Marc Schmalz
Email Twitter: @effrenatus WordPress LinkedIn Profile UW iSchool Profile

Education

  • PhD in Information Science, University of Washington, 2015, in progress.
    Committee: Drs. Michelle Carter and Jin Ha Lee (co-chairs), Hala Annabi and Joseph Janes (members), and William Erdly (GSR).
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  • MS in Information Management, University of Washington, 2012.
    Capstone Title: Risk Management in Video Game Development Projects
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  • BS in History, Minors in Anthropology and Urban Planning & Development, and Academic Honors in Writing, Ball State University, 1994.
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Research

With more than two decades of experience as a technology and game professional, my research interests lie at the intersection of information science and entertainment software development. Currently, these interests involve the ways in which IT development projects differ in the cultural industries when compared to utilitarian segments commonly studied in the information systems (IS) literature. Specifically, I am investigating the ways in which identity impacts IS project behavior, using digital games as a highly salient context.

Publication

Refereed Journal Articles

  • Schmalz, M., Carter, M., & Lee, J. (2018). It's Not You, It's Me: Identity, Self-Verification, and Amazon Reviews. ACM SIGMIS Data Base: The Data Base for Advances in Information Systems, 49(2), pp. 79–92. https://doi.org/10.1145/3229335.3229341.
    ▷Details
    Abstract: Online retailers often incorporate crowdsourced product reviews to make customers feel more informed and comfortable with online purchases, and thus increase profits. The evaluation of these reviews is also crowdsourced, ostensibly to identify "helpful" reviews. The resulting helpfulness ratings are frequently used as measures for discerning what makes reviews helpful, and are used to determine which reviews are given priority viewing on the site. However, there is no empirical evidence that helpfulness voting reflects customers’ attempts to evaluate product re-views objectively. This study examines review helpfulness voting from the position of the subjective customer rather than the objective anatomy of the review. We develop and empirically test a model, informed by self-verification theory, which explains relationships between online reviewers’ overall opinions of products under consideration (star ratings), product type, and per-ceived helpfulness of online product reviews. Results suggest that customers’ unconscious attempts to confirm what they already know and believe about themselves, referred to as self-verification, influences helpfulness voting. This work contributes to theoretical understanding of the role of reviews from the users’ perspective and how, through suggesting new ways to identify helpful reviews, human behaviors can inform design of recommender systems.
    Keywords: Human Behavior; Identity, Self-verification; Crowdsourcing; Product Reviews; Elec-tronic Word-of-Mouth (eWOM).
  • Cho, H., Schmalz, M., Keating, S., & Lee, J. (2018). Analyzing Anime Users’ Online Forum Queries for Recommendation Using Content Analysis. Journal of Documentation, 74(5), pp. 918–935. https://doi.org/10.1108/JD-08-2017-0122.
    ▷Details
    Abstract:
    Purpose: The purpose of this paper is to improve the understanding of relevant information features for users seeking anime recommendations.
    Design/Methodology/Approach: The study uses content analysis of 396 recommendation request threads from the online forum at Anime News Network.
    Findings: In total, 19 important anime information features were identified, including Work, Theme, Genre, Audience, Mood, while Artwork/Visual Style, Audio Style, and Language were mentioned less frequently. However, when mentioned, these codes were discussed with specificity and depth.
    Research Limitations/Implications: This study analyzed a relatively small number of 396 forum records, without demographic information. Using content analysis of online forum threads written by real users provided both informational breadth and depth. Future studies would benefit from using content analysis to investigate unfamiliar multimedia information and user groups.
    Practical Implications: The findings of this study can be implemented in anime-related databases and information systems to enhance organization, browsing/retrieval, and recommendation of anime, which can be further utilized for other audiovisual materials.
    Originality/Value: This is one of the few studies that investigate what anime users need and want. This research examines an understudied cultural medium, underserved by current research, despite an expanding community of anime users.
    Keywords: Multimedia, Recommendation, Animation, Anime, Content analysis, Information needs, Query analysis
  • Windelharth, T., Lee, J., Schmalz, M., & Jett, J. (2016). Full Steam Ahead: A Conceptual Analysis of User-Supplied Tags on Steam. Cataloging & Classification Quarterly, 54(7), pp. 1–24. http://doi.org/10.1080/01639374.2016.1190951.
    ▷Details
    Abstract: This paper describes a conceptual analysis of user generated tags applied to video games in the Steam video game distribution system. The research team scraped all user generated tags applied to the full catalog of games on the Steam website. The team then conducted a thorough conceptual analysis of the tags, sorting them into categories and comparing them to the current version of the Video Game Metadata Schema (VGMS). This analysis allowed the team to identify new elements and terms useful to game users. A robust discussion covers the major issues in organizing the terms is presented, as well as the implications for the VGMS and future work in the area of video game metadata. The work informs and updates research efforts in user-centered metadata for video games, represented in part by the VGMS.

Refereed Conference and Workshop Proceedings

  • Schmalz, M., Carter, M., Lee, J. (2019). The I in Team: IT Identity and Project Behavior. Proceedings of the 2019 Americas Conference on Information Systems. Cancún, México, August 2019.
    ▷Details
    Abstract: Software project failure continues to be a concern and managing risk our best hope of project success. While IS literature has investigated the role of culture in projects, such cultural work is largely limited to the management of multinational project work and focused on ethnic or national identities and their impact on enterprise-level system development. Recently, information system researchers have begun to focus on how a user’s identities—their internalization of cultural meaning—can affect adoption and use of technology, but identification with technology may also impact its development. This proposed study will examine the ways in which worker identification with the technological outcome of a project might affect risk behavior, and will include digital game development as a highly salient context. The results will inform both theory and practice, contributing to IT identity research as well as best practices for project and risk management in software development.
    Keywords: IT project management, risk management, IT identity, digital games.
  • Carter, M., Compeau, D., & Schmalz, M. (2018). The Ambivalent Potential of IT Identity: Me, Not-Me, and Conflicted Me in a Digital World. Proceedings of the DIGIT 2018 Workshop: Bridging the Internet of People, Data and Things. San Francisco, California, USA, December 2018.
    ▷Details
    Abstract: As information technology pervades all aspects of our lives, researchers have begun to explore it as more than just a tool, but rather as an essential component of our identities. We build on the conceptualization of IT Identity advanced in prior research to explore the meanings that people internalize with respect to IT and the ways in which they interact with the increasingly digital world. Through an ongoing embedded mixed-design grounded theory study, we define key meanings associated with IT identity and anti-ID identity (or positive and negative self-identification with IT) and we uncover the presence of an ambivalent or conflicted identity, where both positive and negative self-identification coexist. Our qualitative and quantitative findings support the existence of four different identity categories and highlight differences in meanings across participants in these categories.
    Keywords: Information Technology Identity, Grounded Theory.
  • Zolyomi, A. & Schmalz, M. (2018). Clay for HCI Research: Creating and Interpreting Forms. Workshop on Disruptive Improvisation: Making Use of Non-Deterministic Art Practices in HCI. Montreal, Québec, Canada, April 2018.
    ▷Details
    Abstract: Online retailers often incorporate crowdsourced product reviews to make customers feel more informed and comfortable with online purchases, and thus increase profits. The evaluation of these reviews is also crowdsourced, ostensibly to identify "helpful" reviews. The resulting help-fulness ratings are frequently used as measures for discerning what makes reviews helpful, and are used to determine which reviews are given priority viewing on the site. However, there is no em-pirical evidence that helpfulness voting reflects customers’ attempts to evaluate product reviews objectively. This study examines review helpfulness voting from the position of the subjective customer rather than the objective anatomy of the review. We develop and empirically test a model, informed by self-verification theory, which explains relationships between online review-ers’ overall opinions of products under consideration (star ratings), product type, and perceived helpfulness of online product reviews. Results suggest that customers’ unconscious attempts to confirm what they already know and believe about themselves, referred to as self-verification, influences helpfulness voting. This work contributes to theoretical understanding of the role of reviews from the users’ perspective and how, through suggesting new ways to identify helpful re-views, human behaviours can inform design of recommender systems.
  • Cho, H., Schmalz, M., Keating, S., & Lee, J. (2017). Information Needs for Anime Recommendation: Analyzing Anime Users' Online Forum Queries. 2017 ACM/IEEE Joint Conference on Digital Libraries (JCDL), pp. 1–3. http://doi.org/10.1109/JCDL.2017.7991602.
    ▷Details
    Abstract: Despite the increasing consumption and popularity of audio-visual materials and non-textual information, recommendation-based information retrieval research regarding these materials remains limited. To provide robust recommendation services to users, it is critical to understand how users describe their needs when they seek audio- visual materials. We conducted a content analysis of 396 recommendation threads from Anime News Network online forums to identify 19 common information features used in these requests. Work, Theme, and Genre were the most frequently mentioned features when users described anime they were seeking. Findings also show Audience as an important anime information need. Together, these form a distinct set of interests, vital to understanding the information needs of anime users.
  • Carter, M., Compeau, D., Kennedy, M., & Schmalz, M.. (2017). The Content and Context of Identity in a Digital Society. Proceedings 25th European Conference on Information Systems (ECIS 2017). (Author order alphabetical)
    ▷Details
    Abstract: Our team has undertaken a study designed to explore the context and content of IT identity in a digital society. The work involves conducting semi-structured, reflective interviews—based on the results of a 20 Statements exercise—and analysis based on grounded theory. Our initial findings indicate that our participants have complex relationships with a range of IT that has become embedded in their daily lives, and provide evidence in support of IT’s role as a medium, determinant, and consequent of identity. Further, we see the emergence of weak and strong IT identities and the emergence of a weak anti-IT identity. By iterating on our processes and reflecting on our results, we have been able to tune our methods and inform future recruitment goals. Moving forward, we expect that expanding the diversity in our group of participants will reveal greater insights into the ways that participation in a digital society influences the formation and expression of one’s role, group, personal, and IT (or anti-IT) identities.
  • Lee, J., Windelharth, T., Yip, J., & Schmalz, M. (2017). Impact of Location-Based Augmented Reality Games on People's Information Behavior: A Case Study of Pokémon GO. Proceedings of iConference 2017. https://doi.org/10.9776/17218.
    🏆 Most Interesting Preliminary Results Paper Nominee
    ▷Details
    Abstract: Location-based augmented reality games that blend real-world experience with virtual world gameplay are becoming increasingly popular. We aim to improve our understanding of how these new types of games will impact people’s information behaviors in both physical and virtual places, specifically investigating the case of Pokémon GO. We conducted over 100 hours of field observation of Pokémon GO players in numerous public places, monitored over 200 online communities related to the game, and conducted interviews of 30 players. Our key findings include observation of the emergence of ad-hoc information grounds in physical spaces where much of the information sharing occurred, as well as a crowdsourced, data-driven approach in problem solving and information sharing in online environments. We discuss the common types of information sharing that occur in both of these environments in detail, and identify areas for future research.
  • Zolyomi, A. & Schmalz, M. (2017). Mining for Social Skills: Minecraft in Home and Therapy for Neurodiverse Youth. 50th Hawaii International Conference on System Sciences (HICSS). http://doi.org/10.24251/HICSS.2017.411.
    ▷Details
    Abstract: The Minecraft game platform has widespread popularity among children, including neurodiverse children with Autism Spectrum Disorder and Attention-Deficit Disorder. A critical area of therapeutic focus for neurodiverse children is social learning to enhance their social connections. We conducted exploratory research to better understand the role of Minecraft in the lives of neurodiverse youth, from the perceptive of parents and clinics servicing this population. Via interviews and a focus group, we inquired into the perceptions and goals of clinics that have incorporated Minecraft into their services and parents of participating youth. Our findings are rich descriptions of the current social lives and gaming practices of neurodiverse children. Although parents and clinicians observe positive social interactions through Minecraft, parents grapple with their goals of supporting their children’s social lives and their reservations regarding online gaming communities. Parents and therapists desire more connections between virtual and face-to-face social relationships. Our findings point to the opportunity for clinicians, parents, and technology designers to facilitate social learning in online environments such as Minecraft due to its affordances to facilitate cooperation, modeling, joint attention, and performance in a safe, compelling environment.
  • Eschler, J., Schmalz, M., & Carter, M. (2016). Applying User Engagement Models from Direct-to-Patient Online Services to Improve Patient Portal Design. Proceedings of iConference 2016. http://doi.org/10.9776/16177.
    ▷Details
    Abstract: As part of Electronic Health Records (EHR) systems, patient portals can be powerful tools for patient engagement. However, most portals do not currently incorporate patient-centered design to assist patients in understanding and managing their health outside of the clinic setting. In this paper, we employ a qualitative analysis of direct-to-patient web sites that serve patients as the primary stakeholders. The web sites we analyzed present information and depict patients in ways that confer agency, offering patients a number of ways to educate themselves and seek further services. Our analysis identifies crucial design elements of such web sites that could be implemented into current patient portals to increase patient empowerment in understanding and managing their care. Ultimately, the proposed model of "active patient engagement" can empower patients to learn about their health and engage more actively in medical discourse, potentially impacting health outcomes.
  • Schmalz, M., Finn, A., & Taylor, H. (2014). Risk Management in Video Game Development Projects. 47th Hawaii International Conference on System Sciences (HICSS), pp. 4325-4334. http://doi.org/10.1109/HICSS.2014.534.
    ▷Details
    Abstract: The video game software industry has a reputation for volatile, chaotic projects yet, in spite of dramatic growth in global revenues, surprisingly little academic work has examined these projects. This study reports a preliminary investigation into this under-researched area. We interviewed eight video game producers from a range of companies, using a critical incident method to explore risk management practices and risk perceptions. Our results revealed that in lieu of formal risk management practices, these managers relied on prototyping, pre-production decision points, and agile approaches to contain risk on their projects. Among the risk factors mentioned, two are specific to the unique context of video game development. The risk of failing to match the development strategy to the project was identified as a major cause of problems during the development process, and a new risk—the ‘fun factor’—was a key element threatening the success of the final game release.

Other Academic Contributions

  • Lee, J. H., Perti, A., Clarke, R. I., Windleharth, T.W., & Schmalz, M. (2017). UW/SIMM Video Game Metadata Schema Version 4.0.
    ▷Details
    The Video Game Metadata Schema (VGMS) has been developed to advance the cataloging and classification of digital games as cultural artifacts and support the use of games in education and science. The original version of the VGMS attempted to accommodate six different types of users: game players, parents of youth game players, collectors, academic scholars, game professionals, and curators/librarians. While consideration is still given to all, recent development has focused primarily on game players and curators/librarians.

Presentation

  • Schmalz, M., Carter, M., Lee, J. (2019). The I in Team: IT Identity and Project Behavior. Proceedings of the 2019 Americas Conference on Information Systems. Cancún, México, August 2019.
    ▷Details
    Abstract: Software project failure continues to be a concern and managing risk our best hope of project success. While IS literature has investigated the role of culture in projects, such cultural work is largely limited to the management of multinational project work and focused on ethnic or national identities and their impact on enterprise-level system development. Recently, information system researchers have begun to focus on how a user’s identities—their internalization of cultural meaning—can affect adoption and use of technology, but identification with technology may also impact its development. This proposed study will examine the ways in which worker identification with the technological outcome of a project might affect risk behavior, and will include digital game development as a highly salient context. The results will inform both theory and practice, contributing to IT identity research as well as best practices for project and risk management in software development.
    Keywords: IT project management, risk management, IT identity, digital games.
  • Schmalz, M. (2019). The UW iSchool Game Research Group. 2019 Virtual Symposium on Information & Technology in the Arts and Humanities: Video Games and Information Science. Association for Information Science and Technology (ASIS&T). April 4, 2019.
    ▷Details
    This session presents the work of the GAMER Group at the University of Washington Information School. The GAMER Group was founded by Dr. Jin Ha Lee in 2011 as a home for research on organizing and providing access to video games and related materials, focusing on the development of the Video Game Metadata Schema (VGMS). This project proposed and continues to develop a conceptual model and metadata schema for the cataloging and classification of digital games as cultural objects. Since then, Dr. Lee and her advisees have embarked into research on a number of game-related studies, including work with VR in libraries, augmented reality games, and game development. Marc Schmalz, a doctoral candidate at the UW iSchool and one of Dr. Lee’s current advisees, presents information on the GAMER Group’s latest work.
  • Schmalz, M., Lee, J. Bryant, S. T., Lewin, K, & Cifaldi, F (2018). Organizing and Preserving Game Development Artifacts. Panel presented at PAX West 2018, Seattle, WA, 3 September 2018.
    ▷Details
    While game preservation has gained popularity among creators, academics, and cultural heritage institutions, little public preservation work has focused on development artifacts, such as artwork, game design documents, musical scores, test builds, and marketing materials. The Game Research Group at the University of Washington has teamed up with the Video Game History Foundation to solve the problems of preserving and organizing these artifacts.
  • Lee, J., Windleharth, T., Keating, S., Schmalz, M., Cho, H., & Yip, J. (2017). Quests in the Ivory Tower: University of Washington GAMER Group. Panel presented at PAX West 2017, Seattle, WA, 4 September 2017.
    ▷Details
    The GAMER Group is a research team that studies organization, preservation, and use of video games at the University of Washington in Seattle. Hear six members of the team provide rapid-fire summaries of their research in various topics including video game classification, digital art preservation, games and learning, the game industry, ARGs, etc. Participate in an open Q&A to ask the team your questions about games, research, and academia and explore ways to collaborate on various research projects.
  • Carter, M., Compeau, D., Kennedy, M., & Schmalz, M. (2017). The Content and Context of Identity in a Digital Society. Proceedings 25th European Conference on Information Systems (ECIS 2017). Poster presented at 25th European Conference on Information Systems, Guimarães, Portugal, 5–10 June 2017. (Author order alphabetical)
    ▷Details
    Abstract: Our team has undertaken a study designed to explore the context and content of IT identity in a digital society. The work involves conducting semi-structured, reflective interviews—based on the results of a 20 Statements exercise—and analysis based on grounded theory. Our initial findings indicate that our participants have complex relationships with a range of IT that has become embedded in their daily lives, and provide evidence in support of IT’s role as a medium, determinant, and consequent of identity. Further, we see the emergence of weak and strong IT identities and the emergence of a weak anti-IT identity. By iterating on our processes and reflecting on our results, we have been able to tune our methods and inform future recruitment goals. Moving forward, we expect that expanding the diversity in our group of participants will reveal greater insights into the ways that participation in a digital society influences the formation and expression of one’s role, group, personal, and IT (or anti-IT) identities.
  • Lee, J., Windelharth, T., Yip, J., & Schmalz, M.. (2017). Impact of Location-Based Augmented Reality Games on People's Information Behavior: A Case Study of Pokémon GO. Proceedings of iConference 2017. Paper presented at iConference 2017, Wuhan, China, 22–25 March 2017.
    ▷Details
    Abstract: Location-based augmented reality games that blend real-world experience with virtual world gameplay are becoming increasingly popular. We aim to improve our understanding of how these new types of games will impact people’s information behaviors in both physical and virtual places, specifically investigating the case of Pokémon GO. We conducted over 100 hours of field observation of Pokémon GO players in numerous public places, monitored over 200 online communities related to the game, and conducted interviews of 30 players. Our key findings include observation of the emergence of ad-hoc information grounds in physical spaces where much of the information sharing occurred, as well as a crowdsourced, data-driven approach in problem solving and information sharing in online environments. We discuss the common types of information sharing that occur in both of these environments in detail, and identify areas for future research.
  • Schmalz, M., Finn, A., & Taylor, H. (2014). Risk Management in Video Game Development Projects. 47th Hawaii International Conference on System Sciences (HICSS), pp. 4325-4334. Paper presented at 47th Hawaii International Conference on System Sciences, Waikoloa, HI, 6–9 January 2014. http://doi.org/10.1109/HICSS.2014.534.
    ▷Details
    Abstract: The video game software industry has a reputation for volatile, chaotic projects yet, in spite of dramatic growth in global revenues, surprisingly little academic work has examined these projects. This study reports a preliminary investigation into this under-researched area. We interviewed eight video game producers from a range of companies, using a critical incident method to explore risk management practices and risk perceptions. Our results revealed that in lieu of formal risk management practices, these managers relied on prototyping, pre-production decision points, and agile approaches to contain risk on their projects. Among the risk factors mentioned, two are specific to the unique context of video game development. The risk of failing to match the development strategy to the project was identified as a major cause of problems during the development process, and a new risk—the ‘fun factor’—was a key element threatening the success of the final game release.

Teaching

University of Washington, Seattle, WAInstitution of higher education and research.
2010–present
Pre-Doctoral Lecturer (2019–present)
  • Instructor of Record for Project Management In Informatics (INFO 481) (Summer-B 2019).
  • Instructor of Record for Databased and Data Modeling (INFO 330) (Summer-A 2019).
Doctoral Student (2015–present)
  • Assisted Travis Windleharth with Special Topics in Informatics: Games and Information (INFO 498) (Autumn 2019).
  • Assisted Pavel Dolezel with Principles of Information Project Management (IMT 587) (Spring 2018).
  • Assisted Mike Doane with Introduction to Information Architecture (IMT 535) (Winter 2018).
  • Assisted Richard Sturman with Analytic Methods for Information Professionals (IMT 570) (Autumn 2017).
  • Assisted Richard Sturman with Information Systems Analysis and Design (INFO 360) (Spring 2017).
  • Assisted Mike Doane with Information Systems Analysis and Design (INFO 360) (Winter 2017).
  • Co-taught Metadata for Interactive Media (INFX 536) with primary instructor Dr. Jin Ha Lee (Autumn 2016).
  • Assisted Dr. Hans Jochen Scholl with Enterprise Information Systems Analysis and Design (IMT 541) (Winter 2016).
  • Assisted Mike Doane with Introduction to Information Architecture (INFO 535) (Autumn 2015).
Academic Student Employee (2010)
  • Assisted Dr. Hazel Taylor with Project Management for Informatics (INFO 481) (Autumn 2010).

Grants

  • Lee, J. H. (Project Director), Schmalz, M. (Graduate Research Assistant), Cifaldi, F. (Research Partner), Lewin, K. (Research Partner), Brown, T. (Research Partner). April 18, 2018. A Conceptual Data Model and Schema for Curating Collections of Video Game Development Artifacts. Institute of Museum and Library Services National Leadership Grant for Libraries LG-86-18-0060-18. $254,072.
    ▷Details
    The University of Washington Information School will conduct a two-year research project to create a conceptual data model and metadata schema for describing and representing artifacts related to the development of digital games. Unlike most collections that focus on final, released games, these collections of artifacts preserve the often inaccessible historical contexts of one of the most important global media forms, and one to which the U.S. makes significant contributions. This work will result in a deeper understanding of how to represent entities and relationships in the domain of video games and interactive media development, contributing to national conversations about the description of complex, interrelated objects in library and museum collections. The results of this project will enable catalogers to describe video games and related materials more accurately and thoroughly, improving the quality of metadata shared among organizations and increasing access to the items.
  • Porter, J. (Principal), Lee, J. H. (Co-Principal), Windleharth, T. (Co-Principal), Schmalz, M. (Co-Principal). September 1, 2017. Game Accessibility Metadata, Excellent! (GAME!) Project. Harlan Hahn Grant. $3,000.
    ▷Details
    The objective of the GAME! project is to improve our understanding of the situated real-world accessibility needs of gamers with disabilities. We seek to learn how different impairments interact with specific mechanics and interactions found in games to create both enabling and disabling experiences. From these findings, we plan to create descriptive standards to support more meaningful labeling and organization of commercial games according to their accessibility to users with all levels of ability. Through these descriptive standards, we hope to empower gamers to better navigate the landscape of inconsistent accessibility in mainstream gaming. By giving them greater insight into games’ mechanics and interaction expectations, they can make informed decisions about what they want to play, and in turn avoid unnecessarily disabling situations. We are conducting research that will 1) describe and represent accessibility requirements of gamers with motor impairments, and 2) identify and promote accessibility tools and technologies used by them. We will identify, categorize, and describe specific impacts and levels of impairment related to video game play from a user-centered approach which focuses on ability, rather than clinical diagnoses. We will also collect information on professionally-created hardware and software accessibility tools, as well as user-developed tools and techniques created by a growing accessibility "home brew" community.

Academic Honors

Research
  • iConference Most Interesting Preliminary Results Paper Nominee (2017)
Doctoral Consortia Invitations
  • Hawaii International Conference on System Sciences (HICSS) Doctoral Fellow (2019)
  • Americas Conference on Information Systems (AMCIS) Mid-Stage Track (2018)

Service and Professional Memberships

Service to the University of Washington Information School
  • PhD Admissions Committee Student Representative (2019-2020)
  • Communications & Outreach Coordinator, Doctoral Student Association (2018-2019)
  • Chair, Doctoral Student Association (2017-2018)
  • Social Committee Coordinator, Doctoral Student Association (2016-2017)
Service to the Association for Information Systems
  • Emergent Research Form Session Chair, 2019 Americas Conference on Information Systems
Ad-hoc Journal Reviews
  • Management Information Systems Quarterly (1)
Ad-hoc Conference Reviews
  • Americas Conference on Information Systems (1)
  • Dual IFIP EGOV-ePart Conference (1)
  • European Conference on Information Systems (1)
  • Hawaii International Conference on System Sciences (4)
  • International Conference on Information Systems (2)
  • Special Interest Group on the Adoption and Diffusion of Information Technology (1)
Active Professional Memberships
  • Association for Information Systems
    • AIS Women’s Network
    • AIS Special Interest Group on IT Project Management (SIGITProjMgmt)
    • AIS Special Interest Group on Digital Games (SIGGAME)
    • AIS Special Interest Group on Social Inclusion (SIGSI)
  • Association for Computing Machinery
    • ACM Special Interest Group on Management Information Systems (SIGMIS)
  • Project Management Institute

Professional Work

Self-Employment, Seattle, WAData, information, and publishing services.
2010–present
Consultant; Data Analyst; Business Intelligence Data Analyst
  • Performed data analysis using SQL queries, Excel, and Tableau to derive business intelligence from an Amazon Redshift (PostgreSQL) enterprise data warehouse for a leading casual game developer.
  • Performed data structure, information organization, desktop publishing, editing, and software engineering services for a learning management system (LMS) aimed at K-12 educators.
  • Integrated secondary taxonomies into the primary article management system for technology topics for an online publisher.
  • Conducted information architecture, data acquisition and analysis, market analysis, and software engineering services for an e-commerce solution provider.
  • Designed and implemented data collection tools for a Children's Hospital cancer medication adherence study.
  • Performed IT support and information management duties for the Center for Educational Leadership.
Green Ronin Publishing LLC., Seattle, WAGame design studio and publisher
2004–present
Director of Electronic Publishing
  • Managed partnered sales and reporting of electronic and print-on-demand publications.
  • Performed desktop publishing services for print, print-on-demand, and electronic products.
  • Managed online advertising and promotions and designed electronic and print ads.
  • Represented company at consumer trade shows.
University of Washington, Seattle, WAInstitution of higher education and research.
2011–2012
Academic Student Employee (2011–2012)
  • Designed, implemented, and maintained Web applications for the School of Nursing (Summer & Autumn 2011).
  • Performed IT support duties for the Department of Global Health (Winter 2012).
RealNetworks, Inc., Seattle, WACasual computer game sales and production
2007–2009
Technical Production Coordinator
  • Designed, managed, maintained, and developed product tracking and reporting intranet applications.
  • Controlled public beta participation program and deployed beta games using proprietary DRM technology.
  • Enforced product release schedule and worked with deployment staff.
  • Coordinated games usability testing and trained staff in lab use.
  • Created and submitted ESRB ratings videos and applications.
Teachfirst, Inc., Seattle, WAProfessional development for K–12 educators
2006–2007
Software Engineer; Technology Program Manager
  • Defined and built a subscription-based professional development learning management system for elementary and secondary educators.
The Game Mechanics, Inc., Renton, WAElectronic publishing and game design studio
2002–2010
Treasurer; Secretary; Web Manager
  • Managed the business operations of an electronic publishing corporation.
  • Carried out all government reporting and compliance duties and maintained the books and accounts.
  • Led the incorporation process, serving as registered agent, incorporator, and board member.
  • Authored the company business plan, articles of incorporation, and all required forms and documentation.
  • Planned, designed, developed, and managed the company Internet presence including the company Web site, message boards, and partnered sales site.
  • Developed and maintained the company release schedule, explored alternate revenue streams, participated in licensing and contract negotiation, and performed financial analysis on projects and products.
  • Performed desktop publishing and editing services for print and electronic products.
Loudeye Technologies., Seattle, WAInternet multimedia technologies and services
1999–2001
Java Developer (2001)
  • Planned and authored Java servlets as part of a team on a regular product development, debugging, and release cycle.
  • Authored technical specs and user documentation for internal development tools.
  • Authored requirements documents, technical specs, and end-user documentation for Web applications and maintained code on existing applications as part of a team on a regular product development, debugging, and release cycle.
  • Participated in the corporate product planning process.
Web Development Engineer (1999–2000)
  • Developed Internet and intranet Web applications as part of a team whose work integrated with an enterprise-wide media production and syndication system on a regular product development, debugging, and release cycle.
SolutionsIQ., Bellevue, WASoftware consulting, contracting, and development
1999
Contract IS/Web Development staff for Traveling Software, Inc.
  • Developed Internet and intranet Web applications.
Wizards of the Coast., Renton, WAGame producer and retail chain
1995–1999
Online Content Developer; Cyber Relations Manager (1997 - 1999)
  • Managed the staff responsible for Internet services, activities, and events.
  • Consulted with product team clients to identify strategic Internet opportunities in the areas of content, activities, events and games, sales and marketing, and product support.
  • Re-architected corporate Web site to fit new strategic marketing goals, integrate corporate acquisitions, and facilitate international offices.
Online Forum Manager (1996–1997)
  • Built and maintained corporate presence on major ISPs and in online communities.
Customer Services Rules Specialist (1995–1996)
  • Represented company via Internet, phone, and conventions, participated on product teams, and developed applications to boost team performance.

Computer Experience

  • Operating Systems: Windows, MacOS, iOS, Ubuntu Linux.
  • Software/Applications: Office (Word, Excel, PowerPoint), Project, Chrome, Firefox, Internet Explorer, Safari, Outlook, Adobe Creative Suite (Photoshop, InDesign, Illustrator, Dreamweaver, Acrobat), Oxygen XML Editor, ColdFusion, ASP, SQL Server, MySQL, MySQL Workbench, R Studio, Amazon Redshift, IIS, Apache, Drupal, WordPress, SVN, VSS, RDC, iMovie.
  • Languages, Standards, and Scripts: HTML (DHTML, XHTML, HTML5), R, R Markdown, Ruby, PHP, Python, VBScript, CSS, JavaScript, SQL (Transact-SQL, ANSI SQL 99), XML (XSLT, XML Schemas, XSD, XPath), CFML.