Selected Work
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Shrill Society
I’m the co-founder and CEO of Shrill Society, a feminist-driven lifestyle company that’s both media and product-driven. What differentiates us is that we use humor to tell stories, make a point, and build community. I’ve built Shrill Society from the ground up, ranging from branding, communications planning, social media, and operations.
Here’s a few of my favorite Shrill Society projects:
Nasty Woman Shirt
Like most of us, I was watching the presidential debate on October 19, 2016 when I heard Trump say under his breath “such a nasty woman” about his opponent Clinton. I immediately mocked up a Nasty Woman T-shirt, put it on Instagram, and woke up to 20,000 emails and 10,000 orders...all by 9am. My tongue-in-cheek design went globally viral 3 times and continues to be a best-seller. You can read more about that experience in this article I wrote for Vice. To further promote my Nasty Woman design, I teamed up with a number of brands, celebrities, influencers, nonprofits, and artists to create original digital content, activations, and timely products. For these projects, I tackled a number of roles from creative direction, director, producer, editor, activation producer, designer, and public speaker.
People around the world wore my shirt around the world leading up to the election during the first viral wave.
Post-election people continued to wear my shirt during a second viral wave.
The third viral wave happened during and after the Women’s March.
Inclusion in dozens of videos, like this video by Racked:
The shirt remains a best-seller to this day and has raised over $137k for my favorite nonprofits. It’s also been included in a few cool books, Fashion Institute exhibitions, and continues to be used throughout popular culture as an identifier.
Nasty Woman Game
After the success of the Nasty Woman shirt, I wanted to find a way to get those same people having fun and lively conversations around a table. Not in an echo chamber, not wasting time fighting with comment trolls, or arguing with family around the dinner table--but talking about serious topics in a humorous way so everyone can get a say. Introducing: the Nasty Woman Game!
For this project I did everything from concept to execution, including preliminary focus groups, inventing game mechanics, writing all the card content (including original jokes coupled with contemporary politics and historical insights), creative directed all design and illustrations, game tested with diverse audiences, and created and/or partnered with digital content producers to promote the game. After soft-launching the project to raise funds, Penguin Random House approached me with a publishing offer and added the game to their growing collection of tabletop games. I worked with Penguin Random House on all areas including editorial, project management, and promotion, including a US game tour. The game is now distributed internationally and can be found in stores everywhere.
For ongoing promotion the game is used for interactive digital content:
Gameplay instructional video:
Live events with global brand partners, like Red Bull and Maker’s Mark, and local brand partners in each market.
See Brands and Clients page for details.
Inspiration for Joy the Baker and Drake on Cake:
Nasty Woman
Planner
While gathering together for a game night is always fun, sometimes you just need some personal introspection, which is why I created the Nasty Woman Planner. An interactive day planner, it consists of monthly and weekly calendars, unique content, republished partner content, illustrations, jokes and prompts, all of which are complemented with digital content. The digital content includes downloads, interactive exercises, and a super-secret bi-weekly email called The Shout which explores themes from the planner in a very fun and readable manner. The Shout has over 15k subscribers despite being top-secret!
The planner was made in partnership with several brand sponsors, nonprofit partners, rights to republish existing content, and influencer snapshots. This enabled the planner to function as a branded and client-facing product while also being of high value to customers.
One other fun thing: the Nasty Woman Planner truly defies traditional retail as it was a 0% exchange or return rate.
Creative Direction and Curatorial
I love translating concepts into content, products, and experiences. I was the Creative Director for the regional digital contemporary arts organization, Pelican Bomb, for almost 8 years. During this time, I oversaw hundreds of projects, including digital works, immersive exhibitions, revenue generating programs, brand and client partnerships, and all branding and marketing initiatives. Below are a few of my favorite projects.
2 Freaky, 2 Friday
I curated this exhibition about women’s public images in popular culture, focusing on the impact of popular media in our lives. The exhibition was complemented with original content and digital projects, ranging from first-person accounts of fan culture to worshipping Britney Spears.
Read all original content and view digital projects here. Projects included immersive installations, digital content, and featured the collaboration between Faith Holland and Chelsea Manning.
Spa Castle
I creative directed and organized an exhibition with the naughty high-brow magazine Momma Tried. An immersive experience inspired by legendary celebrations both real and fictional, the exhibition included an over-the-top indoor fountain, a surreal garden, and a fully functional speakeasy.
Spa Castle was complemented with several digital projects, one featured in Art F City. Spa Castle has been called one of the best interactive experiences in New Orleans and was a success with our brand partners.
What Lifts You
Before going viral, I was incredibly interested in the act of going viral: How and why does it happen? What does the viral person experience and what is the aftermath? For What Lifts You, I partnered with several sponsors, like Hilton Hotels and Domain Companies, to re-create a viral mural piece, which then went viral again.
To further explore this, I worked with other content producers on highlighting their experience going viral and the impact it had on their lives. All original content for this project can be found here.
Twilight
In graduate school I did my original research and dissertation on the close culture that emerged online around Twilight fans and how they changed the economic landscape of the Pacific Northwest towns where the story was set. My work consisted of on-the-ground research and developing new and original content around the 1,000% increase in tourism that small towns experienced because of the popular vampire series. My dissertation was presented across the country at conferences and became the basis of a video installation in Chicago’s Concertina Gallery.