My practice-based research focuses on creativity as the source of innovation and tangible interaction design as the process of discovering and developing creative insight into shared human experience. Towards this I employ a heuristic process of inquiry that integrates advanced technologies with haptic experience as media for communication and expression.

I operate within the domains of IoT/WoT, physical computing, interaction design, robotics, typography and graphic design, and I approach the development of technology as the fundamental human activity, (derived from Heidegger and other phenomenological sources). From this perspective, I seek to bring forth, uncover and illuminate poïesis, or the inextricable relationship between the mind, body and material that cultivates knowledge through making/thinking/creating. Out of this philosophical stew I produce artifacts that communicate a lost knowledge of the human experience that has been overlooked, in favor of societal progress and generational ambivalence. These artifacts may be described as objects/things/machines comprised of electronics, physical computing and robotics involving other people as art exhibitions, interactive installations, workshops and collaborative projects.

My background is in graphic design, and it is through my graduate work at the Rhode Island School of Design (MFA Graphic Design, 2006, under the tutelage of Thomas Ockerse) that I developed my understanding of design as a semiotic verb – as the construction of relationships that reveal knowledge both to myself and others. In this sense to “design” is to act upon with the intention to explore the logic of relatives, regardless of the media, context and audience, (however it is through these that the artifact is experienced and meaning is constructed). Both in my practice and teaching, I employ these semiotic processes and phenomenological inquiry in the design of experiences involving technology as a tool for the creative process.