Caitlyn Gallagher Writes First Chapter of Harry Potter on Shower Stall
Kayla Colanardi — July 24, 2011 — Pop Culture
References: bitrebels & ryanseacrest
Seventeen-year-old high school student Caitlyn Gallagher sure loves Harry Potter. She wrote the entire first chapter of the first Harry Potter novel, "Harry Potter and Sorcerer’s Stone," on her high school bathroom stall.
It took Caitlyn Gallagher around four hours to complete this magical project, which she expanded over the course of a few days. She would go into the stall after school and put an 'out of order' sign so that if anyone happened to come in, they would not bother her. She also used up three Sharpies.
The chapter of "Harry Potter and the Sorcerer's Stone" on the bathroom stall is sure to provide some nice reading material for the rest of the students, especially if they enjoy Harry Potter.
It took Caitlyn Gallagher around four hours to complete this magical project, which she expanded over the course of a few days. She would go into the stall after school and put an 'out of order' sign so that if anyone happened to come in, they would not bother her. She also used up three Sharpies.
The chapter of "Harry Potter and the Sorcerer's Stone" on the bathroom stall is sure to provide some nice reading material for the rest of the students, especially if they enjoy Harry Potter.
Trend Themes
1. Interactive Bathroom Art - Developing interactive artworks that incorporate written storytelling components in public restrooms.
2. Student-led Experiential Marketing - Utilizing high school students as brand ambassadors to create unique and engaging experiences for target audiences.
3. Cross-generational Fandoms - Exploring the emergence of fandoms that transcend age groups and generational boundaries.
Industry Implications
1. Art Installations - Incorporating responsive and interactive installations in commercial spaces like shopping malls and museums.
2. Marketing and Advertising - Experimenting with experiential marketing techniques that leverage grassroots campaigns and prominent cultural figures for maximum impact.
3. Entertainment - Creating cross-platform content that caters to diverse age groups and interests to attract a wide and loyal fanbase.
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