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151. Beyond Self-Tracking and Reminders

152. Moving Beyond Fun: Evaluating Serious Experience in Digital Games

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

154. ‘At least they’re learning something’: the hazy line between collaboration and collusion

155. Safer Interactive Medical Device Design: Insights from the CHI+MED Project

156. Assessing the Core Elements of the Gaming Experience

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

158. RedWire

159. Player strategies: achieving breakthroughs and progressing in single-player and cooperative games

160. Social networking use and RescueTime

161. Infusion device standardisation and dose error reduction software

162. Working with the television on

163. How does knowing what you are looking for change visual search behavior?

164. Learning the game

165. Don't forget your pill!

166. Designing for dabblers and deterring drop-outs in citizen science

167. Immersion in Digital Games: Review of Gaming Experience Research

168. Socio-Technical Practices and Work-Home Boundaries

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

170. Supporting learning within the workplace

171. Recovering from an interruption: investigating speed-accuracy trade-offs in task resumption behavior

172. 'I'd sit at home and do work emails'

173. Using Checksums to Detect Number Entry Error

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

175. Artifacts for programmable devices

176. Designing devices with the task in mind: which numbers are really used in hospitals?

177. Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks

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

179. A Performance Review of Number Entry Interfaces

180. Snookered by an interruption? Use a cue

181. Designing for the task

182. Not doing but thinking

184. Choosing to interleave

185. Personal task management

186. Multitasking and interruptions: A SIG on bridging the gap between research on the micro and macro worlds

187. A Taxonomy of Number Entry Error

188. Number Entry Interfaces and Their Effects on Error Detection

189. This is what i'm doing and why

190. Locked-out

193. Investigating computer game immersion and the component real world dissociation

194. Modelling Interactive Behaviour with a Rational Cognitive Architecture

195. Using information behaviors to evaluate the functionality and usability of electronic resources: From Ellis's model to evaluation

198. Questionnaires, in-depth interviews and focus groups

199. Research Methods for Human-Computer Interaction

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