We eschewed the logic employed by other apps and games, and instead followed childhood development research indicating that when stated extrinsic goals/rewards (a.k.a. “gold stars”) are absent, intrinsic curiosity and lifelong learning are nurtured. Case study »
The menu itself is structured to reflect the philosophy of the food options at the new place. Sandwiches aren’t “sandwiches,” really; they are artfully deconstructed arrangements of ingredients onto boards. The menu is designed to reinforce this smorgasbord concept—transmitting that kid-in-a-candy-shop feeling that the original shop evokes. Case study »
This pop-up book is an interactive interface on the invisible wonders of the world. It seeks to reaquaint the reader with the deep magic and poetics of the physical. Case study »
This Book Is a Camera is a working camera that lives in a book, released by MoMA. It helps people see the wonders that surround them—homing in on the question of how light works. Case study »
When readers start turning the record, they are then directed to drop the needle—which transforms the card into a manually spun paper record player. This is not something that paper is supposed to do. Case study »
An exbition that invites visitors into playful dialogue with the mysterious dimensions of typographic symbology, history, technology, and their own perception. Case study »
I devised a new creative technique called RISO Animation, wherein animation frames are printed and then scanned back into the computer. It is now a massively popular worldwide phenomenon. Case study »
Apple (the computer people) hired me to develop a philosophical pop-up book that explains why feedback is a gift—and why critique is necessary to see the world clearly. Case study »