Every Vote

Ashley Cortez

Every Vote is my contribution and proposed solution to leveraging voices and ensuring equal rights in the voter registration process.



Imagine a future where every voter counts. With chained technologies we don't have to wait for government infrastructure and policies to develop in order to rapidly register citizens to vote. At present only 19 states have a complete online registration cycle, with many of them requiring driver's licenses as a means to register to vote. Every Vote is a user-friendly, cross platform tool that leverages technologies in order to universalize voter registration.




Craig Pickard

Real-time CNC control and operation using drawing as a metaphor.



The larger project, the toolkit, which consists of software, design files, and source code, enables anyone to breathe life into their digital artworks and bring them into the physical world in a dynamic way. Tools such as laser cutters, 3D printers and desktop mills are commonplace in maker spaces and workshops all around the world. However the majority of these machines only accept static files and use proprietary software that offer limited flexibility. OSTK_CNC is entirely opensource and can be accessed by anyone via its website. The website offers plans, documentation, and design files for two custom CNC machines, software to use with them, and all of the accompanying source code.

I will be demoing the project using the Wacom Cintque, which will allow users to draw directely on the interface using the software I've written. The pen plotter will recreate the user's drawing in real-time while they're drawing in the app.




Olivia Cueva

Using unity3d and a custom built flora and fauna arcade cabinet to tell the story of Za's adventure in the Jungle, where the main character is trying to dodge monsters and jungle pitfalls while collecting parts of her space ship so she can go back to her home.



Throughout the semester, we have learned how to make games using Unity3D and various shop tools (mainly the CNC) to build out a game console and arcade cabinet. We are making game in 2D that uses side scrolling, video input, various physics, scripts and animations, and imported drawn sprites to tell a story about an alien girl getting through the obstacles of an unknown environment in order to get back home. To immerse you into the game there will be many tactile features on the cabinet as well as the game controller, which will be a vine/rope that you move around to swing the alien girl through the jungle.


Digital Fabrication for Arcade Cabinet Design

Bike The Shining Hallway in VR

Nikolaj Petersen

The experience aims to put you inside the kid from 'The Shining", Danny Torrance's shoes. As you bike through hallways in an arbitrary basement, YOU play the central role by pedaling your way through the sometimes realistic, sometimes eery and maybe uncomfortable experience.


This project attempts to redesign the Hallway Scene from Stanley Kubrick's 'The Shining'. I am interested in integrating a bodily activity into the experience of watching a film and investigated production scenarios that can make that happen. My project explores Virtual Reality as an inevitable forthcoming medium and questions what VR adds and changes in a film narrative. My experimental experience attempts to trick your senses, put you inside the shoes of Danny Torrance and ultimately ask –what else is possible?



Times Square Electronic Garden

Ella Dagan

The “Times Square Electronic Garden” project is meant to initiate a conversation about climate change, energy use and green urban spaces through an interactive installation featuring living plants, sensors, optic fibres light and sounds.<br />



Designed and fabricated by New York University students, this earth bomb features speakers and live sensors among the plants that connect to our URL. The idea is to “re-nature” Times Square so that the public can contemplate new natures within our cities. We invite people to explore soothing living vegetative surfaces and recognize the stark contrast of their hyper-electrified surroundings. The students have designed and built an open central sphere for visitors to circulate through so that they may encounter a microcosm of hanging gardens.
Around the sphere there will be a greenscape of serpentine living benches for rest, gathering, and contemplation. The whole project, start-to-finish, will be erected and removed in a 24 hour period. It will be a place to reimagine Times Square’s consumer culture into a truly sumptuous environmental future.


Times Square Electronic Garden

Palindrome Photobooth

Aaron Montoya-Moraga, Aaron Parsekian, Andrew Sahlstrom

A photobooth. 30 flashing lightbulbs and 30 pictures stitched together to make a fun video of you and your friends!



Our project is a Photo Booth with a cool twist. 30 light bulbs in a ring surround the subject. The light bulbs are then triggered one by one and a photo is snapped each time. The photos are combined to make a move that is played forwards then backwards


The World-Pixel by Pixel

Shadow Play

Yuan Xue, Xinyao Wang, Xingjian An, Anqi Zhao

An interactive game, using Kinect, asks players to move around and complete levels by making certain shapes, and exhibits funny pictures of players and announces the winner of competition at the end of this game.<br />



Shadow Play, as a level-based Kinect game, mirrors players’ body figures and shows various shapes (of objects, of cartoons, or animals) on screen. This game can be a single team play, or in a combat/battle mode where two teams compete to win. In order to win the game at the end, the competing teams should try their best to pose and mimic the shapes shown at each level before time is up; the higher the accuracy rate of their poses, the higher scores they will get.

Our initial idea of designing this game is planning to create a physical game for children to do some physical exercises and have fun in a classroom when it is raining outside, or simply for a newer form of folk game in general for future playground (which we are sure will be constructed with plenty of sensors and cameras).


Designing Games for Kids

Food extinction

Juan José Egúsquiza

What if we lose all our animal biodiversity?


In a futuristic world, what would happen if there are not animals left? A speculative design project for the Food systems class. Series of projections that tell us about this issue


Food Systems: Interventions + Remediations

Aural Reef

Zoe Bachman

A translation device that allows humans to speak to coral.



Aural Reef is a translation device that takes human speech and transforms it into coral reef noise in an attempt to help restore reef populations. 27% of the world's coral reefs has been lost. If present rates of destruction are allowed to continue, 60% of the world's coral reefs will be destroyed over the next 30 years. 2016 is on track to experience the worst coral bleaching events yet – after similar episodes in both 2015 and 2014.

What if we could talk to coral and what if those messages actually did something helpful?

Research has shown that the noisier a reef is, the healthier it is. Scientists are starting to use audio as a way of quickly monitoring the state of a reef. Studies show that coral larvae and young fish are attracted to the sounds of the reef, guiding them to coastal areas and allowing them to identify suitable settlement habitats. Researchers found that when they installed underwater speakers playing coral reef noise, the baby coral inevitably swam toward the speakers, even when the speaker was above them (the larvae have a natural tendency to swim downward).

Aural Reef is a prototype of a telecommunication device that enables humans to communicate with coral and help in reef restoration through audio translation. A Max/MSP patch detects the presence and pitch of the voice, then alters and plays back a coral reef noise sound file so that it matches. The idea is that the more people speak, it will generate artificial reef noise which will draw larvae to deppopulated reef structures and assist in regrowing coral colonies.

I’m currently using a regular mic, but I want to construct an object that takes the sound of a person’s voice and outputs the coral reef translation to an underwater speaker. In a real setup, the speaker would be installed in a reef, tethered to a fiber optic cable and a satellite connection to the device.

Aural Reef is a project by Zoe Bachman, designed and programmed by Zoe with Aarón Montoya, co-programmer.


Temporary Expert: Design + Science in the Anthropocene