- Meese Center 204
- Associate Professor, Cognitive and Learning Sciences
- Affiliated Associate Professor, Computer Science
- Director, Center for Human-Centered Computing
- 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, and 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.
Links of Interest
- Decision Making
- Problem Solving
- Learning and Video Games for STEM
- Structured Analytic Techniques
- Estes, J., Baker, K., Roose, K. & Veinott, E.S. (submitted) Creativity and Problem Solving in Video Games: Does game play improve creativity? Association for Psychological Science. Chicago, IL.
- Khaewratana, W., Veinott, E. S., Mueller, S. T. (2022, Mar). Elaborating on Word Games for STEM: Experimental Evidence. American Educational Research Association Annual Conference. San Diego, CA.
- Veinott, E.S., Linja, A., Nelson, D, Lataula, P. (2021, April). Improving Rail Safety at Cognitively complex intersections: Examining the effect of short-storage crossings on driver precrash behavior and incident outcome. Proceedings of the 2021 Joint Rail Conference, St. Louis, MS. Federal Rail Administration.
- Mueller, S. T., Veinott, E. S., Hoffman, R. R., Klein, G., Alam, L., Mamun, T., & Clancey, W. J. (2021). Principles of Explanation in Human-AI Systems. AAAI, arXiv preprint arXiv:2102.04972.
- Roose, K. M. and Veinott. E.S. (2021, June). Understanding Game Roles and Strategy Using a Mixed Methods Approach. In ETRA '21: 2021 Symposium on Eye Tracking Research and Applications (ETRA '21 Short Papers), May 25–27, 2021, Virtual Germany. ACM, New York, NY. USA 5 pages. https://doi.org/10.1145/3448018.3458006
- Veinott, E.S. (2021, July). Adaptive Collaborative Intelligence: Key Strategies for Sensemaking in the Wild. In International Conference on Human-Computer Interaction. In: Stephanidis C. et al. (eds) HCI International 2021 - (pp 1121-1129). HCII 2021. Lecture Notes in Computer Science, vol 13096. Springer, Cham.
- Trewhitt, E. B., Whitaker, E. T., Veinott, E., Thomas, R., Riley, M., McDermott, A. F., ... & Guarino, S. (2021, July). HyWorM: An Experiment in Dynamic Improvement of Analytic Processes. In: Sottilare R.A., Schwarz J. (eds) Adaptive Instructional Systems. Design and Evaluation. HCII 2021. Lecture Notes in Computer Science, vol 12792. (pp. 311-320). Springer, Cham. https://doi.org/10.1007/978-3-030-77857-6_21
Linja, A., Lataula, P., Nelson, D., & Veinott, E.S (2020, Oct). Understanding driver behaviors: Examining the effect of crossing type and experience on safety concerns. Presented at the Annual Human Factors and Ergonomics Society Meeting, Chicago, IL. HFES.
- Keysor, E., Wojtyna, A., Veinott, E.S. (2020, Dec). Looking forward or looking back: Examining the effect of perspective and collaboration on plan confidence and forecasts. Poster presented at the Society for Judgment and Decision Making, Virtual, Washington, D.C.
- Roose, K. M., & Veinott, E. S. (2020, December). Leveling Up: Using the Tracer Method to Address Training Needs for Esports Players. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting(Vol. 64, No. 1, pp. 1780-1784). Sage CA: Los Angeles, CA: SAGE Publications.
Tan, Y., Meadows, L., Meyer, M & Veinott, E.S. (2020, Aug). Challenges for Learning and Lab Work: Student and Faculty Perspectives from the COVID-19 Transition for a Mid-Sized STEM University. Presented at Learning @ Scale Conference. ACM.
Veinott, E. S & Whitaker, E. (2019 July) Leaving Hints: Using Player In-Game Hints to Measure and Improve Learning. In International Conference on Human-Computer Interaction(pp. 222-230). Springer, Cham.
Pamplin, J., Nemeth, C. P., Serio-Melvin, M. L., Murray, S. J., Rule, G. T., Veinott, E. S., ... & Salinas, J. (2019). Improving Clinician Decisions and Communication in Critical Care Using Novel Information Technology. Military Medicine. doi: 10.1093/milmed/usz151.
- Whitaker, E., Trewhitt, E., & Veinott, E. S. (2019, July). Intelligent Tutoring Design Alternatives in a Serious Game. In Sottilare R., Schwarz J. (Eds.) First international conference for Adaptive Instructional Systems as part of HCII 2019.(pp. 151-165). Springer, Cham. https://doi.org/10.1007/978-3-030-22341-0_13. ISBN 978-3-030-22341-0
Roose, K. and Veinott, E. (2017, October). Roller coaster park manager by day problem solver by night: Effect of video game play on problem solving. In Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play (pp. 277-282). ACM. 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,.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.