Interaction Designer & Researcher

I’m curious I’m a designer and researcher currently at the MIT Media Lab studying how games and play can help us have better conversations. In a world increasingly defined by isolation, social stratification, and misinformation, I think it’s important we use our brain’s well-established ability to connect and feel, well, human. Thus I care about designing technology that is more than easy or convenient; but allows our brains, bodies, and relationships to flourish.

 
 

Check out some of my work:

 
 

Analogia

Analogia is a game for sharing real stories within communities using a combination of talking prompts and absurd images generated by AI.

MIT Media Lab (2023 - current)

Closer Worlds

An ML-assisted 2-person game that fosters emotionally intimate conversations through co-creative world-building.

MIT Media Lab (2022 – Current)

Meltdown

Multi-player game which approaches digital polarization by offering an opportunity to contextualize opposing beliefs, or employ self critique to similar ones. Custom designed controllers and game cards guide players to share the lived experiences which complicates the act of responding to questions in the binary.

Class project (2023)

Look

In-vehicle experience allowing drivers to interact with buildings in their surroundings by looking and speaking about them. Interface combines eye-tracking and speech recognition. Offical product in 2020 with Daimler (Mercedes Benz).

Cerence customer product (2018-2021)

Voice assistant

Speech-enabled conversational-AI for hands-free infotainment while driving. Assistant combines visual and verbal interface to meet many needs of drivers including communication, entertainment, payments, knowledge, and more.

Cerence customer product (2018-current)

Gesture controlled windshield UI

Proof-of-concept for a heads-up display projected onto the windshield of a semi-autonomous vehicle. System combines speech recognition, gesture recognition, eye-tracking and a visual interface. It first debuted at CES in Las Vegas on January 11, 2020.

Cerence R&D (2019)

Emotional AI

How might an emotionally aware voice assistant improve driving experiences? In this Nuance proof-of-concept, I explore using emotion-sensing technology.

Nuance R&D (2019)

Look

In-vehicle experience allowing drivers to interact with buildings in their surroundings by looking and speaking about them. Interface combines eye-tracking and speech recognition. Offical product in 2020 with Daimler (Mercedes Benz).

Cerence customer product (2018-2021)

Voice assistant

Speech-enabled conversational-AI for hands-free infotainment while driving. Assistant combines visual and verbal interface to meet many needs of drivers including communication, entertainment, payments, knowledge, and more.

Cerence customer product (2018-current)

Barcowd

Satirical art diaroma asking viewers to consider the value of human labour in the livestock industry, and where automation of animal food production ought to end.

Trinity College Dublin (2016)

Infographics

Data visualizations and visual content created for an online science publication dedicated to communicating scientific material to a non-scientific audience.

McGill Office for Science and Society (2017)

Story of an idea

Conceptual ideation at the intersection of technology, society, art, and design.

Personal exploration (2021)

Living Rocks

Conceptual AR experience which brings to life a pet rock. Users interact with a virtual version of their favourite rock using their hands.

Personal exploration (2020)

Replenish

7-course tasting menu designed to expose eaters to ingredients grown using traditional and sustainable agriculture methods.

Student project (2016)

 

Closer Worlds

An ML-assisted 2-person game that fosters emotionally intimate conversations through co-creative world-building.

MIT Media Lab (2022 – Current)

Meltdown

Multi-player game which approaches digital polarization by offering an opportunity to contextualize opposing beliefs, or employ self critique to similar ones. Custom designed controllers and game cards guide players to share the lived experiences which complicates the act of responding to questions in the binary.

Class project (2023)