The Samsung Experience
       
     
Time-Warner Bldg.
       
     
Speakeasy
       
     
Quasi-3D Interactive Display System
       
     
Interaction
       
     
Content
       
     
Narrative
       
     
Content
       
     
Medical Proposal
       
     
The Samsung Experience
       
     
The Samsung Experience

The Samsung Experience was a revolutionary leap in retail. One could interact with products and get helpful advice but no products were sold at this location

Interactive installations were incorporated to demonstrate that Samsung was
forward-thinking and valued engagement. All exhibits utilized Samsung products. 

Time-Warner Bldg.
       
     
Time-Warner Bldg.

Interactive installation for the Samsung flagship store in the Time-Warner Bldg, Manhattan, Columbus CircleWrite here...

Speakeasy
       
     
Speakeasy

‘Speakeasy’ was the front and center interactive installation of the flagship Samsung Experience in Manhattan which ran from 2004 to 2007. 

Quasi-3D Interactive Display System
       
     
Quasi-3D Interactive Display System

It was a quasi-3D interactive display system based on my thesis for Parsons. Visitors explored a secret virtual world of fashion and technology revealed only through interaction.

Interaction
       
     
Interaction

On a vertical axis (steel pole) LCD screens are hung with handles mounted on either side. By grabbing the handles and rotating around the axis, the viewer is moving 360 degrees around the content for a quasi-3D experience. 

Content
       
     
Content

Each pole consisted of a fashionably dressed character interacting with a Samsung product. Two characters played the role of musician, playing in the 'Speakeasy'.

Narrative
       
     
Narrative

By moving around each character, the user discovers that they can see other characters in the background of the pole their are interacting with. The other characters correspond with the poles as they are located in the space.

By moving to each of the poles, the user discovers they are in a virtual room. A virtual speakeasy of style and technology.

Content
       
     
Content

Content was changed approximately every year and made use of the system in multiple ways.

Medical Proposal
       
     
Medical Proposal

This was a proposal that used the quasi-3D system to explore and communicate medical, commercial, and informational content. 

Here, a spinal condition called Ankylosing Spondylitis is resolved through treatment in one 360 degree turn.