Work Samples

Commercial Projects

Exemplary work showcasing relevant skills and experiences drawn from a ten year career in the interactive design field, serving as Multimedia Director at thoughtbubble productions (2000-2001) and then at Second Thought, Inc (2001-2007). Reflecting upon these projects, presented as chronological highlights, reveals how they were ahead of their time and epitomized a hybrid designer/developer point of view enabling remarkable innovations.

News Digital, 1999

Designed and developed core portal for the FOX network, integrating Flash media panels in Generator with Vignette dynamic content management system. Animation and visual effects echoed on-air broadcast identity for this season.

Official Site for A.I. Artificial Intelligence

Warner Bros. Interactive / Dreamworks, 2001

Directed design and development team from concept to product. Conceived of core concept and interface innovations. Featured a mysterious chatbot that fed clues for “the Beast” alternate reality game developed by Microsoft (later 42 Entertainment). Innovative interface elements included a drag-and-drop “memory bar” at the top, which recalled user pathway through site features via icon representations; intuitive timeline interactions capturing film themes; branded screen transitions, and more. The chatbot interface maintained a dialog with the user, commenting on her browsing interactions, suggesting additional engagements, all through an AIML based conversational style, inspired by the Turing Test.

“Explore the Universe” Permanent Gallery Installation

Smithsonian National Air & Space Museum, 2000

Directed the team tasked to design and build a series of 12 touchscreen based interactives and supporting website for a permanent exhibition. Flash and Director technology capabilities of the time were exploited to visually and interactively connect the public exhibition kiosk environment with the online feature. User scenarios of touchscreen and web content were carefully distinguished yet integrated. Worked directly with museum staff astronomers and curators to incorporate the digital displays into the exhibit concept.

“Telling a Story” Interactive Feature for
Ken Burns’ Civil War

WETA / PBS / Florentine Films, 2001

Designed and developed an online video editing interface using Library of Congress historical photos and other historical artifacts to experientially teach users about the Ken Burns filmmaking technique. Prior to the advent of iMovie and YouTube, it was an innovation to provide a simplified timeline interface to enable the creation of Ken Burns style films and email the result to a friend for response. At the time of this project, PBS did not support Flash Player 6 which introduced video support, so it was a particular design challenge to simulate film without video capabilities.

A&E Biography Channel Crossword System

AETN Interactive, 2002

Designed and developed a branded crossword rich internet application to leverage in-print content online. An example of an Object-Oriented Flash ActionScript project that enables both a highly dynamic functional interface on the consumer-end, but also allows an equally powerful, intuitive and usable interface to edit and manage the content on the admin-side. Crossword puzzles are easily played with a responsive keyboard UI, which intuitively allows keying in answers prompted by clue selection. Within the admin UI, a simple step-by-step approach allows a parallel interface to streamline the selection of black boxes, the rapid input of clues, answers, testing and finally, upload into a simple XML-based content management system that instantly publishes new puzzles to consumers.

Bud Greenspan’s 10 Greatest Winter Olympians

Sports Illustrated / GM / Salt Lake 2002 Olympic Committee, 2002

This innovative promotion helped ignite the trend of online user voting in participation with a televised event, the broadcast of the 2002 Salt Lake Winter Olympics. Using an ingenious drag-and-drop, image and sound enriched Flash interface, users placed voting “chips” into 10 slots, triggering animated photo montages and narrative commentary by well-known Olympic historian, Bud Greenspan. Results were tallied and visually rendered via a web service application, and the final results were incorporated into a GM sponsored program coordinated with the opening ceremony at Salt Lake City. Exemplifies use of valuable brand elements and equity within innovative interaction models.

Six Feet Under Experiential

Warner Bros. International, 2002

Using unconventional interfaces, vivid screen imagery, provocative sound bytes, this experiential site primed the European audience for the international syndication of the ground-breaking HBO series, Six Feet Under. Concepts of the macabre and the mundane were clearly contrasted in unexpected treatments, in homage to the unique themes and motifs of the television series. Hidden ‘easter-eggs’ encouraged devotee users to locate and share them on message boards.

Tikimon Island

Mezco Toys, 2004

Led design, development, game design and animation teams to create a fully interactive island to contain cartoons and games that surround a series of collectible action figures with an online content space. Features three casual games and a short cartoon animation fully explorable through the island interface. Click the characters on the island to discover the interactive features.

Second Thought Website

Second Thought, Inc, 2005

Serving as the portfolio for the interactive design agency, the site features code-based animations, full-screen Flash auto-scaling, and an efficient XML-based content managed update system. Flourishes include hidden features; adjust the speed of the floating project windows by moving the ball on the stem of the celestial model in the lower-left-hand corner. This site is exemplary of data-driven interfaces with ActionScript based animation in a variable-sized screen space that feature smooth transitions and automated “popping” effects that evoke screensaver contexts. By choosing Recent Projects, additional projects can be previewed that span commercial promotions for clients including CNN, ESPN, Time Inc., Sports Illustrated, and others between 2003 though 2007.

Random House Living Language Courseware

Random House Interactive, 2007

Developed end-to-end language learning courseware product for Random House featuring innovative “pronounceable” terms, interactive dialog players, podcast content and more. The Random House Living Language editorial team uses a custom enhanced Adobe Contribute template system to easily publish and edit courses. A custom server application integrates the curricula into the Random House e-commerce subscription engine. Each page of the site comprises standards-based web formats with a Flash enabled pronouncer module that receives AJAX events to load sounds from a hyperlink interaction. Other media rich modules include an interactive dialog interface that loads and plays conversations in an IM style, but allows playback at various speeds and hyperlink based replays. Full courseware offered as a consumer product, with Random House continually launching new titles in self-service. Art direction by in-house creative.



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