Derek E. Baird

Derek E. Baird

Los Angeles Metropolitan Area
4K followers 500+ connections

About

Derek E. Baird, M.Ed. | Kids Technology, Privacy, & Wellbeing Strategist

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Activity

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Experience

  • BeMe Health Graphic

    BeMe Health

    Orange County, California, United States

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    Los Angeles Metropolitan Area

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    San Francisco Bay Area

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    San Francisco Bay Area

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    London, United Kingdom

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    Orange County, California, United States

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    San Francisco Bay Area

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    Palo Alto, CA

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    Palo Alto, California

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    Menlo Park, CA

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    Greater Atlanta Area

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    San Francisco Bay Area

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    Dubai, UAE

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    Sunnyvale, CA, United States

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    Malibu, CA

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    Greater Salt Lake City Area

Education

  • Pepperdine University Graphic

    Pepperdine University

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    Activities and Societies: Magna Cum Laude (GPA 3.9) Phi Delta Kappa Professional Education Honor Society (Pepperdine University Chapter)

    Emphasis: Psychology, Instructional Design, User Experience, Social Computing & Social Media

  • Activities and Societies: President, American Studies Student Association VP, American Studies Student Association Editor, American Studies Student Association Newsletter

    Graduated from the David M. Kennedy Center for International Studies

Licenses & Certifications

Volunteer Experience

  • Academy of Television Arts & Sciences Graphic

    Judge, Children and Family Emmys (CAFE)

    Academy of Television Arts & Sciences

    - Present 1 year 11 months

    Arts and Culture

    I was a judge for the first annual Children’s & Family Creative Arts Emmy (CAFE) Emmy Awards. The Children's and Family Emmy Awards, or Children's are a part of the extensive range of Emmy Awards for artistic and technical merit for the American television industry.

  • SETDA Graphic

    SETDA Shark Tank | Trust & Safety Judge | Emerging Trends Forum (ETF)

    SETDA

    - Present 3 years 2 months

    Children

    As a recognized expert in children's privacy policy, I have been honored to serve as a judge for the SETDA Shark Tank competition at the annual Emerging Trends Forum (ETF) since 2024. The ETF is a premier virtual event organized by SETDA, the nation's leading edtech organization, where members convene to explore the latest trends in educational technology and digital learning.

    As the "privacy shark," I engage with participants and provide insights on critical issues surrounding student…

    As a recognized expert in children's privacy policy, I have been honored to serve as a judge for the SETDA Shark Tank competition at the annual Emerging Trends Forum (ETF) since 2024. The ETF is a premier virtual event organized by SETDA, the nation's leading edtech organization, where members convene to explore the latest trends in educational technology and digital learning.

    As the "privacy shark," I engage with participants and provide insights on critical issues surrounding student data privacy, including KOSA, COPPA 2.0, and the evolving landscape of state child privacy laws. By contributing my expertise, I aim to foster meaningful discussions and collaborate with SETDA members to shape the future of technology in education.

    Through this volunteer work, I am committed to ensuring that emerging technologies, such as kids AI and educational technology, are developed and implemented with the highest standards of privacy, security, and ethical considerations for the well-being of students.

  • Sundance Institute Graphic

    Volunteer, Sundance Film Festival

    Sundance Institute

    - 4 years

    Arts and Culture

  • Skills Based Volunteering

    Early Stage Educational Technology Start ups

    - Present 13 years 2 months

    Education

    I work with early-stage start-ups specializing in educational technology, kidtech, youth content strategy, youth media, trust and safety, social impact, and entertainment.

    -- Advise on privacy and COPPA compliance.

    --Advise on social strategy and communications and social content strategy

  • Pepperdine University Graduate School of Education and Psychology Graphic

    Advisor

    Pepperdine University Graduate School of Education and Psychology

    - Present 12 years 7 months

    Education

    I mentor graduate students in the Pepperdine M.A. in Learning Technologies program to help teachers in K-12 and higher education develop the digital, social and education technology skills needed to meet the needs of students in their classroom(s) and learn about new technologies such as VR, game-based learning, child trust + safety compliance (COPPA) and kids, teens and technology public policy issues.

    I'm also a judge for the annual GSEP Demo Day event where student entrepreneurs share…

    I mentor graduate students in the Pepperdine M.A. in Learning Technologies program to help teachers in K-12 and higher education develop the digital, social and education technology skills needed to meet the needs of students in their classroom(s) and learn about new technologies such as VR, game-based learning, child trust + safety compliance (COPPA) and kids, teens and technology public policy issues.

    I'm also a judge for the annual GSEP Demo Day event where student entrepreneurs share their educational technology, youth media and/or edutainment apps & startup ideas with the Pepperdine and SoCal edtech and edutainment communities.

  • Volunteer, Cultural Olympiad

    Salt Lake Olympic Committee (SLOC)

    - Present 22 years

    Arts and Culture

    -- Volunteer for cultural arts events held during the 2002 Olympic Games in Salt Lake City

  • Social Marketing and Multi-Cultural Community Outreach

    MOWW Youth Leadership Conference at Camp Pendleton

    - 5 years 4 months

    Children

    The annual Youth Leadership Conference at the USMC Base at Camp Pendleton is an annual event sponsored by the Joseph H. Pendleton Chapter of the MOWW, one of the largest veteran organizations in the country.

    The conference hosts high school teens from economically diverse and challenged communities from across Southern California. During the one week conference teens learn life skills (financial literacy), participate in group projects and attend workshops (career, how to get into…

    The annual Youth Leadership Conference at the USMC Base at Camp Pendleton is an annual event sponsored by the Joseph H. Pendleton Chapter of the MOWW, one of the largest veteran organizations in the country.

    The conference hosts high school teens from economically diverse and challenged communities from across Southern California. During the one week conference teens learn life skills (financial literacy), participate in group projects and attend workshops (career, how to get into college).

  • Volunteer

    Utah County Food and Shelter Coalition

    - 3 years

    Civil Rights and Social Action

    -- Provided homeless with rides to work.
    -- Worked with staff on clothing drives.
    -- Worked with staff in the kitchen to provide families with a hot meal.

  • Historic Preservation Architecture Researcher

    Utah Heritage Foundation

    - 9 years

    Arts and Culture

    -- Conducted research on the City Creek Historic District
    -- Developed docent guides and materials for homes included on the Historic Homes Tour
    -- Worked with the Utah State Archives to gather historic photos, maps and other materials

  • Advisory Board Member

    Digital Alliance Foundation

    - 3 years 7 months

    Children

    The Digital Alliance Foundation is a not-for-profit humanitarian organization dedicated to the acceleration of distributing educational information and communication technology (ICT) knowledge UX strategies and skills to marginalized groups around the globe.

    -Partnered with the United Nations GAID Program to get technology in the hands of kids in developing nations.

  • YackPack Graphic

    Advisory Board, Education

    YackPack

    - 3 years

    Education

Publications

  • Youth Digital Safety and Compliance: In Conversation with BeMe Health’s Derek E. Baird

    KidAware

    We recently spoke with Derek E. Baird, Chief Youth Officer at BeMe Health, a mobile mental health platform made with teens in mind, about his thoughts on bringing compliance best practices into day-to-day operations, the importance of having his whole organization get certified in KidAware, and challenges the advertising industry faces regarding youth digital safety today.

    See publication
  • Five ways that organizations can invest in digital trust and safety for children

    World Economic Forum

    More organizations than ever before are confronting how to prioritize child digital trust and safety alongside profits. Companies are becoming more proactive in protecting children's digital rights, including their right to online privacy and data protection.

    Other authors
    See publication
  • ‘Fansens’ Are Waving Through A Window: Exploring the Dear Evan Hansen Fan Phenomenon

    Intellect Books | Journal of Fandom Studies

    'Dear Evan Hansen' is a social-media-centric musical that has been widely celebrated by a show specific
    online fan community, known as ‘Fansens,’ on Instagram and Tumblr, having won the
    Tony Award for Best Musical in 2017.

    The growth of this fandom, on these platforms, is unique as Fansens have adopted plot points and thematic elements from the musical relating to how social media affects social anxiety, depression, and suicide to create fan art and fan fiction which, in turn…

    'Dear Evan Hansen' is a social-media-centric musical that has been widely celebrated by a show specific
    online fan community, known as ‘Fansens,’ on Instagram and Tumblr, having won the
    Tony Award for Best Musical in 2017.

    The growth of this fandom, on these platforms, is unique as Fansens have adopted plot points and thematic elements from the musical relating to how social media affects social anxiety, depression, and suicide to create fan art and fan fiction which, in turn, result in a community of care on social media where fans can discuss their own encounters with social anxiety, teen suicide, and cyberbullying.

    Though most Fansens would not have been able to see the musical performed on Broadway or live in person, their fanfictions, personal posts, and fan art reflect and refract the difficulties that young people have with mental health, social anxiety, and suicide.

    Using both digital methods and post-structuralist textual analysis, this article analyzes numerous fan cultural artifacts collected from DEH-specific hashtagged posts on Tumblr and Instagram. In doing so, this article provides a new perspective on the role that fan communities, their artifacts, their use of digital media, and their fan activist and upstanding techniques can play in providing avenues of self-care and modeling positive online support for those dealing with mental health issues.

    Other authors
    See publication
  • Humanizing User Experience Design Strategies with NEW Technologies: AR, VR, MR, ZOOM, ALLY and AI to Support Student Engagement and Retention in Higher Education

    International Perspectives on the Role of Technology in Humanizing Higher Education / Emerald Group Publishing

    Chapter in ‘International Perspectives on the Role of Technology in Humanizing Higher Education’. This volume is part of the series titled Innovations in Higher Education Teaching and Learning (IHETL) by Emerald Group Publishing, one of the leading academic publishers in the world.

    This sentiment implies a more systematic approach to problem-solving that follows a process of identifying and refining multiple options to determine best practices for faculty preparation and staff…

    Chapter in ‘International Perspectives on the Role of Technology in Humanizing Higher Education’. This volume is part of the series titled Innovations in Higher Education Teaching and Learning (IHETL) by Emerald Group Publishing, one of the leading academic publishers in the world.

    This sentiment implies a more systematic approach to problem-solving that follows a process of identifying and refining multiple options to determine best practices for faculty preparation and staff development.

    The results of the survey included in this chapter are a directional means to help instructors and course designers explain what is relevant and exciting about techniques that can be employed and identify and use the emerging technological tools that enhance the delivery of instruction while meeting the ever-changing and dynamic needs of today’s learners.

    Other authors
    See publication
  • Witt, G. & Baird, D. (2020). The New Generation of Consumers: Brand Rules of Survival in the Era of Personality. (Chinese Edition)

    Zhejiang University Press

    "Post-95s" are the aboriginal people of the Internet, they are always online. They may not be fully mature yet, and they have seemingly contradictory values-personalization, collaboration, independence, diversity, knowledge, and pragmatism, but they are the backbone of the global Internet, and their consumption potential cannot be underestimated.

    For brands, the "post-95s" are extremely challenging, and their complex and evolving culture makes marketers daunting. How can brands quickly…

    "Post-95s" are the aboriginal people of the Internet, they are always online. They may not be fully mature yet, and they have seemingly contradictory values-personalization, collaboration, independence, diversity, knowledge, and pragmatism, but they are the backbone of the global Internet, and their consumption potential cannot be underestimated.

    For brands, the "post-95s" are extremely challenging, and their complex and evolving culture makes marketers daunting. How can brands quickly build brand awareness among these new generations of consumers? How to align with young people's frequency and integrate into their culture?

    This book provides comprehensive guidelines for brands that want to precisely target this generation, covering everything from social media, content creation, marketing activities, gamification, segmentation, to emerging technologies that are still in the experience stage. Through case studies of powerful young brands such as Nike and Instagram, explain in detail the five truths of "post-95" marketing, so that your brand can establish a united front with the new generation of consumers.

    See publication
  • The Gen Z Frequency: How Brands Tune In and Build Credibility

    KoganPage

    Connect your marketing with youth culture and resonate with Generation Z using this expert guide, packed with proven strategies and usable frameworks for effective youth marketing. Generation Z, ranging from tweens to young adults, has enormous spending power; yet it is one of the most challenging generational cohorts for brands to reach.

    Embodying an unrelenting relationship with information and mobile technology from a young age, Generation Z's ecosystem is infinitely more complex and…

    Connect your marketing with youth culture and resonate with Generation Z using this expert guide, packed with proven strategies and usable frameworks for effective youth marketing. Generation Z, ranging from tweens to young adults, has enormous spending power; yet it is one of the most challenging generational cohorts for brands to reach.

    Embodying an unrelenting relationship with information and mobile technology from a young age, Generation Z's ecosystem is infinitely more complex and varied than any generation before. Staying tuned-in to this demographic's impatience, confidence and constantly evolving trends can be daunting for any marketer trying to keep up.

    'The Gen Z Frequency' offers a comprehensive guide for any brand, non-profit/social impact or organization trying to reach this demographic, covering fundamental truths, content creation, engagement strategies and tactics such as social media, experiential, emerging technologies, and much more. It is woven with fascinating case studies and real-world stories from the trenches, plus key insights from leading youth brands and Gen Z themselves.

    Other authors
    See publication
  • Student Perspectives on Virtual Reality (VR) in the Classroom

    Virtual Reality Pop

    While there’s much hype around the use of VR in education, how are teachers using this emerging technology in the classroom? What do students think? What are some of the issues that need to be addressed by educators, content creators and VR hardware developers?

    See publication
  • How Irish Students Use Oculus Rift VR in the Classroom

    Virtual Reality Pop

    The students, part of a virtual reality pilot program in Irish schools, used the MissionV platform to create a virtual model of the Clonmacnoise in OpenSim and then viewed it using Oculus Rift headsets.

    See publication
  • Augmented Reality Apps for Education

    Virtual Reality Pop

    For a generation that’s been raised on interactive technologies, bringing AR into the classroom and curriculum can also help encourage active engagement and contribute to student retention.

    See publication
  • Utilizing Career Pathways, Smart Digital Tools and Social Technologies for Transforming Student Advising, Enrollment, Retention and Job Placement

    OMICS Publishing

    Urban communities increasingly are looking to career pathways programs to help meet their workforce needs, and public two year colleges are often central to the partnerships that make pathways programs work. Beginning in 2013, strategic planning, and implementing career pathways in high-demand industries like information technology started. This abstract documents and shares key strategies to provide information and tools to help employers stay competitive and to recruit, prepare, support and…

    Urban communities increasingly are looking to career pathways programs to help meet their workforce needs, and public two year colleges are often central to the partnerships that make pathways programs work. Beginning in 2013, strategic planning, and implementing career pathways in high-demand industries like information technology started. This abstract documents and shares key strategies to provide information and tools to help employers stay competitive and to recruit, prepare, support and find students IT jobs at a public two year college.

    Other authors
    See publication
  • Designing For Student-Centered User Experience in Social and Mobile Environments

    Social Media Tools and Platforms in Learning Environments. 18th International Education Technology and Social Media 2013 Conference (Hong Kong). Springer Publishing, NYC, NY.

    Abstract.

    The convergence of social and mobile technologies into online learning environments requires both traditional academic courses and emerging MOOC programs to design new, more effective learning, teaching, and user experience strategies.

    In this article we will present the results from a student survey conducted with students from across the United States on how they use social technologies to support their learning in the age of mobile and social technologies…

    Abstract.

    The convergence of social and mobile technologies into online learning environments requires both traditional academic courses and emerging MOOC programs to design new, more effective learning, teaching, and user experience strategies.

    In this article we will present the results from a student survey conducted with students from across the United States on how they use social technologies to support their learning in the age of mobile and social technologies.

    Keywords

    social media, social learning, MOOCs, mlearning, Facebook, Twitter, Facebook for Educators, mobile learning, mlearning, user experience design, course design, online course design, millennials, learning 2.0, education, educational technology, online learning, iPad, iPhone, Nexus

    Other authors
    See publication
  • How Social Design Influences Student Retention and Self-Motivation in Online Learning Environments

    IGI Global, Hershey, PA

    I've teamed up again with my writing partner, Dr. Mercedes Fisher, to take a deeper look at how designing for social spaces can help foster a deeper sense of community among students, teachers and the course content.

    I'm pleased to announce that our book chapter, How Social Design Influences Student Retention and Self-Motivation in Online Learning Environments, has been published in Social Media and the New Academic Environment.

    But beyond the classroom, these best practices can…

    I've teamed up again with my writing partner, Dr. Mercedes Fisher, to take a deeper look at how designing for social spaces can help foster a deeper sense of community among students, teachers and the course content.

    I'm pleased to announce that our book chapter, How Social Design Influences Student Retention and Self-Motivation in Online Learning Environments, has been published in Social Media and the New Academic Environment.

    But beyond the classroom, these best practices can be integrated into any online community, forum discussion or informal online education environment.

    As web applications play a vital role in our society, social media has emerged as an important tool in the creation and exchange of user-generated content and social interaction. The benefits of these services have entered in the educational areas to become new means by which scholars communicate, collaborate and teach.

    Other authors
    See publication
  • How Social Design Influences Student Retention and Self-Motivation in Online Learning Environments

    Social Media and the New Academic Environment: Pedagogical Challenges. IGI Global. Hershey, PA

    Investigating the social structure that works in online courses helps us design for and facilitate student collaboration. The integration of social technologies, and collaborative activities into the course design has a positive influence on student retention in online courses.

    In this chapter, we present an exploratory study of computer mediated groups which utilized this collaborative based model to participate in online and/or blended learning courses. Participants were put into…

    Investigating the social structure that works in online courses helps us design for and facilitate student collaboration. The integration of social technologies, and collaborative activities into the course design has a positive influence on student retention in online courses.

    In this chapter, we present an exploratory study of computer mediated groups which utilized this collaborative based model to participate in online and/or blended learning courses. Participants were put into groups and observed as they constructed new knowledge using both online dialogue (synchronous and asynchronous), and social networking technologies (blogs, Facebook, Twitter, wiki) as tools to support and facilitate their learning in the program.

    Other authors
    See publication
  • Social Media, Gen Y and Digital Learning Styles

    Social Computing: Concepts, Methodologies, Tools and Applications. IGI Global, Hershey, PA.

    The media-centric Generation Y values its ability to use the web to create self-paced, customized, on-demand learning paths that include using multiple platforms for mobile, interactive, social, and self-publishing experiences. These can include wiki, blogs, podcasts and other developing social platforms like Second Life, Twitter, Yackpack and Facebook. New media provides these hyper-connected students with a medium for understanding, social interaction, idea negotiation, as well as an…

    The media-centric Generation Y values its ability to use the web to create self-paced, customized, on-demand learning paths that include using multiple platforms for mobile, interactive, social, and self-publishing experiences. These can include wiki, blogs, podcasts and other developing social platforms like Second Life, Twitter, Yackpack and Facebook. New media provides these hyper-connected students with a medium for understanding, social interaction, idea negotiation, as well as an intrinsic motivation for participation.

    Other authors
    See publication
  • Ypulse Guest Post: Five Things Marketers Can Learn from NECC 2008

    Ypulse.com

    Why are teachers such an important demographic for youth marketers? In the U.S., there are nearly 1 million K-6 teachers and 58,000 principals who influence 25 million school-aged students, who in turn influence the purchasing decisions for 28 million parents (Source: 2004 U.S. Census Bureau).

    Here are some lessons from NECC 2008 that marketers can use to effectively reach out to the education community

    See publication
  • Making mLearning Work: Utilizing Mobile Technology for Active Exploration, Collaboration, Assessment, And Reflection in Higher Education.

    Journal of Educational Technology Systems (JETS)

    The convergence of mobile technologies into student centered learning environments requires academic institutions to design new and more effective learning, teaching, and user experience strategies.

    In this paper we share results from a mLearning design experiment and analysis from a student survey conducted at the National College of Ireland. Quantitative data support our hypothesis that mLearning technologies can provide a platform for active learning, collaboration, and innovation in…

    The convergence of mobile technologies into student centered learning environments requires academic institutions to design new and more effective learning, teaching, and user experience strategies.

    In this paper we share results from a mLearning design experiment and analysis from a student survey conducted at the National College of Ireland. Quantitative data support our hypothesis that mLearning technologies can provide a platform for active learning, collaboration, and innovation in higher education.

    In addition, we review mobile interface and user-experience design considerations, and mLearning theory. Finally, we provide an overview of mLearning applications being developed in the United States, United Kingdom, and Ireland including, Virtual Graffiti, BuddyBuzz, Flickr, and RAMBLE.

    Other authors
    See publication
  • Neomillennial User Experience Design Strategies: Utilizing Social Networking Media to Support 'Always On' Learning Styles

    Journal of Education Technology Systems. Volume 34, Number 1 / 2005-2006.

    The data included in this article are intended as directional means to help instructors, interactive designers, media technologists and course designers identify social networking resources and other emerging technologies that will enhance the delivery of instruction while meeting the educational media consumption needs of today's generational learning styles.

    Other authors
    See publication
  • Online Learning Design that Fosters Student Support, Self-Regulation, and Retention

    Campus-Wide Information Systems: The International Journal of Information and Learning Technology. Vol. 22. No 2. London, U.K.

    A study of computer-mediated groups that utilized social media technologies and a web-based collaborative model in an online program. Participants were put into groups and observed as they constructed knowledge using both online dialogue (synchronous and asynchronous) and social media technologies as tools to support their learning.

    Other authors
    See publication
  • Pedagogical Mash-up: Social Media, Gen Y and Digital Learning Styles

    Handbook of Research on New Media Literacy at the K-12 Level: Issues and Challenges

    The active nature of today’s digitally connected student culture is one that more resourcefully fosters idea generation and experience-oriented innovation than traditional schooling models. In addition, we describe our approach to utilizing current and emerging social media to support Gen Y learners, facilitate the formation of learning communities, foster student engagement, reflection, and enhance the overall learning experience for students in synchronous and asynchronous virtual learning…

    The active nature of today’s digitally connected student culture is one that more resourcefully fosters idea generation and experience-oriented innovation than traditional schooling models. In addition, we describe our approach to utilizing current and emerging social media to support Gen Y learners, facilitate the formation of learning communities, foster student engagement, reflection, and enhance the overall learning experience for students in synchronous and asynchronous virtual learning environments (VLE).

    Other authors
    See publication

Patents

  • Systems and methods of network processing/creation involving engagement tools, polling, messaging, feedback and/or other features

    Issued US US20140330906

    Systems and methods of a data processing involving network processing, engagement tools, social polling, messaging, custom image creation and/or feedback, among other features. In one illustrative implementation, a network may provide custom engagement tools targeting a specific audience.

    Further, engagement tools directly focusing on the network and its feedback may be provided, for example, to provide aspects over other social networks where users are grouped into general categories…

    Systems and methods of a data processing involving network processing, engagement tools, social polling, messaging, custom image creation and/or feedback, among other features. In one illustrative implementation, a network may provide custom engagement tools targeting a specific audience.

    Further, engagement tools directly focusing on the network and its feedback may be provided, for example, to provide aspects over other social networks where users are grouped into general categories without specific features.

    Other inventors
    See patent
  • Dynamic Trust Score for Evaluating Ongoing Online Relationships

    Issued US 20130227700

    A method is provided for a dynamic trust score for evaluating ongoing online relationships. By considering a plurality of user data variables and using validation data from internal and external database sources, a trust score with a high degree of confidence may be provided for establishing and verifying online relationships. Since the trust score may be dynamically recalculated periodically or on demand, the trust score may also validate over continuing periods of time, as opposed to…

    A method is provided for a dynamic trust score for evaluating ongoing online relationships. By considering a plurality of user data variables and using validation data from internal and external database sources, a trust score with a high degree of confidence may be provided for establishing and verifying online relationships. Since the trust score may be dynamically recalculated periodically or on demand, the trust score may also validate over continuing periods of time, as opposed to conventional verification systems that only validate at a single point in time. Thus, a higher degree of safety, reliability, and control is provided for online services directed towards children or other user classes that may require greater protection.

    Other inventors
    See patent
  • Systems and methods of network processing/creation involving engagement tools, polling, messaging, feedback and/or other features

    Filed US US20140330906

    Systems and methods of a data processing involving network processing, engagement tools, social polling, messaging, custom image creation and/or feedback, among other features. In one illustrative implementation, a network may provide custom engagement tools targeting a specific audience. Further, engagement tools directly focusing on the network and its feedback may be provided, for example, to provide aspects over other social networks where users are grouped into general categories without…

    Systems and methods of a data processing involving network processing, engagement tools, social polling, messaging, custom image creation and/or feedback, among other features. In one illustrative implementation, a network may provide custom engagement tools targeting a specific audience. Further, engagement tools directly focusing on the network and its feedback may be provided, for example, to provide aspects over other social networks where users are grouped into general categories without specific features.

    Other inventors
    See patent

Projects

  • BeMe Trust & Safety Program

    - Present

    As the Chief Youth Privacy Officer at BeMe Health, I spearheaded the creation of a child-centered trust and safety ecosystem, setting a new behavioral technology standard for protecting teenage users.

    From the ground up, I developed comprehensive policies and initiatives, including:

    Trust and Safety Hub: This is a go-to resource on our website that details our protection measures for teen users and offers direct contact options for concerns.

    BeMe Policy Center: Extensive…

    As the Chief Youth Privacy Officer at BeMe Health, I spearheaded the creation of a child-centered trust and safety ecosystem, setting a new behavioral technology standard for protecting teenage users.

    From the ground up, I developed comprehensive policies and initiatives, including:

    Trust and Safety Hub: This is a go-to resource on our website that details our protection measures for teen users and offers direct contact options for concerns.

    BeMe Policy Center: Extensive guidelines defining acceptable behavior on BeMe and the steps we take against policy violations.

    Proactive CSAM Reporting: Rigorous mechanisms to detect and report child sexual abuse material in partnership with the National Center for Missing and Exploited Children.

    Inclusive Child Safety and Community Guidelines: Policies ensuring the digital well-being of minors, with content designed for teens aged 13+.

    Child Rights by Design & Privacy by Design: Commitments to prioritize child rights and privacy in all product features, aligning with COPPA and integrating the UNCRC principles.

    Comprehensive Privacy Policy: A teenager-friendly privacy policy, available in Spanish, detailing data use, privacy protection measures, and user rights.

    Data Privacy Training: Mandatory SuperAwesome KidAware Certificate training for all team members, ensuring adherence to the highest data privacy and safety standards.

    Our mission at BeMe Health is to foster teen mental health through digital solutions that empower and protect, guided by the UN Convention on the Rights of the Child. We're not just meeting regulatory standards—we're setting them, demonstrating our unwavering commitment to creating a safe, respectful online environment where teenagers thrive.

  • Walt Disney World | Social Media Content + Influencer Marketing

    STRATEGIC CHALLENGE

    Walt Disney World Parks & Resorts (WDW) engaged Immersive Youth Marketing (IYM) to leverage video content and Gen Z influencers to drive awareness, tune-in and engagement with WDW on YouTube among tween girls and boys ages 9-13.

    IMMERSIVE EXECUTION

    Immersive tapped top female skateboarders Alana Smith, Brighton Zeuner, Nicole Hause, and Annika Vrklan, popular influencers within the tween demographic, to create custom videos incorporating Walt Disney…

    STRATEGIC CHALLENGE

    Walt Disney World Parks & Resorts (WDW) engaged Immersive Youth Marketing (IYM) to leverage video content and Gen Z influencers to drive awareness, tune-in and engagement with WDW on YouTube among tween girls and boys ages 9-13.

    IMMERSIVE EXECUTION

    Immersive tapped top female skateboarders Alana Smith, Brighton Zeuner, Nicole Hause, and Annika Vrklan, popular influencers within the tween demographic, to create custom videos incorporating Walt Disney World Theme Parks & Resorts (WDW).

    Through a YouthVine™ online tween advisory group, we tested video concepts, storyboards and creative styles to validate the campaign direction before production.

    The YouTube videos, part of a larger WDW tween YouTube Channel strategy, document the popular tween girl influencers as they experience their “Best Day Ever” at WDW. On the adventure each girl has an “inciting moment” at one of the theme parks where they snap a photo of their favorite attraction, which becomes inspiration for hand painted skateboard art pieces by legendary skateboard artist Mike Carnevale.

    OUTCOMES

    The videos garnered more than 226,000+ views on the WDW YouTube Channel. IYM also leveraged video on Instagram to drive traffic to the WDW YouTube Channel.

    Other creators
    See project
  • Autodesk | Brand Re-Positioning and Student Marketing Strategy

    Increase brand relevance for Autodesk Education’s (EDU) software and services, while driving downloads and adoption on a global scale. To drive growth, it was critical for Autodesk to create a deeper connection with a new generation of college design students.

    Outcomes

    We created a single, cohesive look and social engagement strategy that resulted in 9,000 + software downloads/sign-ups per month over a 6-month timeframe.

    Autodesk benchmark awareness reported an increase in…

    Increase brand relevance for Autodesk Education’s (EDU) software and services, while driving downloads and adoption on a global scale. To drive growth, it was critical for Autodesk to create a deeper connection with a new generation of college design students.

    Outcomes

    We created a single, cohesive look and social engagement strategy that resulted in 9,000 + software downloads/sign-ups per month over a 6-month timeframe.

    Autodesk benchmark awareness reported an increase in student and educator positive brand affinity to the new Autodesk Education brand messaging, tone of voice, and creative content.

    New brand guidelines, strategy, social media, and content demonstrates to the college design and maker communities the additional value Autodesk provides beyond software.

    Other creators
    See project
  • Disney Spark

    Project Skills: UX | Design Thinking | Content Strategy

    In partnership with visionary global design company IDEO, my team re-imagined and enhanced how kids, tweens and parents consume, create and interact with the Disney brand through immersive, mobile and engaging digital experiences.

  • Disney’s Yellow Shoes | Social Media Content Testing

    Yellow Shoes Creative Group, the internal creative agency for The Walt Disney Company, engaged Immersive Youth Marketing to test tween YouTube and Instagram content for relevance.

    Yellow Shoes Creative Group, the internal creative agency for The Walt Disney Company, engaged Immersive Youth Marketing to test tween YouTube and Instagram content for relevance.

    A YouthVine™ online community was established to involve tween participants meeting strategic selection criteria. Tweens…

    Yellow Shoes Creative Group, the internal creative agency for The Walt Disney Company, engaged Immersive Youth Marketing to test tween YouTube and Instagram content for relevance.

    Yellow Shoes Creative Group, the internal creative agency for The Walt Disney Company, engaged Immersive Youth Marketing to test tween YouTube and Instagram content for relevance.

    A YouthVine™ online community was established to involve tween participants meeting strategic selection criteria. Tweens were engaged using ethnographic research and video in this private social space to facilitate discussions around each other's opinions in order to test concepts with 60 tweens across the U.S.

    The central idea was to create a social media content YouTube series featuring a bunch of lesser known characters that are found in obscure places throughout Walt Disney World Parks.

    We asked tweens to provide feedback on the idea, had them vote for a favorite lead character, and gained authentic reactions to a cast of supporting characters. A fun, interactive content ideation activity was conducted at the end of the project where participants helped bring the storytelling and characters to life.

    The videos garnered more than 82,607 subscribers and 24,886,700 views on the WDW YouTube Channel and resulted in over 20,000+ likes on the Instagram posts.

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  • The CW Network | Social Media + Influencer Marketing

    Warner Bros. Entertainment Group was interested in tapping into the power of fandoms, influencers, ecommerce and social media of viewers who were watching Millennial- centric television programming on The CW Network.

    Immersive was partnered with a social media entertainment start-up, code named Kumbuya, that was spun out of the Warner Bros. Media Camp accelerator program, to gauge the power of online fan communities, influencers and the viability of turning fan energy and interest into…

    Warner Bros. Entertainment Group was interested in tapping into the power of fandoms, influencers, ecommerce and social media of viewers who were watching Millennial- centric television programming on The CW Network.

    Immersive was partnered with a social media entertainment start-up, code named Kumbuya, that was spun out of the Warner Bros. Media Camp accelerator program, to gauge the power of online fan communities, influencers and the viability of turning fan energy and interest into sales revenue.

    The founding philosophy was to create the ultimate online gathering place where The CW Network could partner with and empower influencers with a forum where they can share fan art, UGC, view premium show content, build a robust fan community and connect with the stars of their favorite CW programs.

    Other creators
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  • Walt Disney World | Gen Z Social + Digital Strategy

    STRATEGIC CHALLENGE

    Walt Disney World Parks & Resorts approached Immersive Youth to drive higher visitation intent among families with tweens (9-13) by strengthening the brand perception directly with this transitioning audience segment.

    OUTCOMES

    Through our content and social media strategy, WDW was able to grow tween focused Instagram from zero to 238k followers in 18 months. The strategy included a youth influencer driven marketing program and Instagram contest to engage…

    STRATEGIC CHALLENGE

    Walt Disney World Parks & Resorts approached Immersive Youth to drive higher visitation intent among families with tweens (9-13) by strengthening the brand perception directly with this transitioning audience segment.

    OUTCOMES

    Through our content and social media strategy, WDW was able to grow tween focused Instagram from zero to 238k followers in 18 months. The strategy included a youth influencer driven marketing program and Instagram contest to engage tweens in relevant WDW social content.

    Through our YouthVine™ technology platform, we were able to test content concepts, validate strategies, and optimize plans to grow the tween focused YouTube channel from zero to 80k+ subscribers and 24+ million views.

    Other creators
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  • eBook Migration Product Manager | Western Governors University (WGU)

    Tasked with migrating all 2,500+ physical textbooks and other printed learning materials used by WGU professors and staff into digital eTextbooks and interactive course materials that could be accessed by students on their iPad or web-browser.

    Worked with higher education digital publisher CourseSmart to identify key product features for the WGU ebook experience with an emphasis on driving student, professor, and university adoption of eTextbooks and having the best possible user…

    Tasked with migrating all 2,500+ physical textbooks and other printed learning materials used by WGU professors and staff into digital eTextbooks and interactive course materials that could be accessed by students on their iPad or web-browser.

    Worked with higher education digital publisher CourseSmart to identify key product features for the WGU ebook experience with an emphasis on driving student, professor, and university adoption of eTextbooks and having the best possible user experience.

    Partnered with Pearson Education, Cengage and other leading textbook publishers to source digital and interactive versions of textbooks used in current WGU courses. For textbooks that didn't have digital rights available or were out of circulation, I worked with professors and CourseSmart to find suitable replacement eTextbooks.

    Conducted professional development training for WGU professors, staff, and management to help them learn how to embrace using eTextbooks as a new interactive learning technology that will enhance student learning outcomes.

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  • Knowledge Essentials | Educational Media Consulting

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    Knowledge Essentials is an educational media publisher founded by Amy James, the author of the best selling Success Series book and web series. She is also a nationally recognized authority in educational issues.

    I provided strategic and creative consulting services, wrote/produced CBS News segments,and worked with educational/education media (A&E, Biography, NatGeo, CBS News), print and digital products for K-12 publishers, online education providers, consumer edtech apps/software to…

    Knowledge Essentials is an educational media publisher founded by Amy James, the author of the best selling Success Series book and web series. She is also a nationally recognized authority in educational issues.

    I provided strategic and creative consulting services, wrote/produced CBS News segments,and worked with educational/education media (A&E, Biography, NatGeo, CBS News), print and digital products for K-12 publishers, online education providers, consumer edtech apps/software to align their curriculum/content to state and national learning and I/E standards.

  • Yahoo! for Teachers & Yahoo! Gobbler

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    Yahoo! Teachers was a social networking community operated by Yahoo! that enabled teachers to share lesson plans created by both teachers, the Library of Congress and educational publishers, share digital learning materials with parents' and students', maintain blogs, groups and lists, create and share lesson plans with other teachers' and create a public profile.

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  • Digital Tools for Tolerance @ Museum of Tolerance (L.A. & N.Y.)

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    Set in the unique immersive, high-tech learning environment of the Museum of Tolerance, Tools for Tolerance® for Law Enforcement and Tools for Tolerance for Educators customized programs are designed to advance anti-bias education and the creation of inclusive and equitable environments.

    We developed a digital and online community strategy/training for the Museum of Tolerance (L.A. & N.Y) courses and advised the senior teams on learning technologies and edtech platforms to support the…

    Set in the unique immersive, high-tech learning environment of the Museum of Tolerance, Tools for Tolerance® for Law Enforcement and Tools for Tolerance for Educators customized programs are designed to advance anti-bias education and the creation of inclusive and equitable environments.

    We developed a digital and online community strategy/training for the Museum of Tolerance (L.A. & N.Y) courses and advised the senior teams on learning technologies and edtech platforms to support the online learning modules and community forums.

    Other creators
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Honors & Awards

  • Signal Awards

    Signal Awards

    BRONZE Signal Award for the Child & Family Category
    GOLD for the Listeners Choice Award in the Child & Family Category

  • Disney Inventor Award

    The Walt Disney Company (TWDC)

    Awarded the Disney Inventor Award for a patent related to teen use of social media, online safety, COPPA compliance, mobile payments, kids entertainment technologies and mobile technologies.

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