Benjamin Kahn
Research · Strategy · Experience
Culture · Brands · Environments

From insight
to experience.

I research the culture, brand, and context around a problem, find the idea that organizes it, and translate that idea into an experience someone can walk into and understand.

Research & synthesis · Insight development · Concept & experience strategy · Spatial thinking · Visual storytelling

Creative development · Visual communication · Documentation · Stakeholder alignment

How I Think

The moves that keep showing up across the work — how I get from a brief to an idea worth building.

  • Interrogate the ritual that already exists

    The most useful material is usually already in the brand’s hands, being used for something smaller than it deserves. Mugler’s refill fountain was a sustainability feature; read as a ritual of return, it became the entire experience.

    The Source
  • Read the category before adding to it

    Dealership advertising runs on a price, a car, and an urgency device. Once that’s clear, the question stops being what the next ad should look like and becomes what this client owns that nobody can copy.

    Friendly Auto Group
  • Let the environment do the explaining

    People read space before they read signage. If one quality changes consistently — planting, enclosure, light — it becomes information, and the building tells you where you are without saying anything.

    Nature Versus Technology
  • Design the sequence, not the room

    What someone feels in a space depends almost entirely on what they walked out of. Ordering, pacing, and thresholds are where the argument gets made — the rooms are just where it lands.

    Find the Gray Area
  • Flip the frame instead of arguing with it

    A cultural insult and a product benefit can be the same sentence pointed in opposite directions. Naming that overlap is faster — and funnier — than talking an audience out of a stereotype.

    The Chill Pill
  • Then make it survivable

    An idea that can’t be documented, approved, priced, or handed to someone else stays a mood board. Written rules, plans, and schedules are how a direction stops depending on the person who had it.

    Across the work

How I Work
  1. 01 Frame the question

    Turn the brief back into a question: who it’s for, what tension it sits inside, what would count as an answer.

  2. 02 Investigate the context

    Brand, category, precedent, materials, environment, and how people behave in the situation the work has to live in.

  3. 03 Find the insight

    One sentence, specific enough to be wrong — which is what makes it useful to argue with in a review.

  4. 04 Build the direction

    The insight becomes a concept with rules: a narrative, a journey, a set of things the work will and won’t do.

  5. 05 Make it tangible

    Plans, renders, and campaign systems make it visible; documentation and review make it real enough to build.

Selected Work
About

I turn observations and complicated questions into clear ideas, then translate those ideas into experiences people can understand and feel.

I trained in interior architecture, which is really training in how people experience an environment: behavior, sequence, context, materials, systems, culture, and the way a plan tells someone what to do without instructing them. What I found over four years was that the part I cared about most happened before any of it got drawn.

My interests have moved toward the questions that come ahead of the design direction. Who is this actually for? What is happening culturally or behaviorally around it? What is distinctive about this brand or this place that nobody else can borrow? What problem are we really solving, what insight could organize the response, and what should the experience make someone feel? The work I am drawn to now sits across research, strategy, brand, spatial thinking, and creative development — fragrance rituals, workplace behavior, exhibition sequence, the language of a category — which sounds like five subjects and is really one: understanding people well enough to build something for them.

I can also carry an idea into reality — campaign kits other people can execute, construction-level drawings, plans, and client review. That range lets me take an idea from strategic direction through presentation, documentation, and handoff.

Skills
Research & strategy — Brand research · Category analysis · Visual research · Precedent research · Concept development · Experience strategy · Spatial strategy · Strategic storytelling
Design & visualization — Photoshop · Illustrator · InDesign · SketchUp · AutoCAD · Revit · DSLR photography · AI image tools
Project & collaboration — Microsoft Office · Excel · Google Workspace · Asana · Monday · Bluebeam Revu · Procore

Education
The George Washington University — Corcoran School of the Arts and Design, Washington, DC
Bachelor of Fine Arts, Interior Architecture / 2020–2024

Experience

Interior architecture graduate working across research, brand, culture, and experience strategy — turning observations about customers, brands, environments, and culture into creative concepts, campaigns, spaces, and experiences. Background spans brand marketing, fashion retail, architecture, and luxury interiors, with strong visual, spatial, and execution skills.

Jan 2026 — Present
Friendly Auto Group
Design & Marketing Coordinator / Middletown, NY

Develop concepts and campaign systems across 10+ marketing, client-engagement, and experiential initiatives. Use category analysis and brand positioning to differentiate two dealership brands, then translate the ideas into visual systems, messaging, digital and print campaigns, events, and customer experiences — including the concept, floor plan, and customer sequence for a large-scale summer tent sale. Build governed brand kits so campaigns stay coherent when produced by others, and carry work through stakeholder review to publication.

Oct 2023 — Jul 2025 · Jun — Aug 2022
Reformation
Part-Time Sales Associate / New York, NY · Seasonal Sales Associate / Boston, MA

Built firsthand insight into customer behavior across two years in a high-touch fashion retail environment, observing how customers respond to merchandising, floor sets, product launches, and the in-store experience. Supported visual merchandising, weekly launches, client service, associate training, and high-value transactions.

Jul — Aug 2022
Payette
Architecture Extern / Boston, MA

Worked alongside senior architecture teams on a major healthcare project, observing how design decisions are developed, debated, revised, and coordinated across design reviews, project meetings, job-site progress, and consultant and construction teams.

May — Aug 2021
Mara Solow Interiors
Interior Design Intern / Pleasantville, NY

Supported four concurrent luxury residential projects through material and furniture research, finish selection against each client’s brief, physical sample boards, client presentations, vendor coordination, and site visits.

Aug — Dec 2018
Cherlyn Salon Annual Children's Cancer Fund Benefit
Fashion Show Coordinator / Armonk, NY

Coordinated boutique apparel selections, model assignments, show sequencing, setup, live backstage operations, and breakdown for a 300+ attendee fundraiser.

Sep 2017 — Jun 2018
Rothman's
Sales Intern / Scarsdale, NY

Delivered high-touch service to luxury menswear clients, gained early exposure to buying and merchandising, and photographed new merchandise for cohesive social content.

Contact

Currently looking for a full-time role in design research, creative or experience strategy, and concept development — and open to talking about anything where the work starts with a question.

Emailbenjaminkahn78@yahoo.com
Phone914-268-1773
LinkedInlinkedin.com/in/benkahn
LocationNew York, NY
← All Work Case Study — 01 / 05
Client Work · Brand Research · Campaign Strategy · Customer Experience

Friendly Auto Group

Campaign Strategy & Customer Experience — Friendly Acura and Friendly Honda

Every dealership in the category sells the same cars at roughly the same price, using the same three moves. The only thing that isn’t interchangeable is the name over the door — and this one happens to be Friendly.

Project Snapshot

Question
How does a dealership become recognizable in a category that advertises almost entirely on price — while still serving customer, recruitment, service, and promotional audiences?
Insight
Warmth and offer are two different jobs. One voice doing both does neither well, so the account runs two systems that stay recognizably one client.
Role
Research, concept, campaign systems, design, and client presentation across both brands.
Scope
Two campaign brand kits, customer and recruitment advertising, service and educational content, social posts and stories, event concept, floor plan, and 3D renders.
Context
Ongoing client account, January 2026 to present. Every deliverable presented to dealership marketing and ownership and revised across multiple rounds before publication.
Status
Client work. Acura campaign systems approved and published. The Honda tent sale is scheduled for summer 2026; the plan and renders shown are planning visuals.

The Question

Friendly Acura needed marketing that stood out in a crowded category without losing warmth, trust, or approachability. That is harder than it sounds, because dealership advertising has an unusually small vocabulary: a price, a vehicle, and a reason to hurry. Inventory is shared, offers are comparable, and the visual language is close to identical from one lot to the next.

So the question was not “what should the next ad look like.” It was: what does this client actually own that no competitor can copy?

Context

I started with the name. Friendly is a promise, not a descriptor — it sets an expectation about how it feels to walk in, and it is the one asset in the category a competitor cannot borrow. That sent me toward the visual language of mid-century American advertising, back when a dealership was a neighborhood business: illustration, warmth, service, reliability, a tone that assumes you will be back.

I also looked at what the promotional half of the category does, because ignoring it is not an option — a dealership still has to move vehicles on a deadline. That work is number-led and urgency-led by nature, and it fights warmth rather than extending it.

And the account is not serving one audience. It talks to customers choosing where to buy, people responding to an offer, service customers, and job candidates — different reasons to pay attention, arriving through the same channels.

In practice that came down to three inputs: the client’s existing materials and what the name already promises, a scan of how the rest of the category advertises across print, digital, and social, and a reference set of mid-century American automotive advertising assembled to find what made its warmth legible.

Insight

Warmth and offer are two different jobs, and asking one voice to carry both is what makes most dealership marketing blurry. Averaging them produces advertising that is neither charming nor urgent.

So the account does not average them. It runs two systems — one that carries the brand and one that sells the offer — each with its own written rules, held close enough in type, color discipline, and voice that any customer reads them as the same client. Warmth earns the relationship; the offer closes it.

Part One

Friendly Acura

Direction — Two Registers, One Voice

The brand system takes the word Friendly literally and borrows the visual language of mid-century advertising: warmth, reliability, and service, made immediate and familiar. It is built to be liked and remembered rather than acted on today.

The promotional system does the opposite on purpose — stripped back, performance-led, built around the vehicle and a single number, with rules tight enough that any execution reads as one campaign. Both were written down as brand kits, because a direction that only exists in my head is not a system.

Campaign 01

The 1950s Campaign

The period research turned into a repeatable kit rather than a pastiche: illustrated figures, decorative headlines, aged-paper texture, starbursts, ribbon banners, and a red-and-cream structural layout. The point is not nostalgia for its own sake — it is that the era’s advertising was built to communicate service and trust, which is exactly what the name is promising. Documented so the dealership team can produce on-brand assets without me.

Retro Friendly Acura AcuraLink advertisement in the 1950s illustrated style: red-to-cream arc layout, Route 6 badge, ribbon banner reading Drive Connected, Drive Protected, and a hand-painted red sedan.
The retro system in application.
Updated Friendly Acura brand kit: red header with curved red-to-gold arc, color palette of Friendly Red, Deep Cherry, Retro Gold, Midnight Navy, Vintage Cream, and Warm Stone, typography rules for script-serif headlines and bold sans-serif calls to action, four framed campaign examples, and design elements with do and do-not guidelines.
Campaign guide establishing palette, typography, image treatment, and layout rules — written so the work can be produced without me.
Campaign 02

Summer of Performance

The problem with offer advertising is that the offer is the least visual thing in it. A finance term is an abstraction — a number and some fine print — so the category buries it in a corner and fills the rest of the frame with a car photographed on a road it will never drive on. The stock location is doing no work, and the thing the ad is actually selling arrives as text.

So this system stops pretending. Nothing is composited into a location; everything is built and lit on a stage, which is honest about what a promotion is — a limited engagement, staged, running for a season. Performance reads three ways at once and all of them are true: the vehicles, the sales push, and the theater the campaign is openly admitting to.

And the offer becomes a physical object. A sculptural white dollar sign, a striped pool float, luggage packed into the back of an MDX — each execution puts one prop on the stage that turns the financial term into something you can see. “Zero Down. Zero Hesitation.” is four words and a ticket that reads Put It Toward The Trip: the money you did not spend, shown as the summer you get instead.

Restraint is what keeps it from becoming a set-design exercise. One red radial burst, a white vehicle, a wet black floor, one prop per canvas. Headlines are capped at four words and every price sits on a single component, so the number is always the loudest thing after the car. The guide specifies geometry as tightly as color — ray count, rotation, falloff, floor reflection — which is what lets four different executions read as one campaign across print, digital, and social.

  • Two reds and two blacks
  • Black visually outweighs red
  • One radial burst per execution
  • One type family used in three voices
  • Headlines limited to four words or fewer
  • White vehicles remain the visual focus
Summer of Performance MDX advertisement: Zero Down, Zero Hesitation headline over a red-and-black sunburst, with a sculptural white dollar sign, striped pool float, and an MDX packed with luggage; a ticket graphic reads Put It Toward The Trip.
Zero Down. Zero Hesitation. — the system in execution.
Summer of Performance campaign brand kit titled One Stage One Red: marquee and signal reds on stage black, Archivo typography specimens, the radial burst graphic device, slate and plaque components, photography and set rules, and voice guidelines.
One Stage. One Red. — color specifications, type specimens, burst geometry, components, photography and set rules, voice guidelines, and do/don't.

Why Two Systems Hold Together

The two registers coexist without blurring because each one is governed separately and neither is allowed to drift toward the other. Warmth never adds a price; the offer system never adds charm. What they share is a single client voice — the same restraint about how much a layout is allowed to say, and the same discipline about which element is loudest.

That is what makes the account scalable. New assets get produced against the rules rather than against my taste, and a customer moving between a service post and a summer offer still recognizes one dealership.

Part Two

Friendly Honda

Summer Tent Sale — Observation to Customer Experience

Scheduled for summer 2026. The plan and renders shown are planning visuals.

Observation. The previous tent sale felt closer to a children’s party than an elevated dealership experience — balloons, noise, and a lot that emptied quickly.

Insight. The event was asking people to make a considered, expensive decision in a setting that told them not to take it seriously, and it gave them no reason to stay. What a sales event actually needs is dwell time: shade, somewhere to sit, something to drink, and a salesperson who is not rushing.

Direction. Reposition it as a summer gathering, with the vehicles part of the setting rather than the whole of it — hospitality first, inventory second.

That direction becomes a sequence of touchpoints: arrival and welcome, vehicle browsing, featured-vehicle moments, refreshments, games, seating, and unhurried hospitality. The floor plan translates the sequence into zones, circulation, and vehicle placement, so the layout is the argument — walkways wide enough to linger in, seating placed where a conversation would naturally happen.

Main event render of the Friendly Honda summer tent sale: warm string lighting, market umbrellas, welcome table with signage, refreshment station, and vehicles arranged with clear walkways.
The tent sale as a summer gathering.
Honda summer sale event floor plan: check-in at the entry, a featured vehicle on a central rug, two angled rows of vehicles with umbrellas, palm trees, lounge furniture, standing tables, and a concession area along the back.
Floor plan: zones, circulation, and vehicle placement.
Execution

Making It Survive Review

A strategy that stalls in review is worth nothing

On a live account the idea has to survive other people — marketing, ownership, production, and two to three rounds of revision each. Feedback arrives consolidated rather than piecemeal, conflicts get surfaced instead of averaged, and nothing reaches production before a single clear sign-off. Nine Acura deliverables came through that process; every one is approved or published.

Deliverables tracker for Friendly Acura: nine deliverables grouped under the 1950s brand system and Summer of Performance, each row showing completed review rounds as filled squares and an approval status of published, approved, or in production.
Deliverables tracker — nine assets across two systems, with review rounds and approval status.Scroll sideways to read the full chart.

The tent sale is scheduled backward from a fixed date, because an event has no flexibility about when it opens. Seven phases run from concept to breakdown, with approval gates placed where a decision has to lock before the next phase can start — vendor sourcing cannot begin before the floor plan is approved, and nothing goes to production before final sign-off.

Project timeline for the Friendly Honda summer tent sale: seven phases charted from January through August 2026 — concept and positioning, floor plan and zoning, vendor sourcing, renders and visualization, production and signage, install and setup, and breakdown and recap — with approval gates marked at stakeholder review, final sign-off, and event day.
Project timeline — seven phases and three approval gates, concept to event day.Scroll sideways to read the full chart.

Outcome

One insight — that warmth and offer are separate jobs — now organizes an entire account. Two campaign systems serve different audiences while staying recognizably Friendly, produced by a dealership team working from written rules rather than from me. A routine sales event has been reframed from a promotion into a customer experience, with a plan and renders that make the idea easy to communicate, approve, and repeat.

← All Work Case Study — 02 / 05
Workplace Strategy · Spatial Concept · Programming · Documentation

Nature Versus Technology

Corporate Workplace — Concept, Programming & Spatial Strategy

Does nature evolve from technology, or does technology emerge from nature? Neither one comes first — they compete for the same space and depend on each other to be there at all. A corporate workplace built as that push and pull, where one thickens as the other thins, documented end to end from programming diagrams through floor plan, section, and axonometric.

Project Snapshot

Question
An office is where ideas get made, and everything we make begins with the earth. Does nature evolve from technology, or technology out of nature — and could an argument that abstract organize a working office?
Insight
Neither comes first, and neither survives alone. So the plan is not a winner — it is the trade: the two systems exchange visibility continuously across the floor, and a visitor is always in both at a different ratio.
Role
Concept, programming, space planning, spatial strategy, and construction-level documentation.
Scope
Adjacency, bubble, and sequential-experience diagrams; floor plan; building section; axonometric; material and planting strategy; renders.
Context
Full academic semester, developed through iterative critique with formal review at concept, development, and final stages.
Status
Academic. Workplace design and documentation set.

The Question

An office is where ideas are shared and innovative concepts are developed. Creation begins with a single idea, much like a seed — and everything we have originates from the earth. I examined the parallels between the creation of nature and the creation of technology, and asked whether nature evolves from technology, or technology emerges from nature.

Underneath it is an ordinary workplace brief: program, adjacency, circulation, private and shared space, daylight. The real question was whether something that abstract could organize a building that practical, or whether it would end up as planting applied to a finished plan.

Context

The project’s answer is that neither one comes first. They compete for the same space and they depend on each other to be there at all: the structure, power, and irrigation that make planting possible in a sealed building are technological, and the wood, daylight, and greenery that make that infrastructure bearable are natural. Take either away and the other stops working.

What gave that a shape was sketching the office as a landscape. On a hike the trees grow scarce as you rise — nobody has to be told this, and nobody experiences it as a message. It is simply what a landscape does, and it is legible the whole way up. (The thought that first sent me there was smaller and less serious — a corporate ladder is really just a climb.)

Insight

Nature here is not decoration applied to an office. It is one of two systems in constant negotiation, and the plan is built as the trade between them — where one thickens, the other thins. You are never standing in a natural space or a technological one. You are always in both, in a different ratio.

Which means the argument needs a quantity, not a motif. If the ratio is going to be the idea, something has to visibly vary, in one direction, everywhere. That quantity is density.

Direction — The Density Gradient

Density is not only how much planting is overhead. Four things are tuned together and always move as one: planting from a continuous canopy to scattered specimens, enclosure from tight partitioned rooms to open floor, material tone from dark wood to light, and sightlines from held close to running the length of the building. Anywhere in the plan, all four agree.

They run in one direction. The dense end is arrival: reception enclosed under heavy planting, dark, close. From there the office opens outward — planting thins, wood lightens, ceilings lift, daylight and long views take over — until it reaches the open workstation floor and the lounge. Walked the right way, the office is that hike, and the four qualities are what make the ascent readable.

This is where the trade becomes physical rather than rhetorical. In the dense zones the technology is still doing all the work — structure, irrigation, lighting, data — it is simply buried in planting. In the open zones the infrastructure is exposed and the greenery retreats to whatever daylight and long spans allow. Neither system ever leaves the room; they only exchange which one you can see. That is the push and pull, made into a plan.

Program relationships, relative area, adjacency, and circulation were resolved before form, following the route a visitor and an employee actually take. The diagrams fix where the planting thins and where it thickens, so the gradient is a planning rule the plan has to satisfy rather than a finish applied at the end — and that constraint is what keeps the argument honest, since the office still has to function as an office.

Adjacency diagram mapping spatial relationships between program areas to determine proximity, circulation, and functional organization.
01 — Adjacency
Bubble diagram exploring program relationships, hierarchy, and overall flow, with circle size indicating relative area.
02 — Bubble
Sequential experience diagram mapping the eight-stop user journey through the office, from the enclosed entry and reception out to the open workstation floor. Rooms on the route step from dark to light along the way while off-route rooms stay unfilled, and a gradient bar below shows planting density trading against visible infrastructure.
03 — Sequential Experience

Process diagrams — programming and spatial analysis.

What the Gradient Does for the User

A consequence follows from holding it consistent. Because the four qualities never contradict each other, someone can tell how enclosed, private, or exposed a space is going to be before they reach it — they read the planting the way they would read tree cover, and the building answers without signage. An idea that started as an abstract question ends up doing an ordinary practical job.

It also gives the plan a spine that survives contact with reality. Every later decision — which rooms sit where, how a partition is detailed, where the wood changes — has one question to answer: does this hold the gradient, or break it?

Corporate workplace with integrated ceiling planting, warm wood, daylight, collaborative workstations, privacy screens, and technological infrastructure.
Integrated planting, daylight, and privacy in the open workplace.

Execution — Drawn to Be Built From

The floor plan, axonometric model, and building section carry the same trade: curved circulation, planted zones, material transitions, and the structural and mechanical systems that make the planting possible — the negotiation between the natural and the built, held at construction level. A spatial strategy that cannot be drawn at this resolution is a diagram, not a building.

Developed workplace floor plan showing offices, studios, collaboration areas, workstations, circulation, planting, shared amenities, and public and private zones.
Developed floor plan.
Axonometric workplace overview showing curved partitions, private rooms, collaborative zones, open workstations, furniture, materials, and building structure.
Axonometric overview.
Long building section showing exterior glazing, planted areas, enclosed rooms, open workplace zones, material transitions, and daylight.
Building section.

Where the Two Systems Meet

The partitions are where the negotiation is most literal. They are precisely engineered translucent panels — a technological product — cut into organic curves that follow planting rather than structure, so the boundary between zones is a gradient rather than a wall. Circulation becomes a gradual change in enclosure instead of a corridor with doors.

That is the argument at eye level: neither system wins the edge. The curve is natural, the panel is manufactured, and the space works because both are true at once.

Curved workplace corridor formed by translucent partitions, terrazzo flooring, stone surfaces, integrated lighting, and planted views.
Curved partitions shape movement between zones.

Outcome

The question does not resolve into an answer so much as a working arrangement: nature and technology grow out of one another, and an office can be built to hold both at once. Program, circulation, enclosure, planting, and documentation all follow the same gradient — dense where you arrive, scarce where the floor spreads out — and at every point along it the two systems trade visibility rather than territory. What began as an abstract question ends as a workplace where the concept is doing practical work: telling people where they are. The set is complete enough to hand to someone else and build from.

← All Work Case Study — 03 / 05
Brand Research · Ritual · Experience Concept · Object and Spatial Design

The Source

Mugler Alien — Turning a Refill Ritual Into a Brand Experience

Mugler already sells a bottle you are never supposed to throw away. Read that as a ritual of return rather than a sustainability feature and the activation writes itself: don’t stage the bottle — excavate it.

Project Snapshot

Question
How do you build a luxurious, photographable Alien activation that isn’t the outer-space cliché the name invites — and that comes from something the brand already does?
Insight
A bottle customers are asked to bring back is not packaging, it is an object with a place it returns to. Treat the refill as return rather than recycling and the bottle becomes an artifact, the Source becomes a destination.
Role
Brand research, concept, object and spatial design, visualization, and presentation narrative.
Scope
Creative brief, limited-edition bottle concept, spatial experience, primary renders, overhead plan view, and presentation narrative.
Context
Self-directed, developed across four concept iterations into a presentation-ready proposal package.
Status
Speculative. Self-directed concept for Mugler Alien. Not commissioned or affiliated.

Brand Observation

Mugler pioneered refillable fragrance and turned the refill into a ritual at its Fountain, also called the Source. The bottle is never discarded — only renewed. Most of the category treats refill as a sustainability line item; Mugler has quietly built something rarer, a reason for a customer to physically come back to the brand and repeat the same act.

That behavior already exists. It did not need to be invented, only understood.

Context

Three inputs shaped the reading. First, Mugler’s own refill program and the Fountain itself — the brand’s most interesting mechanic is a return rather than a purchase, and the category around it treats refill as a sustainability line item. Second, how Alien has been presented: staged as extraterrestrial so consistently that outer space is now the safe answer rather than the striking one. Third, a reference set drawn from antiquity — fluted columns, winged Victories, laurel, carved travertine, intaglio — the vocabulary we use for objects that outlast the people who made them.

Sitting alongside that is a plain question about luxury objects: what makes something feel permanent instead of disposable, worth keeping instead of replacing.

Insight

A bottle you are asked to bring back is not packaging. It is an object with somewhere it belongs, and the refill is a pilgrimage to it. Meanwhile the most compelling quality of the Alien bottle is not that it looks extraterrestrial — it is that it looks impossible for a human hand to have made.

Both readings land in the same place. Not a visitor from another world: a relic from our own, so refined and unfamiliar that we cannot explain how it was made. And if the bottle is a relic, then the Source is not a counter. It is a site.

Direction — An Excavation, Not a Crash

Alien is reframed as an object from human history rather than outer space. The relic is discovered among toppled columns beside a Source dry for centuries; as it is unearthed, fragrance returns to the basin. Every decision after this point answers to that sentence — the visitor is arriving at a dig, not a launch.

The Source activation: the monumental relic bottle resting on toppled fluted columns, pouring a stream of violet parfum into a carved basin, surrounded by excavation rubble, stanchions, and cracked concrete veined with violet light.
The relic pours into the restored Source at the center of the excavation.

Translation — Object, Site, and Return

The bottle is recast in travertine and oxidized bronze — fluted like a column, winged Victories at its shoulders, its name held in a laurel wreath. The limited edition carries that name in reverse as an intaglio, readable only in the Fountain’s reflection: the reason to return the bottle is embedded in the object itself. The strategy and the product design are the same decision here — you cannot fully read what you own until you bring it back.

Object study of the relic bottle: the Mugler Alien silhouette recast as carved travertine with winged figures in relief, fluted sides, an engraved name within a laurel wreath, and an oxidized bronze cap, photographed on a stone plinth against a fresco fragment.
The Alien bottle recast as a refillable artifact.

Around it, the excavation ring, rubble field, and viewing perimeter organize the visit as a discovery rather than a display — you approach from the edge, circle the find, and arrive at the basin where the refill actually happens. The ritual the brand already owns becomes the climax of the sequence.

Overhead view of the activation: the relic bottle and basin at center, encircled by a rubble field of broken columns and terracotta fragments, perimeter pins, and violet-lit cracks radiating through the concrete floor.
Overhead view: excavation ring, basin, and circulation.

Execution — Four Passes and a Build

The concept was tested by taking it in four directions and discarding three. Each one failed differently, and each failure narrowed the idea.

  1. 01 — The Star Recognizable, but too generic at architectural scale.
  2. 02 — The Talisman Atmospheric, but read as a decorative prop.
  3. 03 — The Monument The bottle became the architecture.
  4. 04 — The Source The monument became an excavated relic tied to the refill ritual.

The centerpiece reads as stone but is built as CNC-milled cast composite with internal violet illumination, designed to break down, travel, and be rebuilt across locations. Engineering, pricing, and fabrication are the next phase.

Outcome

One behavior the brand already had becomes one coherent world — object, environment, and narrative that travel together as a repeatable activation, packaged and documented well enough to present. The refill stops being a sustainability feature and becomes the reason the experience exists.

← All Work Case Study — 04 / 05
Cultural Framing · Exhibition Concept · Visitor Journey · Spatial Narrative

Find the Gray Area

Immersive Fashion Exhibition — Six-Room Program

How much of what you find beautiful — or disgusting — did you actually choose? An exhibition that pairs those two judgments against each other across six rooms until a visitor can no longer tell which one they are having.

Project Snapshot

Question
How do people decide what is beautiful and what is disgusting — and how much of that judgment is inherited, learned, or internalized rather than chosen?
Insight
Beauty and disgust are the same reflex aimed in two directions. The interesting territory is neither pole but the gray area between them — which has to be experienced rather than explained.
Role
Conceptual framing, exhibition concept, architecture, programming, and visitor journey.
Scope
Exhibition concept, visitor-journey diagram, six-room program, architectural sequence, and room renders.
Context
Full academic semester, developed through iterative critique with formal review at concept, development, and final stages.
Status
Academic. Exhibition design proposal.

The Question

Not a survey of fashion history — an argument. How do people decide what is beautiful, what is disgusting, and how much of that judgment is inherited, learned, or internalized rather than chosen?

Fashion is the right medium for the question because it is where those verdicts get delivered fastest and most publicly. A garment is read — approved of, rejected — in about a second, and almost nobody stops to ask where their reaction came from.

Context

The project examines how a judgment gets installed. Beauty inherited from family and culture before it is ever questioned. Beauty assumed through excess, status, and spectacle — taste as a marker of position. Disgust as instinctive rejection, which feels like the most natural response of all and is often the most conditioned. And external perception: praise, judgment, and the way both edit what someone is willing to admit they like.

Structurally, the double helix supplied the model — paired bases that only exist opposite one another, which is exactly how these judgments behave. Nothing here is neutral or standalone; every reaction is defined against its opposite.

Insight

Beauty and disgust are not opposites so much as the same reflex aimed in two directions — and most of the aiming was done before anyone had a say in it. Which means the argument cannot be made by showing beautiful things or repulsive things. Both are too easy to agree with.

It has to be made in the space between: the moment a visitor cannot tell whether they are attracted or repelled, and has to notice the judgment happening. That is the gray area, and an exhibition can produce it rather than describe it — by ordering rooms so each one contaminates the next.

Direction — The Double Helix

The helix becomes framework and architecture at once: three subjects split into six opposing rooms, moving visitors between external judgment and internal perception through circular rooms, controlled thresholds, and shifts in light and enclosure. Sequence does the arguing. What a visitor feels in any room depends on what they walked out of — opulence lands differently after deception, and disgust lands differently after opulence.

  1. 01 — Deception Beauty inherited rather than questioned.
  2. 02 — Opulence Beauty assumed through excess, status, and spectacle.
  3. 03 — Disgust Instinctive rejection and discomfort.
  4. 04 — Actualization Praise, judgment, and external perception.
  5. 05 — Uncertainty Reflection within the unresolved gray area.
  6. 06 — You Complexity, self-recognition, and acceptance.
Visitor-journey diagram showing six exhibition rooms arranged along a double helix from Deception and Opulence through Disgust, Actualization, Uncertainty, and You.
Six rooms on one continuous double-helix journey.

Translation — Six Rooms

Each room is one judgment, built at full scale: material, light, enclosure, and pacing tuned so the visitor experiences the position before they can analyze it. The last two rooms deliberately stop resolving — uncertainty, then recognition.

Opening exhibition room introducing inherited ideas of beauty through a controlled immersive fashion environment.
01 — Deception
Immersive circular fashion-exhibition room using reflective materials, controlled lighting, sculptural forms, and a central visitor experience.
02 — Opulence
Exhibition room staging instinctive rejection: garments emerging from disturbed earth, raw clay walls, and unsettling fashion pieces under focused light.
03 — Disgust
Middle exhibition room confronting visitors with discomfort, judgment, praise, rejection, and conflicting ideas of beauty.
04 — Actualization
Narrow exhibition passage lined with translucent draped sheeting, lit at the floor, with a single visitor walking toward a concrete wall.
05 — Uncertainty
Final reflective exhibition room guiding visitors toward uncertainty, self-recognition, complexity, and acceptance.
06 — You

Outcome

An abstract cultural question becomes a legible six-room journey — architecture, interaction, and sequence carrying visitors from inherited judgment toward self-recognition. The project is evidence of the move I care most about: taking something people feel but never examine, and building a place where they can watch themselves do it.

← All Work Case Study — 05 / 05
Cultural Insight · Campaign Concept · Art Direction · Visual Development

The Chill Pill

Shark Handheld Fan — Concept & Six-Image Campaign System

“Take a chill pill” is one of the most durable ways culture tells a woman to be quiet. Shark sells a product whose entire benefit is cooling someone down. The insult and the product are the same sentence — so the campaign hands her the prescription and lets her enjoy it.

Project Snapshot

Question
How does a small, unglamorous product — a handheld fan — become the center of a campaign anyone remembers?
Insight
The most familiar way to dismiss a woman is to tell her to take a chill pill, which is a literal description of what this product does. Owning the insult beats avoiding it.
Role
Concept, cultural framing, art direction, reference curation, and campaign system development.
Scope
Campaign concept, hero visual, product story, exploration collage, and six-image campaign system.
Context
Developed and presented as an interview project.
Status
Speculative interview project. Not commissioned or endorsed by Shark.

Observation

Telling a woman to calm down has a whole vocabulary attached to it, and “take a chill pill” is the most enduring phrase in it — old enough to be affectionate, sharp enough to still sting. It survives because it frames her emotion as a medical problem and everyone else as reasonable.

Meanwhile the product in question is a handheld fan. Its single benefit, stated plainly, is that it cools you down.

Insight

The insult and the product benefit are the same sentence. Nobody has to be argued out of the stereotype — the joke is already sitting in the category, waiting for someone to name it.

And the reversal only works if she is in on it. Handed the prescription rather than sentenced to it, she controls the narrative and the punchline lands with her instead of at her.

Direction

The proposed face of the campaign is an archetype rather than a person: the reality-television personality who is instantly recognizable and synonymous with owning it. She is prescribed a chill pill, and the prescription is deliberately absurd — a fan that simply cools her down.

Translation — The Visual World

The campaign lives in a postmodern, mod-inspired wellness clinic: chrome, oversized capsules, prescription language, an all-female cast, and fashion-editorial posing. The real fan stays visible throughout, positioned as the prescription itself, so the joke supports the product instead of swallowing it.

Speculative campaign scene inside a mod-inspired wellness clinic, featuring a reclining proposed spokesperson, a counselor, an oversized Chill Pill capsule, and a prescription clipboard displaying the handheld fan.
The prescription is written: a Shark fan.
Blue and lavender Shark handheld fans arranged together against a dark background.
The product itself: both prescription and punchline.

Building the Visual World

The reference field came from two directions: the conventions of beauty and pharmaceutical advertising, which is the visual language the joke has to borrow to land, and a wide sweep of environments, styling, and materials generated and collaged — clinical chrome, mod fashion, reflective surfaces. My role was prompting, evaluation, curation, and final decision-making: deciding which references held the joke and which ones diluted it into set dressing.

Curated visual-exploration collage combining chrome clinical interiors, mod fashion, white uniforms, capsules, beauty references, reflective materials, and experimental campaign environments.
The curated field that set the campaign's materials and language.

Execution — One Idea, Six Images

A single joke told once is an ad; told six ways it becomes a campaign. Spokesperson, product, supporting cast, and environment are held together by styling and palette, consistent enough to brief a production team from — which is the test of whether the concept was ever a system or just a good image.

Six-image speculative campaign grid combining the proposed spokesperson, Shark handheld fan, product imagery, supporting cast, and mod-inspired wellness-clinic environment.
The campaign as a system, not a single image.

Outcome

One cultural observation carries an entire world — concept, joke, styling, and a six-image system that extends across a full rollout while staying product-first. The fan never becomes the setup for the joke; it stays the answer to it.