This portfolio is a compilation of published work and several projects that I have worked on as well as several experimentations with various media over the last thre years. These are a collection of works that I have done both individually and in collaboration with others. This is not a complete list of projects, but it provides a good overview of the variety of work I have done and studies in which I am interested. For each of these projects I provide a description about the project, its current status, and, if it was a collaboration with others, the portion for which I was responsible.




Conference Papers

  • Ryan, W., Siegel, M. A. (2009). Evaluating Interactive Entertainment using Breakdown: Understanding Embodied Learning in Video Games. In DiGRA 2009.  London, England. (Forthcoming.)
  • Jung, H., Stolterman, E., Ryan, W., Stroman, T., & Siegel, M. (2008). Toward a framework for ecologies of artifacts: How are digital artifacts interconnected within a personal life? In Proceedings of 6th Nordic Conference on Human-Computer Interaction, Lund, Sweden, 201-210.
  • Ryan, W., Hazlewood, W. R., & Makice, K. (2008). Twitterspace: Co-development through Twitter to enhance community awareness. In Participatory Design Conference 2008, 230-233, Bloomington, IN.
  • Bardzell, J., Bardzell, S., Birchler, C., & Ryan, W. (2007). Double Dribble: Illusionism, mixed reality, and the sports fan experience. In Proceedings of International Conference on Advances in Computers for Entertainment Technology. Salzburg, Austria, 216-219.
  • Bardzell, J., Bardzell, S., Briggs, C., Makice, K., Ryan, W., & Weldon, M. (2006). Machinima prototyping: An approach to evaluation. In Proceedings of 4th Nordic Conference on Human-Computer Interaction. Oslo, Norway. 433-436.
  • Brunette, K., Eisenstadt, M., Pukinskis, E., & Ryan, W. (2005). Student Competition Papers: Meeteetse: social well-being through place attachment. In Proceedings of Conference on Human Factors in Computing Systems. Portland, OR. 2065-2069.

    Journal Articles & Book Chapters

  • Castronova, E., Bell, M. W., Carlton, M., Cornell, R., Emigh, W., Falk, M., Fatten, M., LaFourest, P., Reynard, J., Robbins, S., Ross, T., Ryan, W., & Starks, R. (2009).  A Test of the Law of Demand in a Virtual World: Exploring the Petri Dish Approach to Social Science. International Journal of Gaming and Computer-Mediated Simulations, 1(2), 1-16.
  • Castronova, E., Bell, M. W., Cummings, J. J., Emigh, W., Fatten, M., Mishler, N., Ross, T., Ryan, W., & Falk, M. (2009). Virtual world Economies: A Case Study of the Economics of Arden. In D. Heider (ed.) Living Virtually (pp. 165-189). New York: Peter Lang Publishing, Inc.
  • Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler, N., Ross, T., & Ryan, W. (2009). Case study: The economics of Arden. In Special Issue of Critical Studies in Media Communication, 26(2), 165-179.
  • Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler, N., & Ryan, W. (2007). Construction of a Virtual Marketplace. In F. von Borries, S. Walz, U. Brinkmann, M. Böttger, (Eds.). Space Time Play (pp. 174-177). Basel, Switzerland: Birkhäuser Publishing.
  • Peer-reviewed Posters

  • Ryan, W., Stolterman, E., Siegel, M., Jung, H., Stroman, T., & Hazlewood, W. R. (2009). Device ecology mapper: A tool for studying users’ ecosystems of interactive artifacts. In Extended Abstracts of Conference on Human Factors in Computer Systems. Boston, MA. 4327-4332.
  • Bardzell, S., Bardzell, J., & Ryan, W. (2006). Double Dribble: Mixed reality game design for sports informatics. In 5th International Conference on Entertainment Computing – ICEC. London.
  • Other Peer-reviewed, Non-archived Presentations

  • Ryan, W., & Bardzell, J. (2007). Using Player Breakdown as a Lens for Understanding the Development of Literacy in Video Games. In Games, Learning, and Society. Madison, WI.
  • Castronova, E., Cummings, J., Emigh, W., Fatten, M., Mishler, N., & Ryan, W. (2007). Understanding Synthetic Economies Through Their Construction. In 2007 Annual Meeting of the Academy of Management Symposium on Beyond Play: Replicating, Mirroring, and Constituting 'Reality' Through Online Games. Philadelphia, PA.
  • Ryan, W. (2006). Barriers to entry: Designing player access in video games. In DIS 2006 Workshop On the Process of Game Design. State College, PA.
  • Invited Talks

  • Ryan, W. (2009). Explorations in sense-making: Interaction design and technology through a phenomenological perspective. Presented to IIT Institute of Design. Chicago, IL.
  • Ryan, W. (2006). Moving Beyond the Game: The Use of Modding in Machinima. In Perform.Media. Bloomington, IN.

    Current areas of research:

  • Learning in using technology
  • Embodiment and the human-computer interface in video games
  • Understanding & sense-making in use of interfaces

  • Deeper-into-the-past Projects:

  • Interact (Digital Artwork)
  • Pixelated Dream[World]s
  • Guardians of Kelthas
  • CHI Student Competition
  • Miscellaneous Media




  • William Ryan | Email | CV