signal

SIGNal is an investigation of the “Toilet” symbols from the 50 Symbol-Signs originally created in a collaboration between AIGA and the US Department of Transportation. Of the 50 symbols, the toilet symbols are the only ones (although you could make an argument about the nursery symbol as well) designed to represent the “who” of a space or service rather than the what.

Focusing on the “who” of the space is often exclusionary. For example, single-stall bathrooms are often labeled with either a man or woman symbol despite the fact that the bathroom is single occupancy in the first place. Some of these spaces use the “Family” bathroom symbol which reinforces heterosexuality and excludes same sex couples. Signage needs to be standardized for usability but we need to be careful not to make choices that reinforce stereotypes or imply that populations like transgender individuals and same sex couples do not exist in our society.

The fifteen signs in this set explore a a wide range of images, both practical and impractical (complex symbols are hard to “read” from a distance), that represent the “who” and the “what” of the space. The “who” signs include those that are culturally gendered and those that are based on biological sex. The “what” signs include representation of the facilities, as well as the biological processes that result in the need of a toilet in the first place.

15 bathroom sign options.
SIGNal
Full series installed in a 3 x 5 grid.

matrilineage

Matrilineage began with a group interview of four generations of women in my family. I was particularly interested in discovering how different generations of women related to and thought about technology. Earlier generations focused both on innovations that afforded change in their lives and technologies of necessity, rather than recreation. Younger women take many of these earlier inventions for granted, as domestic labor has grown to be less physical and more mechanized. As such, many of their stories focus more on leisure.

Some of the stories that emerged during that conversation evolved into the foundation of Matrilineage. I hand made a QR code to represent each woman using materials and techniques that reflect the individual. Each QR code leads to a specific story archived on the project website. The stories are personal narratives about about a specific piece of technology and the impact that technology has had on the individual. The videos that accompany the audio narratives were created by Emil Lendof.

The final QR code in the series represents you. Scanning that particular QR code will lead you to a web form where you can contribute your own story to the archive.

Matrilinage: Grandma QR Code
Matrilineage: Grandma
Size: 1.5″ x 1.5″
Medium: Cross Stitch
Matrilineage: Gram QR Code
Matrilineage: Gram
Size: 5.5″ x 5.5″
Medium: Hand-Quilted Custom Designed Fabric
Matrilineage: Mom QR Code
Matrilineage: Mom
Size: 3.5″ x 3.5″
Medium: Hand-woven 1/8″ Ribbon
Matrilineage: Me QR Code
Matrilineage: Me
Size: 7″ x 36″
Medium: Hand-Embroidered Custom Silk
Matrilineage: Sis QR Code
Matrilineage: Sis
Size: 2″ x 2.5″
Medium: Woven Beads
Matrilineage: You QR Code
Matrilineage: You
Size: 4″ x 4″
Medium: Laser Cut Felt

constructagon

Constructagon is an abstract two player board game that employs a mix of strategy and chance mechanisms. Players create various polygons as they creep their way across the board and back in a shape-creation duel. During game play intricate geometric compositions emerge as quickly as they are dismantled. Constructagon takes only a couple of minutes to learn. Game play lasts approximately 30-40 minutes.

View Constructagon Instructions (PDF)

Constructagon Detail of game piece during play.
Constructagon
Detail of game piece during play.
constructagon A player constructing a shape.
constructagon
A player constructing a shape.
constructagon Game Board and Pieces.
constructagon
Game Board and Pieces.

storyQuilt

StoryQuilt is an oral story visualization project. Participants sit at the StoryQuilter (the sewing machine) and tell it a story. Once the participant finishes her story, the StoryQuilter generates a personalized quilt (projected on a quilted screen) based on the participant’s story. The more the participant “gives” the StoryQuilter vocally, the more the StoryQuilter will put into the participant’s quilt.

Story quilts have often supported an oral history tradition within families. The quilts are regarded as narratives, as interpreted and imaged by the quilter. In this case the quilter is a piece of software, which only understands and interprets measurable components of the participant’s oral story. The software then uses that information to choose fabric colors, the level of detail of the quilt, the pattern to be used, and the scale to be used. If the participant tells the same overarching story in different ways, the resulting quilt will reflect these variations.

ARVE Error: Mode: lazyload not available (ARVE Pro not active?), switching to normal mode
storyQuilt Installed during Pixilerations.
storyQuilt
Installed during Pixilerations.
storyQuilt Quilt pattern generated during Made in New York 2012 at the Schweinfurth Memorial Art Center in Auburn, NY.

consumption device

Unlike cloth bags, plastic shopping bags have a very limited life span and re-use value. Consumption Device is made of machine-stitched plastic bag panels that are stitched into a bag using hand-spun thread made of the same bags. Although this is a highly designed bag, it is very frail and holds no real use value.

consumption device
consumption device

consumption mill

Consumption Mill is a series of hand-stitched windmill blocks back lit with a light box. The windmill pattern references renewable energy sources and each windmill block is made from recycled plastic shopping bags. The piece is embodies the conflict I experience in my concern with the need to conserve and my cultural training to consume.

consumption mill  Detail of individual windmill block.
consumption mill
Detail of individual windmill block.
consumption mill Side view.
consumption mill
Side view.
consumption mill
consumption mill

self-disclosed

“Identity theft” is one of the most popular memes of the day. It is a sad phrase; one that strips our cultural understanding of identity down to a handful of information. Our individual identities are reduced to a couple of facts: name, date of birth, ethnicity, address, phone number, social security number, credit history and email address. This information is meant to locate us literally and statistically; it is not meant to “know us” personally.

The purpose of Self-Disclosed is to explore our relationship with this so-called “personal” information. Today this “personal” information is a medium of exchanged used to gain access to data, email, information, coupons, friends/chat online, etc. Because we don’t think of this information as currency, we don’t keep systematic records of where/who we have “paid.”

Self-Dislcosed Mounted print (2009) maps my identity over a period of two years. The map is constructed to demonstrate relationships various organizations have with my identity data and to create an object that provokes conversation.
Self-Dislcosed
Mounted print (2009) maps my identity over a period of two years. The map is constructed to demonstrate relationships various organizations have with my identity data and to create an object that provokes conversation.
self-disclosed Screenshot of data visualization software (2011).
self-disclosed
Screenshot of data visualization software (2011).
Self-disclosed Trading Cards and Wallet (2013). The Self-Disclosed tote, wallet and cards are portable maps of my own information exchanges that provide points of entry into the conversation about identity theft and information spending. These particular items provide the opportunity for in-person person-person interactions. Note: the key/legend is available on the back of each trading card.
Self-disclosed
Trading Cards and Wallet (2013). The Self-Disclosed tote, wallet and cards are portable maps of my own information exchanges that provide points of entry into the conversation about identity theft and information spending. These particular items provide the opportunity for in-person person-person interactions.
Note: the key/legend is available on the back of each trading card.
self-disclosed Tote (2012).
self-disclosed
Tote (2012).
ARVE Error: Mode: lazyload not available (ARVE Pro not active?), switching to normal mode

consumption portraits

Buying and consuming is embedded into the fabric of our every day lives. Each bag is discarded evidence of a shopping trip, ordinary, mundane and insignificant rubbish. Cumulatively the bags document our consumptive behavior.

I started collecting these discarded bags from my own consumption outings and slowly began to ask those around me to contribute as well. Eventually I began to see patterns and relationships between the mounds of bags. I cut out bits and piece of the bags that were interesting to me. With those bits I created little vignettes that grew into each of the Consumption Portraits in the series.

If the portrait was to belong to the series, I decided that they each needed to be assembled with thread. This self-imposed hurdle (plastic bags are not very forgiving to needle punctures) essentially forced me to treat former waste as something precious and of value. In addition each portrait had one additional rule: all elements must be unified with a similar line quality or color palette. The result is a series of quirky dada-esque narratives of consumptive behavior.

CP#1 Contemplation 2009. 10.5" x 13.5"
CP#1 Contemplation
2009. 10.5″ x 13.5″
CP#2 Power 2009. 10.5" x 13.5"
CP#2 Power
2009. 10.5″ x 13.5″
CP#3 Hills & Valleys 2009. 8" x 10"
CP#3 Hills & Valleys
2009. 8″ x 10″
CP#4 Ecosystem 2010. 11" x 14"
CP#4 Ecosystem
2010. 11″ x 14″
CP#5 Dialogue 2010. 5" x 7"
CP#5 Dialogue
2010. 5″ x 7″
CP#7 Dubai to New York 2010. 7" x 7.5"
CP#7 Dubai to New York
2010. 7″ x 7.5″
CP#8 Chute  2010. 5.5" x 7.5"
CP#8 Chute
2010. 5.5″ x 7.5″
CP#9 Constraints 2010. 8" x 10"
CP#9 Constraints
2010. 8″ x 10″
CP#10 Digestion 2010. 8" x 11"
CP#10 Digestion
2010. 8″ x 11″
CP#11 Side Show 2010. 6.5" x 9.5"
CP#11 Side Show
2010. 6.5″ x 9.5″
CP#12 Great Atlantic Garbage Patch 2010. 8.5" x 9.5"
CP#12 Great Atlantic Garbage Patch
2010. 8.5″ x 9.5″
CP#13 Micro-organisms 2011. 16.5" x 16"
CP#13 Micro-organisms
2011. 16.5″ x 16″
CP#14 Escape 2011. 8" x 9"
CP#14 Escape
2011. 8″ x 9″
CP#15 Epic Narrative 2011. 8" x 8"
CP#15 Epic Narrative
2011. 8″ x 8″
CP#16 Lifeline  2011. 7" x 7"
CP#16 Lifeline
2011. 7″ x 7″

comfortable spaces

The project was facilitated through the Boundaries in Syracuse course taught by Lori Brown & Alison Mountz. The main focus of the research was on how the university LGBT community defines comfortable space.

There were two large outcomes of this project. First there was a close examination of heteronormative spaces on campus, particularly bathrooms. A number of students are not perceived as belonging to the gender dichotomy of male and female, therefore a directory of single stall bathrooms, along with specific details about safety and the current labeling of the bathrooms was compiled. That compilation is available as a webpage off of the SU LGBT Resource Center website and as a printed brochure.The project also included installation at Company Gallery that looks at comfortable and uncomfortable space through physical space, video, audio and maps.

A set of 6 “trading cards” that point out heteronormative space and the many locations and spatial situations heterosexuals take for granted. These cards are used as a way to initiate the conversation outside of the installation, or as a continuation of the installation.

comfortable spaces Brochure [front, center, back].
comfortable spaces
Brochure [front, center, back].
comfortable spaces Trading Cards.
comfortable spaces
Trading Cards.

borders

Borders is a fabric hallway that existed for a week in the Quad of Syracuse University. The hallway brought attention to ways of seeing, ways of framing, and ways of blinding within our space. The walls blocked our normal physical perspective and viewpoints and drew attention to other ways of physically seeing the world. In five large “windows” were removable patches that provided a semiotic system provoking reflection on our understanding of borders, fields of vision, and mediation on our campus, in our lives and in our society.

borders Installation at Syracuse University.
borders
Installation at Syracuse University.
borders Detail of interaction with fabric wall.
borders
Detail of interaction with fabric wall.
Borders Detail of windows in fabric wall.
Borders
Detail of windows in fabric wall.