a multidisciplinary design and development studio.

SUPER is not building another traditional design firm with architecture, interiors, branding, etc. as separate services. SUPER assembles around problems and opportunities, not disciplines.

A project might require an architect, developer, industrial designer, landscape designer, artist, operator, fabricator, strategist, or someone from an entirely different field. The team forms around the project, makes something meaningful, and then evolves or reconfigures around the next opportunity.

In that sense, SUPER is less about describing a new type of institution and more about proving that institution through real work. Development should be just as important as design. There’s an interesting space between a conventional design studio and a developer where SUPER could identify opportunities, originate concepts, assemble talent and capital, design the project, build it, and potentially participate in ownership or operations.

The idea could be something closer to: “We originate, design, develop and participate in ideas worth building.”

  • Make projects the center of gravity, not the organization.

  • The project becomes the temporary institution that brings the right people together.

  • Blur the line between creator and owner. SUPER believes strongly in contribution, ownership and aligned incentives, there’s an opportunity for contributors to participate in the value they help create rather than simply billing for services.

  • Don’t overdefine the disciplines. The second you describe SUPER as architecture + interiors + branding + development, it starts sounding like an agency. The stronger idea is that the capabilities change depending on the problem.

  • Let the studio prove the philosophy. You don’t need to fully solve the organizational model before starting. Build a few things and let the operating system emerge through real projects.

  • Build the body of work before building the movement. Right now the intellectual framework is ahead of the tangible output. A few exceptional built projects would make the philosophy feel much more powerful because people would experience the work first and then discover the unusual structure behind it.

The way to think about it conceptually is:

  • SUPER Projects — multidisciplinary commissioned work.

  • SUPER Development — ideas and projects that SUPER originates and has ownership in.

  • SUPER Network — the evolving group of designers, makers, operators, thinkers and capital partners that assemble around the work.

Those don’t necessarily need to be literal divisions or names, but they’re a useful way to think about the ecosystem. “SUPER creates places, objects and experiences. We assemble extraordinary people around ideas worth building.” Then let the work explain the rest.

[“Overall, I think there’s a really interesting opportunity here to make the philosophy the culture and operating system, while the multidisciplinary studio becomes the thing people can actually see, join, hire, invest in and build through.”]


Studio Super

We make things we genuinely wish existed.

Every project starts the same way.

Something catches our attention.

An idea.

A problem.

An opportunity.

An old idea worth looking at again.

A moment of inspiration.

Usually it's something close to home.

Something we've experienced ourselves.

Something that refuses to leave us alone.

It's easier to solve a problem you truly understand.

From there, we start asking questions.

We look at how people solved it before.

We look at how it's solved today.

Sometimes the old way still makes the most sense.

Sometimes modern technology makes it better.

Most often, the answer is somewhere in between.

We aren't interested in old or new.

We're interested in what works.

One word keeps appearing in our work.

Coherence.

People often think beauty is something added at the end.

We don't think that's how it works.

We think beauty is usually a sign that many different things have quietly begun working together.

Materials.

Engineering.

Craft.

History.

Mathematics.

Purpose.

People.

At first, they rarely agree.

Each one has its own needs.

It’s own limits.

Each one has something to say.

Our work is to listen carefully, remove contradictions where we can, and keep working until everything belongs.

When that begins to happen, something changes.

The object starts feeling inevitable.

Harmony is often how coherence feels.

Beauty is often how coherence appears.

Elegance is often how coherence behaves.

Coherence is the underlying structure.

We don't begin by trying to make something beautiful.

We begin by paying attention.

Beauty has a way of appearing when everything begins working together.

Then we build.

We build prototypes.

We test them.

We change our minds.

Then we build again.

Every step teaches us something.

We keep working until everything feels like it belongs.

If engineering is pulling one way and the materials are pulling another, we keep working until they agree.

When everything begins pointing in the same direction, we know we're getting close.

That's usually when the object begins teaching us what it wants to become.

We stay intentionally small.

Not because we think small.

Because we enjoy working closely with the people making the decisions.

Every project brings together different people.

A woodworker.

An engineer.

A ceramicist.

A printer.

A machinist.

A photographer.

Whoever the project needs.

We don't think of them as vendors.

We think of them as collaborators.

Every project is a chance to learn from one another.

And to make something none of us could have made alone.

When it's over, everyone goes back to their own work a little stronger than before.

That's the kind of collaboration we're after.

In the end, we're not trying to fill the world with more stuff.

We're trying to make things that quietly earn their place.

Things people reach for.

Things people keep.

Things worth repairing.

Things worth passing on.

If we do our job well...

the people who make the work...

and the people who live with it...

will both feel it belongs.

************

When a collaborator joins Studio Super, this is the little book they're handed.

Not because they need to memorize it.

Because it helps them understand how we think.

It's not a rulebook.

It's a collection of observations that have survived enough projects to earn a place.

Studio Super

Working Principles - a guide to approaching difficult problems

Volume 0

Revision 0.01 

Why This Book Exists

Every project teaches us something.

Sometimes it's about materials.

Sometimes it's about people.

Sometimes it's about ourselves.

Rather than trusting memory alone, we write those lessons down.

How to use this book

This isn't a rulebook.

It's a notebook of ideas that have continued proving themselves useful.

If experience teaches us something better...

the book changes.

We Pay Attention

We pay attention.

To materials.

To people.

To history.

To good ideas.

To bad ones.

To the things that quietly work.

To the things that quietly don't.

Every project begins there.

Everything else comes later.

Why

Attention is the beginning of every project we've ever cared about.

Not inspiration.

Not talent.

Attention.

Most things will tell you what they need if you're willing to notice.

We Begin Close to Home

The best questions usually aren't far away.

They're sitting on our desk.

They're on the drive to work.

They're playing through our speakers.

They're lying in the shop.

They're part of everyday life.

We begin with questions we genuinely understand.

That's not because our experiences are universal.

It's because they're honest.

Honest questions usually lead somewhere worth going.

Recognizing Coherence

One of the questions we ask most often is surprisingly simple.

Does it belong?

Not...

Is it beautiful?

Is it clever?

Is it original?

Simply...

Does it belong?

We've found that this question has a way of cutting through opinion.

Every project begins with contradiction.

The material wants one thing.

Engineering wants another.

Manufacturing has its own needs.

Cost has its limits.

History offers lessons.

The user has expectations.

Sometimes our own ego gets in the way.

At first, they rarely agree.

That's normal.

Contradiction isn't failure.

It's where every project begins.

A heavy object wants to feel light.

A light object wants to feel substantial.

A beautiful object wants to be repairable.

A durable object wants to remain elegant.

A traditional technique wants to work with modern manufacturing.

An engineer wants precision.

A craftsperson wants feel.

None of these are enemies.

They're conversations waiting to happen.

Every time a contradiction is resolved, something changes.

The project becomes quieter.

Less forced.

More confident.

The decisions begin supporting one another instead of competing with one another.

Eventually...

the work stops feeling assembled.

It starts feeling inevitable.

We've learned to pay attention to that moment.

Beauty

People often ask where beauty comes from.

We don't think beauty is something you add.

We think it's something you uncover.

Harmony is often how coherence feels.

Beauty is often how coherence appears.

Elegance is often how coherence behaves.

Coherence is the underlying structure.

Beauty is a wonderful outcome.

It just isn't a reliable process.

We don't chase beauty.

We pay attention.

When enough contradictions have been removed, beauty often appears on its own.

Not because we aimed at it directly.

Because everything finally belongs.

Coherence doesn't only apply to objects.

It applies to almost everything.

A conversation.

A workshop.

A business.

A relationship.

A page layout.

A piece of music.

A life.

Whenever many independent parts begin supporting the same underlying idea, people recognize it.

They may not know why.

They simply feel it.

This is why systems matter to us.

A good system doesn't guarantee beautiful outcomes.

It simply makes coherence more likely.

It creates a structure where beauty has a better chance of appearing.

A thoughtful manufacturing process doesn't guarantee a great object.

It creates conditions where craftsmanship can flourish.

A healthy collaboration doesn't guarantee a breakthrough.

It creates an environment where better ideas can emerge.

The same is true of this book.

These principles aren't here to tell us what to think.

They're here to help us recognize coherence when it begins appearing.

Questions We Return To

When we're unsure what to do next, we ask:

Where is the contradiction?

What doesn't belong?

What is fighting with what?

What is this object trying to become?

What have we overlooked?

What happens if we remove this entirely?

If every part of this project could speak honestly, what would it ask for?

These questions rarely produce immediate answers.

They usually produce better observations.

Better observations tend to produce better work.

Most of the time, design feels less like creating something from nothing and more like carefully removing everything that prevents the underlying idea from revealing itself.

Sometimes that's a feature.

Sometimes it's an assumption.

Sometimes it's our own attachment to an idea that no longer belongs.

The work isn't to force an outcome.

The work is to keep removing contradiction until the project begins telling the truth.

Remove Until It Reveals Itself

Our first instinct is often to add.

Another feature.

Another sentence.

Another curve.

Another explanation.

Sometimes that's the right answer.

Often it isn't.

We've learned to pause before adding.

Sometimes the next step is to remove something instead.

Not because less is always better.

Because unnecessary things make it harder to see what belongs.

We keep working until the project begins telling us what it wants to become.

Judgment

There are very few perfect answers.

Most decisions involve tradeoffs.

Our job isn't to eliminate them.

Our job is to recognize them clearly.

Good judgment comes from paying attention long enough to understand what matters most.

The work teaches judgment.

Judgment improves the work.

We Prototype Honestly

Ideas are easy to love.

Prototypes are harder.

That's why we build them.

They don't care what we hoped would happen.

They simply tell us what's true.

Then we test.

We change our minds.

Then we build again.

Systems

Good systems don't guarantee good outcomes.

They make good outcomes more likely.

A system doesn't make decisions for us.

It gives good decisions somewhere to live.

Sometimes a system is a manufacturing process.

Sometimes it's a layout grid.

...