The Role of ICT in Office Work Breaks
Workplace Social Performance
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Skatova, Anya
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Bedwell, Ben
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Shipp, Victoria
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Huang, Yitong
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Young, Alexandra
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Rodden, Tom
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Bertenshaw, Emma
Proceedings of the ACM CHI'16 Conference on Human Factors in Computing
Systems
2016-05-07
v.1
p.3049-3060
© Copyright 2016 ACM
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
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Young, Alyson L.
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Linam-Church, Barbara
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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
© Copyright 2015 ACM
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
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Fiesler, Casey
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Young, Alyson
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Peyton, Tamara
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Bruckman, Amy S.
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Gray, Mary
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Hancock, Jeff
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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
© Copyright 2015 ACM
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
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Young, Alyson L.
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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
© Copyright 2015 ACM
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
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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
© Copyright 2014 ACM
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
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Young, Alyson
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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
© Copyright 2014 ACM
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
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Young, Amber
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Miranda, Sheila
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Summers, Jama Denae
Proceedings of the 2013 AIS SIGHCI Workshop on HCI Research in MIS
2013-12-15
p.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
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Young, Alyson L.
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Peyton, Tamara
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Lutters, Wayne G.
Proceedings of the 2013 International Conference on Communities and
Technologies
2013-07-01
2013-07-01
p.100-109
© Copyright 2013 ACM
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
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Young, Alyson L.
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Lutters, Wayne G.
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Magliocca, Nicholas R.
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Ellis, Erle C.
Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing
Systems
2013-04-27
v.2
p.1473-1478
© Copyright 2013 ACM
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
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Peyton, Tamara
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Young, Alyson L.
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Lutters, Wayne
Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems
2013-04-27
v.1
p.715-724
© Copyright 2013 ACM
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
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Peyton, Tamara
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Young, Alyson Leigh
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Lutters, Wayne
Proceedings of ACM CSCW'13 Conference on Computer-Supported Cooperative Work
2013-02-23
v.2
p.255-258
© Copyright 2013 ACM
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
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Young, Alyson
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Gurzick, David
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Lutters, Wayne
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Dombrowski, Caroline
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Kim, Jeffrey
Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing
Systems
2012-05-05
v.2
p.2649-2654
© Copyright 2012 ACM
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
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Young, Alyson L.
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Quan-Haase, Anabel
Proceedings of the 2009 International Conference on Communities and
Technologies
2009-06-25
p.265-274
© Copyright 2009 ACM
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
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Hsieh, Tung-Ju
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Olsen, Michael J.
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Johnstone, Elizabeth
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Young, Adam P.
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Driscoll, Neal
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Ashford, Scott A.
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Kuester, Falko
Proceedings of the 2007 ACM Symposium on Virtual Reality Software and
Technology
2007-11-05
p.249-250
© Copyright 2007 ACM
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]
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Cook, Catherine A.
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Young, Alison L.
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O'Shea, Amanda M.
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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
© Copyright 2000 HFES
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
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Kalawsky, R. S.
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Hill, K.
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Stedmon, A. W.
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Cook, C. A.
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Young, A.
Virtual Reality
2000-03
v.5
n.1
p.39-46
Keywords: Augmented reality; Cognitive processing; Human performance; Training;
Virtual reality
Copyright © 2000 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
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Slem, Charles M.
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Levi, Daniel J.
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Young, Andrew
Proceedings of the Human Factors Society 33rd Annual Meeting
1989-10-16
v.2
p.811-815
© Copyright 1989 Human Factors Society
WARNING: THE ABSTRACT OF THIS ENTRY HAS NOT BEEN VALIDATED
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.