Selected case studies

How I think, make, and help teams move forward.

Four research-led projects, each told in two complementary ways: the design story follows the work and decisions; the critical inquiry examines assumptions, institutions, power, and what remains unresolved.

Two ways into each project. Follow the design story for context, methods and decisions, or switch to critical inquiry for a deeper discussion of power, institutions and unresolved questions. Both are part of the same work.
01 / Featured case study · Lead researcher & designer

VoiceNavigator

How do you make an interface discoverable when its controls are invisible?

For people with limited hand dexterity, touch interactions can make even ordinary mobile tasks difficult. VoiceNavigator explored hands-free control of Android devices, but the initial challenge was not simply recognizing speech. It was helping people understand what they could say, what the system could do, and how to move through a multi-step task.

Original VoiceNavigator figure from the MobileHCI research paper

My role

I led research and interaction design, shaped usability evaluation, synthesized findings, and guided iterations of the voice interface.

Research

Ten usability sessions with nine participants surfaced difficulties with command discoverability, continuous-listening expectations, and visual clutter. A revised prototype was evaluated in five additional sessions.

Design decisions

We explored simplified numbered labels, contextual prompts, tutor messages, and a “What Can I Say?” command menu. Each choice required balancing visibility, learning, and limited mobile screen space.

What changed

The simpler label treatment was preferred, but some new help messages introduced their own attention costs. The result was a more nuanced understanding of contextual learning in mobile voice interfaces.

Design takeaway

Accessible interaction requires more than an alternative input method. People need to discover capabilities, understand feedback, and recover from mismatched expectations.

Outcome: evaluated interaction concepts and design implications; not a claim of long-term deployment or quantified accessibility gains. Publication: Corbett & Weber, MobileHCI 2016.

01 / Understanding the interaction

The problem was not speech. It was knowing what to say.

A graphical interface usually makes at least some actions visible: a button suggests a click, a menu hints at choices. In a voice interface, possible actions can remain hidden until someone already knows the vocabulary. For people who rely on hands-free interaction, that lack of discoverability is more than an inconvenience—it can determine whether a task is possible.

Our research focused on multi-step mobile tasks, where a user must move through changing interface states. We treated voice as an interaction design problem involving feedback, learning, and expectations—not simply a speech-recognition feature.

02 / Research and making

Use evaluation to reveal the interaction model.

I led the research and design process. An initial ten usability sessions with nine participants exposed problems with command discovery, interpreting the system's listening behavior, and managing on-screen guidance. These findings informed iterations to numbered overlays, contextual tutor messages, and a “What Can I Say?” menu. A revised prototype was then evaluated in five additional sessions.

01 — Make targets legible.

Simpler numbered labels helped people connect voice commands to visible interface elements, but labeling every action competed with limited mobile screen space.

02 — Teach in context.

Contextual prompts provided guidance at the moment of need. Their usefulness had to be balanced against the cost of interruption and visual attention.

03 — Expose the vocabulary.

The command menu made possible utterances explicit, while also raising a new expectation: some users treated help as an actionable interface rather than a reference.

Original published VoiceNavigator interface research figure
Original research figure from the VoiceNavigator paper. Interface alternatives were evaluated as interaction decisions, not simply visual treatments.
02 / Featured case study · Research & participatory design lead

Signs of the Smart City

What happens when the people affected by a technology can challenge the question being asked?

New York City's Office of Technology and Innovation approached our team with a question about physical signage for sensors in public space. Rather than treating signs as a finished solution to optimize, we used them as tangible materials for residents to investigate what transparency should mean.

Original Signs of the Smart City research figure from CHI 2024

My role

I led the research design, workshop methodology, facilitation, institutional coordination, qualitative synthesis, and writing of the resulting publication.

Making as inquiry

Across three participatory workshops with 40 New York City residents, participants created and discussed sensor-sign concepts. The artifacts helped reveal concerns that could have been obscured by a conventional request for signage requirements.

The reframing

Residents raised questions about privacy, rights, accountability, economics, community benefit, and institutional responsibility. The design question shifted from “what information should the sign display?” to “what would make technology deployment accountable to the people who live with it?”

Outcome

The research identified limitations of disclosure-centered transparency and offered implications for participatory governance of urban sensing. The paper received a CHI 2024 Best Paper Honorable Mention.

Design takeaway

Participation is not only a means of collecting requirements. It can reveal that the initial design problem is too narrow.

The study produced research findings, not a claim that a citywide signage system was deployed. Read the CHI 2024 paper ↗

01 / The institutional brief

What if the request for better information is the wrong starting point?

Urban sensing systems are often installed in public spaces where residents encounter their consequences but may have little involvement in decisions about their use. Our city collaborators began with a plausible communication question: what should physical signage tell people about sensors?

That question already defined transparency as an information-delivery problem. Our research-through-design approach deliberately kept the premise open. A sign could be a candidate interface, but it could also become a way for residents to articulate what was missing from the city's relationship with them.

02 / Research through design

Making a sign became a way to ask a different question.

I led the workshop research design, facilitation, partnership coordination, synthesis, and writing. In three workshops, 40 NYC residents worked with physical materials to create signs and discuss what a person should know or be able to do when encountering urban sensing technology.

These artifacts were not treated only as competing layouts to be scored against an existing brief. They gave participants a concrete medium through which to express concerns, speculate about alternative civic relationships, and challenge what transparency should accomplish.

01 — Give participants something to make.

Design materials grounded an otherwise abstract discussion about data collection and governance in a public-space encounter.

02 — Treat deviations as findings.

Ideas that exceeded a sign's ordinary informational function were important evidence about the limitations of the initial brief.

03 — Synthesize beyond interface requirements.

Privacy, community benefit, institutional responsibility, and opportunities for public response emerged as connected design concerns.

Eric facilitating a participatory urban sensing workshop around a table of physical design materials
Facilitating the participatory workshop. The activity created space for residents to critique the problem as well as propose possible signs.
03 / Additional project · UX research & cross-functional design lead

Code Enforcer

How might civic technology support trust instead of simply speeding up transactions?

Working with Atlanta's Mayor's Office of Immigrant Affairs, I investigated how residents navigated housing-code problems and how staff sustained the relationships needed to help them. The work revealed that trust and institutional distance were core design considerations.

Original Code Enforcer interface and service research figure

My contribution

I led ethnographic fieldwork, UX framing, and early sketching, then coordinated a designer and programmer as concepts developed. I did not personally produce every interface or implement the system.

Connected touchpoints

The concept linked a bilingual illustrated code guide, mobile issue reporting, generated communications, and an internal map to support staff follow-up and neighborhood-level sensemaking.

The design tension

Automating a process can reduce friction while unintentionally weakening the trusted relationships that make it work. Our design exploration considered how digital tools could complement intermediaries rather than erase them.

Outcome

A connected service concept and published research on designing civic technology with trust. We do not claim scaled deployment or measured housing outcomes.

Read the CHI 2021 paper ↗

01 / Situated research

Designing from inside an institution's everyday work.

The project grew from design ethnography with Atlanta's Mayor's Office of Immigrant Affairs. Rather than beginning with direct access to residents, the inquiry examined how staff built relationships with immigrant communities and helped people navigate housing-code concerns. That distinction matters: office staff were the principal design collaborators, and the research should not be represented as a resident co-design process.

I led the fieldwork and early UX framing, produced exploratory sketches, and coordinated with a designer and programmer. The goal was to turn situated knowledge about the office's practices into a coherent service concept without treating trust as a transaction that software could simply automate.

02 / Artifacts from the design process

The sketches reveal how the service took shape.

Contemporaneous notes from a November 2019 design review show how paper prototypes supported conversations about information, institutional roles, and process complexity. The housing-rights guide was revised to be less text-heavy and more visual. A larger illustration of a house made housing-code issues easier to point to, while representations of residents, landlords, and enforcement officers helped clarify their different roles.

Original folded Know Your Housing Rights paper guide prototype
Early folded guide prototype — a portable object for discussion.
Original opened paper guide showing its panels
Opening the guide made the proposed sequence and content tangible.
Original sketch enlarging the house and code violation callouts
A more visual layout, with the house and housing issues brought forward.
Original hand-drawn multi-step process foldout
A foldout mapping landlord requests and subsequent enforcement steps.

The design review was itself a research setting. Staff responded to artifacts, described how they handled complaints, and exposed assumptions about who would take responsibility for each step. These conversations shaped the design while also revealing the institutional politics behind apparently straightforward UX decisions.

03 / Design decisions and trade-offs

Removing steps was not the same as resolving the problem.

01 — Simplify the housing-code journey.

The initial guide separated landlord repair requests from a subsequent ATL 311 complaint process. After I contacted code enforcement and confirmed that email submissions could be received, I proposed reusing the information already collected and collapsing redundant steps. The sketch documents the reconsidered flow, not a measured reduction in processing time.

02 — Reconsider the issue map's audience.

An early map concept would have displayed housing issues to residents. Staff raised concerns about maintaining timely and accurate status information. The map was removed from the resident-facing guide and reconsidered as an internal tool for staff coordination and advocacy.

03 — Keep communication relational.

Staff described limitations of group messaging and social platforms for reaching communities. The team explored targeted text messaging and follow-up prompts as ways to support outreach and learn whether issues had been resolved. These remained design possibilities, not verified service outcomes.

Original paper prototype showing ATL 311 steps crossed out in blue
The marked-up sketch records a concrete simplification decision.
Original early concept illustration for housing issue map
An early issue-map concept whose audience and purpose were reconsidered.
04 / Research trajectory · Public AI education & governance

Who gets to shape AI?

From learning about AI to having a meaningful voice in how it is governed.

Across work with NYU's Center for Responsible AI, a contribution to New York City's AI Strategy, and research at Google, I have investigated a connected set of questions: How can people understand systems that affect them? What makes public engagement meaningful? And what would it mean to redistribute power—not just solicit opinions—in the development and governance of AI?

This is a thematic case study connecting distinct projects and publications, not a claim that they were one commissioned engagement or a single continuous program.

Google Research / institutional context

Research across technology, culture, and public participation

At Google Research (2022–2025), I conducted responsible AI research within the Technology, AI, Society, and Culture (TASC) team. The team’s interdisciplinary approach treated communities as experts in their own contexts and examined how their knowledge might inform AI development, from problem framing through evaluation. My own research addressed public participation and power in AI decision-making and community–industry collaboration. This team context helps explain the trajectory of the work, but does not imply individual authorship of every TASC initiative.

Read the Google Research TASC overview ↗

My contributions

At NYU, I helped design and facilitate participatory AI learning activities and led qualitative research into participants' learning experiences and the iterative educational design process. I also contributed to or reviewed portions of the NYC AI Strategy text in detail, as acknowledged by the City.

Research contributions

As a coauthor of Power and Public Participation in AI, I contributed to an analysis of how participation approaches distribute decision-making power. As a coauthor of We Are AI, I helped document a public-learning approach and its iterative evaluation.

01 / The challenge

AI governance requires more than technical expertise.

Decisions about AI shape access to work, information, public services, and opportunity. Yet people affected by these systems are rarely involved on equal terms in deciding what they should do. Technical knowledge can be an entry point to engagement, but knowledge alone does not create a right to influence outcomes.

I approached these questions through three different forms of work: creating and studying accessible public learning experiences; contributing expertise to a city-level governance strategy; and studying the actual power afforded by participation practices in AI research.

02 / Design and evaluation

We Are AI: creating conditions for public learning.

We Are AI: Taking Control of Technology developed a public course for people without specialist AI training. The work brought together NYU's Center for Responsible AI, public library and peer-learning partners, and a curriculum using accessible modules, group discussion, real-world examples, and multilingual comics.

My contribution centered on developing qualitative research to understand participants' experiences of the classes and the design process itself. I also helped design and facilitate engagement activities, including roundtables. This is distinct from claiming sole authorship of the curriculum or responsibility for every course offering.

The published study describes multiple iterations of the learning experience and evaluates two later offerings with professional and library audiences. In those offerings, mean self-assessed understanding of responsible AI increased from 4.08 to 6.33 and from 4.19 to 5.89 on a ten-point scale. These are self-reported learning measures—not evidence of increased civic power or policy change.

DesignAccessible materials and peer-learning activities
FacilitateDiscussion and reflection in learning circles
StudyQualitative inquiry and participant feedback
ReviseIterate the educational experience

Evidence: Stoyanovich et al., We Are AI: Taking Control of Technology, AAAI 2025. The paper describes collective project outcomes; the contribution description above reflects my stated role.

03 / Public-sector strategy

New York City's AI Strategy: engaging governance as an institutional design problem.

The 2021 NYC AI Strategy addresses the City's AI ecosystem, government applications, governance, partnerships, education, and workforce development. I was one of the external contributors or detailed reviewers acknowledged by the Mayor's Office of the Chief Technology Officer.

This work matters to the broader story because city strategies translate principles into the practical questions public institutions must confront: who procures systems, who evaluates them, how they are governed, and what the public can know or influence. My documented role was contribution to or detailed review of the text—not authorship of the strategy, leadership of its implementation, or responsibility for subsequent city policy.

Evidence: New York City AI Strategy (October 2021), acknowledgments, p. 3. The strategy's sections on city governance and partnerships provide institutional context.

04 / Research synthesis

Power and Public Participation in AI: examining what participation actually gives people.

In research with Remi Denton and Sheena Erete, we used Sherry Arnstein's Ladder of Citizen Participation to analyze 21 published approaches to participation in AI. The analysis found that most approaches emphasized informing or consulting people rather than partnership or delegated control. It also identified a recurring reporting problem: research papers often did not make clear how much decision-making power participants actually held.

This was not a usability test or a single participatory workshop. It was a critical analysis of research practices and their claims. The design implication is practical: teams should specify which decisions participants can influence, what is negotiable, how contributions will be acted upon, and what accountability exists when suggestions are not adopted.

InformationPeople learn what is planned
ConsultationPeople are asked for views
PartnershipPeople shape decisions together
ControlPeople have delegated authority

Interpretive summary of the analytical lens, not a reproduction of Arnstein's full eight-rung ladder. Evidence: Corbett, Denton & Erete, EAAMO 2023.

05 / What the work established

Three forms of contribution, with different limits.

The public-learning project developed and studied an accessible approach to responsible AI education. The City acknowledged my contribution to or review of its AI strategy. The participation research offered a framework for critically assessing how power is distributed in AI engagement. Together, these projects sharpened my approach to public agency in technology design.

They do not establish that education alone produced civic empowerment, that I directed NYC's AI policy, or that the participation paper itself changed industry governance. Those are separate outcomes requiring separate evidence.