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Query: Young_A* Results: 17 Sorted by: Date  Comments?
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The Role of ICT in Office Work Breaks Workplace Social Performance / Skatova, Anya / Bedwell, Ben / Shipp, Victoria / Huang, Yitong / Young, Alexandra / Rodden, Tom / Bertenshaw, Emma Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.3049-3060
ACM Digital Library Link
Summary: Break activities -- deliberate and unexpected -- are common throughout the working day, playing an important role in the wellbeing of workers. This paper investigates the role of increasingly pervasive ICT in creating new opportunities for breaks at work, what impact the technology has on management of boundaries at work, and the effects these changes have on personal wellbeing. We present a study of the routines of office-workers, where we used images from participants' work-days to prompt and contextualize interviews with them. Analysis of coded photographs and interview data makes three contributions: an account of ubiquitous ICT creating new forms of micro-breaks, including the opportunity to employ previously wasted time; a description of the ways in which staff increasingly bring "home to work"; and a discussion of the emergence of "screen guilt". We evaluate our findings in relation to previous studies, and leave three research implications and questions for future work in this domain.

The Solicitation Situation: Examining the Language of Team Science in Federally-Funded Research Posters / Young, Alyson L. / Linam-Church, Barbara / Lutters, Wayne G. Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-03-14 v.2 p.195-198
ACM Digital Library Link
Summary: This paper is part of an ongoing research project that investigates the socio-technical infrastructure required for successful team science. A comprehensive analysis of 96 grant solicitations provided a representation of how U.S. federal agencies conceptualize and communicate team science. This research has implications for the management and evaluation of team science projects.

Ethics for Studying Online Sociotechnical Systems in a Big Data World Workshops / Fiesler, Casey / Young, Alyson / Peyton, Tamara / Bruckman, Amy S. / Gray, Mary / Hancock, Jeff / Lutters, Wayne Companion Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-03-14 v.2 p.289-292
ACM Digital Library Link
Summary: The evolution of social technology and research methods present ongoing challenges to studying people online. Recent high-profile cases have prompted discussion among both the research community and the general public about the ethical implications of researching humans, their information, and their activities in large-scale digital contexts. Examples of scientific and market research involving Facebook users and OKCupid clients exemplify the ethical complexities of both studying and manipulating online user behavior. When does data science become human subjects research, and what are our obligations to these subjects as researchers' Drawing from previous work around the ethics of digital research, one goal of this workshop is to work towards a set of guiding principles for CSCW scholars doing research online.

(Re)defining Land Change Science through Synthetic Research Practices Scientific Domains / Young, Alyson L. / Lutters, Wayne G. Proceedings of ACM CSCW 2015 Conference on Computer-Supported Cooperative Work and Social Computing 2015-02-28 v.1 p.431-442
ACM Digital Library Link
Summary: This paper investigates the co-evolution of scientific practice and supporting technologies for the interdisciplinary research community of Land Change Science. Through three and a half years of iterative fieldwork and system design, we have developed a deep understanding of their synthetic research practices, specifically regarding meta-studies. Here we detail the challenges researchers face conducting meta-studies and how this collective effort advances the entire scholarly community. We illustrate how our understanding of this synthetic research practice informs the design and refinement of cyberinfrastructure to better support their work.

Understanding & advancing collaborative scientific knowledge creation Doctoral consortiums / Young, Alyson L. Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.101-104
ACM Digital Library Link
Summary: My project is a field study of scientific practice in land change science (LCS). Through observations, interviews and documents, my research investigates the impact and role of the meta-study as a tool of scientific knowledge creation. Data from my study is being used to inform the design and refinement of collaborative cyber-infrastructure for case study researchers to share, compare and synthesize local and regional studies at global scales to be used in meta-analysis.

Collaborative interpretation in land change science meta-studies Posters / Young, Alyson / Lutters, Wayne Companion Proceedings of ACM CSCW 2014 Conference on Computer-Supported Cooperative Work and Social Computing 2014-02-15 v.2 p.269-272
ACM Digital Library Link
Summary: This article presents preliminary findings from an ongoing study of collaborative knowledge creation in the land change science (LCS) research community. Using observational data from two international workshops on LCS meta-study practice, we document the challenges to current approaches highlighting the need for direct interaction with case study authors. Results from the study are being used to enhance the meta-study process through GLOBE, new scientific cyberinfrastructure for users to share, compare, and synthesize local and regional data.

Emotional Labor in the Moderation of Online Communities / Young, Amber / Miranda, Sheila / Summers, Jama Denae Proceedings of the 2013 AIS SIGHCI Workshop on HCI Research in MIS 2013-12-15 p.14
aisel.aisnet.org/sighci2013/14/
Summary: Emotional labor is an essential component of knowledge work. As knowledge work increasingly moves online, we need to understand emotional labor performed online. Extant emotion research cautions against blindly applying insights about emotional labor from a face-to-face context to an online context. Yet, we know little about emotional labor performed online. We raise the following questions about emotional labor by community moderators: What constitutes "appropriate emotional displays" in online communities? How do community members' emotional displays interact with use of technology features to influence moderators' displays? Our findings suggest that the high-/low-energy dimension of emotion is more salient to the emotional labor performed by community moderators than is the conventionally-studied positive versus negative affect dimension. Findings further reveal the tendency for community members' use of technology features in stylizing their posts to induce mindfulness in moderators' emotional displays in response to those posts.

Understanding situated action in ludic ecologies / Young, Alyson L. / Peyton, Tamara / Lutters, Wayne G. Proceedings of the 2013 International Conference on Communities and Technologies 2013-07-01 2013-07-01 p.100-109
ACM Digital Library Link
Summary: In order to understand the social mechanics of alternate reality games, this paper presents a situated action analysis of one game, "I Love Bees". We examine the action traces found within the ILB forum accounts around teamwork and puzzle solving. The playful assemblages demonstrate that the presence or absence of certain non-human actants has a definite impact on each "ludic ecology," and that each impact is contextually specific. We found that the careful design of in-game challenges by the game designers worked differently in practice because of the impact of unconsidered non-human actants. In response, players formed teams and adopted technologies to overcome their specific temporal, spatial and organizational constraints. Therefore, designers need to provide appropriate sociotechnical infrastructure to support player needs, and nonhuman actants should be considered when studying and designing hybrid digital/physical environments.

Designing a system for land change science meta-study Sustainability / Young, Alyson L. / Lutters, Wayne G. / Magliocca, Nicholas R. / Ellis, Erle C. Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.1473-1478
ACM Digital Library Link
Summary: In this work-in-progress paper, we present GLOBE, a system that enables the quantitative comparison and synthesis of local case study data to support meta-analyses of global environmental change. Using data from a workshop on the state-of-the-art of meta-study in the land change science research community, we highlight the limitations of current approaches and illustrate how our system can be designed to enhance data accuracy and produce globally relevant results.

Playing with leadership and expertise: military tropes and teamwork in an ARG Papers: exploring games / Peyton, Tamara / Young, Alyson L. / Lutters, Wayne Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.715-724
ACM Digital Library Link
Summary: Ad-hoc virtual teams often lack tools to formalize leadership and structure collaboration, yet they are often successful. How does this happen? We argue that the emergence of leadership and the development of expertise occurs in the process of taking action and in direct response to a lack of structure. Using a twinned set of eight modality sliders, we examine the interactions of fourteen players in an alternate reality game. We find that players adopted military language and culture to structure and arrange their play. We determine that it is critical to account for the context of play across these modalities in order to design appropriately for effective in-game virtual organizing.

The militarization of teamwork in alternate reality gaming Posters / Peyton, Tamara / Young, Alyson Leigh / Lutters, Wayne Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work 2013-02-23 v.2 p.255-258
ACM Digital Library Link
Summary: This ongoing research project examines ad-hoc virtual teamwork in playful environments. Our results suggest that alternate reality game (ARG) players devise leadership structures spontaneously over short periods of time, in response to a lack of formal structure. In the ARG we studied, teams self-structured around tropes of military culture, going so far as to adopt military ranks to describe team roles and individual statuses. Our findings have implications for effective in-game virtual organizing, and for the design of gameful environments.

Exploring infrastructure assemblage in volunteer virtual organizations Work-in-progress / Young, Alyson / Gurzick, David / Lutters, Wayne / Dombrowski, Caroline / Kim, Jeffrey Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.2649-2654
ACM Digital Library Citation
Summary: This ongoing research project investigates ad-hoc infrastructure development in volunteer virtual organizations (VVOs). A comparative analysis of the tool appropriation of VVO activity among alternate reality game (ARG) players in three cities yielded insight for future research into underlying principles of infrastructure assemblage, types of ad-hoc resource provisioning, and potential means of design support.

Information revelation and internet privacy concerns on social network sites: a case study of Facebook Privacy and personalization / Young, Alyson L. / Quan-Haase, Anabel Proceedings of the 2009 International Conference on Communities and Technologies 2009-06-25 p.265-274
ACM Digital Library Link
Summary: Despite concerns raised about the disclosure of personal information on social network sites, research has demonstrated that users continue to disclose personal information. The present study employs surveys and interviews to examine the factors that influence university students to disclose personal information on Facebook. Moreover, we study the strategies students have developed to protect themselves against privacy threats. The results show that personal network size was positively associated with information revelation, no association was found between concern about unwanted audiences and information revelation and finally, students' Internet privacy concerns and information revelation were negatively associated. The privacy protection strategies employed most often were the exclusion of personal information, the use of private email messages, and altering the default privacy settings. Based on our findings, we propose a model of information revelation and draw conclusions for theories of identity expression.

VR-based visual analytics of LIDAR data for cliff erosion assessment Posters / Hsieh, Tung-Ju / Olsen, Michael J. / Johnstone, Elizabeth / Young, Adam P. / Driscoll, Neal / Ashford, Scott A. / Kuester, Falko Proceedings of the 2007 ACM Symposium on Virtual Reality Software and Technology 2007-11-05 p.249-250
ACM Digital Library Link
Summary: The ability to explore, conceptualize and correlate spatial and temporal changes of topographical records, is needed for the development of new analytical models that capture the mechanisms contributing towards sea cliff erosion. This paper presents a VR-centric approach for cliff erosion assessment from light detection and ranging (LIDAR) data, including visualization techniques for the delineation, segmentation, and classification of features, change detection and annotation. Research findings are described in the context of a sea cliff failure observed in Solana Beach in San Diego county.

On-Line Training Feedback: Does It Help 2: TRAINING: Situation Awareness and Embedded Thinking [Research] / Cook, Catherine A. / Young, Alison L. / O'Shea, Amanda M. / McLaughlin, Lucy E. Proceedings of the Joint IEA 14th Triennial Congress and Human Factors and Ergonomics Society 44th Annual Meeting 2000-07-30 v.44 n.2 p.365-368
Link to HFES Digital Content
Summary: Currently in the Royal Navy, any training feedback provided during a team training exercise at sea or in the full training simulator is delivered by a human instructor "as required", with the majority of feedback provided in a post-exercise debrief. An automated embedded training system would enable the provision of feedback in real-time during a training session to be standardised, but could provide an almost unlimited amount of feedback. The aim of this research is therefore to identify the benefits of providing on-line feedback, and to develop guidelines for future advanced training systems. This paper describes work that has been carried out to identify existing feedback principles, and to evaluate their utility in the context of a complex, real-time computer-based task. A series of experiments was conducted using a simulation of elements of a Naval Anti-Air Warfare decision making task, with Naval operators as participants. This paper describes the experimental test-bed and provides an overview of the experimental programme. Preliminary results from the first experiment are reported, comparing trainee performance and retention when on-line feedback is provided, with a control condition of no feedback.

Experimental research into human cognitive processing in an augmented reality environment for embedded training systems / Kalawsky, R. S. / Hill, K. / Stedmon, A. W. / Cook, C. A. / Young, A. Virtual Reality 2000-03 v.5 n.1 p.39-46
Keywords: Augmented reality; Cognitive processing; Human performance; Training; Virtual reality
Link to Digital Content at Springer
Summary: Research into human factors issues associated with the use of augmented reality (AR) technology is very limited. Consequently, there is a need for formal human factors design guidelines to underpin the integration of AR into systems. The Defence Evaluation and Research Agency (DERA) Centre for Human Sciences (CHS) is evaluating the potential of AR for providing real-time training feedback in future advanced embedded training systems for the military. In order to understand the important human factors issues of augmented reality, DERA funded the Advanced VR Research Centre (AVRRC) at Loughborough University to investigate the cognitive ergonomics of this technology. An important aspect of this research is concerned with identifying any human information processing issues that may arise when information is presented via AR and overlaid upon one or more primary display surfaces such as a visual display unit (VDU). Two main issues are addressed in this research. First, the impact of AR on human information processing and second, subjective workload experienced when displaying information via the AR medium. The experiments reported in this paper assess issues of reaccommodation and reaction times to alarms on different display formats. They demonstrate also that AR performs as well as standard display formats.

The Psychological Impact of New Technologies: Anticipation of Stress Organizational Design and Management: Improving Psychological and Organizational Functioning through ODAM Interventions / Slem, Charles M. / Levi, Daniel J. / Young, Andrew Proceedings of the Human Factors Society 33rd Annual Meeting 1989-10-16 v.2 p.811-815
Summary: Slem, Levi and Young (1986) developed a model of the psychological impact of technological change on the workforce. The purpose of current research was to investigate the relationship between stress and technological change. The "Impact of Technological Change Survey" was administered to workers in five large electronics manufacturing corporations. Almost one-third of the workforce believed that technological change would make the individual's job more stressful. Over 20% were worried about the future of their jobs. Anticipated role conflict, role ambiguity, and quantitative role overload produced the strongest and most consistent relationships with the global measure of stress. Qualitative role overload and beliefs about reduction in force were more closely allied to job insecurity stress. Anticipated stress is reduced somewhat when technological change is seen as providing personal and organizational benefits or when the organization is perceived as effectively dealing with the transition to the new technology.