PROJECTS
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Small Talk
Small Talk
A work of art that comes to life when someone touches it.
ROLE
Design · Programming · Web UX/UI
TOOLS
Adobe Illustrator · Visual Studio Code
CONTEXT
Academic · 2nd Year of the Higher Vocational Training Program in Interactive Graphics
STATUS
Published online

01
Context
"Little Talk" is a work by Romero Britto: two female silhouettes in profile, holding glasses, against a blue background.
121×91 cm of vivid colors, dense patterns, and maximum contrast. Britto founded the Happy Art Movement with a stated mission: to inspire happiness, love, and optimism. The assignment was to bring it to life and make it interactive. The challenge wasn’t technical. It was one of interpretation.
02
The challenge
An interactive work fails if the animation adds noise rather than meaning.
The question wasn't what could move—it was what needed to move so that the work could convey something that a still image couldn't. The easy part was animating the colors. The hard part was animating a conversation.
03
My process
Before opening Illustrator, I read Britto.
His influences—Warhol, Haring, Lichtenstein—and the language of the Happy Art Movement defined the selection criteria: not to bring the visible to life, but rather the details that go unnoticed during a conversation. The toast. The waves. The kiss. The small gestures that are, in reality, the whole story.


I vectorized the entire work in Adobe Illustrator, preserving every pattern and every edge. Then, I programmed the three animations and their sound effects in Visual Studio Code. The web interface that hosts the work uses typography and color that interact with Britto’s art without competing with it—the web design is the frame, not the painting.


04
Results and Lessons Learned
An interactive work published online in which every animation serves a purpose.
The result does not add layers to the original work—it brings them to life.

01
Adapting someone else's work is an act of interpretation rather than creation.
02
Well-designed interactivity enhances meaning. Poorly designed interactivity disrupts it.
03
Code and design aren't sequential steps. In this project, they were part of the same decision.