i/o disco

i/o disco is an interactive installation which was unveiled at EDC Las Vegas 2022, a 3-day electronic music festival among the largest in the world. Inspired by old school arcade games, the power of music, and the story of the first house DJs in Chicago, the installation featured an original two-player cooperative rhythm-based game, House Hero. i/o disco was enjoyed by thousands of festival-goers in May 2022.

I was contracted by Project Wonder, the creators of i/o disco, as a project manager and for my expertise in games and experiential.

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Other People Movement

Other People Movement (OPM) is a company that applies principles from positive psychology to address loneliness. OPM convenes small, diverse groups of strangers to connect deeply with one another in facilitated online gatherings called Circles. OPM also offers Collectives, which are months-long group memberships of the same people who regularly meet in Circles. These structured sources of connection provide tools for people to see and hear one another as their whole selves.

As an experience design consultant in 2020, I contributed improvements to the membership experience which led to the next Collective being the very first to make a full-year membership commitment.

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Coordination of Master of Applied Positive Psychology Program

From 2014 to 2017, I was the assistant coordinator and classroom manager at the University of Pennsylvania’s Master of Applied Positive Psychology (MAPP) program. Penn’s MAPP degree was the first of its kind in the world. I was fortunate to work with instructors and guest lecturers who are the leaders in the field (including Martin Seligman, Angela Duckworth, James Pawelski, and many more), as well as dozens of brilliant, passionate students and alumni who are leaders in their own right.

What I originally understood as “simply” an administrative role (though a fulfilling one), I have come to recognize as the foundation of my journey as an experience designer for well-being.

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Waste It On Me and #TheGreatBTSBillboardHunt: An experiential campaign that mobilized locally and engaged globally

In 2018, one mysterious billboard in Hollywood sparked a hashtag that trended on Worldwide Twitter. How did a campaign that focused on hyper-local “offline” activity in American cities manage to engage thousands of fans from around the globe, who couldn’t directly participate?

I was a presenter at the Korean Marketing Association’s 2020 ICAMA-KAS International Conference. I shared “Waste It On Me and #TheGreatBTSBillboardHunt: A case study of social media-powered promotions that mobilized locally and engaged globally” at the online event on October 31, 2020 (Korea Standard Time).

Watch the recording here

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Reciprocity Ring facilitation at Rhizome Connect virtual conference

The Reciprocity Ring is a structured activity that has been used in group settings (originally within corporations) to prompt giving behaviors, tapping into the collective’s potential for generosity and social support. I proposed and facilitated a Reciprocity Ring event for Rhizome Connect, a virtual social and scholarly event for BTS fans that took place August 7 – 16, 2020.

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Publication – Healing Spaces: Feasibility of a multisensory experience for older adults with advanced dementia and their caregivers

A paper on the design and feasibility evaluations of Healing Spaces was published as part of the proceedings of the PETRA ’20 Conference on PErvasive Technologies Related to Assistive Environments. I contributed to the paper as second author, particularly in section 4.1 describing the RITE study, which I led during the project’s development. 

Named Best Novelty Paper at PETRA 2020 Best Paper Awards

The paper is available here.

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Healing Spaces

“A smart platform that allows caregivers to transform spaces through light, color, sounds, and visuals, turning any environment into a place where older adults living with dementia can focus, engage, and relax.”

I was a designer and usability researcher on this hybrid digital and physical media experience, a USC MFA thesis project by Gabriela Gomes.

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Published in Well Played: A Special Issue on Meaningful Play and Games for Social and Emotional Learning

I was second author on ‘Butterfly Lovers: Design rationale of a cooperative virtual reality game for promoting compassion in multigenerational families.’ This article is about a collaborative VR game which was in development at USC’s Creative Media & Behavioral Health Center. I provided content for the literature review, presenting relevant psychological scholarship about games, virtual reality, well-being, resilience, and compassion.

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