humans live in spaces. When we started Monolith we found people were
over-obsessed with analyzing online behavior. Think about how much time
and money is spent on perfecting every click, every mouse hover,
every multi-touch on your phone — but do we live in our cell phones?
We humans live in two worlds, two spaces. First, there is the outer world of how things look like, everything envisioned by our eyes. But hidden from this view is an entirely different second world: the world of how. How different parts work together as the whole. It's a world we cannot perceive at first sight. This second world is harder to understand. It’s a world that can only be understood by how our brain perceives reality. This reality, which goes beyond how we see things, contains an answer to how things move and change. The division between “how/science” and “what/art” is integral to understanding every aspect of human life.
Monolith we are working hard to decode this world of how spaces
actually influence human behavior. How can we shave of waiting times in
queues. What if we could even remove queues altogether? How can we
improve flow so that we can maneuver spaces as our ancestors walked in
forests? How can we create spaces that enhance our thinking?
Spaces that inspire — think human friendly kindergartens, hospitals, working spaces. Even cities.
Much like how the Monolith in Stanley Kubrick’s “2001: A Space Odyssey” affected an entire species by introducing new level of consciousness, we have a similar objective in mind: to empower the entire retail industry with next evolution of stores. Shopable stores. And ultimately to empower human race with human-centric decision making when it comes to space design.