Category: Faculty

  • Carla Gannis

    Carla Gannis

    Carla Gannis produces media objects and experiences that consider the uncanny complications in contemporary culture between base reality and virtual reality. Her research interests include phenomenology as it pertains to synthetic media experiences, digital semiotics, virtual selfhood, electronic archives, and the implications of extended reality and artificial intelligence on society and culture. Gannis takes a horror vacui approach to her artistic practice, culling inspiration from networked communication, art and literary history, emerging technologies and speculative design.

    Gannis’s personal interests include (in no particular order) reading, watching, or playing works of speculative fiction; taking long walks; advocating social change for a more just and equitable society and environment; listening to podcast interviews with physicists; art of the past and present; exploring the potential of blockchain technology; and trying to find balance between computer screen time and physical reality immersion.

    Website
    Twitter
    Instagram

    TOOLS + MEDIUMS OF PRODUCTION
    Film/Video, Photography, AR/VR/XR, Visual Communications /Graphic Design, Digital Fabrication/ Prototyping, 3D Modeling, Animation, Web & Network Technologies, Media Art, Artificial Intelligence (front end working with GANs models)

    METHODS + APPROACHES
    Digital Storytelling, Art History, Digital Humanities, Speculative Design, Critical Design, Algorithmic Design, Decolonising Design, New Media Art, Digital Art

    TOPICS + THEMES
    User Experience, Media Studies, Social Justice, Gender Theory, Social Practice, Education, Posthumanism, Post-Cyberfeminism, Digital Absurdity, Computational Humor

     

  • Regine Gilbert

    Regine Gilbert

    Regine Gilbert is a user experience designer, educator, and international public speaker with over 10 years of experience working in the technology arena. She has a strong belief in making the world a more accessible place—one that starts and ends with the user.

    Regine is an Adjunct Professor at NYU Tandon School of Engineering, teaching User Experience Design to students in the Integrated Digital Media Program. In addition, she teaches the part time User Experience Design course at General Assembly

    Some of the companies Regine has had the pleasure of working for include Disney, JP Morgan, Four Seasons Hotel and Resorts, Ralph Lauren, Columbia University and Vitamin Shoppe.

    For more information see

    https://reginegilbert.com/

  • Kathleen McDermott

    Kathleen McDermott

    As an artist, Kathleen McDermott has created numerous absurdist wearable and robotic interfaces which she documents through video and performance and exhibits internationally. Completed projects have included a dress that produces a cloud of fog when the wearer is feeling stressed, and a mass of robots designed to take her houseplants into the sun. Her practice includes material experimentation using processes such as mold making, 3-D printing and laser cutting conductive materials, to expand the possibilities of soft interface design. Conceptually, she is interested in how concepts of identity, telepresence and care, informed by intersectional feminism, fashion, and media theory, can impact a broader dialogue about how technology will relate to our bodies in the future.

    McDermott is currently collaborating with a team of researchers across NYU and University of Colorado, to develop and test custom wearable hardware and curricular content for use in creative education contexts such as dance and theater, with the goal of broadening participation in STEM fields, particularly among underrepresented communities

    TOOLS + MEDIUMS OF PRODUCTION
    Film/Video, Wearables, Physical Computing, Digital Fabrication/ Prototyping, Media Art, Performance, Solar and Renewable Energy, Product Design

    METHODS + APPROACHES
    Digital Storytelling, Participatory Design, Speculative Design, Critical Design

    TOPICS + THEMES
    Media Studies, Gender Theory, Human Computer Interaction, Education, Cybernetic Theory, Posthumanism

  • Benedetta Piantella

    Benedetta Piantella

    Benedetta is a designer turned educator and humanitarian technologist. She was involved in international development projects for the past fifteen years, ever since her experience of surviving the Tsunami in Sri Lanka in 2004 and organizing relief efforts from the ground. She has been teaching for almost two decades in different disciplines and to different age groups, from STEM and Robotics courses to K-12 students to Ideation & Prototyping, HCI, Physical Computing and Global Engineering classes to undergraduate and graduate students.

    She founded two R&D companies focused on producing sustainable solutions to global problems and through partnerships with Governments, large international organizations such as the UN and UNICEF, research institutions such as The Earth Institute at Columbia University and multiple NGOs, she has designed, prototyped and deployed projects in many countries such as the Netherlands, United States, Uganda, Kenya and Tanzania.

    Benedetta was recently Technologist in Residence at Cornell Tech and worked in the Connected Experiences Lab and Social Technologies Lab working on HCI research about physical resource sharing, remote visual awareness and technology tools for underserved communities. Previously she covered the position of Technology Architect for the Earth Institute and the Quadracci Sustainable Engineering Lab at Columbia University, working on projects focused on shared solar micro-grids and 24/7 water kiosks for the Millennium Villages Project.

    Her design research practice focuses on applying participatory design methods, systems thinking and user-centered design towards the design and implementation of resilient networks, IoT devices, real-time monitoring systems and distributed infrastructure, to insure equitable access to life-sustaining resources. Benedetta is an Open Source advocate and is currently teaching and conducting research at NYU Tandon in the Integrated Digital Media Program.

    Website

    TOOLS + MEDIUMS OF PRODUCTION
    Physical Computing, Digital Fabrication/ Prototyping, Web & Network Technologies, Media Art, IoT, Solar and Renewable Energy, User Experience, Product Design

    METHODS + APPROACHES
    User-Centered Design, Social Practice, Participatory Design, Citizen Science, Cosmotechnics, Community-based

    TOPICS + THEMES
    User Experience, Civic Technology / Service Design, Sustainability, Social Justice, Human Computer Interaction, Social Practice, Education, Cybernetic Theory, Systems Design, low-tech

     

  • Scott Fitzgerald

    Scott Fitzgerald

    Materially, Scott works with code, electronics, networks, visual and aural media. His work has been exhibited in the United States, Middle East, China, Hong Kong, and throughout Europe. He has installed site-specific work at the University of Oslo and in New York City’s Times Square. Scott was a researcher with the audio art group Locus Sonus, the head of documentation for the open source Arduino platform, and a partner with Lightband Studios. He has lived in France, Abu Dhabi, Shanghai, and is based in Brooklyn, NY. He would like more cats in his life and fewer cars in the world.

    Website

    Academic Director IDM / Industry Associate Professor
    Director of Online Programs
    Global Network Arts Professor 
    Technology, Culture and Society
    shf220@nyu.edu

    (646) 997 3619

    TOOLS + MEDIUMS OF PRODUCTION
    Physical Computing, Creative Coding, Network Technologies, Media Art, IoT, Machine Learning, Physical Interface Design, Light, Projection

    METHODS + APPROACHES
    Data Visualization / Data-Driven Investigation, Speculative Design, Critical Design, Algorithmic Design, Generative Design, Media Art, Digital Art, Digital Design

    TOPICS + THEMES
    Media Studies, Education, Human Computer Interaction, New Materialism, Posthumanism, Humor, Absurdity, Hacking

  • Amy Hurst

    Amy Hurst

    Dr. Hurst is passionate about understanding current social problems and identifying opportunities for technology to empower individuals impacted by those problems. She uses qualitative methods to analyze a current environment, design and build technology that fits within the constraints of that environment, and evaluate this technology in situ with target users. Her work sits at the intersection of assistive technology, interaction design, and engineering education.

    Dr. Hurst is the director of the NYU Ability Project, an interdisciplinary research space dedicated to the intersection between disability and technology. She is working with NYU students and local community members to understand current trends and create new technological solutions in the following domains: inclusive museum experiences, accessible web development for screen-reader users, helping clinicians and fabricators collaborate on assistive technology design, increasing the accessibility of stem education through tactile graphics, the impact of tech training for neurodiverse teenagers, how multi-sensory rooms can reduce anxiety in a dental clinic, and customized game controllers for individuals with limited mobility.

    A long-standing research interest of hers is understanding how to empower non-engineers to “Do-It-Yourself” (DIY) and create, modify, or build their own assistive technologies using digital fabrication tools such as 3D printers. She and her students have focused on inclusive design practices that can engage clinicians, end-users, and fabricators in creating their own assistive technologies. This work has included new design tools, teaching digital fabrication to individuals with intellectual disabilities, co-designing custom assistive devices with clinicians and end-users, and exploring the potential for creating “maker” jobs for youth in STEM programs.


    https://steinhardt.nyu.edu/faculty/Amy_Hurst
    https://amyhurst.com/
    http://ability.nyu.edu/

    TOOLS + MEDIUMS OF PRODUCTION
    Wearables, Physical Computing, Digital Fabrication/ Prototyping, IoT, User Experience, Tangible Design

    METHODS + APPROACHES
    User-Centered Design, Participatory Design

    TOPICS + THEMES
    User Experience, Assistive Technology, Accessibility