work

  • 2013

    aggreGate is a open ended system that collects large sets of data about how a group of people are behaving in an environment and wirelessly brings that data to an artist's fingertips via a tablet application where it can be viewed, filtered and manipulated in real time.  This "curated" data can then be used by the artist to drive a variety of feedback devices like lighting and visual installations, musical instruments or other electrical and mechanical...

  • 2012

    Vision Critical asked the 3rd year Interaction and Communication Design students to analyze a set of data collected from Twitter and Facebook users about their usage to create an infographic or data visualization that clearly communicated an important insight from that data.  While many of the data sets were fairly simple numercial statistics on a sigle issue, our group was given results on a series of questions from both user groups that were open to interpretation.  Instead of...

  • 2012

    aggreGate is a open ended system that collects large sets of data about how a group of people are behaving in an environment and wirelessly brings that data to an artist's fingertips via a tablet application where it can be viewed, filtered and manipulated in real time.  This "curated" data can then be used by the artist to drive a variety of feedback devices like lighting and visual installations, musical instruments or other electrical and mechanical...

  • 2012

    We were asked by Corelam inventor Christian Blyt to come up with an idea to help market Corelam to industry professionals at trade shows. To do this, decided to showcase the elegance of Corelam's form factor and it's sound dampening properties by creating a trade show installation that would hang suspended.  Potential customers would be invited to stand inside the installation where they would notice a drop in the din of the tradeshow floor.  I worked primarily on the wood...

  • 2012

    For this project, our class was approached by the developer of the tracking application Moby to reimagine the product.  Our constraints for this project were kept to a minimum so I decided to do a complete overhaul of the application, right down to its brand identity.  As this application was used primarily to keep track of kids, I thought that making it more approachable to children by using zoomorphism and simplifying the way maps were portrayed.  The implementation of game...

  • 2011

    Many students and visitors to Emily Carr University are unaware of the library's extensive collection of Artist Books.  These rare, beautiful and often expensive books are tucked away to protect them from moisture as well as theft.  We were tasked with coming up with an interactive way to make the library's Artist Book collection more engaging and accessible.  In response, we designed a large touchscreen surface that allowed simple navigation of high resolution representations...

  • 2011

    For this project we were tasked with creating a video game based on a nursery rhyme.  I decided to choose the Aesop fable The Fox and The Grapes.  For this I set out to create a game experience that addressed the story's moral of cognitive dissonance.  The game mechanics are essentially unwinnable and player's must maintain an equilibrium else they will be punished for over acheiving.  This project intruduced me to many complicated programming concepts that I can apply to...

  • 2011

    This project was to design something that evoked an emotional experience. My solution to this was to create two Processing sketches. One was an interactive tonal generator that allows the user to move four rings that generate tones around the screen. They cycle in 4/4 time and generate different tones depending on where each ring is placed on the screen. The user can create beautifully musical tones or unnerving discords. For the second sketch I decided to create the unpleasant experience of...