Hello, and welcome to my portfolio page! I am currently an interaction designer at frog design and a recent graduate of the MFA, Design + Technology program at Parsons The New School for Design. Much of my work focuses on how to create connections and drive actions between the digital and physical worlds.
contact
If you like what you see, you can contact me at julynn.benedetti@gmail.com or download my resume.
interactive design

:: Embroidered Confessions ::

An interactive quilt of the secrets of strangers

Embroidered Confessions is an installation that curates, archives, and physically embodies secrets that exist in digital form. Collections of found secrets from the Internet are accessed through embroidered Quick Reference (QR) codes that have been integrated into a quilt. A QR code, in its seemingly random clusters and formations, visually evoke the wrong side of a piece of embroidery. Turn an embroidered pillow inside out and there emerges a different pattern of bumps and clusters of thread than the ordered pattern of artwork on the “right” side.

A QR code is a visual secret manifested in a physical object that evokes tradition and craft, but also must be decoded in an interaction that is technologically dissonant yet visually congruent. Embroidered Confessions is a commentary on the duality of digital information: the perception of its fleeting nature and the reality of its enduring existence.

Embroidered Confessions has been exhibited at the 2011 Connected Communities Symposium in Newcastle-upon-Tyne, England, the 2011 ACM Creativity & Cognition conference in Atlanta, Georgia, and the 2012 SIGCHI conference in Austin, Texas.

:: DEsign DEtect DEcode ::

Winner of the Best Scene in Town Competition

Locative media game presented at the 2010 Picnic Festival

Video walkthrough for DEsign, DEtect, DEcode

Best Scene in Town was a competition where international teams of students were challenged to design a game based upon the 7scenes mobile storytelling platform.

As the winning group, my team (George Bixby, Parsons; Gabriel van Vemde, Hogeschool of Amsterdam; Olga Paraskevopoulou; University of Amsterdam) was chosen to present and implement our concept at the 2010 Picnic Festival in Amsterdam.

"DEsign, DEtect, DEcode", is a locative media game about puzzle solving tied to physical locations. Users must attempt to identify elements that have been altered or added to the photo and compare them to actual physical spaces to find clues to help them solve a puzzle. Full documentation of our project is available on our team blog.

:: Missed Connections - Craigslist to the MTA ::

Creating connections between digital and physical space

For this project, I re-contextualized Craigslist Missed Connection personals ads into a physical, visual form (MTA Service Change Announcements) and placed them in their original location in order to facilitate connections and real-time interactions between people in the New York City subway transportation system.

My project extended the reach of the ad beyond Craigslist. It also served as an icebreaker for those who had not yet missed their connections, and inspired them to act in the moment.

:: New York Public Library - Curiograph : :

Interactive game and tool for an online exhibition

This project was created as part of a collaboration between Parsons and the New York Public Library. The intent of the collaboration was to create material for a website that accompanied an exhibit for Lauren Redniss's new book "Radioactive: Marie and Pierre Curie, a Tale of Love and Fallout" at the NYPL.

This tool, created with fellow student Garret Tillman, is an interactive tool/game that allows users to create their own digital cyanotype. Using re-appropriated images from the NYPL digital gallery and real-time weather data, the user can experience how a cyanotype is affected by different variables such as layering and transparency of objects, layout and weather.

Click here to go to the NYPL exhibition site and test the game!

:: Exquisite Corpse at the Shake Shack ::

Collaborative narrative created by strangers in a public space

The goal of this project, which was a collaboration with fellow student George Bixby, was to design an interaction between strangers in a public space. The space we chose was the line of people queued up at Shake Shack in Madison Square Park.

We chose this location both for the density of strangers, as Shake Shack is as famous for its hour-long lines as it is for its hamburgers, as well as the unique interactions that could be possible with a voluntarily captive audience of strangers.

We implemented an exquisite corpse game, in which customers in line contributed to a collective story and drawing. We then added a performance element by creating a book on site to be handed back to the participants by the time they got their food.

:: Red Cross - Weather or Not ::

Game mechanics and role-playing for better decision making in crisis situations

During a summer-long collaboration with the Red Cross Climate Center and PETLAB (a public interest game design and research lab at Parsons), I worked in a group with fellow graduate students and faculty member Colleen Macklin to create a game that helps explain the importance of forecasts, as well as the mechanics of probability.

The game is intended for large audiences in conference settings. I programmed a Flash interface using ActionScript3 to facilitate the probability game mechanics. The interface is currently on my server, but pending approval, will be used by Red Cross personnel.

An extended abstract of this game was submitted to the 2011 SIGCHI Student Decision Competition. Download a copy of the submission "Weather or Not: employing game mechanics and role-playing to foster better decision making in crisis situations".

Click here to test the program.