human-centered design + mindfulness
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Human-Computer Interaction Research

As an academic, I conducted a number of explorations fueled by a deep interest in the principles behind two-way dialogues which emerge between people and technology.

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Sympathetic Guitar

Sympathetic Guitar uses sensor tech to adapt a Western musical interface to an Eastern style. The prototype senses performance dynamics to produce a real-time drone resembling a sitar. I academically published a quantitative study exploring our social perception of technology in the context of musical improvisation.

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What is "Immersion"?

People talk about “immersiion” all the time, yet we do not yet have a clear consensus on what it means. I conducted deep theoretical research on "immersion" in the context of literature, art, video games, virtual reality and more to create a unifying interaction design framework integrating diverse theories of “immersion”.

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UX of Digital Percussion

Dr. Marcelo Wanderley and his team at IDMIL were using objective metrics to study human-computer interaction with four digital percussion instruments (e.g. Roland’s V-Drum).  I applied qualitative methods to supplement the work with phenomenological data on how musicians’ experiences differed across the instruments.

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Supervised Machine Learning for Distraction

I developed a neural network algorithm which explores the role AI can play in curbing online distractions to increase productivity and wellbeing.  The prototype uses keyboard/mouse parameters to learn a user’s pattern of computer use and distinguish distracted states from focused states.

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Prototyping an Atmospheric Alarm Clock

I worked with industrial designers and anthropologists to rapidly prototype an alarm clock which selects music based on atmospheric pressure, light levels, room temperature and more. I built the inner workings and logic of the prototype using Gadgeteer, which we placed into a lego frame for quick testing.

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Gamified Auditory Psychophysics

I re-designed an interface for quantitative experiments aimed at understanding human pitch perception. Initial data was noisy, as participants were not engaged by the task of judging arbitrary sound stimuli.  I solved the problem by embedding sounds into musical phrases and turned the interface into a game-like task.