Brenda Laurel
Brenda Laurel
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Overview

Brenda Laurel, born in 1950, is a pioneering figure in the fields of interaction design, virtual reality, and game development. Her work is characterized by a deep concern for human-computer interaction, particularly focusing on the embodiment of users in virtual spaces and the potential for technology to enhance human experiences. This timeline highlights key moments in her career, showcasing her contributions to the evolution of interactive media.
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.