@kmendelsohn: Replying to @Sophia Cheli great question! I would like to add that this is only fair if you have a clothing allowance. It’s very difficult to ask employees to spend their own money to buy the brands clothing. Most brands offer their sales and PR teams a clothing allowance as part of their package in order to support the request of them wearing the line when with clients. #calvinklein #90s

Kara Mendelsohn
Kara Mendelsohn
Open In TikTok:
Region: US
Tuesday 24 February 2026 21:18:22 GMT
19251
905
27
6

Music

Download

Comments

dfmss_
dfmss_ :
This is going to be a very controversial take but it needs to be said. I feel the type of people and quality of people that work for major brands has dropped significantly and these things don’t matter anymore. I respect the time period in fashion when this was the case and the people were representative of the brands. Now they hire just anybody.
2026-02-24 21:37:59
17
nopeeee929
Nope :
Clothing stores in the mall during this time were the same. Employees got big discounts to encourage purchasing their clothes so you could wear them to work.
2026-02-24 22:01:01
32
lolasaidyes
user6140762939744 :
Great video and unfortunately chanel needs new employees never had such disrespectful disappointing and absolutely disgraceful experience. It’s not about the clothing it’s about how you treat clients especially clients that have a 20+ year history.
2026-03-26 02:27:18
0
maisonsavoir
maisonsavoir :
You re my favourite content creator
2026-02-25 02:02:26
3
rileyyjred
RileyyJRed :
This is absolutely true! I worked as a stylist for J.Crew, both retail, and corporate levels, and while it wasn’t dictated we were to be head-to-toe in J.Crew apparel, and accessories, the days I wore maybe one garment that wasn’t, were the days I was treated differently at work. It was literally that serious, and it was always brought up with an odd threat, that one of the big wigs was going to see me. The same thing for a club Monaco, which is a Ralph Lauren-owned company, so that fully tracks.
2026-03-07 03:35:09
1
thewildmarigoldfloral
poppyandthewildmarigold :
1000% for all brands! My little niece works at In-N-Out Burger, and they train those kids so well to represent their brand, some brands get it!!
2026-02-24 21:48:11
24
wxh19721
wxh1972 :
I didn’t know you had your own brand
2026-02-24 22:16:02
8
fashion_files_
Fashion Files :
Obsessed with this series! Can you duet Sophia’s video on her page where she asks more great questions?
2026-02-24 21:31:47
6
tinaisnifty
tinaisnifty :
Do you remember Oscar PR Girl? That was when I first saw an employee be the face of the brand online & humanizing the fashion brand.
2026-02-26 00:57:04
1
anacamoesdaraujo
anacda :
Can you talk more about the clothing allowence at CK and how frequently would you buy?
2026-02-24 21:43:31
25
pcpxpz
pcpxpz :
Your eyebrows 😩 so good
2026-02-25 13:36:45
1
nrf.95
nrf.95 :
I need a detailed breakdown of your cooper and Ella brand (how it started, some of your pieces, alllll of it!)
2026-03-10 18:23:30
1
booboi117
booboi117 :
Do you think this is why influencer brands like Something Navy failed? Because the influencers never wore their brands? Only before a “drop” and then back to their high-end luxury designers?
2026-02-25 02:01:09
1
linzee430
Lindsay Hejda :
Completely agree! Even though I crunched numbers for CK, I always tried to represent the brand. You never know when you’d get asked to meet w someone or go somewhere for CK.
2026-02-24 23:10:00
3
user6307240950596
user6307240950596 :
Agreed.
2026-02-24 21:31:45
3
To see more videos from user @kmendelsohn, please go to the Tikwm homepage.

Other Videos

🔥 A BACKFLIP IN GTA VI? 🔥 I was pretty happy to see a gainer in the GTA VI extended look, but I was even more surprised by how many people reacted to it. And it’s true that this one stands out compared to the insane level of realism everywhere else in the game. Apparently, players may be able to trigger the flip after leaving the ground. That’s a pretty common design choice: it feels responsive, gives the player freedom, and is easy to understand. The trade-off is that it can make the motion feel more arcadey. As someone who has spent most of his life doing flips, this is something I wanted to avoid while designing Tricking 0. Triggering the flip before takeoff is one part of the solution. But there are other problems too. You don’t want a flip animation to finish halfway through the airtime and then have the character simply fall to the ground, so Tricking 0 predicts the airtime and adapts the speed of the trick to match it. You can still choose to throw it faster, but once you’re airborne, the angular momentum you generated at takeoff is preserved. And if you want more freedom in the air, you can trigger freefall mode, our active-ragdoll system that lets you directly control the body pose while physics takes over. Gameplay wise the game is pretty advanced already but there’s still a lot of work to do, and Tricking 0 is very much unfinished. But seeing so many people care about one flip in GTA VI genuinely makes me happy. There are clearly a lot of people out there who look at a wall, a roof or a cliff and think: “I’d love to flip off that.” Tricking 0 started as a game for flippers like me, but I’d love for it to also bring curious players into that world and let them discover why flips are so satisfying That’s what we want to keep pushing toward : a polished game for people who already love flips, and for those who are just starting to get the appeal. ⬇️ TRY THE GAME FOR FREE ⬇️ PC, Mac, Linux 💻 Xbox Series, Steam Deck 🎮 #tricking #parkour #freerunning #cliffdiving #gta6
🔥 A BACKFLIP IN GTA VI? 🔥 I was pretty happy to see a gainer in the GTA VI extended look, but I was even more surprised by how many people reacted to it. And it’s true that this one stands out compared to the insane level of realism everywhere else in the game. Apparently, players may be able to trigger the flip after leaving the ground. That’s a pretty common design choice: it feels responsive, gives the player freedom, and is easy to understand. The trade-off is that it can make the motion feel more arcadey. As someone who has spent most of his life doing flips, this is something I wanted to avoid while designing Tricking 0. Triggering the flip before takeoff is one part of the solution. But there are other problems too. You don’t want a flip animation to finish halfway through the airtime and then have the character simply fall to the ground, so Tricking 0 predicts the airtime and adapts the speed of the trick to match it. You can still choose to throw it faster, but once you’re airborne, the angular momentum you generated at takeoff is preserved. And if you want more freedom in the air, you can trigger freefall mode, our active-ragdoll system that lets you directly control the body pose while physics takes over. Gameplay wise the game is pretty advanced already but there’s still a lot of work to do, and Tricking 0 is very much unfinished. But seeing so many people care about one flip in GTA VI genuinely makes me happy. There are clearly a lot of people out there who look at a wall, a roof or a cliff and think: “I’d love to flip off that.” Tricking 0 started as a game for flippers like me, but I’d love for it to also bring curious players into that world and let them discover why flips are so satisfying That’s what we want to keep pushing toward : a polished game for people who already love flips, and for those who are just starting to get the appeal. ⬇️ TRY THE GAME FOR FREE ⬇️ PC, Mac, Linux 💻 Xbox Series, Steam Deck 🎮 #tricking #parkour #freerunning #cliffdiving #gta6

About