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Health Project Manager

Location:
Santa Barbara, CA
Posted:
November 13, 2012

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Resume:

Vita March ****

DEBRA LIEBERMAN Department of Communication

University of California, Santa Barbara

Santa Barbara, CA 93106

Phone: 805-***-****

E-mail: abpmh7@r.postjobfree.com

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.

2

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.

3

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.

4

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.

5

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.

6

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.

7

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.

8

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.

9

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.

10

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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