Showcase Archive: 2023

Below, you'll find innovative digital and design projects from the 2023 showcase which were created by students in English and Digital Narrative & Interactive Design courses at the University of Pittsburgh. Please stay awhile, explore, and help us celebrate the wonderful work produced over the past year.

In 2023 the judge panel consisted of: Justin Bortnick, Teaching Assistant Professor in DNID; Addison Eldin, Graduate Student in Composition; Nathan Koob, Visiting Lecturer in Film and Media.


Award for Best Work: Journey by Haoyi Wang, which judges found to be remarkably emotionally effective, providing a context people may not share while making it accessible. The project may seems simplistic in its design--but it turns out sometimes simplicity in design is the most effective option! Noticeably well edited, with the bold patience to stick with the truck for a large payoff.

Runner-Up: A look into the Wardrobe by Helen Fleming and Emmanuelle Brent, which judges found to be most effective at capturing a moment from the text experientially instead of merely demonstrably. The visual design of the box aligned with the visual storytelling of the build (and allowed access for maintencence; cable management is important). The interactivity puts you into the story instead of keeping outside observing what's happening.

The "je ne sais quoi" Award: Ghost Hunting by Jennifer Zheng, which judges found to have a very high ceiling for possible future applications since the design is already great with a lot of interesting elements, a solid educational agenda, effective interaction; one could put it into a museum (or many other places) and benefit because it also challenges our understanding of history.

Crowd Favorite Award (chosen by popular vote of showcase attendees): "Rico Nasty 4 page Spread" by Jennifer McIntyre. This was a very close race, with the runner-up ("The Wolf's Death" by Hayoi Wang and Leyao Chen) only off by one vote.

Honorable Mentions by Judges: Aurelia at Work by Emma Whittaker (judges found the sound editing and mixing was very effective at communicating the experience of larger level concerns through the day to day), Annotation/Redaction Project by Caroline Vanderbeek (hits fast and hard in its effectiveness, it parallels control of the body with the control of text), and Watching by Pamela Smith (a lot of potential in this method and idea; exciting to see where else it may be applied).

Congratulations to every contributor to the showcase! We can't wait to see what you make next.


Jessica FitzPatrick

Director of the Digital Media Lab (DML)

Isabella Song & Lynn Priestley

DML Assistants

Audio (Narrative): "Audio Profile"
Creator: Elio Tannous
Class: Introduction to Audio Storytelling
Instructor: Erin Anderson

"For this project, I was supposed to tell someone's story in audio form, and it had to be someone I don't know. Therefore, I thought it would be cool to work with a volunteer firefighter. It was very hard getting a hold of one. However, I think the result was worth it and it was a cool experience. One of the requirements is that the project must be between 3-4 minutes. This meant that I had to "interact" with the firefighter in a way that would get him to talk enough so I have good content to choose from. This was when communication skills such active listening and asking open-ended questions came into play. Additionally, I had to edit the story in a way that grabs attention. Therefore, I had to put a couple storytelling tricks that I learned in class to use." -Elio Tannous

Audio (Narrative): "Aurelia at Work"
Creator: Emma Whittaker
Class: Introduction to Audio Storytelling
Instructor: Erin Anderson

"This is a short audio profile piece I created detailing a day in the life of a Visitor Services Associate at the Carnegie Museums of Art and Natural History. The assignment required that I create a three to four minute profile about a stranger living in Pittsburgh, similar to the New York Times audio series "One in Eight Million". I searched for a while to find an "interesting" person to create an audio profile about, but my favorite part about this piece is how it allowed me to examine the mundane. Not that Aurelia is uninteresting (quite the opposite), but the challenge to convey her complex inner world through monotonous daily interactions is what made the project exciting for me. Professor Erin Anderson suggested in our first class workshop that I find ways to represent both Aurelia's "public" and "private" self, and that inspired me to create the back and forth between those two types of audio throughout the duration of the story. She sees hundreds of visitors-- students, tourists, families, professionals-- all in a single day. Can a story help us see her as more than a customer service representative? Aurelia's personality shines through even in repetitive, cursory daily life." -Emma Whittaker

Audio (Podcast): "Welcomed by Design: Queer Horror Week Special"
Creators: Lynn Priestley, Ashton McCool, Chloe Dahan, Emily Kuntz, and Shivangi Tiwari
Class: ENGWRT 1901 - Independent Study
Instructor: Jessica FitzPatrick

Part 1:

Part 2:

"Welcomed by Design is an interview-based podcast about accessible/inclusive design that's been running as an English independent study project for the past year. Episode topics have been student-guided (as long as they fit within the general inclusive/accessible design umbrella). This two-part episode was built from content recorded during Fall 2022’s Queer Horror Week at Pitt. Our team felt it was the best episode to present as part of an “interaction” themed showcase; within the episode, Welcomed by Design team members listen back to event clips together and interact with/reflect on them a semester later. (We also annotated our transcripts for this episode in a similar spirit!) In our segue conversations between event clips, we offer insight into our show’s production and discuss how we practice the accessibility and inclusion we advocate for.
Note: the first two minutes of each episode part contain a temporal locator, acknowledging the anti-trans rhetoric/action happening on campus/nationally (and pointing to LGBTQIA+ resources in our resource library, linked in the episode description).." -Lynn Priestly & Welcomed by Design Team

Arduino: “Alice's Fall”
Creators: Abigail Zimmerman and Kyra Schultz
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project also available to view in-person at showcase
"'Alice's Fall is an interactive structure inspired by Robert Sabuda's 2003 pop-up book adaptation of Alice in Wonderland. For this assignment we had to take a "page turn" moment from a children's storybook and translate it to a physical Arduino project. We chose Alice's fall into Wonderland, as it shows her going from the known to the unknown in a fantastical display. Users can press the "Drink Me" button to watch the rabbit hop, Alice fall, and the world light up around her. " -Abigail Zimmerman & Kyra Schultz

Arduino: “The Three Little Pigs & the Dragon”
Creators: Alyssa Hoffecker and Brittany Dao
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project also available to view in-person at showcase
"The motivation was to make sure the audience can interact with the pieces of the project, this way the audience have a say on what to do."-Alyssa Hoffecker and Brittany Dao

Arduino: “The Little Red Riding Wolf”
Creators: Claire Emch and Jiyi Liu
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick &

Note: Project also available to view in-person at showcase
"We chose this story because we wanted to step outside the box of the traditional stories that children often hear. We liked the twist that Anholt puts on the story and some of the details that he changed in his writing to make the story more interesting. The scene that we specifically chose to illustrate was pages 50-54, where Little Wolfie has entered Grandma Wolf’s house and finds the Big Bad Girl in the grandmother's bed. This is such a powerful sequence of events and really evokes a lot of emotion from the readers because there is suspense, surprise, and the climax of the story all at the same time. In addition, Robbins uses very different and unique illustrations to make the characters in Anholt’s writing come alive, which is also really something that our group wanted to showcase. During this scene, the Big Bad Girl has already entered the house and secretly crawled into the grandmother's bed. Our project begins at the part where Little Wolfie walks towards the bed to go see what is going on. Once he reaches the bed, the Grandma Wolf will appear from behind the door and scare the Big Bad Girl, causing her to shake!"-Claire Emch and Jiyi Liu

Arduino: “The Wolf's Death”
Creators: Haoyi Wang and Leyao Chen
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project also available to view in-person at showcase
"This is a scene in the story of The Little Red Cap. We picked the scene from the book “The Classic Fairy Tales”. The Little Red Cap we chose is the Brothers Grimm’s edition where it is about grandma and little red cap getting eaten by the big wolf in grandma’s house. The scene we picked is when the big wolf is sleeping, the hunter comes in, killing the wolf and saving the day. The reason behind this choice is that The Little Red Cap is a well-known fairy tale, and there are hundreds of versions out there, both in words and in pictures. So we were thinking why not use Arduino to create a dramatized version of the most important moment in the story and make it fun to watch? And that’s what we did... Here is our GitHub links for more information about our build:" - Haoyi Wang and Leyao Chen

Arduino: "A Look Into the Wardrobe"
Creators: Helen Fleming and Emmanuelle Brent
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

"This piece was created for a project in ENGLIT 1201 DNID, in which we were instructed to use Arduino and physical media to create an interactive representation of a scene from a children's book. We were inspired by The Lion, the Witch, and the Wardrobe by C.S. Lewis, a book we both read and loved as children. We remembered the feeling we got when first reading the book and discovering the magical world of Narnia, and we designed this scene to recreate that feeling for the user. Furthermore, we wanted to put the user into the place of the characters in the book (especially Lucy) as she tries to show her siblings Narnia to little avail, by not having a person be able to get to Narnia every time they open the wardrobe. Users interact with the scene by pressing buttons on the side of the box, which open and close the doors to the wardrobe; sometimes when they press the button, they will get into Narnia, but sometimes they’ll just see a normal wardrobe. Emmanuelle took the lead on the Arduino programming and wiring, while Helen did the scene design and construction, including using a 3D printer to create the more intricate elements of our scene. For more information, view our project github at" -Helen Fleming and Emmanuelle Brent

Arduino: "Cock Robin"
Creators: Isabella Nissel and Piper Beaton
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project also available to view in-person at showcase!

"he assignment was to take a scene from a story and bring it to life with an interactive Arduino model. This project was inspired by the story “The Courtship, Marriage, and Pic Nic Dinner of Cock Robin and Jenny Wren”, printed by J. Kendrew. This scene foreshadows the death of Cock Robin while also focusing on the celebration of Jenny Wren and Cock Robin’s marriage. Piper was in charge of the Arduino coding / wiring and Isabella was in charge of scene design / production."-Isabella Nissel and Piper Beaton
Note: You can check out several versions of "Cock Robin" in Hillman Library's Archives and Special Collections--though this may be the most animated version! -Jessica FitzPatrick

Arduino: "Put Me in The Showcase: An Interactive Exhibit of Put Me in The Zoo"
Creators: Paige Branagan and Samuel Wang
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project available to view in-person at showcase!

"Put Me in The Zoo by Robert Lopshire follows the story of an abnormally spotted dog who can remove his spots at his own will. I chose the story of Put Me in The Zoo mostly for sentimental purposes. Thankfully, my project partner Sam had no issue with the book selection, so our agreement process was quite easy--we were able to jump right into the design process after that. Sam and I both agreed that there are two big ‘page-flip’ moments of this story--when Spot is kicked out from the zoo, and when he later finds his place at the circus. Because of this, we wanted to incorporate both of these scenes into our project. Sam took charge of the technical side of things, while I focused on the art and set design. For the first scene, Spot’s character was attached to a servo motor that Sam programmed to rotate 90 degrees when the left PIR sensor was set off--this signified Spot getting kicked out of the zoo. Additionally, the second PIR sensor set off sequential LED lights in the second ‘page’ of the book, the circus scene. These LED lights are supposed to represent the spots that Spot takes off his body to juggle for the circus; by having them light up sequentially up and down, we were able to show that effect." -Paige Branagan and Samuel Wang

Arduino: "The Trying of the Green Eggs and Ham"
Creators: Seán O'Rourke and Radley Lettich
Class: Digital Narrative and Interactive Design
Instructors: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project also available to view in-person at showcase

"The Trying of the Green Eggs and Ham was for the Arduino assignment in the DNID class, which focused on having at least 2 moments of interaction. Here, we have 4 interactions. The audio is Radley's voice, the box was designed and created by the both of us, and the painting and 3D modeling of Guy-Am-I was done by yours truly." -Seán O'Rourke

AR / XR: “Ghost Hunting”
Creator: Jennifer Zheng
Class: Digital Narrative and Interactive Design
Instructor: Dmitriy Babichenko & Jessica FitzPatrick

Note: Project also available to view in-person at showcase, project files available in full:

"When the AR/XR project was first assigned in ENGCMP 1201: Digital Narrative and Interactive Design, I had a hard time deciding on one idea because there were so many interesting stories I wanted to share, many of them about people in history that others may not know much about (usually women or people from minorities). In the end, I decided to include them all...or at least as many as I could in the time that I had. Thus, I created Ghost Hunting, an XR game that tells the stories of people who are underrepresented in history. Players point their cameras at an object, and a ghost with unfinished business appears. They've been left out of the history books and needs someone to hear their stories in order to move on to the next world. With the help of XR, players interact with both the physical and digital world, talking with ghosts, completing tasks, and learning how familiar objects in their lives may have a story they don't know about. The ultimate goal of this project was to diversify players' knowledge of history in a fun, engaging way. This is currently a minimum viable product (MVP), but I hope to expand upon it and add more stories in the future!" -Jennifer Zheng

Design Jam, Game: “Crunch Time!”
Creators: Ari Stein, Sean O'Rourke, Sam Durigon, Thor Christensen, and Eoin Olswoldh
Design Jam event: Games 4 Social Impact
Facilitators: Dmitriy Babichenko & Pat Healy

To play visit link: (Note: Not built for Mac OS)

"Our inspiration for this game comes from the environment which spawned it - a 2022 game jam we participated in, called Games4SocialImpact. The theme for the event was "revision", and our significantly grander original idea had to be 'revised' down and down due to the small timeframe that we were given to complete the game from start to finish (approximately 40 hours). We decided to fully lean into both the theme and the fast-paced, timed nature of the game by calling it "Crunch Time", and we ultimately took home the Jammers' Choice award for our efforts. " -Crunch Time Team

Design Jam: “Design a Spaceship”
Creators: Geoffrey Glover, Theo Seguera, Leyao Chen, Rankin, Colin Woelfel, Rachel Sadeh, Sritama Chatterjee, Jager, Paige, Sean O’Rourke, Alex Ocampo, Diego Cuevas, Luke Siegel, Olivia Terry, David Pratt, Juliet Hull, Alexa Spaventa, Niko Jaini, Kyra Schultz, Tran, Mac
Design Jam event: Digital Media Lab Inclusive Spaceship Design Workshop
Facilitators: Jessica FitzPatrick & Lynn Priestly

Jam board available through this link:

Note: Design Sprint Results available to view in-person at showcase.
"This workshop brought together Inclusive Design and Speculative Fiction for a unique design sprint experience! After introducing participants to the D.I.S.C.O. (Designing Inclusive Space Crafts Operation) and on-boarding them with a brief introduction to the core ideas of estrangement in speculative fiction and speculative, inclusive, and universal design principles, participants were introduced to their crew of five individuals with mobility, sensory, and situational needs. Then D.I.S.C.O. jammers divided into design groups to design spaceship components including a kitchen, gym, communication platform, uniforms, control panel, entertainment center, and education center—the resulting sketches, jam boards, and clay models serve as an example of the interaction between literary and design imagination. We hope you check them out at the showcase! -Jessica FitzPatrick and Lynn Priestly on behalf of the D.I.S.C.O. crew

Game: "A World With Monsters"
Creator: Brittany Dao
Class: Narrative and Technology
Instructor: Justin Bortnick

To play, visit this link:

"Brittany's project was very impressive - she managed to really push Twine as an engine much further--developing a stat-based role-playing game system that exceeded the expectations for student work in this regard!"-Justin Bortnick

"The motivation was to make a twine story that makes you think about your actions, also for the gameplay to be more of a puzzle than a regular rpg"-Brittany Dao

Game: "Virtua Runner II: Legacy of the Infinite"
Creator: Greg Sexauer
Class: ENGLIT 1913 DNID Capstone (Advanced Researched / Literature)
Instructor: Jessica FitzPatrick

Note: Project available to view in-person at showcase.

"This piece was motivated by many things. A desire to learn 3D game development and a craving for a sense of speed are chief among them. I wanted to make a game that put the player in the driver’s seat. The player is constantly making decisions. When to run, dash, jump, and fall are the most common decisions the player will be making. The motivation for the player’s actions are intentionally left vague, with only a surreal cutscene to introduce the core platforming gameplay loop. During this cutscene, the player is introduced to a black hole, an entity of incomprehensible gravity (both literal and figurative) on the horizon, which lingers over every level, forever out-of-reach. Each level is an abstract playground of platforming challenges, seemingly out of space and time. As the player beats levels, their completion time is recorded and scored. If they are fast enough, they are rewarded with an equipable hat, in celebration of their unwavering commitment to perfection, the ineffable, the infinite. If the player becomes stressed out from the levels and needs a break, they can at any point return to the Cave, a calm, serene, underground pool that also functions as a level select. Ultimately, interactivity is key to this experience. The player is required to control the character, but the player is also required to ascribe their own meaning onto an intentionally vague narrative. The player is not told why the character is always running towards the black hole- just that they do. It's for them to determine why. My production process was fitting for the project: keep moving forward. "-Greg Sexauer

Game: "The Counsel in The Cave"
Creator: Joshua Fratis
Class: Creative Arts Fellowship (Spring - Summer 2022)
Instructor: Brett Say and Steven LeMieux

Link to Game:

"The Counsel in The Cave is a playable, magical realist story about graduating, being lost, and imagining what's possible. The narrative focuses on imaginative character building through unique dialogue choices. Experience interactive fiction with a license to interpret, imagine, and perform."-Joshua Fratis

"Joshua conducted this work as part of the Frederick Honors College Creative Arts Fellowship, which I manage. Josh blogged about his experience via our Honors blog and also supported other fellowship recipients by providing constructive feedback and, at times, direct support (e.g., helping them identify resources that might be useful, teaching them things about digital media, etc.)."-Brett Say

Game: "Fair and True"
Creator: Sheyi Faparusi
Class: ENGLIT 1913 DNID Capstone (Advanced Research/Literature)
Instructor: Jessica FitzPatrick

"For my capstone project, Fair and True, I wanted to make something that combined folklore with queerness. The concept of my idea was around finding queerness in traditional folklore or fairy tales, which was something I had read in the article, Playing with Fire: Transgression as Truth by Kay Turner, in a previous course. I also wanted to make this project because folklore and storytelling have always interested me and I'm a big fan of other queer adaptations like Ash by Malinda Lo or Kissing the Witch by Emma Donoghue which I used as a case study for my project. I decided to work on two storylines, the first being Cannatella from Giambattista Basile’s Pentamerone and the other, which I titled, No-One, was inspired by the wordplay from the African folktale, Anansi and Nothing but incorporated parts from Grimm’s Sweetheart Roland. In Cannatella, I saw the hints of a story of a girl struggling with the compulsory heterosexuality. The other story was mainly manufactured by me to be sort of a love story but in its current form, the idea incorporates the acts of service from the second half of Sweetheart Roland. I made all of the art for my project myself and I’m very proud of how most of the visuals came out. It was my first time making a game by myself and learning how to navigate Unity was quite the hurdle, but I was able to find all sorts of resources to make it easier. I wish I had given myself more time to work on the game play, but I underestimated the amount of work involved in that. Though, I’m proud of how much I was able to set up in Unity once I had the context of how much work it was going to be." -Sheyi Faparusil

Game: "Gimmick"
Creator: Zander Spik
Class: Tabletop Gaming
Instructor: Zach Horton

Gimmick is a deck building card game where the ultimate goal is to collect as many points as possible, while also trying to fulfill your 'Gimmicks' and the ever changing situation of the game. It mixes elements of games like Fort, Pax Pamir, and Wingspan. Note: Project available to view in-person at showcase; check it out!

"I wanted to make a game based around changing rules as you play, where so many games are stagnant and have a structured rule of play, I wanted to make something more dynamic. This is being created for my final project, and games are inherently interactive, not just between the user and the system but also the other players involved." -Zander Spik

Graphic: "Annotation/Redaction Project”
Creator: Caroline Vanderbeek
Class: Literary Field Studies
Instructor: Brenda Whitney

Content warning: sexual assault.

For the final project in Integrating Writing and Design, students are asked to reflect on their body of work throughout the term by designing a sequenced portfolio complete with title page, contextualizing glosses, and a range of at least six revised assignments. Each assignment focuses on skill-building in Adobe InDesign and/or Photoshop as well as different rhetorical considerations when combining textual and graphic elements.

Content warning: sexual assault. My project interacts with literature by creating new meaning with the text provided via redaction and annotation. On June 24th, 2022, the Supreme Court of the United States overturned landmark cases Roe v. Wade (1973) and Planned Parenthood v. Casey (1992). The official document that details the Court’s decisions that day is called “Dobbs v. Jackson Women’s Health Organization.” I chose to redact and annotate this document because I and many others have experienced and been a victim of numerous violent sexual assaults/harassments. Nowhere in this document does it mention the words “assault,” “sexual violence,” “incest,” “rape,” “harassment,” or anything related to these words. There is no mention of these crimes against women, nor is it mentioned as an extenuating circumstance where an abortion is acceptable. A large portion of this document discusses the crimes and consequences any woman will face shall they attempt to obtain an abortion or attempt to do one themselves. There is no mention of the crimes and punishment that a man shall receive for inducing pregnancy without consent. There is no mention of a minor being allowed to obtain an abortion. There is no mention of victims of incest, kidnapping, child abuse, domestic violence, etc. A large portion of the document discusses liberty and freedom, yet ironically, this entire court ruling is taking all of that away. Throughout all four redacted and annotated pieces I wanted to not only evoke emotions from the audience, but highlight the egregious rulings, restrictions, and consequences made that day. "-Caroline Vanderbeek

Graphic: “Design Analysis of Film Poster”
Creator: Jennifer McIntyre
Class: Integrating Writing and Design
Instructor: Stephen Quigley

"'This piece was an assignment for class in which we had to find a design we believed was "Good Design" and explain why it fit this category through our own graphic. As a film minor, I really enjoy analyzing movie posters and this one caught my eye especially. I wanted my design to continue the aesthetics and mood of the poster which I achieved using the same font, colors, and imagery throughout the piece." -Jennifer McIntyre

"Rico Nasty Four Page Spread"
Creator: Jennifer McIntyre
Class: Integrating Writing and Design
Instructor: Stephen Quigley

To access:

“Rico Nasty has been a really big inspiration to me for a long time and I wanted to create a piece that celebrated her punk aesthetic and style. I created this using Indesign and implemented various textures and images of her throughout the design."-Jennifer McIntyre

Graphic Design: "Watching"
Creator: Pamela Smith
Class: ENGCMP 0610 Composing Digital Media
Instructor: Devon Pham

To access project visit this link:

"This project explores the “interaction” between photographer and subject by creating a direct and visually visceral interaction between them. “Watching” was motivated by my own feelings and experiences of being a documentary photographer, and my considerations of photojournalistic ethics. Through this project, I try to prompt the viewer to think about the broader, critical narratives of creating photographic media." -Pamela Smith

Touchscreen Exhibit: “Under Construction: A Steeltown Tour”
Creator: Heather Booth
Class: ENGCMP 1130 Projects in Digital Composition
Instructor: Stephen Quigley

For best experience, please use the touchscreen exhibit at the showcase. If, however, you are only able to view projects through this website please consider the exhibit through this link:

"Under Construction: A Steeltown Tour takes you on a tour of the US Steel Plant in Braddock and raises important concerns about safety. It gathers interviews from actual workers and uses animation and voice augmentation to protect identity." -Heather Booth

Touchscreen Exhibit: "Doom: The First Modern FPS"
Creator: Jacob Kleinhenz
Class: ENGCMP 1130 Projects in Digital Composition
Instructor: Stephen Quigley

For best experience, please use the touchscreen exhibit at the showcase. If, however, you are only able to view projects through this website please consider the exhibit through this link:

"(Content Warning: gunshot noise)

"This Doom kiosk explores a few facets of the original 1993 Doom video game, delving into what made the game influential to the world of video games, how it revolutionized the first-person shooter genre, and a few other interesting aspects of the game." -Jacob Kleinhenz

Video: "Journey"
Creator: Haoyi Wang
Class: ENGCMP 0610 Composing Digital Media
Instructor: Devon Pham

"Journey" is a short animation clip I made for the course's final project. It is focusing on a journey of a charging block from its birth to its application. Since it was a creation for digital media, my idea was to not only focus on pictures but use both audio and pictures together to do the narrative, providing the audience with a simple but detailed story. Therefore, to better experience the story, I highly recommend watching the clip with headphones on. Also, I apologized for some blurry frames, it was a rendering issue during production."- Haoyi Wang

Website: "Portfolio"
Creator: Elio Tannous
Class: ENGCMP 0610 Composing Digital Media
Instructor: Benjamin Miller

To access project, visit this link:

A"For this project, I had the opportunity to develop any website of my choice using HTML, CSS, and optional JavaScript. I thought it would be a good idea to build a portfolio for potential employers that houses some of my previous projects. This project is a good demonstration of technicality and design ideas. I had to make some design decisions to ensure accessibility and ease of use. Additionally, people can interact with me through the website.
Location Data" - Elio Tannouss