building AI enhanced Hardwareexperiences.
I build early versions of new hardware and software experiences.Most of my work is exploring how a product might work before it exists, from near-term concepts to speculative ones. I start by getting an idea into a form a team can critique and use while the concept is still forming, then combine design, hardware, and software into a working MVP, and then collaborate with teams and vendors to produce the finished artifact. In practice that means working across design and fabrication, hardware prototyping, embedded and real-time software, and AI model integration.

A large-format 3D-printed outrigger canoe for the Jungle Cruise at Disneyland, built to explore how additive manufacturing can bring a first-of-its-kind prop to the parks. Design, fabrication, and install led by Chris Hill on the Walt Disney Imagineering R&D side, in collaboration with Haddy.

A limited-time interactive experience at Disney California Adventure. The main prop, an Inkcaster, was fabricated using both traditional desktop 3D printing and large format additive manufacturing. Fabrication and design for additive manufacturing led by Chris Hill, in collaboration with Haddy.
Three wearable devices that make invisible phenomena visible: a magnetic-field sensor, an ultrasonic “third ear,” and an AI-nose scent classifier, each rendered as long-exposure light paintings.

A wearable that extends touch into the space around you through digitized whiskers, a reimagining and 2.0 of an earlier whisker sensory-extension project.

Scent-based telepresence robots that carry smell across distance, helping a remote-first research lab feel more physically present to one another.
A magnetic-connector board that lets e-textile makers test circuit designs with conductive thread before committing to a sewn project, cutting down on trial-and-error for STEAM classrooms.
A AR/VR heads-up display for astronauts exploring hands-free EMG control and task guidence, so EVA astornaughts can reduce cognitive load and time during space walks

An exploration of game designs that fuse a player’s physical body with the digital world, mapping how movement and sensing can drive play.

A brain-body augmented reality toolkit built for a BCI class, turning neural and physiological signals into a futuristic, multisensory food experience.

Pairs sensory-extension devices with interactive simulations, testing whether surfacing normally-imperceptible phenomena helps people grasp abstract concepts.

An open-source, programmable tongue display unit that turns sight and sound into haptic feedback, designed so non-engineers can fabricate their own.

A sew-in extension for the Circuit Playground that lets e-textile makers design their circuitry with debugging built in from the start.

A cheap, easy-to-build logic probe reimagined for e-textile beginners, so students can test states in soft circuits without breaking out lab equipment.

A companion debugging tool that injects a high logical state into e-textile circuits, making it simpler to trace and verify soft-circuit behavior.

A wearable meter that actively monitors the continuity of an e-textile circuit as it’s being sewn, catching breaks in the moment they happen.

A sensory-extension puppet, Compy, whose beak senses magnetic fields and drives a haptic display, letting you feel magnetism the way a bird might.
I am a creative technologist, prototyper, and interaction designer. My work centers on systems that leverage the latest technologies and techniques to create the experiences of the future. Technical prototyping is the foundation of that (CAD, fabrication, hardware, AI integration, real-time software), but collaboration and iterative design within a team is how the best new experiences are made.
“If you want to go fast go alone, if you want to go far go together”
Discover what’s currently working in the world, and find ways to innovate it
Start simple then gradually add interactivity and elements
Don’t overuse audio, haptic, and/or visuals
Nimble iterative prototyping with whatever’s around





