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Dive into the research topics where Anna L. Cox is active.

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Featured researches published by Anna L. Cox.


Cambridge University Press (2008) | 2008

Research Methods for Human-Computer Interaction

Paul A. Cairns; Anna L. Cox

Human-Computer Interaction draws on the fields of computer science, psychology, cognitive science, and organisational and social sciences in order to understand how people use and experience interactive technology. Until now, researchers have been forced to return to the individual subjects to learn about research methods and how to adapt them to the particular challenges of HCI. This is the first book to provide a single resource through which a range of commonly used research methods in HCI are introduced. Chapters are authored by internationally leading HCI researchers who use examples from their own work to illustrate how the methods apply in an HCI context. Each chapter also contains key references to help researchers find out more about each method as it has been used in HCI. Topics covered include experimental design, use of eyetracking, qualitative research methods, cognitive modelling, how to develop new methodologies and writing up your research.


Lecture Notes in Computer Science | 2001

Cognitive Dimensions of Notations: Design Tools for Cognitive Technology

Alan F. Blackwell; Carol Britton; Anna L. Cox; Thomas R. G. Green; Corin A. Gurr; Gada F. Kadoda; Maria Kutar; Martin J. Loomes; Chrystopher L. Nehaniv; Marian Petre; Chris Roast; Chris P. Roe; Allan Wong; Richard M. Young

The Cognitive Dimensions of Notations framework has been created to assist the designers of notational systems and information artifacts to evaluate their designs with respect to the impact that they will have on the users of those designs. The framework emphasizes the design choices available to such designers, including characterization of the users activity, and the inevitable tradeoffs that will occur between potential design options. The resuliing framework has been under development for over 10 years, and now has an active community of researchers devoted to it. This paper first introduces Cognitive Dimensions. It then summarizes the current activity, especially the results of a one-day workshop devoted to Cognitive Dimensions in December 2000, and reviews the ways in which it applies to the field of Cognitive Technology.


human factors in computing systems | 2012

Not doing but thinking: the role of challenge in the gaming experience

Anna L. Cox; Paul A. Cairns; Pari Shah; Michael Carroll

Previous research into the experience of videogames has shown the importance of the role of challenge in producing a good experience. However, defining exactly which challenges are important and which aspects of gaming experience are affected is largely under-explored. In this paper, we investigate if altering the level of challenge in a videogame influences peoples experience of immersion. Our first study demonstrates that simply increasing the physical demands of the game by requiring gamers to interact more with the game does not result in increased immersion. In a further two studies, we use time pressure to make games more physically and cognitively challenging. We find that the addition of time pressure increases immersion as predicted. We argue that the level of challenge experienced is an interaction between the level of expertise of the gamer and the cognitive challenge encompassed within the game.


Assessment & Evaluation in Higher Education | 2005

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

Ruth Barrett; Anna L. Cox

This paper reports the results of a study which investigated whether there is a common understanding of the terms plagiarism and collusion between students and staff. Participants made judgements on scenarios describing student behaviour in assessments. The results suggest that although plagiarism is well understood, the same can not be said of collusion. Both staff and students feel that collusion is much more acceptable than plagiarism because some learning is taking place. It appears that there is no consensus on the boundary between collaborative behaviour and collusion.


Journal of Experimental Psychology: Applied | 2013

Recovering from an interruption: Investigating speed−accuracy trade-offs in task resumption behavior.

Duncan P. Brumby; Anna L. Cox; Jonathan Back; Sandy J. J. Gould

Interruptions are disruptive because they take time to recover from, in the form of a resumption lag, and lead to an increase in the likelihood of errors being made. Despite an abundance of work investigating the effect of interruptions on routine task performance, little is known about whether there is a link between how quickly a task is resumed following an interruption (i.e., the duration of the postinterruption resumption lag) and the likelihood that an error is made. Two experiments are reported in which participants were interrupted by a cognitively demanding secondary mental arithmetic task while working on a routine sequential data-entry task. In Experiment 1 the time-cost of making an error on the primary task was varied between conditions. When errors were associated with a high time-cost penalty, participants made fewer errors and resumed the primary task more slowly than when errors were associated with a low time-cost penalty. In Experiment 2 participants were prohibited from resuming the primary task quickly by a 10-s system lockout period following the completion of the interrupting task. This lockout period led to a significant reduction in resumption errors because the lockout prohibited fast, inaccurate task resumptions. Taken together, our results suggest that longer resumption lags following an interruption are beneficial in terms of reducing the likelihood of errors being made. We discuss the practical implications of how systems might be designed to encourage more reflective task resumption behavior in situations where interruptions are commonplace. (PsycINFO Database Record (c) 2013 APA, all rights reserved).


human factors in computing systems | 2015

Beyond Self-Tracking and Reminders: Designing Smartphone Apps That Support Habit Formation

Katarzyna Stawarz; Anna L. Cox; Ann Blandford

Habit formation is an important part of behavior change interventions: to ensure an intervention has long-term effects, the new behavior has to turn into a habit and become automatic. Smartphone apps could help with this process by supporting habit formation. To better understand how, we conducted a 4-week study exploring the influence of different types of cues and positive reinforcement on habit formation and reviewed the functionality of 115 habit formation apps. We discovered that relying on reminders supported repetition but hindered habit development, while the use of event-based cues led to increased automaticity; positive reinforcement was ineffective. The functionality review revealed that existing apps focus on self-tracking and reminders, and do not support event-based cues. We argue that apps, and technology-based interventions in general, have the potential to provide real habit support, and present design guidelines for interventions that could support habit formation through contextual cues and implementation intentions.


international conference on human computer interaction | 2011

Number entry interfaces and their effects on error detection

Patrick Oladimeji; Harold W. Thimbleby; Anna L. Cox

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.


Proceedings of the First International Conference on Gameful Design, Research, and Applications | 2013

“I want to be a captain! I want to be a captain!”: gamification in the old weather citizen science project

Alexandra Eveleigh; Charlene Jennett; Stuart Lynn; Anna L. Cox

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.


ubiquitous computing | 2008

Tlk or txt? Using voice input for SMS composition

Anna L. Cox; Paul A. Cairns; Alison Walton; Sasha Lee

This paper reports a series of investigations, which aim to test the appropriateness of voice recognition as an interaction method for mobile phone use. First, a KLM model was used in order to compare the speed of using voice recognition against using multi-tap and predictive text (the two most common methods of text entry) to interact with the phone menus and compose a text message. The results showed that speech is faster than the other two methods and that a combination of input methods provides the quickest task completion times. The first experiment used a controlled message creation task to validate the KLM predictions. This experiment also confirmed that the result was not due to a speed/accuracy trade off and that participants preferred to use the combination of input methods rather than a single method for menu interaction and text composition. The second experiment investigated the effect of limited visual feedback (when walking down the road or driving a car for example) on interaction, providing further evidence in support of speech as a useful input method. These experiments not only indicate the usefulness of voice in SMS input but also that users could also be satisfied with voice input in hands-busy, eyes-busy situations.


human factors in computing systems | 2013

Do games attract or sustain engagement in citizen science?: a study of volunteer motivations

Ioanna Iacovides; Charlene Jennett; Cassandra Cornish-Trestrail; Anna L. Cox

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.

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Ann Blandford

University College London

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Jon Bird

City University London

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Sarah Wiseman

University College London

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Dominic Furniss

University College London

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Jonathan Back

University College London

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