Strategy and creativity · The X Files Blog

Yayoi Kusama: art and brand experiences

Yayoi Kusama's dots, pumpkins and mirrored spaces form a recognizable universe. For those of us working in communication, her work raises an interesting question: how can a visual identity become an experience that people move through, observe and remember?

Yayoi Kusama: art and brand experiences · From detail to journey

The experience begins before the photograph. It includes expectation, scale, movement and the relationship between person and space. Approaching Kusama from that perspective allows reflection on experiential marketing without reducing her work to an attractive backdrop for social media.

Yayoi Kusama and the construction of a visual universe

Repetition can organize a complete experience. Throughout Kusama's career, patterns appear in paintings, sculptures and installations. The Broad's profile describes how the accumulation of small marks in her Infinity Nets creates an impression of vastness. The scale of the whole transforms the perception of each detail.

That shift from detail to environment is useful for thinking about brand identity. A color can appear in an advertisement, a sign and an object; the creative question is deciding what function it serves in each place. When all elements compete for prominence, visual consistency can become saturation.

Recognizing a system does not require repeating an identical composition. A brand can keep certain devices constant and change their rhythm according to the medium. The invitation needs to guide; the entrance should welcome; a product area has to facilitate understanding. Each touchpoint resolves one part of the journey.

The reading we propose at GX starts with that relationship between visual language and space. We are interested in observing how continuity is built and how a surprise is introduced within it. It is a tool for developing original concepts, not a recipe for reproducing an artist's motifs.

Louis Vuitton: a collaboration with dates and context

An artistic collaboration brings together identities with different histories. Louis Vuitton worked with Kusama in 2012 and again in 2023. The house itself confirms both encounters in its tribute published by Espace Louis Vuitton. Those dates allow the examples to be situated as specific projects, rather than presented as a permanent campaign.

When studying such a collaboration, it helps to separate three questions: what the artist contributes, what the brand contributes and what the public encounters in the result. A creator's name may generate interest, but analyzing the experience requires looking at products, spaces, communication and conditions of access.

Consistency is tested in the details. If a concept appears in a shop window, we can ask how it continues as people approach the product. If the campaign invites participation, it matters to know what someone can actually do. Consistency between expectation and experience offers a more precise criterion than describing everything as spectacular.

Nor should a luxury case be automatically transferred to any business. Budget, distribution, audience and prior recognition change an activation's possibilities. A small brand can learn from the clarity of a concept without imitating its scale or artificially associating itself with its creator.

Designing immersion through the visitor journey

An immersive space needs an understandable sequence. Before choosing screens, mirrors or projections, it is useful to sketch the visit's route. What is understood from outside? What invites people in? Where does the main interaction happen? How does the experience end?

Imagine, as a design exercise, a coffee brand that wants to explain its product's origin. It could organize a journey through landscape, aroma and preparation. One graphic device would connect the stations, while each offered different information. The objective would be to help people understand that origin, rather than fill the venue with unrelated stimuli.

Participation must have a reason. Touching, choosing, listening or comparing can give meaning to an experience. It can also complicate it if the action is introduced only to appear innovative. The practical question is what someone learns or discovers by participating that they would not understand by looking at a static piece.

Time deserves the same attention as visual appearance. An interaction lasting several minutes changes the space's capacity, queues and the team's workload. Designing for a real person means considering doubts, pauses, companions and access needs, alongside the ideal moment shown in a presentation.

From a visual pattern to a distinct identity

The concept needs to be explainable without mentioning another artist. If a proposal can only be described as a “Kusama-style” experience, the brand has yet to define what it wants to say. It helps to return to its history, audience and the specific emotion it wants to work with.

A creative session can begin with three decisions: a central idea, a visual rule and a visitor action. For example, an organization dedicated to water could work with the idea of shared care, an original representation of flows and a choice about everyday habits. The connection between those elements provides criteria for evaluating proposals.

References help formulate better questions. We can study repetition, scale or perception and then explore different solutions. GX's Design Thinking process offers a framework for connecting that exploration with people's needs and tests of the experience.

During development, it helps to keep sketches, decisions and versions. That record helps explain why a form was chosen, what changed after a test and how each piece relates to the concept. It also makes it easier for production and communication to work toward the same intention.

Access, comfort and operations

A memorable experience also needs to be comfortable to inhabit. Lighting, sound, reflections and circulation affect people differently. Reviewing alternative ways to participate and explaining conditions before entry allows informed decisions.

In a proposal with mirrors or intense lights, the team can review exit routes, legible signs and a less stimulating route option. Accessibility needs to enter the design from the start, alongside the venue's technical and safety requirements.

Operations are part of the brand's language. A clear welcome, a well-managed queue and a useful response to an incident can sustain the experience as much as a visual installation. The staff script should explain what happens without requiring people to memorize advertising phrases.

The prototype allows the whole journey to be rehearsed. Before producing an installation, a model or temporary signage can show whether the entrance is recognizable, the interaction understandable and the exit comfortable. It helps to observe people who did not participate in the design: their questions reveal implicit instructions the team already takes for granted.

Measuring what the experience aims to achieve

Evaluation criteria come from the objective. If we seek comprehension, we can ask what idea someone took away. If product exploration matters, we can observe which stations they use. If we want to facilitate a conversation, it helps to record the questions that arise and how they are addressed.

Shared photographs can provide information about dissemination, but do not in themselves describe satisfaction, comprehension or purchase intent. Before launch, the team needs to agree on what will be measured, for how long and within what privacy limits. That prevents asking an indicator to answer a different question.

Learning from Kusama means looking closely. Her work invites us to consider how a form becomes an environment and how visitors participate in perceiving it. For a brand, that exercise can open creative paths when translated into an original idea, a clear journey and careful execution.

Are you developing an experience for your brand? Talk to GX about the concept, journey and criteria that will help evaluate it.

Design what the visitor does. GX editorial diagram with an accessible text version in the article.
A design reading proposed by GX; no Kusama installation reproduced.
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Text version of the infographic
  1. 01 · Entry: What invites people to approach and understand?
  2. 02 · Encounter: How do scale, repetition and space relate?
  3. 03 · Participation: What can a visitor do during the journey?
  4. 04 · Exit: What connection remains with the brand and its goal?

A design reading proposed by GX; no Kusama installation reproduced.

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Sources

The Broad's Yayoi Kusama profile provides context for her work. Espace Louis Vuitton documents the 2012 and 2023 collaborations. The journey, operations and evaluation proposals are editorial analysis by GX.

Frequently asked questions

What can we learn from Yayoi Kusama for a brand experience?

The relationship between repetition, scale and participation offers useful design questions. Each brand must develop its own concept and connect it with a specific objective.

Does an immersive installation need technology?

It can use technology, but can also work with materials, light, sound or spatial arrangement. The choice depends on what the person needs to do and understand during the journey.

Can we use Kusama's works in a campaign?

Using works and images requires reviewing the corresponding rights and permissions. An editorial reference or an image available online does not amount to authorization for a campaign.