Counting 0–512 in binary with Kast’s design space. Kast’s letterforms are based on the isometric projection of shaded virtual cubes stacked on a 3d grid with 2 × 2 × 4 = 16 cells. I’m using Python to map and document all the possible configurations of cubes in the grid (‘physically’ possible and impossible alike) by counting through the grid in binary (a cube can be absent=0 or present=1 at each position in the grid). I’ll eventually print the configurations and use what I learn from the process and documentation to plan paper and digitally-rendered constructions.
Accordion-folded book, 3 × 12in. A fifty-foot long timeline with four dates: the date the Earth formed (ca. 4.5 billion years ago), the date of the earliest sign life on Earth (ca. 3.7 billion years ago), the date of the earliest remains of anatomically modern humans (ca. 195,000 years ago), and my birthday.
Typeface created as an example for students in my introduction to type for non-(graphic design) majors course to introduce them to their modular typeface project. Right at the cusp of nonlegibility on purpose, to encourage them to push their concepts as far as they can first before pulling back in revisions. Sketched in Illustrator first, then refined in Fontstruct.
Ambicons is a card game designed for undergraduate design students.
There are three kinds of cards: symbol cards, concept cards (single or contrasting pair), and modifier cards. After dealing symbol cards to players the dealer turns over a concept card. Players use as many or as few symbols in their hand to represent that concept. A modifier cards might require players to use only one symbol, to incorporate a shared symbol drawn from the unused symbols stack, or to propose two separate solutions. Players then argue for their choice to the dealer, who chooses the best option.
The game rewards imagination, conceptual flexibility, and the ability to articulate reasons for one’s choices. The point is to help students get over proximity biases and rigidity in design problem-solving.
Cornered, a prototype for an original game I created in February/March 2013. Players use the die to set their first pieces, then take turns setting subsequent pieces until one player can no longer make a legal play.