Work Samples


Commercial Work

Design Research, Max Play 
Hired for the early R&D stages for MaxPlay, a new video game platform incubated by Technicolor, I was responsible for design research: competitive analysis of on-boarding, tutorials and UX/UI. This also included user research of tools, pain points, and workflow, evolving into phase testing with the same group (A/B tests, feature set tests, early alpha demonstration) and ultimately, community building.
http://www.maxplay.io/

Creative Direction, Program Design & Facilitation
Institute of Play
Institute of Play creates learning experiences rooted in the principles of game design—experiences that simulate real world problems, and require dynamic, well-rounded solutions. While there, I worked in many capacities: branding (I lead a team to rebrand the organization), design and communication (I lead a team to redesign the institute's website), followed by developing, directing and facilitating mobile programs that took the Institute's work beyond the bounds of New York City and educational spheres.

I lead teams consisting of educators, game designers, cultural workers, and foundation representatives. We made game-based curriculum training programs for middle school teachers, summer camps for middle school students turning free iPad apps into game components, and blazed new trails for museums and other cultural organization to use games and game-like strategies to address institutional challenges and engage audiences in new ways.

Photo and video documentation of PLAY@, a program to bring the basics and benefits of game design to different cultural organizations. I was the co-director of this series, developing and leading workshops for over a dozen cultural organizations. Scroll down for video documentation.

Photo and video documentation of MobileQuest CoLab, a two-week professional development program for educators interested in bringing games, design and mobile technology into the classroom. I lead a team of 8 game designers and educators to develop the program, and produced and directed the 2-week program for 12 middle school teachers and 60 middle school students. Scroll down for video documentation.

Creative Consultant, IDEO
I worked as creative co-lead with Scott Paterson at IDEO and a team of designers to create a kiosk for University of Phoenix’s at Education Nation. 
Given UPX's goal to 'learn anywhere', I also lead an initiative to turn New York City into a classroom, creating pop-up classes that included debate with a former DA at Federal Triangle, Chinese at Chinatown’s Confucius Park with a Chinese immigrant, sailing with a Sailor at South Street Seaport, chess at Washington Square with a reigning chess champion, and Orienteering in Central Park with a Scoutmaster. Link to campaign documentation

Consulting Creative Director, Red Antler 
During repeated short term engagements with Red Antler, I lead campaign concept, design and realization across digital, print, and trade exhbiition platforms for clients. In particular, I lead the creative team for Harter Furniture for three years 2008-2010. Link to campaign documentation for Harter furniture

Art Director, Metropolis magazine
In addition to monthly magazine design, hiring photographers and illustrators, I participated in the editorial direction of the magazine, wrote articles, and I lead the magazine redesign for its 25th anniversary and integrated digital and print platforms. Link to work samples

Artwork

Citizen Bridge
Citizen Bridge is a temporary bridge to reconnect New Yorkers to their waterways. Long ago, the center of city life and citizen prosperity was its waterways, and amongst many other forms of access, New Yorkers could walk between Brooklyn and Governors Island on a sandbar at low tide. New climate realities demand reconsideration of and reconnection to the waterways, and Citizen Bridge is a catalyst and platform for re-engagement. 

Over the course of the project's development, I have built an advisory team consisting of architect Jonathan Marvel, government liaisons, a structural engineering team from Thortnon Tomasetti, and a marine engineering team from Glosten Marine in Seattle, as well as legal teams from DLA Piper and Stroock, Stroock and Lavan. The project has also benefitted from interviews and work sessions with dozens of experts in waterways and waterfront operations and maritime practices. 
Recent prototype budget: $30,000 link to project information

Link to Explanatory Video (low production values were requested by granting organization).

Link to Video Documentation of the 7th Citizen Bridge prototype, the "Superblock"
This prototype was titled Superblock and was the first fully-engineered design. Documentation shows the assembly process and tests for seaworthiness.

Link to CB Radio, a podcast series exploring the NYC waterways through interviews with members of the maritime community encountered through the bridge.

Action Coding
Action Coding is a research project investigating expanded forms of HCI through the performance of code. The project reframes coding as a physical performance—an activity that be watched and performed in groups like exercise, sport, or dance, shifting it away from a singular, terminal-driven experience. In so doing, this project not only shifts the act of coding, it challenges the assumptions of digital labor, and the design of the workplace.

Action Coding requires a Kinect and a custom-written open-source gesture recognition application (Kinect To Gesture) that can translate full-body movements into various information inputs that may be plugged into various development environments (Arduino, processing, MaxMSP).
Action Coding was developed by a cross-disciplinary team of collaborators and consultants that included a machine learning specialist, a physical computing specialist, a choreographer, and a video game animation specialist. Link to project information

Link to P5 coding demonstration (split screen shows real-time system response)

Link to BodyLang coding demonstration shows exploration of the potential semiotic interleaving of sports and hip-hop gestures with the syntax and semiotics of coding.

-SHIP 
-SHIP commissioned by the American Embassy in Caracas, Venezuela, to imagine a future Caracas without fear and violence and reactivate unused public plazas in Caracas. It was created in collaboration with municipal representatives, architecture students, and architects. Budget: $100 U.S., All materials reclaimed, recycled or in-kind donations. Link to documentation

Creatures of Habitat
Commissioned by Zero1 San Jose to speculate on the future of the workplace, Creatures of Habitat returned the modern office and its employees to a state of nature. With dirt, shovels, extension cords and coffee mugs, office workers exited the canopy of drop-ceiling tiles into the clear, assembling new ways of working from the ground up. Budget: $1000, paid to temp workers. All materials recycled or 
in-kind donations. Link to documentation

Work Unit
Both mobile office and mobile gym, Work Unit  (2009) was intended for research into new relationships between ‘work’ and ‘working out’. Crafted from plywood, hinges and casters, the unit is an analog response to the dual problems posed by digital culture: the homelessness that springs from the infinite nomadism offered by mobile technology, and the disembodiedness of sitting still for hours on end, staring into the void of the screen. It is a space that can travel anywhere a laptop can, as long as its operator can muscle it there. It comes complete with three working modes: fully private, semi-private, and fully public (for collaboration with up to 6 others). Budget $200. Designed in collaboration with Adam Hayes from OpenShop. Link to documentation

Karaoke Ice
Karaoke Ice was a mobile interface for community research commissioned by Zero1 San Jose, in collaboration with Marina Zurkow, Katie Salen, and CADRE Design & Technology students at San Jose State. Budget $40,000. Link to documentation