Mysterious ad created for a chair which is made the same way sports cars are manufactured and is versatile enough to be used in both home and work environments. The ad highlights the unique industrial processes by which the chair is made while creating subliminal narratives eluding to the progressively blurring line between home and work environments. Using cryptic industrial imagery and sounds, the ads builds a mysterious tension until the product is finally revealed at the end.
An app for energy saving within the home, created during the GOOD Energy Hackathon at MICA with Christine Brown, Maria Chimishkyan, and Bryan Connor. The app won GOOD Magazine’s People’s Choice Award. I created the animations of the app’s functionality as well as contributed to the ideation and creation of the app itself.
Identity system for The Clubhouse, a punk dive bar/restaurant/music venue. With this project I decided to glorify the grit & grime associated with punk music. This glorification fleshed itself out in a poster system used to promote upcoming events where an alphabet’s worth of pre-made posters could be printed out to spell any words necessary. I formed each of the letters from various messy materials and played on the ransom letter feeling embodied in many punk posters. Finally, the grit & grime manifested itself in Rorschach-esque grease stain patterns which I used on clothing items as well as promotional flyers.
De/Material is a publication which surveys both the positive and negative aspects of staring at a screen all day. The magazine aims to create awareness of the dangers found within our screen-based lifestyles. I selected the name De/Material to reference the intangible, online world we exist within. To further that idea I made the decision to design the magazine in a claustrophobic, disorienting manner to emulate the experience of interacting with a screen. Additionally, the magazine has been imagined for use on the iPad. In this setting every spread of the magazine can be “de-materialized” via arcing finger swipes, ultimately creating an experience somewhere between a magazine and a game, furthering the concept of disorientation.
Publication based on the word construct, which is able to function as both a poster and a zine. Comprised of two, double-sided zines, the user can flip between the two different sides of the zine, each side containing different visual information. If the zines are unfolded, they can be transformed into four different dynamic, three-dimensional posters, each which contain a different commentary on social constructions. On the top side of each zine there is an “ideal” social construction, while on the bottom there is the opposing, chaotic, visual representation of what happens when the construction above it fails.
In the first zine the user constructs a social environment which is run by an oppressive political system, while in the second zine the social environment is run by media-manipulation. As a whole, the publication creates a setting where the user is able to physically construct visual representations of two harrowing social constructions, ultimately forcing him/her to question the social constructions we have created for ourselves and how effective they really are.
Identity system for De/Material, a clothing line, created by myself, with an anti-consumer culture agenda. Every shirt contains a message which speaks to the dangers of the materialistic, consumer culture we exist within as Americans. This creates an ironic paradox for the consumer where he or she must “consume” a shirt to wear the anti-consumption messages. This concept of an anti-brand is taken one step further by keeping the logo off of the actual shirts themselves.
Visually, the animated identity of De/Material echoes the idea of going against the grain of “material”, consumer culture. The type is in a constant state of flux, evaporating in and out of materialization. And with such a wide array of variations in logo disintegration, it emulates the idea of a “one of a kind” within our mass-produced, artificially perfect society. This identity can either be used in motion or can be stopped at any point and used as a still image. The initial de-materialization in the identity video is used for web & mobile applications while the second de-materialization is used for print & tv applications.
TXT SPK is a play on the term Newspeak in George Orwell’s novel, 1984. In the novel, Newspeak was created to impoverish language to the point where unique thought was impossible. In society today a similar crisis has arisen out of the widespread use of instant communication. As a result of fleeting convenience mankind has accidentally formed a new language: TXT SPK, made up of disintegrated words. With modern language tumbling down a dangerous slope, this book paints a picture of the reality we have created for people.
Campaign completed for the Youth and Livelihoods department of the International Rescue Committee (IRC) with Cindy Jian and Jane Kim.
Youth and Livelihoods creates programs which allow children in areas of conflict or natural disaster to have normal childhoods. However, they needed assistance elevating awareness of their incredible work within the IRC as a whole. In response to this brief we created a series of four posters each begininning with the hook “400 million of the world’s would rather…”, then filling the end of that hook with an childhood activity which would be relatable worldwide. We decided to heavily texturize each poster to echo the grittiness of the third world and to create a more emotional connection with the viewer. Additionally, we created illustrations which portrayed the daily conflict felt by the children Youth and Livelihoods assists, wanting to be a care-free child yet having to take on adult responsibilities Each of these posters then links to a motion graphic which explains their department in more thorough detail and provides a link for viewers to contact the department head directly.
Processing, Max 6, 2 Macbooks, Effect Pedals, Amp, Light
Collaboration with Luke Fisher where we created 2 programs, which when run simultaneously, produce varying notes of a saw-wave oscillation. The numerical values of the notes are based off the program we created in processing which utilizes the light sensor in the Macbook Pro and outputs the light readings to a range of values from 0 - 255. We then fed this data to a separate program we created in Max 6 which converted the raw data into saw-wave musical notes. These notes then ran through my guitar effect pedals into an amplifier. Ultimately creating a digital musical interface which could be interacted with even by the most novice of musicians.