nbsp;policy after only six months (laugh). It&#8217;s a continuous cycle of trial and&nbsp;error. I was never good at getting up in front of the class at school or&nbsp;giving lectures, but I keep a one-on-one dialog going with each of&nbsp;my designers and we work together to overcome any difficulties. This&nbsp;allows them to feel the weight of responsibility and gives me the&nbsp;chance to directly communicate a variety of things to them, I think.&nbsp;It&#8217;s the idea that growth as a designer is only possible through&nbsp;practice. What design schools &#8211; particularly those in Japan &#8211; do&nbsp;is kind of like trying to teach someone who has never seen water&nbsp;how to swim by explaining the action through words. It would be&nbsp;quickest to just throw them in the water (laugh). My job is to swim&nbsp;alongside them and pull them out of the water before they start to&nbsp;drown. It&#8217;s not uncommon for my designers to be headhunted by&nbsp;large corporations or well-known design offices after graduating&nbsp;and working at nendo for a few years, but I think that can be a good&nbsp;thing for them too. It&#8217;s almost as if nendo is turning into some kind&nbsp;of incubation chamber for the design industry in Japan. That&#8217;s not&nbsp;exactly what I envisioned our purpose to be&#8230; I&#8217;m just joking.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"683\" src=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1-1024x683.jpg\" alt=\"photographer: Masayuki Hayashi\" class=\"wp-image-41383\" srcset=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1-1024x683.jpg 1024w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1-300x200.jpg 300w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1-768x512.jpg 768w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1-200x133.jpg 200w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1-59x39.jpg 59w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/DSC_6654_1070-1.jpg 1070w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>photographer: Masayuki Hayashi<\/figcaption><\/figure>\n\n\n\n<p>MCD: I believe you shy away from excess, you are modest in your use&nbsp;of colors and extravagancy, but always innovative and remarkable in&nbsp;the final proposal. What form of excess, if any, do you indulge in?<\/p>\n\n\n\n<p>OS: When seeking a solution, it&#8217;s often so easy to add elements&nbsp;that I find it hard to do personally. Sometimes freedom actually&nbsp;feels restraining, and I think that the freedom offered by the process&nbsp;of addition is probably something that I haven&#8217;t really figured out how&nbsp;to handle. To me, design feels more like bonsai &#8211; trying to express&nbsp;myself with a single pair of scissors. The leaves and branches grow&nbsp;naturally, but by trimming them just the right amount you not only&nbsp;give the tree its form, but you help it continue to grow for hundreds&nbsp;of years. Perhaps my &#8220;excess&#8221; is actually expression resulting from&nbsp;removing as much as possible. When you really zoom in on the very&nbsp;limits of the boundaries between objects and take a good look,&nbsp;a whole different world starts to come into view and that world&nbsp;fascinates me.<\/p>\n\n\n\n<p>MCD: Plato said: &#8220;Life without research is meaningless to live.&#8221; What&nbsp;are you currently researching?<\/p>\n\n\n\n<p>OS: For me personally, every single component of my daily life is&nbsp;likely to end up as a topic of research. I don&#8217;t think that the act of&nbsp;researching something at a single point in time has much meaning.&nbsp;I think that research only becomes meaningful when it&#8217;s ongoing,&nbsp;continuing over an extended period of time. It&#8217;s only when you&nbsp;look at a phenomenon over time that you can make interesting&nbsp;discoveries, so it&#8217;s more like I am constantly observing what goes on&nbsp;around me.<\/p>\n\n\n\n<p>MCD: I believe that inspiration comes from your soul, is elaborated&nbsp;by your mind, is transferred to paper with a pencil by your hand, and&nbsp;is then crafted by someone else. Have you ever made one of your&nbsp;pieces yourself, with your own hands?<\/p>\n\n\n\n<p>OS: I almost never craft pieces with my own hands. I respect the&nbsp;skills of the workshop and those workers. They are manufacturing&nbsp;professionals, and I am a design professional, so I enjoy the process&nbsp;of working with them as equals, communicating with and bouncing&nbsp;ideas off of each other in order to create something.<\/p>\n\n\n\n<p>MCD: As I see it, you are a storyteller, you are actually a writer of&nbsp;tangible images. When you sketch the first lines on paper, are you&nbsp;following nothing but your creative idea, or do you already take into&nbsp;consideration how the piece will then be produced? I mean, do you&nbsp;start from what technology already offers you, or would you rather&nbsp;struggle to find new ways to make your sketch producible?<\/p>\n\n\n\n<p>OS: I make a sketch of the idea in its purest state, and the more&nbsp;abstract or poor that sketch is the better. A detailed sketch signifies&nbsp;the solidification of an idea, while a sketch that maintains a&nbsp;more fluid representation of an idea that lends itself to multiple&nbsp;interpretations leaves more room for further development&nbsp;afterwards. Designers occasionally fall prey to the seduction&nbsp;of gorgeous 3D rendering or sketches and lose sight of what is&nbsp;essential. It&#8217;s almost like some kind of drug. Or maybe I&#8217;m just&nbsp;making excuses for my terrible drawing skills.<\/p>\n\n\n\n<p>MCD: Do you think design has a sociological relevance and should\/could help people to live better?<\/p>\n\n\n\n<p>OS: Of course. I&#8217;m not sure how much design can directly affect&nbsp;society or how immediate the effect may be, but I think it&#8217;s&nbsp;important to always seek to gradually improve things, no matter how&nbsp;slight this improvement it may be.MCD: What do you do in your free time?<\/p>\n\n\n\n<p>OS: 1. Drink coffee. 2. Walk my dog. 3. Sleep as much as I can.<\/p>\n\n\n\n<p>MCD: We all need somebody to take care of us. You take care of&nbsp;nendo, but who takes care of Oki?<\/p>\n\n\n\n<p>OS: My pet dog.<\/p>\n\n\n\n<p>MCD: &#8220;It&#8217;s not where you take things from &#8211; it&#8217;s where you take&nbsp;them to,&#8221; as Jean-Luc Godard said. Could you comment on that?<\/p>\n\n\n\n<p>OS: I agree that how you give form to your inspirations is important,&nbsp;but I have a feeling that, as a designer, where those inspirations come&nbsp;from and the process of how you attain them is just as important.<\/p>\n\n\n\n<p>MCD: We all know where you come from; what I want to know is,&nbsp;where you want to take nendo in the near future?<\/p>\n\n\n\n<p>OS: My hands are full with the projects we already have right now, so&nbsp;I don&#8217;t spend much time thinking about the future. I have faith that&nbsp;if I give my all to what I&#8217;m doing now, it will naturally lead to good&nbsp;things in the future. This has proven true so far.<\/p>\n\n\n\n<p>MCD: Your objects could be considered sweet weapons of mass&nbsp;seduction. I mean, I personally know more than one person who&nbsp;bought them just because they could not resist: your objects are&nbsp;some sort of love blast &#8211; and this is not flattering. Within the design&nbsp;industry, everybody wants you, everybody likes to deal with you and&nbsp;your work. In one of your interviews, you said: &#8220;I just don&#8217;t want to&nbsp;be cool, I just want to be myself.&#8221; Did you ever have the experience&nbsp;of feeling so popular? Or being so cool &#8211; even if you do not like this&nbsp;word&#8230;<\/p>\n\n\n\n<p>OS: Unfortunately, I can&#8217;t say I&#8217;ve ever considered myself to be&nbsp;popular or cool. I&#8217;ve had the honor of being featured in the media&nbsp;and receiving various awards, and while this makes me happy, the&nbsp;feeling of tension and the pressure to go on to do something worthy&nbsp;of those awards is even greater. Furthermore, receiving an award&nbsp;is made possible by a great number of sacrifices made not only by&nbsp;myself but also by the people around me, so to be honest it&#8217;s hard to&nbsp;let go and really get excited when considering what was given up in&nbsp;return. Now if it was something I didn&#8217;t have to work for like winning&nbsp;the lottery, you&#8217;d definitely see me celebrating!<\/p>\n\n\n\n<p>MCD: What is your relationship with the international history of&nbsp;design? Do you consider anyone to be your master? Any masters for&nbsp;nendo?<\/p>\n\n\n\n<p>OS: It&#8217;s a fact that architectural education is my foundation, but I&nbsp;would actually have to say that I consider the Japanese manga series&nbsp;Doraemon to be my &#8220;master.&#8221; In each story the main character ends&nbsp;up in a bind and each time some kind of gadget comes to his rescue.&nbsp;He&#8217;s not the smartest of the lot, but even so he manages to use&nbsp;the gadgets without any kind of user&#8217;s manual because they have&nbsp;an intuitive design, and on top of that they have a fun and likeable&nbsp;appearance. Also, the gadgets are never perfect, but that actually&nbsp;drives the development of the stories, in a way making it the optimal&nbsp;design. These designs that Doraemon pulls out of his pocket change&nbsp;with each episode &#8211; there&#8217;s no end to them.<\/p>\n\n\n\n<p>MCD: Do you have any personal heroes in your life?<\/p>\n\n\n\n<p>OS: My dad. He might not be the best father in the world, but he&#8217;s&nbsp;my one and only dad and he&#8217;s worthy of my respect.<\/p>\n\n\n\n<p>MCD: What is the natural talent that you would like to be gifted&nbsp;with? Playing piano, dancing, etc.?<\/p>\n\n\n\n<p>OS: The ability to recognize which clients aren&#8217;t a good fit for me. It&#8217;s&nbsp;something that took far too long to learn how to do (laugh).MCD: Well, this is already a talent!<\/p>\n\n\n\n<p>MCD: It looks like your favorite occupation is sketching. Can you&nbsp;mention another one?<\/p>\n\n\n\n<p>OS: Sketching would be my second favorite. My favorite would have&nbsp;to be observing things.<\/p>\n\n\n\n<p>MCD: You said you are addicted to design and that &#8220;I enjoy what I am&nbsp;doing&#8221;: what are the others things you enjoy the most?<\/p>\n\n\n\n<p>OS: That&#8217;s it, really. I find comfort in doing the same things over and&nbsp;over. Every day I walk down the same road, drink the same coffee in&nbsp;the same chair at the same caf\u00e9, and wear the same outfit &#8211; a white&nbsp;shirt, black pants, black underwear and socks. This gives me the most&nbsp;peace of mind. My projects are full of constant change, so I don&#8217;t feel&nbsp;the need to seek out change elsewhere.<\/p>\n\n\n\n<p>MCD: You said: &#8220;if you do not see the solution, the story behind an&nbsp;object, I do not carry on the conversation.&#8221; Fair enough: so when do&nbsp;you have the feeling that the conversation with a client does not go&nbsp;anywhere? Is there a specific sign that your radar is able to capture?<\/p>\n\n\n\n<p>OS: If a client comes looking for something and I can provide that&nbsp;something, then I happily do so. When the client isn&#8217;t sure what it is&nbsp;they are looking for, then we come together and search for what that&nbsp;thing may be. When a client is adamant about chasing something that&nbsp;just isn&#8217;t possible, I inform them of that reality. If they then continue to&nbsp;demand that same thing, then I politely end the relationship there.<\/p>\n\n\n\n<p>MCD: You said once that a good design can be described on the&nbsp;telephone and understood easily by everyone. Is design really about&nbsp;communication?<\/p>\n\n\n\n<p>OS: I&#8217;m always searching for the kinds of ideas that have the power to&nbsp;move people regardless of form. Those are the ideas that can go beyond&nbsp;culture and transcend space and time to touch a greater number of&nbsp;people. Creating an object that lacks an idea at its core is not design.&nbsp;That is nothing but an empty shell.<\/p>\n\n\n\n<p>MCD: According to your position, the object has to tell a story, it has to&nbsp;communicate emotions. Which of the products you have designed tell&nbsp;us the most interesting or relevant story?<\/p>\n\n\n\n<p>OS: Every design has its own unique story, and choosing any one of&nbsp;those as the best is impossible for me. That said, an example might be&nbsp;the &#8220;thin black lines&#8221; chair. There was a piece of paper with a sketch of&nbsp;some random chair on it, and an eraser just happened to be sitting on&nbsp;top of it. All of a sudden it appeared to me as if the eraser were actually&nbsp;sitting on the sketched chair, and thus the design was born &#8211; a chair&nbsp;that resembles a flat, two-dimensional sketch.<\/p>\n\n\n\n<figure class=\"wp-block-image size-large\"><img decoding=\"async\" width=\"1024\" height=\"939\" src=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/21400mm-chair02_Masayuki_Hayashi_1070-1-1024x939.jpg\" alt=\"Thin Black lines chair | Photo: Masayuki Hayashi\" class=\"wp-image-41381\" srcset=\"https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/21400mm-chair02_Masayuki_Hayashi_1070-1-1024x939.jpg 1024w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/21400mm-chair02_Masayuki_Hayashi_1070-1-300x275.jpg 300w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/21400mm-chair02_Masayuki_Hayashi_1070-1-768x704.jpg 768w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/21400mm-chair02_Masayuki_Hayashi_1070-1-200x183.jpg 200w, https:\/\/www.dmh.org.il\/wp-content\/uploads\/2016\/07\/21400mm-chair02_Masayuki_Hayashi_1070-1.jpg 1070w\" sizes=\"(max-width: 1024px) 100vw, 1024px\" \/><figcaption>Thin Black lines chair | Photo: Masayuki Hayashi<\/figcaption><\/figure>\n\n\n\n<p>MCD: You said that, &#8220;without dreaming there is no innovation.&#8221;&nbsp;Emotions and technology go well together in your work. What is your&nbsp;approach to technology and craftsmanship? And to what degree do&nbsp;emotions make a difference in a project?<\/p>\n\n\n\n<p>OS: Emotional elements will always play a central role in my work.&nbsp;From there it&#8217;s a matter of choosing the technologies, materials,&nbsp;and traditional craftsmanship that is most fitting for those emotional&nbsp;elements, almost like putting together a jigsaw puzzle. When the&nbsp;pieces fit together perfectly, that&#8217;s when innovation occurs. That said,&nbsp;on vary rare occasions do the materials themselves have intrinsic&nbsp;emotional value, in which case I will pay close attention to the&nbsp;materials to bring out that value. The &#8220;cabbage chair&#8221; project might&nbsp;fall into that category.<\/p>\n\n\n\n<p>MCD: As you put it, &#8220;The word function contains the word fun.&#8221; Is&nbsp;fun fundamental for you? What are the pillars of Oki&#8217;s approach to&nbsp;design?<\/p>\n\n\n\n<p>OS: One of the pitfalls of minimalistic, simple designs is that&nbsp;they can sometimes give off a rigid and cold impression, since the functionality is right there, exposed before your eyes. I think&nbsp;that by sprinkling on emotions like joy and surprise as if they&nbsp;were seasonings, you can create an intimate sense of connection&nbsp;between people and an object or space.<\/p>\n\n\n\n<p>MCD: Difference creates ideas. Do you agree? For example, you and&nbsp;Luca Nichetto are very different, but your collaboration had pretty&nbsp;interesting results in terms of the final product.<\/p>\n\n\n\n<p>OS: Differences can be fascinating, but there must be a sense of&nbsp;respect and understanding underlying them. Otherwise they can be a&nbsp;very dangerous thing.<\/p>\n\n\n\n<p>MCD: Design is about finding new perspectives concerning ordinary&nbsp;things. But sometimes, the ordinary is also interesting. What is&nbsp;ordinary for you? And what is extraordinary?<\/p>\n\n\n\n<p>OS: I don&#8217;t think that there is such a thing as an ordinary thing in this&nbsp;world. If you look at something and it appears ordinary to you, I think&nbsp;that it&#8217;s really just your way of perceiving that thing that is&nbsp;ordinary.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Maria Cristina Didero in special and conversation with Oki Sato, the manager and the brain behind nendo<\/p>\n","protected":false},"featured_media":65703,"template":"","meta":{"_acf_changed":false,"footnotes":""},"article_cat":[86,88,92,55],"class_list":["post-21998","mt_article","type-mt_article","status-publish","has-post-thumbnail","hentry","article_cat-design-and-art","article_cat-design-and-materials","article_cat-design-and-technology","article_cat-interviews"],"acf":[],"ACF":{"header_image":{"ID":41387,"id":41387,"title":"photographer: Masayuki 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Maria Cristina Didero and Oki Sato, photographer: Masayuki Hayashi","bg_img_credit":" photographer: Masayuki Hayashi","show_banner":"site","featured_image":65703,"subtitle":"","article_author":"Maria Cristina Didero","related_posts":"by_cat"},"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.6 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Between You and Me &#8226; Design Museum Holon<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/www.dmh.org.il\/en\/articles\/between-you-and-me\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Between You and Me &#8226; Design Museum Holon\" \/>\n<meta property=\"og:description\" content=\"Maria Cristina Didero in special and conversation with Oki Sato, the manager and the brain behind nendo\" 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