Shelly's Resume

Posted by shelly on February 22, 2007
SHELLY D. FARNHAM, PH.D.

Biography and Curriculum Vita

BIOGRAPHY

I am a Founder and Social Architect with Waggle Labs, where we both develop innovative products and provide consulting services. We focus on prototyping, deploying and evaluating social technologies designed to enhance communication, community, social networks, identity, knowledge sharing, and social coordination.  Prior to venturing on my own as an independent consultant and subsequently starting Waggle Labs, I spent seven years as a Researcher in the Social Computing, Community Technologies, and Virtual Worlds Groups at Microsoft Research.  I worked on several research tracks at MSR, ranging from prototypes focused on bootstrapping social networks from email behavior and mailing list memberships, to laboratory and field studies of uses of technology in people's day-to-day social lives, to projects enabling mobile social coordination and networking.   I earned my Ph.D. in Social Psychology at the University of Washington where I studied the interplay between the self-concept, social environments, and behavior, and my B.A. at Georgetown University where I double majored in psychology and art.  I strongly believe that some of the most innovative technologies occur through collaborations between technologists and artists, and as such am very actively involved as a board member and volunteer for several technology, arts and community not-for-profit organizations.

CURRICULUM VITA

EDUCATION

  • Ph. D. Social Psychology.  1999.  Minor: Quantitative Methods. Breadths: Social Policy and Developmental Psychology. University of Washington.
  • B. A. Psychology and Fine Arts. 1991.  Georgetown University.

PROFESSIONAL EXPERIENCE

  • Founder and Social Architect.  Waggle Labs (2006 to present).

    I both design innovative social technologies and provide consulting services, focusing on prototyping, deploying and evaluating social technologies designed to enhance communication, community, social networks, identity, knowledge sharing, and social coordination.  

  • Adjunct Professor.  University of Washington (2007).

    Taught course Social Web 2.0 to Master's students in Digital Media in the Communications Department.

  • Independent Consultant.  Farnham Research (2005 to 2007).

    Provided research and consulting services to several organizations, assisting them in designing social features and integrating them into their technologies.

  • Researcher.  Microsoft Research (1999-2005). 

    I worked within several research and advanced prototyping groups (Social Computing, Virtual Worlds, and Community Technologies) to develop social technologies expected to impact Microsoft products two to ten years in the future.   My particular areas of expertise include social networking, collaboration, community development, communication, knowledge management, and mobile coordination.  My primary roles as a Researcher were:

    User Experience Research
    Conducted many laboratory, questionnaire, and observational user studies, bringing my training as an experimental researcher to the domain of social and community technologies.  For the most part I adopt a strong quantitative approach, supplemented by qualitative inquiry as needed for an in-depth understanding of problems and issues.  To further facilitate our user experience research I implemented an Online Laboratory.  For more details, please see research.

    Quantitative Analysis of Usage Statistics
    I have a strong quantitative background with an expertise in operationalizing social constructs from interaction behavior in communication systems.  As such I worked with a variety of applications to design comprehensive instrumentation of usage, and then performed large scale analyses.  Such projects include analyses of social behavior in online virtual environments and massive multi-player games (Virtual Worlds Platform, Xbox, Asheron?s call), analysis of type and style of feature usage in MSN communities, and interaction behavior in communication systems (email, active directory, online social networks).   In addition, I have mentored numerous graduate student interns in similar projects.

    User Experience Architecture for Advanced Prototyping
    Played both a lead and a supporting role across all phases of project development, working with teams of developers, designers, usability engineers, program managers, other researchers, and interns through project brainstorming, design, implementation, deployment and evaluation.  Recent work for which I played a lead role include a) a series of projects exploring communication and media sharing in the context of social networks, often based on inferring social relationships from communication behavior and b) group communication and coordination for the cell phone.  I have published a number of papers and patents based on my projects.   For more details, please see my project history.

    Consulting with Product Groups
    Worked with a wide variety of product groups including MSN Spaces, MSN Communities, XBox, Outlook Exchange, and Microsoft's Smartphone to a) provide expert feedback as they developed social technologies, b) develop my own research and prototyping projects based on their questions and concerns, and then c) transfer our technologies back to be integrated into their systems.

    Participation in Research Community
    Actively participated with the greater research community through paper publication, presentations at conferences and universities, and by organizing workshops and symposiums. See detailed list of professional activities below.
  • Developer.  University of Washington, Seattle, Washington (1998-1999).

    Developed FIAT 2.3, an application that allows experimenters to develop and use Implicit Association Tests, which measure implicit attitudes through reaction time data.

  • Research Assistant. University of Washington, Seattle, Washington (1993-1998). Developed, implemented, analyzed, and reported studies examining self-esteem, social identity, and stereotypes.  Mentored undergraduates in developing and implementing their own research projects.

  •  Instructor and Teaching Assistant. University of Washington, Seattle, Washington (1993-1998).

    Instructor for Laboratory in Social Psychology, 2 quarters. Taught research skills and provided undergraduates with direct, hands-on experience with the experimental process. Introduction to Social Psychology, 3 quarters, Human Sexuality, 3 quarters, Developmental Psychology, 2 quarters, Laboratory in Social Psychology, 4 quarters. University of Washington, 1993-1998. Conducted discussion sections, developed exams, graded papers, advised research groups, etc.

PROFESSIONAL ACTIVITIES

  • Principle Organizer: Social Computing Symposium 2004 and Social Computing Symposium 2005, Microsoft Research.  The Symposium brings together leaders in the study and development social technologies both in research and industry.
  • Technology Advisory Board: Biznik, a social technology that enables social support and social networking for independent professionals.
  • Organizer and MSR Liason:  Design Expo, Microsoft Research.  Worked with Joy Mountford and Lili Cheng to bring students and faculty from six leading design universities to present team projects at the Microsoft Research Faculty Summit
  • Organizing Committee and Lead Organizer:  Dorkbot-sea, Seattle-based group that meets monthly to foster innovative art and technology. 
  • Program Committee: Communities Technologies 2005
  • Associate Chair of Paper Committee: ACM Computer Human Interaction 2005
  • Associate Chair of Note Committee: ACM Computer Human Interaction 2007
  • Organizer: Computer Supported Cooperative Work 2004 Workshop, Social Networks for Design and Analysis
  • Principle Organizer: Computer Human Interaction 2001 Workshop,
    Integrating Diverse Research and Development Approaches to the Construction of Social Cyberspaces.
  • Reviewer: Computer Human Interaction, Hawaiian International Conference on System Sciences, Journal of Computer Human Interaction.
  • Graduate Student Representative: Social Psychology Search Committee and Graduate Training Committee, Department of Psychology, University of Washington.
  • Member: ACM Special Interest Group Computer Human Interaction, American Psychological Association,
    American Psychological Society, Society for Personality and Social Psychology

SKILLS

  • Professional: Strong professional skills, including organizing workshops and conferences, project presentations and writing papers.

  • Management:  Extensive experience managing project teams of two to five people, including developers, usability engineers, designers, testers, interns, and fellow researchers.

  • Research: Both graduate training and extensive experience with experimental design, advanced statistical analyses (linear modeling, analysis of variance), questionnaire writing, and laboratory, field, and online studies.

  •  Prototyping: Interaction design, user interface design, design reviews.

PATENTS

  • Implicit Group Formation around Feed Content for Mobile Devices (8/15/2005)
  • Group-centric Location Tagging for Mobile Devices (8/8/2005)
  • Systems and Methods to Facilitate Self-Regulation of Social Networks through Trading and Gift Exchange (5/13/2005)
  • Dynamic Group Formation for Social Interaction (4/21/2005)
  • People -Centric View of Email (2/1/2005)
  • Command Based Group SMS with Mobile Message Receiver and Server (9/30/2004)
  • Sharing Media Objects in a Network (7/1/2004)
  • Application for Sharing Content in a Network of Computer USers (4/19/2004)
  • Instant Meeting Preparation Architecture (4/1/2004)
  • Identification of Relationships in an Environment (12/31/2003))
  • Computer System Architecture for Automatic Context Association (6/28/2002)
  • Social Mapping of Contacts from Computer Communication Information (6/04/2002)
  • System and Methods for Sharing Dynamic Content Among a Plurality of Online Co-Users (5/31/2002)

SOCIAL COMPUTING PUBLICATIONS AND PAPERS

Cheng, L., Stone, L., Farnham, S., Clark, A. M., & Zaner-Godsey, M. (2000) Hutchworld: Lessons Learned. A Collaborative Project: Fred Hutchsinson Cancer Research Center & Microsoft Research. In Proceedings of Virtual Worlds Conference 2000, Paris, France, June 2000.

Cheng, L., Farnham, S., and Stone, L.  (2002).  Lessons Learned:  Building and Deploying Shared Virtual Environments.  P. 90-111.  In R. Schroeder (Ed.) The Social Life of Avatars:  Presence and Interaction in Shared Virtual Environments .  Springer: London 2002.

Chesley, H., Kawal, R., Landau, J., Cheng, L., Farnham, S., Seban, S. (2000).  Scripting Business Social Interactions.  In Proceedings of SSGRR, July 2000.

Davis, J., Farnham, S., Jensen, C.  (2002).  Decreasing Online ?Bad? Behavior.  In Extended Abstracts of CHI 2002, Minneapolis, April 2002.

Davis, J., Zaner, M., Farnham, S., Marcjan, C., McCarthy, B.  (2003) Wireless Brainstorming:  Overcoming Status Effects in Small Group Decisions.  In Proceedings of HICCS-36 2003, Hawaii.

Farnham, S.  (2002).  Predicting Active Participation in MSN Communities.  It?s All in the Conversation.  Microsoft Technical Report MSR-TR-2002-36.

Farnham, S.  (2002).  Personal Map:  Automatically Modeling the User's Online Social Network.  Paper presented at CSCW 2002 workshop:  Redesigning Email for the 21st Century.

Farnham, S. (2002). Visualizing Discourse Architectures with Automatically Generated Person-Centric Social Networks  Paper presented at CHI Workshop 2002: Discource Architectures.

Farnham, S., Kelly, S.U., Portnoy, W., & Schwartz, J.L.K.  (2004).  Wallop:  Designing Social Software for Co-located Social Networks.  In Proc. HICSS-37, 2004, Hawaii.

Farnham, S., Turski, A., Portnoy, W., &  Davis, J.  (2002). Connections: Exploring Who Knows Whom through Social Networks.  Paper presented at HCIC 2002, Winter Park, Colorado.

Farnham, S., Portnoy, W., Turski, A., Cheng, L., Vronay, D. (2003). Personal Map:  Automatically Modeling the User's Online Social Network.  In Proc. of Interact 2003, Switzerland, July 2003.

Farnham, S. Cheng, L., Stone, L., Clark, A. M., & Zaner-Godsey, M. (2001) Hutchworld: Lessons Learned. A Collaborative Project: Fred Hutchsinson Cancer Research Center & Microsoft Research. HCIC 2001, Winter Park, CO, 2001.

Farnham, S., Cheng, L., Stone, L., Zaner-Godsey, M., Hibbeln, C, Syrjala, K., Clark, A., & Abrams, J.  (2002).  HutchWorld:  Clinical Study of Computer-Mediated Social Support for Cancer Patients and Their Caregivers.  In Proceedings of CHI 2002, Minneapolis,April 2002.

Farnham, S. D., Chesley, H. McGhee, D., & Kawal, R. (2000).  Structured On-line Interactions: Improving the Decision-making of Small Discussion Groups.  In Proceedings of CSCW 2000, Philadelphia, December.

Farnham, S.D., Keyani, P. (2006).  Party On: Hyper Awareness, Hyper Coordination, and Smart Convergence through Mobile Group Text Messaging.   In Proc. HICSS-39, 2006, Hawaii.

Farnham, S., Keyani, P. (2004). Swarm: Smart Convergence and Peripheral Social AwarenessPaper presented at HCIC 2004, Winter Park, Colorado.

Farnham, S. Kirkpatrick, R., Pedersen, E. (2006).  Observation of Katrina/Rita Deployment:  Addressing Social and Communication Challenges of Ephemeral Groups.  In Proc. ISCRAM 2006, Newark, New Jersey.

Farnham, S.D, Zaner, M., Cheng, L.  (2001).  Designing for Sociability in Shared Browsers.  In Proceedings of Interact 2001, Tokyo, July 2001.

Farnham, S., Zaner-Godsey, M., S. Cheng, L., Stone, L., & Clark, A. M. (2001). Hutchworld: Computer-Mediated Social Support for Hematopoietic Stem Cell Transplant (HSCT) Recipients and their Caregivers.  Medicine Meets Virtual Reality 2001, San Jose, January 2001.

Jensen, C., Davis, J., & Farnham, S.  (2002).  Finding Others Online:  Reputation Systems for Social Online Spaces.  In Proceedings of CHI 2002,  Minneapolis, April 2002.

Jensen, C., Farnham, S., Drucker, S., & Kollock, P.  (2000). The Effect of Communication Modality on Cooperation in Online Environments. In Proceedings of CHI 2000, The Hague, Netherlands March 2000.

Kelly, S., Sung, C., & Farnham S.  (2002). Designing for Improved Social Responsibility and Content in On-Line Communities.  In Proceedings of CHI 2002, Minneapolis, April 2002.

Keyani, P., & Farnham, S.  (2005).  Swarm:  Text Messaging Designed to Enhance Social Coordination.  In Harper, R., Palen, L., Taylor, A. (Eds.) The Inside Text:  Social, Cultural, and Design Perspectives on SMS.

LeeTiernan, S., Farnham, S., & Cheng, L.  (2003).  Two Methods for Organizing Personal Web History.  In Extended Abstracts of CHI 2003, Fort Lauderdale, FL.

Smith, M., Farnham, S., & Drucker S. (2000).  The Social Life of Small Graphical Chat Spaces. In Proceedings of CHI 2000, The Hague, Netherlands March 2000.  Reprinted in R. Schroeder (Ed.) The Social Life of Avatars:  Presence and Interaction in Shared Virtual Environments.  Springer: London.  2002.

Turski, A., Warnack, D., Cheng, L., Farnham, S., Yee, S.  (2005).  Inner Circle: People Centered Email Client.  Poster presented at CHI 2005.

Williams, A., Farnham, S., & Counts, S.  (2006).  Exploring Wearable Ambient Displays for Social Awareness.  In Extended Abstracts of CHI 2006, Florida, April 2006.

PSYCHOLOGY PUBLICATIONS

Brown, J. D., Farnham, S. D., & Cook, K. E.  (2002).  Emotional responses to changing feedback:  Is it better to have won and lost than never to have won at all?  Journal of Personality, 70, pp. 127-141.

Farnham, S. D. (1999). From implicit self-esteem to in-group favoritism. Dissertation.

Farnham, S. D., Greenwald, A. G., & Banaji, M. (1999). Implicit self-esteem: Using the implicit association test. In D. Abrams & M. Hogg (Eds.), Social Identity and Cognition. Oxford, UK: Blackwell.

Greenwald, A. G., Banaji, M. R., Rudman, S. D., Farnham, S. D., Nosek, B. A., & Rosier, M. (2000). Prologue to a unified theory of attitudes, stereotypes, and self-concept. In J. P. Forgas (Ed.) Feeling and Thinking: The Role of Affect in Social Cognition and Behavior (pp. 308-330). New York: Cambridge University Press.

Greenwald, A. G., Banaji, M. R., Rudman, L. A., Farnham, S. D., Nosek, B. A., & Mellott, D. S. (2002). A unified theory of implicit attitudes, stereotypes, self-esteem, and self-concept. Psychological Review, 109, 3-25.

Greenwald, A. G., Pickrell, J. E., & Farnham, S. D. (2002). Implicit partisanship: Taking sides for no reason. Journal of Personality and Social Psychology, 83, 367-379.

Greenwald, A. G., & Farnham, S. D. (2000). Using the Implicit Association Test to measure self-esteem and self-concept. Journal of Personality and Social Psychology, 79, 1022-1038.

Haines, L., Kray, L., Farnham, S. D.  Women's Implicit Self-concept of Dominance is Increased by Experiencing Social Power.  Manuscript submitted for publication.

PSYCHOLOGY PROFESSIONAL PRESENTATIONS

Farnham, S. D., & Greenwald, A. G. (1999). In-group favoritism = implicit self-esteem X in-group identification. Paper presented at the annual meeting of the American Psychological Society, Denver, CO.

Farnham, S. D., & Greenwald, A. G. (1998). Implicit balance between personal and social identity: I am female + I am good = female is good. Paper presented at the annual meeting of the Midwestern Psychological Association, Chicago.

Farnham, S. D., & Greenwald, A. G. (1997). Implicit balance between personal and social identity: I am female + I am good = female is good. Poster session presented at the annual meeting of the Society of Experimental Social Psychology, Toronto.

Farnham, S. D., & Greenwald, A. G. (1997). Assessment of implicit self-esteem using the Implicit Association Test. Poster session presented at the annual meeting of the Western Psychological Association, Seattle, WA.

Farnham, S. D., & Brown, J. D. (1995). The affective nature of self-esteem. Poster presented at the annual meeting of the American Psychological Society, San Francisco, CA.

 

 

Peter's Resume

Posted by peter on February 21, 2007

Peter T. Brown

I have over 10 years of experience passionately working on all aspects of innovative Internet technology, from concept to rapid prototyping, architecture to development, deployment to operations, and branding to promotion.

Professional Experience

SuperOyster, Inc. :: Director Of Web Development (2006) Working in a small team, we developed and patented software that allowed people to “turn time into money” by facilitating the buying and selling of positions within waiting lists. The application was developed with a Ruby front-end, C#/.Net back-end, and used Microsoft SQL. A demo of this product is available, upon request.

Headless Hunter, Inc. :: Founder (2004 – 2006) Using social network models, I developed a unique referral-recruiting tool designed to aid companies in soliciting employee networks for highly qualified candidates. We raised seed capitol while building a product that entered beta trials with a dozen Seattle-area companies. The intellectual property is presently in the process of being purchased by a Canadian recruiting tools company. The application was written using Java, WebWork, Hibernate and PostgreSQL. A demo of this product is available, upon request.

Wide Mile, Inc. :: Director of Technology (2001 – 2003) Working as the development team manager and lead programmer at this web marketing company, I developed a sophisticated online marketing tool that managed email deployment, media tracking, and ad usage analysis. Our service deployed millions of emails, often daily, and was used by such companies as Compaq, Newline Cinema, Match.com, Napster, Stanford University, Nintendo, and Levi Strauss. Our tools used Java, Microsoft SQL, Microsoft Analytics, PostgreSQL, and other commercial data mining products.

Messenger9.com, Inc. :: Founder (1999 – 2001) Based on research I began at a Tohoku University in Japan, this company offered the world’s first and only web-based instant messaging product. This free consumer destination reached over 45,000 registered users. Wide Mile, Inc. acquired the business in 2001. The application was written using PHP and PostgreSQL.

Internet Advantage, LLC :: Lead Programmer and Founder (1996 – 1998) I developed an online publishing and e-commerce system that allowed small business owners to self-publish their own websites as well as manage inventory and sell items online. The system was used by thousands of active, paying customers (in 1996)!

Independent Projects

Reality All Starz :: Creator (2006 – Present) This project, which is currently available online, allows people to challenge themselves and their friends to go on unusual and interesting adventures. Employing a unique multi-tiered rating system, friends can compete for points to become a top Reality All Star among their peers or within the entire community of players. A demo of this is available upon request.

Immedi.at :: Creator (2005 – 2006) This project allows people to receive updates on any instant message client whenever specific RSS feeds are updated. My first Ruby project, this service was profiled in dozens of notable blogs including Life Hacker, LockerGnome, Weblogs Inc., and Mashable, and was listed as one of the top ten most linked sites on del.icio.us.

Technologies and Languages

Servers: Tomcat, Apache, Mongrel, Webrick, Orion; including strong experience with many aspects of server clustering

Web UI: Javascript, AJAX; including strong API integration experience (i.e. Flickr, YouTube, Google Maps)

Ruby: Ruby, Ruby On Rails, RJS, Capistrano, daemons

Java: Java, Webwork, XWork, Veloctiy, JUnit, JGraph

XML Technologies: XML, XSLT, SOAP, CSS, XMPP, RDF, AJAX

Operations: Subversion, CVS, Linux (Redhat/CentOS), OS X

Databases: MySQL, PostgreSQL

Education

University of Washington :: Software Engineering & Japanese ( 1996 – 2000 ) Left during my final year in 2000 to start Messenger9.com, Inc.

Tohoku University, Sendai Japan :: Software Engineering ( 1998 – 1999 )

Languages: Japanese, Engrish

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