Unstable equilibrium
I remember a show that needed limited entry, some distance, a bit of quiet to take it in properly. It got none of that. Within thirty minutes people had climbed over everything like it was a playground, one piece gave way, and the gallery had to close for repairs mid-opening. That’s roughly when I stopped thinking of interaction as something I could design, and started thinking of it as something I could only provoke, then watch.
Waves
Waves is the clearest version of that. A rope spinning fast enough to trace a shape in the air, no buttons, no interface. People don’t activate it, they disturb it with their presence, the way a body disturbs still water just by entering it, shifting from calm into turbulence.
Outcomes
Outcomes spreads the same idea across a whole room. Vertical tubes reading presence like a field of theremins would, each one alerting its neighbors, creating a shared symphony, so a single person walking through never triggers quite the same sequence twice. Nobody composes it. Nobody conducts it. It negotiates the space with you.
Whatever happened, Happened
Whatever Happened, Happened still tracks a room, presence, movement, who came close and when. But it was a shift away from real time performance, and started to care more about what got left behind because of what happened live. A laser, engraving concentric rings into wood for the length of a show, never resetting, an unalterable record. That shift, from reacting to recording, is what opened the door for the data visualization projects that followed.
There was a stretch of years, before video tracking and augmented reality made interaction mostly a software problem, when physical presence alone could throw a whole room off balance. I still think that was the good part. It’s where I feel at home, and something I’m working to explore in a different context.
There is more to explore
Each portfolio offers unique perspectives on how ideas evolve and connect over time.




