Diana Gagnon Hawkins, Ed D

Phone: (650) 369 6878

Fax: (650) 369 4578

dh@DianaHawkins.com

http://www.DianaHawkins.com

 

Consultant and entrepreneur in the area of advanced TV services:

• Personalized TV and Profile Driven Interface Design

• PVR Services and User interface

• TV Portals and Walled Gardens

• ITV, datacasting and Broadband Services

• Virtual Reality, Videogames and Public Installations

 

Prior work includes: interactive design, prototype and product development, strategic planning, user interface, consumer research, and early phase company development.

 

Cachevision, San Jose, CA (2001 2002)- contracted to develop UI and service concepts for PVR cable sidecar (for startup owned by Thompson and Seagate). Design featured personalized accounts, advanced search features, Interactive Program Guide and interactive services and advertising

 

Dotcast, www.dotcast.com Mountain View, CA (1999-2000)- Cofounded a national high-speed datacasting network for the distribution of digital entertainment, interactive services and multimedia. Designed a prototype portal which utilized a profile driven caching model to deliver top broadband sites, full motion personalized TV channel and high-speed videogame, software, music and video downloads to a receiver device attached to a PC. or work or entertainment.

 

Homecast, (A joint venture between TCI, Bank of America and Intuit)

 Palo Alto, CA (1998-1999). – developed a broadband financial channel prototype and business model for a walled garden TV Portal for TCI digital cable systems utilizing the DCT5000 set top box. The portal featured a full motion personalized financial news channel, access to bank accounts, bill payment and various financial services and vendors. The business plan outlined a business model which included bank subsides for the box and multiple revenue streams generated from targeted ads, pass though bounties, and video placements within the personalized virtual channel

 

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CONSULTING CLIENTS: (1991- Present)

Interactive TV:

Service and prototype design, Internet TV integration; intelligent interface design; strategic planning; consumer research, in home trials

Digeo, Kirkland, WA

Interactive Channel, Los Angeles, CA          

3DO: Redwood City, CA

GTE Main Street, Stamford, CT       

IBM, Boca Raton, FL

Turner Publishing, Atlanta, GA         

Hewlett Packard, Sunnyvale, CA

Viacom, MTV and Nickelodeon, NY           

GTE Imagitrek, San Diego, CA

Starwave: Seattle, WA           

HBO, NY, NY

Fujitsu, Tokyo, Japan 

ICTV, Santa Clara, CA

 

Expert Witness & Case Research:

Pennie & Edmond, NY, NY – (Disney VS ACTV)

Weil, Gotshal and Manges, NY, NY (Amazon.com VS Barnes and Noble)

 

 World Wide Web:

Intelligent interface design, Internet TV, data mining, profiling, and start up technology evaluation.

Citibank, LA, CA      

TVN, Burbank, CA

NetAngels, San Francisco, CA          

Matsushita, Tokyo, Japan

The McKenna Group, Palo Alto, CA

News Corp, LA, CA.

Kleiner, Perkins, Caufield and Byers, Menlo Park, CA      

Tibco, Palo Alto, CA

Gist, NY, NY

 

Public Space:

Interactive retailing; virtual reality and interactive attractions for public site installation; interactive themepark consulting; assessment virtual reality entertainment centers.

Warner Brothers: Burbank, CA        

Nike: Beaverton, OR

Paramount Parks: Charlotte, NC       

Paramount Pictures: LA, CA

 

 

Other Interactive Consulting:

King World: NY, NY, entertainment software investment consulting.

Allied Entertainment: London, England, interactive property development for Lawnmower Man movie.

 

EDUCATION:

 

Ed. D., Harvard Graduate School of Education, Cambridge, MA, 1986 Doctorate in Human Development, Educational Media and Interactive Technology (graduated with distinction) specializing in the influence of videogames and interactive media on thinking.

 

Post Doctoral Fellowship: MIT Media Lab - future entertainment technologies, 1986.

 

B.A. and B.F.A. State University of New York, Buffalo, N.Y., 1981 Psychology (Summa Cum Laude and Highest Distinction in Psychology Award) Studio Art, Sculpture, and Video (Magna Cum Laude).

 

 

INTERACTIVE PRODUCTS AND PROTOTYPES:

 

 Advanced PVR User Interface:  (Cachevision, San Jose, CA 2001-2002)

Designed User Interface for a PVR cable sidecar featuring personalized accounts, advanced search features, Interactive Program Guide and interactive services and advertising for Cachevision (a startup owned by Thompson and Seagate). Work included the development of a working prototype, full functional specification documentation, and concepts for advanced service offerings and advertising models.

 

Datacasting Portal Prototype (Dotcast, www.dotcast.com Mountain View, CA (1999-2000)

Designed a prototype portal for the Dotcast broadband transmission system featuring a pushed desktop tool bar, personalized service screen and program guide. The service utilized a profile driven caching model to deliver top broadband sites, full motion personalized TV channel and high-speed videogame, software, music and video downloads targeting a Dotcast enabled receiver device attached to a PC.

Work or entertainment

Walled Garden Prototype Homecast, (A joint venture between TCI, Bank of America and Intuit) Palo Alto, CA (1998-1999)

Designed a prototype and business plan for a walled garden TV Portal for TCI’s  digital cable systems utilizing the DCT5000 cable set top box. The Homecast Financial portal featured a full motion personalized financial news channel and access to bank accounts, bill payment and various financial services and vendors. The business plan out lined a business model which included bank subsides for the box and multiple revenue streams generated from targeted ads, pass though bounties, and video placements within the personalized virtual channel

 

Personalized Intelligent Music Site (Net Angles, San Francisco, CA  1998)

Designed prototype for a personalized intelligent music site utilizing collaborative filtering, click stream analysis and profiling technologies. The site is personalized to each user in real time based upon a dynamic user profile, preferences and "like user" recommendations. Also designed a broader prototype site, which recommended and matched users for placement in chat environments based upon interests and psychographics. A short form personality test was commissioned and used to match users on personality as well as business, and personal interests, geographics and other user determined criteria.

 

Interactive MTV prototype (Viacom and ICTV, NY, NY and San Jose CA 1993) 

TV Interactive was an enhanced TV demo, which was used in a series of Viacom commissioned focus groups exploring consumer interest in interactive TV. This simulated simulcast allowed users to order merchandise, tickets and accesses information on the songs aired on MTV.

 

Interactive Sesame Street  (ICTV San Jose, CA 1992)

Interactive Sesame Street w as an enhanced TV demo designed for the ICTV interactive cable service. It demonstrated a number recognition game where the user could play along with the show by selecting simulcast graphic over laid numbers that coincide with the numbers in the song.

 

Ecoquest (prototype simulator ride concept 1992)

Created the concept and business plan for Ecoquest a virtual reality themepark ride and stand alone simulator center. This multiplayer simulator game and motion base ride allowed families and small groups to work cooperatively within a simulated world to save species of fish from extinction within a timed underwater adventure. A business plan was developed for themepark and for standalone centers in shopping malls and high traffic locations.

 

CyberJobe Virtual Reality Arcade game   (GTE Imagetrek & Allied Entertainment, London England, San Diego, CA 1991)

Designed a quasi-virtual reality prototype arcade game, which ran on a videodisc platform with 3D graphics overlay and custom gesture input device. This game was intended to be launched in movie lobbies along with the film the Lawnmower Man. Computer graphics scenes from the film were displayed on laserdisc and super imposed with 3d game graphics. Looking though a stereoscopic periscope users reached into the game box and grabbed objects that appeared in 3d space coming out the screen. The location and positioning of their hand in the box was read by rows of LEDs.

 

 

 

Slime Time videophone call-in game (Nickelodeon, NY,NY 1990)

Developed the concept of using videophone instead of telephone call in for Slime Time game show competition, which successfully aired on Nickelodeon.

 

Cuts: Peter Gabriel (ACTV, NY, NY 1989)

Produced and designed Cuts a 30 minute interactive music show featuring the works of Peter Gabriel which aired on the ACTV interactive TV system in Springfield MA, Montreal Canada and Heathrow, England. It was cited by A & A monthly as one of the best interactive applications and received third place in the International Film and TV Festival of New York. It allowed users a variety of ways to interact with the program including: directing their own version of the performance by seamlessly switching between the camera angles from four full motion video tracks, adding and subtracting instruments with in the music, and interacting with graphics and surrogate travel visuals.

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Interactive NFL Monday Night Football, and Major League Baseball (ACTV NY, NY 1989)

Production design for the first live interactive broadcasts of NFL Monday Night Football, and Major League Baseball for the ACTV interactive television system working in cooperation with NBC and ABC Sports.  Three  channels of additional programming were simultaneously broadcast along with the sporting events to 300 test homes in Springfield MA and test panels in Bell Labs. Users could switch between camera angles, call up statistics on players and watch alternative announcers from the live radio broadcasts. Also directed and designed the graphics for the first live interactive regional hockey test broadcasts.

 

Interactive Dallas and Interactive CBS Evening News (MIT Media Lab, Cambridge, MA 1986)

Designed a test prototype of a broadband interactive television soap opera and a test prototype of broadband interactive television news for use in MIT audience research studies.

 

Magic Beat Laser disc Arcade Prototype (Games Group Inc. Boston, MA 1983)

Designed and developed a prototype music based videodisc arcade game featuring surrogate travel, footpad interface device and holophonic sound effects for the Games Group Inc. This movie map of Boston’s Beacon Hill allowed users to dance in rhythm to the music and move within a full motion video environment. . As users stepped on a step pad input device  graphic overlays of their footsteps appeared over full motion video clips, which they controlled. A layer of computer graphics allowed users to interact and play with objects in the video world.

 

PREVIOUS WORK:

 

ACTV Domestic Corp. New York, NY, 1989 - 1991 Vice President of New Business Development responsible for strategic planning, development of business relationships, implementation of consumer research, and development of interactive TV programming. Key achievements include: the formation of a consortium between McCann Erickson, AT&T, Coca Cola, General Motors, ABC and NBC for the funding, production and evaluation of the first interactive sporting events (NFL Monday Night Football, Major League Baseball, etc); the production of the first interactive TV music program CUTS featuring the works of Peter Gabriel.

 

MIT, Media Laboratory, Cambridge, MA, 1985 - 1989 Research Associate & lecturer: cofounded the Audience Research Facility; conducted research on audience response to new media technologies (including interactive TV, HDTV, electronic publishing, digital Vs analog audio etc.) and taught a course in interactive media design.

 

Games Group Inc., Boston, MA. 1983 - 1985 Cofounder: directed design and product development for videodisc based arcade game.

 

 

RESEARCH PROJECTS: (1981- present)

 

Stanford University Dept. of Communications, Visiting Scholar researching interactive violence and rating systems, 1995;

 

Corporation for Public Broadcasting grant to study the potential for interactive children's television, 1989;

 

MIT, Research Program in Communications Policy, Future of the Mass Audience Project, Cambridge, MA. examined human factors research pertaining to new media design, Dr. Russell Neuman, 1983;

 

MIT, Dept. of Science, Technology, and Society, Cambridge, MA. Conducted interviews on the psychology behind videogame addiction for the book The Second Self by Dr. Sherry Turkle, 1982;

 

Harvard Graduate School of Education Administration, Planning, and Social Policy, Cambridge, MA. prepared a case study on the curriculum application of computers; Dr. Greg Jackson, 1982;

 

National Endowment for the Arts Grant, Vision Inc.,Cambridge, MA., studied the uses of video in the design arts and the feasibility of a design video magazine, 1981;

 

Massachusetts Educational Television, Cambridge, MA., explored faculty response to the implementation of videodiscs in a school setting, 1981.

PREVIOUS CONSULTING CLIENTS: (1982-1987)

 

Clients:

Optophonic Entertainment Systems, Montreal, Canada, explored the development of a universal optical system to play records, CD audio, CDI and CD ROM, 1987;

 

GTE Human Factors Lab, Waltham, MA, redesigned the user interface for MINET (a large medical database), 1984 to 1985;

 

Nutritional Management, Boston, MA, consulted on the design of weight loss software, 1984;

 

Raytheon Service Company, Training Center, Burlington, MA, consulted on educational microcomputer software, 1983;

 

Video Re search Inc., Cambridge, MA., consulted on the design of children's educational video and 'how to' consumer videotapes, 1983 to 1984;

 

Digital Equipment Corp., Burlington, MA., consulted on testing and evaluation of IVIS training videodiscs, 1982.

 

BOOKS, CHAPTERS, PAPERS, AND REPORTS:

 

"Virtual Reality & Passive Simulators: The Future of Fun" chapter in Biocca, F., & Delaney B. (Ed.). Communication in the Age of Virtual Reality. Hillsdale, NJ : Lawrence Erlbaum Associates (1995).

 

Virtual Reality and Ride Theater Location Based Entertainment, Paramount commissioned report, Jan 1992.

 

Interactive TV: State of the Industry, published by Arlen Communications, Jan 1990.

 

"Toward An Open Architecture Approach to Media Design", chapter Communications Yearbook, 1988.

 

"Interactive Shopping: The Trend of the Future?", Gagnon, Kosloff & Bove, GTE sponsored report, 1988.

 

"Do Consumers Want Interactive TV?" GTE sponsored report, 1987.

 

"Interactive Entertainment: a Study Series", Paper presented to the International Communications Association, Chicago, May 1986.

 

"Interactive Versus Observational Media: The Influence of User Control and Cognitive Styles on Spatial Learning", Distinguished Paper Award, International Communications Association, Montreal, 1986.

 

"Videogames and Spatial Skills", Educational Communication and Technology Journal 33 (4) winter 1985.

 

"Audience Perceptions of Image and Sound Quality in Television", W.R. Neuman, A. Crigler, & L. Ford, MIT, Audience Research Report, 1985.

 

"Human Factors: Some Lessons for the New Technologies", Future of the Mass Audience Project Working Paper, Dec. 1983.

 

"The Psychology Behind Videogame Addiction" sponsored research report, 1982

 

"Over Worked and Under Paid: On the Nature of Gender Differences in Self-Pay" Distinguished article award American Psychological Association, 1982.

 

Videotapes and press clips available upon request.