The following list names all confirmed presenting authors at the workshop. More will be added as we receive registrations by second authors also joining up, as well as a few bios still missing.
Zeynep Ahmet is a MA student at Blekinge Institute of Technology and a junior researcher at the Mobile Life Centre in Stockholm, Sweden. Her current and previous research encompasses topics such as location-based services, pervasive games, affective computing and tangible interaction. With a background in interaction design, she has focused her work on enjoyment and engagement in games, location-sharing services as well as models for distribution of mobile applications and services between users.
Dante Anderson, GM and Head of Games at Seriosity, Inc., is a 20-year veteran of the video games industry with experience in development, product management and strategy. At Kuma Reality Games, Dante oversaw development of over 100 episodes of six major games. He has worked as a producer for major game publishers SEGA and Atari and his early work experience ranged from building financial models as an analyst/programmer at Deloitte & Touche to serving as an assistant road manager for the Grateful Dead. He speaks often on game development and strategy. Dante holds a Bachelor of Commerce degree with a Major in Computer Science from McGill (with Honors).
Judd Antin is a social psychologist and research scientist in the Internet Experiences group at Yahoo! Research. Judd’s areas of expertise include incentives and motivation for online collaboration, online communities, collective action and social dilemmas, as well as trust, reliability, and credibility. His research interests center on user-generated content, social media, the wisdom of crowds, distributed work, and all other forms of online collaboration. Working with laboratory and field experiments, surveys, and qualitative methods, Judd strives for a holistic understanding of participation and collaboration.
Robert S. Brewer
Robert S. Brewer received a B.A. in Physics from Reed College, Portland OR in 1992, and a M.S. in Information and Computer Sciences from the University of Hawaii at Manoa (UHM) in Honolulu in 2000. He is currently pursuing a Ph.D. in Computer Science from UHM. He also was one of the founders of LavaNet (a Hawaii-based Internet Service Provider), where he served in both management and technical roles. His research in the Collaborative Software Development Lab focuses on using information technology to help foster sustainable changes in behavior with respect to energy use.
Gifford Cheung is a Ph.D. Candidate at the Information School of the University of Washington in Seattle. His interests cover design, games, everyday living, and end-user programming. His dissertation work is meant to explore the concept of flexibility in game media – an idea driven by the recognition that rules in games are often fluid and changing, even when software is rigid. His favorite games include Starcraft, Left 4 Dead, Bejeweled, Battlestar Galactica (board game), Tetris Attack, and, lately, Jeopardy Jr. on the Nintendo with friends.
Sungwon Peter Choe
Sungwon Peter Choe is a PhD Candidate in Computer Science at KAIST in Daejeon, South Korea. His research interests include social networks, social interaction, and ubiquitous computing applications in popular culture domains. In addition to his research, he plays bass in a progressive rock band and is involved in party and concert organization and promotion. He aims to combine his interests by designing analytical and persuasive computing tools for social and cultural events.
James J. Cummings
James J. Cummings is a Ph.D. student within the Department of Communication at Stanford University. His research interests include the psychology of fun, play, and games; intrinsic and extrinsic motivational factors of media use; choice and decision making; persuasive technology, and psychophysiological measures of cognitive processing. His current research focuses on individual differences and situational factors influencing decision making and motivation in game environments, as well as methods for leveraging the structure and mechanisms of games to incentivize real world behavior change.
Sebastian Deterding is a researcher at the Transfer Centre Games and Virtual Worlds at the Hans Bredow Institute for Media Research (HBI) in Hamburg, Germany, and PhD student with the Graduate School Media and Communication at Hamburg University. His research interests encompass persuasive technology and the role of shared social frames in games and other digital technologies. His PhD looks into the motivational affordances of game design patterns in varying social contexts, with a special view to the role of autonomy. Prior to his academic career, he worked several years as user experience designer and program manager in civic education and online publishing.
Nicholas Diakopoulos is a Computing Innovation Fellow at the School of Communication and Information at Rutgers University and an Adjunct Assistant Professor of Computer Science at Drew University. He received his Ph.D. in Computer Science from the School of Interactive Computing at the Georgia Institute of Technology. His current research projects touch on human computer interaction, information visualization, and games with further themes spanning journalism, visual analytics, and social media.
Dan Dixon is Senior Lecturer at the University of the West of England. Prior to moving to academia, he collected ten years of commercial web design and development experience in roles as Senior Consultant with Headshift, UK’s leading Social Software company, as Product Manager for the BBC’s online communities and Production Director for London new media agency Syzygy. His research interests are social media, web 2.0, user-generated content and online communities, computer gaming, and ubiquitous/physical/pervasive computing. His PhD, entitled “Playing with Reality”, develops an aesthetic framework for pervasive games.
Kathrin Gerling is a research assistant and PhD student at the Entertainment Computing Group, University of Duisburg-Essen, Germany. Her research interests evolve around serious games with a focus on human factors in game design, as well as game usability and user experience. Before joining academia, she worked on different projects in the games industry.
Werner Geyer is a research scientist at the Center for Social Software, IBM Research, Cambridge. His current research focuses on social software in the enterprise. He is particularly interested in mechanisms to engage user communities. He has been leveraging concepts from recommender and incentive systems to build novel systems to engage users. His research involves designing, implementing, and deploying novel systems but also measuring success through quantitative and qualitative analysis of usage data. He works closely with product groups at IBM Lotus and over the years, their research has shaped products such as Lotus Connections or Lotus Notes.
Jettie Hoonhout is a senior scientist at Philips Research in Eindhoven. One of her research interests is on user interaction technologies and user centered research methodologies. With regard to the latter interest, she is particularly interested in methodologies that address the “affectability” of products, i.e., methods and tools that support the development process of products and product concepts that are not only functional and usable, but also emotionally appealing and engaging, and thus can increase the motivation to use the product. She has been involved in the EU project ENGAGE, which was addressing this theme. And currently she is involved in TwinTide, also an EU project addressing this theme. Another research interest is around food, nutrition, and how to guide people towards smart choices.
Juho Hamari is a researcher at Helsinki Institute for Information Technology HIIT and a Doctoral student at Aalto School of Economics. His research is focused on the use of game design as part of (service) marketing.
Ohad Inbar is a post-doctoral fellow and researcher at Ben-Gurion University in Beer Sheva, Israel. He holds a B.Sc. in Electrical Engineering, a M.Sc. in Industrial Design from the Technion – Israel Institute of Technology, and a PhD in Industrial Engineering from Ben-Gurion University. He also has a rich background as a user experience designer and researcher. His Ph.D. dissertation deals with graphic information visualization and decision making in the context of human-computer interaction. His other research interests include mobile device interaction and service design.
Kai Huotari is a visiting scholar at the School of Information at University of California Berkeley. In Finland, he works at Helsinki Institute for Information Technology HIIT. He is doing his doctoral dissertation on word-of-mouth communication as a part of service experience. His research interests include also service science, service marketing and gamification.
Rilla Khaled is Assistant Professor at the Center for Computer Games Research of the IT University Copenhagen, Denmark. Her research focuses on the intersection of culture, persuasion, games, and tools. In particular, she is interested in how culture, most simply represented by the “East-West” divide, moderates both how people perceive persuasion in game and technology interactions, and equally how designers incorporate motivation and affordances into interfaces. Additionally, she seeks to establish how best to design interaction for games and other persuasive technologies that support people’s attitude change goals while accounting for their cultural assumptions and interpretations. With a background in software engineering and cross-cultural psychology, her interests extend from the software-level design and development of tools up to their high level usage as cultural artefacts.
Matthias Laschke studied Industrial Design at the University of Duisburg Essen. His major focus in research is User Experience Design. Since February 2010 he is working at the Folkwang University of the Arts on “transformational products” and their active principles. Transformational products help people to become the person they desire to be and create situations which people consider worthwhile. Furthermore, Matthias Laschke is active in the research and teaching of additional projects.
Hyun Jean Lee
Hyun Jean Lee is a video and multimedia artist and media theorist whose research focuses on media aesthetics in the relationship between art and technology. She earns a Ph.D. in Digital Media program at the Georgia Institute of Technolog’s School of Literature, Communication and Culture. In Georgia Tech, she also researched emerging physical sensing and computer-interaction technologies across media arts, entertainment and educational domains at the Synaesthetic Media Lab at Graphics, Visualization and Usability Center. After earning a BFA in painting from Seoul National University in Seoul, Korea, Lee, supported by a Fulbright scholarship and a Rockefeller Brothers Fund Fellowship from the Asian Cultural Council, received her MPS degree from the Interactive Telecommunications Program at New York University. She had three solo exhibitions in Seoul, Korea and her artwork has been featured internationally thus far. She is currently teaching media arts as an assistant professor at the Graduate School of Communication and Arts, Yonsei University, Seoul, Korea.
Florian ‘Floyd’ Mueller
Florian ‘Floyd’ Mueller researches the design of exertion games and exergames, these are digital games that use exertion interfaces – interfaces that require physical effort – in order to understand the opportunities of combining computer games, sports and social interaction over computer networks. This research is situated within a broader interaction design agenda that supports people’s values such as a healthy life. Floyd is a Fulbright Visiting Scholar at Stanford, having worked at and collaborated on this topic across four continents, including with organizations such as the MIT Media Lab, Microsoft Research, Media Lab Europe, Fuji-Xerox Palo Alto Laboratories, Xerox Parc, the University of Melbourne and the Australian Commonwealth Scientific and Industrial Research Organization.
Lennart Nacke received one of Europe’s first Ph.D. degrees in Digital Game Development from Blekinge Institute of Technology, Sweden. He is currently working on affective computing and applying game design methods to create entertaining interfaces as a postdoctoral research fellow at the Human-Computer Interaction Lab in the Department of Computer Science at the University of Saskatchewan. He frequently chairs and organizes workshops and panels on topics such as applying game design to user interfaces, affective computing, measurement of fun, joyful interaction design, game usability and user experience (UX) at venues like CHI, DiGRA, Future Play, and GDC Canada, as e.g. the CHI 2010 Workshop “Brain, Body and Bytes: Psychophysiological User Interaction”.
Nitya Narashimhan is a researcher in the Advanced Concepts group within the Applied Research Center at Motorola Mobility. Her focus is on identifying, prototyping and validating enablers and experiences that bridge mobile and interactive television domains. Her current projects/interests include social search & crowdsourcing, gamification, scalable web architectures and social analytics.
Shawn Nikkila is currently pursuing a Ph.D. in Computer Science with a concentration in Arts, Media, and Engineering at Arizona State University. Shawn is particularly interested in the design and development of applications and devices appropriate for a workplace environment which increase worker morale and promote reflection. His other research interests include gaming and information visualization with regard to social networks.
Kenton O’Hara is Senior Researcher in the Socio Digital Systems Group at Microsoft Research in Cambridge. His research explores everyday practices and social behaviors relating to mobile and ubiquitous computing and digital displays in public spaces. Kenton has authored 60 publications and two books on public displays and collaborative music consumption. He has previously worked at CSIRO in Australia as Director of the HxI Initiative, HP Labs, Rank Xerox EuroPARC and the Appliance Studio. He has worked on numerous award-winning projects including the BBC’s BAFTA and Royal Television Society award winning “Coast” location based experience.
Rajat Paharia is founder and chief product officer of Bunchball, one of the major gamification service vendors. Before founding Bunchball in 2005, he was co-director of the Software Experiences Practice at IDEO, working with clients including AT&T Wireless, Avaya, Microsoft, McDonald’s, HP and Philips. Prior to that, he worked at Philips Consumer Electronics, IBM Research and ViewStar. He holds a Masters degree in Computer Science from Stanford University, with a focus on Human Computer Interaction, and an undergraduate degree from the University of California Berkeley.
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