Ashley F. McDermott, Ph.D.
Learning Designer. Science Communicator. Cognitive Scientist.
Learning Design
Design Learning Opportunities that match your goals
Science Communication
Clarify the scientific basis for your vision
Research
Conduct Research to show that your technology actually works
Highlighted Projects
All successful projects are created through teamwork. Here are examples of projects I have worked with teams to create.

Medical Communication
A single-player timed game that provided the learner with opportunities to practice clear medical team communication.

Virtual Reality Safety Training
A realistic HAZMAT scenario, for students to use their knowledge without dangers inherent to HAZMAT situations.

Cognitive Skills Training
A game using an existing brain-to-computer interface that trains attention and memory abilities.
Ensure your training actually trains.
There are many training options out there that do not meet the needs of learners. Make sure yours isn't one of them.

Designing effective learning experiences requires keeping the learner at the center of the design. All of the learning experiences I design start from 3 questions:
1/ Who is the learner? Their age, technological fluency, background experience
2/ What do we want them to learn? Establish clear, measurable learning objectives
3/ What is the most appropriate format? from a simple set of slides to a fully immersive virtual experience, all meet specific learning needs
Everyone is pushing for science and evidence-backed solutions, but not everyone has the expertise to understand the science. I have experience supporting companies in communicating the evidence for:
1/ Investor and shareholder presentations
2/ Patent and grant applications
3/ Scientific and professional conferences
Research-backed solutions have the greatest impact and the best results. I can help you solidify the research behind your technology through:
1/ Conducting searches of existing literature to explain the power of your solution
2/ Develop processes based on existing research to support your users
3/ Plan and execute training studies to test the effectiveness of your learning solution
Education and Experience
Thesis: A Comparison of Two Video Game Genres as Cognitive Training Tools in Older Adults

Honors Thesis: Are there hemispheric differences in visual processes that utilize Gestalt principles?

Designed video games to treat attention issues and ran training studies to assess games.

Transformed learning materials into adaptive training experiences on Area9's platform.

Conducted research and developed learning experiences in diverse platforms, from simple tutors to VR.

Developing learning and content strategy to guide users to optimize their research on FindingFive.
