Research Interests
- Communication Ethics
- Environmental Communication
- Future Media
- Global media
- Information Theory
- Intercultural Communication
- Interpersonal Communication
- Language and Social Interaction
- Media Studies
- Audience Studies
- Cross-Media Studies
- Digital media Production
- Documentary
- Indigenous Media
- Internet Studies
- Location-based media
- Mass-Media Ethics
- Media and Cultural Studies
- Media Arts and Sciences
- Media Ecology
- Media Economics
- Media effects
- Media History
- Media Industries
- Media Innovation
- Media, Religion, and Culture
- Public Service Media
- Social Media
- Television Studies
- Violence & Media
- Virtual Worlds
- Neuro Linguistic Programming
- New Media
- Professional Communication
- Electronic publishing
- Representations
- Rhetoric
- Social Media
- Artificial Intelligence
- Computer And Society
- Computer Architecture
- Computer-Based Learning
- Computer Ethics
- Computer Games Technology
- Computer Graphics
- Augmented Reality
- Computer Aided Design
- Image Processing
- Rendering
- Scientific Visualization
- Virtual Reality
- Computer Networks
- Computer Networks
- Internet, World Wide Web
- Network-General
- Network Security
- Wireless Computing (Mobile Computing)
- Wireless Sensor Network
- Computer Science Education
- Computing In Social Sciences, Arts And Humanities, Professions
- Cyborg Theory
- Diagram understanding
- Digital Libraries
- Distributed Computing
- Human Computer Interaction
- Image Processing
- Web search
- Digital Divide
- Information Ethics
- Information Management
- Information Technology
- Information Visualization
- Virtualization
- Parallel Computing
- Programming Languages
- Simulation
- Open Source Software
- Usability
- Visualization
- Computer Aided Design
- Context
- Design and Emotion
- Design education
- Design for Social Innovation
- Design Methods
- Design practice
- Design Research
- Design Theory
- Digital Media, Device, and Software Interface Design
- All Pervading Digitalization--all products, careers, organizations, services are digital and software dominated--a direction of evolution today
- Brain Module Self Assembly Models of Human Emotion, Thought, Action, Relating Phenomena
- Designing Designing--designs for social processes by which designers design
- Emotion Relation Transparency--can digital designs transmit full personalness, care, emotion, humanity without male, machine, abstraction distortions
- Green Design--goals, means, persons, policies, economics, evolution, competitors
- Libraries of Social Indexing Function Routines as Design Material for Digital Systems and Web Nets
- Open Systems, Copylefts, Capability Democratizations--designers and designing and designs by everyone, users, customers, clients
- Self Assembling Software Applications--from populations of self-knowing functional agents
- The Social Life of Information (Brown, Duguid)--social practices assumed in info systems and design decisions
- Game Design
- Interaction Design
- Participatory Design
- Sustainability / Sustainable Design
- Tacit Knowledge
- Community Ecology
- Deep Ecology
- Ecological Informatics
- Ecosystems Ecology
- Landscape Ecology
- Social-Ecological Systems
- Academic curriculum
- Active Learning
- Adolescent Literacy
- Adult Education
- Children's Perceptions
- Computer Supported Collaborative Learning (CSCL)
- Context Aware Technology Enhanced Learning
- Curriculum Design
- Curriculum Studies
- Dialogue
- Digital Media & Learning
- Distance Education
- E-learning
- Education Ethics
- Curriculum Ethics
- Education Research Ethics
- Ethics of School Administration and Supervision
- Teacher Ethics
- Education History
- Education Policy
- Educational Development
- Educational Inequalities (class; race; gender etc)
- Educational Informatics
- Educational Leadership
- Educational Policy
- Educational Research
- Educational Technology
- Environmental Education
- Higher Education
- ICT Education
- Indigenous education
- Informal Learning
- Information & Communication Technology
- Inquiry Based Learning
- Instructional Design
- Instructional Systems Technology
- Integrative Learning
- Knowledge Management
- Learning Sciences
- Learning and the Brain
- Lifelong Learning
- Mobile Learning
- Multicultural Education
- Phenomenological Research Methodology
- Reading
- Science Education
- Teacher Education
- Transformative Learning
- Climate change policy
- Environmental Education
- Environmental literacy
- Environmental Philosophy
- Environmental Policy and Governance
- Environmental Political Theory
- Environmental Sociology
- Cross-Culture Game Story Plotting & Pathing
- Game Interfaces--mobilizations/entoolments of senses, perceptions, motions, thoughts, feelings, biases, cleverness, neuoses, talents, effort,
- Game/Simulation use in education
- Use of story-telling in games
- Adult Education
- E-learning
- Ecological Physiology
- Functional Ecology
- Instructional Design
- Learning Progressions
- Learning Technology
- Organizational Learning
- School and student wellbeing
- Science Education
- Teaching-learning interactions
- Urban Ecology
- Action Research
- Appreciative Inquiry
- Art Practice as Research
- Bricolage
- Hermeneutics
- Internet research methods
- Mixed Methods
- Qualitative methodology
- Autoethnography
- Case Study Research
- Conversation Analysis
- Grounded Theory
- Participatory Media
- Phenomenology
- Qualitative Methods
- Research Design
- Research Ethics
- Cultural Memory
- Intercultural Communication
- Subcultures
- Technoculture
- The Culture of Technologies and Interfaces
- Theory of What Is a Culture and What a Culture Does
- Ethics & Social Sustainability
- Sustainability in Higher Education
- Sustainable Building Design
- Sustainable Communities
- Sustainable Development
- Sustainable Production and Consumption
- Sustainable Transportation
- Valuation
- Academic Technology
- Assistive Technology
- Blogs
- Cinema (Celluloid and Digital)
- E-learning
- E-Safety
- Innovation
- Instructor education
- Regulatory Compliance
- Robotics
- Technology Acceptance
- Telecommunications
- Web 2.0
- Wikis
- Young people's use of Technology
- 3D TV, Magazine Ads, Theatres & New Viewings/Composings
- Indexing Effects of Visual Modes/Contents--self indexing, index blocking, index distorting, index meshing
- Interfaces: ambulatory, sign-age, social indexers, search-aids, among cleavage groups/areas/eras/ideas/self-parts
- Modes of Perception
- Photographs
- Visual Culture
- Visual perception
- Visual propaganda
- Visualization
- Abstract Layout/Mapping Alternative Regimes for Website Design--regularize operators applied, operands operated on, path topologies used, etc.
- Access Efficiencies--similar functions similar enactments, similar outcomes similar enactments, etc.
- Accessibility
- Artfulness Measures for Site Designs--attention catching, long recall, emotively rich recall, associatively rich recall,
- Brain Module Trade-Off Constraints on Site Designs--the interest-liking trade-off (we dislike what interests us, the unfamiliar and vv.)
- Cognitive and Social Psych of Web Site Alternative Patternings--fractal, recursive, decompositions, ant "use" trailings,
- Design-by-User Website Interfaces--patterns of use by algorithm tweak design dimensions, genetic competitions among alternative design means
- Economics of Website Design Genres--view traffic, click thru traffic, profit per visit, profit per click thru, etc.
- Impact of Interface Design
- Kinds of Accessibility/Usability--emotional, namings, implications, associations, remindings, correlational
- Location, Location, Location--the contextuality of website value, webbing factors, network hubs, weak ties
- Scale, Level, and Power Law Phenomena in Web Site Design
- Social Dynamics in Site Design--trends, fashions, thefts/borrowings, innovation from copying errors, designed inventions, idea blends, scale changes
- Structural Cognition Traits of Web Access--alternative point counts, namings, orderings
- Usability
- Web Site Design Measures--bushy-ness, muscle memory page carryover, verbal memory page carryover, etc.
