Anna Louise Cox

Orcid: 0000-0003-2231-2964

Affiliations:
  • University College London, UK


According to our database1, Anna Louise Cox authored at least 135 papers between 2001 and 2024.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

Book 
In proceedings 
Article 
PhD thesis 
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Bibliography

2024
"Sometimes It's Like Putting the Track in Front of the Rushing Train": Having to Be 'On Call' for Work Limits the Temporal Flexibility of Crowdworkers.
ACM Trans. Comput. Hum. Interact., April, 2024

2023
Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing.
Interact. Comput., September, 2023

The Future of Cognitive Personal Informatics.
Proceedings of the 25th International Conference on Mobile Human-Computer Interaction, 2023

Gaming for Post-Work Recovery: The Role of Immersion.
Proceedings of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

Reflecting on Hybrid Events: Learning from a Year of Hybrid Experiences.
Proceedings of the Extended Abstracts of the 2023 CHI Conference on Human Factors in Computing Systems, 2023

2022
Emotion trajectories in smartphone use: Towards recognizing emotion regulation in-the-wild.
Int. J. Hum. Comput. Stud., 2022

The new normals of work: a framework for understanding responses to disruptions created by new futures of work.
Hum. Comput. Interact., 2022

Understanding users' perspectives on mobile apps for anxiety management.
Frontiers Digit. Health, 2022

The end of the active work break? Remote work, sedentariness and the role of technology in creating active break-taking norms.
Proceedings of the CHIWORK 2022: Symposium on Human-Computer Interaction for Work, Durham, NH, USA, June 8, 2022

The Future of Emotion in Human-Computer Interaction.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Crowdworkers' Temporal Flexibility is Being Traded for the Convenience of Requesters Through 19 'Invisible Mechanisms' Employed by Crowdworking Platforms: A Comparative Analysis Study of Nine Platforms.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

Motivational and Situational Aspects of Active and Passive Social Media Breaks May Explain the Difference Between Recovery and Procrastination.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022


SIG: Moving from Brain-Computer Interfaces to Personal Cognitive Informatics.
Proceedings of the CHI '22: CHI Conference on Human Factors in Computing Systems, New Orleans, LA, USA, 29 April 2022, 2022

2021
Disengaged From Planning During the Lockdown? An Interview Study in an Academic Setting.
IEEE Pervasive Comput., 2021

Designing gamified rewards to encourage repeated app selection: Effect of reward placement.
Int. J. Hum. Comput. Stud., 2021

Prioritizing unread e-mails: people send urgent responses before important or short ones.
Hum. Comput. Interact., 2021

Staying Active While Staying Home: The Use of Physical Activity Technologies During Life Disruptions.
Frontiers Digit. Health, 2021

Making Sense of Emotion-Sensing: Workshop on Quantifying Human Emotions.
Proceedings of the UbiComp/ISWC '21: 2021 ACM International Joint Conference on Pervasive and Ubiquitous Computing and 2021 ACM International Symposium on Wearable Computers, 2021

"Oops...": Mobile Message Deletion in Conversation Error and Regret Remediation.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

A Special Interest Group on Designed and Engineered Friction in Interaction.
Proceedings of the CHI '21: CHI Conference on Human Factors in Computing Systems, 2021

2020
TimeToFocus: Feedback on Interruption Durations Discourages Distractions and Shortens Interruptions.
ACM Trans. Comput. Hum. Interact., 2020

Life-swap: how discussions around personal data can motivate desire for change.
Pers. Ubiquitous Comput., 2020

To Plan or Not to Plan? A Mixed-Methods Diary Study Examining When, How and Why Knowledge Work Planning is Inaccurate.
Proc. ACM Hum. Comput. Interact., 2020

Human accuracy in mobile data collection.
Int. J. Hum. Comput. Stud., 2020

Trackly: A Customisable and Pictorial Self-Tracking App to Support Agency in Multiple Sclerosis Self-Care.
Proceedings of the CHI '20: CHI Conference on Human Factors in Computing Systems, 2020

Time Estimation Bias in Knowledge Work: Tasks With Fewer Time Constraints Are More Error-Prone.
Proceedings of the Extended Abstracts of the 2020 CHI Conference on Human Factors in Computing Systems, 2020

2019
Demo hour.
Interactions, 2019

Development of a Questionnaire to Measure Immersion in Video Media: The Film IEQ.
Proceedings of the 2019 ACM International Conference on Interactive Experiences for TV and Online Video, 2019

Trusted Teammates: Commercial Digital Games Can Be Effective Trust-Building Tools.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Disability Interactions in Digital Games: From Accessibility to Inclusion.
Proceedings of the Extended Abstracts of the Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, 2019

Why Do You Need This?: Selective Disclosure of Data Among Citizen Scientists.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

HawkEye - Deploying a Design Fiction Probe.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

Monotasking or Multitasking: Designing for Crowdworkers' Preferences.
Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems, 2019

2018
Influencing and Measuring Behaviour in Crowdsourced Activities.
Proceedings of the New Directions in Third Wave Human-Computer Interaction: Volume 2, 2018

"I Can Watch What I Want": A Diary Study of On-Demand and Cross-Device Viewing.
Proceedings of the 2018 ACM International Conference on Interactive Experiences for TV and Online Video, 2018

MHC '18: International Workshop on Mobile Human Contributions: Opportunities and Challenges.
Proceedings of the 2018 ACM International Joint Conference and 2018 International Symposium on Pervasive and Ubiquitous Computing and Wearable Computers, 2018

Old Habits Die Hard: A Diary Study of On-Demand Video Viewing.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Knowing What You're Doing or Knowing what to do: How Stress Management Apps Support Reflection and Behaviour Change.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Looking Up Information in Email: Feedback on Visit Durations Discourages Distractions.
Proceedings of the Extended Abstracts of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

Flexible and Mindful Self-Tracking: Design Implications from Paper Bullet Journals.
Proceedings of the 2018 CHI Conference on Human Factors in Computing Systems, 2018

2017
Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games.
Int. J. Game Based Learn., 2017

Exploring the effects of non-monetary reimbursement for participants in HCI research.
Hum. Comput., 2017

Smartwatches: Digital Handcuffs or Magic Bracelets?
Computer, 2017

Media Multitasking at Home: A Video Observation Study of Concurrent TV and Mobile Device Usage.
Proceedings of the 2017 ACM International Conference on Interactive Experiences for TV and Online Video, 2017

Film, interrupted: investigating how mobile device notifications affect immersion during movies.
Proceedings of the 19th International Conference on Human-Computer Interaction with Mobile Devices and Services, 2017

Batching, Error Checking and Data Collecting: Understanding Data Entry in a Financial Office.
Proceedings of the 15th European Conference on Computer Supported Cooperative Work, 2017

Was I There?: Impact of Platform and Headphones on 360 Video Immersion.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Using Nature-based Soundscapes to Support Task Performance and Mood.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Always On(line)?: User Experience of Smartwatches and their Role within Multi-Device Ecologies.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Understanding People: A Course on Qualitative and Quantitative HCI Research Methods.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

Quantifying the Body and Caring for the Mind: Self-Tracking in Multiple Sclerosis.
Proceedings of the 2017 CHI Conference on Human Factors in Computing Systems, 2017

2016
Diminished Control in Crowdsourcing: An Investigation of Crowdworker Multitasking Behavior.
ACM Trans. Comput. Hum. Interact., 2016

Safer Interactive Medical Device Design: Insights from the CHI+MED Project.
EAI Endorsed Trans. Security Safety, 2016

Short links and tiny keyboards: A systematic exploration of design trade-offs in link shortening services.
Int. J. Hum. Comput. Stud., 2016

Creativity in Citizen Cyberscience.
Hum. Comput., 2016

How external and internal resources influence user action: the case of infusion devices.
Cogn. Technol. Work., 2016

Homes For Life: A Design Fiction Probe.
Proceedings of the 9th Nordic Conference on Human-Computer Interaction, Gothenburg, Sweden, October 23, 2016

Watching movies on netflix: investigating the effect of screen size on viewer immersion.
Proceedings of the 18th International Conference on Human-Computer Interaction with Mobile Devices and Services Adjunct, 2016

Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Say Cheese!: Games for Successful Academic and Student Networking.
Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 2016

Use Your Words: Designing One-time Pairing Codes to Improve User Experience.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Don't Kick the Habit: The Role of Dependency in Habit Formation Apps.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

SIGCHI Games: The Scope of Games and Play Research at CHI.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Now Check Your Input: Brief Task Lockouts Encourage Checking, Longer Lockouts Encourage Task Switching.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Design Frictions for Mindful Interactions: The Case for Microboundaries.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Research Methods for HCI: Understanding People Using Interactive Technologies.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

Reflections on 5 Years of Personal Informatics: Rising Concerns and Emerging Directions.
Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems, 2016

2015
Assessing the Core Elements of the Gaming Experience.
Proceedings of the Game User Experience Evaluation, 2015

Integrating knowledge of multitasking and interruptions across different perspectives and research methods.
Int. J. Hum. Comput. Stud., 2015

Out of Work, Out of Mind?: Smartphone Use and Work-Life Boundaries.
Int. J. Mob. Hum. Comput. Interact., 2015

Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement.
Hum. Comput. Interact., 2015

Home is Where the Lab is: A Comparison of Online and Lab Data From a Time-sensitive Study of Interruption.
Hum. Comput., 2015

Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement.
Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, 2015

Beyond Self-Tracking and Reminders: Designing Smartphone Apps That Support Habit Formation.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Moving Beyond Fun: Evaluating Serious Experience in Digital Games.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Task Lockouts Induce Crowdworkers to Switch to Other Activities.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Methods for Human-Computer Interaction Research.
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Balancing Boundaries: Using Multiple Devices to Manage Work-Life Balance.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

Smartwatches: the Good, the Bad and the Ugly?
Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems, 2015

Working 9-5?: Professional Differences in Email and Boundary Management Practices.
Proceedings of the 33rd Annual ACM Conference on Human Factors in Computing Systems, 2015

2014
Switch on to games: Can digital games aid post-work recovery?
Int. J. Hum. Comput. Stud., 2014

Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers.
Hum. Comput., 2014

Barriers to engagement with a personal informatics productivity tool.
Proceedings of the 26th Australian Computer-Human Interaction Conference on Designing Futures, 2014

Socio-technical practices and work-home boundaries.
Proceedings of the 16th international conference on Human-computer interaction with mobile devices & services, 2014

Social networking use and RescueTime: the issue of engagement.
Proceedings of the 2014 ACM International Joint Conference on Pervasive and Ubiquitous Computing, 2014

Player strategies: achieving breakthroughs and progressing in single-player and cooperative games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

RedWire: a novel way to create and re-mix games.
Proceedings of the first ACM SIGCHI annual symposium on Computer-human interaction in play, Toronto, ON, Canada, October 19, 2014

Don't forget your pill!: designing effective medication reminder apps that support users' daily routines.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Learning the game: breakdowns, breakthroughs and player strategies.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Interaction science SIG: overcoming challenges.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

MOODs: building massive open online diaries for researchers, teachers and contributors.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Designing for dabblers and deterring drop-outs in citizen science.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

Working with the television on: an investigation into media multitasking.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

How does knowing what you are looking for change visual search behavior?
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2014

2013
Who but not where: The effect of social play on immersion in digital games.
Int. J. Hum. Comput. Stud., 2013

Designing Devices With the Task in Mind: Which Numbers Are Really Used in Hospitals?
Hum. Factors, 2013

Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

A Performance Review of Number Entry Interfaces.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Using Graphical Representations to Support the Calculation of Infusion Parameters.
Proceedings of the Human-Computer Interaction - INTERACT 2013, 2013

Assessing the Viability of Online Interruption Studies.
Proceedings of the Human Computation and Crowdsourcing: Works in Progress and Demonstration Abstracts, 2013

Frequency and Duration of Self-Initiated Task-Switching in an Online Investigation of Interrupted Performance.
Proceedings of the Human Computation and Crowdsourcing: Works in Progress and Demonstration Abstracts, 2013

"I want to be a captain! I want to be a captain!": gamification in the <i>old weather</i> citizen science project.
Proceedings of the First International Conference on Gameful Design, 2013

Supporting learning within the workplace: device training in healthcare.
Proceedings of the European Conference on Cognitive Ergonomics 2013, 2013

Using redundancy to detect human error.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

"I'd sit at home and do work emails": how tablets affect the work-life balance of office workers.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Do games attract or sustain engagement in citizen science?: a study of volunteer motivations.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

Artifacts for programmable devices: the good, the bad and the ugly.
Proceedings of the 2013 ACM SIGCHI Conference on Human Factors in Computing Systems, 2013

How to manage your inbox: is a once a day strategy best?
Proceedings of the BCS-HCI '13 Proceedings of the 27th International BCS Human Computer Interaction Conference, 2013

2012
Designing for the task: what numbers are really used in hospitals?
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Personal task management: my tools fall apart when I'm very busy!
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Multitasking and interruptions: a SIG on bridging the gap between research on the micro and macro worlds.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Not doing but thinking: the role of challenge in the gaming experience.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Choosing to interleave: human error and information access cost.
Proceedings of the CHI Conference on Human Factors in Computing Systems, 2012

Snookered by an interruption?: use a cue.
Proceedings of the BCS-HCI '12 Proceedings of the 26th Annual BCS Interaction Specialist Group Conference on People and Computers, 2012

2011
This is what I'm doing and why: Methodological reflections on a naturalistic think-aloud study of interactive information behaviour.
Inf. Process. Manag., 2011

Evaluating the Information Behaviour methods: Formative evaluations of two methods for assessing the functionality and usability of electronic information resources.
Int. J. Hum. Comput. Stud., 2011

Capturing the distinction between task and device errors in a formal model of user behaviour.
Electron. Commun. Eur. Assoc. Softw. Sci. Technol., 2011

Number Entry Interfaces and Their Effects on Error Detection.
Proceedings of the Human-Computer Interaction - INTERACT 2011, 2011

The Effect of Repeated Cue Exposure on Post-Completion Errors.
Proceedings of the 33th Annual Meeting of the Cognitive Science Society, 2011

A taxonomy of number entry error.
Proceedings of the 2011 British Computer Society Conference on Human-Computer Interaction, 2011

2010
Assessing the Core Elements of the Gaming Experience.
Proceedings of the Evaluating User Experience in Games - Concepts and Methods, 2010

This is what i'm doing and why: reflections on a think-aloud study of dl users' information behaviour.
Proceedings of the 2010 Joint International Conference on Digital Libraries, 2010

Locked-out: investigating the effectiveness of system lockouts to reduce errors in routine tasks.
Proceedings of the 28th International Conference on Human Factors in Computing Systems, 2010

2009
Investigating computer game immersion and the component real world dissociation.
Proceedings of the 27th International Conference on Human Factors in Computing Systems, 2009

Analogies in design decision-making.
Proceedings of the 2009 British Computer Society Conference on Human-Computer Interaction, 2009

From the gaming experience to the wider user experience.
Proceedings of the 2009 British Computer Society Conference on Human-Computer Interaction, 2009

2008
Tlk or txt? Using voice input for SMS composition.
Pers. Ubiquitous Comput., 2008

Using information behaviors to evaluate the functionality and usability of electronic resources: From Ellis's model to evaluation.
J. Assoc. Inf. Sci. Technol., 2008

Investigating the information-seeking behaviour of academic lawyers: From Ellis's model to design.
Inf. Process. Manag., 2008

Measuring and defining the experience of immersion in games.
Int. J. Hum. Comput. Stud., 2008

Research methods for HCI.
Proceedings of the 22nd British HCI Group Annual Conference on HCI 2008: People and Computers XXII: Culture, Creativity, Interaction, 2008

2007
The Challenges of Creating Connections and Raising Awareness: Experience from UCLIC.
Proceedings of the Human-Computer Interaction, 2007

2004
A Rational Model of the Effect of Information Scent on the Exploration of Menus.
Proceedings of the International Conference on Cognitive Modelling, 2004

2001
Cognitive Dimensions of Notations: Design Tools for Cognitive Technology.
Proceedings of the Cognitive Technology: Instruments of Mind, 4th International Conference, 2001


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