overview
Member Biographies
Overview

Media Design is an emerging field that offers an innovative mix of interaction, motion, and communication design practices crossed with design research and media theory. Exploring technological innovation, cultural idealism, and hard-nosed entrepreneurship, media designers range across disciplines and practices.

To offer support and advisement in this new arena, the MDP has invited a select group of great minds to serve as the MDP Brain Trust. As in other Art Center programs, key to the success of the MDP is the ability to attract leaders in the field to participate in the educational process. The MDP has drawn leaders from design research, science and technology, theory and criticism, media design, business and entrepreneurship, popular media, and music and sound to participate in an ongoing dialogue about the future of design.

Members of the Brain Trust will participate with the MDP on a number of levels, from simple affiliation to a more in-depth engagement. Members of the Brain Trust and their area of expertise are:

Janet Abrams University of Minnesota College of Design Design Frontiers
Andrew Blauvelt Walker Art Museum Design & Culture Work
Elizabeth Churchill Yahoo! Research Scientist
Paul Dourish UC Irvine Computer Science
BJ Fogg Stanford University Human-Computer Interaction
Ric Grefé AIGA Executive Director Graphic Design
Christopher Ireland Cheskin Design & Market Research
Somi Kim Ogilvy & Mather Brand Innovation
Davis Masten Cheskin Design & Market Research
Paul D. Miller aka Dj Spooky that Subliminal Kid Music/Open Source Culture
Bill Moggridge IDEO Industrial Design
John Seeley Brown Annenberg Center, USC Entrepreneurship/Science
Nathan Shedroff   Experience Design
Bruce Sterling   SF/Design Writing/Futurism
Eric Zimmerman gameLab Game Design
Member Biographies

Janet Abrams
is Director of the Design Institute, a think-tank at the University of Minnesota College of Design that anticipates and explores design's shifting frontiers through interdisciplinary research focused on knowledge mapping, design education, and the cultural implications of emerging technologies. In her six years as director, the DI has introduced over 500 teens to design via its annual five day Design Camp, and commissioned several new design prototypes including the Big Urban Game, a public interactive game, and Twin, a dynamic typeface that morphs with the weather. The DI has also produced symposia, short films, TV programs, and over a dozen Knowledge Maps on diverse issues. Co-editor of the DI's second book, ELSE/WHERE: MAPPING - New Cartographies of Networks and Territories, a 320-page anthology published in March 2006, Janet edited IF/THEN: PLAY while at the Netherlands Design Institute in 1998. She has published critical essays on design, art, architecture and new media in books, magazines, and newspapers including I.D. Magazine, Blueprint, Domus and The New York Times. She holds a Ph.D. in architectural history from Princeton University, and offsets her more cerebral activities by pursuing adventure travel - most recently to Namibia and Botswana - and a new passion for making ceramics.

design.umn.edu

 

Andrew Blauvelt
is Design Director at the Walker Art Center in Minneapolis where he provides design leadership on projects involving the museum's innovative graphic identity, award-winning publications, and internationally-acclaimed multidisciplinary exhibitions and programs. Regarded as a role model for best practice in design, the Design Studio at the Walker Art Center has won more than 50 design awards and was nominated in 2001 for the Chrysler Award for Innovation. Blauvelt is renowned author and educator who has been a visiting professor in the graduate programs of the Jan van Eyck Akademie, Cranbrook Academy of Art and the University of the Americas in Mexico. He was Associate Professor of Graphic Design at the School of Design, North Carolina State University, where he helped developed the graduate program and later served as department head.

www.walkerart.org

 

Elizabeth Churchill
is a Principal Research Scientist at Yahoo! Research working on social networking, social computing and social media. Originally a psychologist by training, for the past 15 years she has drawn on diverse areas to consider how to design effective communication situations-- both face to face and technologically mediated. Influences on her work include psychology, sociology, anthropology, cultural studies, architecture and film studies. Applications designed, developed and/or evaluated include cell phone interfaces, social content storage and routing applications, textual and 3d graphical virtual environments, social annotation systems, interactive digital posterboards and animated interface personas. Her most recent work considers the augmentation of social spaces with community generated digital content.

elizabethchurchill.com

 

Paul Dourish
is an Associate Professor of Interactive and Collaborative Technologies (ICT) in the Department of Informatics at the School of Information and Computer Science. His principal research interests are in Ubiquitous Computing, Human Computer Interaction, Computer-Supported Cooperative Work and social studies of science and technology. This means that he cares not only about cool technology, but also about how ordinary mortals can use it and the consequences for how they live and work. He is the author of Where the Action Is: The Foundations of Embodied Interaction. He has worked at Xerox PARC, Apple Research Labs, and Rank Xerox EuroPARC. At UCI he works with the new interdisciplinary program in Arts, Computation, and Engineering and the UC Game Culture and Technology Lab.

www.ics.uci.edu/~jpd/

 

BJ Fogg
Trained as an experimental psychologist, Dr. B.J. Fogg directs research and design at the Stanford Persuasive Technology Lab. The lab's mission is to create insight into how computing products--from websites to mobile phone software--can be designed to change people beliefs and behaviors. BJ is the author of Persuasive Technology: Using Computers to Change What We Think and Do (2002). Outside the university BJ runs a startup company that creates compelling user experiences for everyday people. He holds seven patents for his innovations in user interface design.

www.bjfogg.com
www.captology.org

 

Ric Grefé
is the Executive Director of AIGA, the national organization that furthers excellence in design as a broadly defined discipline that can function as a strategic tool for business and as a cultural force. Grefé is responsible for advocating the profession's interests with the public, businesses, public agencies and the media. He also galvanizes volunteer pursuit of the organization's strategic initiatives. He works with the board and chapter presidents to set priorities for the institution and develop programs that meet the needs of the profession, including broad public advocacy. Grefé earned an MBA from Stanford Graduate School of Business. Previously, he managed the association responsible for strategic planning and legislative advocacy for public television and, prior to that, led a think tank on the future of public television and radio. He has been a book designer, journalist, and CEO of a moderately sized national consulting practice in economic, finance and public policy research.

www.aiga.org

 

Christopher Ireland
is Principal and Director of Research for Cheskin. She is regarded by many of her Fortune 500 clients as one of the country's leading thinkers in the area of market trends and consumer change. Ireland's work has shaped the design and development of numerous innovations, particularly those that are closely integrated into peoples' daily lives. Ireland is noted for her unique ability to create simple explanations of complex human behavior, a trait she's refined over the past two decades as she's directed teams investigating such fundamental concepts as "play," "collaboration," "work," "trend adoption," and "design evolution." She has worked closely with teams at Microsoft, Intel, HP and numerous other tech companies, and has been actively involved in several of recent Cheskin studies on broadband adoption and integration into the household. Ireland received her MBA from the Anderson School of Management at UCLA. Ireland has authored several articles examining the relationship between companies and consumers and lectures at leading universities, including Stanford, MIT and UCLA.

cheskin.com

 

Somi Kim
is the Creative Director of Ogilvy & Mather’s Brand Integration Group (BIG), which consists of designers, writers, artists, architects and strategists who work with companies to transform the way they bring their brands to life. BIG’s clients include Motorola, Cisco, Lions Gate Entertainment, The Coca-Cola Company, Eastman Kodak, Hershey and American Express. Kim is a designer and design researcher who works in many visual media, including print, web, user interface, and broadcast and retail packaging. A founder and principal of ReVerb Studio, Kim has done work for clients such as Nike, MTV, and Netscape, addressing identity concerns of corporations competing for consumer awareness of sub-brands, new products, and new technology. Kim and ReVerb received a Chrysler Design Award. Her work has been featured in Radical Graphics, New Typographics 3: Global Vision, and Typography Now Two.

www.ogilvy.com

 

Davis Masten
is Chairman & Catalyst of Cheskin. Masten creates customer-inspired breakthroughs for his clients with innovative brand and product development. Davis joined Cheskin Associates, Inc. in 1975 and worked closely with founder and motivation research pioneer Louis Cheskin. Davis stepped down as the CEO of Cheskin+Masten to gain increasing flexibility to pursue his passions. Focusing on the areas of youth culture, branding and positioning, trust, and product development. Masten has offered his expertise to thousands of projects in innovation for retail, technology, and consumer goods. He is a pioneer in expanding client perspectives, offering a unique and time-tested view of marketplace trends that has helped leading companies grow marketshare and improve their brand. Current clients include Microsoft and Coca-Cola among many others. In 2003, Davis was selected to be a mentor at the Oxford School of Business and a member of the President's Circle of the National Academy of Sciences. He has written and co-authored numerous articles, most recently on digital ethnography for the Spring 2003 Design Management Journal.

cheskin.com

 

Paul D. Miller aka DJ Spooky That Subliminal Kid
is a conceptual artist, writer, and musician. He has written for the Village Voice and Artforum. His artwork has appeared in a wide variety of contexts including the Whitney Biennial, the Venice Biennial for Architecture and the Kunsthalle, Vienna. He is a faculty member at the European Graduate Institute. Miller is best known under the moniker of his “constructed persona” as DJ Spooky That Subliminal Kid. Under that guise, he has performed around the world, recorded a huge volume of music and has collaborated with musicians and composers such as Iannis Xenakis, Ryuichi Sakamoto, Killa Priest from Wu-Tang Clan, Yoko Ono and Thurston Moore from Sonic Youth. His records include Riddim Warfare, Songs of a Dead Dreamer, Optometry (a collaborative CD, featuring jazz pianist Matthew Shipp and his band), and Dubtometry (a remix of the same, with collaborators Lee "Scratch" Perry and Mad Professor). Miller’s transmedia spectacle, Rebirth of a Nation, played in 2004 at the Lincoln Center Festival, the Spoleto Festival the Vienna Festival, and the Festival d’Automne in Paris. Also, in 2004, he published Rhythm Science, a Mediawork Pamphlet from the MIT Press designed by COMA.

djspooky.com

 

Bill Moggridge
is a founder of IDEO, a consulting firm dedicated to user-centered design of products, services, and environments. Moggridge and the staff of IDEO develop new ways of working, studying examples of projects around the company that involve innovative processes, and communicating the most interesting and instructive results both within IDEO and outside. He is most interested in the "people" part of the design, identifying users and their needs to provide them with a satisfactory and enjoyable product. Moggridge founded his design firm in London in 1969, expanding throughout the ’70s with clients worldwide. In 1979, he added a second office in San Francisco to work with Silicon Valley companies as the electronics industry moved from chips to products. In 1980 he designed the first laptop computer, the GRiD Compass. During the next few years he pioneered user-interface design as an integral part of product development, and coined the term Interaction Design. Moggridge merged his company with David Kelley and Mike Nuttall to form IDEO in 1991. The company now has around 400 employees in 11 offices around the world.

www.ideo.com

 

John Seely Brown (or JSB as he is known)
is currently a visiting scholar at the Annenberg Center at USC. He was the Chief Scientist of Xerox Corporation until April 2002 and also the director of the Xerox Palo Alto Research Center (PARC) until June 2000—a position he held for 12 years. While head of PARC, Brown expanded the role of corporate research to include such topics as organizational learning, complex adaptive systems, micro electrical mechanical system (MEMS) and nanotechnology. His personal research interests include digital culture and rich media (both of which he pursues at USC), ubiquitous computing, web service architectures and organizational and individual learning. He is the co-author of the acclaimed book, The Social Life of Information, translated into nine languages. Part scientist, part designer and part strategist, JSB’s views are unique and distinguished by a broad view of the human contexts in which technologies operate and a healthy skepticism about whether or not change always represents genuine progress.

www.johnseelybrown.com

 

Nathan Shedroff
is one of the premiere experience designers in the world, an expert and leader in the fields of Information Architecture, Interaction Design, and Online and Interactive Media, with extensive, professional experience. His electronic experience spans CD-ROM development, kiosk technology, applications development, online services, and the Internet. He was co-founder and Chief Creative Officer of Vivid Studios. Lately, he has spent a lot of time building online solutions for businesses that enhance and evolve their online branding, developing new types of online advertising, and building customer-centered online experiences for companies seeking to expand their contacts and services in this medium. Clients include Herman Miller RED and Azure Wellness. He is the author of Experience Design 1 (New Riders, 2001), has been featured in I.D. Magazine's I.D. Forty, and is Visiting Professor at Interaction Design Institute Ivrea. He is an alumnus of Art Center College of Design.

www.nathan.com

 

Bruce Sterling
is “one of America’s best-known science-fiction writers and perhaps the sharpest observer of our media-choked culture working today in any genre,” according to Time Magazine. Sterling is the leader of the Viridians, an online discussion community about design that connects “eco” and “info.” Sterling is a Hugo award-winning author of nine novels, three of which were selected as New York Times Notable Books of the year. He has also published three short-story collections and two non-fiction books, including Tomorrow Now: Envisioning the Next Fifty Years and the classic Hacker Crackdown. He has written for many magazines including Newsweek, Fortune, Harper’s, Detail, Whole Earth Review and Wired, where he has been a contributing writer since its conception. In 2005, Sterling will be in residence at Art Center College of Design.

blog.wired.com/sterling/

 

Eric Zimmerman
has spent the last ten years in the game industry. Before founding gameLab with Peter Lee, Eric collaborated with Word.com on the underground online hit, SiSSYFiGHT 2000 (www.sissyfight.com). Other titles include the PC CD-ROM games Gearheads and The Robot Club. gameLab has created award-winning online games for LEGO.com, HBO, Shockwave.com, and Microsoft's Gaming Zone. gameLab specializes in experimental games, with projects that range from a museum commission from the Center for Global Dialog in Zurich to a collaboration with NYC high school students and the non-profit Global Kids to create a game about racial profiling. Zimmerman has taught game design at MIT, NYU, Parsons School of Design, and School of Visual Arts. Zimmerman is co-author with Katie Salen of Rules of Play (MIT Press) and the co-editor of RE:PLAY with Amy Scholder (Peter Lang Press).

www.ericzimmerman.com