I work primarily with music, sound, and auditory figures across multiple disciplines and modes of presentation. My design process employs a speculative methodology focused on experimentation and prototyping with exercises, models, and simulations.
I hold an MFA in Design and Technology from Parsons School of Design (where I was an original member of the Designed Realities Lab led by Dunne and Raby), an MA in Music from Wesleyan University, and a Graduate Certificate in "Media between Data and Experience" from Cornell University.
I have been Visiting Artist at Florida State University, Harvard University, and Oberlin College, among others, and my work has been presented in the United States and abroad, at the California Institute of the Arts, Eyebeam, Goethe-Institut Amsterdam, Instants Chavirés, ISSUE Project Room, MASS MoCA, and Roulette; and in publications such as Experimental Music Since 1970 (Bloomsbury, 2016) and Word Events: Perspectives on Verbal Notation (Bloomsbury, 2012).
CV available upon request.
Collider makes a speculative proposal about the future of musical experience, but more broadly, design as generic science. In its simulation component, Base Camp Alpha, elements of Detroit Techno music are generated by an artificial intelligence and experimented with by users within an immersive VR environment.
Keywords: artificial intelligence, data, Detroit Techno, interactive, music, machine learning, speculative, virtual reality
Collaborator: Jung Seung-ho
Role: concept, design, development, production
Toolkit: HTC Vive, LibRosa, Logic Pro X, Magenta, Unity 3D
Drift employs AI-driven technology in order to reimagine the female experience of exploring the city on foot. It utilizes a conversational interface built into a touch-activated wireless earpiece. Upon activation, Drift makes predictions in order to algorithmically generate personalized walking paths based on its insights. It cross-references multiple sets of data, and it creates unique experiences by drawing upon existing services that provide personality insights.
Keywords: algorithmic, artificial intelligence, conversational UI, data, dérive, machine learning, mobile
Collaborator: Mina Rafiee
Role: concept, design, production
Toolkit: Adobe Creative Cloud, IBM Watson Personality Insights, Sketch
Music for Solo Performer
Music for Solo Performer (1965) by composer Alvin Lucier, generally known as the “brainwave piece,” has become a major work within the experimental music canon. The piece, which musically explores the amplification of the performer’s alpha waves towards the excitement of percussion instruments, has achieved further recognition within growing discourse on artistic sonification practice and the development of brain-computer interface (BCI) technologies. This project migrates the technology employed throughout performances of the piece; it suggests a working model for the preservation of canonical art works that rely upon technologies that are ultimately guaranteed to become outdated and impractical for future utilization; and, importantly, it secures future performances of the work, making it available to be experienced by future generations.
Keywords: brain-computer interface, data, experimental music, sonification
Role: design and development
Version 1: Max, NeuroSky MindWave Mobile headset, openFrameworks, OSC
Version 2: Make Noise 0-Coast synthesizer, Node.js, OpenBCI headset, Tone.js
A nation at the forefront of technologically-driven innovation and automated governance, Barrierland is cooperatively owned and operated by its 650 human inhabitants. Its combination of cutting-edge data science and artificial intelligence (known as BrAIn) affords its citizens a unique post-work lifestyle both centered on and driven by a leisure activity: Data Fishing. Along daily tidal cycles, Barrierlanders traverse the Tidelander environment in order to position and retrieve data fishing devices that employ various sensor and networking technologies. In addition, conoidal data monuments are constructed and serve as physical archives of life in The Tidelands.
N.B. Barrierland was created as part of the Designed Realities Lab at Parsons School of Design. It co-exists with the micronation The Tidelands.
Keywords: artificial intelligence, automation, data, leisure, micronation, speculative
Collaborators: Jasmine Oh, Magnus Pind, Mina Rafiee
Role: concept, design, music, sound
Toolkit: Adobe Creative Cloud, Logic Pro X
Module: an independent, self-contained unit—implying modularity
Geo: geological, viz., telluric—of the earth
Traumatic: flattening the psychic theory of trauma onto geophysics
Synthesis: creating signals and turning them into sound, but more broadly: a synthesis of human and non-human activity, agency, and scale experienced through sound
Module for Geotraumatic Synthesis engages participants with the material, i.e., environmental (or ambient), conditions that ground aesthetic experience. Sensors are used to generate musical information, which is distributed to performers via a customized mobile app and used to guide performance.
Keywords: ambient, data, environment, Internet of Things, mobile, sound
Role: concept, design, development
Version 1: Arduino, AudioKit, OpenWeatherMap API, Sketch, SuperCollider, Swift
Version 2: Arduino, Node.js, OpenWeatherMap API, Raspberry Pi, Swift, Tone.js
Fog.ai is an augmented, cognitive user interface that externalizes the internal mechanisms of mixed cognition caused by the interplay between human and machine intelligences.