Game Developers Conference (2018)
Bringing Mars Down to Earth: Designing Educational Games with Real Science for Low Income Students
The Verizon Innovative Learning explorer lab is a multisensory mobile AR bus-meets-spaceship. The explorer lab takes low income middle school students on a field trip to Mars, and is custom-tailored to measurably activate interest in STEM. IDEO, in collaboration with Whiskytree and West Coast Customs, crafted the explorer lab from scratch to pilot in 9 months.
Our talk showcases the application of IDEO's human-centered design approach to game and software development.
Beach Ball Synth (2016) Contributed in early-phase experience design for beach ball synthesizer installation at Moogfest 2016. Article
A New Way to Vote for the People of Los Angeles (2015-16) Co-created high-fidelity prototype of ballot-marking QR-driven responsive website for LA County voting overhaul (2018+). Overview
The Purpose Project (2015) Built and advised front end for mobile app on a 1-yr beta test with high school students. Website
The Future of Trust, Transactions and Reputation (2015) Built and contributed to UX of interactive website explaining Bitcoin's Block Chain technology and exploring the future of possibilities with Block Chain, to provide context for an IDEO Futures + Harvard Business School summer course in venture design. Website
Took over gTar Play project from initial version, restructured audio capabilities with new engine. Tackled problems such as sample normalization, note enveloping, distortion effects, continuous sample transitions (guitar sliding/hammer ons), memory management, race conditions.
Designed and created standalone game version, to play content away from the gTar.
Implemented practice mode to select critical area of a song, illustrated with performance metrics graph, to hone at increasing tempo with metronome.
Client-side Keys device integration and contributions to API design. Keys Play works with any MIDI keyboard. Handles dynamic octave/note range changes of keyboard, resizing display to focus attention where needed.
Learn guitar (gTar) and piano (Keys) with an interactive curriculum and mini games, backed by a dynamic XMP engine. Introduces rhythms, music theory, tablature, and sheet music. App for gTar
XMP engine to interpret dynamic lesson structures, with voiceover teacher to instruct and provide feedback, output demonstration sections, and input sections from the player.
Animated lesson map tracks player progress and unlocks content in chosen sequence.
Multitrack audio to play simultaneously with teacher or swap left hand
Wrote/translated 4+ hours of guitar lesson content, and piano content
sufficient for demo launch.
Developed powerful portable music creation experience: (1) Record live samples or select from a kit. (2) Compose a looping 5-track sequence. (3) Record a session. TBA: (4) Edit to create a song. (5) Export to Opho. (6) Edit or share from Opho. (7) Reimport and perform with Sequence on the gTar. iPhone App
XMP engine to record, play back and edit samples, sequences and sessions live.
Solved UX challenges for data manipulation in complex environment, using gestures and screen flows to navigate content.
First app to connect to Opho API with asynchronous loading of server
assets, handling race conditions and loading restrictions.
Sony promotional game for the James Bond Skyfall film. Interactive fiction natural language secret agent 5-puzzle series. Active for 3 months prior to film’s release and had 150-200k players with a 90% play-through rate for players completing the first level. Game Overview
First game of its kind made with Cleverscript. Proposed game architecture and overhaul of Cleverscript features. Developed AI with Cleverscript.
Developed extensive testing methods to bridge gap from command-based interactive fiction to interpretation of free-form natural language, creating the feel of real conversation.
Worked with playwright to voice AI characters in game with multiple endings and divergent possibilities.
Designed mini puzzles within stories - asking Agent for environmental
clues, logic puzzles, decoding messages, time-sensitive choices.
Natural language 20 Questions mobile game - reversal of normal roles, allowing player to freely guess the cheeky AI’s Animal or Famous Person. Thousands of questions interpretable in freeform variations, 300 puzzles tiered into levels. iPhone App
Hypothesized quality and diversity of data required, designed database compatible with Cleverscript and proposed advanced features. Collected all data, designed game, built bot, collaborated with advisor Rollo Carpenter and app developer/designer.
Able to compare animals’ physical qualities, habits and habitats; inquire about persons’ achievements, events relative to their lifetimes. AI output responses match confidence on a sliding scale.
Bot performs math to score individual conversations, external game controller handles big picture.
Submission to the Hugh Loebner Prize. Project integrated 10 million rows of Cleverbot data with Cleverscript. Scripting layer enabled precise handling of questions like “is X larger than Y” with arbitrary objects, of understanding time and numbers, contextual “this” and “it”, and portraying consistent personality.
Feedback-recognition site. Coworkers share impact of each other’s work. Features tie into other internal projects. Began independently, grew with bottom-up adoption, achieved 70% weekly usage companywide. Received Active Learning award for iterative approach and unprompted initiative.
Various projects for white-labeled rewards platform (8 million users), focusing on aspects of HR client interests in savings, health, charity, and green. Significant contributions to in-house high volume email system, and company internal fitness-tracking platform.
Interactive paper-wire sculpture installation at Jaffe-Friede Gallery. When viewer approaches the sculpture, embedded servo rotates embedded camera to focus on viewer, and face-detection triggers filming. Squeezing an area of the sculpture prompts modified playback of past recordings to be back-projected through an translucent paper fragmented screen region of the sculpture. Technical Report / Demo Video
Combined Computer Science and Studio Art theses into one 8-month project.
Experimented with Arduino-sensor systems, OpenCV face recognition, C++ video processing (layering past frames over present recording), and back-projection techniques through translucent paper.
Fused artistic ideas from series of drawings with tech, solved spatial challenges for sculpture installation.
First Place Individual Innovation & Software Design, John G. Kemeny Computing Prize 2010
3D animated computer game prototype developed in 3 weeks (team of 2-3). In a world crowded with unnatural light, distressed fireflies overreact and blink rapidly. Four colored fireflies have unique rhythms. “Dim” is a darkness-emitting firefly, and the player searches for the distressed fireflies by using Dim’s shadow to block light pollution, then synchronizes to their quick blinking/audio rhythms and slowly decreases the tempo until each has been calmed.
Advisor: Mary Flanagan
CS 78 Networking, 5-8 machine DartNet network simulation (in C)
CS 23 SW Design, Embedded Linux application for Garcia robot to measure the area of a room with convex + concave corners
CS 52 Graphics, Java raytracer for 3D rabbit