Manhattan, KS. USA
he / his
U.S. army brat
Joshuah Jest is an architecturally-trained, MIT-educated designer, director, artist, and pioneer of mixed reality. His growing body of projection-based installation and sculptural works focus on blurring the perceptual boundaries between digital and physical environments and encourages viewers to keep their feet firmly planted in reality to allow the virtual to emerge into a shared space. His original and meticulous approach to integrating video with various physical forms allows audiovisual content to resonate with a wider array of human senses, leading to deeper sympathy, emotional provocation, understanding, and retention of artistic significance.
Jest's practice draws on his architectural design background (Thomas Phifer and Partners, NYC; Rice University, B.Arch) and experience developing video installations, media facades, and digitally augmented objects (MIT/Harvard, Cambridge, MA; Urbanscreen, Bremen, Germany). His current work continues to explore the subject matter of his graduate thesis, "Fooling Ourselves: Topics and Design Strategies for Media Architecture, Integrated Media, and Composite Reality ", developed at MIT’s program in Art, Culture, and Technology from 2015 to 2018.
In 2020, Jest became the first resident artist at SEISMIQUE, an interactive art museum in Houston, Texas, where he currently maintains, experiments with, and curates third-party artist content for four unique, permanent mixed-reality installations.
Jest’s growing body of artwork seeks to invert the paradigm of immersion, wherein the viewer enters a virtual sensory landscape ( VR ) by leaving the real world partly behind. Instead of immersive experiences, he wants emersive experiences – for us to keep our feet firmly planted where they are, and allow the content of a video display to emerge into our space ( AR / MR / XR ). Here, in our natural surroundings, virtual images and sounds are not immediately dismissed as illusions, but are instead taken as serious indicators of potential material consequence by our most primal instincts. Staged in this way, digital information and synthetic images can be perceived by a wider array of human senses and processed more deeply by the hindbrain, leading to deeper sympathy, emotional provocation, understanding, and retention of content.
To explore and achieve these effect, Jest’s wide range of works laminate various information display systems into works of architecture, installation, sculpture, and fashion.
Imagined, designed, produced, programmed, animated, and installed multiple permanent tentpole mixed reality installations that support ongoing programming and feature development.
+ and more
Training Spartans on the subject of developing multimedia installations through ideation, design, technology, production, installation, and documentation.
FMX – 463: Multimedia & Installation Art
Studio production course that provided students with an in-depth study of the development of multimedia art and taught the tools necessary for producing such works. Modes of production covered included multi-channel audio and video installations; mixed, virtual and augmented reality installations; and hybrid combinations of the above.
Ultimately the course facilitated the design, development and implementation of original multimedia installations by the students.
Assisting in the concept development, programming, design, prototyping, fabrications, and installation of custom integrated media solutions and other forms of electronic signage.
Project partners and clients include:
+ Hard Rock
+ Royal Caribbean
+ NBBJ / ESI Design
+ Complexity E-Sports
LuminArtz Massachusetts-based nonprofit that works with local artists, designers and creative technologists to create public art installations that contribute to place-making and establish new opportunities for art in the public realm.
Responsibilities included directing and executing on matters of business development, internal organization, financial planning, program development, installation design, and on-site installation in order to support the non-profit’s mission to highlight local and regional artists who create innovative experiences that engage, educate and inspire.
Partners & clients include:
+ National Amusements
+ Showcase Cinemas
+ New Balance
+ The Boston Marathon
+ WATERING HOLE
+ BEYONG THE SURFACE
Hired to design and produce an exhibition for the MIT School of Architecture and Planning Junior Faculty for the 2017 ACADIA Conference. Production included design research, graphic design, coordinating with various departments, professors, and contractors, budgeting, technology specification, and final installation.
Assisted professor Azra Akšamija in ideation, research, design, and production of numerous international art projects, installations, and exhibits.
Production studio founded to support the Astrodome Conservancy in reanimating the Houston Astrodome. Lead creative content production, and interfaced with various government offices, organizations, and companies to develop the project technically, financially, and architecturally.
Partners, clients, affiliates and collaborative agencies include:
Proceeding Rice Architecture's core four year curriculum, students subsequently receive a Bachelor of Architecture professional degree after an additional two years, one of which includes the renowned Rice Architecture Preceptorship program. Preceptorship places B.Arch. students in notable offices across the world, including DS+R, Thomas Phifer, SOM, SHoP, Adjaye Associates, Rogers Partners, NADAAA, and Pei Cobb Freed. At these offices students gain a year's worth of mentored experience as paid employees.
Illuminated outerwear design and production startup. Our garments allow users to express themselves and their data via illuminated filaments and fashionable accessories.
Worked directly under Thomas Phifer and associates on various projects ranging from conceptual phase designs to construction support.
+ Corning Museum of Glass
+ Glenstone Museum
+ Hudson Valley House I
+ various other private residences
Urbanscreen is an international design studio whose practice pushes technology and theory to merge digital content with physical reality.
Assisted with research and development for site-specific reality-augmentation installations, and led the independent creative development and implementation of multiple projects.
Other responsibilities included concept development, site documentation, 3D scanning, 3D digital modeling, animation, video documentation, post-production, model fabrication, architectural model restoration, and firefighting.
+ THE SPECTACLE
+ Fusion Festival
+ 26th FLOOR
Rice Architecture's top-ranked undergraduate program consists of two consecutive degrees. The core curriculum of the first four years of study coordinates courses in history/theory, technology, and design, and results in a Bachelor of Arts in Architecture.
Awarded to individuals for projects and research that produce concrete outcomes, and demonstrate commitment/achievement above and beyond the norm.