Collaborative Research

leviathan vr pic

During my time at Intel Labs I researched immersive narrative opportunities for Scott Westerfeld’s Leviathan triology. As part of this process, I led immersive concept ideation sessions for Alex McDowell’s World Building Media Lab (WBMl). I facilitated the WBMl team in exploring a range of character perspectives that an immersive story experience could take in VR. One of the key… Read more »

April 29, 2016
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At Intel Labs, I worked on a project that positioned data from mobile sensors and web APIs as the raw material for playful experience. I aimed to empower users through simple tools for experimentation, invention, and self-expression. As part of this research, I prototyped an evocative “Data Monster” which looked something like a cross between… Read more »

December 17, 2015
sandbox

Interning at Intel Labs, I researched and designed new playful ways of engaging with data in everyday life. As part of this project I conducted fieldwork with teens, prototyped “data-sandbox” toolkits, designed and led playtests with target demographics, interviewed luminaries in the field of play, and synthesized findings with emerging opportunities in the fields of IoT and quantified-self. Outside participants included… Read more »

December 16, 2015
couple drawing original

As part of an internship at Microsoft Research New England with Nancy Baym, I studied the experiences of people who use Couple, an app target at romantic partners. I wanted to understand how people come to adapt or invent new social practices in the context of a novel platform. Couple is one among an increasing number of… Read more »

December 15, 2015
puck interface

As a collaborator on Jen Stein’s dissertation project PUCK, I worked with Jeff Watson on datavisaulizations of the SCA building’s 100s of sensor feeds. [Project lead: Jen Stein; Dissertation Chair: Prof. Scott Fisher; MEML team: Jacob Boyle, Joshua McVeigh-Schultz, Hyung Oh, Amanda Tasse, Jeff Watson; Storyboard illustrations: Bryant Paul Johnson]

February 8, 2012
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CLEAN UP WALL STREET is a game-event inspired by the global financial crisis. The game explores the actions that led financial institutions to endanger the health of the global economy. Playfully assuming the roles of commodity traders and credit rating agents in the actual spaces of Wall Street in Lower Manhattan, players compete to trade… Read more »

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(2010) Collaboration with Michael Annetta. This design uses XML data from NAVTEQ to translate daily traffic flow at particular road sections into a rhythmic pulses that maps onto PWM voltage for vibrating motors. By the year 2060, all the humans who survived peak-oil live in giant honeycomb-like structures that contain self-sustaining mini-ecologies within each geodesic… Read more »

deja01

This project extended our work with automotive lifelogging by using in-car sensors to engage drivers in ongoing discoveries about their vehicle, driving environment, and social context throughout the lifecycle of their car. A goal of the design was to extend the contexts of automotive user-interface design by (1) looking inward to the imagined “character” of… Read more »

ecosystem

‘Ambient storytelling’ — part of the design philosophy of USC’s Mobile and Environmental Media Lab — represents a departure from customization algorithms familiar to discussions of pervasive computing. Rather than thinking about how a car can play the role of glorified butler, anticipating its driver’s every need, instead we reposition the car as co-participant in an… Read more »

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Dendritix Rules This locative game was designed in collaboration with Jeff Watson, Juli Griffo, and Ed Yee. It requires partners to collaborate via mobile phones as they navigated through physical and virtual worlds. One player navigates a text-based MUD modeled after the real-life rooms of the play space while the other navigates through physical space…. Read more »