Experience Designer & Researcher

I’m curious I’m a designer and researcher currently at the MIT Media Lab studying how games and play can help us have better conversations. In a world increasingly defined by isolation, social stratification, and misinformation, I think it’s important we use our brain’s well-established ability to connect and feel, well, human. Thus I care about designing technology that is more than easy or convenient; but allows our brains, bodies, and relationships to flourish.

 
 

Check out some of my work:

 
 

DisCourse

An immersive dinner series that transforms a meal between strangers into an experiment in how we gather, listen, and be in conversation with one another.  ​

realtalk@MIT (2025 )

Data Bar

On-boarding experience for democratic assemblies which introduces AI features in an interactive, facilitated cafe.

MIT Center for Constructive Communication with Democracy Next (2025)

realtalk@Boston Portal

An audio-focused website for sharing complex community narratives in Boston

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Analogia

A customizable conversation game that guides players to tell emotion-rich personal stories using surrealistic AI-generated images generated from real community stories. 

MIT Media Lab (2023 - current)

Crossroads

Crossroads is an interactive social game where players dig deep into each other's past experiences by collaboratively generating and reflecting on surrealistic AI-generated images. By making the act of deep listening fun, the game inspires a novel approach around routine conversations and permits players to ask deeper questions. Expanding on past work, Crossroads explores how play can improve the strength of social networks and find a role for AI and interactive technology that enhances rather than detracts from the development of authentic human relationships.

MIT Media Lab (2024-current)

Closer Worlds

An ML-assisted 2-person game that fosters emotionally intimate conversations through co-creative world-building.

MIT Media Lab (2022 – Current)

Meltdown

Multi-player game which approaches digital polarization by offering an opportunity to contextualize opposing beliefs, or employ self critique to similar ones. Custom designed controllers and game cards guide players to share the lived experiences which complicates the act of responding to questions in the binary.

Class project (2023)

Look

In-vehicle experience allowing drivers to interact with buildings in their surroundings by looking and speaking about them. Interface combines eye-tracking and speech recognition. Offical product in 2020 with Daimler (Mercedes Benz).

Cerence customer product (2018-2021)

Voice assistant

Speech-enabled conversational-AI for hands-free infotainment while driving. Assistant combines visual and verbal interface to meet many needs of drivers including communication, entertainment, payments, knowledge, and more.

Cerence customer product (2018-current)

Gesture controlled windshield UI

Proof-of-concept for a heads-up display projected onto the windshield of a semi-autonomous vehicle. System combines speech recognition, gesture recognition, eye-tracking and a visual interface. It first debuted at CES in Las Vegas on January 11, 2020.

Cerence R&D (2019)

Emotional AI

How might an emotionally aware voice assistant improve driving experiences? In this Nuance proof-of-concept, I explore using emotion-sensing technology.

Nuance R&D (2019)