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Prix Émile Hermès 2016

The twelve finalists respond to the creative, experimental, environmental and social challenge of the theme of Play. They will be prototyped for the final round of judging.

Since its creation in 2008, the Prix Émile Hermès has promoted talented young designers and supported their prospective, early-career projects. For the fourth biannual edition of the prize, the Fondation d’entreprise Hermès has chosen the theme of Play as applied to domestic design.
Fondation d'enterprise Hermès
Top and above: Camille Courlivant, Rose Dumesny, Line de Carné, Clico, 2016. Photo BABEL Wearemb. © Fondation d'enterprise Hermès
More than a recreational activity stimulating the imagination and the senses, play builds character and self-knowledge, and gathers individuals together, illuminating and influencing our relationships with others. Chaired by designer matali crasset, the jury selected twelve finalists from a total of 762 entries from 62 different countries. The shortlisted entries are the most pertinent responses to the creative, experimental, environmental and social challenge of the competition’s theme and specifications. The selected entries will be prototyped for the final round of judging.
Fondation d'enterprise Hermès
Benjamin Charles and Simon Joyau, Dorémix, 2016. Photo BABEL Wearemb. © Fondation d'enterprise Hermès
The twelve projects reflect the aspirations of a generation that has grown up in the digital era. Each embodies its author’s individual relationship with technology. Two significant trends emerge: nostalgic, pragmatic projects revisiting archetypal games using tangible objects, natural materials and simple devices, often centred on a collective, creative activity (Trikado, Snail Racing, Vibrato, Your Shelter, Luc, Talu, We do not Play at the Table).
Fondation d'enterprise Hermès
Benjamin Charles and Simon Joyau, Dorémix, 2016. Photo BABEL Wearemb. © Fondation d'enterprise Hermès
And experimental projects that build bridges between technology and the real world, drawing on the potential of mobile phone applications or digital ink, supported by tablet computers or the magic of augmented reality (Clico, Demi-jour, Dorémix, Interactive Wallpaper, Oracle). In each case, experiment and discovery are celebrated as the heart of the experience of ‘Play’. Freedom of choice is a central concern: far from imposing strict rules or ‘punitive’ competitive systems, the shortlisted projects evoke multiple journeys from a specific starting point, with invitations to share, dream, create. A chance for players of all ages and personalities to invent their own scenario.

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