The problem before the picture.
We spend the first part of any project making sure we are solving the real problem. A beautiful answer to the wrong question is still the wrong answer.
BArch is a small, independent studio for architecture, interiors, finishing, software, notebooks, graphics, and motion. We keep the team close and the practice wide, so an idea can move from a section to a screen without losing its point.
A small studio with a deliberately wide way of making.
BArch began with architecture and kept expanding because the work asked us to. A house needed furniture; a client needed a site tool; a building needed a way to explain itself; a studio needed paper that could keep up. Rather than hand those questions to someone else, we learned to answer them ourselves.
Today we work as one integrated practice: architects, designers, makers, and developers around the same table, with trusted collaborators brought in for what each project needs. We are small on purpose. It keeps the decisions close to the people doing the work.
Not a manifesto. Just the things we keep coming back to when a project gets complicated.
We spend the first part of any project making sure we are solving the real problem. A beautiful answer to the wrong question is still the wrong answer.
The half-millimetre at a door reveal, the easing of a transition, the way a cover opens. Detail is how the idea reaches the hand.
A building, a brand, a notebook, or an app has to work after we leave the room. We design for the Tuesday, not just the opening night.
The best projects are conversations, not hand-offs. We keep the table small, the decisions close, and the credit shared with the people who build the thing.
“We care about the half-millimetre and the five-year plan. Good design lives in both.”
The studio is led by Biruk, with a core team of designers and makers and a long bench of collaborators. Every project has a direct line to the person responsible for it — no account layer, no hand-off to a stranger.
New buildings, additions, and spatial strategy — from concept to site.
Layout, light, material, and the quiet decisions that make a room feel right.
Joinery, surfaces, material research, and the last ten percent that matters.
Products, platforms, and internal tools for the way creative work actually happens.
Paper goods and small editions designed to be used, not saved for best.
Identity, editorial, packaging, and print systems that stay alive in use.
Motion systems, title sequences, and architectural stories with a pulse.
If the brief does not fit a category, that is usually where the interesting work starts. Tell us about it.
We take on a small number of projects each year, across disciplines and geographies. If you are building something that deserves care, introduce it.
Start a project