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 customizable conversation game that guides players to tell emotion-rich personal stories by combining story 'threads' with surrealistic AI-generated images. The printed images and prompt cards are personalized using generative AI to facilitate the group’s collective ‘conversation intention’. Since its first playtest in August 2023, 11 unique iterations have been printed and played by over 300 people including high school students, grad students, startup teams, and workshop attendees.
MIT Media Lab (2023 - current)
Crossroads
Crossroads is an interactive social game where players dig deep into each other's past experiences by collaboratively generating and reflecting on surrealistic AI-generated images. By making the act of deep listening fun, the game inspires a novel approach around routine conversations and permits players to ask deeper questions. Expanding on past work, Crossroads explores how play can improve the strength of social networks and find a role for AI and interactive technology that enhances rather than detracts from the development of authentic human relationships.
MIT Media Lab (2024-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)
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)