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... in an information-rich world, the wealth of information means a dearth of something else: a scarcity of whatever it is that information consumes. What information consumes is rather obvious: it consumes the attention of its recipients. Hence a wealth of information creates a poverty of attention, and a need to allocate that attention efficiently among the overabundance of information sources that might consume it.

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Truc Nguyen

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Publications by Truc Nguyen (bibliography)

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2011
 
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Lew, Letitia, Nguyen, Truc, Messing, Solomon and Westwood, Sean (2011): Of course I wouldn't do that in real life: advancing the arguments for increasing realism in HCI experiments. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 419-428.

We offer a nuanced examination of the way that realism can impact internal and external validity in HCI experiments. We show that if an HCI experiment lacks realism across any of four dimensions -- appearance, content, task and setting -- the lack of realism can confound the study by interacting with the treatment and weakening internal or external validity. We argue furthermore, that realism can be increased while still maintaining control: analogue experiments allow researchers to conduct experiments in more ecologically valid environments and online experiments bridge the gap between the cleanroom and field. While increasing the level of realism in an experiment can introduce noise, technological developments have made it easier to collect rich analytics on behavior and usage.

© All rights reserved Lew et al. and/or their publisher

 
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Dow, Steven, Kulkarni, Anand, Bunge, Brie, Nguyen, Truc, Klemmer, Scott and Hartmann, Björn (2011): Shepherding the crowd: managing and providing feedback to crowd workers. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1669-1674.

Micro-task platforms provide a marketplace for hiring people to do short-term work for small payments. Requesters often struggle to obtain high-quality results, especially on content-creation tasks, because work cannot be easily verified and workers can move to other tasks without consequence. Such platforms provide little opportunity for workers to reflect and improve their task performance. Timely and task-specific feedback can help crowd workers learn, persist, and produce better results. We analyze the design space for crowd feedback and introduce Shepherd, a prototype system for visualizing crowd work, providing feedback, and promoting workers into shepherding roles. This paper describes our current progress and our plans for system development and evaluation.

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Moraveji, Neema, Olson, Ben, Nguyen, Truc, Saadat, Mahmoud, Khalighi, Yaser, Pea, Roy and Heer, Jeffrey (2011): Peripheral paced respiration: influencing user physiology during information work. In: Proceedings of the 2011 ACM Symposium on User Interface Software and Technology 2011. pp. 423-428.

We present the design and evaluation of a technique for influencing user respiration by integrating respiration-pacing methods into the desktop operating system in a peripheral manner. Peripheral paced respiration differs from prior techniques in that it does not require the user's full attention. We conducted a within-subjects study to evaluate the efficacy of peripheral paced respiration, as compared to no feedback, in an ecologically valid environment. Participant respiration decreased significantly in the pacing condition. Upon further analysis, we attribute this difference to a significant decrease in breath rate while the intermittent pacing feedback is active, rather than a persistent change in respiratory pattern. The results have implications for researchers in physiological computing, biofeedback designers, and human-computer interaction researchers concerned with user stress and affect.

© All rights reserved Moraveji et al. and/or ACM Press

 
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Changes to this page (author)

05 Apr 2012: Modified
05 Jul 2011: Added
05 Jul 2011: Modified

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Page maintainer: The Editorial Team
URL: http://www.interaction-design.org/references/authors/truc_nguyen.html
Jul 22

... in an information-rich world, the wealth of information means a dearth of something else: a scarcity of whatever it is that information consumes. What information consumes is rather obvious: it consumes the attention of its recipients. Hence a wealth of information creates a poverty of attention, and a need to allocate that attention efficiently among the overabundance of information sources that might consume it.

-- Herbert Simon in "Computers, Communications and the Public Interest," 1971

 
 

Featured chapter

Marc Hassenzahl explains the fascinating concept of User Experience and Experience Design. Commentaries by Don Norman, Eric Reiss, Mark Blythe, and Whitney Hess

User Experience and Experience Design !

 
 

Our Latest Books

Kumar and Herger 2013: Gamification at Work: Designing Engaging Business Software...
by Janaki Mythily Kumar and Mario Herger

 
Start reading

Whitworth and Ahmad 2013: The Social Design of Technical Systems: Building technologies for communities...
by Brian Whitworth and Adnan Ahmad

 
Start reading

Soegaard and Dam 2013: The Encyclopedia of Human-Computer Interaction, 2nd Ed....
by Mads Soegaard and Rikke Friis Dam

 
Start reading
 
 

Help us help you!