I'm a software engineer and occasional corporate executive who lives in Boston. I'm currently focusing on computer-mediated art, interactive narrative, and digital publishing.
I've been quoted about "Digital Detox" and the effects of the iPad on reading (NYT, 2010), ebooks in the cloud (Wired, 2011), and on strategies to help introverts network (FastCompany, 2015). I've presented about great engineering teams and digital publishing. I wrote a short book on Next-Generation Web Frameworks in Python (O'Reilly, 2007), which is out of date so please don't read it.
Videogame art before there were rules.
Choosing your own adventure can mean choosing wrong.
Failure should be fun.
Reflections on interviewing other women technology leaders.
Why and when we choose to play.
The best ebooks are games.
Code to generate compositions that resemble surrealist photomontages in the style of early surrealists, using period images from the Internet Archive. Essay on randomness in computer-generated art. Source code.
Generates abstract color tiles after Emily Noyes Vanderpoel's 1902 work on color theory.
Finds tweets with inspirational-sounding messages and mis-attributes them to famous people like Mark Twain and Abraham Lincoln.
“A marvel—an exploration of the space between the mind and the page the likes of which I've never experienced.” — Kotaku
An interactive epistolary story I commissioned from Emily Short. I designed and coded the initial prototype which was then completed by Inkle. Play in a browser now, or download an EPUB 3 for use in iBooks.Winner, Best Use of Innovation, 2013 XYZZY Awards.
A tutorial for IBM Developerworks on using CSS3 media query, HTML5 navigation, and MathML in EPUB 3 publications.
A report prepared for the UK academic funding organization JISC on digital publishing, ebooks, and scholarly communication.
Source code and packaged files demonstrating use of the accelerometer, multimedia, responsive design, and touch-based interactivity.