Research

Five overlapping strands. They cite each other often — visualization is the medium that translates the urban-computing simulations; the decision-quality work began as a way of evaluating game environments and is now applied to dashboards and planning tools; the industry-engaged pedagogy strand is where the others get tested with students and partners.


01

Visualization as Humanistic Medium

Visualization is a medium with its own history, conventions, and ethics — not merely a method for displaying analytic results. This strand treats it that way, and asks what kind of training the field needs as a consequence.

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02

Game Studies and Decision Quality

Recent peer-reviewed work develops decision quality as a portable analytic method — a way to evaluate whether the structure of a decision environment lets agents see clearly enough to act well. The originating context is games; the wager is portability.

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03

Urban Computing and Smart Cities

Cities are designed at scales their tools cannot model. This strand investigates the seam between scientific computation and design practice, with most of the work asking how computational outputs become legible enough to act on at urban scale.

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04

Experiential and Immersive Media

What happens when an architectural surface or object is given the means to respond. The phenomenology of the space changes — and the work of making that change intelligible falls to designers more than to engineers.

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05

Industry-Engaged Pedagogy and Institutional Innovation

Industry partnership as a method for design pedagogy, not a veneer applied over coursework. Building the institutional infrastructure that makes the encounter productive — contracts, sequencing, expectations, scaffolding.

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