Publications &
Academic Work
Stephan’s dedication to advancing architectural thought is also reflected in his extensive academic work and writings. He has taught at numerous architecture schools and universities worldwide, such as the Architectural Association in London, Die Angewandte in Vienna and the Hochschule Karlsruhe. Stephans writings are about the relationship between physical architecture and memory and digital the digital space.
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Space Between People - How The Virtual Changes Physical Architecture
PRESTEL / RANDOM HOUSE
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Der veröffentlichte Raum - Über den öffentlichen Raum im Zeitalter seiner Digitalisierung
MERVE-VERLAG-BERLIN
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Learning From Sim City
REVOLVER BOOKS
“The World is a computer game and your heart beats like a pop-corn”
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Elements Of Time & Space - The Story Of A Turtle
ELLIPSIS PUBLISHERS LONDON
“Around 1840 it was briefly fashionable to take turtles for a walk in the arcades" Walter Benjamin
Switch Europe Initiative
How can we design a democratic digital space?
Architecture is the space between people. Architecture is organizing this space. Not only through material, form, or construction, but through social structures. Through rules, traditions, and cultural norms. Architecture is never merely built matter. It is always an organization of nearness and distance.
Today, this task is shifting. The digital framework begins to organize the space between people itself. It does not merely simulate nearness and distance. It actively produces them. It groups people, separates them, directs attention, and decides which encounters become possible and which never occur.
From this perspective, digital infrastructure must be understood as the most consequential architecture of the twenty-first century. An architecture without walls, but with profound political force. An architecture that no longer represents social space, but structures it.
This architecture is not democratic by default. As privately owned systems, Big Tech platforms increasingly resemble feudal structures rather than public space. What should be a civic infrastructure has become an economic one.
For liberal democracies, this is fundamental. The space between citizens must be designed and governed democratically. Europe must provide the sociological and technical conditions for this architecture to remain a democratic one.
Switch Europe responds to this shift. It translates existing European law into technical reality by defining a binding standard for interoperability and migration between platforms. Not to regulate content, but to restore movement, choice, and plurality in the digital public space. If democracy depends on spatial freedom, then it must be designed into infrastructure.
Starting Point and Core Problem
With the GDPR, the Digital Markets Act, the Digital Services Act, and the AI Act, data portability, interoperability, transparency, and platform responsibility are legally binding and enforceable. In practice, however, digital markets remain closed. Users can export data, but they cannot take their social relationships, networks, and contexts with them.
This structural lock-in prevents switching, stabilizes market power, and makes new European social media offerings practically non-viable, because they cannot reach critical mass.
The Concrete Solution
Switch Europe is a standardized data migration and interoperability architecture, functionally comparable to a router. Switch Europe is not a platform and not a social network. It is a neutral mediation layer that organizes the transfer of data and social graphs between existing platforms, new European services, and user accounts.
Switch Europe translates existing law into technical standards. For large platforms, Switch Europe simplifies compliance with regulatory requirements. For new European companies, Switch Europe lowers market entry barriers. For users, Switch Europe makes switching real.
Social, Political, and Economic Relevance
Without the ability to switch, there is no fair competition. Without fair competition, no European alternatives can emerge. Data portability is therefore a prerequisite for democratic resilience, European sovereignty, and open markets.
Switch Europe strengthens competition, creates opportunities for European companies, and expands choice and service options for EU citizens in the spirit of free and fair markets.
Academic Role and Purpose
The goal of Switch Europe is to develop a neutral reference architecture that demonstrates how existing European digital law can be implemented in practice. Legal, technical, and economic foundations are translated into a concrete, verifiable implementation.
This act of translation requires an institutional framework in which different perspectives can be brought together and independently examined. This is precisely where university research and teaching contribute, at the intersection of law, technology, and societal impact.
Reframing the digital condition through the lens of architecture
It argues that artificial intelligence has taken over the architectural function of organizing nearness and distance. In this new order, an artificial interior of resonance unfolds between human and machine, while the space between people becomes an exterior, fragile and unpredictable.
As an architect, I understand space as a process that takes shape between perception and memory. Inside and outside are not places but opposing forces that attract and repel. Their balance defines what we experience as intimacy, separation, or safety. When digital systems begin to organize these forces, they generate new architectures of the space between people.
Interactivity replaces reflection. What once required a pause for interpretation now produces instant reaction. Perception becomes operational. The ergonomic image describes this condition in which perception and behavior merge into one continuous circuit. What seems like an image is in fact executable code that measures attention, adapts to it, and simulates comfort. By responding to this comfort we become compatible (lat. comaptio) with the machine, which speaks to us through images and knows exactly how to keep us engaged.
Between imagination and touch lies the narrow zone where space is born
When interaction leaves no time for memory, imagination loses its ground. Without the interval that links perception to recollection, there is no spatial imagination, and no way to sense what another person feels. This power-shift is what the book calls the Tamagotchi Paradox. The more machines appear to care for us, the more our attention begins to sustain them. What feels like mastery becomes dependence.
The virtual is not unreal. It is the counterpart of the physical. The physical begins where the body meets resistance, where touch becomes sensation, and where sensation can turn into pain.
Artificial Nearness and a new ethics of seeing
Machines generate comfort by shaping an interior that feels personal, while other people remain outside, imperfect and unoptimized. Yet it is only in this friction, in this vulnerable exterior, that shared experience between us becomes possible. The ethics of seeing begins where perception and memory meet. It depends on the distance that allows us to imagine what is not immediately before us and to sense what others feel. When digital systems take over this interval, they also begin to legislate it. Architecture once organized public life through its material order. Today, digital architectures organize it through invisible protocols that define what we see, touch, and remember.
Europe has started to recognize this shift in its new digital acts, which treat attention as a spatial and civic matter. These regulations are not only economic corrections but attempts to design the digital as a shared environment rather than a private interface. What emerges is a new form of spatial governance that links code to ethics and perception to law. The Ergonomic Image calls for a renewed ethics of seeing, one that restores the distance necessary for imagination, empathy, and memory.
The Ergonomic Image
Upcoming book on artifificial nearness
and the changing space between people
by Stephan Doesinger, 2026
Stephan Doesinger
AA Publications / A.D. Architecture & Design / ART / Architektur & Bauforum / Ars Electronica / Blueprint / Deutsche Bauzeitung / Dwell /
AA Publications / A.D. Architecture & Design / ART / Architektur & Bauforum / Ars Electronica / Blueprint / Deutsche Bauzeitung / Dwell /
FRAME / MUCBOOK / Süddeutsche Zeitung / Der Standard / International Yearbook of Design / ID Magazine /
FRAME / MUCBOOK / Süddeutsche Zeitung / Der Standard / International Yearbook of Design / ID Magazine /
Interior / Monopol / NZZ / PAGE / Surface Magazine / Tank Magazine / re:mined / Wind / World of Interior Design, MARK Magazine /
Interior / Monopol / NZZ / PAGE / Surface Magazine / Tank Magazine / re:mined / Wind / World of Interior Design, MARK Magazine /
Keynote @ Die Angewandte
The hybrid symposium “Virtu(Re)al Playgrounds – How to Digitally Expand a City”, initiated by Peter Weibel at the University of Applied Arts Vienna 2021,
explored the evolving relationship between digital technologies, public space and urban perception. International speakers examined how virtual environments, interactive images and algorithmic systems reshape spatial experience and redefine the boundaries between physical and digital cities. Stephan Doesinger presented his keynote “Rubber Band Rally”, discussing memory, cinematic architecture, ergonomic images and the hybridisation of urban space through digital tools.
Stephan draws a distinction between gaming and playing by showing that gaming takes place within the rigid logic of a programmed system, while playing unfolds within the elastic continuum of human perception, memory and spatial experience. Gaming is rule-based, goal-oriented and computational; it is defined by the constraints of the digital machine. Playing, in contrast, is experiential, open-ended and shaped by the mind’s ability to stretch or compress time, which he calls the “rubber band” between perception and memory. Where gaming operates inside a closed system of code, playing activates the fluid interplay between body, imagination and environment.