Available for select projects

Engineer by training, artist by practice. Most people pick one. I live in that gap, and I've found it's exactly where the best problems are.

I make products you can hold, study how people use them, and make sure the work holds up visually and technically.

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01
Featured Work

Duration

2019 - 2025

Roles

Product Design Engineer Research Associate (concurrent)

Domains

Medtech / Neurotechnology Clinical usability Hardware development Research Operations

Skills

Project Management Hardware Design SolidWorks Clinical Testing Research operations Usability & Accessibility Cross-cultural Knowledge Hair & Scalp Interfaces Multi-site Coordination FDA Documentation
SA Sevo
EEG process
Biosemi+Sevo
Sevo SA-7
Sevo SA-5

Wearable EEG Interface Design

What starts as a design problem rarely stays one. For six years I was embedded in the same project, first as a research assistant for three years, then holding two concurrent roles simultaneously as a product design engineer and a research associate for the next three. Across both, I contributed at the fabrication bench, the coordination table, and the publication stage.

Electroencephalography (EEG) Electroencephalography (EEG) is a compound term formed in the 1930s from Greek and Latin roots:

• electro (electric)
• encephalo (brain)
• -graphy (writing or recording)

It literally means recording the electrical activity of the brain.
is a brain-sensing technology used to diagnose and monitor seizures in epilepsy as well as stroke, brain injuries, and sleep disorders. Traditional EEG systems often fail to maintain reliable scalp contact on coarse and curly hair types, leading to discomfort, inaccurate readings, misdiagnosis, and in some cases the need to shave hair. Arnelle Etienne initially identified this as a problem after realizing current EEG solutions would not work on her own afro-textured hair. She went on to invent Sevo, the first-of-its-kind EEG adapter designed to improve EEG performance for people with coarse, curly, and dense hair. I initially joined the team as a hair braider in its early stages and went on to become one of the primary people leading and developing the work behind Sevo.

On the design side: I prototyped and tested wearable EEG devices using SolidWorks and digital fabrication, advised on hair and scalp interface usability and accessibility, managed design documentation for accuracy and repeatability, and led initial FDA application materials.

On the research side: I coordinated testing across four international sites (South Africa, Egypt, Rwanda, and Ghana), led clinical testing, developed standardized intake procedures, partnered with clinicians and vendors on system evaluation, supported grant writing and reporting, and co-authored multiple peer-reviewed publications.

Holding both roles simultaneously meant I was constantly translating - between making and managing, between technical requirements and human needs, between what was built and what needed to be communicated.

That's the kind of work I do best.

Featured on

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Research & Publications

Selected co-authored publications from work on wearable EEG systems at the intersection of neurotechnology, clinical usability, and human-centered design.

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Additional Projects

PROJECT 01

An Extension of Us

An interactive braid installation made for my mother, my sister, and myself during the pandemic, when we were each living in a different state.

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Overview

A pair of sensor-embedded braids made for my mother, my sister, and myself during 2020, when we were each living in a different state. The piece is rooted in time spent together doing hair at my mother's braiding salon. In a family of five daughters, learning to braid has always been a rite of passage.

The problem

Distance during the pandemic made ordinary closeness impossible. This was an attempt to hold onto something specific. Not just connection in the abstract, but the particular intimacy of doing each other's hair.

Design process

The original plan was three braids, one for each of us. Two were completed. Braiding the components in was harder than expected, the hair kept snagging on the pieces. After several failed attempts, separating the hair into three sections before combining them solved it and produced a braid that looked different from anything typical, which felt right given everything inside it. The Arduinos were initially meant to communicate wirelessly, but a software issue made that unworkable. Wiring them together directly was the fix. It was also my first time working with Arduino, so a lot of the process was learning as I went.

Technical system

  • Arduino: Reads inputs from distance sensor, pressure pin, and sound detector, and controls the RGB LED strip, stepper motor, and speaker.
  • Bring your hand near the braid: a light turns on for both people.
  • Squeeze the braid: the other person feels a buzz.
  • Both sing loudly enough: a song plays for both.

Takeaway

Despite all the technical trouble, the piece ended up feeling like what it was supposed to. Using something as familiar as a braid to carry that much meaning made it personal in a way that a more conventional form wouldn't have.

PROJECT 02

Responsive On-Body Fragility Indication

A wearable system designed to sense and communicate fragility states — exploring the intersection of the body, material feedback, and responsive design.

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Overview

A wearable head accessory for people recovering from brain or head injuries, designed to signal physical vulnerability to strangers without the wearer having to say a word.

The problem

There is no social convention for communicating bodily fragility in public. For someone in recovery, verbal communication is not always an option. We wanted an object to carry that burden instead.

Design process

Early sketches tested two directions: bulbous forms for a padded, protective look, and spike forms as a more active warning signal. Three prototypes worked through different inflatable geometries using fabric and air manifolds. A flat-cut template that folded into repeating diamond-spike modules made the form reproducible. The final version used a red fabric base with dark inflatable spike panels.

Technical system

A photoresistor detects changes in ambient light and triggers a small air pump to inflate the spikes. No input needed from the wearer.

Takeaway

A starting point for using wearables to communicate vulnerability through form and material rather than words.

PROJECT 03

Who Are You?

An interactive zoetrope installation designed to prompt introspection. The piece changes in response to the viewer's presence, where their proximity alters what they see.

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Overview

An interactive zoetrope that changes what you see based on how close you get. The piece was built around one idea: there are things about yourself you should learn to accept, love, and forgive.

The problem

Most public art is passive. This piece was designed to create productive discomfort and to make people sit with questions about themselves rather than just observe something.

Design process

From a distance, blue light shows an angel rising and falling in the zoetrope. As you approach, the light shifts to red and the same figure becomes a devil. Closer still, a mirror and laser-cut text pull you into the piece directly:

  • "To confront a person with his own shadow is to show him his own light." — Carl Jung
  • Who are you?
  • Have you truly accepted all of yourself?
  • What do you see?
  • What do you want to see?
  • The inner turmoils of man stem from being unable to make peace with their inner demons.

The zoetrope needed darkness, so we enclosed the whole installation. That ended up making the experience more intimate. The quotes were hard to read in the low light, which people actually preferred since it felt less like a message being pushed at them.

Technical system

  • Stepper Motor: Drives the rotation of the Zoetrope, controlling the speed and rhythm of the animation.
  • Two Ultrasound Sensors: One detects the viewer's approach and starts the machine; the second tracks proximity to shift the RGB light.
  • RGB LED Strip: Strobes the Zoetrope at precise intervals, creating the illusion of motion from still images.

Takeaway

A lot of what went wrong ended up serving the piece. The darkness, the hard-to-read text, the enclosure — none of it was planned, but it all made the experience feel more personal. People were drawn in, and that was the goal.

PROJECT 04

Retractable Rain Hood

A human-centered design project developed in collaboration with a wheelchair user, addressing rain protection without compromising hand strength or mobility.

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Overview

A rain hood for a wheelchair user with limited hand strength, designed so she can stay protected without letting go of her chair.

The problem

Umbrellas need grip and a free hand. Our client had neither. We also couldn't permanently modify the wheelchair without voiding its warranty, so the attachment had to be entirely clamp-based.

Design process

We prototyped a small-scale version first, which helped us simplify the rib structure from multiple axes down to a single rod mount. Due to material delays, time constraints, and additional constraints, this prototype had to be built from scratch within a single day. Client feedback moved us from a full 180-degree shell to a 90-degree quarter-shell she felt more comfortable with. The three-point clamp attachment only became clear after meeting her in person and seeing the chair. Motorization was part of the original plan but was cut due to time constraints.

Technical system

A quarter-ellipsoid shell built from laser-cut wooden ribbing and a clear canopy. It clamps to the rear of the wheelchair at three points and folds out overhead.

Takeaway

We were surprised by how little already exists for this kind of need. The client was satisfied with the result. The next iteration would include motorization, refined materials, and adjusted dimensions to better fit the client’s requirements.

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Services

Research & Design Consultant

My work lives at the intersection of making, research, and the arts. I design physical products, study how people use them, and make sure the work speaks for itself visually and technically. I don't believe in the separation of technical and creative minds.

Biosemi+Sevo
P3-20
Product & System Review

For research teams, startups, and design groups building products, systems, or experiences that must hold up in real-world conditions of use and interaction.

UX + Product Systems Human Centered Design Contextual Research
More Info

I review products, prototypes, and design directions through engineering logic, research methodology, behavioral understanding, and lived context. The focus is identifying where assumptions break down when a product enters real use, including usability, workflow friction, cultural context, and experiential blind spots.

What I do:

  • Review products, prototypes, and systems through UX, engineering, and behavioral context
  • Identify usability issues, assumptions, and real-world breakdowns
  • Translate findings into clear design and product direction

Outputs:

  • Structured review and critique
  • Key insights and system breakdowns
  • Actionable recommendations for iteration
PDP-EMA
EMAOnSet
Research Translation & Visual Design

For researchers, institutions, and teams working with complex findings that need to be communicated clearly across academic, public, and applied contexts.

Research Design Data Visualization + Storytelling Experiential Interpretation
More Info

I translate research into visual, written, and spatial outputs that preserve its integrity. This includes publication materials, presentation systems, and experiential interpretations that extend research beyond traditional academic or technical formats. Visual storytelling acts as a point of access, helping complex work reach wider audiences beyond its original context.

What I do:

  • Translate research into clear visual and written communication
  • Reframe complex findings into structured narratives and insights
  • Develop visual, spatial, or experiential interpretations of research

Outputs:

  • Visual systems and presentation materials
  • Public-facing or conceptual interpretations of research
  • Research insights and communication reports

Open to work beyond the services listed here, especially in adjacent or experimental areas.

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About

I don't believe the maker and the researcher need to be different people.

Product design, hardware systems, UX, and clinical research focused on real-world interaction and usability, developed through a student-defined major at Carnegie Mellon University spanning engineering, design, HCI, and entrepreneurship. Alongside this, an ongoing arts practice informs how design, communication, and building are approached across contexts, with technical constraints translated into functional and clearly defined outcomes.

EMA
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Skills & Tools

Research & Design

Human-Centered Design UX Research UI Design

Creative

Visual Storytelling Photography Graphic Design

Making

Physical Prototyping 3D Printing + Laser Cutting Arduino

Tools

Figma SolidWorks Adobe Creative Suite

Let's talk.

Open to freelance, contract, and part-time work in product design, research, UX, and visual communication.

Connect

Email LinkedIn Art site → Are.na

Location

[ NYC < > Pittsburgh, PA ] Open to remote

Resume

View full resume →