Work Structure of Networked Communities and Crowds
September 2013-current
I am investigating how the bitcoin community, as an exemplar of networked communities, motivate participants, form collaborative work and learning structures, maintain reciprocal working relationships with companies, and as a developing—changing, evolving, and adaptive—organization. I am using this project to test earlier conceptual work around peer production and learning.

The Digital Memory Project
September 2012-July 2013
The Digital Memory Project aims to digitize “memories,” so that communities can more effectively collected, shared, and get passed on experiences. I am leading an interdisciplinary team to develop media platforms that solicit digital memories from “crowds,” whom will create, edit, and remix these memories. This research helps test some of my theories around designing peer production systems.

Connected Learning
September 2011-August 2012
Traditional education contexts are restricted to classrooms and at home. However, Internet communities supported by media technologies are emerging learning contexts in which youths can participate and learn about digital technology and other skills. This research examines social practices and learning opportunities of youth participating in Internet communities. StarCraft (1998) is an electronic sport, or sporting leagues compete through networked games and related activities. I have interviewed 30 StarCraft players, professional gamers, team managers, tournament organizers, college and high school StarCraft league participants, level designers, and community leaders. This research adds on to my ongoing examination of “peer production,” and in particular how “learning” is both conceptually and practically inseparable.

Culture and Creativity: Modding communities in China and the U.S.
April 2008—August 2011
This research examined the relationship between culture and creativity. A comparative ethnography was performed in end user communities of China and the U.S., which included examination of techniques and effects of corporate policies on end user communities. My methods included online and offline interviews. My interviews take place in Irvine and in Northern California, as well as in the Chinese cities of Beijing, Shanghai, Guangzhou, and Chongqing, and the small towns of Xiuyan (Liaoning province) and Shihezi (Xinjiang province). This research forms the foundation for my ongoing work around “peer production” and “game studies”.


Doctor of Philosophy–University of California, Irvine
September 2007–August 2011
Advisor: Professor Bonnie Nardi

Master of Engineering (research)–Nanyang Technological University
July 2001–June 2004
Human Factors Engineering
Advisor: Professor Martin Helander

Owner – In-Situ Research
September 2005 – Present
Methodology: ethnographic studies, statistical analysis, ecological interface design
Domain: building controls, consumer electronics, refineries
Clients: Honeywell, Dell, Nanyang Technological University.

Senior Research Engineer – Honeywell Pte Ltd
January 2005 – December 2005
Methodology: statistical analysis, surveys, interaction design, Six Sigma.
Domain: building controls, refineries

Research Intern – Honeywell Inc (Honeywell Labs)
November 2003 – November 2004
Methodology: interviews, surveys, focus groups, usability tests, contextual inquiry, Interaction design
Domain: building controls, refineries, medical products, older adults

SM2264 User Research
SM3511 Interface Design
SM3707 Ethnography in Games & Virtual Environments

I taught in the past to varying degree
Computer Games and Society, Social Analysis of Computing, Organizational Information System, Projects in Social Impact of Computing, Critical Writing

Board Member: Chinese DiGRA Chapter (Treasury)

Program committee: CSCW 2014 (Publication Co-chair); Human Centric Computing conference 2014 (PC Co-chair); Chinese CHI 2014

Reviewer: ACM CHI Conference, ACM CSCW Conference, Interacting with Computers, New Media and Society, Human-Computer Interaction.

April 2014 (Chinese) Game Studies Conference. Organized by the University of Nottingham Ningbo China.
February 2014 
Structures for Knowledge co-creation Between Organizations and the Public. Organized by the ACM Conference on CSCW 2014.
August 2010 Virtual Realities in East Asia. Sponsored by School of Modern Languages and Culture, University of Hong Kong.
April 2010 MMO and Virtual Worlds for Kids. Humanities Gateway Building, University of California, Irvine.
June 2009 State of Play Doctoral Student Symposium (funded by New York Law School)
August 2008 ECPR workshop in Ljubljana, Slovenia on Network Analysis (supported by anonymous family foundation)
June 2008 UCI Institute for Software Research (ISR) Graduate Student Research Symposium (GSRS).
May 2008 Productive Play Workshop at Beckman Center in UC Irvine

“Digital Media and Peer Production in Online Gaming Community” presented at School of Computer Science, Fudan University, on September 30, 2013; at Division of Psychology, Nanyang Technological University, Singapore, on March 20, 2013; and at Technical Meeting of Interactive and Digital Media Institute at the National University of Singapore, on January 11, 2013.

“Rethinking Participation” presented at, Dissertation Defense at University of California, Irvine, on July 19, 2011.

“Mediating Contradictions of Digital Media” presented at, Workshop on Governing the Magic Circle: Regulation of Virtual Worlds at University of California, Irvine, on April 8, 2011.

“Culture and Creativity of Modding: Anthropology at the Intersection of the Real and Virtual” presented at Chinese Academy of Sciences, Beijing, on February 2009.