Graphic Design
Interview: Troika Design Studios
Excerpted from Programming Interactivity: A Designer's Guide to Processing, Arduino, and openFrameworks (O'Reilly Media)
By Joshua Noble
Dateline: September 18, 2009
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Troika is a design studio based in London that works with graphic design, product
design, technology development, sculptural projects, and interactive installations.
Conny Freyer, Eva Rucki, and Sebastien Noel founded Troika in 2003. They are also
the authors of the book Digital by Design (Thames and Hudson).
Where do you think the boundary between fine art and design is located with regard to
new media art or interactive art? Is this a relevant or important question for you?
Troika Design Studios: We describe ourselves as an art and design studio, but
wouldn’t describe ourselves as new media artists or interactive artists. Although terms
like new media art and interactive art are very vague, they seem rather limiting because
they define the work you are making by the tools you are using.
Although any attempt to classify new movements is interesting, we enjoy being part of
a movement that has so far escaped any coinage and defines itself through blurring the
boundaries between established genres and disciplines.
Can you address the notion of collaboration throughout the conception and execution of
a project? Is the collaboration something continuous or something more akin to a traditional
software development practice where each team does its part and hands it to the
next team? How do you handle communicating across disciplines?
We are continuously working on a range of self-initiated and commissioned
projects, which follow similar processes from concept to design development to production
and implementation.
All three partners take part in the concept stage after which the project is led by one
partner who is responsible for the planning, the communication with the client, and
the division of work between the partners as well as other collaborators. Tasks are
naturally distributed according to different skill sets. We collaborate with a close-knit
network of specialists, which we employ depending on the project. An iterative process
is crucial to our way of working, which happens internally between the team members
as much as with our clients and manufacturers.
Communicating across disciplines takes time and practice. It’s literally like learning a
different language. We were fortunate enough to follow each other’s developments
throughout the master’s degree program at Royal College of Art in London, which
helped to develop a common vocabulary.
Can you give a little background on the history of Troika?
Conny Freyer, Sebastien Noel, and Eva Rucki founded Troika in 2003, after
we graduated from the Royal College of Art. Since then we have worked for clients such
as MTV International, British Airways, the BBC, Warner Music UK, Thames and Hudson,
and the London Science Museum.
Although the work of our studio spans various disciplines from graphics to products
to installations, a lot of the themes—like creative use of technology and cross-fertilization
between the art and design disciplines—are recurring subjects.
Since the beginning we have frequently taken part in national and international exhibitions
and conferences, including Get it Louder (in 2007 in Guangzhou, Shanghai,
and Beijing), Responsive (in 2007 in Tokyo), the Science of Spying (in 2007 at the
Science Museum London), Noise of Art (in 2007 at Tate Britain, London), Design and
the Elastic Mind (in 2009 at the Museum of Modern Art in New York), Volume(s) (in
Casino Luxembourg, Forum d’art contemporain), and ExperimentaDesign (in Amsterdam
in 2008).
Are there are good precedents for companies or collectives working across fine art and
design that influenced you and the way that you structured Troika?
Collectives like Tomato and Antirom were certainly an influence during our
studies, because of their multidisciplinary approach and because they were working as
collectives rather than presenting themselves as one person (who employs others to
complement his or her skill set), as is often the case in the product design world. But
their mix of skills was quite different from ours, and the commercial landscape in which
they started out had changed quite a bit when we set up our studio.
Troika’s structure developed naturally based on the backgrounds of the founding
members and a shared interest in the creative use of technology and cross-fertilization
between the art and design disciplines.
These interests are apparent in our work for the Science Museum (Identity for the Science
Museum Art Projects galleries and concept products for the Spymaker exhibition, which examine the future of spy technologies) as much as in our forthcoming book Digital by Design. It’s an overview of the fusion of digital technology and art and design production, as in our installation work for Terminal 5 of the Heathrow airport.

Troika was commissioned by Artwise Curators to create All the Time in the World, a 22m long electroluminescent wall that marks the entrance to the First and Concorde Galleries lounges in the new Heathrow Terminal 5.
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Do you consider yourselves part of a lineage of artists and designers or of a school of design
in any way?
Troika is part of a generation of artists and designers who creatively engage
with technology in order to provoke questions, experiment, and explore its potentials
and impacts. A lot of these artists grew up during the transient phase where analog
technologies were gradually replaced—the record players and View-Master. As such,
they understand the benefits, appeal, and importance of the materiality and the tangible
component of technologies versus the all-digital, immaterial, which prevailed at the
start of the digital era.
The influence of sci-fi—from films such as Kubrick’s 2001 Space Odyssey, Scott’s Blade
Runner, Orwell’s novel 1984 (Plume), Gibson’s novel Neuromancer (Ace), Ballard’s
collection of short stories, or the more popular Star Wars, to name but a few—sparked
a willingness to think and create in technological terms, finding new avenues and alternative
futures. A lot of artists working in this field share a more or less intense fascination
for technology itself, its potentials for artistic expression, and its social and
cultural impacts. Other notable influences include kinetic and media art, the counterculture
of the ’80s and ’90s (more precisely in DJ culture, which influenced the process
in terms of remixing), hacker communities (as the Berlin-based Computer Chaos Club),
street art, and graffiti.
How do you view what I’ve been calling “the ecology of new media art,” by which I mean
economic possibilities, exhibition opportunities, exchange of dialogue, and so on. Do you
see it forming interesting discussions and fueling work or not? Do you have a sense of how
it this is different across different parts of the world?
The general approach of artist and designers working in this field is very collaborative.
Sharing knowledge as well as the joy of discovery online as well as at conferences
is a common feature and encourages a constant exchange and debate. Part of
the reason may be that a lot of small structures are operating in this field that have
adopted a flexible and associative process, pulling together the right competences when
needed, rather than growing into a bigger apparatus in order to ensure their autonomy.
Who are the artists and designers working today that you are most interested in?
We have just written a book called Digital by Design that features artists and
designers who employ technology in unexpected, playful, disruptive, functional, or
critical ways. What was most challenging, but also most interesting, to us when writing
the book was that the works we selected successfully escape any coinage such as media
art or interactive design. The selected artists and designers have one thing in common:
an eagerness to explore the intersection between science, art, design, and technology
in the search for humanist values, humor, magic, and sensory experiences.
We love Daniel Rozin’s Mechanical Mirrors for the tangible beauty, Dunne and Raby’s
work for their critical approach toward design, and Ron Arad’s sense of exploring the new. What we look for in all the works we admire is the increasingly lacking desire for thought, enjoyment, quality, and craftsmanship.
A piece like Sonic Marshmallows appears at first very nontechnological, but it allows you
to think about things that are enabled by technology without using any electronics or
power. Can you talk a little about how a piece like that fits in with the rest of your works
and how you see it functioning in relation to people’s desires to interact with things?
We are fascinated by technology—being kinetic, optical, sonic, or
electronic—and its impact on people. So, a lot of our work is informed by technology,
but it is not a prerequisite. What we are striving for in our work is immediacy. We want
our works to trigger emotions or thoughts like a story or film might do, and we love
when art, magic, and science appear to be crossing paths. Sonic Marshmallows is a great
example; it’s technology in its purest form. Older technologies, especially the ones
directly linked to natural optical and acoustic phenomena, carry a very simple and
innate beauty that reveal their depth and magical surprise once you experience them.
We see Sonic Marshmallows more as a manifestation of people’s desire to interact with
each other, rather than with things. Sonic Marshmallows can be used only in conjunction
with another user. Sound mirrors were originally used on the coast of Kent to detect
incoming enemy planes, not far from the location were Sonic Marshmallows is installed
now. We used the same technology in a way that enables people to communicate with
each other instead.

Sonic Marshmallows, acoustic sculptures for Wat Tyler Country Park
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You’ve created the electroprobe, a device for listening to electrical currents that surround
us in our everyday environment. Can you talk a little bit about working with this tool and
why you’ve come back to this theme several times?
We first exhibited the electroprobes as an exploration tool for the immediate
surrounding; for example, in galleries people could discover the sounds produced by
the radio magnetic radiations of the surrounding lamps, closed-circuit TV cameras,
electricity wires, and so on.
We then became interested in the wide range of sounds that electroprobes can pick up,
including sounds from objects, which might not appear in your common gallery context,
such as LED boards, fans, fridges, and so on. In order to enable visitors to hear
the varied sounds of their radio magnetic environment, we curated installations of
electronic objects.
When we were invited by the British Council to China, we decided to make a locationspecific
sculpture using only electronics from the Chinese markets. The objects were
arranged according to the sounds they were producing to create one big electromagnetic
organ. The user becomes in a certain sense the composer because he will determine
which sounds become audible through navigating this electromagnetic soundscape
with the aid of the electroprobe.

Magnetic Guangzhou, an installation for the Electroprobes in China
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Do you approach conceiving of a print work differently than you approach conceiving of
an interactive piece?
Projects that are most interesting to us are the ones where we can bring all
media together: print, installation, product, and animation. The main difference between
one work or another is usually whether it is something that is applied or not—something that is about answering a brief or creating a work that is self-initiated. We approach all in the same way. We want to engage and surprise people through
sensory experiences or through making them think. And this counts for a piece of print
as much as for an installation.

Greyworld, business cards
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This is a very broad question, so feel free to answer however you like. What are the
fundamental rules for designing an interaction?
In Troika’s practice, interaction design or experience design might have a very different
meaning than, for instance, for an interaction designer working in product
development.
Troika strives to engage people on more intuitive and emotional levels. A good
example is our kinetic sculpture Cloud. Supported by the organic fluid movement of
its surface, it provokes associations of a living creature. The flicking sound of a flip dot,
which is a small circle that is flipped over to create a sort of pixel and which was a
technology used in old airport displays, touches on memories of traveling when you
were a child.
Some people have asked us if Cloud is interactive if it moves only when you walk by.
Our answer to that is that interaction can mean many things and goes far beyond
touching a button and getting a response once you have done so. A sculpture such as
Cloud is not based on such a linear approach.
Nevertheless, designing interactivity is an interesting task. Martin Heidegger sums it
up pretty well. He describes that the only time he really noticed his hammer was when
it was broken and that he was thinking about the nail instead of the hammer when the
hammer was working properly. It is about making the interface or the object invisible
and tapping into what people already know, where they are able to recognize form and
behavior without having to think about it.

Cloud, a digital sculpture For British Airways Terminal 5
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What software or hardware tools do you use, and how do you feel they shape your vision
or your working process?
We use the common 2D, 3D, and animation software packages. We draw and
write to formulate our ideas. We have a workshop in which we experiment and build
our prototypes and smaller pieces.
Our ideas and designs are to a great extent influenced by the tools we are using. Try to
formulate a concept without words! We believe that good craftsmanship and intimate
knowledge of your field is essential. This counts for digital/virtual solutions as much
as tangible solutions.
A piece like All the Time in the World has an extremely complicated technological element,
a beautiful typeface, an element of motion graphics, and a conceptual element that
plays on locations well-known and well-known but rarely considered. How do all these
ideas come together in a piece? Is it born more of necessity or a desire to be able to shape
all aspects of a piece?
Our approach is quite holistic, and we find it an enriching and creatively challenging
experience to develop the different aspects of a project.
All the Time in the World developed—like many of our projects—in a nonlinear fashion.
We had created the Firefly typeface after we learned about the possibilities of electroluminescent
technology. When British Airways commissioned for an art installation
for its reception hall in T5 using the Firefly display, we started from the semantics of
the location to develop the content for the installation.
We are investigating possibilities for technological innovation—mainly in the
form of reappropriating existing technologies—on an everyday basis. At the same time,
we are very aware of the contexts in which these technologies were previously used or
developed, and this informs the way we will use it in our projects. For example, the flip
dot technology used in Cloud stems from the signage boards used in the ’70s and ’80s
in train stations and evokes notions of travel. When those little inventions and contextspecific
concepts come together in an installation, it creates a multilayered end result,
which carries meaning on more than one level.

For All the Time in the World Troika developed a new typology of electroluminescent display, called Firefly, which relies on a custom-designed segmented typeface (patent pending.)
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