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Brenda Laurel
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Brief
Known For
Interaction design, video game design, virtual reality research, and her work on gender and technology.
Key Dates and Places
  • Born Date: 1950.
Career
  • Current occupation: Interaction Designer, Video Game Designer, Researcher, Writer, Consultant, Professor Emeritus.
  • Past occupations: Consultant at Atari, member of research staff at Atari's Systems Research Group, worked at Apple's Advanced Technology Group, co-founded Telepresence Research, researcher at Interval Research Corporation.
  • Previous Place of Work: Atari, Apple's Advanced Technology Group, Telepresence Research, Interval Research Corporation, California College of the Arts (Professor Emeritus).
Education
BA in Theatre Arts from DePauw University; MA and PhD in Theatre Arts from Ohio State University.
Main Milestones
Born Brenda Richardson
1950
Brenda Richardson is born, marking the beginning of a life dedicated to exploring the intersection of technology and human experience. Her early life undoubtedly shaped her later interests in theater and technology, setting the stage for her future explorations.
Theater Studies and Early Computing Experiences
Early 1970s
Laurel's academic pursuits led her to theater studies, where she developed an understanding of dramaturgy and human performance. Simultaneously, she encountered early computing technologies, sparking an interest in how computers could be used to create interactive and engaging experiences, a pivotal moment that set her on her path.
Master's Thesis on Computer-Based Interactive Fantasy
1976
Laurel's master's thesis, a groundbreaking exploration of computer-based interactive fantasy, demonstrated her early vision of the potential for computers to create immersive and engaging narrative experiences. This work foreshadowed her later contributions to game design and virtual reality.
Atari Research and Development
1980s
Laurel joined Atari's research and development department, where she worked on innovative input devices and explored new forms of human-computer interaction. This period provided her with invaluable experience in the practical application of her theoretical knowledge and contributed to her understanding of the challenges and opportunities in the emerging field of interactive media.
Publication of "Computers as Theatre"
1991
The publication of "Computers as Theatre" solidified Laurel's position as a leading thinker in the field of human-computer interaction. The book articulated a powerful metaphor for understanding how computers could be used to create engaging and meaningful experiences, drawing on principles from dramaturgy and theater to inform the design of interactive systems. It became a seminal work in the field.
Interval Research Corporation
Early 1990s
Laurel joined Interval Research Corporation, a research lab founded by Paul Allen, where she conducted cutting-edge research in virtual reality and interactive storytelling. This period allowed her to pursue her vision of creating immersive and embodied experiences, contributing to the development of new technologies and design principles for virtual environments.
Founding Purple Moon
Late 1990s
Laurel founded Purple Moon, a game development company focused on creating games for girls that emphasized narrative, character development, and social interaction. This venture was driven by a desire to address the gender gap in the gaming industry and to create more inclusive and empowering gaming experiences for young women. Despite its short lifespan, Purple Moon had a significant impact on the industry and highlighted the importance of diverse perspectives in game design.
Academic Roles and Continued Research
2000s - Present
Laurel has held prominent academic positions, including at the California College of the Arts and UC Santa Cruz, where she has continued to teach, research, and advocate for human-centered design. Her ongoing work explores the ethical and social implications of technology, as well as the potential for technology to promote empathy, understanding, and social change. She remains an influential voice in the field of interaction design and a passionate advocate for responsible innovation.
Brenda Laurel

Brenda Laurel (born 1950) is an American interaction designer, video game designer, and researcher. She is an advocate for diversity and inclusiveness in video games, a "pioneer in developing virtual reality",[1] a public speaker, and an academic. She was founder and chair of the graduate design program at California College of the Arts (from 2006 to 2012);[2] as well as the media design graduate program at Art Center College of Design (from 2000 to 2006). She has worked for Atari, co-founded the game development studio Purple Moon, and served as an interaction design consultant for multiple companies including Sony Pictures, Apple, and Citibank.[3] As of 2021, her current work focuses on STE(A)M learning, and the application of augmented reality within it.[4]

Key Information

Early life and education

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Brenda Kay Laurel was born on November 20, 1950, in Columbus, Ohio. She received her Bachelor of Arts from DePauw University, and her Masters of Fine Arts as well as her Ph.D. from Ohio State University.[3] Her Ph.D. dissertation was published in 1986, titled "Toward the Design of a Computer-Based Interactive Fantasy System", and would form the basis of her 1991 book "Computers as Theater".[5][6]

Career

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Laurel's first games were for the CyberVision 2001 platform, where she worked as a designer, programmer, and manager of educational product design from 1976–1979.[7][5] She then moved to Atari as a software specialist, later becoming manager of the Home Computer Division for Software Strategy and Marketing, where she worked from 1980 to 1983.[5][8] After finishing her Ph.D., Laurel worked for Activision from 1985 to 1987.[8] In the late 1980s and early 1990s she worked as a creative consultant on a number of LucasArts Entertainment games, and Chris Crawford's Balance of the Planet.[8] During this time Laurel also co-founded Telepresence Research, Inc., and became a research staff member at the Interval Research Corporation where she worked on research investigating the relationship between gender and technology.[5]

She is also a board member at several companies and organizations.[3]

Purple Moon and games for girls

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As one of the earliest female game designers, Laurel became active in writing on the topic of developing video games for girls. She posited that while the early video game industry focused almost exclusively upon developing products aimed at young men, girls were not inherently disinterested in the medium. Rather, girls were simply interested in different kinds of gaming experiences. Her research suggested that young women tended to prefer experiences based around complex social interaction, verbal skills, and transmedia.[1]

The game business arose from computer programs that were written by and for young men in the late 1960s and early 1970s. They worked so well that they formed a very lucrative industry fairly quickly. But what worked for that demographic absolutely did not work for most girls and women.

— Brenda Laurel, Wired Magazine [1]

In 1996, Laurel founded Purple Moon, a software company focused on creating games aimed at young girls between the ages of 8 and 14.[9][10] Laurel's vision was to create games for girls that had a greater focus on real life decision-making rather than appearances and materiality.[11] The company was an experiment in turning research on girl's gaming preferences into marketable video games. The firm produced games designed around storytelling, open-ended exploration, and rehearsing realistic scenarios from one's day-to-day life, as opposed to competitive games featuring scores and timed segments.[1][12] The company produced ten games primarily divided into two series: "Rockett", which focused around a young girl's daily interactions, and the more meditative "Secret Path" series. Purple Moon was eventually acquired by Mattel in 1999, but was later closed.[5][13][14]

Purple Moon received criticism for focusing on designing games based on gender.[12] The research was accused of reinforcing the differences between genders that girls were already socialized to accept, thus the focus on the stereotypically feminine values of cooperation, narrative, and socialization as opposed to the stereotypically masculine values embodied in most games as violence and competition.[15]

Virtual reality

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In 1989, Laurel and Scott Fisher founded Telepresence Research, a company focusing in first-person media, virtual reality, and remote presence research and development.[16][17][18]

In Laurel's work regarding interface design, she is well known for her support of the theory of interactivity, the "degree to which users of a medium can influence the form or content of the mediated environment."[19] Virtual reality, according to Laurel, is less characterized by its imaginary or unreal elements than by its multisensory representation of objects, be they real or imaginary.[20] While discussions around virtual reality tended to center on visual representations, audio and kinesthesia are two potent sources of sensory input that virtual reality devices attempt to tap into. Laurel's 1994 Placeholder installation at Banff Center for the Arts—a collaboration with Rachel Strickland—explored these multisensory possibilities.[21] Placeholder was the first VR project to separate gaze from direction of movement, allow for two hands to participate, support two player games, and use imagery from natural landscape.[4] The installation allowed multiple people to construct a narrative by attaching movement trackers to its subjects' bodies while letting them navigate a virtual environment by doing common physical acts with special results, such as flapping one's arms to fly.[5]

Academia

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Following the closure of Purple Moon, Laurel worked as chair and professor at the ArtCenter College of Design, and later the California College of the Arts, additionally becoming an adjunct professor at the University of California, Santa Cruz. She currently[vague] teaches Design Research, Critique, Methods for Innovation and Creativity, and Interaction in the Polis.[4]

Awards

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In 2015 Laurel won the Trailblazer award at the IndieCade festival.[22]

Works

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Books

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  • Computers as Theatre (2nd Edition), Addison-Wesley Professional, (2013) ISBN 0321918622
  • Design Research: Methods and Perspectives, MIT Press, (2004) ISBN 0-262-12263-4
  • Utopian Entrepreneur, MIT Press (2001) ISBN 0-262-62153-3
  • Computers as Theatre, Addison-Wesley (1991) ISBN 0-201-55060-1
  • The Art of Human-Computer Interface Design, Addison-Wesley (1990) ISBN 0-201-51797-3

Essays

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"Tech Work by Heart" in Women, Technology, Art, edited by Judy Malloy, is an early essay explaining the origins of Purple Moon.[23]

Games

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  • Goldilocks, on CyberVision. (1978)
  • Hangman, on CyberVision. (1978)
  • Labyrinth: The Computer Game (1986)
  • Rockett's New School, Purple Moon Media. (1997)
  • Secret Paths in the Forest, Purple Moon Media. (1997) ISBN 9781890278168
  • Rockett's Tricky Decision, Purple Moon Media. (1998)
  • Rockett's Secret Invitation, Purple Moon Media. (1998) ISBN 9781890278281
  • Rockett's First Dance, Purple Moon Media. (1998)
  • Rockett's Adventure Maker, Purple Moon Media. (1998)
  • Secret Paths to the Sea, Purple Moon Media. (1998)
  • Starfire Soccer Challenge, Purple Moon Media. (1998)

Media appearances

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Personal life

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She works as a consultant and speaker, and is a part-time abalone diver.[4]

See also

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References

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