Burg Giebichenstein University and Art and Design Halle
Professor Guido Englich
Strategic product and concept development
Professor Mareike Gast
Material- and technology-based product development
Professor Dieter Hofmann
Product and system design
Professorin Laura Strasser
Product design / Ceramic and glass design
Professorin Karin Schmidt-Ruhland
Game and learning design
Professor Vincenz Warnke
Narrative and sensual Design
Professor Christian Zöllner
Design methods and experiment
About Burg Giebichenstein University and Art and Design Halle
Burg Giebichenstein University of Art and Design Halle has a distinctive profile in the German university landscape. Featuring two departments, Art and Design, BURG has offered excellent conditions since 1915. With over 1,000 students, it is one of the largest universities of art and design in Germany. Visionary ideas and design are the focus of its 20-plus disciplines of study, alongside the development of practical professional skills.
The studio and workshop facilities are thoroughly equipped. Students learn to think and work in an interdisciplinary manner as they navigate their way through the broad foundation programme. The departement of design at the Burg Giebichenstein University of Art and Design Halle confers bachelor’s and master’s degrees, as well as the possibility of doctoral studies. The university maintains partnerships with institutions in numerous countries.
Industrial Design at the BURG
The Industrial Design programme integrates three study fields: Industrial Design, Ceramic and Glass Design and Design of Playing and Learning. Industrial Design covers the whole range from strategic and conceptional design to the development of material and technology based products, narrative and sensory design as well as product and system design. As a Ceramic and Glass Design student, one learns to design individual pieces (studio design) and serial products for industrial production. Design of Playing and Learning focuses on the design of objects for playing, on concepts for playful inter- action and computer aided play, and on didactic and paedagogic media and scenarios.
The ability to select from among various projects offers an opportunity for detailed development of individual standpoints. The aim is the attainment of a high degree of skill and originality in conception and design along with the ability to develop integrated design strategies, combined with critical reﬂection regarding societal, cultural, scientiﬁc, technological, economic and ecological conditions and choices that apply to the design task in question.
Cooperations with universities, research bodies and partners from industry and the arts round off these courses. Graduates will have the ability to initiate and implement design processes in inter-disciplinary teams, and to establish their career path in studios, in agencies or as independent designers.
GDG – Submissions
More about the projects on the Graduates Platform
Alexia von Salomon & Alina Weber
Chris Walter & Robin Godwyll
Monique Dahl (she/her) & Gina Hartig (she/her)
Martha Sophie Kikowatz
Johanna Stella Rogalla
Lil Petersen & Svenja Boissel
Hannah Noëmi Kannenberg
Elena Thalia Scholz
Lena Hoppe & Jessica Grömminger
Vincent Dino Zimmer
Magdalene Neynaber & Laura Klingele
Christian Andrés Parra Sánchez
School Profile Projects
“M3” is a process project in which a new type of mould was created with a self-made die-casting machine: the rotating plaster mould. A pattern is milled into both parts of the mould – the rotation of the halves creates infinite variations of the original pattern.
By linking human and artificial memory, Tangible Tags builds a bridge between the digital and the analogue world. By means of three different interfaces, the sensomotoric and cognitive abilities of humans are used to link or store data with their own bodies, artificial architecture or physical objects – and to retrieve them in the same way.
Education – a child’s play is a teaching material for sex education in primary schools. The Body Cards set is representative of a series of materials that make it possible to deal with the subject of sex education in a holistic way.
“Beside Blood – cycle exploration” is a project for menstruating women and consists of five objects and an accompanying booklet. The social taboo on the cycle extends so far that menstruating women themselves often know little about it and the subject is associated with shame. The set gives interested people the opportunity to explore cycle-related changes in a self-chosen atmosphere and thus supports menstrual women to deal with their body with more confidence.
Construction, production and sale of the Bluetooth speaker are designed in an open system. Electronic components from various manufacturers can be exchanged, integrated and updated as required. The special feature of the concept is the decentralised on-demand production, which is coordinated via an online platform. This also serves for the exchange of spare parts, used parts and information. The platform is not designed for growth and profit, but to increase sustainability by extending the service life.