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45 results on '"Anna L Cox"'

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1. Prioritizing unread e-mails: people send urgent responses before important or short ones

2. TimeToFocus

3. A Special Interest Group on Designed and Engineered Friction in Interaction

4. 'Oops...': Mobile Message Deletion in Conversation Error and Regret Remediation

5. Life-swap: how discussions around personal data can motivate desire for change

6. Time Estimation Bias in Knowledge Work: Tasks With Fewer Time Constraints Are More Error-Prone

7. Trackly

8. Effects of monetary reward and punishment on information checking behaviour: An eye-tracking study

9. Designing gamified rewards to encourage repeated app selection: Effect of reward placement

10. Smartwatches: Digital Handcuffs or Magic Bracelets?

11. Disability Interactions in Digital Games

12. Development of a Questionnaire to Measure Immersion in Video Media

13. Monotasking or Multitasking

14. Diminished Control in Crowdsourcing

15. 'I Can Watch What I Want'

16. Old Habits Die Hard

17. Looking Up Information in Email

18. Knowing What You're Doing or Knowing what to do

19. Flexible and Mindful Self-Tracking

20. The Effect of Interface Type on Visual Error Checking Behavior

21. Film, interrupted

22. Media Multitasking at Home

23. Understanding People

24. Using Nature-based Soundscapes to Support Task Performance and Mood

25. Always On(line)?

26. Quantifying the Body and Caring for the Mind

27. How external and internal resources influence user action: the case of infusion devices

28. Homes For Life

29. Say Cheese!

30. Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions

31. SIGCHI Games

32. Reflections on 5 Years of Personal Informatics

33. Now Check Your Input

34. Don't kick the habit:The role of dependency in habit formation apps

35. Research Methods for HCI

36. Design Frictions for Mindful Interactions

37. Use Your Words

38. Effects of monetary reward and punishment on information checking behaviour

39. Working 9-5? Professional differences in email and boundary management practices

40. Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers

41. 'I want to be a captain! I want to be a captain!'

42. Do games attract or sustain engagement in citizen science?

43. Using Graphical Representations to Support the Calculation of Infusion Parameters

44. A Performance Review of Number Entry Interfaces

45. Number Entry Interfaces and Their Effects on Error Detection

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