Archive for the ‘Interactive’ Category

Covid By State is a covid tracker I built to view normalized curves of covid cases for US states overlaid against one another. The site has received over 100,000 visits by over 60,000 unique visitors.

The site uses the wonderful Covid Tracking Project, an open-source tracking and data API project supported by The Atlantic.

Check out the project on github.

CRA Newserator

Newserator is a custom RSS aggregator that I built to break the filter bubble effect in online news consumption.  It allows a user to simultaneously view news feeds from both sides of the political spectrum, filtered by reputation and also keywords.

The feeds are curated in an evolving list of media sources, according to a private set of criteria.  At some point, convening an actual editorial board to oversee the list of feeds is planned.

The host site, Citizens Rights Alliance, is an advocacy site dedicated to the intersection of the Horseshoe Theory as it pertains to Civil Rights.

The goal is to expand minds and illuminate common ground.

Give it a try.

FF Draft Mocker

In the world of Fantasy Football, draft prep is everything.  Here’s a little tool I built for a friend; it consumes draft position data and helps the user predict their team based on position and depth chart.

The tool runs draft simulations from any or all spots in a given draft, and also allows the user to select form various common scoring systems and snake vs straight-line draft formats.  (For an interesting look at the math of the snake pattern, see this stackoverflow thread).

Draft Mocker

Draft Mocker

N^ The Game

N^ The Game

N^ The Game is an original board game in development, currently in the playtesting phase.  N^ comes out of some thoughts about game design, resources, and geography: N^ is a game where players compete for resources, but they do not dominate or take away one another’s territory.  Don’t worry – there is plenty of deviousness and strategy, and common resources are limited.  In my mind, this represents a close analog to our current geopolitical situation, where major powers are unlikely to risk all out war, but will formulate and reformulate devious plans to capture resources / deny competitors.  The direct cartographic inspiration is the situation at the north pole of our planet (hence the name).  This is a game for 2, 3, 4, or 6 players, and alliances will naturally form and break (heh heh).  This mechanics / play of the game also take some inspiration from cellular automata, particularly Conway’s Game of Life, and the idea of game pieces “surviving” based on certain population criteria.  (There are also certain similarities here with the venerable game of Go.)  As for the winning conditions, there are also ideas operating in this game about cooperation and resources.  The competition is strident, but everyone ends the game with the same pieces and territory as they started with.

N Logo
The single logo
Preparation of the game pieces
Preparation of the game pieces

Update 7/23/2015: Chicago Playtesting


A new board direction, and getting some rule tweaks down.  An interesting iteration.

Update 7/17/2014: Chicago Playtesting

Winning Position from July 17 Playtesting; second iteration
Winning Position from July 17 Playtesting; second iteration

Here’s the winning position from our July 17 playtesting session, working with a 5-player version and some great new rules iterations.  Coming along nicely now, working on the balancing out.

Update 3/24/2014: ProtoSpiel Milwaukee

Playtesting N^ at ProtoSpiel Milwaukee
Playtesting N^ at ProtoSpiel Milwaukee

Had a great time playtesting N^ The Game (among others) at ProtoSpiel Milwaukee this weekend.  We went through a couple of different rules iterations, and overall I was quite pleased with the way the game played out.  Thanks to Scott and Wooz especially for their insightful comments and gameplay, and we had a great time playing their games as well!

Fluids – A Vector-Based Particle System

This project began as an exploration into programming for fluid dynamics.  That research acquainted me with the subject of vector fields and how they represent the behavior of fluids and gases.  This thread of investigation led me to the world of cellular automata, including Conway’s beautiful Game of Life.

While this project doesn’t approach the subletly or revelatory power of that fundamental experiment, it does include dozens of discrete particle objects, each following its own destiny through the vector field, becoming affected by what it travels through, by the other particles that it meets along the way, and leaving trails as it veers around.  There’s also a certain amount of intrinsic randomness built into the system, some of which can be adjusted by the performer in real time.

The system is also built to accept an incoming stereo audio signal and adjust the particles based upon the audio feed, which can be run in live through an input or make use of a computer’s built-in mic.

This project was originally created to be a stand-alone app meant to run full-screen on a laptop hooked to a projector for a performance. There was also a web-friendly version created, although it’s no longer as web-friendly as it was when created, since that version was in Flash.

Future plans are to port the project to Processing or WebGL.

Educational Development: See-Saw

Part of the Educational Development interactive media installation, this piece was an indoor see-saw that viewers could sit on and activate a multichannel video piece, with video triggers that cascaded between the television that was their partner on the see-saw and a projection that metaphorically highlighted the success/failure dynamic in educational philosophy.

The cycles of both the projection and the televised video clips form a loop of educational agitprop in the mode of sending up typical school behavioral / “motivational” videos.

Educational Development: Chalkboard

Part of a multi-channel interactive media installation, this piece consisted of a projector, a computer running Director, and a motion sensor connected to the computer, all hidden inside an old antique flip-top school desk. On the wall before the desk, there was a “chalkboard” made of a simple frame.

The chalkboard surface was an image created by the projector, which was showing a still of a chalkboard surface – until a viewer sits at the desk to take a test (one I developed on media theory), at which point they trigger the motion sensor, and the animation – a stop-action drawing on a real chalkboard – plays, appearing to draw itself out of the air.


Internet Work: Palette Generator. Scripting. Chicago/Online, 2005.

PixelScythe started out as a quick RGB experiment and soon became an sort of addictive toy.  Also, it makes a decent palette generator if you click the right squares.  Hex values for squares can be seen in the address bar, or just take a screenshot and paste into your favorite graphics software.

Visit the experiment.