Industrial design services for high-volume design and manufacturing firms.



SITE Home Security is your eyes and ears while you’re away.

Advance the field of home security with a minimal, friendly, and intuitive product family.

A security camera and check-in hub that combine realtime video and 3D audio processing.

Exploring the poetics of everyday objects.

Twist latent ideas and symbolism implicit in the designs of mass-produced, domestic objects.

Designs of everyday objects for work, play, and creative expression.

Draw inspiration from your backyard scenery with fine lines.

Design environmentally-friendly products that inspire thoughtful contemplation of users’ immediate natural environments.

Designs for a brush and paint palette made from brass/ found objects and perennial grasses, respectively.


Deconstructed brass paint brush that adapts to changing ecosystems.


Compressed perennial grass palette that encourages color mixing. 

Unlocking New Play Experiences in Cardboard Construction with Slide-Saw

To create a product for the toy company, MAKEDO, that gives greater independence to kids ages 7+ and empowers a new audience of Makers of every age.

A multitool that combines a better saw, a perforator, and a clean aesthetic in line with the company's brand.

MAKEDO wants to innovate in cardboard construction.


MAKEDO needed to develop a new saw.
SAFE-SAW and SCRU-DRIVER pictured.

Their existing users asked for it.
SAFE-SAW and SCRU-DRIVER (below), can be difficult to manage. Craft knives also cut way cleaner (right image: left cut) than SAFE-SAWs.

Plus, there’s a new market opportunity.
This product should be perfectly suited for kids ages 7+ and also be enjoyable for teenagers and adults in Makerspaces. (Images courtesy MAKEDO Instagram).

Prototypes were developed holistically through constant testing and feedback.


Firstly, I jumped in and started making with MAKEDO.
Instructables projects ranging from sketchbooks to bicycle accessories, all made from cardboard.

Next, I explored new forms for the saw.

I settled on a few key themes. I would prototype and test them within the day.

1. Single injection mold tool
No moving parts, every tool in one place, one mold.

2: Articulating multitool
MINI-TOOL integrated into tool, blade molded into handle.

3: Sliding multitool
Includes new tool (perforator), movable blade.

I simultaneously explored different profiles for the blades and tested them for: shape of cut, ease of use, and perception of safety.

Ready for an off-tool sample.


I delivered specifications and a 3D model to be used for an off-tool sample.
Plan drawing and orthographic views.

Exploded view of final design. 
1. Blade, 2. Lock, 3. Mechanism, 4. Perforator, 5. Case.

Restructuring a Tired Business Model with Mobiliti Crutches

Create an innovative product and business model around crutches in the American hospital system.

A modular forearm crutch that can be easily customized by hospitals and delivered to patients.

Standard hospital crutches come with stigma.


Our team spent several weeks with users who complained about logistics, storage, and style. 
We identified key users with standard hospital crutches living in an urban environment. 

Forearm crutches were identified as untapped market in the US.
Studies suggest that there are common problems with standard crutches.  Euro-style, or forearm crutches, are widely popular in Europe but have less fanfare in the US.

We continued interviewing users, who would later become product testers for our concept development phase.

We followed the MIT Product Design & Development process.


We used blue-sky thinking to view the problem holistically.

Concept selection was done with a user needs matrix.
Sketches by Joshua Shiau and Elio Icaza.

We tested for overall user feedback before focusing on individual components.

We refined the design through further research of mechanisms included in our design.

Merging Digital and Physical Group Gaming with Overboard

To create a new venture in the emerging field of digital-physical gaming.

A tabletop card game that combines an immersive digital board and in-person interactions.

Digital games can do more to bring people together.


There is a growing trend in digital games with physical play pieces.
A casual walk through the Providence Apple Store showed us: drones, iPad accessories, digital versions of Yahtzee! and Scrabble, Sphero, and so much more hardware with digital interactions.

Yet they miss the dynamic, interpersonal relationships of a board game.
Image courtesy of Ice Breaker Ideas, one of the digital-physical game sources we researched.

We identified an exciting space for adults who play games together.
We interviewed 30+ users and analyzed our data.

Learnings from prototyping in digital-physical play.


Cards are low cost, easy to handle, and fun for bartering.

An expandable playing field creates a sense of escape and immersion.

Digital interfaces allow for an infinitely large and adaptable playing field.

There’s a lean business model in card-based gaming.

Rejuvenating Latin American culinary traditions with Sancochera

Refresh a cumbersome design for the preparation of Sancocho, Latin American chicken soup.

A plantain-smashing knife that reduces cooking and cleaning time, with a Latin design flare.

Frying plantains is a daily ritual, but it can be improved.


This is Señora Laura, the cook for the Angelini family. They live in Bella Vista, Panamá. 

Her meals are delicious, but they involve many steps. 

... and on top of that main course, there are plantains to be made.

There’s an opportunity to save her some time, because plantain chips are also labor-intensive. 
Peeling, slicing, frying, smashing (3 extra steps), frying, and cleaning grime.

I made several patacones– plantain chips– and soups to go along with them.


Concept sketches.

Prototyping through cooking.

Making music that embodies its materiality with Stamped Synth

Create a manufacturable design for a conceptual electronic instrument.

An open-circuit synthesizer you can play with bare hands, on-the-go, with zero learning gap.

Investigating the materiality of music


I love music performance and storytelling.
Here’s my Marine Band harmonica and me.

I cherish the ability to explore in music– and electronics promise a frontier. 
Companies like Teenage Engineering, Arduino, and Little Bits attest to this growing market.

Yet, electronic instruments aren’t as portable or easy to learn as a harmonica.
Below, a protoype for a gesture-powered musical device made in collboration withg Cyril Laurier (from Hand Coded) and Ma Tan. 

I joined forces with music technologists to further explore this product and continue performing.
Winning the MTF hackathon award in Slovenia, 2015.

Here’s a BBC clip from my work with Music Tech Fest in Boston.

Performing with materials and music


Concept development was focused on portability, ease of use, and true materiality of electronics.  

1. Metal textural synth
New aesthetics in an otherwise clean market, market demand for portable synths. Manufacturability and connection to electronic materiality.

2. Non-metal synth
Experimental materials, could transform a base instrument with a a variety of cases/ add-ons. 

I tried to generate music from as little electronic hardware as possible, in hopes of finding ‘true electronic sounds’.
Touching electronic leads, testing a cracklebox synth, and experimenting with textured copper and electronic sound.

I continued to experiment with sonifying textured copper.

I experimented with hand scale and portability through simple, paper mockups.

I combined circuit testing and material experimentation into one product.

Manufacturing locally


With the generous help of Eagle Tool, Inc. in Providence,  I used an industrial hydraulic press to make refined prototypes.

Inspiring mindfulness in middle-school art class with Clear Canvas

Inspire mindfulness in middle school through art curriculum.

A transparent drawing surface that students can draw on simultaneously.

Mindfulness is more than meditation.


Few activities and products inspire mindfulness in middle school curriculum.
I worked with students from Providence Country Day School & Community Preparatory School. This classroom displayed no artwork made by two students at once.

Collaborative work can inspire awareness– then mindfulness– of others.
I became interested in recognition of individual’s personal creativity– a harmony exemplified by two hands drawing simultaneously.

Art curriculum can inspire mindful practice through collabortion.
Through collaborative activities like the surrealist ‘exqusitite corpse’ drawing game, I explored students ability to work together.

Making space for collective imagination.


Concept development focused on: simultaneous creation, meditative games, and artistic expression.

1. Architectural-scale blocks
Exploring simultaneous world-building.

2. Transparent drawing surface
Simultaneous drawing: an exquisite corpse drawing tool.

Concept 2 was selected for its ephemerality of artworks, ease of setup, and delight to students.
I used open-ended prompts, like ‘draw home’ or ‘space’, to see how the canvas was naturally used.

User testing and feedback suggested major points of improvement: stability, size of canvas, ease of cleaning, drawing tools, and curriculum.
Paintings made with the first Clear Canvas prototypes.

Further design refinement of the product emphasized stability, portability, and better drawing tools.
Drawings for the updated Clear Canvas.