MA Technical Communication
Critical Making in the Humanities
Spring 2026

Critical Making

A Semester of Making  ·  Zachary Miller
Portfolio & Reflection
University of Central Florida
April 2026

This portfolio documents eight exercises completed across a semester of critical making, a course that asked what it means to construct an argument not just in prose but through process, material, and form. The work spans 35mm film photography and clay sculpture, GIF-making, interactive maps, hypertext narrative, game design, generative grammar, and data visualization. Each exercise was an attempt to take a theoretical frame seriously enough to build something from it.

This collection of projects repesents the work I have put towards critical making this semeseter. I appreciate the verisitility of critical making and the hyperfocus on process. I've learned that intent is everything and genuinley feel that the tools and processes I worked with will continue to serve me throughout my creative pursuits. Please enjoy a culmination of the exersizes I completed throughout this course and my final reflection all packaged in this inteface I collaborated with Anthropic's Claude to create.

Week 01  ·  Digital Alterations & Ceramic Sculpture
The Analog Selfie
Unflattening Through Film and Clay
Embed coming soon

"The making of images by hand is at risk of being rapidly devalued. In turn, this devaluing makes its role in the humanities classroom more critical than ever."

— Johnson & Salter, p. 25

The exercise began with a 35mm self-portrait taken in Savannah on my Canon AE-1, using the self-timer with manual focus set on the chair I would occupy, with ten seconds of uncertainty before the shutter clicked. I chose film deliberately. Without instant review, the image carries the moment rather than a series of corrections. When I uploaded it to Microsoft Copilot and began iterating prompts, that gap between capture and output became the argument.

Each AI iteration aged the subject. By the end, Copilot had placed a bird's nest inside my head. The final clay sculpture grew from that metaphor: a figure with an opening in the skull revealing three fragile eggs. The nest represents the early state of ideas: fragile, malleable, not yet self-sustaining. A snake coiling up the neck adds something Copilot never could: self-doubt as a force that shapes what we are trying to grow.

Week 03  ·  GIF Making
GIF as Form
Procedural Loops and Cultural Expression
Embed coming soon

"GIFs as a research artifact opens the door to thinking about what motion might add to conveying complex ideas."

— Johnson & Salter, p. 77

For this week I made GIFs in two registers at once. The first was procedural: screen recordings of Huron Research Suite workflows for an IRB workshop on navigating the process for HUT scholars, short loops that reinforce a specific interface task without requiring a full video. The second was cultural: GIFs made for my Instagram account using Canva mockups exported through PowerPoint, uploaded to GIPHY so they'd be searchable directly from Instagram comments.

The pipeline involved too many steps, but that friction was useful. What I kept coming back to was how much weight GIFs carry for how small they are. They're borrowed, remixed, and repurposed constantly. The comments section on Instagram runs largely on GIF-as-gesture, a unit of communication that operates more like reflex than language. What I was trying to do was take that logic and use it as a call to action: something searchable and mine rather than borrowed from someone else's media archive.

Week 04  ·  Critical Mapping
The Closure Map
Four Years of Orlando Losses

"Mapping events, businesses, houses, and more can help people more easily notice patterns and trends across a space too large to observe in person or too difficult to visualize as being connected by location."

— Johnson & Salter, p. 96

This map started with a question about data and ended with something that made me feel things. I built an interactive visualization of Orlando-area business closures using Orlando Weekly's annual roundups from 2022–2025, color-coded by year, filterable, with each pin carrying the original language the writers used to mark each loss.

The process involved a lot of back and forth with Claude, identifying reliable sources, compiling a CSV, attempting a KML export for Google Earth, then scrapping that approach when the import failed and rebuilding as a web-based map. The decision to preserve Orlando Weekly's text was deliberate: the map reflects a trusted local voice rather than sanitized dataset entries. Four years of restaurants, shops, and institutions plotted as dots anyone can scroll through. The pattern becomes visible. The argument makes itself.

Week 05  ·  Twine / Hypertext Narrative
Still Open
A Branching Business Survival Narrative, 2029

"Hypertext has the capacity to explore the non-linear, able to defy the ordering principles of a page."

— Johnson & Salter, p. 117

Still Open simulates running a small business in a near-future 2029 where the forces already shaping independent operators, platform fee consolidation, immigration enforcement, import tariffs, and political pressure, have solidified into explicit policy. Players choose one of four business types and navigate three decision points built around a comply-or-resist logic that accumulates toward one of four endings.

Working with Claude across several sessions, I organized 47 passage nodes across four branching narratives, each following an identical skeleton so the underlying argument stays legible regardless of which business you choose. The Windows 95 interface, beveled chrome, teal desktop, raised push-button choices, fixed taskbar, wasn't nostalgia. It was a framing device. The bureaucratic aesthetic positions the player's choices as something being managed by an interface they didn't design and can't escape.

Week 06  ·  Bitsy Game
A Trip to the Museum
Constraint as Argument

"The affordances and limitations of any platform will serve to inform the design process, and Bitsy is one that we both continually choose to assign because of its constraints."

— Johnson & Salter, p. 144

The game takes place across three rooms: a building exterior, an interior full of photographic items, and a long tunnel leading to a final room. The player takes a picture at the end and realizes they've been walking through someone's house the entire time. The final sprite yells. The game ends. I approached the whole thing as an experiment with the interface rather than a fully developed narrative.

The game is intentionally comedic. The central joke is that the player assumes they are entering a museum and the hints along the way slowly subvert that expectation. What I find most interesting about Bitsy is how the simplicity of sprite interaction can still produce variable outcomes and meaningful dialog. On the surface, Bitsy games look similar because the interface produces a recognizable aesthetic, but underneath that shared skin the meaning, structure, and experience can be completely different.

Week 07  ·  Tracery Grammar
Disclosure Bot
Satire as Systems Critique

"Technological training perpetuated and amplified structural oppression, digital inclusion did not resolve the discrimination."

— Sarkar, 2021

I wanted to create a grammar that generates alternating data breach disclosure messages based on a set of variables. The satirical approach was partially inspired by designer Soren Iverson, whose work involves taking common interfaces and applying dystopian or absurd characteristics that reveal the uncomfortable logic already embedded in those interfaces. I started in Crystal Code Palace to understand Tracery, then developed the data breach concept from there.

The final product uses the visual language of redacted government documents to frame the generated notices. The redaction aesthetic is the argument. A breach disclosure presents itself as remedy while doing almost nothing to address why the breach happened. Sarkar's observation that technological fixes tend to perpetuate the structures they claim to address mapped onto this exactly, the grammar makes that gap visible by making it legible, and funny.

Week 08  ·  Distant Reading & Data Viz
FTC Complaint Explorer
How Legal Language Constructs Harm
Mail Club Financial Calculator

"Visualization should move away from objective presentation in favor of designs that facilitate pathways to multiple truths."

— D'Ignazio & Klein, 2016

I did a distant reading of three FTC consumer protection complaints, Vivint Smart Home (2021), Cognosphere/Genshin Impact (2025), and Roca Labs (2015), spanning a decade and constructing harm in very different ways. In the Cognosphere complaint, "children" appears 75 times, almost every instance flagging a legal threshold under COPPA rather than naming a human concern. That became the anchor term for the whole analysis.

I worked with Claude to build an interactive term explorer showing all three cases in parallel rather than collapsing them into a single finding. From there I applied the same analytical approach to something personal: a financial projection calculator for the mail club I'm developing for Search Central Florida, modeling subscriber conversion across three price tiers and accounting for Patreon fees, printing, postage, and artist costs.

Week 09  ·  Web Interface & GitHub
Orlando Main Streets
Making Local Infrastructure Legible

"Design justice urges us to recognize that we constantly make intentional decisions about which users we choose to center, and holds us accountable for those choices."

— Costanza-Chock, p. 56

Orlando Main Streets encompasses twelve commercial districts, and this project was an attempt to make all of them browsable through a single interface. Orlando Main Streets has been running since 2008 and the districts it covers, Milk District, Mills 50, Ivanhoe Village, and Curry Ford West, are places people already love and frequently visit. The program is largely invisible to them.

The process involved manually downloading each district map from the City of Orlando's website, uploading them to a GitHub repository, and working with Claude to build a browsable interface. When Claude's fixes compounded the problem rather than solving it, I scrapped the approach entirely and restarted using only HTML, CSS, and JavaScript. That friction surfaced a question I'm still sitting with: I directed the code, but can I say I authored it?

Week 10  ·  P5.js / Code Literacy
First Steps in P5.js
Authoring Code in a Post-AI Context

"What is code literacy now, and how does becoming familiar with this way of organizing and thinking about making serve in the current context?"

— Making Exercise Ten: Code

This exercise asked a question I kept returning to all week: what does it mean to build code literacy when AI can generate working code on demand? The answer I arrived at is that reading and authoring code by hand, even at a basic level, changes your relationship to what the tools produce. Forking the provided P5.js samples on OpenProcessing and making small edits to colors, values, and text strings taught me where the levers were before I handed anything off to an agent.

Working directly in the sketch, without AI assistance, meant sitting with confusion long enough to understand it. The bar chart and pie chart samples were entry points for thinking about data as a design material: the same numbers look different depending on what form you give them. The text click sketch introduced interactivity as a layer of meaning. Getting comfortable at this level made the agentic work the following week much more directed — I knew what I was asking for and could tell when the output was wrong.

Week 11  ·  P5.js Narrative
SEARCH: the Game
Computational Poetry and Interactive Place

"Think of this as a free-form exercise to take your work with agentic tools to a next level."

— Making Exercise Eleven: Narrative

SEARCH: the Game is a P5.js narrative built around the identity and mission of Search Central Florida. The exercise asked for a project that uses computational tools for a playful or narrative purpose, drawing on influences like Strange Rain and Algorithmic Sea, and this became a way to think about what SCF does — connecting people to local arts, culture, and small businesses — through an interactive and poetic form rather than a conventional webpage.

The process followed the planning-first approach outlined in the exercise: design notes and a prototype structure went into the GitHub repository before implementation began, then Claude Code was used to expand on that foundation. Working through the P5.js canvas required precise prompting and direct edits to achieve the right feel. The result sits somewhere between a game and an essay — an argument made through movement, color, and text rather than prose alone.

Week 13  ·  Tool Creation
Brandkit Creator
A Low-Code Tool for Visual Identity Making

"Think small and use Claude Code to develop a simple web interface that allows the user to 'create' something within a genre."

— Making Exercise Thirteen: Tools

The Brandkit Creator is a web-based tool built with Claude Code that lets a user assemble a simple visual identity kit — choosing colors, type pairings, and a tone — and export the result as a standalone HTML file they can continue working with. The exercise asked for something small but complete: a constrained creative space with enough freedom to produce something genuinely yours, and an export path so the output lives outside the tool itself.

The design was informed by the low-code tools we used throughout the semester. Bitsy, Twine, and Tracery all share a logic: they make decisions about what to control so the user can focus on what matters. For the Brandkit Creator, I controlled the structure and export format while leaving color, typography, and language open. Working through the build with Claude Code surfaced the same question the Orlando Main Streets project raised — I directed every decision, but the code was generated. What I've come to think is that the direction is the authorship, and this tool is an argument for that position made in the form of a making instrument.

Critical Making: A Final Reflection

I came into this course with a specific skepticism about AI tools, not a blanket rejection but a concern that relying on them too heavily produces work that stops being yours somewhere in the process. That tension did not go away over the semester. Some of the exercises sharpened it. What I found is that the tools I was most engaged with were the ones that expanded what I could analyze or visualize, not the ones that generated content on my behalf. There is a real difference between using Claude to help build an interactive map of Orlando business closures and using it to write the descriptions that appear on that map. The first gives me a capability I did not have before. The second starts to replace the judgment the work requires. I am glad to have experienced working with these tools and I often wonder if this class I one of the most important that I have taken. Time will tell.

The Main Streets project illustrated just how important intent is when working with AI coding agents. When Claude's suggested fixes made the problem worse rather than better, I had to understand enough of what was happening to redirect it and then verify that what came back actually worked. That process required me to stay engaged with the technical decisions rather than defer to the tool. I think that is the more honest version of working with AI: not avoiding it, but staying close enough to the problem that you can tell when the output is wrong.

The exercises I am most interested in continuing are the ones connected to data analysis and visualization. Treating the Federal Trade Commission complaints as a text dataset and building a term explorer to compare how harm gets framed across cases gave me a method I want to apply to other institutional documents. I also built a financial projection calculator for the mail club I am developing through Search Central Florida, and working through that tool changed how I think about the project. Modeling subscriber conversion across tiers and accounting for real costs made the planning more specific than it had been before. The data visualization exercises generally pushed me to think about datasets more often and more practically, which I did not expect going in. Anything can be a dataset!

Search Central Florida is where most of my future critical making will happen. The platform is focused on local arts, culture, and small businesses in Central Florida, and a lot of the work this semester connected directly to that. The business closure map was an extension of what SCF already does, and the Main Streets interface was an attempt to make the institutional side of the city more readable to people who already care about its neighborhoods. What I want to build going forward are tools that serve that same purpose: maps that surface patterns, calculators that help small businesses and artists plan, and eventually more interactive features around the mail club. Costanza-Chock's framing around design justice is the idea I am carrying out of this course most directly. Centering the people most affected by a design is not a secondary consideration; it is the purpose of the work. Critical making gives me a clearer vocabulary and a set of methods for doing that more deliberately through my own pursuits.