Projects

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 »

February 8, 2012

(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 »

This design emerged from thinking about how social surveillance operates to regulate recycling practice in Japan. I wanted to come up with a design that leveraged this kind of imagination about the gaze of others — but instead of being surveilled by one’s cohabitants, one would be surveilled by tiny eyes that run along the floor. These eyes would be “cute” much the way that public service posters in Japan leverage the cuteness of mascots to encourage you to remember important instructions. Instead of focusing on recycling practice, though, I wanted these eyes to be regulating hot or cold air leakage (by guiding an inhabitant to close an open window for example).

Designed as a critique of status monitoring in online contexts, this project presents a prototype of a prosthetic device that conversation partners wear in their mouths to provide visual and auditory feedback about the speaker’s level of online popularity (measured in retweets). The speaker with more current retweets experiences voice amplification (and their mouth glows… Read more »

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 »

‘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 »

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 »

This project consists of a series of workshops designed to explore new models of live audience interaction. I am interested here in tinkering with the interactional rule-set of audience-performer-interaction. In November of 2011 I collaborated with Kevin Driscoll and A. J. Patrick Liszkiewicz on a workshop titled Occupy this Seminar. The approach here eschews technologically… Read more »

I was a collaborator on 6under60, an installation at the Shenzhen Urbanism/Architecture Bienanale in 2011. As a key member of the interactive design team, I directed recruitment and outreach to our collaborator cities, led design of the metadata architecture for both installation and web interfaces, co-designed the concept and user experience of the installation and website, built a metadata collection interface,… Read more »

February 7, 2012