Vita March ****
DEBRA LIEBERMAN Department of Communication
University of California, Santa Barbara
Santa Barbara, CA 93106
Phone: 805-***-****
E-mail: ********@*****.****.***
Research areas
Psychology and design of human-computer interaction
Processes of learning with interactive media
Interactive games for learning
Design and evaluation of children s interactive media
Health communication
Education
Ph.D. Stanford University, Stanford, CA. Communication, 1986.
Ed.M. Harvard Graduate School of Education, Cambridge, MA. Media and Learning, 1974.
B.A. Swarthmore College, Swarthmore, PA. Psychology major, 1973.
Junior year abroad, 1971-1972, Madrid University, Spain.
Scholarship awards
Rodriguez Fellowship Award, 1982 support for Ph.D. work at Stanford University.
Tyson Fellowship Award, Swarthmore College, 1973 support for future graduate study at Harvard.
American Field Service International Scholarship, 1968 AFS high school exchange student to Japan.
Academic positions
Researcher University of California, Santa Barbara, CA, Institute for Social, Behavioral, and Economic Research,
1999-present.
Lecturer University of California, Santa Barbara, CA, Department of Communication, 2002-present.
Visiting Lecturer Stanford University, Stanford, CA, Department of Communication, 1984-1986, 1996-1998.
Visiting Lecturer Santa Clara University, Santa Clara, CA, Department of Communication, 1993.
Visiting Lecturer Menlo College, Atherton, CA, Department of Communication, 1991.
Assistant Professor Indiana University, Bloomington, IN, Department of Telecommunications, 1986-1988.
Teaching Assistant and Research Assistant Stanford University, Stanford, CA, Department of Communication, 1982-
1986.
Visiting Lecturer Alaska Pacific University, Kodiak, AK, School of Education, 1981.
Media industry and research positions
Consultant media research, design, and evaluation, Palo Alto, CA and Santa Barbara, CA, 1981-present.
Work with producers to research and develop interactive media and technologies. Conduct user testing
and research; provide design recommendations for the content, interface, interaction design, user
experience, and educational effectiveness of interactive products for children, adolescents, and adults.
Clients include Abt Associates, Apple Computer, Caresoft, The College Board, Disney, Extempo
Systems, Funrise, Galaxy Classroom, Hewlett-Packard, HopeLab, Knowledge Adventure, Kaiser
Permanente, The Learning Company, Microsoft, Paramount Interactive, PBS, Philips Medical Systems,
Pixar, Riverdeep, Salus Media, SRI International, Talkway, T/Maker, US Department of Health and
Human Services, WebTV, WestEd, XEODesign, Zip2, Zowie Intertainment, and others.
Vice President of Research Click Health, Inc., Mountain View, CA, 1993-1999.
Was responsible for the research, design, educational quality, and effectiveness of Nintendo video
games for health promotion. Developed the games instructional design based on theory and research
in the social sciences, health communication, instructional technology, and human-computer
interaction. Wrote successful grant proposals to healthcare providers, foundations, and the National
Institutes of Health and served as principal investigator for nationwide clinical trials of the video games.
Project Manager Computer Curriculum Corporation, Sunnyvale, CA, 1991-1993.
Contributed to the research and design of interactive instructional software and an education
management system for the SuccessMaker networked learning system, grades K-8.
Director of Education Systems InterPractice Systems, Inc., San Francisco, CA, 1988-1991.
Designed, produced, and evaluated an online system for consumer health education, symptom
analysis, and triage, to facilitate communication between patients and healthcare providers. Worked
with health plans and medical specialists to develop and implement the system. Conducted a 200-
family online trial of the system with health plan members and their physicians.
Researcher Far West Laboratory for Educational Research and Development, San Francisco, CA, 1979-1982.
Conducted research, developed curricula, and trained teachers for educational technology projects,
including Critical Television Viewing Skills project that developed media literacy curriculum materials
for high school students and trained educators nationwide; Programming in the Arts project that
evaluated the effects of PBS performing arts broadcasts on audiences, broadcasters, and
performing arts organizations; and MultiCultural Children's Television project that increased positive
portrayals of diverse U.S. cultures in commercial children's television broadcasts.
Director, Job Search Program Bay Area Urban League, Berkeley, CA, 1977-1978.
Managed the program; provided counseling to job-seekers;; taught job search skills workshops.
Production Assistant WGBH New Television Workshop, Boston, MA, 1974-1976.
Camera, video synthesizer, and editing for PBS series, Video: The New Wave.
Research Associate Harvard University, Cambridge, MA, 1974-1975.
Conducted field evaluations of pilot episodes and rewrote scripts for three PBS children s
educational television programs under a grant from the Corporation for Public Broadcasting.
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Principal investigator/proposal writer
Lieberman, D.A. (2007). Narrative and Nurturing in a Health Video Game: A Comparative Study of Video
Game Features. HopeLab.
Lieberman, D.A. (2005). Effects of a Cancer Education Video Game on the Cancer-Related Knowledge,
Attitudes, and Prevention Behaviors of Healthy Young Adults. HopeLab.
Lieberman, D.A. (1995). Diabetes Home Data Manager. National Institute of Diabetes and Digestive and
Kidney Diseases. #1R43 DK49457-01
Lieberman, D.A. (1995). Using a Video Game to Teach Children About Asthma Phase II. National Institute
of Allergy and Infectious Diseases. #2R44 AI34821-02.
Lieberman, D.A. (1994). Using a Video Game to Teach Children About Asthma Phase I. National
Institute of Allergy and Infectious Diseases. #1R43 AI34821-01.
Lieberman, D.A. (1994). Computer Game for Diabetes Education Phase II. National Institute of
Diabetes and Digestive and Kidney Diseases. #2R44 DK44402-03.
Committees and editorial boards
Steering Committee member for the Games for Health Project, funded by the Robert Wood Johnson
Foundation and directed by a consortium of organizations called the Serious Games Initiative.
Executive Team member for a grant to Abt Associates from the U.S. Office of Disease Prevention and Health
Promotion (ODPHP), entitled Prevention Content for ODPHP Websites and Print Materials.
Jury member for the Everett Rogers Prize, awarded annually to an outstanding scholar in the field of
entertainment-education.
Editorial Board member for the journal, Games & Culture: A Journal of Interactive Media.
Editorial board member for the journal, Computers in Entertainment.
Peer-reviewed publications and invited book chapters
Lieberman, D.A., (in progress). Processes of learning and behavior change with interactive computer games.
Chapter in J. Watt, F. Biocca, & K.M. Lee (Eds.), Social Scientific Approaches to Computer Game
Research. New York: New York University Press.
Lieberman, D.A., Anderson, G., Kang, P., & Yao, M. (in progress).. Effects of a cancer education video game
on the cancer-related knowledge, attitudes, and prevention behaviors of healthy young adults.
Lieberman, D.A. (in progress). Uses, gratifications, and health impacts of dance video games and other
exergames: Fun, competition, dance performance, social interaction, and physical activity.
Lieberman, D.A., Lingsweiler, R., Yao, M. (in progress). Effects of user control and perceived message
tailoring on users evaluations of a health web site.
Lieberman, D.A. (2006). What can we learn from playing interactive games? Chapter in P. Vorderer & J.
Bryant (Eds.), Playing video games: Motives, responses, and consequences. Mahwah, NJ:
Lawrence Erlbaum Associates.
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Lieberman, D.A. (2003). Exploring interactivity. Essay in B. Dervin & S.H. Chaffee (Eds.), Communication, a
different kind of horse race: Essays honoring Richard F. Carter. NY: Hampton Press.
Lieberman, D.A. (2003). Introduction and summary of research findings, Effects of electronic interactive
games: An annotated bibliography. Book funded by a grant to Mediascope from the Center for
Mental Health Services, U.S. Dept of Health and Human Services.
Lieberman, D.A. (2003). Children and video games: A guide for parents. Booklet funded by a grant to
Mediascope from the Center for Mental Health Services, U.S. Dept of Health and Human Services.
Chaffee, S.H. & Lieberman, D.A. (2001). The challenge of writing the literature review: Synthesizing research
for theory and practice. In A. Alexander & W.J. Potter (Eds.), How to publish your communication
research: An insider s guide. Thousand Oaks, CA: Sage Publications, pp. 23-46.
Lieberman, D.A. (2001). Impacts of media violence on children and youth. Interactions: SIGCHI Bulletin, 5.
Lieberman, D.A. (2001). Management of chronic pediatric diseases with interactive health games: Theory and
research findings. Journal of Ambulatory Care Management, 24(1), 26-38.
Lieberman, D.A. (2001). Using interactive media in communication campaigns for children and
adolescents. Chapter in R. Rice & C. Atkin (Eds.), Public communication campaigns, 3rd edition.
Newbury Park, CA: Sage Publications, pp. 373-388.
Lieberman, D.A. (1999). The researcher s role in the design of children s media and technology. Chapter in
A. Druin (Ed.), The design of children's technology. San Francisco: Morgan Kaufmann Publishers,
pp. 73-97.
Izenberg, N. & Lieberman, D.A. (1998, July). The web, communication trends, and children s health, Part 5:
Encouraging positive and safe Internet use. Clinical Pediatrics, 37(7), 397-408.
Izenberg, N. & Lieberman, D.A. (1998, June). The web, communication trends, and children s health, Part 4:
How children use the web. Clinical Pediatrics, 37(6), 335-344.
Izenberg, N. & Lieberman, D.A. (1998, May). The web, communication trends, and children s health, Part 3:
The web and health consumers. Clinical Pediatrics, 37(5), 275-285.
Izenberg, N. & Lieberman, D.A. (1998, April). The web, communication trends, and children s health, Part 2:
The web and the practice of pediatrics. Clinical Pediatrics, 37(4), 215-221.
Izenberg, N. & Lieberman, D.A. (1998, March). The web, communication trends, and children s health, Part 1:
Development and technology of the Internet and web. Clinical Pediatrics, 37(3), 153-157.
Brown, S.J., Lieberman, D.A., Gemeny, B.A., Fan, Y.C., Wilson, D.M., & Pasta, D.J. (1997). Educational
video game for juvenile diabetes: Results of a controlled trial. Medical Informatics, 22(1), 77-89.
Also published in J.H. van Bemmel & A.T. McCray (Eds.) (1998). Yearbook of Medical Informatics
1998. Stuttgart: Schattauer Publishers, pp.490-502.
Lieberman, D.A. (1997). Interactive video games for health promotion: Effects on knowledge, self-efficacy,
social support, and health. Chapter in R.L. Street, W.R. Gold, & T. Manning (Eds.), Health promotion
and interactive technology: Theoretical applications and future directions. Mahwah, NJ: Lawrence
Erlbaum Associates, pp. 103-120.
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Lieberman, D.A. & Brown, S.J. (1995). Designing interactive video games for children's health education.
Chapter in K. Morgan, R.M. Satava, H.B. Sieburg, R. Mattheus, and J.P. Christensen (Eds.),
Interactive technology and the new paradigm for healthcare. Amsterdam: IOS Press, pp. 201-210.
Lieberman, D.A. (1992). The computer's potential role in health education. Health Communication, 4(3),
211-225.
Lieberman, D.A. & Linn, M.C. (1991). Learning to learn revisited: Computers and the development of self-
directed learning skills. Journal of Research on Computing in Education, 23(3), 373-395.
Lieberman, D.A., Chaffee, S.H., & Roberts, D.F. (1988). Computers, mass media, and schooling: Functional
equivalence in uses of new media. Social Science Computer Review, 6(2), 224-241.
Krendl, K.A. & Lieberman, D.A. (1988). Computers and learning: A review of recent research. Journal of
Educational Computing Research, 4(4), 367-389.
Chen, M., Lieberman, D., & Paisley, W. (1985). Microworlds of research. Chapter in M. Chen & W. Paisley
(Eds.), Children and microcomputers: Research on the newest medium. Beverly Hills, CA: Sage
Publications, pp.276-296.
Lieberman, D. (1985). Research on children and microcomputers: A review of utilization and effects
studies. Chapter in M. Chen & W. Paisley (Eds.), Children and microcomputers: Research on the
newest medium. Beverly Hills, CA: Sage Publications, pp. 59-83.
Lieberman, D. (1982). Interactive videodisc: Talking back to television. Educational Technology, 1(3), 8-16.
Lieberman, D.A (1982). Federally funded television programming in the commercial marketplace. Television
and Children, 5(3), 28-35.
Lieberman, D. (1980). A new high school curriculum: Critical television viewing skills. National Association of
Secondary School Principals Bulletin, 64(2), 11-25.
Research reports (selected)
Lieberman, D.A. (2007). Children s active learning with interactive video. Report published by Funrise
Toy Corporation, Los Angeles. 8 pages.
Lieberman, D.A. (2006). Evidence-based strategies for improving health behaviors via interactive television.
Report published by Philips Medical Systems, Andover, MA. 15 pages.
Lieberman, D., Lloyd-Kolkin, D., Kreuter, M., & Eng, T. (2005). Design and effectiveness of prevention
content online: Current research findings. Report to the U.S. Office of Disease Prevention and
Health Promotion, Department of Health and Human Services, Washington, D.C. 75 pages.
Lieberman, D.A. (2005). Appeal, perceived quality, and potential use of alcohol information web pages
targeted to UCSB undergraduates: A comparative evaluation. Report of a randomized, controlled
experiment conducted for the Department of Health Education at UCSB Student Health Services,
Santa Barbara, CA. 48 pages.
Lieberman, D.A. (2004). Instructional design document for Playhouse Disney Preschool Time Online.
Report to Disney Internet Group, contributing to the design of a broadband interactive learning
series for young children. Walt Disney Company, Burbank, CA. 36 pages.
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Lieberman, D.A. (2003). Using adventure game formats in educational software: Effects on children s
motivation and learning. White paper and literature review commissioned by software publisher
Riverdeep - The Learning Company, Novato, CA. 27 pages.
Lieberman, D.A (2000). Pilot study of the Lifestyles online weight management program with employees at
GTE in Atlanta: Usage, satisfaction, social support, and health outcomes. Salus Media, Carpinteria,
CA. 55 pages.
Lieberman, D.A. (2000). Pilot study of the Lifestyles online stress management program with employees at
TRW in Los Angeles: Usage, satisfaction, behavior change, work productivity, and health outcomes.
Salus Media, Carpinteria, CA. 43 pages.
Lieberman, D.A. (2000). Lifestyles usability report. Salus Media, Carpinteria, CA. 21 pages.
Lieberman, D.A. (1999) Review of Lifestyles prototype and recommendations for redesign. Salus Media,
Carpinteria, CA. 27 pages
Lieberman, D.A. (1998). Users comprehension, enjoyment, trust, and interactions with Max, a
conversational online character and web site guide. Extempo Systems, San Jose, CA. 15 pages.
Lieberman, D.A. (1997). Appeal, ease of use, and perceived usefulness of three interfaces displaying
television programming and related web content on one screen. WebTV, Palo Alto, CA. 12 pages.
(This is one of 19 usability studies conducted for WebTV, testing its technology features, interface
elements, and interactive entertainment formats.)
Lieberman, D.A. (1995). Japanese computer users responses to the U.S. version of the Macintosh operating
system: Results of focus groups, interviews, and surveys conducted in Japan. Apple Computer,
Cupertino, CA. 110 pages.
Lieberman, D.A. (1995). Usability findings and design recommendations for Macintosh assistance tools. Apple
Computer, Cupertino, CA. 12 pages. (This is one of 26 field studies and lab-based usability tests
conducted for Apple in 1995, focusing on operating system features, the design of educational
software, and the interface for interactive TV.)
Lieberman, D.A. (1995). User requirements report: Needs and preferences of students, teachers, and school
administrators for school-based online learning software. Apple Computer, Cupertino, CA. 220 pages.
Lieberman, D.A. (1995). Three studies of an asthma self-management video game. Research report to the
National Institute of Asthma and Infectious Diseases. Grant #1R43 AI34821-01. 35 pages.
Lieberman, D.A. (1994). Effects of a smoking prevention video game on children and their parents. Research
report to the State of California Tobacco Prevention Program. 18 pages.
Lieberman, D.A. (1993). Children s interactive media use, format and content preferences, and learning
styles. Report to Paramount Interactive, to help them develop a children s software series.
Paramount Interactive, Palo Alto, CA. 76 pages.
Lieberman, D.A. (1993). Protocol for a nationwide field evaluation of the Galaxy Classroom satellite-delivered
K-8 curriculum. Far West Laboratory for Educational Research and Development, San Francisco,
CA. 40 pages.
Lieberman, D.A. (1993). Field test results and design recommendations for Choosing Success, a CD-ROM
interactive series to teach life skills and social problem-solving skills to at-risk teens. Computer
Curriculum Corporation, Sunnyvale, CA. 131 pages.
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Russell, S.B. & Lieberman, D.A. (1989). Perceptions of racial discrimination and inequality among Stanford
faculty and staff. Survey of faculty and staff commissioned by Stanford University, Stanford, CA.
SRI International, Menlo Park, CA. 42 pages.
Russell, S.B. & Lieberman, D.A. (1989). Perceptions of racial discrimination and inequality among Stanford
undergraduate and graduate students. Survey of students commissioned by Stanford University,
Stanford, CA. SRI International, Menlo Park, CA. 37 pages.
Russell, S.B. & Lieberman, D.A. (1989). Projected attendance at Giants games if a ballpark were built in
Santa Clara County: Results of a telephone survey of Bay Area baseball fans. Survey commissioned
by the San Francisco Giants when they were considering a move to Santa Clara County. SRI
International, Menlo Park, CA. 68 pages.
Lieberman, D.A. & Krendl, K.A. (1987). Current research on computers and learning. Literature review
commissioned by Apple Computer, Cupertino, CA. 130 pages.
Lieberman, D.A. (1986). Reading, television, and computers: Children s patterns of media use and academic
achievement. Doctoral dissertation. Department of Communication, Stanford University. 140 pp.
Price, V., Ritchie, D., Roberts, D.F., & Lieberman, D.A. (1986). The Stanford reading and television study: A
progress report. (ERIC Document No. ED 227 064). 23 pages.
Rockman, S. & Lieberman, D.A. (1985). Impacts of computer gifts to California schools. Survey of 500
public schools, sponsored by the state of California, to assess the impact of computer hardware
gifts to schools from computer manufacturers. 85 pages.
Shapiro, K.A, Lloyd-Kolkin, D.B., & Lieberman, D.A (1980). Federal funding for PBS programming in the
performing arts: An impact evaluation. Research commissioned by the National Endowment for the
Arts, Washington, DC. 146 pages.
Conference presentations and other talks (selected)
Lieberman, D.A. & Perry, J. (2006). Interactive Media and Behavioral Health: Strategies for Improving
Patients Diabetes Self-Management. Webcast at the annual meeting of the Diabetes
Management Leadership Forum, Denver.
Lieberman, DA. (2006). What Children Learn from Playing Interactive Games. Invited speaker at the
annual meeting of the Dust or Magic conference, Children s New Media Design Institute,
Lambertville, NJ.
Lieberman, D.A. (2006). Re-Mission as an Intervention for Healthy Lifestyles: Impacts of a Cancer Video
Game on Healthy Young Adults. Annual meeting of the Games for Health conference, Baltimore.
Lieberman, D.A. (2006) Using Interactive Media to Promote Health Behavior Change: Evidence-Based
Methods. Invited speaker at the annual meeting of the Diabetes Disease Management
Symposium, Chicago.
Lieberman, D.A. (2006). Research Methods and Measures in Games for Health. Research Conference
on Games for Health, funded by the Robert Wood Johnson Foundation and held at the University
of Southern California, Los Angeles.
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Lieberman, D.A. (2006). Research Overview: DDR and Other Exergames. Research Conference on
Games for Health, funded by the Robert Wood Johnson Foundation and held at the University of
Southern California, Los Angeles.
Lieberman, D.A. (2006). Generation M: Teens and Their Media. Invited speaker to parents at Santa Barbara
Middle School, Santa Barbara, CA, about teens and social networking web sites such as MySpace.
Lieberman, D.A. (2006). Computers and Your Child. Satellite media tour, in which I was interviewed from a
TV studio in Los Angeles, via satellite, answering questions about research on children and
computers, in my role as Educational Consultant for Playhouse Disney Preschool Time Online. I was
interviewed by 19 morning TV shows, such as At Home Live, a show that appears in cities across the
US; Good Day Colorado, Denver; Morning News, Baltimore; Newswatch, Houston; AM News,
Indianapolis; My TV, Boston; Education Notebook, Hartford, CT; News 10 Good Morning, Sacramento;
Fox in the Morning, San Diego.
Lieberman, D.A. (2006). Preschool-Age Children and Computers: Guidelines for Parents. Phone interviews
with radio stations about appropriate use of computers with young children, in my role as Educational
Consultant for Playhouse Disney Preschool Time Online. I was interviewed by 12 radio programs
such as Morning Magazine, St. Louis; The Home Show, Columbia SC; The Frank Truatt Show, New
York, NY; The Morning Show, Boston; and Southern California Morning News, Los Angeles.
Lieberman, D.A. (2006). Media in a Democratic Society: Media Literacy. I was interviewed about effects of
media on children and how to develop children s media literacy skills, as the guest in a half-hour TV
program. Interviewed by Bill Cirone, Santa Barbara County Superintendent of Schools.
Lieberman, D.A. (2005). Using Video Games to Improve Health Behaviors. Invited speaker at Challenges and
Opportunities in Game-Based Learning, a conference hosted by the National Academies, National
Academy of Science, Washington DC.
Lieberman, D.A. (2005). Dance Dance Revolution; The Most Researched Serious Game Ever. Why, and
What Have We Learned? Invited speaker at the annual Serious Games Summit, Washington, DC.
Lieberman, D.A. (2005). Using the Re-Mission Video Game to Improve Cancer Prevention in Healthy Young
Adults. Invited speaker at HopeLab-sponsored meeting, Serious Games Summit, Washington DC.
Lieberman, D.A. (2004). From Games to Behavior Change. Panelist and presenter in the session, How Can
Games Shape Behavior? Invited speaker at the annual Serious Games Summit, Washington, DC.
Lieberman, D.A. (2004). Using Theory and Research to Design Interactive Games for Health Behavior Change.
Invited speaker at the first annual Games for Health conference, Madison, WI.
Lieberman, D.A. (2003). Using Online and Interactive Media to Promote Health Behavior Change: Theory and
Practice. Panel organizer and presenter at the International Communication Association annual
meeting, San Diego.
Lieberman, D.A., Lingsweiler, R.W., Yao, M.Z., & Chesler, Z.D (2003). Effects of User Control and Perceived
Message Tailoring on Users Responses to a Health Web Site. Paper presented at the International
Communication Association annual meeting, San Diego.
Lieberman, D.A. (2003). Using Video Games to Improve Health Behaviors. Presentation to the Virtual
Learning in Health Communication conference, Annenberg School for Communication, University of
Southern California, Los Angeles.
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Lieberman, D.A. (2002). Diabetes Self-Management Video Game: Theory-Based Design and Results of a
Clinical Trial. Presentation to the clinical research staff and administrators of the Sansum Medical
Research Foundation, Santa Barbara, CA.
Lieberman, D.A. (2002). Creating Interactive Video Games that Improve Young People's Health Behaviors.
Presentation at the UCSB Center for Information Technology and Society, UC Santa Barbara.
Lieberman, D.A. (2001). Invited participant in Online Behavior Change and Disease Management: A
Research Dialogue, Washington DC. Sponsored by the National Cancer Institute and the Robert
Wood Johnson Foundation to discuss best practices in the design and evaluation of online health
behavior change messages.
Lieberman, D.A. (1999). Invited participant in The Future of Disease Management: Weaving Disease
Management into the Fabric of Patient Care, San Diego, CA. Sponsored by the Institute for the
Future to discuss how interactive technology can help improve the practice of disease management.
Lieberman, D.A. (1999). Invited participant in Children and Interactive Media: Setting a National Research
Agenda, University of Texas, Austin, TX. Sponsored by the Markle Foundation to discuss current
progress and future directions in the study of children and interactive media.
Lieberman, D.A. (1998). Invited participant in Ensuring a Quality Media Culture for Children in the Digital Age,
Washington, DC. Sponsored by the Center for Media Education (CME) to discuss potential effects of
digital media on children, policy and product design implications, and directions for future research.
Lieberman, D.A. (1998). Invited participant, White House Summit on Digital Media for Children, Los Angeles.
Sponsored by the U.S. government to discuss research and policy related to children and digital media.
Lieberman, D.A. (1998). Health Education Video Games for Children and Adolescents: Theory, Design, and
Research Findings. Annual meeting of the International Communication Association, Jerusalem.
Lieberman, D.A. (1998). Designing Interactive Media for Children. CHI 98 annual meeting, Los Angeles.
Lieberman, D.A. (1998). Smart Toys for Children: Friend or Foe? Panel presenter and moderator at the
CHI 98 annual meeting, Los Angeles.
Lieberman, D.A. (1998). Effects of Video Games on Children: What the Research Tells Us. Annual meeting of
the Computer Game Developers Conference, Long Beach, CA.
Lieberman, D.A. (1997). Using a Video Game to Improve Adolescents Diabetes Selfcare: Effects on Selfcare
Behaviors, Blood Glucose Control, and Urgent Care Visits. Annual meeting of the Society for
Adolescent Medicine, San Francisco.
Lieberman, D.A. (1995). Effects of Interactive Games About Asthma and Diabetes on Young People s
Selfcare Behaviors and Health Outcomes. Annual meeting of the American Academy of Pediatrics,
San Francisco.
Lieberman, D.A. (1995). From Theory to Design to Evaluation: Developing Effective Multimedia for Children.
Annual meeting of the Computer Game Developers Association, Santa Clara, CA.
Lieberman, D.A. & Brown, S.J. (1994). Integrating Health Promotion Theory into Health Education Video
Games for Children. Annual meeting of the American Academy of Pediatrics, Dallas.
Lieberman, D.A. & Linn, M.C. (1989). Computers and Self-Directed Learning. Annual meeting of the
International Communication Association, San Francisco. Top Three Paper Award.
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Lieberman, D.A. & Venkatesh, M. (1988). Computerizing Communication: Unique Features of New Media.
Annual meeting of the International Communication Association., New Orleans.
Lieberman, D.A. (1987). Effects of Interactive Media on Informal Learning. Annual meeting of the American
Society for Information Science, Boston.
Lieberman, D.A. (1986). Interactivity: A Concept for Communication Research. Annual meeting of the
International Communication Association, Chicago.
Lieberman, D.A. (1986). Children s Use of Computers for Fantasy Play and Task-Oriented Work. Annual
meeting of the American Educational Research Association, San Francisco.
Lieberman, D.A. (1985). Directions for Research on Children and Microcomputers. Annual meeting of the
International Communication Association, Honolulu.
Lieberman, D.A. (1979-81). Television and Learning: How to Integrate Media Literacy and Critical Viewing
Skills into the High School Curriculum. Annual meetings of 16 educators groups including American
Association of School Administrators; National Association of School Librarians; National Association of
Secondary School Principals; National Catholic Education Association; National Council for the Social
Studies; National Council of Teachers of English.
Software projects (selected)
Playhouse Disney Preschool Time Online Educational Consultant, Disney, Burbank, CA, 2004 to present.
Responsible for the instructional design, educational content, and age-appropriateness of an extensive
preschool learning program streamed to the home via broadband Internet. The learning activities
include playful interactive stories, games, adventures, and creativity tools that help children develop
Kindergarten readiness skills, with new activities delivered twice a month. Developed a real-time
reporting system to show parents which skills their child has experienced and used each week.
Prototype for online delivery of health information Research consultant on a grant from the US Office of
Disease Prevention and Health Promotion, Washington DC, 2004 to present.
Contribute to the research and development of a technology prototype that delivers tailored and
individualized health education and prevention information to health consumers via the web.
Escape from Obeez City Research and development consultant, Big Red Frog, Sydney, Australia, 2005-2006.
Advised on the design of an interactive game that motivates children ages 6-12 to improve nutrition and
physical activity. Designed and developed Parents Guide interactive materials for Internet and DVD.
LifeStyles Consultant: research, usability, and interaction design, Salus Media, Carpinteria, CA, 1999-2001.
Conducted usability studies, recommended design revisions, and conducted large-scale pilot studies
for web-based interactive health media targeted to employees in large companies.
JumpStart Baby and JumpStart Toddler CD-ROMs Educational Consultant, Knowledge Adventure,
Los Angeles, CA, 1998-1999.
Helped improve age appropriateness, educational impact, and parent-child interactions with software.
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Zowie Playzones Research and design consultant, Zowie Intertainment, San Mateo, CA, 1998.
Conducted user testing and parent focus groups for Playzones, smart toys that use toy figures
as a computer interface for interactive games and activities.
Jeopardy Online Multiplayer Game Research and design consultant, XEODesign, Oakland, CA, 1998.
Developed the research protocol, analyzed research data, and recommended revisions.
Web TV Usability and software design consultant, Palo Alto, CA, 1997-1998.
Conducted usability studies and made design recommendations for interactive television that
blended cable TV programming with relevant Internet access.
InfoSpace Research and design consultant, Zip2, Palo Alto, CA, 1997.
Conducted usability studies for an online yellow pages directory and search engine.
Talkway Research and design consultant, Palo Alto, CA, 1997.
Conducted focus groups and usability studies to improve the design and functionality of a site linking
users to online discussion groups and related information.
Toy Story Activity Center CD-ROM Educational consultant, Pixar, Richmond, CA, 1996.
Contributed to product design, educational content and activities, age appropriateness, and interface.
My Very First Software CD-ROM series Educational consultant, T/Maker, Mountain View, CA, 1995.
Responsible for educational content, interface, design of activities, and age appropriateness.
Bronkie the Bronchiasaurus Vice president of research, Super Nintendo game cartridge and Windows CD,
Raya Systems (later named Click Health), Mountain View, CA, 1995.
Created and tested the instructional design for a video game to improve young people s asthma
self-management behavior and health outcomes.
Packy & Marlon Vice president of research, Super Nintendo game cartridge and Windows CD, Raya
Systems (later named Click Health), Mountain View, CA, 1994.
Created and tested the instructional design for a video game to improve young people s diabetes
self-management behavior and health outcomes.
Diabetes Home Data Manager Vice president of research, Raya Systems (later named Click
Health), Mountain View, CA, 1994.
Contributed to the research and development of a device linked to the phone that allows diabetic
patients to download blood glucose meter data, and allows physicians and case managers to
display and analyze the data and communicate with the patient in various ways.
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Choosing Success CD-ROM series Research and design consultant, Computer Curriculum Corporation,
Sunnyvale, CA, 1993.
Conducted field studies and focus groups with students from inner-city high schools, to develop an
interactive video series on life skills and personal problem solving for at-risk teens.
CCC Management System Project manager, Computer Curriculum Corporation, Sunnyvale, CA, 1991-1993.
Directed the design of components of an educational management system for students, teachers, and
administrators, for an integrated learning system of K-12 interactive courses.
TESS Online Health System Director of education systems, InterPractice Systems, San Francisco, CA,
1988-1991.
Directed the design and development of an online consumer health education, symptom analysis, and
triage system, which was integrated into an electronic medical record system for members of health
plans and clinics.
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