[SCHOOL PROJECTS] - SOME OF MY FAVORITE SCHOOL PROJECTS FROM MY FIRST YEAR AT NORTHEASTERN.
[FLOW] - SUMMER 1
design 1
FLOW is a pitch for a real-time, haptics-centered exhibition piece centered around Philosopher’s Path in Kyoto, Japan. Via persistent environmental retrieval, recorded through sensor data, devices placed along designated positions alongside the canal adjacent to the path are tasked with simulating said flow data (current pace, temperature, etc.) through haptic exhibition points. Touchpoints alongside the canal would blend via the patina formed from its corten steel shell. Visual marketing used for the pitch utilizes a geo node system in Blender, in conjunction with various 3D scans I took of the environment during my time there.
NOTATIONAL / EXPERIENCE MAP CAN BE FOUND HERE.
Context 2
FLOW was my final project for Experience Design Principles (ARTG 3462) during my international dialogue this past term in Kyoto. I had a limited grasp of the technology required for this pitch before my time in class—something that I am incredibly grateful to have learned as a part of the process of working up to this final presentation.
SOFTWARE 3
BLENDER, PHOTOSHOP,
ROLE 4
3D-Artist, Graphic Designer
[CYBERPUNK 117 SöT] - YR1
design 1
117 SÖT is a theoretical proposal for a cybernetically enhanced version of IKEA’s SÖT BARNSLIG. Inspired largely by the design language of Alien, SÖT notably sports a few more appendages than its predecessor--including robotic, fang-like chelicerae, ornithopter-esque wings, and a protective membrane layer that acts as its outer shell. From a purely conceptual perspective, 117 SÖT is inspired indirectly by a variety of MSCHF projects that I've seen over the past couple of years- Ac.1, etc.
Context 2
A satirical, dystopian reimagining of an otherwise harmless plushie for a course on Designing Interactive Experiences (ARTF 1250). The task prompt was to "Design a provocative artifact that is meant to engage people through humor, irony, fear, insight, surprise, and/or wonder by way of Materializing unusual values in your product while considering or imagining the aesthetics of use."
SOFTWARE 3
bLENDER, PHOTOSHOP,
ROLE 4
3D-aRTIST, Graphic Designer, "industrial designer"
[quis custodiet ipsos custodes?]
design 1
"QUIS CUSTODIET IPSOS CUSTODES?: THE ETHICAL DILEMMA OF FORMING A SURVEILLANCE STATE" IS A SMALL, SPECULATIVE DESIGN RESEARCH DOSSIER ON THE PERVASIVE, UNSEEN NATURE OF SURVEILLANCE ARCHITECTURE IN THE MODERN US PARADIGM; EXAMINING OUR ROOTS IN TYRANNICAL, MILITARIZED INTELLIGENCE IN CUBA IN THE LATE 19TH CENTURY ALL THE WAY UP TO PRESENT, OFTEN FORGOTTEN, DILEMMAS (SNOWDEN, ETC). ALL DESIGN WORK AND WRITING IS DONE BY ME—INCLUDING THE BACKGROUND ON THE COVER (A VISUAL I AM VERY PROUD OF). DESIGN LANGUAGE IS INSPIRED GREATLY BY PIECES SHOWCASED ON CARGOWORLD AND PAGESPREAD.
Context 2
THIS DOSSIER WAS MY FINAL ASSIGNMENT FOR DESIGN PERSPECTIVES (ARTG 1001). IT WAS WRITTEN/CREATED AS A TRIBUTE TO A SURPRISINGLY SEMINAL PLAYTHROUGH OF “WATCH DOGS” ABOUT 12 YEARS AGO NOW (I WAS 10 AT THE TIME). I WAS UTTERLY FACINATED BY THE GAME—AND BY PROXY, SURVEILLANCE SYSTEMS—SOMETHING THAT WOULD GO ON TO INSPIRE A GREAT DEAL OF MY CREATIVE “TECHNOLOGIST” PROJECTS IN YEARS TO COME (FACIAL/MOTION DETECTION USING MEDIAPIPE, FOR EXAMPLE). WHILE BY NO MEANS DO I WANT TO BECOME MY OWN PALANTIR, APPLICATIONS OF SAID TECHNOLOGY, IF DESIGNED VIA MORALIST FRAMEWORKS AND NOT VIS-A-VIS POWER STRUCTURES, WILL, IN ALL LIKELIHOOD, CONTINUE TO fascinate me for YEARS TO COME.
SOFTWARE 3
bLENDER, PHOTOSHOP, Premiere PRO
ROLE 4
3D-aRTIST, Graphic Designer, writer
⣿ *y1 s2 - 1/10 - pdf ^
[point weaving (VIDEO/SOFTWARE)]
design 1
“POINT WEAVING” IS A SHORT EXPERIENCE DESIGN EXPERIMENT WITH AN ACCOMPANYING DOCUMENTATION. IN IT, I UTILIZE THE NEURAL NETWORK FRAMEWORK MEDIAPIPE WITHIN TOUCHDESIGNER TO MOVE AND CONTROL SPATIAL METABALLS (PARTICLES) VIA HAND GESTURES (CLOSED FIST = CIRCULAR SUSPENSION, etc) IN REAL-TIME. THIS PROJECT WOULDN’T HAVE BEEN POSSIBLE IF NOT FOR THE WONDERFUL WORK OF TORIN BLACKENSMITH, DOM SCOTT, AND Simon Alexander-Adams—ALL OF WHO MADE IT POSSIBLE FOR MEDIAPIPE TO BE PORTED INTO TD. THE REPO THEY CREATED CAN BE FOUND HERE. YOUTUBER OUTSTANDA AND A REDDIT USER ‘ANILOMDJ’ HELPED GREATLY ALSO WITH THE BASIC PYTHON AND NODE STRUCTURE NEEDED FOR IMPLEMENTATION.
Context 2
MADE FOR MAKING WITH VIDEO AND TOOLS (ARTF1240) IN WHICH WE WERE GIVEN THE ASSIGNMENT TO ESSENTIALLY CREATE A PIECE OF PERFORMANCE ART (PUBLIC/PRIVATE) ENCASED WITHIN A 3-MINUTE WINDOW. THIS PROJECT WAS GREATLY INSPIRED BY THE MIND-BLOWING WORK OF BOTH THE.POET.ENGINEER AND NELES0N ON INSTAGRAM/X. OTHER VISUAL INSPIRATIONS INCLUDE THE WORK OF TORIN BLACKENSMITH (MENTIONED ABOVE) AND THE AUDIO-VISUAL WORK OF KLSR.AV.
SOFTWARE 3
TOUCH DESIGNER, PREMIERE PRO
ROLE 4
VISUAL ARTIST
⣿ *y1 s2 - 1/1 - mp4 ^
[Point cloud (VIDEO)]
design 1
“POINT CLOUD” IS A SHORTFORM, PSEUDO-INTRODUCTORY VIDEO OF MINE THAT BRIEFLY EXPLAINS MY CREATIVE PROCESS AND “FAIL” PHILOSOPHY. IT USES A 3D-SCAN (SIMILAR TO FLOW) OF A SECTION OF NORTHEASTERN’S CAMPUS THAT IS RARELY EVER TALKED ABOUT—AN IN-BETWEEN SPACE IF ANYTHING—SOMETHING THAT TIES THEMATICALLY TO THE REST OF THE PIECE. THE 3D-SCAN (TAKEN USING POLYAM) WAS CONVERTED INTO POINT DATA USING A POINT CLOUD (HENCE THE NAME) GEOMETRY WORKFLOW. THE VISUALS USING THE CLOUD SYSTEM ARE VERY MUCH INSPIRED BY THE EVER-BRILLIANT MARV.OS. THE AUDIO WAS ALTERED USING A COPY OF FL STUDIO FROM THE VERY TALENTED LEMONPROM.
Context 2
MADE FOR MAKING WITH VIDEO AND TOOLS TAUGHT BY KLEDIA SPIRO. THE ASSIGNMENT PROMPT WAS TO CREATE A “one-minute animation to introduce yourself” using “100 images,” and a voiceover. As photogrammetry uses hundreds of photos in the process of taking a 3D scan (as I found out quickly from doing some minor experiments), I interpreted the prompt from a lens of doing something I had never done before—or from a failure-forward point of view.
SOFTWARE 3
BLENDER, PHOTOSHOP, PREMIERE.
ROLE 4
3D-aRTIST, writer
⣿ *y1 s2 - 1/1 - mp4 ^
[iNSPIRATION KATAMARI]
design 1
“INSPIRATION KATAMARI” WAS A CONCEPT INSPIRED BY THE NAMCO FRANCHISE “KATAMARI,” in which you play an icosahedron with a gravitational, suction-like pull on surrounding objects. This project takes that idea and applies it to objects/people/concepts that I have found to be inspirational in curating my own design ideology—eventually creating a proverbial idea salad or inspiration “cluster.” The Katamari physics were achieved through a rigid-body gravity simulation. The visuals are color-coded based on category.
Context 2
This project was made as a part of the Design Processes + Practices (1271) class at Northeastern. We were assigned the following: “1. To use information you’ve gleaned about your inspirations to document and develop a graphic classification system. 2. To find patterns and connections therein, and build a visual narrative. And 3. To make visible to the viewer information which you inherently understand, bringing about mutual understanding.”
SOFTWARE 3
bLENDER, pHOTOSHOP, pREMIERE pro
ROLE 4
3D-aRTIST, Graphic Designer
⣿ *y1 s2 - 1/6 - pdf ^
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*NO GENERATIVE AI WAS USED IN THE MAKING OF THIS SITE.