[we feel] wall ~ichi-go ichi-e, 2024

we feel wall title page

The work, [we feel] wall ~ichi-go ichi-e, is a simple, participatory, mobile phone-based interaction that captures peoples’ feelings at a given moment in time. Scanning a QR code takes the user to a website where they are asked to input three pieces of information: their current mood, the strength of that mood, and a color [we feel] wall ~ichi-go ichi-e, 2024

「AGERU」, 2023

3d printed AGERU-betas suspended on red parachute string

Ageru, in Japanese, means to give and to elevate. 「AGERU」 is a participatory and interactive exploration of who we are as individuals and our ability to give and elevate those who may need support in our community. For the artwork, visitors are asked to reflect on the simple question, “How are you?” based on the capacity of 「AGERU」, 2023

Connected Bag, 2022

tote bag with circuits, LEDs and snaps. Emergent Digital Practices written in Japanese at the top

In thinking about my final project, I thought about the trade shows and field-specific conferences where people are given badges that end up getting thrown away. These badges typically serve a number of purposes including identification of the participant (name, position, organization), workshop registration barcodes, business card holder, conference agenda, etc. For this project, I Connected Bag, 2022

Scan and Spin Reward System, 2022

circuit board and breadbox with a box. colored cards in the foreground

The premise of this project is to use a sensor to detect colors of reward cards and then to provide an opportunity to spin a wheel if a reward goal has been met. There is a physical and digital aspect of this game that intersects. Unlike traditional reward charts where children are given positive reinforcement Scan and Spin Reward System, 2022

face tracking simulator, 2022

Interface of the face tracking simulator. An 8 by 4 grid of faces with black and white lines on top of the face. face tracking simulator on bottom left, a button to get a random participant on the bottom center and participant id number on bottom right.

Based on the work by Correll et al. (n.d.) at the University of Colorado – Boulder, this was an exploration of using large data to create interactive and non-interactive visualizations to represent data. Tools: RStudio, Photoshop, p5.js, Observable Observable Notebook

what is ADEI in social work: a word list, 2022

Visualization of DEI words sorted by theme

Analyzed the Anti-Racism, Diversity, Equity, and Inclusion statements of the top 50 social work schools. Analyzed the most common words by theme. Tools: LIWC, Observable, Graph Commons Observable Notebook

language patterns: a data portrait, 2022

Visualization of my interactions with my kids for seven days

Visualization of language patterns in my interactions with my kids depending on time and mood of parent/child(ren). Size of the colored circle represents the child (or both children) and mood. Rings represent my mood. Green background illustrates time of day (am/pm). Location of line (above, to the side, down) indicates language (Japanese, both Japanese and language patterns: a data portrait, 2022

hospital havoc, 2022

images of three characters in front of two Hs

Group project for a game design course. This is a one-player game featuring a frontline hospital worker during the height of the COVID-19 pandemic. The player must decide whether or not to accept or reject visitors to the hospital-based on information about visitors that are presented on a card. The goal of the game is hospital havoc, 2022

fox sprites, 2021

fox sprite sheet

Learning how to use Aseprite to create sprites for games built in Unity. These are the sprites for a walking fox. Still a long way to go before I get good at this, but excited to learn new tools and see how the pieces of game design fit together. Tools: Aseprite