iZotope's Spire Recorder
Webby Nominee: Best User Interface
I was a product designer for the simplest and most powerful 4 track audio recorder on the app store. Our team made a bold and pioneering in the audio software space, opting for level of simplicity uncommon in contemporary audio software products. Spire was nominated for a Webby Award in the Best User Interface category alongside only four other apps (Tinder, Pandora, Lonely Planet, and HBO NOW). The companion device, Spire Studio, received an IHS Markit Innovation Awards at the Consumer Electronics Show (CES).
iZotope's Ozone 6
"In a word, brilliant... 10/10" ~Computer Music
I was responsible for UX (user research, wireframing, prototyping) for iZotope's Ozone 6, a product nearly as complex as Photoshop. This was a high-stakes redesign: Ozone is trusted by GRAMMY winning producers whose credits include Paul McCartney, Madonna, Beyonce, Barbara Streisand, Rolling Stones, and more. Our team's work received rave reviews from countless music magazines and other media outlets, including a very rare 10/10 from top industry publication Computer Music.
"Ozone 6 is slicker and more flexible than its predecessor... In a word, brilliant... 10/10"
"...the depth and complexity that seasoned professionals demand... intuitive operation and loads of factory presets to satiate the desires of first-time users."
Space Syntax (UCL Depthmap)
Space Syntax Analysis of a virtual maze environment using UCL Depthmap software.
From Left to Right: Axial Map - Fewest Lines; Connectivity; Axial Map; Integration.
Originally developed by Bill Hillier and colleagues that University College London, space syntax is a set of theoretical and analytical tools that can inform the design of urban and architectural spaces by analyzing lines of sight and other metric or topological properties of a space. The following diagrams are analyses of a virtual maze that I used for my graduate research on spatial memory.
Urban Network Analysis (MIT's UNA Toolbox)
Urban Network Analysis (UNA) of Providence's East Side, using MIT City Form Lab's UNA Toolbox.
From Left to Right: Underlying Street Network & Building Polygons; Reach; Closeness; Betweenness.
Conwexity (Processing/Java Sketch)
Interactive digital work created using Processing (Java)
Exhibited at the Granoff Center for the Creative Arts, Providence, RI
Complexity: A Month-Long Art Event Spanning Four Galleries Across Providence
Originally developed by John Horton Conway in 1970, the Game of Life is one of the earliest examples of cellular automata. In Conway’s original version, the outcome of the simulation is fully determined by the initial conditions: each pixel is initially “dead” or “alive,” and seemingly life-like patterns spontaneously emerge according to simple rules concerning the number of neighboring cells that are dead or alive at each time step. Subsequent research at the intersection of physics and biology suggested that living systems tend to arise within—-and are themselves—thermodynamically open systems away from equilibrium. Put differently, living systems must exchange mass and energy with their surroundings in order to maintain their organization. Conwexity is a playful attempt to make Conway’s original game into something like an open system. Visitors randomly inject energy into the simulation through an audio interface, resulting in unpredictable geometric patterns of death and rebirth unlikely to arise in the original "closed system" version of the game.