Elizabeth Veinott

Elizabeth Veinott


  • Associate Professor, Cognitive and Learning Sciences
  • PhD, Cognitive Psychology, University of Michigan, 2002
  • MS, I/O Psychology, San Francisco State University
  • BA, Psychology, Stanford University


I am a cognitive psychologist who focuses on two main areas of research: decision making and learning using serious video games. My decision research focuses on individual and team decision making and collaboration in laboratory and field environments. I have developed and validated processes for improving decision making and planning in groups in disaster response and other high risk environments. Since 2011, I have focused on empirical video-game research to design, develop evaluate video games for improving specific critical thinking skills (e.g., mitigating cognitive biases, perspective taking). I am expanding that research to examine the use of video-game technologies for improving learning in STEM areas with college and K-12 students. I bring 15 years of experience in industry and government research labs doing human-factors research. I worked as a principal scientist in an R&D engineering company and as a contractor at NASA Ames in the Human Performance Lab. My research has been funded by IARPA, DARPA, AFRL, and the Army Research Institute.

Research Interests

  • Decision Making
  • Problem Solving
  • Learning and Video Games for STEM
  • CSCW
  • Structured Analytic Techniques

Recent Publications

  • Roose, K. and Veinott, E. (2017). Roller coaster park manager by day problem solver by night: Effect of video game play on problem solving. Presented at the ACM CHI-Play Conference. Amsterdam, Netherlands.
  • Peabody, M. & Veinott, E.S. (2017). Focus shift: Differences in reasons generated using Premortem and Worst Case Scenario plan evaluation methods. Presented at the13th Naturalistic Decision Making, Bath, UK.
  • Mueller, S. T., Perelman, B. S., & Veinott, E. S. (2015). An optimization approach for mapping and measuring the divergence and correspondence between paths. Behavior Research Methods, 1-19.
  • Veinott, E, Perelman, B., Leonard, J. Mayell, S. Lorince, J. Hotaling, J, Ross, T., Mayell, S. Todd, P. (2014) The effect of cognitive and visual fidelity on decision making: Is more information better? In GEM (Formerly IEEE Games Innovation Conference (IGIC), 2014 IEEE International. IEEE. Toronto, ON.
  • Veinott, E,.Leonard, J.,Papautsky, E., Perleman, B., Stankovic, A. Lorince, J. Hotaling, J, Ross, T., Mayell, S. Todd, P. Busemeyer, J., Castronova, E. Hale, C. Catrambone, R., Whitaker,E., Fox, O., Flach, J., Hoffman, R. (2013) The effect of 3rd person perspective and session duration on training decision making in a serious video game. In Games Innovation Conference (IGIC), 2013 IEEE International (pp. 256-262). IEEE. Vancouver, BC.
  • Whitaker, E. Trewitt, E., Holtsinger, M., Hale, C., Veinott, E., Argenta, C., and Catrambone, R. (2013, September). The effectiveness of intelligent tutoring on training in a video game. In Games Innovation Conference (IGIC), 2013 IEEE International (pp. 267-274). IEEE. Vancouver, BC.