Ancient projects recovered deep from within the archive that exemplify primitive pre-millenial media experiments and tendencies (ie. very early abuses of Flash, rollovers, popups, meta-refresh, RealPlayer, and other flagrant web design sins.)
45, rue Saint-Roch
75001 Paris, France
David Carroll is Associate Professor of Media Design and former Director of the MFA Design and Technology graduate program at the School of Art, Media and Technology at Parsons The New School for Design. He is currently serving an appointment at Parsons Paris teaching in the BFA Art, Media, and Technology program.
His pedagogy and research surrounds digital media, especially for mobile devices, towards a critical practice and theory of software and interaction design as social engagement. His work crosses multiple fields of art, design, education, sciences, humanities, and policy among both private and public-interest enterprises. He founded the Center for Mobile Creativity to support research grants from NYC Media Lab Open Seed Fund, Pearson Foundation, MacArthur Foundation, National Institutes of Health, National Science Foundation, and Nokia Research Centers.
Prior to his professorship, David Carroll directed commercial multimedia for major interactive media clients from 2000 to 2007 including AOL, A&E, CNN, FOX, ESPN, HBO, PBS, Random House, Smithsonian, Sony, Sports Illustrated, Time, Warner Bros and others. He has presented at Conference Board 2007 (Chicago), Synthetic Times 2008 (Beijing), FIGMENT Festival 2009 (NYC), Icograda World Design Congress 2009 (Beijing), Adobe MAX 2009 (Los Angeles), and MUM 2009, the 8th International Conference on Mobile and Ubiquitous Multimedia (Cambridge, UK). Carroll serves as the New School's agent for the Apple University iPhone Developer Program, holds an emeritus position on Adobe’s Education Advisory Board, the NYC Media Lab Advisory Panel, has been recognized by the Adobe Education Leader program.
The simple yet far-reaching ambition of this collection is to discover how to use digital media for learning on campus and off. It offers a rich selection of methodologies, social practices, and hands-on assignments by leading educators who acknowledge the opportunities created by the confluence of mobile technologies, the World Wide Web, film, video games, TV, comics, and software while also acknowledging recurring challenges. — Trebor Scholz, Ed.
I wrote an article on my experiences using the mobile learning tool 7scenes with the New Youth City Learning Network during the Summer of 2009. The collection is available free online in web, pdf and ePub eReader formats and in printed form.
NYC Media Lab — Media + Technology in an Age of Disruption, invited panel with Gilean Lotan, VP R&D, Betaworks, Matt Boggie, Director of Tech Strategy, R&D, The New York Times, moderated by Chris Dannon, Editor, FastCo Labs, hosted by NYC Media Lab, InternetWeek, May 22, 2013.
BBC — Leonardo da Vinci epitomised the convergence of art and science. Hundreds of years later he remains one of the world's most influential artists and many of his technical fantasies - such as the helicopter - are now a reality.
But over the last few decades art and science have become separated. Schools have emphasised the importance of STEM - Science, Technology, Engineering and Maths, while art has been seen as a luxury, the first subject to be axed in an age of austerity.
But the world of science is now struggling to find creative thinkers, while businesses are crying out for designers and visionaries.
In the fourth installment of the Power of Art series, Jane O'Brien and Matt Danzico look at how art is shaping science and technology. (March 11, 2013)
Associated Press — Apple CEO Steve Jobs may have passed away, but his impact on consumer technology and mobility will be felt for years to come says David Carroll, Associate Professor of Media Design at Parsons The New School for Design in New York. (Oct. 5)
Associated Press — Privacy may be a concern to users of Apple's iPhone, but many are willing to forego those concerns for the sake of convenience. (Apr. 22)
Associated Press — A day after Steve Jobs announced that he is taking a third leave of absence from Apple, questions are arising about the future of the iconic company. (Jan. 18)
In association with the Institute of Play and the New Learning Institute, on behalf of the Center for Mobile Creativity, I supported the development of a free week-long summer camp geared around the design of location-based mobile games for the New York City Highline Park. We developed site-specific, locative mobile games using the ARIS platform and devised a curriculum and pedagogy to empower the rising 5th graders to design, build and playtest their own games in ARIS.
In association with the Pearson Foundation, the Nokia Mobile Learning Institute, the Institute of Play and the Center for Transformative Media, the Center for Mobile Creativity supported the development of a groundbreaking summer camp curriculum on smartphone enabled game design for 5th graders. We helped develop the three core mobile games that formed the basis of the camp's curriculum. The games we designed with Institute of Play and Parsons graduate student game designers featured mechanics that exploited mobile locativity, mobile barcodes and Bluetooth file sharing. My segments can be found between 3:16 - 5:35 in the video.
This course is an intensive project-based studio, focusing of the principles and elements of interactive and online media. Students will produce projects with increasing complexity, focusing on historic precedents, information architecture, media integration and future developments. Emphasis is on a critical awareness of new technologies, an articulated design process, creative engagement with the medium and principles of user experience.
1000 Cell Phones, Mobile and Ubiquitous Multimedia Conference (MUM) 2009, Cambridge, UK
1000 Cell Phones, FIGMENT 2009, Governors Island, New York City
1000 Cell Phones, Synthetic Times 2008, National Art Museum of China, Beijing
David Carroll, Benjamin Bacon, Sven Travis and Haiyan Huang with students and faculty from Parsons (New York), Academy of Arts and Design, Tsinghua (Beijing)
USA and China, 2008, mobile media installation
Emerging out of an institutional collaboration between Parsons The New School for Design (New York City) and the Academy of Arts and Design at Tsinghua University (Beijing), the interactive artwork, 1000 Cell Phones, exposes the invisible conversation that constantly occurs between the networked devices we carry throughout our nomadic urban daily life.
The installation consists of multiple displays that playfully visualize and animate discovered Bluetooth devices within its situated space. Devices are represented as abstract discs in dimensional screen space, colored by transcribing the devices’ unique identifiers (MAC address) to distinctive colors (RGB HEX value). This simple but evocative effect emphasizes how an ID number expressed as a one-of-a-kind color not only makes visible a distinguishing feature of our portable networked device, but also reshapes its obfuscated technical datum into an aesthetic and coherent design object. It asks us if this machine identifier expresses our persona and personality, perhaps without our knowledge and complete understanding of the implications.
In addition, discovered device names animate across the screens, emphasizing the transient nature of the tracking devices we carry, unwittingly broadcasting a unique identifier for anyone or anything willing to listen. In most cases, these names are the default brand and model of the mobile device, but many users customize their device name to a moniker even more revealing and interesting to contribute towards the installation. By installing the artwork in a social space, such as a café or lobby, 1000 Cell Phones captures the unseen dialogue between mobile phones and laptops broadcasting their Bluetooth identities while owners lurk and socialize. When participants realize how their device names render on the displays, they often engage in the intervention by altering their settings to affect the textual content on the visualization. In these moments, the conversations between the invisible and visible, technical and aesthetic, surveillance and dissemination, machines and people all become intertwined in a simple but enjoyable expression.
The mobile media installation, 1000 Cell Phones, developed out of a collaborative partnership between MFA and BFA Design & Technology faculty and students at Parsons The New School for Design and Information Design graduate and undergraduate faculty and students at the Academy of Arts and Design at Tsinghua University. The Parsons team, led by David Carroll, designed the initial concept of the artwork and built the core custom software tools, including the Bluetooth scanner, device database server and Flash visualization engine, in New York, before visiting Tsinghua in late May 2008. Then, in close collaboration with Tsinghua academy faculty and students, the artwork was completed and refined for its debut in Beijing. Indeed, Parsons and Tsinghua faculty and students co-authored certain crucial aspects of the visualization and interaction software code.
1000 Cell Phones debuted at Synthetic Times 2008, National Art Museum of China, on June 6 through July 3, 2008 as part of the international new media art exhibition and Beijing Olympics Culture Project.
Exemplary work developed by students in studio courses and special projects.
First-year, first-semester Communication Design & Technology students introduced to compuation and creativity through Processing and simple Object Oriented Programming for visual design.
music by David Carroll & Benjamin Green © 2008
The projects on this video represent a few breakthrough experiments by first-year Design & Technology students created during their studio the Fall of 2007. This studio introduced the practice of programming at the service of visual art and design. Studying Processing as a sofware medium, these students were assigned the task of creating an object oriented interactive sketch based on particle systems, an elaboration of an in-class exercise, or an implementation of an open source based code library. As an initiation into the school of thought that software is a design medium unto itself, rather than a mere design tool, these freshmen enjoyed epiphanies, some emblematized here. Although simple and compact, these projects reveal how the class of 2011 absorbs and embraces the spirit of the Parsons Communications Design & Technology program. By harnessing basic cursor gestures, graceful key-clicks, or generative algorithms, aesthetically pure pixels dance, flutter, and mimic natural dynamics. These explorations represent only the initial birth of design futurists. Consider the expectations of graduating into the next decade.
Woody Kwon, BFA Design + Technology, Class of 2007
This video clip demonstrates the concept behind Muzzi, the interactive pet and music player hybrid. As the mobile user plays music, the pet not only dances and performs the music through sound analysis, but also absorbs the qualities of the musical genre as it grows, over listening time. The Muzzi product also offers customization capabilties where owners earn new clothing and accessories for their music player pets. In addition, the mobile device software features a dancing game inspired by music-matching interactions such as Dance Dance Revolution or Guitar Hero, adapted for the mobile interface and the Muzzi concept. This project was developed for Flash Lite and prototypes run on a Nokia N80.
© 2007 Woody Kwon & Parsons The New School for Design
Jonah Model, BFA Design + Technology, candidate
Somewhere between a web-enabled pocket semantic notebook and a mobile social bookmarking community, Info Wraps prototypes the concept of consuming and occasionally recording small units of information, tagged for easy recall. The concept envisages an interactive tag cloud that enables associative meme storage by arranging terms in meaningful proximities. The directional and numeric pads are used to pan through tag clouds and jump to clusters, respectively.
In addition, a user's memes would be cross-referenced on a z-axis, so one could delve into a social web of interconnections.
Video clip demonstrates a working prototype in Flash Lite that provides a mobile interface for the del.icio.us API via a custom server interface.
© 2008 Jonah Model & Parsons The New School for Design
My students competed in the Forum Nokia Mobile Game Competition for University Students, one team winning an overall prize for best overall game. All finalists from Parsons received new Nokia N82 and E71 mobile phones as prizes. The winning team was sent sent all-expenses-paid, to the Game Developer's Conference 2009 in San Francisco and presented and demonstrated their winning game Weekness.
Weekness makes guessing games out of outgoing text messages between you and your friends. You try to guess each other's 'weakness' word for that week and correctly match them to top-ten frequent word lists. It ingeniously exploits the upcoming Nokia Simple Context Service and is available for the Nokia E71 and built with the Flash Lite Distributable Player.
Areas of research, relevant experience, and topics covered in various curricula:
Community contributions, board membership, peer review, notable committees, etc.
Fall 2009 - 2012
Fall 2008 - 2012
2010 - 2013
Parsons The New School for Design
Degrees, job experience, honors and other certifications.
2001 - 2007
2000 - 2001
Parsons School of Design
The New School for Social Research
Awarded in year 2000
with highest honors
Awarded in year 1997
Summa cum laude
Adobe Systems Incorporated
2007 to present
2008 to 2010
2008 to present