the polls are open

The Polls Are Open is a simulation of voter suppression.

When approaching the voting booth, visitors will see a two physical buttons (a yes and a no button) and computer screen with a question and graphs. The question on the screen asks the viewer to vote on whether or not they should have the right to vote in local, regional and national elections.

If the viewer chooses to vote no, the vote is immediately recorded and reflected in the graphs on the screen. It is likely that most viewers will not want to vote this way, however, to see what will happen, some will.
If a viewer votes yes, they will be alerted, on screen, that for the vote to be recorded the participant will need to visit a particular URL and use the provided access code. At this moment the viewer has a choice (1) abandon voting or (2)log onto the website provided on their mobile device or, later, on their home computer. If the participant chooses the second option and logs onto the site, they will be asked for their email address (to verify they have not previously voted — a privacy statement will be on the site indicating that the email address will only be used for this purpose) and the access code provided. If the participant attempts to vote during the designated (but not posted) hours their vote will be recorded and they will be provided with a url to see progress on the vote. If the participant attempts to vote during non-voting hours the participant will be alerted that her vote cannot be recorded because of the time and will be asked to try again when the polls are open (the poll times will be provided in the alert). To vote yes will require participants to overcome the following hurdles: access to the internet (i.e., access to the poll site), limited polling hours, and a valid email address and access code (voter id).

In addition to the voting question, participants will see the following on the screen in the voting booth: (1) how many yes and no votes have been cast and recorded; (2) a comparison of how many yes vote attempts have been made in comparison to how many have been completed; and (3) how many votes have been cast in comparison to exhibition attendance (that is, if this information can be made available, which would require gallery staff to enter attendance for the day or week via a simple web form).

While installed during the 2017 Give Us The Vote exhibition at ArtsWestchester, 715 people interacted with the voting system and attempted to cast a vote. 31% of votes cast were “no” votes. 69% of participants attempted to cast a “yes” vote, but only 2.25% of those attempts were actually cast (because few individuals were able to overcome voter suppression techniques implemented).

Voting booth installed at ArtsWestchester.
Screenshot of the software that poses the question, “Should you have the right to vote in US elections” for participants to vote on.

sn’app

Sn’aap Symphony is a beatbox application designed to work in your desktop browser or on your iOS device. The app allows for up to 8 audio tracks that each have their own sound clip, volume, rhythm and pitch controls. Adding new tracks is easy — just tap the “+” at the bottom of the screen. To edit or remove tracks, simply tap the track you would like to manipulate and its edit window will pop up. The sounds available as beats were originally developed as syllables for Dictionary: A Semiotic Experience. Sn’aap Symphony was developed using Processing.js and the experimental library Maxim.js

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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.

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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.

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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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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