Kathleen Wilson
Previous Employment: RIKAROO FILM COLLECTIVE, Los Angeles & New York, co-founder; VIACOM, INC., New York, NY - Viacom Interactive Services, Founding Member, Corporate Vice President, Creative Director - internal projects with Blockbuster, CBS, Comedy Central, MTV Networks, Nick-at-Nite, Nickelodeon, Nick Jr., Noggin, Paramount TV and Film, Showtime, Simon & Schuster, Sundance Channel, VH1; PARAMOUNT PICTURES, Palo Alto, CA - Paramount Technology Group's Media Kitchen, Founding Member, Executive Producer - projects with Paramount TV and Film, Madison Square Garden, Simon & Schuster (Paramount Publishing) and Paramount Parks, tech partners - AT&T's Downtown Digital, APPLE's Advanced Technology Group and GEOWORKS; MUSEUM OF MODERN ART, New York, NY - Museum Education Consortium, Design Director of interactive digital media project for museum visitors with the The Brooklyn Museum, The Boston MFA, The Art Institute of Chicago, The Metropolitan Museum of Art, MoMA, The National Gallery, The Philadelphia Museum of Art with funding from the GETTY FOUNDATION, the PEW CHARITABLE TRUST and the ANDY WARHOL FOUNDATION; ELECTRONIC ARTS/MAXIS, Orinda, CA - SIMTOWN Co-Designer; CENTER FOR CHILDREN AND TECHNOLOGY, Bank Street College, NY, NY - Multimedia Director, Producer, Designer with funding from APPLE, SONY, SUNBURST, WINGS FOR LEARNING; PALENQUE DVI PROJECT (Digital Video Interactive), Bank Street College, NY, NY - Project Director, Producer, Designer, virtual travel experience with funding from RCA LABS - David Sarnoff Research Center, GE and INTEL); NATIONAL CENTER FOR TECHNOLOGY IN EDUCATION, Bank Street College, New York, NY - Assistant Director, funded by the U.S. Dept. of Education; ATARI, ATARI LABS, Sunnyvale, CA - Humor Project, Roadrunner games.
Digital Media Consulting: American Express, Apple, Arizona Science Ctr, Bank Street, Columbia U, Digital Equip Corp, Disney, Harvard U, MediaShare, Murjani, Northern Telecom/Bell Northern, Rainbow Media Holdings/Cablevision, WECB/WHA - Madison, WI, WGBH-TV-Boston, MA.
Other: Producers Guild of America (PGA); Society of Children's Book Writers and Illustrators (SCBWI); Judge - Film/Digital Media Festivals; Presenter - Digital Media Conferences, SIGCHI, SIGGRAPH, Film Festivals, Foundations, Museums, Corporate Research Labs and Universities; Author.
Specialties: Digital media strategy, general management, concept development, creative direction, UI/UX design, product development, - for web, mobile, immersive and interactive digital media prototypes, products, brands, and businesses. Writing for children and young adults.
Education: Harvard University, EdD (cognitive developmental psychology and media design); TRIUM, Executive MBA (HEC-Paris, LSE-London, NYU Stern), Vermont College of Fine Arts, MFA (writing for children and young adults); Middlebury College, BA (art)
Address: New York, New York, United States
Digital Media Consulting: American Express, Apple, Arizona Science Ctr, Bank Street, Columbia U, Digital Equip Corp, Disney, Harvard U, MediaShare, Murjani, Northern Telecom/Bell Northern, Rainbow Media Holdings/Cablevision, WECB/WHA - Madison, WI, WGBH-TV-Boston, MA.
Other: Producers Guild of America (PGA); Society of Children's Book Writers and Illustrators (SCBWI); Judge - Film/Digital Media Festivals; Presenter - Digital Media Conferences, SIGCHI, SIGGRAPH, Film Festivals, Foundations, Museums, Corporate Research Labs and Universities; Author.
Specialties: Digital media strategy, general management, concept development, creative direction, UI/UX design, product development, - for web, mobile, immersive and interactive digital media prototypes, products, brands, and businesses. Writing for children and young adults.
Education: Harvard University, EdD (cognitive developmental psychology and media design); TRIUM, Executive MBA (HEC-Paris, LSE-London, NYU Stern), Vermont College of Fine Arts, MFA (writing for children and young adults); Middlebury College, BA (art)
Address: New York, New York, United States
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Papers by Kathleen Wilson
interactive, multimedia, optical disc research prototype which was developed for home use and tested by observing 25 children in the 9 to 14 year age range and their families and 8 12-year-olds in pairs. It is noted that the project was intended to create a rich, multimedia database environment for children and their families that would pique their curiosity and foster self-guided exploration, information seeking, and decision making as they explore a Mayan ruin in the Yucatan called Palenque, Following an overview of the project and a description of the design and development team, the report
provides descriptions of: (1) the components of the prototype design; (2) the target audience and context for use; and (3) the two phases of design, development, and research which produced the preliminary and final prototypes. It is noted that the research and development project involved concurrent and iterative processes of design, research, production, and programming over the course of a 2-year time frame. It is further noted that since the final goal was to produce research prototypes rather than products, collective research efforts in the development of design conventions that reflected chosen pedagogical biases in content and theme development, interface design, production techniques, and technical implementation, were the essence of the project rather than by-products or activities conducted after product completion, (8 references) (GL)
interactive, multimedia, optical disc research prototype which was developed for home use and tested by observing 25 children in the 9 to 14 year age range and their families and 8 12-year-olds in pairs. It is noted that the project was intended to create a rich, multimedia database environment for children and their families that would pique their curiosity and foster self-guided exploration, information seeking, and decision making as they explore a Mayan ruin in the Yucatan called Palenque, Following an overview of the project and a description of the design and development team, the report
provides descriptions of: (1) the components of the prototype design; (2) the target audience and context for use; and (3) the two phases of design, development, and research which produced the preliminary and final prototypes. It is noted that the research and development project involved concurrent and iterative processes of design, research, production, and programming over the course of a 2-year time frame. It is further noted that since the final goal was to produce research prototypes rather than products, collective research efforts in the development of design conventions that reflected chosen pedagogical biases in content and theme development, interface design, production techniques, and technical implementation, were the essence of the project rather than by-products or activities conducted after product completion, (8 references) (GL)