Tiny Tech Zines is a Los Angeles based zine fair focused on cultivating critical dialogue around technology and digital culture through art, zines, and workshops. The first Tiny Tech Zines was held at NAVEL LA on August 11, 2019 and featured a range of local and international artists, technologists, educators, and activists.

Inspired by the original New York Tech Zine Fair, Tiny Tech Zines (TTZ) was created by Rachel Simanjuntak, Tristan Espinoza, and myself as an effort to bring communities in Los Angeles & beyond together to share perspectives about the ways technology affects our lives.

Silicon Valley has long been the dominant force behind technological innovation in the U.S., perpetuating technologies that often fail to serve marginalized communities in meaningful ways. TTZ believes that Los Angeles can fill a critical gap in the tech conversation by making space to share knowledge and highlighting the ways that our diverse communities engage with technology.

TTZ is community-based at its core and offers a space to be critical of technology by highlighting the perspectives and stories of communities that tech often fails to thoughtfully consider.

Throughout the day, TTZ held a series of workshops, where participants learned how to incorporate code into their digital practice, built speculative camera filters, imagined alternative tech futures, and engaged in collaborative research. Workshops were facilitated by Casey Reas, Lilyan Kris, Rachel Joy Victor, and Isabelle Harada.

Visit tinytechzines.org

Rachel Simanjuntak, Tristan Espinoza, Tyler Yin

Zeli Berusch, Phil Schleihauf, Gonzalo Moiguer, Stefanie Tam, and Bernard Semerdjian

Hyper Allergic Big Cartel Broken Pencil Magazine With Friends


Game of the Year is a quiz game based on Google Search trends – the first of its kind. Developed for the browser, it leverages Cloud Text-to-Speech, WaveNet, SSML, and App Engine to bring the game to life.

As part of the creative team at Google Brand Studio, I worked on interactive prototypes to demonstrate how the host character of the game could exist within the game flow and user experience. These led to further explorations and iterations which became foundational for the host’s final implementation.

I contributed as a developer by writing custom software for handling all of the audio in the game, including the ML-powered synthesized speech. I also implemented the host customization feature, allowing players to adjust voice parameters at the start of the game. In addition, I scripted the animation controller that manages the host’s affect, talking states, and transitions.

The voice of the host, powered by Cloud Text-to-Speech and WaveNet, can be adjusted to playfully different speeds and pitches. The host also addresses the player by name, if entered at the start.

Play Game of the Year

Read more: The KeywordBuilding Game of the Year...

The FWA: FWA of the Day
Awwwards: Site of the Day
Awwwards: Developer Award
Webby People’s Voice: Nominated for Best User Experience (Games) and Best Word & Trivia (Games)

Gizmodo Fortune Engadget High Snobiety Hypebeast


NEW FRIENDLY INTERFACE is a sensitive and expressive computer interface designed to help individuals who consider themselves to be emotionally deficient, socially inept, or who otherwise require supplemental affective labor.

The interface was created with tomorrow’s digital laborer in mind.

Leveraging emotion recognition software to conduct variable-length, “face-to-face” conversations, the Artificial Empathy (or A.E.) service engages with users as a constructed stand-in for individuals to practice and develop their non-verbal, affective, and empathetic proficiency.

NEW FRIENDLY INTERFACE was on view at the Broad Art Center EDA for the UCLA DMA 2018 Senior Exhibition, Authentication Error [SOLVED].

The installation model includes a thermal printer component, which – at the end of their stay – offers visitors a physical copy of their personal conversation log to take home.

The Web Experience for NEW FRIENDLY INTERFACE will be publicly available soon.


consumedigestproduce.us is the web component of the piece “that-i.do/not_think?I=know_what&I_do_not=know” (2019), a project produced in 2019 by Chinese-American designer and artist, Stefanie Tam. As a developer, I helped program the website in collaboration with the artist.

Through the lens of the words, “CONSUME”, “DIGEST”, and “PRODUCE”, “that-i.do/not_think?I=know_what&I_do_not=know” (2019) examines the nature of human interaction with information in today's physical and digital spaces. "that-i.do/not_think?I=know" (2019)'s archival, distributive, and design choices highlight the inundation of information of a 2019 digital space, the insidious effects of semiocapitalism, and the seemingly futile nature of the consumer/digester/producer's search for truth and meaning.

The book and website archive 300 quotations, 150 datasets, and 150 images from market research papers, online articles, Youtube videos, opinion pieces, etc. about how the decisions and ideologies of dominant entities in media and tech affect the consumption, digestion, and production of information within online spaces. The website is available at consumedigestproduce.us, and the online PDF is available at consumedigestproduce.us/book.pdf.

By presenting the archived content in the form of a book, a website, and an installation, "that-i.do/not_think?I=know” (2019) explores how the inherent nature of books vs. websites vs. installations affects the reader/viewer’s interpretation and engagement with the curated content. "that-i.do/not_think?I=know” (2019) is an artifact of the search for how we ended up in this mess of surveillance capitalism, incessant advertising, and algorithmically-induced screen addiction.

Stefanie Tam – Artist, Web Developer
Tyler Yin – Web Developer


Introducción a p5.js is the Spanish version of Getting Started with p5.js, originally published by Maker Media.

Working closely with Casey Reas and Aarón Montoya-Moraga, I contributed to this project as a cover designer and compositor. I was tasked with assembling all files and assets, creating stylesheets, exploring cover visuals, translating diagrams, and building the final PDFs. I was able to produce digital and physical versions of the book from a single source, with help from the Magic Book Project.

Access the digital book

Order the physical book

UPDATED 02.20.19, 19:49 PST