Doctor Feelgood
2021 | 12″ x 13″ | Fiber, foam, LEDs, motion sensor based soundtrack, rubber balls
Viewers are invited to toss plastic balls into the mouth of this interactive sculpture which playfully represents the cyclical nature of self-medication and the constant vigilance required to maintain one’s mental health. Each time a ball passes through it’s mouth it’s nose flashes and a Pavlovian, cartoon-like noise is played to encourage the user to continue removing and inserting them.
FunVision
2013 | Commission for Young At Art Museum | Mixed media installation
FunVision invites the public to playfully question their relationship to escapism, self-medication, instant gratification and free-play in a 3-part, interactive installation:
1. A game show set with a variety of toy-like to comically oversized props, a puppet co-host and an audio-cue filled soundtrack
2. A camera capturing a live feed of the activity taking place on stage
3. A separate living room area, complete with a couch and TV displaying the live feed
Listen to the Soundtrack
Six Counts of Vehicular Manslaughter
2012 | 32″ x 45″ x 3″ | Spray enamel on ceramic and found objects
Six Counts of Vehicular Manslaughter is a “public hanging” of the idea that inanimate objects and man-made structures need be anthropomorphized and categorized within the gender binary (masculine vs. feminine) using stolen and sculpted “Truck Nuts” to illustrate this point.
Rx
2010-2012 (2 installation views) | Dimensions variable | Enamel on air-dry clay and found objects, website and soundtrack
A clinic is a space in which those entering are expecting to be changed, leaving treated or cured by the forces inside. In the scenario generated by Rx participants must inhabit both the role of the doctor and the patient in order for this transformation to occur.Participants are invited to perform “procedures” on the “patient” in the center of the installation using any of the objects in the vicinity and along with optional direction from an interactive website that randomly generates a series of actions the viewer must take to “cure” the patient of emotional scenarios that modern medicine isn’t equipped to alleviate. Such ailments include unrequited love, lack of motivation and existential confusion. At the end of each sequence the participant is redirected to a page displaying the patient’s heart rate, which slows to a solid, deathly tone. The process then restarts.
Listen to the soundtrack