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).
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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.

childhood truths

Childhood Truths is a reactive environment that challenges adults to relocate themselves to the “baby blanket” (proportional to an adult) on the floor. The blanket consists of four baby toys that flip, open, close and move. That movement triggers a sensor in the Teleo system (microcontroller) that plays a story from my own childhood, revealing how I perceived the world was when I was a child. Each of the 1-2min stories shares a truth of my childhood. For example, the pink, hidden mirror unveils my belief, as a child, that evil-doers live within the looking glass during the dark of night.

Adults must, at the very least, sit on the blanket and move the toys for the environment to react and narrate a story. Forcing an adult into this “floor” experience on the floor brings him/her to a more open thought process. Art is no longer understood by looking at a wall, but, rather, on the floor in a play mat or story circle manner, similar to the experiences of a preschooler, but where the environment mediates the experiences of a child.

childhood truths Details of each interactive component of quilt.
childhood truths
Details of each interactive component of quilt.
Childhood Truths Installed in Company Gallery.
Childhood Truths
Installed in Company Gallery.
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dictionary: a semiotic experiment

Language is a philosophical system that differs from culture to culture. Each language has words, grammars and constructs that are unique to the way people who use it think, analyze and classify the world. Dictionary: A Semiotic Experiment is an attempt to create an artificial language within an established virtual culture.

Dictionary re-visualizes the construct of language. This experiment looks at pictographic, standard and computer languages as a platform for analysis. The rigid structure of computer languages is adopted to create a formulaic grammar that is easily learned and described. The alphabet is constructed from a hybrid ideology from verbal and pictographic languages, where the alphabet visualizes the labial, velar and dental points of articulation for each pronounced sound. Dictionary utilizes user-created images as definitions. Opening the experiment to include an international audience magnifies the arbitrary, vague and elusive nature of language and its use. If each individual is allowed to create a word and visual definition from her own experience, the arbitrary and unique thinking patterns from cultures worldwide are forced to co-exist in an artificially unified space, where language as a dysfunctional concept becomes a hyper reality.

Dictionary: A Semiotic Experiment Diagram of phonemes, grammar and pronounciation. The letter in the top right is similar to the English long "o".
Dictionary: A Semiotic Experiment
Diagram of phonemes, grammar and pronounciation. The letter in the top right is similar to the English long “o”.
Dictionary: A Semiotic Experiment Screenshot of application.
Dictionary: A Semiotic Experiment
Screenshot of application.
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