About
I specialize in early-stage product development, taking concepts from “wouldn’t it be cool if…” through v1 launch. Currently at Google, I’m developing applied consumer AI experiences that make Search, YouTube, and Gemini more helpful for learning.
I recently returned to hands-on IC work after building and leading a cross-functional team of 23 (engineering, design, UXR) at Google LearnX. Our team launched Learn About, which won 6 international design awards and continues to inspire learning roadmaps across Google’s products. I made the shift back to IC to stay close to the emerging possibilities in AI—there’s still so much to build.
My focus on democratizing learning was shaped by a year spent traveling globally and researching technology use throughout the world. Seeing how many people had great phones and internet but lacked access to quality teachers reinforced my commitment to building educational experiences that enable anyone to improve their life through learning.
Previously, I helped shape the future of AR and VR as a core team member of Google Glass and lead for Daydream VR, where I invented the input methods and UI frameworks that became industry standard for mass-market 3DoF VR systems. I developed hands-free input methods for wearable computing including eye gaze tracking, eye gestures, and biometric input.
My work for children includes Family Communication tools for preschoolers to connect with long-distance loved ones. My toys and learning tools include the award-winning Topobo and ZOOB® building systems, which have served as foundational learning tools for over 25 years.
I hold a Ph.D. and M.S. in Media Arts and Sciences from the MIT Media Lab, and a B.A. in fine art from Yale. I’m inventor on over 75 US utility patents and have authored over 40 peer-reviewed academic publications in the areas of tangible media, technologies for learning, and virtual and augmented reality.
I gravitate toward products that ship efficiently and meaningfully improve how people learn, create, and connect. Particularly interested in early-stage products that combine technical innovation with social impact.















