FEATURED PROJECTS

 

Nostalgic futures exhibition

Funded by a 2017 GVU seed grant and in coordination with the 25th anniversary of the GVU Center, Nostalgic Futures celebrates and compares what researchers thought the future of technology would be 25 years later.

 

 

Bubble trip,                               video game

We are working with our collaborator, ACT, Inc., to learn how to build scientifically valid assessments games that learn about cognitive and non-cognitive variables about players and deliver this information back to them in ways that they can integrate into improving their daily lives.

 

GEORGIA TECH AT DRAGON*CON, conference tracks

For the second year, Georgia Tech researchers have organized panels within the Video Gaming Track on Emerging Technologies and the Future of Gaming, Jobs You Wouldn't Expect in the Video Games Industry, Should You Go To School For Games, and more!

 

Midtown buzz & tastemakers, civic engagement

We partnered with the Midtown Alliance in Atlanta to engage the community and build platforms that allow Atlantans to create the spaces they want and need in Midtown Atlanta. I directed a group of "tastemakers" who helped to inform us on how to direct Midtown's future through novel technologies.

 

Creative Collisions,             engagement & wearables

As a recipient of a GVU Engagement Grant, we are working to understand how artists and technologists ideate, process, and communicate through their creative processes. The culmination of this project is to develop a wearable tech garment for artists, Kate Fisher, to use in her March 2017 performance.

 

 

WEarables in the wild,               wearable technology

Sponsored by the Wearable Computing Center and Google, I was chosen as a biologist to be part of a interdisciplinary team to build wearables in the backcountry to support field research. Click the button for a video description on the wearable we created!

 

FOOD for Thought,             video game

Sponsored by an NSF 5-year grant, we collaborated with North Carolina State University to learn what kinds of game design are appropriate for older adults and how to design a video game that both engages and acts as a cognitive intervention to stave off or ameliorate age-related cognitive decline.

 

the magic window,             telepresence technology

Working with our partners at Steelcase, Inc., we experimentally tested a telepresence device with novel head-tracking technology for its efficacy in supporting various kinds of remote teamwork.

techsage.jpg

Atlanta magazine, groundbreakers award 2016, accessibility & aging

TechSAge was highlighted for its innovations in making environments more accessible to aging populations, and in creating a more user-friendly world—no matter what our abilities or age.

 

Atlanta magazine, groundbreakers award 2014, civic engagement

Our work to promote civic engagement through accessible platforms on the Midtown Buzz project earned us a nomination for the Groundbreakers Award in 2014

 
Screen Shot 2017-01-13 at 6.03.26 PM.png

rheumate,                                 health app

Collaborating with pediatric doctors from Emory University's Egleston Hospital, we used a participatory design process to design a playful health app for children with juvenile arthritis to report, understand, and share health information on their symptoms.

 

supporting stem learning, augmented reality & education

Funded by a Verizon Foundation Grant, we developed and tested augmented reality prototypes to teach STEM subjects. We engaged all stakeholders including parents, teachers, and students to understand the feasibility, deployment, and enjoyment of such an engagement.