BH: Was building a cohesive narrative with the individual stories possible?
RS: For the sculpture created for Terra, the Colour of the Year, and its peripheral environment, we gave it a very strong visual quality. You walk in through the installation at one end and come out at the other. Terra also tied in well with one key trend forecast, ‘Soil’. The whole space is in that colour, so it all looked like one big family of ideas. The objective was to create a seamless, inviting space, meant to invoke ideas of homecoming, being cocooned in nature.
BH: Were any of the stories more of a challenge than others?
RS: As a theme, we found Indofuturism difficult to understand— to visually and intellectually imbibe the theme—in the context of re-articulating it into plausible decor and product ideas. AI was a point of beginning in that the key inspirations came from the AI-generated gaming landscape. We formulated two key contrasting visual cues that became the defining character of the theme—western-inspired retro-futuristic visual forms, and typical Indian mahals, havelis and busy streets (as backdrops) to stage, fashion, decor and product ideas with colourful Indian crafted techniques.
Another one that proved a challenge was ‘Into the Deep’. While we had the earliest idea for it, the story’s execution was super-complicated. We were looking at various layers of woven fabrics in different textures and colours. Just to weave one surface was extremely time-consuming; we needed to weave 40 layers of fabric. Then there were numerous discussions about how to hang them, which layers go where, where should we max out density, is the density enough. The lighting too was important. There were only two vendors in the entire country who had what we needed. So yes, it was incredibly challenging to put up.