45 results on '"Anna L Cox"'
Search Results
2. TimeToFocus
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Judith Borghouts, Duncan P. Brumby, and Anna L. Cox
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media_common.quotation_subject ,05 social sciences ,Applied psychology ,020207 software engineering ,02 engineering and technology ,Data entry ,Task (project management) ,Contextual inquiry ,Human-Computer Interaction ,Software deployment ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Duration (project management) ,Psychology ,050107 human factors ,media_common - Abstract
Many computer tasks involve looking up information from different sources, and these self-interruptions can be disruptive. In this article, we investigate whether giving people feedback on how long they are away from their task influences their self-interruption behaviour. We conducted a contextual inquiry on self-interruption behaviour in an office workplace. Participants were observed to postpone physical interruptions until a convenient moment in the task if they were expected to take time. In contrast, observations revealed that digital interruptions were addressed immediately; participants reported these were presumed to be quick to deal with. To increase awareness of time spent on digital interruptions, we developed TimeToFocus, a notification tool showing people the duration of their interruptions while working on a task. A field study deployment of TimeToFocus in an office workplace found that feedback on the duration of interruptions made participants reflect on what they were doing during interruptions. They reported that they used this insight to avoid task-irrelevant activities. To confirm whether participants’ perceptions of the benefit of the tool could be measured, we conducted an online experiment, where participants had to retrieve information from an email sent to their personal email addresses and enter it into a spreadsheet. Participants who used our tool made shorter interruptions, completed the spreadsheet task faster and made fewer data entry errors. We conclude that feedback on the length of interruptions can assist users in focusing on their primary task and thus improve productivity.
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- 2020
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3. A Special Interest Group on Designed and Engineered Friction in Interaction
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Sandy J. J. Gould, Marta E. Cecchinato, Benjamin R. Cowan, Lewis L. Chuang, Anna L. Cox, Diego Garaialde, Ioanna Iacovides, Kitamura, Yoshifumi, Quigley, Aaron, Isbister, Katherine, and Igarashi, Takeo
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Cognitive science ,L700 ,Relation (database) ,L900 ,Computer science ,05 social sciences ,020207 software engineering ,Cognition ,Dual process theory ,02 engineering and technology ,Special Interest Group ,Work (electrical) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Research questions ,InformationSystems_MISCELLANEOUS ,Set (psychology) ,050107 human factors ,W200 - Abstract
A lot of academic and industrial HCI work has focused on making interactions easier and less effortful. As the potential risks of optimising for effortlessness have crystallised in systems designed to take advantage of the way human attention and cognition works, academic researchers and industrial practitioners have wondered whether increasing the ‘friction’ in interactions, making them more effortful might make sense in some contexts. The goal of this special interest group is to provide a forum for researchers and practitioners to discuss and advance the theoretical underpinnings of designed friction, the relation of friction to other design paradigms, and to identify the domains and interaction flows that frictions might best suit. During the SIG, attendees will attempt to prioritise a set of research questions about frictions in HCI.
- Published
- 2021
4. 'Oops...': Mobile Message Deletion in Conversation Error and Regret Remediation
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Ann Blandford, Duncan P. Brumby, Laura Lascau, Anna L. Cox, and Mark E. Warner
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business.industry ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,Mobile message ,020207 software engineering ,Regret ,02 engineering and technology ,J900 ,Feature (computer vision) ,Perception ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,Curiosity ,0501 psychology and cognitive sciences ,Narrative ,Conversation ,medicine.symptom ,Psychology ,business ,050107 human factors ,media_common ,Confusion - Abstract
Message deletion in mobile messaging apps allows people to “unsay” things they have said. This paper explores how and why people use (or do not use) this feature within remediation strategies after a communication error is identified. We present findings from a multi-stage survey designed to explore people’s general experiences of the message deletion feature (N = 401), peoples’ experiences of using this feature during the remediation of an error (N = 70), and receivers’ perceptions around recent message deletions (N = 68). While people are typically aware of the deletion feature, it is infrequently used. When used, it is primarily done so to improve conversations by reducing confusion between conversation partners. We found people being aware of message deletions creating information-gaps which can provoke curiosity in recipients, causing them to develop narratives to help address the uncertainty. We found concerns amongst senders that these narratives would be of a negative nature, having an undesirable impact on how others perceive them. We use our findings to suggest ways in which mobile messaging apps could improve conversational experiences around erroneous and regrettable messages.
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- 2021
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5. Life-swap: how discussions around personal data can motivate desire for change
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Jea Hoo Na, Rowanne Fleck, Anya Skatova, Daniel Harrison, Paul Marshall, Anna L. Cox, and Marta E. Cecchinato
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Behaviour change ,Autographer ,Computer science ,data sharing ,Mobile computing ,02 engineering and technology ,Commit ,autographer ,Management Science and Operations Research ,behaviour change ,Personal informatics ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,050107 human factors ,business.industry ,G400 ,05 social sciences ,Activity tracker ,RescueTime ,G900 ,Public relations ,G600 ,Computer Science Applications ,personal informatics ,Data sharing ,Hardware and Architecture ,activity tracker ,business ,Swap (computer programming) - Abstract
Personal informatics technologies support the collection of and reflection on personal data, but enabling people to learn from and act on this data is still an on-going challenge. Sharing and discussing data is one way people can learn from it, but as yet, little research explores how peer discourses around data can shape understandings and promote action. We ran 3 workshops with 5-week follow-ups, giving 18 people the opportunity to swap their data and discuss it with another person. We found that these workshops helped them to recontextualise and to better understand their data, identify new strategies for changing their behaviour and motivated people to commit to changes in the future. These findings have implications for how personal informatics tools could help people identify opportunities for change and feel motivated to try out new strategies.
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- 2020
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6. Time Estimation Bias in Knowledge Work: Tasks With Fewer Time Constraints Are More Error-Prone
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Anna L. Cox, Duncan P. Brumby, and Yoana Ahmetoglu
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Estimation ,business.industry ,Computer science ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Machine learning ,computer.software_genre ,Scheduling (computing) ,Work (electrical) ,Time estimation ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Time management ,Artificial intelligence ,Duration (project management) ,business ,computer ,050107 human factors - Abstract
Previous research has found that people often make time estimation errors in their daily planning at work. However, there is limited insight on the types of estimation errors found in different knowledge work tasks. This one-day diary study with 20 academics compared the tasks people aimed to achieve in the morning with what they actually did during the day. Results showed that participants were good at estimating the duration of time-constrained tasks, such as meetings, however they were biased when estimating the time they would spend on less time-constrained tasks. Particularly, the time needed for email and coding tasks was underestimated, whereas the time needed for writing research and planning activities was overestimated. The findings extend previous research by measuring in situ whether some tasks are more prone to time estimation errors than others. Planning and scheduling (AI) tools could incorporate this knowledge to help people overcome these time estimation biases in their work.
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- 2020
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7. Trackly
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Amid Ayobi, Paul Marshall, and Anna L. Cox
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mindfulness ,Mindfulness ,BitTorrent tracker ,Control (management) ,Applied psychology ,Identity (social science) ,02 engineering and technology ,bullet journaling ,perceived control ,Personalization ,SPHERE ,Agency (sociology) ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,050107 human factors ,self-tracking ,05 social sciences ,mood tracking ,020207 software engineering ,self-reflection ,customisation ,agency ,Self-awareness ,Digital Health ,Tracking (education) ,symptom monitoring ,Psychology ,self-awareness ,customization - Abstract
Self-tracking is an important part of self-care. However, predefined self-tracking approaches can impede people’s agency in managing their health. We investigated a customisable and pictorial self-tracking approach in multiple sclerosis self-management by implementing and conducting a field study of Trackly: a prototype app that supports people in defining and colouring pictorial trackers, such as body shapes. We found that participants utilised the elements of Trackly designed to support agentive behaviour: they defined personally meaningful tracking parameters in their own words, and particularly valued being able to flexibly colour in and make sense of their pictorial trackers. Having been able to support their individual self-care intentions with Trackly, participants reported a spectrum of interrelated experiences of agency, including a sense of ownership, identity, self-awareness, mindfulness, and control. Our findings demonstrate the importance of supporting people’s individual needs and creative capacities to foster mindful and personally meaningful engagement with health and wellbeing data.
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- 2020
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8. Effects of monetary reward and punishment on information checking behaviour: An eye-tracking study
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Ann Blandford, Anna L. Cox, Calvin K. L. Or, and Simon Y.W. Li
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Adult ,Male ,Quality Control ,Adolescent ,Eye Movements ,Punishment (psychology) ,Economics ,Physical Therapy, Sports Therapy and Rehabilitation ,Human Factors and Ergonomics ,Data entry ,050105 experimental psychology ,Feedback ,Young Adult ,03 medical and health sciences ,0302 clinical medicine ,Punishment ,Reward ,Task Performance and Analysis ,Humans ,0501 psychology and cognitive sciences ,Safety, Risk, Reliability and Quality ,Eye Movement Measurements ,Engineering (miscellaneous) ,Performance feedback ,05 social sciences ,Small sample ,Replicate ,Data Accuracy ,Eye tracking ,Female ,Psychology ,psychological phenomena and processes ,030217 neurology & neurosurgery ,Cognitive psychology - Abstract
The aim of the present study was to investigate the effect of error consequence, as reward or punishment, on individuals' checking behaviour following data entry. This study comprised two eye-tracking experiments that replicate and extend the investigation of Li et al. (2016) into the effect of monetary reward and punishment on data-entry performance. The first experiment adopted the same experimental setup as Li et al. (2016) but additionally used an eye tracker. The experiment validated Li et al. (2016) finding that, when compared to no error consequence, both reward and punishment led to improved data-entry performance in terms of reducing errors, and that no performance difference was found between reward and punishment. The second experiment extended the earlier study by associating error consequence to each individual trial by providing immediate performance feedback to participants. It was found that gradual increment (i.e. reward feedback) also led to significantly more accurate performance than no error consequence. It is unclear whether gradual increment is more effective than gradual decrement because of the small sample size tested. However, this study reasserts the effectiveness of reward on data-entry performance.
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- 2018
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9. Designing gamified rewards to encourage repeated app selection: Effect of reward placement
- Author
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Benjamin R. Cowan, Diego Garaialde, and Anna L. Cox
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Value (ethics) ,Discounting ,05 social sciences ,General Engineering ,Human Factors and Ergonomics ,Context (language use) ,Affect (psychology) ,050105 experimental psychology ,Education ,Task (project management) ,Human-Computer Interaction ,Hardware and Architecture ,Selection (linguistics) ,0501 psychology and cognitive sciences ,Tracking (education) ,Temporal discounting ,Psychology ,ComputingMilieux_MISCELLANEOUS ,050107 human factors ,Software ,Cognitive psychology - Abstract
Designers commonly use gamification to improve the frequency of engagement with apps, but often fail to consider the impact of placement on reward value. As rewards tend to depreciate if delayed (termed temporal discounting), placing a reward further into the future can significantly affect its ability to motivate behaviour. We examine the most effective placement of gamified rewards so as to reduce discounting and to increase the frequency an application is used. In two online studies, users were asked to choose between fictional budget tracking applications that varied in the placement of either monetary (N=70) or gamified (N=70) rewards. In both experiments we found that people more frequently used the application that provided rewards before, rather than after, the task. As predicted by temporal discounting, our work suggests that placing rewards early in the interaction sequence leads to an improvement in the perceived value of that reward, motivating further selection. We discuss the findings in the context of designing effective reward structures to encourage more frequent app engagement.
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- 2021
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10. Smartwatches: Digital Handcuffs or Magic Bracelets?
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Anna L. Cox and Marta E. Cecchinato
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Ubiquitous computing ,General Computer Science ,Multimedia ,Computer science ,business.industry ,05 social sciences ,Magic (programming) ,02 engineering and technology ,computer.software_genre ,Electronic mail ,Smartwatch ,Human–computer interaction ,020204 information systems ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Mobile telephony ,business ,computer ,050107 human factors - Abstract
Some regard the smartwatch as little more than an extra phone screen, but it can be a powerful tool that reduces the time we spend using other devices, enabling us to better manage our digital lives without missing out on important information.
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- 2017
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11. Disability Interactions in Digital Games
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Anna L. Cox, Christopher Power, Kathrin Gerling, Catherine Holloway, Paul Cairns, Katta Spiel, and Giulia Barbareschi
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Manifesto ,Inclusion (disability rights) ,business.industry ,media_common.quotation_subject ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,050801 communication & media studies ,Public relations ,0508 media and communications ,Perception ,0501 psychology and cognitive sciences ,business ,Psychology ,050107 human factors ,media_common - Abstract
Digital games are a hugely popular activity enjoyed for the diverse experiences and relationships that they offer players. In 2019, games are more accessible to an increasingly diverse audience of disabled players through both new gaming technology and in-game options that allow people to tune their experiences. As a significant cultural medium, it is also challenging perceptions of disability in how characters are depicted. In this workshop, we aim to understand better the research challenges in making games for and with disabled players. We explore opportunities in games and disability through the lens of the new Disability Interaction (DIX) manifesto.
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- 2019
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12. Development of a Questionnaire to Measure Immersion in Video Media
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Jacob M. Rigby, Sandy J. J. Gould, Duncan P. Brumby, and Anna L. Cox
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Comprehension ,0508 media and communications ,Video Media ,Phone ,05 social sciences ,Applied psychology ,Immersion (virtual reality) ,050801 communication & media studies ,0501 psychology and cognitive sciences ,Psychology ,050105 experimental psychology ,Exploratory factor analysis - Abstract
Researchers and practitioners are keen to understand how new video viewing practices driven by technological developments impact viewers’ experiences. We detail the development of the Immersive Experience Questionnaire for Film and TV (Film IEQ). An exploratory factor analysis based on responses from 414 participants revealed a four-factor structure of (1) captivation, (2) real-world dissociation, (3) comprehension, and (4) transportation. We validated the Film IEQ in an experiment that replicated prior research into the effect of viewing on screens of varying size. Responses captured by the Film IEQ indicate that watching on a small phone screen reduces the viewer’s level of comprehension, and that this negatively impacts the viewing experience, compared to watching on a larger screen. The Film IEQ allows researchers and practitioners to assess video viewing experiences using a questionnaire that is easy to administer, and that has been empirically validated.
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- 2019
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13. Monotasking or Multitasking
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Laura Lascau, Elizaveta Karmannaya, Anna L. Cox, Sandy J. J. Gould, and Duncan P. Brumby
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business.industry ,Computer science ,05 social sciences ,Internet privacy ,020207 software engineering ,02 engineering and technology ,Crowdsourcing ,Preference ,Task (project management) ,Work (electrical) ,0202 electrical engineering, electronic engineering, information engineering ,Human multitasking ,0501 psychology and cognitive sciences ,Time management ,business ,Productivity ,050107 human factors - Abstract
Crowdworkers receive no formal training for managing their tasks, time or working environment. To develop tools that support such workers, an understanding of their preferences and the constraints they are under is essential. We asked 317 experienced Amazon Mechanical Turk workers about factors that influence their task and time management. We found that a large number of the crowdworkers score highly on a measure of polychronicity; this means that they prefer to frequently switch tasks and happily accommodate regular work and non-work interruptions. While a preference for polychronicity might equip people well to deal with the structural demands of crowdworking platforms, we also know that multitasking negatively affects workers' productivity. This puts crowdworkers' working preferences into conflict with the desire of requesters to maximize workers' productivity. Combining the findings of prior research with the new knowledge obtained from our participants, we enumerate practical design options that could enable workers, requesters and platform developers to make adjustments that would improve crowdworkers' experiences.
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- 2019
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14. Diminished Control in Crowdsourcing
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Duncan P. Brumby, Sandy J. J. Gould, and Anna L. Cox
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Task switching ,Computer science ,business.industry ,05 social sciences ,Control (management) ,Crowdsourcing ,computer.software_genre ,Human-centered computing ,050105 experimental psychology ,Task (project management) ,Human-Computer Interaction ,Crowds ,Intervention (counseling) ,Operating system ,Human multitasking ,0501 psychology and cognitive sciences ,business ,computer ,050107 human factors ,Cognitive psychology - Abstract
Obtaining high-quality data from crowds can be difficult if contributors do not give tasks sufficient attention. Attention checks are often used to mitigate this problem, but, because the roots of inattention are poorly understood, checks often compel attentive contributors to complete unnecessary work. We investigated a potential source of inattentiveness during crowdwork: multitasking. We found that workers switched to other tasks every 5 minutes, on average. There were indications that increasing switch frequency negatively affected performance. To address this, we tested an intervention that encouraged workers to stay focused on our task after multitasking was detected. We found that our intervention reduced the frequency of task switching. It also improves on existing attention checks because it does not place additional demands on workers who are already focused. Our approach shows that crowds can help to overcome some of the limitations of laboratory studies by affording access to naturalistic multitasking behavior.
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- 2016
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15. 'I Can Watch What I Want'
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Jacob M. Rigby, Anna L. Cox, Sandy J. J. Gould, and Duncan P. Brumby
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Cross device ,Evening ,05 social sciences ,Flexibility (personality) ,050801 communication & media studies ,IPTV ,Advertising ,Binge-watching ,0508 media and communications ,Prime time ,On demand ,0501 psychology and cognitive sciences ,Psychology ,050107 human factors - Abstract
In recent years, on-demand video services, such as Netflix and Amazon Video, have become extremely popular. To understand how people use these services, we recruited 20 people from nine households to keep a viewing diary for 14 days. To better understand these household viewing diaries, in-depth interviews were conducted. We found that people took advantage of the freedom and choice that on-demand services offer, watching on different devices and in different locations, both in the home and outside. People often watched alone so they could watch what they wanted, rather than coming together to watch something of mutual interest. Despite this flexibility, the evening prime time continued to be the most popular time for people to watch on-demand content. Sometimes they watched for extended periods, and during interviews concerns were expressed about how on-demand services make it far too easy to watch too much and that this is often undesirable.
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- 2018
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16. Old Habits Die Hard
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Sandy J. J. Gould, Jacob M. Rigby, Duncan P. Brumby, and Anna L. Cox
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business.product_category ,Evening ,Computer science ,05 social sciences ,050801 communication & media studies ,Advertising ,Variety (linguistics) ,0508 media and communications ,Laptop ,On demand ,0501 psychology and cognitive sciences ,Situational ethics ,business ,050107 human factors - Abstract
On-demand video services allow viewers to access media wherever and whenever they like, on a wide variety of devices. These services have become extremely popular in recent years, but exactly how people interact with these services has not been studied in detail. We conducted a diary study with nine households to investigate this, and present the preliminary results in this paper. Participants took advantage of the freedom and choice these services provided, watching on different devices, in different locations, and for extended periods of time. However, the majority of viewing conformed to traditional patterns, occurring in the evening on large screens, though viewing on a laptop was slightly more popular than the television. We found that usage of on-demand services was influenced by situational factors such as location and the devices that are available.
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- 2018
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17. Looking Up Information in Email
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Judith Borghouts, Anna L. Cox, and Duncan P. Brumby
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Focus (computing) ,Email address ,Computer science ,business.industry ,05 social sciences ,Internet privacy ,0501 psychology and cognitive sciences ,Duration (project management) ,business ,050107 human factors ,050105 experimental psychology ,Task (project management) - Abstract
Data entry often involves looking up information from email. Task switching to email can be disruptive, and people can get distracted and forget to return to their primary task. In this paper, we investigate whether giving people feedback on how long they are away from their task has any effect on the duration and number of their switches. An online experiment was conducted in which participants had to enter numeric codes into an online spreadsheet. They had to look up these codes in an email sent to their personal email address upon starting the experiment. People who were shown how long they were away for made shorter switches, were faster to complete the task and made fewer data entry errors. This suggests feedback on switching duration may make people more aware of their switching behaviour, and assist users in maintaining focus on their main task.
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- 2018
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18. Knowing What You're Doing or Knowing what to do
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Nora Ptakauskaite, Anna L. Cox, and Nadia Berthouze
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Stress management ,Behaviour change ,Reflection (computer programming) ,business.industry ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,Physical health ,020207 software engineering ,02 engineering and technology ,Action (philosophy) ,Leverage (negotiation) ,Feeling ,mental disorders ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,Psychology ,Good practice ,050107 human factors ,media_common - Abstract
Feelings of stress can have negative impacts on mental and physical health. In response, a significant number of stress management applications (apps) have been developed but little is known about their functionality. We conducted a feature analysis of 26 stress management and monitoring apps to identify required improvements. We found that the reviewed apps supported users with reflection, but did not include adequate functions to support action taking (i.e. initiating and maintaining behaviour change). This paper contributes a discussion of how to improve the design of stress management apps with examples of good practice and how healthcare providers can use this information to leverage such apps in clinical care.
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- 2018
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19. Flexible and Mindful Self-Tracking
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Tobias Sonne, Amid Ayobi, Paul Marshall, and Anna L. Cox
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Self-tracking ,BitTorrent tracker ,05 social sciences ,Self tracking ,Personal informatics ,020207 software engineering ,02 engineering and technology ,Reflective thinking ,Bullet journaling ,Mood ,Human–computer interaction ,Journaling file system ,Instagram ,0202 electrical engineering, electronic engineering, information engineering ,Self-monitoring ,Mood tracking ,0501 psychology and cognitive sciences ,Habit tracking ,Symptom tracking ,Selfmonitoring ,Everyday life ,Psychology ,Self-care technologies ,050107 human factors - Abstract
Digital self-tracking technologies offer many potential benefits over self-tracking with paper notebooks. However, they are often too rigid to support people's practical and emotional needs in everyday settings. To inform the design of more flexible self-tracking tools, we examine bullet journaling: an analogue and customisable approach for logging and reflecting on everyday life. Analysing a corpus of paper bullet journal photos and related conversations on Instagram, we found that individuals extended and adapted bullet journaling systems to their changing practical and emotional needs through: (1) creating and combining personally meaningful visualisations of different types of trackers, such as habit, mood, and symptom trackers; (2) engaging in mindful reflective thinking through design practices and self-reflective strategies; and (3) posting photos of paper journals online to become part of a self-tracking culture of sharing and learning. We outline two interrelated design directions for flexible and mindful self-tracking: digitally extending analogue self-tracking and supporting digital self-tracking as a mindful design practice.
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- 2018
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20. The Effect of Interface Type on Visual Error Checking Behavior
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Dora Grgic, Anna L. Cox, Duncan P. Brumby, Sarah Wiseman, and Judith Borghouts
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Database ,Computer science ,Interface (computing) ,05 social sciences ,Word error rate ,Type (model theory) ,Affect (psychology) ,computer.software_genre ,050105 experimental psychology ,Zero (linguistics) ,Task (project management) ,Medical Terminology ,Human–computer interaction ,Human multitasking ,0501 psychology and cognitive sciences ,Transcription (software) ,computer ,050107 human factors ,Medical Assisting and Transcription - Abstract
During data entry tasks, small errors can result in catastrophe, for instance adding an extra zero to a drug\ud dose when programming an infusion in a hospital. For this reason understanding users’ error checking\ud behavior is highly important. One aspect that can affect error checking is the interface that a user must\ud interact with to enter data. Often user interaction with interfaces is evaluated based on speed or error rate.\ud In this paper, in addition to this, we also explore how different types of interface can affect a user’s error\ud checking behavior in a multitasking environment. We show that a fast to use and familiar interface\ud discourages users from carrying out thorough visual checking in a number transcription task. We also\ud found that having participants perform an additional secondary task while doing the number entry task\ud made participants less likely to check the inputted numbers for errors.
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- 2015
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21. Film, interrupted
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Sandy J. J. Gould, Jacob M. Rigby, Duncan P. Brumby, and Anna L. Cox
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Multimedia ,Computer science ,05 social sciences ,02 engineering and technology ,computer.software_genre ,Phone ,0202 electrical engineering, electronic engineering, information engineering ,Immersion (virtual reality) ,020201 artificial intelligence & image processing ,0501 psychology and cognitive sciences ,Interrupt ,computer ,Mobile device ,050107 human factors - Abstract
Mobile devices are increasingly used while watching video, both as a secondary device and for dedicated viewing. However, devices frequently issue notifications that can interrupt viewing. This study investigated the effect of interruptions from notifications on viewer immersion. Participants watched 10 minutes of a movie without notifications, and 10 minutes while receiving message notifications. There were two participant groups: one watched video on a 30-inch monitor with messages sent to a separate smartphone; while another watched on a smartphone while also receiving messages on it. Viewer immersion was assessed after each condition via questionnaire. We also considered message response times. Results showed that immersion scores were lower when the video was interrupted with notifications, regardless of viewing device. Message response times were fastest when using the phone as a secondary device. Our results suggest that device-driven interruptions should be minimised for an immersive film experience.
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- 2017
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22. Media Multitasking at Home
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Duncan P. Brumby, Anna L. Cox, Jacob M. Rigby, and Sandy J. J. Gould
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Task switching ,Multimedia ,Computer science ,05 social sciences ,Human multitasking ,0501 psychology and cognitive sciences ,computer.software_genre ,Mobile device ,computer ,050107 human factors ,050105 experimental psychology - Abstract
Increasingly people interact with their mobile devices while watching television. We evolve an understanding of this kind of everyday media multitasking behaviour through an analysis of video data. In our study, four households were recorded watching television over three evenings. We analysed 55 hours of footage in which participants were watching the TV. We found that mobile device habits were highly variable between participants during this time, ranging from 0% to 23% of the time that the TV was on. To help us understand this variability, participants completed the Media Multitasking Index (MMI) questionnaire. Results showed that participants with a higher MMI score used their mobile device more while watching TV at home. We also saw evidence that the TV was being used as a hub in the home: multiple people were often present when the time the TV was on, providing a background for other household activities. We argue that video analysis can give valuable insights into media multitasking in the home.
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- 2017
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23. Understanding People
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Ann Blandford, Anna L. Cox, Sandy J. J. Gould, Duncan P. Brumby, and Paul Marshall
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Empirical research ,Computer science ,Human–computer interaction ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,Engineering ethics ,02 engineering and technology ,050107 human factors ,Qualitative research - Abstract
This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major research traditions along with their contemporary framings (e.g., in-the-wild research and Interaction Science). By the end of the course attendees will have a detailed understanding of how to select and apply methods to address a range of problems that are of concern to contemporary HCI researchers.
- Published
- 2017
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24. Using Nature-based Soundscapes to Support Task Performance and Mood
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Sandy J. J. Gould, Anna L. Cox, Jacob Luton, and Joseph W. Newbold
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Soundscape ,Recall ,media_common.quotation_subject ,05 social sciences ,050109 social psychology ,050105 experimental psychology ,Task (project management) ,Silence ,Mood ,Feeling ,Reading (process) ,0501 psychology and cognitive sciences ,Active listening ,Psychology ,media_common ,Cognitive psychology - Abstract
Smartphone apps that enable workers to listen to nature soundscapes are increasingly popular. There is, however, little evidence that these soundscapes have the effects that they claim to have. Previous research exploring the effect of listening to background music during tasks has shown that while such music may have a positive effect on emotional state, it can disrupt reading and memory-based tasks. This paper explores the effects of nature soundscapes on mood and performance. A diary study of the use of soundscapes whilst studying suggests that students view such soundscapes as: aiding focus whilst studying; creating feelings of calm and peace; helping to manage stress and anxiety; and hiding distracting sounds. A second study -- an experiment -- investigated the effects of nature soundscapes on mood and performance. Whilst we found no effect of soundscapes on mood and arousal during the task, our results demonstrate that high acoustic variation in a soundscape may cause a disruption to serial recall tasks. The implications of our findings suggest that nature soundscapes with high acoustic variation may be detrimental to task performance compared to working in silence for serial based thinking tasks.
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- 2017
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25. Always On(line)?
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Jon Bird, Anna L. Cox, and Marta E. Cecchinato
- Subjects
Computer science ,business.industry ,05 social sciences ,Wearable computer ,020207 software engineering ,02 engineering and technology ,Smartwatch ,User experience design ,Human–computer interaction ,Multi device ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Line (text file) ,business ,050107 human factors - Abstract
Users have access to a growing ecosystem of devices (desktop, mobile and wearable) that can deliver notifications and help people to stay in contact. Smartwatches are gaining popularity, yet little is known about the user experience and their impact on our increasingly always online culture. We report on a qualitative study with existing users on their everyday use of smartwatches to understand both the added value and the challenges of being constantly connected at the wrist. Our findings show that users see a large benefit in receiving notifications on their wrist, especially in terms of helping manage expectations of availability. Moreover, we find that response rates after viewing a notification on a smartwatch change based on the other devices available: laptops prompt quicker replies than smartphones. Finally, there are still many costs associated with using smartwatches, thus we make a series of design recommendations to improve the user experience of smartwatches.
- Published
- 2017
- Full Text
- View/download PDF
26. Quantifying the Body and Caring for the Mind
- Author
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Amid Ayobi, Yunan Chen, Paul Marshall, and Anna L. Cox
- Subjects
Multiple sclerosis ,05 social sciences ,Applied psychology ,Self tracking ,020207 software engineering ,Cognition ,02 engineering and technology ,Disease ,medicine.disease ,Primary disease ,Experiential learning ,Journaling file system ,0202 electrical engineering, electronic engineering, information engineering ,medicine ,0501 psychology and cognitive sciences ,Tracking (education) ,Psychology ,050107 human factors - Abstract
Consumer health technologies have an enormous potential to transform the self-management of chronic conditions. However, it is unclear how individuals use self-tracking technologies to manage them. This in-depth interview study explores self-tracking practices in multiple sclerosis (MS), a complex neurological disease that causes physical, cognitive, and psychological symptoms. Our findings illustrate that when faced the unpredictable and degenerative nature of MS, individuals regained a sense of control by intertwining self-care practices with different self-tracking technologies. They engaged in disease monitoring, fitness tracking, and life journaling to quantify the body and care for the mind. We focus attention on the role of emotional wellbeing and the experience of control in self-tracking and managing MS. Finally, we discuss in which ways self-tracking technologies could support the experiential nature of control and foster mindful experiences rather than focusing only on tracking primary disease indicators.
- Published
- 2017
- Full Text
- View/download PDF
27. How external and internal resources influence user action: the case of infusion devices
- Author
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Anna L. Cox, Ioanna Iacovides, Ann Blandford, and Jonathan Back
- Subjects
Engineering ,Knowledge management ,Human error ,03 medical and health sciences ,Patient safety ,0302 clinical medicine ,Community of practice ,Qualitative research ,Health care ,0501 psychology and cognitive sciences ,030212 general & internal medicine ,050107 human factors ,Applied Psychology ,business.industry ,05 social sciences ,Healthcare ,Computer Science Applications ,Human-Computer Interaction ,Philosophy ,Action (philosophy) ,Conceptual fit ,Key (cryptography) ,Original Article ,Industrial and organizational psychology ,business - Abstract
Human error can have potentially devastating consequences in contexts such as healthcare, but there is a rarely a simple dichotomy between errors and correct behaviour. Furthermore, there has been little consideration of how the activities of users (erroneous and otherwise) relate to the conceptual fit between user and device, despite the fact that healthcare technologies are becoming increasingly prevalent and complex. In this article, we present a study in which nurses’ conceptions of infusion device practice were elicited to identify misfits. By focusing on key concepts that users work with when setting up infusions and the extent to which the system supports them, our analysis highlights how actions are influenced by the different resources available to users including: the device itself; supporting artefacts; the conceptual understanding of the user; and the community of practice the user is part of. The findings reveal the ways in which users are resourceful in their day-to-day activities and also suggest potential vulnerabilities within the wider system that could threaten patient safety. Our approach is able to make previously under-explored aspects of practice visible, thus enabling insight into how users act and why.
- Published
- 2016
- Full Text
- View/download PDF
28. Homes For Life
- Author
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Anna L. Cox, Britta Schulte, and Paul Marshall
- Subjects
Constant (computer programming) ,Aesthetics ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,Narrative ,Design fiction ,02 engineering and technology ,Sociology ,Engineering design process ,050107 human factors - Abstract
This paper introduces the concept of 'design fiction probes', critical narratives to elicit open-ended responses from potential future users of proposed technologies. Inspired and guided by academic literature, such a fictional narrative allows the reader to explore potential consequences of the use of technologies before they actually exist. The method is illustrated by a design fiction on the topic of smart houses and their potential applications for chronic conditions, such as dementia. Based on constant monitoring and automated responses, these technologies have been criticized on ethical grounds. As these devices are not yet widely commercially available, little is known about their real-world impact. By bringing together what is known to write a fictional account from acquisition to end of use, the design fiction can be used both for research or the design process. Potential uses are presented within this paper.
- Published
- 2016
- Full Text
- View/download PDF
29. Say Cheese!
- Author
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Frank J. Lee, Anna L. Cox, and Emily C. Collins
- Subjects
Multimedia ,business.industry ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,ComputingMilieux_PERSONALCOMPUTING ,050301 education ,050109 social psychology ,computer.software_genre ,Turns, rounds and time-keeping systems in games ,Flashbulb memory ,0501 psychology and cognitive sciences ,Conversation ,Thematic analysis ,business ,Psychology ,0503 education ,computer ,media_common - Abstract
Networking is a vital but stressful aspect of academic life, one which digital games may be able to make more playful. Existing examples of networking games require players to interact as part of the game-play, and therefore do not bypass the stressful part of networking. In contrast, many other games successfully encourage interaction between players whilst avoiding causing stress to the players. Flashbulb is a networking game that only requires a photograph of another player to be taken in order to progress. Players can choose whether to start a conversation depending on the target and situation. Thematic analysis of interviews with Flashbulb players found that despite not including an icebreaking requirement, it encouraged networking and widened the scope of those spoken to. The act of photographing players promoted conversations without forcing players to engage in uncomfortable discussions. We make recommendations for the design of future iterations of networking games.
- Published
- 2016
- Full Text
- View/download PDF
30. Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions
- Author
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Anastasia Vikhanova, Sarah Gallacher, Yvonne Rogers, Charlene Jennett, Geraint Jones, Emily Weigold, Layla Mostaghimi, Anna L. Cox, James O. Jenkins, and Ioanna Iacovides
- Subjects
Marketing buzz ,business.product_category ,business.industry ,media_common.quotation_subject ,05 social sciences ,Physical computing ,020207 software engineering ,02 engineering and technology ,Public relations ,Interactive kiosk ,Collective action ,Feeling ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,business ,Empowerment ,Social psychology ,050107 human factors ,media_common - Abstract
We need collective action to tackle global warming. However, research shows that people switch off from being concerned about the environment because they are often too busy, or fail to appreciate their ability to make a difference. An alternative approach is to run campaigns that are able to engage large numbers of people and engender feelings of concern and empowerment. This could then kick-start a range of pro-environmental habits. We present the development and evaluation of a playful installation that aimed to attract attention, and stimulate discussion about environmental issues amongst university staff and students. The first prototype was shown to successfully attract people to engage and interact with the installation. The second prototype was deployed in-the-wild, over the course of a week. We evaluated the extent to which the installation was successful at attracting attention, and in encouraging people to interact with it, to reflect on their habits and to discuss environmental issues with others. We found the Green Ball Kiosk was a fun way to raise discussions about green issues, to encourage the adoption of new environmentally friendly behaviours and to prompt people to maintain existing ones. We suggest that interactive installations such as this can be effective at promoting awareness and generating a "social buzz" about environmental topics when exhibited as a temporary installation.
- Published
- 2016
31. SIGCHI Games
- Author
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Lennart E. Nacke, Regan L. Mandryk, Paul Cairns, and Anna L. Cox
- Subjects
ComputingMilieux_THECOMPUTINGPROFESSION ,Multimedia ,Scope (project management) ,business.industry ,4. Education ,05 social sciences ,ComputingMilieux_PERSONALCOMPUTING ,Significant part ,020207 software engineering ,02 engineering and technology ,Game research ,Public relations ,computer.software_genre ,Variety (cybernetics) ,Outreach ,Entertainment ,Research community ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,InformationSystems_MISCELLANEOUS ,business ,Psychology ,Inclusion (education) ,computer ,050107 human factors - Abstract
The games research community at CHI has become an ever-growing significant part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY conference and the inclusion of a games subcommittee at CHI 2016. Given the increase in quantity and variety of submissions, and the involvement and engagement of practitioners within the community, it is important for the community to have this SIG as a forum. We plan to give a brief overview of the history of game research at CHI as well as its current state. Then, we want to engage the community in a discussion about the scope that games research at CHI should have and where we want to take this community from here. We want to vibrantly explore new outlets for academic dissemination, community outreach, and collaborations with practitioners.
- Published
- 2016
- Full Text
- View/download PDF
32. Reflections on 5 Years of Personal Informatics
- Author
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Paul Marshall, Amid Ayobi, and Anna L. Cox
- Subjects
Activity tracking ,05 social sciences ,Engineering informatics ,Self tracking ,020207 software engineering ,02 engineering and technology ,Data science ,GeneralLiterature_MISCELLANEOUS ,Personal informatics ,Grounded theory ,Health Administration Informatics ,Multidisciplinary approach ,Informatics ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Sociology ,050107 human factors - Abstract
The real world use and design of personal informatics has been increasingly explored in HCI research in the last five years. However, personal informatics research is still a young multidisciplinary area of concern facing unrecognised methodological differences and offering unarticulated design challenges. In this review, we analyse how personal informatics has been approached so far using the Grounded Theory Literature Review method. We identify a (1) psychologically, (2) phenomenologically, and (3) humanistically informed stream and provide guidance on the design of future personal informatics systems by mapping out rising concerns and emerging research directions.
- Published
- 2016
- Full Text
- View/download PDF
33. Now Check Your Input
- Author
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Anna L. Cox, Duncan P. Brumby, Alice Wickersham, and Sandy J. J. Gould
- Subjects
World Wide Web ,Task switching ,Computer science ,05 social sciences ,Human multitasking ,0501 psychology and cognitive sciences ,Duration (project management) ,Computer security ,computer.software_genre ,computer ,050107 human factors ,050105 experimental psychology ,Task (project management) - Abstract
Data-entry is a common activity that is usually performed accurately. When errors do occur though, people are poor at spotting them even if they are told to check their input. We considered whether making people pause for a brief moment before confirming their input would make them more likely to check it. We ran a lab experiment to test this idea. We found that task lockouts encouraged checking. Longer lockout durations made checking more likely. We ran a second experiment on a crowdsourcing platform to find out whether lockouts would still be effective in a less controlled setting. We discovered that longer lockouts induced workers to switch to other activities. This made the lockouts less effective. To be useful in practice, the duration of lockouts needs to be carefully calibrated. If lockouts are too brief they will not encourage checking. If they are too long they will induce switching.
- Published
- 2016
- Full Text
- View/download PDF
34. Don't kick the habit:The role of dependency in habit formation apps
- Author
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Ian Renfree, Paul Marshall, Katarzyna Stawarz, Daniel Harrison, and Anna L. Cox
- Subjects
Habit formation ,business.industry ,media_common.quotation_subject ,05 social sciences ,Internet privacy ,Behavior change ,050109 social psychology ,Smartphone apps ,Streaks ,Smartphone app ,mental disorders ,0501 psychology and cognitive sciences ,Habit ,business ,Psychology ,050107 human factors ,Simulation ,Reminders ,Qualitative research ,media_common - Abstract
Habit formation apps are intended to help instigate and maintain new behaviors. Prior research has established that these apps mostly do not support the theoretical 'habit' construct defined in psychology, yet are generally popular and well reviewed in app stores. This apparent mismatch between theory and 'in-the-wild' usage has not been investigated to date. Through an in-depth qualitative study of a popular application Lift, this research establishes that common techniques such as reminders and streaks are effective at supporting repetition of new behaviors, but at the same time create a dependency: on-going app use is often required to achieve lasting change. This dependency introduces fragility in users' attempts to change their behavior, as they often abandon the app and subsequently disengage with their new behaviors.
- Published
- 2016
- Full Text
- View/download PDF
35. Research Methods for HCI
- Author
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Paul Marshall, Anna L. Cox, Ann Blandford, Duncan P. Brumby, and Sandy J. J. Gould
- Subjects
Empirical research ,Management science ,05 social sciences ,0202 electrical engineering, electronic engineering, information engineering ,020207 software engineering ,0501 psychology and cognitive sciences ,Engineering ethics ,02 engineering and technology ,Sociology ,050107 human factors ,Qualitative research - Abstract
This course will provide an introduction to methods used in Human-Computer Interaction (HCI) research. An equal focus will be given to both the quantitative and qualitative research traditions used to understand people and interactional contexts. We shall discuss these major philosophical traditions along with their contemporary framings (e.g., in-the-wild research and Interaction Science). By the end of the course attendees will have a detailed understanding of how to select and apply methods to address a range of problems that are of concern to contemporary HCI researchers.
- Published
- 2016
- Full Text
- View/download PDF
36. Design Frictions for Mindful Interactions
- Author
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Ian Renfree, Marta E. Cecchinato, Anna L. Cox, Sandy J. J. Gould, and Ioanna Iacovides
- Subjects
Reflection (computer programming) ,Computer science ,business.industry ,media_common.quotation_subject ,05 social sciences ,Frustration ,020207 software engineering ,02 engineering and technology ,Term (time) ,User experience design ,Order (exchange) ,Human–computer interaction ,0202 electrical engineering, electronic engineering, information engineering ,0501 psychology and cognitive sciences ,Disengagement theory ,business ,050107 human factors ,Simulation ,media_common - Abstract
Design frictions, a term found in popular media articles about user experience design, refer to points of difficulty occurring during interaction with technology. Such articles often argue that these frictions should be removed from interaction flows in order to reduce the risk of user frustration and disengagement. In this paper we argue that, in many scenarios, designing friction into interactions through the introduction of microboundaries, can, in fact, have positive effects. Design frictions can disrupt "mindless" automatic interactions, prompting moments of reflection and more "mindful" interaction. The potential advantages of intentionally introduced frictions are numerous: from reducing the likelihood of errors in data-entry tasks, to supporting health-behaviour change.
- Published
- 2016
- Full Text
- View/download PDF
37. Use Your Words
- Author
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Sarah Wiseman, Anna L. Cox, Joanne Moore, Chris Needham, Gustavo Soto Mino, and Sandy J. J. Gould
- Subjects
Password ,Authentication ,Alphanumeric ,Computer science ,business.industry ,05 social sciences ,050105 experimental psychology ,World Wide Web ,User experience design ,Human–computer interaction ,Pairing ,0501 psychology and cognitive sciences ,User interface ,business ,Personally identifiable information ,050107 human factors - Abstract
The Internet of Things is connecting an ever-increasing number\ud of devices. These devices often require access to personal\ud information, but their meagre user interfaces usually do not\ud permit traditional modes of authentication. On such devices,\ud one-time pairing codes are often used instead. This pairing\ud process can involve transcribing randomly generated alphanumeric\ud codes, which can be frustrating, slow and error-prone.\ud In this paper, we present an improved pairing method that uses\ud sets of English words instead of random strings. The word\ud method, although longer in terms of character length, allows\ud users to pair devices more quickly, whilst still maintaining the\ud complexity necessary for secure interactions.
- Published
- 2016
- Full Text
- View/download PDF
38. Effects of monetary reward and punishment on information checking behaviour
- Author
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Anna L. Cox, Ann Blandford, Calvin K. L. Or, and Simon Y.W. Li
- Subjects
Adult ,Male ,Quality Control ,Punishment (psychology) ,Adolescent ,media_common.quotation_subject ,Control (management) ,Physical Therapy, Sports Therapy and Rehabilitation ,Human Factors and Ergonomics ,050105 experimental psychology ,Task (project management) ,Young Adult ,Remuneration ,Punishment ,Reward ,Task Performance and Analysis ,Humans ,0501 psychology and cognitive sciences ,Cover story ,Safety, Risk, Reliability and Quality ,Engineering (miscellaneous) ,050107 human factors ,media_common ,Behavior ,Motivation ,05 social sciences ,Payment ,Female ,Psychology ,Social psychology - Abstract
Two experiments were conducted to examine whether checking one's own work can be motivated by monetary reward and punishment. Participants were randomly assigned to one of three conditions: a flat-rate payment for completing the task (Control); payment increased for error-free performance (Reward); payment decreased for error performance (Punishment). Experiment 1 (N = 90) was conducted with liberal arts students, using a general data-entry task. Experiment 2 (N = 90) replicated Experiment 1 with clinical students and a safety-critical 'cover story' for the task. In both studies, Reward and Punishment resulted in significantly fewer errors, more frequent and longer checking, than Control. No such differences were obtained between the Reward and Punishment conditions. It is concluded that error consequences in terms of monetary reward and punishment can result in more accurate task performance and more rigorous checking behaviour than errors without consequences. However, whether punishment is more effective than reward, or vice versa, remains inconclusive.
- Published
- 2015
39. Working 9-5? Professional differences in email and boundary management practices
- Author
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Marta E. Cecchinato, Anna L. Cox, and Jon Bird
- Subjects
Professional services ,Knowledge management ,L900 ,business.industry ,05 social sciences ,Exploratory research ,Personal life ,G900 ,BF ,02 engineering and technology ,Boundary management ,QA76 ,ZA4050 ,Work (electrical) ,020204 information systems ,User group ,Email overload ,0202 electrical engineering, electronic engineering, information engineering ,Software design ,HD28 ,0501 psychology and cognitive sciences ,business ,Psychology ,050107 human factors - Abstract
Technology not only brings benefits such as flexible working practices but can also have negative stressful consequences such as increasing email overload and the blurring of work-home boundaries. We report on an exploratory study that extends the current understanding of email usage by investigating how different professions at a university manage work and personal emails using different devices and how this impacts their work-home boundary management. Our findings lead us to identify two user groups: those with permeable boundaries (primarily academics) and those who have more rigid ones (primarily professional services employees) and that there are differences in when, where and how they manage their work and personal emails. In particular we find that some participants use micro-boundary strategies to manage transitions between work and personal life. Based on these novel findings we propose improvements of email software design to facilitate effective email, work-home boundary management, and support micro-boundary practices.
- Published
- 2015
40. Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers
- Author
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Sarah Wiseman, Sandy J. J. Gould, Charlene Jennett, Anna L. Cox, Dominic Furniss, and Ioanna Iacovides
- Subjects
business.industry ,Psychological research ,05 social sciences ,Human error ,020207 software engineering ,02 engineering and technology ,Public relations ,Focus group ,Science research ,Large networks ,Political science ,0202 electrical engineering, electronic engineering, information engineering ,Research studies ,Citizen science ,0501 psychology and cognitive sciences ,Personal experience ,business ,050107 human factors - Abstract
Previous research investigating motivations in citizen science have focused mostly on environmental citizen science projects. In this paper we focus specifically on citizen psychology projects, which we term 'citizen psych-science'. We argue that citizen psych-science differs from typical citizen science projects because volunteers are asked to contribute personal data. Furthermore we argue that the personal nature of such contributions can have unanticipated consequences on volunteer's motivations to contribute and their experiences of participating in the project. Exploring these issues in more detail, we describe four research studies that we conducted with Errordiary, a citizen psych-science project where volunteers tweet about their everyday experiences of human error. These studies included: (1) an interview study to explore motivations of 8 Errordiary volunteers, and (2) one workshop and two focus groups, to explore the potential of attracting new communities to the project. One of our main findings is that the risks associated with sharing errors on Errordiary, such as negative perceptions from others, being viewed as incompetent at your workplace, may counteract a person’s general good will to help researchers. We suggest several ways that researchers can help citizen psych-science volunteers feel like they are in a safe space to contribute their experiences towards research. These include clearly communicating the purpose of their research, allowing the use of pseudonyms, explaining how data is protected, and ensuring that proper monitoring controls are in place.
- Published
- 2014
- Full Text
- View/download PDF
41. 'I want to be a captain! I want to be a captain!'
- Author
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Anna L. Cox, Alexandra Eveleigh, Charlene Jennett, and Stuart Lynn
- Subjects
Engineering ,Exploit ,business.industry ,05 social sciences ,Appeal ,020207 software engineering ,02 engineering and technology ,Public relations ,Data quality ,0202 electrical engineering, electronic engineering, information engineering ,Citizen science ,0501 psychology and cognitive sciences ,Narrative ,Old Weather ,business ,050107 human factors - Abstract
Gamification is increasingly implemented in citizen science projects as a means of motivating and sustaining participation. In a survey and subsequent interviews we explored the appeal of gamification for participants in the Old Weather project, and its impact upon data quality. We found that the same competitive mechanisms which some volunteers found rewarding and motivating were either ignored by other participants, or contributed to a decision to discontinue participation. We also identified an opportunity to use gamification to exploit the narrative appeal of a project such as Old Weather. In contrast to previous citizen science research, much of which focuses on how to support the most active or prolific contributors, we offer new design recommendations which recognise varying levels of engagement with a project.
- Published
- 2013
- Full Text
- View/download PDF
42. Do games attract or sustain engagement in citizen science?
- Author
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Anna L. Cox, Ioanna Iacovides, Cassandra Cornish-Trestrail, and Charlene Jennett
- Subjects
business.industry ,05 social sciences ,020207 software engineering ,02 engineering and technology ,Public relations ,Crowdsourcing ,World Wide Web ,0202 electrical engineering, electronic engineering, information engineering ,Citizen science ,Interview study ,0501 psychology and cognitive sciences ,Sociology ,business ,050107 human factors ,Range (computer programming) - Abstract
Increasingly, games are being incorporated into online citizen science (CS) projects as a way of crowdsourcing data; yet the influence of gamification on volunteer motivations and engagement in CS projects is still unknown. In an interview study with 8 CS volunteers (4 from Foldit, 4 from Eyewire), we found that game elements and communication tools are not necessary for attracting new volunteers to a project; however they may help to sustain engagement over time, by allowing volunteers to participate in a range of social interactions and through enabling meaningful recognition of achievements.
- Published
- 2013
- Full Text
- View/download PDF
43. Using Graphical Representations to Support the Calculation of Infusion Parameters
- Author
-
Sandy J. J. Gould, Anna L. Cox, and Duncan P. Brumby
- Subjects
03 medical and health sciences ,030504 nursing ,Computer science ,Human–computer interaction ,05 social sciences ,0501 psychology and cognitive sciences ,Laboratory experiment ,0305 other medical science ,Representation (mathematics) ,050107 human factors ,Variety (cybernetics) - Abstract
A variety of medical procedures require arithmetic calculations to be performed. These calculations can be complex and induce errors that can have serious consequences on the ward. In this paper, we consider whether a graphical representation might make these calculations easier. The results of a laboratory experiment are reported in which participants were asked to solve a number of infusion parameter problems that were represented either graphically or textually. Results show that participants were faster but no more accurate in solving graphical problems than they were textual problems. We discuss the need for situated work to be conducted that builds on these initial findings to determine whether the advantages of graphical representations transfer to actual workplace settings.
- Published
- 2013
- Full Text
- View/download PDF
44. A Performance Review of Number Entry Interfaces
- Author
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Anna L. Cox, Patrick Oladimeji, Harold Thimbleby, Future Interaction Technology Lab [Swansea] (FIT Lab), Swansea University, UCL Interaction Centre (UCLIC), University College of London [London] (UCL), Paula Kotzé, Gary Marsden, Gitte Lindgaard, Janet Wesson, Marco Winckler, and TC 13
- Subjects
Number entry interfaces ,Computer science ,Interface (computing) ,05 social sciences ,02 engineering and technology ,user interface performance ,Range (mathematics) ,number entry error ,Human–computer interaction ,020204 information systems ,Numeric keypad ,0202 electrical engineering, electronic engineering, information engineering ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,safety critical devices ,050107 human factors - Abstract
Part 1: Long and Short Papers; International audience; Number entry is ubiquitous and there are several ways a number entry interface can be designed. Until recently, research has been focused mainly on one type of number entry interface: the numeric keypad. Various factors such as the range of values, and the space available for the design allows for several alternative interfaces to be used for number entry. In the design of medical devices such as those used for controlled drug delivery, accurate and timely entry of numbers are required in order to reduce any risk of harm to patients. This paper reviews five number entry interface styles and reports the result of an experiment conducted to evaluate the performance differences of the interfaces based on numbers used in infusion therapy in a hospital. The result shows a significant effect of interface style on speed and accuracy.
- Published
- 2013
- Full Text
- View/download PDF
45. Number Entry Interfaces and Their Effects on Error Detection
- Author
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Anna L. Cox, Harold Thimbleby, Patrick Oladimeji, Swansea University, University College London Hospitals (UCLH), Pedro Campos, Nicholas Graham, Joaquim Jorge, Nuno Nunes, Philippe Palanque, Marco Winckler, and TC 13
- Subjects
number entry ,Computer science ,Interface (computing) ,05 social sciences ,Serial port ,020207 software engineering ,02 engineering and technology ,3. Good health ,Set (abstract data type) ,Numeric keypad ,error detection ,0202 electrical engineering, electronic engineering, information engineering ,data entry ,[INFO]Computer Science [cs] ,0501 psychology and cognitive sciences ,Numeric Value ,Interface design ,Error detection and correction ,050107 human factors ,Simulation - Abstract
Part 1: Long and Short Papers; International audience; A significant amount of interaction involves number entry. The purpose of any number entry interface is to accurately select or set a numeric value. There are two main styles of number entry interfaces found on medical devices: serial interfaces like the ubiquitous 12-key numeric keypad, and incremental interfaces that use a knob or a pair of keys to increase or decrease numbers. We report an experiment that investigates the effect of interface design on error detection in number entry. The initial findings show that the incremental interface produces more accurate inputs than the serial interface, and the magnitude of errors suggests that the incremental interface could reduce the death rate relative to the numeric keypad.
- Published
- 2011
- Full Text
- View/download PDF
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