A/D Device
fabrication / arduino /  3D printing
2019 — 2022

The 4 phases outlined below represent a research project completed over the course of 3 years. The tactile nature of interactive devices provided sensory input to the audience, stimulating their human desire to be immersed.

Phase 1 ︎︎︎
Phase 2 ︎︎︎
Phase 3 ︎︎︎
Phase 4 ︎︎︎ Professional work

Phase 1

Möbius (2019)

Materials: PVC pipe, CNC cut plywood
Process: programmed speakers, playing a shepherds tone, detect
the motion of an audience member standing at its center.

Showcased in the New Wright Gallery

The Mobius strip is a non-orientable surface that exists with only one side and one boundary curve. This piece reinvents the characteristic features of the Mobius strip and invites its observers to explore both physical and sociocultral non-orientability. By triggering motion detectors, audience members can play a shepards tone. This well known auditory illusion is distinct for its paradoxically ever-increasing or ever-decreasing pitch. Synergizing physical and auditory non-orientability invokes an elevated state of disorientation and questioning. In what ways is our society disoriented? Through what mechanisms does perpetual interpersonal conflict contribute to social and cultural non-orientability?

Phase 2
Automata (2021)

Materials: laser cut plywood, 3D printed parts, servos, arduino, photoresistor light sensor

Showcased in the New Wright Gallery

This piece is an attempt toward differentiating human from machine and the innate draw towards analog systems. In an attempt to break the process of which humans interact with digital devices on command, this piece explores the interaction between a simple machine and a playful audience. To further explore the metaphorical “game” at hand microcontrollers, wood fabrication and photoresistors are used to create an automata, completely erasing the human set factors from the equation. The result is a set of machines seen below exaggerating the cyclic need to “click” despite human factors.

Automata variation 1.0
Cognitive game; flip the switches
to turn off the light

Automata variation 3.0
evolved verion of 2.0, focusing on
design and aesthetic

Automata variation 2.0
machine uses photoresistors to flip the switches
removing the need for the human

Phase 3
A/D Device (2022)

Materials: laser cut plywood, 3D printed parts, servos, arduino,
silicone, fiber optic cables, piezo sensors

Showcased in the Experimental Digital Arts Gallery

Phase 3 compiles the knowledge acquired from previous stages to convert complex phenomena, of desiring analog systems despite more efficient solutions, into a more digestible format.

The organic design of this piece was to bring back the natural instincts of the first phase while sticking with the completely tech driven aspect of the 2nd phase. The juxtaposition and the hypnotic light show generated by this piece explores the tactility of physical objects, creating a hands-on, thought-provoking environment for the audience.

Phase 4
Gimbal Controller

Materials: 3D printed parts, potentiometers, arduino, large button

Worked in partnership with Cosm.

The prototype below is a playful exploration on the ergonomics of a hand and its relationship to a digital display. In conjunction with Cosm’s innovative display technology at their newly established venues, this prototype was developed as an interactive device for large-scale audience.

Phase 4 is a real world application of how necessarily tactility is to human interaction. The interactive device is designed to be intuitive yet exporable, with the mindset that the audience will only have a few moments to learn how to use the device. The simple controls move the audience in a x,y and even z pattern on the screen by rotating the inner and outer disks. The spherical nature of the device is meant to mimic the latitude and longitude of the curved digital display.

concepts involving simple mechanisms that are easy to use and mass producible︎︎︎

June 2023
a/d — NY x LA