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A father and two sons participating in the 'Making Waves with Radio' activity, using aluminum foil and a metal sheet to test Wi-Fi router signals

Projects with purpose

I design and scale learning experiences, from hands-on exhibits and educator toolkits to digital projects and futures-oriented engagement on emerging technology. The through line is participatory design, building things with partners, testing with real audiences, and sharing what works.

 

Browse my featured projects by category below.

 

2 projects

Future workshops and dialogue tools

5 projects

Apps, web, AR/VR, storytelling

4 projects

Kit, exhibits, and professional learning

Emerging technology engagement

A display of bilingual 'Neuro Future Cards' scattered on a wooden table, featuring speculative product designs like the 'NeuroSharp Headset' and 'Memoro Neural Thread' alongside illustrated provocation cards.

Neuro Futures Cards Workshop

A card-based workshop that helps groups explore neurotechnology futures through conversation and reflection.

I created the Neuro Futures Cards by drawing on earlier research and development at the intersection of neuroethics and public engagement. The deck includes future technology cards and provocation cards, paired with a flexible workshop format designed to work across diverse groups. The goal is not to steer participants to one conclusion, but to surface the gray areas of the use and development of emerging technologies and invite deeper discussion. In workshops, the cards serve as a shared language that helps groups move quickly from curiosity to meaningful conversation.

 

Role: Creator and Workshop Co-Designer

Partners: Institute for Neuroethics, Internet of Brains Science Communication team

 

Neu Opinion Bank

A scenario-based survey that connects personal choices to a future narrative and asks participants to take a stance.

I led the creation of the Neu Opinion Bank, a public engagement application designed to help people examine possible neurotechnology futures through their own values and opinions. Participants respond to a series of scenario-based questions about how they would choose to use, limit, or respond to future applications, then read a short narrative from a possible future society and rate their agreement. The structure is built to surface tradeoffs, unexpected consequences, and opportunities, while reinforcing that public perspectives can shape what comes next.

 

Role: Project Lead

Partners: Institute for Neuroethics, Internet of Brains Science Communication team

 

A hand holding a smartphone displaying the 'Neu Opinion Bank' mobile interface, featuring the bilingual 'Memories' module and a futuristic illustration of neurotechnology

Interactive digital experiences

A person standing outdoors facing a large globe sculpture, looking at a colorful floating augmented reality image of two hands holding a sun and a circle of people on Step into the Mural Walking Tour.

Step Into the Mural Walking Tour

An augmented reality walking tour that brings community murals to life through interactive storytelling.

I led the planning and execution of the Step Into the Mural Walking Tour, a place-based AR experience designed for families to explore San Francisco neighborhoods through art, culture, and local history. Built in collaboration with skilled museum staff, local artists, and community partners, the tour layers digital interactions onto real murals, turning a walk into a participatory story experience. Why just look when you can experience it? Murals animate in AR and invite kids and adults to step into the artwork together. The project was designed to be easy to adapt for new locations and partners.

 

Role: Project Lead

Partners: Children’s Creativity Museum, San Francisco artists, Kinfolk, and NYU Tandon School of Engineering

 

Whispers in the Wind

An interactive story game set in near-future Puerto Rico, where players restore communications after a hurricane while learning radio science.

I led the creation of the narrative-driven learning game that follows siblings Gabby and Raul as they work with local experts to rebuild their town’s communication systems after a hurricane disrupts cell and Wi-Fi service. The experience blends point-and-click adventure storytelling with mini-games that teach how radio technologies work and why resilient infrastructure matters in emergencies. The game is playable in both English and Spanish and is part of the Making Waves with Radio suite led by BSCS Science Learning. 

 

Role: Project Lead and Co-Principal Investigator

Partners: BSCS Science Learning, Museum of Life and Science, NISE Network

 

A vibrant illustration of a community gathering at twilight, featuring neighbors sharing food at a barbecue, string lights with glowing icons, and children interacting with a futuristic digital display near a doorway.
A hand holding a tablet displaying the 'Sun Observatory' of the DIY Sun Science app interface, featuring a split-screen tool that compares two different extreme ultraviolet views of the Sun side-by-side.

DIY Sun Science

A mobile app that helps families and educators explore the Sun through hands-on activities and live NASA imagery.

I oversaw the development of DIY Sun Science, leading the team that brought the app from concept to launch as a learning experience for families and educators. The app turns curiosity into action, guiding learners through engaging activities, from solar cooking to exploring shadows in model Moon craters, with step-by-step support. To connect what learners build at home to what scientists see in space, DIY Sun Science includes the Sun Observatory with live, multi-wavelength imagery from NASA’s Solar Dynamics Observatory.

 

Role: Project Lead and Principal Investigator 

Partners: Lawrence Hall of Science, Space Sciences Laboratory, Sciencenter, NISE Network

 

DIY Solar System

A curated exploration of the solar system combining hands-on activity guides, games, and augmented reality using real NASA content.

I led the development of DIY Solar System, an app created to broaden a museum educator kit on human space exploration beyond the museum, giving families a way to keep exploring at home. Activities invite learners to explore the needs of future space missions, from designing a Moon base to piloting a Mars rover. The experience also includes an AR planet walk that lets learners place a scale solar system outdoors using NASA 3D models, then explore planets, dwarf planets, and asteroids up close.

 

Role: Project Lead and Co-Investigator 

Partners: Sciencenter, Museum of Life and Science, NISE Network

 

wo children standing in a grassy field interacting with a large augmented reality globe of the Earth floating between them.
Title screen for the interactive story 'I Got This,' featuring a stylized character looking into a bathroom mirror above game menu buttons.

I Got This: An Interactive Story

A first-person narrative app that helps teens recognize type 2 diabetes and make healthier lifestyle choices.

I managed the development of this interactive story app told through the eyes of a teenage girl who learns she has type 2 diabetes. As her symptoms build, from fatigue and irritability to weight gain and frequent bathroom trips, the story shows how easily type 2 diabetes can go unrecognized in teens, and how it can affect school, sports, and friendships. The experience also highlights how changes in diet and exercise, along with family and peer support and ongoing medical oversight, can help teens cope and reduce risk for others at home.

 

Role: Project Lead and Principal Investigator

Partners: Lawrence Hall of Science

 

Network-scale STEM education

An adult and a young child working together on a science experiment, using pipettes to drop colored liquid onto large spheres of ice.

Explore Science: Earth and Space

A series of hands-on activity kits and professional learning that helps museums engage families in NASA science.

I served as Content Lead and Co-Designer for the Explore Science: Earth & Space kit, creating the learning framework and developing activities and guides that communicate NASA science. Used by hundreds of museums, the kit supports engaging, repeatable experiences that invite learners to investigate real phenomena, build and test ideas, and connect local observations to big Earth and space science questions. Built for network-scale use, it includes turnkey resources that partners can adapt for their audiences while keeping the learning goals intact, and it has been used in all 50 states and multiple U.S. territories, reaching tens of millions of public participants, alongside thousands of professionals.

 

Role: Content Lead, Co-Designer, and Co-Investigator 

Partners: NISE Network, Sciencenter, Museum of Life and Science, Children’s Creativity Museum

 

Howtosmile At-Home Activities

A museum-built framework and curated collection for caregiver-supported STEM learning at home.

I led the At-Home Activities project on howtosmile, bringing museums together to turn shared best practices into a practical framework for caregiver-supported STEM learning at home. We then used that framework to curate an At-Home Activities collection that helps families and educators quickly find activities that actually work in real homes, with clear guides, low-cost materials, and meaningful caregiver–learner collaboration. Because it lives inside howtosmile, the collection also connects to a free library of thousands of activities used worldwide, extending museum-quality learning far beyond the building.

 

Role: Project Lead and Principal Investigator 

Partners: Children’s Creativity Museum, Lawrence Hall of Science, and greater network of partner museums

 

A 3x3 photo collage featuring an orange handprint logo for howtosmile.com and eight scenes of children engaging in hands-on science activities, including nature observation, water experiments, and balloon physics.
Overhead view of the bilingual 'Sun Earth Universe / Sol Tierra Universo' exhibition, featuring a layout of blue interactive tables and vertical information panels about planetary science.

Sun, Earth, Universe Exhibition

A modular museum exhibition that brings NASA Earth and space science to family audiences.

I managed the content and helped shape the design of a hands-on exhibition that invites families to explore big questions about the Sun, Earth, the solar system, and the universe through play, tools, and engineering challenges. Learners design, build, and test spacecraft models based on NASA missions, use instruments to detect the invisible, compare satellite images to see how Earth is changing, and explore concepts like solar activity and exoplanets through interactive stations and games. With 50+ copies distributed to museums across the U.S., this flexible 500 sq. ft. exhibition has reached millions of learners.

 

Role: Content Lead, Co-Designer, and Co-Investigator 

Partners: NISE Network, Science Museum of Minnesota, Sciencenter, Museum of Life and Science, Children’s Creativity Museum

 

Making Waves with Radio Museum Activities

Hands-on activities and educator training that make wireless communication visible, testable, and discussable.

I led the development of the Making Waves with Radio digital kit, a suite of hands-on activities and professional learning resources that support museums and educators in engaging audiences with the basics, uses, and societal impact of modern radio technologies. The kit invites learners to experiment with radio waves using everyday materials, from testing which materials block signals to exploring Wi-Fi strength and interference with a simple measurement app. It also includes facilitation and content training videos, with Spanish-language materials available, so partners can deliver the experiences consistently across sites and audiences.

 

Role: Project Lead and Co-Principal Investigator 

Partners: BSCS Science Learning, Museum of Life and Science, Sciencenter, NISE Network

 

A family group conducting a science experiment, with a young child holding a cardboard shield with copper tape strips between a smartphone and a Wi-Fi router.