Publication statistics
Pub. period:1989-2005
Pub. count:8
Number of co-authors:17
Co-authors
Number of publications with 3 favourite co-authors:
Patrick Curran:2Maria Capucciati:2Evelyn Williams:1 Productive colleagues
Annette Wagner's 3 most productive colleagues in number of publications:
Kenneth R. Koeding..:18Albert T. Corbett:13Daniel Boyarski:8 
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Annette Wagner
Publications by Annette Wagner (bibliography)
Wagner, Annette (2005): The mobile storefront: let your fingers do the shopping. In: Proceedings of the Conference on Designing for User Experiences DUX05 2005. p. 45.
The Mobile Storefront Case Study is a view into a project to dramatically improve the retail user experience for shopping and purchasing ringtones, games, pictures, and other content on handsets. The project was inspired by use cases, vision demos, and the pain points experienced by customers. This design case study details a design solution to enhance the user experience that results in changes to the information architecture and navigation model. Usability study results and lessons learned include ideas on how much content is needed to make the testing feel real to subjects as well as how the design fared with users in a live setting.
© All rights reserved Wagner and/or ACM Press
Baker, Ryan Shaun, Corbett, Albert T., Koedinger, Kenneth R. and Wagner, Annette (2004): Off-task behavior in the cognitive tutor classroom: when students "game the system. In: Dykstra-Erickson, Elizabeth and Tscheligi, Manfred (eds.) Proceedings of ACM CHI 2004 Conference on Human Factors in Computing Systems April 24-29, 2004, Vienna, Austria. pp. 383-390.
We investigate the prevalence and learning impact of different types of off-task behavior in classrooms where students are using intelligent tutoring software. We find that within the classrooms studied, no other type of off-task behavior is associated nearly so strongly with reduced learning as "gaming the system": behavior aimed at obtaining correct answers and advancing within the tutoring curriculum by systematically taking advantage of regularities in the software's feedback and help. A student's frequency of gaming the system correlates as strongly to post-test score as the student's prior domain knowledge and general academic achievement. Controlling for prior domain knowledge, students who frequently game the system score substantially lower on a post-test than students who never game the system. Analysis of students who choose to game the system suggests that learned helplessness or performance orientation might be better accounts for why students choose this behavior than lack of interest in the material. This analysis will inform the future re-design of tutors to respond appropriately when students game the system.
© All rights reserved Baker et al. and/or ACM Press
Wagner, Annette (2000): Javelin: A Personal Communication Device Demo. In: Proceedings of DIS00: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2000. pp. 122-128.
This paper describes the creation of a set of demonstration applications for a personal communication device for use at the JavaOne 99 Developers Conference. The major design issues encountered in the project are described along with the resulting impact on the project. These include defining the navigation model for the Back key, dealing with the issues that arose when the device hardware target was changed in mid-process, and managing the design process to leverage prior work when major goals were altered late in the project.
© All rights reserved Wagner and/or ACM Press
Wagner, Annette and Capucciati, Maria (1996): Demo or Die: User Interface as Marketing Theatre. In: Tauber, Michael J., Bellotti, Victoria, Jeffries, Robin, Mackinlay, Jock D. and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 96 Human Factors in Computing Systems Conference April 14-18, 1996, Vancouver, Canada. pp. 458-465.
This design briefing describes the design and development of a demonstration which simultaneously utilizes and illustrates the use of SunSoft's distributed object technology, NEO. The design is notable in that the demo is primarily a marketing tool, not a product. We discuss the factors that made the NEO demo different from a typical project, and how we created a successful user experience through the visual design and story of the NEO demo.
© All rights reserved Wagner and Capucciati and/or ACM Press
Staples, Loretta, Boyarski, Daniel, Shafrir, Eviatar, Vanags, Peter, Wagner, Annette and Wall, Linda (1996): Tools & Techniques in Visual Design Development. In ACM SIGCHI Bulletin, 28 (2) pp. 16-17.
Wagner, Annette, Curran, Patrick and O'Brien, Robert (1995): Drag Me, Drop Me, Treat Me Like an Object. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 525-530.
This design briefing covers the major human interface design issues encountered in the development of the Common Desktop Environment Drag and Drop Convenience Application Programming Interface. The presentation will walk through the icon development, user testing and the different problems and solutions that arose during development.
© All rights reserved Wagner et al. and/or ACM Press
Capucciati, Maria, Curran, Patrick, O'Brien, Kimberly Donner and Wagner, Annette (1995): Neither Rain, Nor Sleet, Nor Gloom of Night: Adventures in Electronic Mail. In: Katz, Irvin R., Mack, Robert L., Marks, Linn, Rosson, Mary Beth and Nielsen, Jakob (eds.) Proceedings of the ACM CHI 95 Human Factors in Computing Systems Conference May 7-11, 1995, Denver, Colorado. pp. 553-557.
This Design Briefing tells the story of the design and implementation of Mailer, an electronic mail application being built as part of the Common Desktop Environment, a UNIX-based desktop. The design is notable in that it incorporates past usability data, new toolkit widgets, and compliance with a user interface style that was being written at the time the interface was being designed. In addition, Mailer is the product of a collaborative effort within and across companies, where the design is orchestrated among software developers, human interface engineers, and technical writers across the hall and across the country.
© All rights reserved Capucciati et al. and/or ACM Press
Williams, Evelyn, Tarlin, Eliot, Mathis, Barry, Dawson, David, Wagner, Annette and Chamberlain, Marsh (1989): Visual Interface Design. In: Proceedings of the Human Factors Society 33rd Annual Meeting 1989. pp. 323-324.
User interface design has many components. Usable computer interfaces should be easy to learn, result in high user productivity and high user satisfaction. There are a number of components in user interface design that affect the usability of the interface. Within the human factors community we tend to emphasize the ergonomic and cognitive components of the computer interface. There is another component that is frequently ignored, the visual interface design. This panel will present information on the visual component in various user-computer interfaces and will discuss the contributions of the visual designer to the interfaces and usability.
© All rights reserved Williams et al. and/or Human Factors Society
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