COMM 115S (Summer 2012)
Fun & Games: Motivational Design of User Experiences
Various interventions are employing virtual rewards, teams, and badges to incentivize real world behavior ranging from commercial purchases to reductions in home energy use. These are examples of motivational design, in which the engaging qualities common to games and other enjoyable activities are leveraged to drive particular behaviors. Using scientific research and industry examples we will examine the key processes and concepts that make up such designs. Along the way we will compare different theoretical approaches to motivation, consider the potential application of emerging technologies for new motivational designs, and discuss the ethics of designing for behavior change.
COMM 172/272 (Spring 2014)
Comm 172-272 is an upper-level undergraduate and graduate course designed to review current discussions about and evidence for the psychological significance of media. We will cover traditional media (e.g., television, radio, newspapers, film), as well as a variety of content genres (e.g., entertainment, news, advertising). Much of the course will focus on new media (e.g., interactive games, virtual reality, online social networks). We will consider psychological processes including perception, attention, memory, comprehension, emotional response, arousal, and unconscious processing.
I have also served as an assistant instructor for the following courses:
- COMM1A/211 Media Technologies, People, and Society - Stanford University, Fall 2013
- COMM172 Media Psychology - Stanford University, Spring 2012, Spring 2013
- COMM106 Communication Research Methods - Stanford University, Winter 2011
- T343 Electronic Media Sales - Indiana University, Spring 2008
- T101 Living in the Information Age - Indiana University, Fall 2008