Beginnings:
For
me, story that is grounded in the physical and naturally comical side
of our condition wields the greatest influence on us. Character is born
in the body, and it is through the transference of imaginary acts and
mysterious identifications, that we are able to raise experiences that
reach beyond our own individuality.
Visitations:
In
1987, I was visited by a character named Spoonman,
so complete in gesture and voice, that I had little choice but to rearrange
my priorities in order to bring him and his world to life.
When I stumbled
upon my first computer, a few years later, it became clear to me that
if it could amplify thinking then it could also amplify storytelling.
I have tried to use it for that purpose ever since.
Electronic
Stories:
By 1993,
I was involved with the new media business in helping to design and build
virtual worlds as well as the design of characters
who would inhabit such worlds. User interface work followed from that.
A commitment to personal content, to helping people get their own stories
up and online has always been a priority. Whether in graphical
multi-user worlds, in virtual
communities, or in user interaction projects,
effectively supporting deeper communication has been my prime motivation.
Recently:
The
last few years I have worked with a variety of presenters, researchers,
academics, and business people in order to clarify and develop their message
and presentation style, as well as producing their presentation media.
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