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Projects

Comparative AI Policy and Regulation

Machine Agencies / The Tech Lobby | 2023 +

Critical AIAIPolicyRegulation

This research examines AI policy and regulation across Canada, the United States, and Brazil. I am investigating how these countries structure public consultation processes, legislative debates, and stakeholder engagement in AI governance. Using a mixed-methods approach that combines policy document analysis, discourse analysis, and stakeholder mapping, my objective is to identify key policy actors and analyze their lobbying strategies, coalition-building efforts, and framing techniques.

While all three countries share concerns about algorithmic bias, privacy protection, and democratic accountability, they have distinct national approaches shaped by different political cultures: Canada emphasizes human rights and a risk management approach, the US focuses on technological leadership and national security, and Brazil prioritizes digital inclusion and data sovereignty.

This research is made in partnership with Machine Agenciesand The Tech Lobby.

NERVE

Named Entity Reconciliation Vetting Environment

LINCS Project | 2021 +

DHNLPNERLODWeb Annotation

NERVE is an application that performs Named Entity Recognition (NER), allowing users new to Linked Open Data (LOD) to find and match entities entities in a document. NERVE suggests relevant Uniform Resource Identifiers (URIs) for entities, so users can match entities to an authority in order to turn it into LOD.

NERVE is part of the Linked Infrastructure for Networked Cultural Scholarship (LINCS Project) and is funded by the Canada Foundation for Innovation (CFI)

LEAF-Writer

The XML & RDF online editor of the Linked Editing Academic Framework

CWRC / LEAF | 2019 +

DHXMLTEILODWeb Annotation

LEAF-Writer is an in-browser text markup editor and Web Annotation tool provided as part of the Linked Editing Academic Framework (LEAF) tool suite. LEAF-Writer has been designed to provide an accessible and easy-to-use on-ramp to text encoding for pedagogical and research purposes. It furthers the dissemination, adoption, and engaged use of the TEI Guidelines, especially for those who lack local infrastructure or technical support.

LEAF-Writer is developed through a partnership among research institutions in Canada, the US, and the UK, funded by the Social Sciences and Humanities Research Council (SSHRC), the Mellon Foundation, and the National Endowment for the Humanities (NEH).

CWRC-Writer

LEAF-Writer was build upon a previou iteration of CWRC-Writer, the XML & RDF online editor of the Canadian Women Research Collaboratory (CWRC).

SBF-MSMA

Digital Archive for Minoritized Communities in Post-Secondary Theatre Education

University of Waterloo | 2024 - 2025

DHArchiveEDIATheatre Education

This research acknowledges that significant knowledge about equitable theatre education already exists within marginalized communities but has been systematically undervalued and under-resourced. As a DH Postdoctoral Fellow at Staging Better Futures/Mettre en scène de meilleurs avenirs (SBF/MSMA), I worked on the design and implementation of a multilingual, accessible digital archive platform that incorporates decolonization, anti-racism, equity, diversity, inclusion, and accessibility (EDIA) values into its technical governance. This platform prioritizes data sovereignty, enabling communities to organize their cultural materials using their own taxonomies and knowledge frameworks, rather than relying on Western-centric archival practices.

Working in partnership with the Canadian Writing Research Collaboratory (CWRC), my objectives are to challenge dominant archival infrastructures, create new frameworks for community knowledge sovereignty, and develop a multimedia repository of pedagogical resources that focuses on community-driven practices to produce new forms of knowledge and new ways of knowing.

The Consultation Machine

Machine Agencies | 2024 - 2025

Critical AIAIPolicyHCI

Drawing on Digital Methods, the Consultation Machine is a “prototype” for a public workshop to engage in and debate AI futures. Our efforts devolved from sincere attempts to use strategic foresight to shape AI policy, to AI-assisted future-making, and finally to the consultation machine. Our contribution documents these three different prototypes to explain the evolution of their design, shaped by participatory methods, and to reflect on the results.

We contribute to a growing body of literature examining how AI influences democratic policy-making in technoscientific capitalist systems, where democracy may yet become just another ‘problem’ to be streamlined and automated by algorithmic solutions. We offer both critical reflections on the challenges of designing workshops to democratize AI futures and a template for a novel workshop format, the Consultation Machine, which we hope will inspire imitators and new collective imaginations.

MUTEK

This project was exhibited as an interactive installation at the 2024 MUTEK Forum in Montréal.

Shipwreck Montreal

A sci-fi version of this project was exhibited as an intervention and interactive installation at the 2025 Shipwreck exhibition in Montréal.

Artificial Intelligence & Algorithmic Mediations

Affect, Power, and Subjectivation on Kaggle

Concordia University | 2020 - 2024

AIAlgorithmic MediationPolitical EconomySubjectivationKaggle

Over the past decade, the widespread investment in digital infrastructure and the extensive digitization of individual behaviour have provided the basis for the rapid development of machinelearning techniques and Artificial Intelligence (AI). AI datafy our body and our identity, producing live databases full of calculated linkages between humans and nonhumans. It creates a new cartography of biopower that sometimes produces technologies, but always produces subjects. This research examines the political economy of subjectivation in the “making of” machine-learning algorithms and AI by closely examining the relations of power, affect, and subjectivation on Kaggle, the world’s largest data science community. Conceived as a gamified platform for crowdsourced machine-learning challenges, Kaggle is a networked public where users are under constant pressure to produce new and improved algorithms.

This research first engages with Kaggle as a company and platform, offering a narrative of its history and a detailed description of how it works. Combining discourse analysis, software studies, and digital methods, this research aims to understand how code, data, digital infrastructures, crowdsourced labour, and political-economic interests are mobilized to create instruments of control that shape, modulate, and mediate individual behaviour. This phenomenon, which I call modes of automatic subjectivation, points toward the possibility of using subjective and impersonal materials to reorganize life in its broadest sense according to a specific system of power and privileges involving gender, race, sexuality, and social class.

This dissertation argues that these modes of subjectivation are designed to control the “production of possibilities” and reinforce specific types of socioeconomic relations, which in turn reproduce current conditions of existence. Furthermore, this research argues that the data science community has a notable compulsion toward cost reduction, indifference toward human life, an obsession with controlling populations and individual bodies, and a desire to produce a predictable future for economic gain. Ultimately, this research identifies algorithmic media based on AI Technology as a core asset in the attention economy and as a source of power that can be used as an interface to prescribe individual behaviour.

Dissertation submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Communication Studies.

YouTube Recommendation Rankflow

Concordia University / Universidade Federal do Espírito Santo | 2018 - 2022

AIRecommendation SystemsVisualizationPoliticsYouTube

What videos does YouTube recommend when serching for party leaders during elections party? an analytical tool that examines YouTube’s recommendation systems, influencer culture, and the creative economy

The study sought to investigate how the YouTube platform operates, focusing on algorithmic activity and the strategies employed by both human and automated (robot) actors within federal and regional elections. The aim was to understand the impact of this system of mediation on society and to demystify preconceptions about ideologically neutral technologies in highly disputed political events. The research focuses on three case studies: 1) the 2018 Ontario (Canada) election, 2) the 2018 Quebec (Canada) election, and 3) the 2018 Brazilian Federal Election. The data collection was carried out during the 2018 campaign periods in Ontario (May and June), Quebec (Auguest and September) and in Brazil (August and October).

The data collection was carried out using a Python script thatautomates YouTube search operations based on specified keywords (e.g., candidate names), allowing us to gather video-related data and the relative ranking position displayed to the user. Once the keywords were defined, the tool retrieved links for the top four results for each keyword and then examined the recommendation section. This process was repeated four times, each time collecting recommended videos to simulate a user interacting with algorithmic suggestions.

The rankflow allows the analysis of the evolution of each video in the rank, find trends, and observe what has been recommended. This might give us some insights about how YouTube rank system works, what are the most prominent videos on specific topics, and what narrative this rank bring to the political debate in Canada.

Youtube Recommendation Scraper

As a way to make the data collection process easier and more efficient, we designed a web application with a ease-to-use UI to allow others researchers to collect data from YouTube's recommendation system. Due to funding restriction the project was paused, but the code is available on GitHub.

Juno Chatbot & Storytelling

Université de Montreal | 2018 - 2022

Critical AIChatbotsDocumentaryEducation

Juno Chatbot & Storytelling is a research and development project on the use of chatbots for audiovisual storytelling. The project involves operationalizing a device for creating conversational agents (chatbots) within audiovisual stories. Through the proposed device, users can develop a conversational agent, thereby learning about automatic natural language processing techniques, story creation, and tools for creating conversational agents.

Funded by the Quebec Government and developed in partnership with the Faculty of Education at Université de Montréal and Dawson College, this project is based on innovative approaches in education to contribute to the development of a technological and scientific culture among young people and to include society in the debates around the premises and choices concerning the field of AI. Understanding the development of chatbots will better equip young people to comprehend, engage in, and contribute to AI-related decision-making.

On Chance

Juno chatbot is a spinoff of the On Chance project by Jullia Salles. Julia explores how randomness changes your life? From the uncertainty about the weather to the choices we make at the supermarket, chance is constantly affecting our lives. But if we could have more data and develop more precise models and algorithms, could we predict and control future events? On Chance is a documentary chatbot exploring the philosophy and science of randomness. Have a chat about how randomness affects our lives and explore the notion of chance through conversations, movie scenes, archive material and original interviews.

On Chance is part of a research-creation thesis in communication studies aiming to explore how chatbots can be used as interactive tools for conversational documentary storytelling. A chatbot is a human-computer interaction interface that uses artificial intelligence (AI), especially in natural language processing. In On Chance, the chatbot is an interactive tool to explore the archive material and original content.

Ghost River

Stories of a River and the Story of a Collector and the River it Swallowed

Concordia University | 2019 - 2020

EthnographyCounter MappingGIS

This research project questions how discourses and practices of modernity and development have led to the physical transformations of the Saint-Pierre River, and how these relate to the different material practices, representations, and symbolic nature of the river.

Using historical-geographical materialism methodologies, an ethnographic inquiry into human, non-human and infrastructure actors, and counter mapping we seek to develop a recursive (re)shaping of the water infrastructure that has absorbed and exhausted the Saint-Pierre River. Such methodologies allowed us to identify how infrastructure was used to colonize and lay claim to the area, as well as illustrate alternatives to the incremental destruction of sustaining habitats. Through the creation of a counter map and ethnography of the river and water infrastructure, we will contest the homogenization of the space as it represented in zoning regulations, land-use maps, and property regimes to offer new means of expressing hydro-social relationships in place.

Florence, a choreographer and dance professor in her late fifties, has tracked herself with a Fitbit Charge HR watch at all times for one week. Throughout this period, she took notes on her experience and the thoughts that emerged from it in a journal. After the week of tracking, she created and performed a choreography inspired by this lived experience. The data collected by the self-tracking device were then used in the creation of a soundtrack, and the production of visual effects. These two “re-workings” of the Fitbit data were integrated into an edited video, and used to create this web-based interactive platform. This research and creation project aimed to explore how the data and the lived self-tracking experience could be used to generate subversive forms of data materialization through choreography, sound, and visuals. We aimed to critique injunctions related to aging bodies and “successful aging” normativity.

The creative process also became the hub for technical and theoretical explorations on the bodies produced through the Fitbit device and related activities (mediatized bodies, regulated bodies, standardized bodies, lived bodies, etc.) as well as on what constitutes “data.” We conceive the data as being culturally mediated. The mediation processes that participate in data production inform the ways in which it is produced, treated, and rendered effective. Our critical approach aimed to “re-work” the “bio” metric bodies produced by Fitbit, to deconstruct the narratives and temporalities that are embedded and generated in their production.

Pict.io

A collaborative game for humans and machines

Machine Agencies | 2018 - 2019

AIHCIGameDesign

The field of Artificial Intelligence regularly establishes a relationship of competition between humans and machines, which leads to the avoidance of mistakes. This research considers the creation of a collaborative and “mistake-friendly” drawing game for humans and machines. The game PICT.IO is inspired by the popular game Pictionary, a widely played drawing game in which one person receives a written message and must convey it to their team using drawings.

Using Digital Methods and hacking techniques, we draw on and build upon Google’s Quick, Draw!, which uses machine learning to guess what players are drawing. In PICT.IO, each team consists of two humans and one machine, collaborating and communicating with limited resources, using drawings or speech to solve visual challenges.

The research indicates that allowing for more space for AI mistakes is a crucial condition for the emergence of human-machine collaboration and an engaging, trustworthy, and enjoyable gameplay experience. The game is played by two teams. Each team is composed of two humans and one machine. The goal of the game is making the team's pawn be the first to go all the way through the board’s path.

Network Research Map

Visualizing research connections in arts, humanities, and social sciences

KIAS - University of Alberta | 2016 - 2019

Network VisualizationDesignResearch Map

The University of Alberta's Office of the Vice President (Research) and the Kule Institute for Advanced Study are collaborating to develop a picture of the richness and variety of social sciences, humanities and fine arts (SSHA) research at the University of Alberta. To that end, we developed a digital Research Map (in beta) based on the websites of all SSHA departments and their full-time faculty members. The tool maps faculty members and their research keywords as well as the connections between them and includes a web-based search interface with network data visualization. We hope this will help us identify new interdisciplinary connections in support of building research capacity and help research administrators appreciate the heterogeneous network of research undertaken at the University of Alberta.

Mapping Campus Antiracism Protest

University of Toronto | 2018

Machine LearningVisualizationPoliticsAntiracism

I developed a prototype for interactive interface visualization on Campus Antiracism Protest. The data was collected by Alex Hanna and Ellen Berrey (University of Toronto) using a machine learning algorithm developed for this task. The source of data is a collection of student association lead and university focused newspapers. The prototype visualization has a subset of the dataset with about 200 records of protests in the USA and Canada between 2012 and 2016.

Nagasaki Kitty

A War Story

Concordia University | 2017

Video GameDesignWWII

Video games based on historic wars have tended to focus on depictions of the combat and violence experienced by soldiers. This has led to a climate where non-combat casualties have been ignored and marginalized within the traditional narrative framework of war games. As a result, both women and children have been largely underrepresented in war games despite the fact that they typically represent the majority of casualties. One specific example of this phenomenon can be found in Pacific War (1941-1945) games that ignore the victims of bombings, especially the atomic bombings of Hiroshima and Nagasaki. The hibakusha (bomb affected persons) of Hiroshima and Nagasaki have been ignored in the representation of the war, especially in North America. The goal of this project is to create an educational war game that focuses on the experiences of hibakusha after the bombing of Nagasaki in order to better incorporate their stories into North American understandings of the atomic bombs.

I had the opportunity to participate as a programmer in the development of this short -story video game. This work was a collaboration with Ryan Scheiding, Marilyn Sugiarto, Samia Pedraça, and Mimi Okabe. The project was presented and previewed at the Canadian Games Studies Association (CGSA) 2017 conference in Toronto, Canada.

YMX

Migration, Land, and Loss after Mirabel

Concordia University | 2017

MigrationData visualization

Inspired by the acquisition of two Solari split-flap information displays from Mirabel Airport by Matt Soar, Associate Professor of Communication Studies at Concordia University, the Montréal Signs Project put together the installation YMX: Migration, Land, and Loss after Mirabel by Cheryl Sim. Sim’s exhibition speaks to the parallel stories of displacement and forced migration: those dispossessed of their land to build the airport and the thousands of people who arrived at Mirabel escaping war, disaster, or economic adversity.

I had the opportunity to work with Matt Soar and Cheryl Sim on this project helping them to visualize the immigration data provided by the Canadian Government. Some of the visualizations were present in the exhibition.

The exhibition took place at the Galerie POPOP (Belgo Building), Montreal, between March 29 and April 13, 2017.

Citation Visualization

Concordia Communication Studies Reading Collection

Concordia University | 2016

VisualizationCitation

During the Summer I was hired by the Deparmetnof Communication studies at Concordia University to produce visualization on the collection of readings used in the undergraduate program between 2014-2016. The department is updating the undergraduate curriculum, thus understanding what the faculty is using for lectures is one of the guidelines for the future of this program at Concordia.

$ynesthetic @wareness

Perceiving Air Quality Through Visual and Audio Inputs

Concordia University | 2015

Internet of ThingsSonificationdesignclimate change

This project proposes a synesthetic experiment in which data collected by the city will be translated to a human sensorial input. It uses a mobile application to retrieve information about air quality in Montreal to produce data-driven audio and visual feedback.

Tweetosphere Network Explorer

The Cartography of #TransitReferendum in Vancouver

SFU | 2015

Social MediaData VisualizationCivic Engagement

Conventionally, civic engagement takes the form of deliberative and decision-making processes, such as elections, referendums, and public consultations. Yet, it should not be reduced to the single act of voting, recognized as the “democratic duty.” Instead, debates about collective issues and public affairs occur daily on the streets, in the workplace, at home, and, more recently, through digital social media.

Drawing on computational methods used in large-scale controversy analysis, this project explored the dynamics of social media networks and their impacts on society, which becomes crucial to understanding civic engagement in contemporary social and political movements. Through a visual network and semantic analysis, we propose mapping and investigating how digital social media platforms, particularly Twitter, have been utilized not only to disseminate information about the Vancouver Transit Referendum but also to encourage civic engagement on mobility and public transportation in a highly contentious and controversial environment.

Between January and may 2015 Metro Vancouver was immersed in a debate about public investments in transit for the next 30 years. The topic became controversial when Mayor’s Council proposed to increase the sales taxes to fund the project, and a referendum was called to decide about the adoption of this new revenue sources for Metro Vancouver transportation. From Feb 11 to March 11, we captured this conversation on Twitter to investigate how digital social media platforms have been used to broadcast information of public interest, as well as promote civic engagement. This project maps, visualizes, and explores public opinion and interactions among people using social media.

As an inherent human condition, mobility brings together communicative, technological, geographical, economic, cultural, and social forces that transform the surrounding space. In fact, space only becomes social meaningful through human agency and activities, such as walking and the desire to move in one or another direction. As we walk, we always leave some sort of traces behind, which could be both immaterial, like nostalgia or desire, and concrete, such as built environment, and marks on the sand.

All these moments and traces are transitory (space) and temporary (time), which makes difficult to understand and analyze their nature and rules. Yet, if we follow our trails we might be able to understand our interactions with the surrounding environment and with other people; we even might be able to grasp the patterns and rules that govern our movements.

Human Spatial Movement is an interactive visualization that enables you to discover your mobility pattern through time and space. It shows all your Moves data into a map while you can filter by date and type of transportation, and encode information by type of transportation and duration. You can uncover your digital traces to learn about your mobility preferences in everyday life.

This project was developed as a project for my course in Knowledge Visualization and Communication at the SIAT Ph.D. program.

DH experience

A cooperative game

INKE - University of Alberta | 2013 - 2014

DHGameDesign

We have developed a prototype for a cooperative game based on the work of DH practitioners, modeling the experience of researching and publishing in a multi-disciplinary academic environment. In The DH Experience, players collaborate to collect data from around the world, perform research and appropriately complete their projects in order to succeed, competing against time and the system inherent to the game.

Mobile Media: New Mediations in the Urban Space

University of Alberta | 2012 - 2014

Nobile MediaPlaceSpaceMediation

Digital media has become the central nervous system of contemporary society, and the recent popularization of mobile media has intensified the dynamic process of mediation and communication in post-modern society to the point of a paradigm change: from the monopoly of mass media culture to decentralized transmissions in a post-mass media era. These technologies shift the place of mediation, affecting how society explores, perceives, and interacts with physical space. As a result, mobile media become an important interface in the production of social space: a new type of hybrid space, composed of digital layers that overlap the physical environment, is produced.

Drawing on sociological approaches and media studies theories, this research aimed to understand how mobile technology, its social relations, and the relationship with the material and symbolic world in contemporary society, is reforming mass media and redefining our perception and experience in everyday urban life, and reinforcing the importance of space and place in the development of sociability and the construction of people’s identity.

Thesis submitted in partial fulfillment of the requirements for the degree of Master of Arts in Humanities Computing.

Workflow Interfaces for Editorial Processes

INKE - University of Alberta | 2011 - 2014

DHPublishingWorkflowDesign

Visual Workflow

Prototype tool to study different ways to manage and visualize documents in an editorial workflow. Developed in collaboration with INKE, where I worked as an interface designer and programmer.

Tangible Interface

At CSDH (Canadian Society for Digital Humanities) 2013 in Victoria, Canada, Tianyi Li presented the second version of your prototype on Workflows. This time we move toward touchscreens, one of the future directions defined in the project last year. The intention was mapping mouse clicks to touches and gestures. Watch this video and check how it works:

Wrkflux: Generalized Workflow

Following our work on visual interactive workflow, our current phase of the project focused on the creation and customization of workflows. While in the previous version we used a pre-defined workflow structure, the new version, which we called Wrkflux, allows users to create and design their own workflows. By adding this functionality, we are looking for other forms that workflows can be used, such as management processes, editorial processes, personal organization, mind mapping, and even for board game prototypes.

CiteLens

INKE - University of Alberta | 2012 - 2014

DHDesignCitation

From 2012 to 2014 I collaborate with Mihaela Ilovan and Jenniffer Windsor, under the supervision of Geoffrey Rockwell and Stan Ruecker, to develop a prototype tool to visualize citation in the Humanities: CiteLens. The tool is a proof-of-concept that points to the complexity of citation in the Humanities. Different from the hard sciences, where academic research is most often doing small increments upon previous research, in the Humanities and part of Social Sciences the use of sources can vary in degree, mode, and depth. CiteLens attempts to expose this complexity and provide insights on how humanist scholars use the citation in their work.

Multi-Touch Variorum

Designing for Multi-Touch Surfaces as Social Reading Environments

INKE - University of Alberta | 2012 - 2013

DHTangible InteractionDesignVariorum

In 2012, I developed the Multi-touch Variorum (MtV), a prototype interface for social reading of complex literary works, such as Shakespeare’s variorum editions. The interface was designed for use on a multi-touch table that can accommodate up to four researchers standing around its edges, allowing them to tap, flick, and rotate through different editions of texts using natural gestures. The development process required a complete rethink of digital interface design. The initial version unconsciously followed desktop conventions with fixed orientations and static panels. Early tests revealed the need for a fundamental redesign to support collaborative interaction from different sides of the device.

Creating a genuinely “social” reading interface proved more challenging than simply enlarging a touchscreen. We had to solve practical problems, such as making reading panels movable and rotatable for each user, while implementing a lock function to distinguish between gestures meant to move panels and interact with text. Furthermore, we grappled with defining what “social” means in a humanities context, ultimately developing two distinct interface approaches: a “Lazy Susan” design with a central rotating ring of shared editions that encourages conversation around a shared digital workspace.

Shaping the City

Machine Agencies | 2012 - 2013

MapInteractive

We are looking for ways to visualize and interpret the shape of the city’s map in a different perspective. Shaping the City deconstruct the map of the city, detaching the blocks from their original geo-location and reorganize them according to whatever other information they carry on: size, community, period, population density, income, number of trees, venues, type of terrain, tweets and so on. It is a form of counter-mapping, in which other relevant data takes priority over geographical locations.

Shaping the City is a prototype tool for researchers interested in history, geography and urban planning, which the goal is to enable comparison between different datasets using the shapes of the city as the main structure. It is also a playful curiosity-driven interactive visualization, in which the user is invited to explore, discover and learn more about how the city was planned and contrasting to how it has been evolving.

In the current version, we have mapped the core area of Edmonton, which includes 114 neighbourhoods and more than 4.000 shapes. The shapes are grouped by neighbourhoods and by the year when they were established. Although a small portion of them lack the period data, the overall experience is not affected. In the next phase, currently in progress, 95% of Edmonton area will be covered

Guia Vix

Fluxo.art | 2009 - 2012

Mobile AppDesignTurism

In my last trip abroad I was amazed by how digital mobile city guide can be useful for exploring urban environments. At the same time, I realize that my own city does not have such piece of technology. So, I decided to create my first iPhone app as a city guide.

Guia Vix is a Vitória’s (Brazil) city guide iPhone App. The idea was to bridge the gap between the old print version and the new tourist behaviour. The app has information about the city, types of transportation and a geolocation database of more than 200 venues (bars, restaurants, nightclubs) and point of interests (beaches, arts, museum). A detail page provides the main information for each venus, including phone numbers, full address, map location and web site url. The user can explorer the arounds using the feature “Nearby” that geo-locate the user and show the points of interest in 1 km distance.

This project was built with the help of Samia Pedraça, Marina Machado, and Daigo Matsuoka. The app was available for one year as an experimental project. However, my choice to pursue a Master degree abroad made difficult to maintain a very locally-driven project up and running. We shut down the app at the end of 2012.

Edmonton Historical Places

University of Alberta | 2012

Mobile AppDesignHistorical Map

A proposal of an iPhone app with the main object to explore historical places and events in Edmonton. With this app people can walk in the urban environment using old maps, discovering and learning the history of the city.

The historical maps available in the user location will be overlaid the current map. The point of interests will be shown on the screen based on the map chosen by the user, revealing the past of that location. A slider control lets the users switch back to the present, give them a grasp what is nearby in this days. By choosing a location, the app will show facts and pictures, where available. Using social networking, the user can see which of his friends visited that place in the past. The app also let users share their location and the historical information using Facebook and Twitter, make comments and take pictures using built-in tools. Discover the past to make a better future.

Audience: Edmontonians and potential tourists. Content: Historical Maps and facts. Prototype Platform: Adobe Flash.

Fluxo.Art

Communication / Media Studio

Vitória, Brazil | 2006 - 2011

EntrepreneurshipCommunicationMediaDesignWeb DevelopmentAdvertising

I founded a communication agency named Fluxo Art with some friends. I primarily worked as a graphic designer and web developer, but I was also involved in many aspects of a start-up company, from managerial decisions to the conceptualization of the material we produced. I have produced several visual communication pieces for different media types, from logos and brand identity to editorial design, from flyers and banners to billboards, from websites to mobile apps, and from advertising material for print and web to entire election campaigns.

Primeira Mão Tablet Edition

Universidade Federal do Espírito Santo | 2010 - 2011

JournalismDesignTablet

I taught a course on graphic design for newspaper and magazines between 2010 and 2011, while I was a voluntary professor in the Department of Social Communication at Universidade Federal do Espírito Santo. In the first term Daniela Martins, professor of the Print Newspaper course at that time, and I led an initiative to create the first Primeira Mão digital edition for tablets. Primeira Mão is the course’s newspaper lab, printed since 1990. During 3 months the students worked in the print and digital edition at the same time. Their job was to write the stories as well as design the whole edition.

For the digital edition layout, we had to create two different version in order to take advantages of rotation features in tablets: portrait and landscape views. We used Adobe Indesign and the Digital Edition plugging in order to design the pages for both print and digital editions. At that time, the digital edition was available for beta test and only for iPad.

The students got a chance to experiment different ways of storytelling using features available in Adobe’s tool: Video, sound, scrolling, slideshow, and connection to the Internet. We also collaborated with Daniela Zanetti, professor of Advertisement for New Media at the time, in order to put the work of her students in this edition. They created five ads using the same tool.

Unfortunately, by the end of the term, when the edition was almost finished, Adobe close the beta tool and we were not allowed to public launched Primeira Mão first digital edition. However, the students had the opportunity to works with this new tool and experiment different forms of storytelling in tablets.

Twitter Versus Mode

2010 - 2011

VisualizationSocial MediaTwitter

Twitter Versus Mode is my first attempt to connect Twitter and Flash. It is basically a tool that compares two keywords. Once the user hits “go”, the script accesses Twitter’s API to search the last 1,000 tweets that mention at least one of the two selected keywords. Each tweet is represented by a color-coded square. An animation representing the flowing tweets reconstruct the timeline. The content of a tweet can be seen by mouse over on a square, showing the text and the user avatar on Twitter. There is an option to reorder the tweets by keywords. Since Twitter close their API and created strict rules for accesses, this prototype stopped working. But you can still see some screenshots.

Vivemos num mundo interconectado, em que as informações fluem cada vez mais rapidamente. Com o surgimento da Internet, abriu-se um leque de possibilidades que antes não podiam sequer ser imaginadas. As interações que acontecem no ciberespaço não dependem de tempo nem de distâncias. As mais diferentes culturas integram-se como nunca. É possível comunicar-se com pessoas em várias partes do mundo, colher informações sobre qualquer assunto, trocar experiências e relacionar-se com outras pessoas de diferentes culturas. A construção das identidades, a memória e as relações de poder se estendem ao ciberespaço, que constitui um novo lugar de memória e também de inteligência coletiva, uma vez que há múltiplas possibilidades de acesso, percepção, reconstrução e emissão de mensagens e conteúdos. Devido a essas características, o ciberespaço se mostra como o lugar ideal para receber o núcleo da Rede de Memória da Imprensa Capixaba (Rede MIC), tão importante para a constituição da identidade local, uma vez que o jornalismo influenciou, e conintinua influenciando a construção das identidades. Como há certo esquecimento em relação à memória local, faz-se necessário resgatá-la e mostrar a importância da imprensa na constituição da sociedade espírito-santense.

Trabalho de conclusão de curso realizado no curso de Jornalismo da Universidade Federal do Espírito Santo (UFES) em 2005 em parceria com Andressa Zanandrea.

English translation:We live in an interconnected world, where information flows increasingly quickly. With the Internet, many possibilities opened that could never have been imagined before. The interactions that take place in cyberspace do not depend on time or distance. Different cultures are integrating as they never have before. It is possible to communicate with people worldwide, obtain information on any subject, share experiences, and form relationships with people from different cultures. The construction of identities, memory, and power relationships extends to cyberspace, a new place for memory and collective intelligence offering multiple possibilities for access, perception, reconstruction, and message and content emission. By these characteristics, cyberspace stands as the ideal place for the core of the Capixaba’s Press Memory Net (Rede MIC), which is so important for the constitution of the local identity, as journalism has influenced and continues to influence the construction of identities. As there is a tendency to forget local memory, it is necessary to preserve it and show how the press was important in the constitution of Espírito-Santense society.