Yvonne Rogers

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Publications by Yvonne Rogers (bibliography)

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» 2009 «

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Marshall, Paul, Fleck, Rowanne, Harris, Amanda, Rick, Jochen, Hornecker, Eva, Rogers, Yvonne, Yuill, Nicola and Dalton, Nick Sheep (2009): Fighting for control: children's embodied interactions when using physical and digital representations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 2149-2152. Available online

Tabletop and tangible interfaces are often described in terms of their support for shared access to digital resources. However, it is not always the case that collaborators want to share and help one another. In this paper we detail a video-analysis of a series of prototyping sessions with children who used both cardboard objects and an interactive tabletop surface. We show how the material qualities of the digital interface and physical objects affect the kinds of bodily strategies adopted by children to stop others from accessing them. We discuss how children fight for and maintain control of physical versus digital objects in terms of embodied interaction and what this means when designing collaborative applications for shareable interfaces.

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Druin, Allison, Cavallo, David, Fabian, Christopher, Bederson, Benjamin B., Revelle, Glenda, Rogers, Yvonne and Gray, Jim (2009): Mobile technologies for the world's children. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 3297-3300. Available online

In this panel, academic, non-profit, and industry professionals will discuss their global perspectives on mobile technologies for the world's children. Panelists will explore such issues concerning children's access to mobile devices, the decreasing age that children have access to these technologies, mobile innovations for learning, and challenges/opportunities in diverse countries. This interactive session will begin with each panelist giving a short summary of their work-to-date with children and various mobile applications. Then the panelists will be asked questions by children from different countries via pre-recorded video. Audience members will be invited to offer their thoughts and comments as well as the panelists during the video question period. Audience members will also be able to ask further questions throughout the panel discussion.

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Holland, Simon, Marshall, Paul, Bird, Jon, Dalton, Nick Sheep, Morris, Richard, Pantidi, Nadia, Rogers, Yvonne and Clark, Andy (2009): Running up Blueberry Hill: prototyping whole body interaction in harmony space. In: Villar, Nicolas, Izadi, Shahram, Fraser, Mike and Benford, Steve (eds.) TEI 2009 - Proceedings of the 3rd International Conference on Tangible and Embedded Interaction February 16-18, 2009, Cambridge, UK. pp. 93-98. Available online

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Rick, Jochen, Harris, Amanda, Marshall, Paul, Fleck, Rowanne, Yuill, Nicola and Rogers, Yvonne (2009): Children designing together on a multi-touch tabletop: an analysis of spatial orientation and user interactions. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 106-114. Available online

Applications running on multi-touch tabletops are beginning to be developed to enable children to collaborate on a variety of activities, from photo sharing to playing games. However, little is know as to how children work together on such interactive surfaces. We present a study that investigated groups of children's use of a multitouch tabletop for a shared-space design task, requiring reasoning and compromise. The OurSpace application was designed to allow children to arrange the desks in their classroom and allocate students to seats around those desks. A number of findings are reported, including a comparison of single versus multiple touch, equity of participation, and an analysis of how a child's tabletop position affects where he or she touches. A main finding was that children used all of the tabletop surface, but took more responsibility for the parts of the design closer to their relative position.

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Sellen, Abigail, Rogers, Yvonne, Harper, Richard and Rodden, Tom (2009): Reflecting human values in the digital age. In Communications of the ACM, 52 (3) pp. 58-66

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Thomas, Keerthi, Mancini, Clara, Jedrzejczyk, Lukasz, Bandara, Arosha K., Joinson, Adam, Price, Blaine A., Rogers, Yvonne and Nuseibeh, Bashar (2009): Studying location privacy in mobile applications: 'predator vs. prey' probes. In: Proceedings of the 2009 Symposium on Usable Privacy and Security 2009. p. 33. Available online

» 2008 «

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Hornecker, Eva, Marshall, Paul, Dalton, Nick Sheep and Rogers, Yvonne (2008): Collaboration and interference: awareness with mice or touch input. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 167-176. Available online

Multi-touch surfaces are becoming increasingly popular. An assumed benefit is that they can facilitate collaborative interactions in co-located groups. In particular, being able to see another's physical actions can enhance awareness, which in turn can support fluid interaction and coordination. However, there is a paucity of empirical evidence or measures to support these claims. We present an analysis of different aspects of awareness in an empirical study that compared two kinds of input: multi-touch and multiple mice. For our analysis, a set of awareness indices was derived from the CSCW and HCI literatures, which measures both the presence and absence of awareness in co-located settings. Our findings indicate higher levels of awareness for the multi-touch condition accompanied by significantly more actions that interfere with each other. A subsequent qualitative analysis shows that the interactions in this condition were more fluid and that interference was quickly resolved. We suggest that it is more important that resources are available to negotiate interference rather than necessarily to attempt to prevent it.

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Rick, Jochen and Rogers, Yvonne (2008): From DigiQuilt to DigiTile: Adapting educational technology to a multi-touch table. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 73-80. Available online

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Marshall, Paul, Hornecker, Eva, Morris, Richard, Dalton, Nick Sheep and Rogers, Yvonne (2008): When the fingers do the talking: A study of group participation with varying constraints to a tabletop interface. In: Third IEEE International Workshop on Tabletops and Interactive Surfaces Tabletop 2008 October 1-3, 2008, Amsterdam, The Netherlands. pp. 33-40. Available online

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Meho, Lokman I. and Rogers, Yvonne (2008): Citation counting, citation ranking, and h-index of human-computer interaction researchers: A comparison of Scopus and Web of Science. In JASIST - Journal of the American Society for Information Science and Technology, 59 (11) pp. 1711-1726

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Lim, Youn-kyung and Rogers, Yvonne (2008): A Framework and an Environment for Collaborative Analysis of User Experience. In International Journal of Human-Computer Interaction, 24 (6) pp. 529-555

Pervasive technologies, such as shared interactive surfaces and mobile devices, are beginning to be used to support a diversity of collaborative user experiences. Compared with fixed PC applications, however, they are more difficult to evaluate. Of importance, it requires understanding the context of use through capturing and analyzing different types of data (e.g., conversations, gestures, movements) and re-representing them at different levels of abstraction. This can make the analysis complex and unwieldy, requiring teams of analysts to manage it. A new approach to managing the complexity of collaborative analysis is presented, where an integrated physical and conceptual space have been co-designed to allow design teams to readily share and transfer their interpretations of data through preserving the contextual information. A case study is described showing how a collaborative analysis approach enabled small groups of designers to work together to interpret and further analyze a variety of data.

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Rogers, Yvonne (2008): 57 Varieties of Activity Theory. In Interacting with Computers, 20 (2) pp. 247-250

A commentary of González's adaptation of Activity Theory for HCI is presented. It critiques his proposal for a new level of analysis that is called working spheres/engagements. While considered insightful it questions whether his new framework will be used by other researchers.

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Pantidi, Nadia, Robinson, Hugh and Rogers, Yvonne (2008): Can Technology-rich Spaces Support Multiple Uses?. In: Proceedings of the HCI08 Conference on People and Computers XXII 2008. pp. 135-138. Available online

A number of technology-rich spaces have been designed and created over the last few years with the purpose of supporting and enhancing learning, collaboration, community participation and a variety of everyday activities. Our research is concerned with how such spaces are used and whether they can support multiple uses. We report on an observational fieldwork study of a technology-rich multipurpose space based in a library. We examine its everyday use and discuss the tensions that were revealed in our analysis between anticipated and actual use. These are: (i) public versus private, (ii) play space versus meeting room and (iii) technology use versus non-use.

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» 2007 «

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Sharp, Helen, Rogers, Yvonne and Preece, Jennifer J. (2007): Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons
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» Interaction Design: [/encyclopedia/interaction_design.html]


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Rogers, Yvonne, Connelly, Kay, Tedesco, Lenore, Hazlewood, William R., Kurtz, Andrew, Hall, Robert E., Hursey, Josh and Toscos, Tammy (2007): Why It's Worth the Hassle: The Value of In-Situ Studies When Designing Ubicomp. In: Krumm, John, Abowd, Gregory D., Seneviratne, Aruna and Strang, Thomas (eds.) UbiComp 2007 Ubiquitous Computing - 9th International Conference September 16-19, 2007, Innsbruck, Austria. pp. 336-353. Available online

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Hornecker, Eva, Marshall, Paul and Rogers, Yvonne (2007): From entry to access: how shareability comes about. In: Koskinen, Ilpo and Keinonen, Turkka (eds.) DPPI 2007 - Proceedings of the 2007 International Conference on Designing Pleasurable Products and Interfaces August 22-25, 2007, Helsinki, Finland. pp. 328-342. Available online

» 2006 «

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Siek, Katie A., Connelly, Kay H. and Rogers, Yvonne (2006): Pride and prejudice: learning how chronically ill people think about food. In: Proceedings of ACM CHI 2006 Conference on Human Factors in Computing Systems 2006. pp. 947-950. Available online

In this paper, we describe a formative study to learn how one chronically ill population thinks about food, mentally organizes food, and interprets consumption-level icons. We found that many participants let their pride influence their choices, resulting in preferred interfaces that they could not accurately interpret. The results indicate that participants organized food in similar ways, had difficulty reading from their preferred consumption-level icons, and wanted to combine multiple interface designs when searching for food.

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Rogers, Yvonne and Muller, Henk (2006): A framework for designing sensor-based interactions to promote exploration and reflection in play. In International Journal of Human-Computer Studies, 64 (1) pp. 1-14

Sensor-based interactions are increasingly being used in the design of user experiences, ranging from the activation of controls to the delivery of 'context-aware' information in the home. The benefits of doing so include the ability to deliver relevant information to people at appropriate times and to enable 'hands-free' control. A downside, however, is that sensor control often displaces user control, resulting in the user not knowing how to or being able to control aspects of a system. While this can be frustrating in many situations, it provides new opportunities for enhancing or augmenting various kinds of activities, where uncertainty can be exploited to good effect. We describe how we designed an adventure game for young children that incorporated a number of sensor-based interactions. We also present a preliminary conceptual framework intended to help designers and researchers develop novel user experiences using sensor-based interactions. A set of concepts are provided that characterize salient aspects of the user experience involved in sensing together with a discussion of the core properties of sensor technologies.

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Rogers, Yvonne, Lim, Youn-kyung and Hazlewood, William R. (2006): Extending Tabletops to Support Flexible Collaborative Interactions. In: First IEEE International Workshop on Horizontal Interactive Human-Computer Systems Tabletop 2006 5-7 January, 2006, Adelaide, Australia. pp. 71-78. Available online

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Rogers, Yvonne (2006): Moving on from Weiser's Vision of Calm Computing: Engaging UbiComp Experiences. In: Dourish, Paul and Friday, Adrian (eds.) UbiComp 2006 Ubiquitous Computing - 8th International Conference September 17-21, 2006, Orange County, CA, USA. pp. 404-421. Available online

» 2005 «

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Rogers, Yvonne (2005): Book Review: Computer-Supported Collaboration with Applications to Software Development, Fadi P. Deek and James A. M. McHugh, The Kluwer International Series in Engineering and Computer Science, 2003, 264 pp. ISBN 1-4020-7385-2. In Computer Supported Cooperative Work, 14 (3) pp. 297-299

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Siek, K. A., Rogers, Yvonne and Connelly, K. H. (2005): Fat Finger Worries: How Older and Younger Users Physically Interact with PDAs. In: Proceedings of IFIP INTERACT05: Human-Computer Interaction 2005. pp. 267-280. Available online

There has been a steady growth in the global population of elderly people, challenging researchers in the HCI community to design technologies to help them remain independent and preserve their quality of life. One approach has been to create assistive technology solutions using Personal Digital Assistants (PDAs). However, some have questioned whether older people can use PDAs because of age related problems with dexterity, coordination, and vision. This paper presents an initial usability study that shows there are no major differences in performance between older and younger users when physically interacting with PDAs and completing conventional (e.g. pressing buttons, viewing icons, recording messages) and non-conventional tasks (e.g. scanning bar codes).

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Izadi, Shahram, Fitzpatrick, Geraldine, Rodden, Tom, Brignull, Harry, Rogers, Yvonne and Lindley, Sian (2005): The iterative design and study of a large display for shared and sociable spaces. In: Proceedings of the Conference on Designing for User Experiences DUX05 2005. p. 59. Available online

We explore the design opportunities presented by situating large interactive displays outside of the workplace, within shared and sociable spaces such as common areas at universities and conferences, cafes, and hotel foyers. We seek to provide a better understanding of this design space by charting the iterative design of an interactive large display system called Dynamo. Dynamo has been designed to enable the sharing and exchange of a wide variety of digital media. We report on how the interaction metaphors were designed and refined upon in-lab and in-situ studies. We also study how an existing community uses this technology within their own established setting. Qualitative and quantitative analysis shows that the system was used extensively in a variety of ways, including sharing of photos, video clips, and websites, and for facilitating social interaction and collaboration. We conclude with recommendations for designing large display systems for shared and social spaces.

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Rogers, Yvonne, Price, Sara, Randell, Cliff, Fraser, Danae Stanton, Weal, Mark J. and Fitzpatrick, Geraldine (2005): Ubi-learning integrates indoor and outdoor experiences. In Communications of the ACM, 48 (1) pp. 55-59

» 2004 «

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Brignull, Harry, Izadi, Shahram, Fitzpatrick, Geraldine, Rogers, Yvonne and Rodden, Tom (2004): The introduction of a shared interactive surface into a communal space. In: Proceedings of ACM CSCW04 Conference on Computer-Supported Cooperative Work 2004. pp. 49-58. Available online

We describe a user study of a large multi-user interactive surface deployed for an initial period within a real world setting. The surface was designed to enable the sharing and exchange of a wide variety of digital media. The setting for the study was the common room of a high school where students come together to mix, socialize, and collaborate throughout the day. We report on how the students use the new technology within their own established communal space. Findings show that the system was used extensively by the students in a variety of ways, including sharing of photos, video clips, and websites, and for facilitating social interaction. We discuss how the interactive shared surface was appropriated by the students and introduced into their everyday lives in ways that both mirrored and extended their existing practices within the communal space.

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Rogers, Yvonne, Price, S., Fitzpatrick, Geraldine, Fleck, R., Harris, E., Smith, H., Randell, C., Muller, H., O'Malley, C., Stanton, Danae, Thompson, M. and Weal, M. (2004): Ambient wood: designing new forms of digital augmentation for learning outdoors. In: Proceedings of ACM IDC04: Interaction Design and Children 2004. pp. 3-10. Available online

Ubiquitous and mobile technologies provide opportunities for designing novel learning experiences that move out of the classroom. Information can be presented and interacted with in a variety of ways while exploring a physical environment. A key issue this raises is when, where, what and how much? Our research is concerned with the design, delivery and interaction of digital information when learning about ecology outdoors. We present a framework of the different forms of digital augmentation and the different processes by which they can be accessed. Using the framework, we designed an outdoors learning experience, aimed at encouraging students to carry out contextualized scientific enquiry and to reflect on their interactions. Pairs of 11-12 year olds explored a woodland and were presented at certain times with different forms of digital augmentation. Our study showed that this kind of exploration promoted interpretation and reflection at a number of levels of abstraction.

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Rogers, Yvonne and Lindley, Sian (2004): Collaborating around vertical and horizontal large interactive displays: which way is best?. In Interacting with Computers, 16 (6) pp. 1133-1152

Large interactive displays are increasingly being placed in work and public settings. An assumption is that the shared surface they provide can facilitate collaboration among co-located groups. An exploratory study was carried out to investigate this claim, and, in particular, to examine the effects of the physical orientation of a display on group working. Two conditions were compared: vertical versus horizontal. A number of differences were found. In the horizontal condition group members switched more between roles, explored more ideas and had a greater awareness of what each other was doing. In the vertical condition groups found it more difficult to collaborate around the display. A follow-up study explored how participants, who had previous experience of using both displays, determined how to work together when provided with both kinds of display. The groups exhibited a more efficient and coordinated way of working but less collaboration in terms of the sharing and discussion of ideas.

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Randell, Cliff, Price, Sara, Rogers, Yvonne, Harris, Eric and Fitzpatrick, Geraldine (2004): The Ambient Horn: designing a novel audio-based learning experience. In Personal and Ubiquitous Computing, 8 (3) pp. 177-183

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Harris, Eric, Fitzpatrick, Geraldine, Rogers, Yvonne, Price, Sara, Phelps, Ted and Randell, Cliff (2004): From Snark to Park: Lessons Learnt Moving Pervasive Experiences From Indoors to Outdoors. In: Cockburn, Andy (ed.) AUIC2004 - User Interfaces 2004 - Fifth Australasian User Interface Conference 18-22 January, 2004, Dunedin, New Zealand. pp. 39-48. Available online

» 2003 «

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Rodden, Tom, Rogers, Yvonne, Halloran, John and Taylor, Ian (2003): Designing novel interactional workspaces to support face to face consultations. In: Cockton, Gilbert and Korhonen, Panu (eds.) Proceedings of the ACM CHI 2003 Human Factors in Computing Systems Conference April 5-10, 2003, Ft. Lauderdale, Florida, USA. pp. 57-64.

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Izadi, Shahram, Brignull, Harry, Rodden, Tom, Rogers, Yvonne and Underwood, Mia (2003): Dynamo: a public interactive surface supporting the cooperative sharing and exchange of media. In: Proceedings of the 16th annural ACM Symposium on User Interface Software and Technology November, 2-5, 2003, Vancouver, Canada. pp. 159-168. Available online

In this paper we propose a novel way of supporting occasional meetings that take place in unfamiliar public places, which promotes lightweight, visible and fluid collaboration. Our central idea is that the sharing and exchange of information occurs across public surfaces that users can easily access and interact with. To this end, we designed and implemented Dynamo, a communal multi-user interactive surface. The surface supports the cooperative sharing and exchange of a wide range of media that can be brought to the surface by users that are remote from their familiar organizational settings.

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Price, S., Rogers, Yvonne, Scaife, Mike, Stanton, Danae and Neale, Helen (2003): Using 'tangibles' to promote novel forms of playful learning. In Interacting with Computers, 15 (2) pp. 169-185

Tangibles, in the form of physical artefacts that are electronically augmented and enhanced to trigger various digital events to happen, have the potential for providing innovative ways for children to play and learn, through novel forms of interacting and discovering. They offer, in addition, the scope for bringing playfulness back into learning. To this end, we designed an adventure game, where pairs of children have to discover as much as they can about a virtual imaginary creature called the Snark, through collaboratively interacting with a suite of tangibles. Underlying the design of the tangibles is a variety of transforms, which the children have to understand and reflect upon in order to make the Snark come alive and show itself in a variety of morphological and synaesthesic forms. The paper also reports on the findings of a study of the Snark game and discusses what it means to be engrossed in playful learning.

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Marshall, Paul, Price, Sara and Rogers, Yvonne (2003): Conceptualising tangibles to support learning. In: Proceedings of ACM IDC03: Interaction Design and Children 2003. pp. 101-109. Available online

We present a new way of conceptualising tangibles for learning. This scheme adopts Heidegger's analysis of the ways a user can treat a tool: either as 'ready-to-hand' or 'present-at-hand'. It also proposes two types of activity a learner can engage in when using a tangible: either exploratory or expressive activity. Finally, two types of models that a user can explore are proposed: theoretical and practical models. Examples from the literature are described in terms of this framework and an example is given from our own work of an attempt to use this conceptualisation in design.

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Brignull, Harry and Rogers, Yvonne (2003): Enticing People to Interact with Large Public Displays in Public Spaces. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 17.

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Halloran, John, Rogers, Yvonne, Rodden, Tom and Taylor, Ian (2003): Creating New User Experiences to Enhance Collaboration. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 479.

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Smith, Hilary, Rogers, Yvonne and Brady, Mark (2003): Managing one's social network: Does age make a difference?. In: Proceedings of IFIP INTERACT03: Human-Computer Interaction 2003, Zurich, Switzerland. p. 551.

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Wilde, Danielle, Harris, Eric, Rogers, Yvonne and Randell, Cliff (2003): The Periscope: supporting a computer enhanced field trip for children. In Personal and Ubiquitous Computing, 7 (3) pp. 227-233

» 2002 «

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Rogers, Yvonne, Scaife, Mike, Harris, Eric, Phelps, Ted, Price, Sara, Smith, Hilary, Muller, Henk, Randell, Cliff, Moss, Andrew, Taylor, Ian, Stanton, Danae and O'Malley, Claire (2002): Things aren't what they seem to be: innovation through technology inspiration. In: Proceedings of DIS02: Designing Interactive Systems: Processes, Practices, Methods, & Techniques 2002. pp. 373-378. Available online

How does designing for novel experiences with largely untried technologies get its inspiration? Here we report on a project whose goal was to promote learning through novel, playful visions of technologies. To this end, we experimented with a diversity of ambient and pervasive technologies to inspire and drive our design. Working as a large multi-disciplinary group of researchers and designers we developed novel and imaginative experiences for children. To crystallise our ideas we designed, implemented and experimented with a mixed reality adventure game, where children had to hunt an elusive, virtual creature called the Snark, in a large interactive environment. We describe our experiences, reflecting on the process of design inspiration in an area where so much remains unknown.

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Preece, Jennifer J., Rogers, Yvonne and Sharp, Helen (2002): Interaction Design: Beyond Human-Computer Interaction. John Wiley and Sons
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Used on the following pages:

» Tradition and transcendence: [/encyclopedia/tradition_and_transcendence.html]

» Agile Usability Engineering: [/encyclopedia/agile_usability_engineering.html]

» Ethnography: [/encyclopedia/ethnography.html]


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Gabrielli, Silvia, Harris, Eric, Rogers, Yvonne, Scaife, Michael and Smith, Hilary (2002): A Conceptual Framework for Mixed Reality Environments: Designing Novel Learning Activities for Young Children. In Presence: Teleoperators and Virtual Environments, 11 (6) pp. 677-687

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Rogers, Yvonne, Brignull, Harry and Scaife, Michael (2002): Designing Dynamic Interactive Visualisations to Support Collaboration and Cognition. In: IV 2002 2002. pp. 39-. Available online

» 2001 «

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Scaife, Mike and Rogers, Yvonne (2001): Informing the design of a virtual environment to support learning in children. In International Journal of Human-Computer Studies, 55 (2) pp. 115-143

This paper describes how different kinds of research activities (theory building and application, exploratory and experimental studies, prototyping, user testing) are instrumental for informing the design of virtual environments. We show how general user-centred design methods can be used when dealing with specific issues concerned with the properties of virtual environments. To illustrate our approach we describe how we have designed a virtual theatre for young children to support learning through playing. We conclude with a general discussion of the core issues that need to be considered when designing virtual environments.

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Otero, N., Rogers, Yvonne and Boulay, Benedict Du (2001): Is Interactivity a Good Thing? Assessing its Benefits for Learning. In: Proceedings of the Ninth International Conference on Human-Computer Interaction 2001. pp. 790-794.

» 1999 «

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Rogers, Yvonne (1999): Instilling Interdisciplinarity -- HCI from the Perspective of Cognitive Sciences. In ACM SIGCHI Bulletin, 31 (3) pp. 4-5

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Light, Ann and Rogers, Yvonne (1999): Conversation as Publishing: The Role of News Forums on the Web. In: HICSS 1999 1999. . Available online

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Light, Ann and Rogers, Yvonne (1999): Conversation as Publishing: the Role of News Forums on the Web. In J. Computer-Mediated Communication, 4 (4)

» 1997 «

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Rogers, Yvonne and Bellotti, Victoria (1997): Grounding Blue-Sky Research: How Can Ethnography Help?. In Interactions, 4 (3) pp. 58-63

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Bellotti, Victoria and Rogers, Yvonne (1997): From Web Press to Web Pressure: Multimedia Representations and Multimedia Publishing. In: Pemberton, Steven (ed.) Proceedings of the ACM CHI 97 Human Factors in Computing Systems Conference March 22-27, 1997, Atlanta, Georgia. pp. 279-286. Available online

The growth of multimedia computing, followed by a recent push towards publishing on the World Wide Web, is rapidly changing the publishing industry. Editorial staff, working under pressure in printed and online publications, need to use a growing diversity of representations for planning, creating and reviewing content. We present a study of a number of publishing sites, describing how such representations are critical to ensuring quality in the editorial process. Following this, we discuss design implications for better representational tools.

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Scaife, Michael, Rogers, Yvonne, Aldrich, Frances and Davies, Matt (1997): Designing For or Designing With? Informant Design for Interactive Learning Environments. In: Pemberton, Steven (ed.) Proceedings of the ACM CHI 97 Human Factors in Computing Systems Conference March 22-27, 1997, Atlanta, Georgia. pp. 343-350. Available online

The value of involving people as 'users' or 'participants' in the design process is increasingly becoming a point of debate. In this paper we describe a new framework, called 'informant design', which advocates efficiency of input from different people: maximizing the value of contributions from various informants and design team members at different stages of the design process. To illustrate how this can be achieved we describe a project that uses children and teachers as informants at different stages to help us design an interactive learning environment for teaching ecology.

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Rogers, Yvonne (1997): Book review: "Cognition and Communication at Work," edited by Y. Engestrom, and D. Middleton. In Computer Supported Cooperative Work, 6 (4) pp. 400-402

» 1996 «

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Scaife, Mike and Rogers, Yvonne (1996): External Cognition: How Do Graphical Representations Work?. In International Journal of Human-Computer Studies, 45 (2) pp. 185-213

Advances in graphical technology have now made it possible for us to interact with information in innovative ways, most notably by exploring multimedia environments and by manipulating three-dimensional virtual worlds. Many benefits have been claimed for this new kind of interactivity, a general assumption being that learning and cognitive processing are facilitated. We point out, however, that little is known about the cognitive value of any graphical representations, be they good old-fashioned (e.g. diagrams) or more advanced (e.g. animations, multimedia, virtual reality). In our paper, we critique the disparate literature on graphical representations, focusing on four representative studies. Our analysis reveals a fragmented and poorly understood account of how graphical representations work, exposing a number of assumptions and fallacies. As an alternative we propose a new agenda for graphical representation research. This builds on the nascent theoretical approach within cognitive science that analyses the role played by external representations in relation to internal mental ones. We outline some of the central properties of this relationship that are necessary for the processing of graphical representations. Finally, we consider how this analysis can inform the selection and design of both traditional and advanced forms of graphical technology.

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Rogers, Yvonne and Aldrich, Frances (1996): In Search of Clickable Dons: Learning about HCI Through Interacting with Norman's CD-ROM. In ACM SIGCHI Bulletin, 28 (3) pp. 44-47

As part of a university HCI course, masters students used and evaluated Norman's CD-ROM Defending Human Attributes in the Age of the Machine [1]. This paper reports on the advantages and disadvantages of the CD-ROM from the students' perspective, and reflects on the learning benefits of using this kind of interactive media. Problems with adapting existing books from paper to CD-ROM are discussed, and a number of suggestions are put forward of ways in which the interactivity of electronic media could be further exploited for teaching HCI and interface design.

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» 1995 «

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Plowman, Lydia, Rogers, Yvonne and Ramage, Magnus (1995): What Are Workplace Studies For?. In: Marmolin, Hans, Sundblad, Yngve and Schmidt, Kjeld (eds.) ECSCW 95 - Proceedings of the Fourth European Conference on Computer-Supported Cooperative Work 11-15 September, 1995, Stockholm, Sweden. pp. 309-324.

We have considered the role of workplace studies from the CSCW literature which are intended to inform system design and implementation. We present a critique of these studies, categorised according to which phase of the design process they most inform, and discuss the tensions between providing explanatory accounts and usable design recommendations, the pressures on fieldworkers to provide both, the purposes different approaches serve, and the transition from fieldwork to system design.

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Ross, Susi, Ramage, Magnus and Rogers, Yvonne (1995): PETRA: Participatory Evaluation Through Redesign and Analysis. In Interacting with Computers, 7 (4) pp. 335-360

Compared with single user-computer interactions, evaluating multiuser-computer interactions is much more complex. We argue for multiplicity -- of theory, method and perspective -- in the evaluation of computer-supported collaborative work (CSCW). This allows us to address both theoretical concerns and practical design issues, and to incorporate the expertise and experiences of both researchers and participants. We propose the PETRA framework, incorporating a theoretically-driven evaluators' perspective to investigate the collaborative activity, and a design-based, user-focused participants' perspective to evaluate the supporting tool. Our study investigated collaborative writing, both in a face-to-face context, and supported by a computer-based group editor. In our instantiation of the PETRA framework, we used distributed cognition and a form of breakdown analysis to investigate the development of shared understanding in the two different mediating settings; and devised a rapid prototyping session (inspired by participatory design) to elicit participant reactions to and redesigns of the tool interface. Our findings show that computer-supported shared understanding develops technologically, using social coordination as a repair mechanism; and that the collaborative tool must be particularly sensitive to issues of awareness, communication, focus and ownership.

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» 1994 «

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Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen and Benyon, David (1994): Human-Computer Interaction. Essex, UK, Addison-Wesley Publishing

Used on the following page:

» Interaction Styles: [/encyclopedia/interaction_styles.html]


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Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen, Benyon, David, Holland, Simon and Carey, Tom (1994): Human-Computer Interaction. Reading, Mass., Addison-Wesley Publishing
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Rogers, Yvonne (1994): Exploring Obstacles: Integrating CSCW in Evolving Organisations. In: Smith, John B., Smith, F. Don and Malone, Thomas W. (eds.) Proceedings of the 1994 ACM conference on Computer supported cooperative work October 22 - 26, 1994, Chapel Hill, North Carolina, United States. pp. 67-77. Available online

Integrating CSCW systems to organisations is highly complex. This paper examines the co-evolution process involved in tailoring a CSCW system to fit in with the current organisational structure, whilst concurrently adapting the working practices to enable the system to support collaboration. A study is presented which analyses the various obstacles and inequities that ensue when a multi-user system is implemented in a company. To facilitate the management and resolution of the emergent problems, a preliminary conceptual framework is outlined. Finally, a case is presented for involving intermediaries in helping companies customise CSCW systems and adapt their work practices.

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Rogers, Yvonne, Bannon, Liam and Button, Graham (1994): Rethinking Theoretical Frameworks for HCI. In ACM SIGCHI Bulletin, 26 (1) pp. 28-30

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Preece, Jennifer J., Rogers, Yvonne, Sharp, Helen, Benyon, David, Holland, Simon and Carey, Tom (1994): Human-Computer Interaction. Reading, Mass., Addison-Wesley Publishing
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» 1993 «

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Preece, Jennifer J., Benyon, David, Davies, Gordon, Keller, Laurie and Rogers, Yvonne (eds.) (1993): A Guide to Usability: Human Factors in Computing. Wokingham, England, Addison-Wesley Publishing
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» 1992 «

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Rogers, Yvonne (1992): Ghosts in the Network: Distributed Troubleshooting in a Shared Working Environment. In: Mantel, Marilyn and Baecker, Ronald M. (eds.) Proceedings of the 1992 ACM conference on Computer-supported cooperative work November 01 - 04, 1992, Toronto, Ontario, Canada. pp. 346-355. Available online

The implementation of networking technology in work settings offers numerous opportunities for improving the transmission of information and the sharing of resources within and between organizations. Its success in integrating distributed working activities, however, rests on how well the users of a network can coordinate their activities with respect to each other. This paper examines the communicative and interactive processes that take place when a typical breakdown occurs in a networked environment. A detailed analysis is presented which interprets the events that unfold in relation to the socio-cognitive issues of shared understanding, the transmission of knowledge and distributed problem-solving.

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» 1989 «

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Rogers, Yvonne (1989): Icons at the Interface: Their Usefulness. In Interacting with Computers, 1 (1) pp. 105-117

Iconic interfacing is now widespread. Increasing aspects of the system functionality -- including objects, options, operations, states and messages -- are being represented at the interface in this pictorial form. Against this zeitgeist, this paper sets out to discuss how useful icons really are and whether they live up to their expectations. A classification of the function and form of icons is outlined together with a proposal of the way in which a simple grammar of icon forms which maps onto the underlying system structure can be developed. Finally theoretical issues are discussed in the way in which information from icon-based displays is used when performing a task at the interface.

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» 1988 «

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Rogers, Yvonne (1988): User Requirements for Expert System Explanation: What, Why and When?. In: Jones, Dylan M. and Winder, R. (eds.) Proceedings of the Fourth Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers IV August 5-9, 1988, University of Manchester, UK. pp. 547-564.

It is generally assumed that one of the important features of an expert system is that it provides relevant and informative explanations regarding different aspects of the system's reasoning. As yet, however, most current systems provide very poor explanation facilities. This paper reports on a study that investigated the extent and types of explanation required by novices to satisfy their needs in understanding deductions made by an expert system. Using the 'Wizard of Oz' technique where, unknown to the subject, a person provides a simulation of the system as an expert an experiment was carried out which looked at the usefulness of various types of explanation. Two types of explanation and their combination were compared. These were 1) rule-based 2) condition-based and 3) rule and condition. The results showed that all users accessed the explanation facility and that the level of user satisfaction was found to depend on the type of explanation provided. In general, the rule and condition group found the explanations to be the most satisfying and useful. A further experiment was carried out to evaluate the type of questions users ask when the dialogue was not initiated by the system. The findings from both studies are discussed in relation to the task demands and the level of user understanding.

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» 1986 «

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Rogers, Yvonne (1986): Evaluating the Meaningfulness of Icon Sets to Represent Command Operations. In: Harrison, Michael D. and Monk, Andrew (eds.) Proceedings of the Second Conference of the British Computer Society Human Computer Interaction Specialist Group - People and Computers II August 23-26, 1986, University of York, UK. pp. 586-603.

Iconic interfacing is becoming increasingly popular as a medium to present information about computer systems and their command operations. This paper considers the extent to which various icons that differ in the form of correspondence between referent and icon symbol can effectively represent a large number of abstract command operations typically used in a word processing environment. Six icon sets, depicting either abstract symbols, concrete objects operated on, concrete analogies associated with the action or combinations of these were constructed to represent 20 commands covering a range of word processing operation areas. Using a questionnaire, 60 subjects (10 for each set) were required to match the icons to the commands they thought they referred to. Significant differences were found between the icon sets. Specifically, the icon sets with the most direct mapping (i.e. those depicting concrete objects operated on) were found to have the highest number of correct matches, with over 85% of the icons being correctly identified. An interaction between icon set and type of command was also found indicating that some commands can be represented in a range of pictorial forms while for other commands the type of pictorial form is critical. The results from this experiment are discussed in relation to the demands made on the cognitive resources for the comprehension of visual symbols.

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» 1985 «

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Rogers, Yvonne and Oborne, David J. (1985): Some Psychological Attributes of Potential Computer Command Names. In Behaviour and Information Technology, 4 (4) pp. 349-365

One of the major difficulties that users may experience when interacting with computer systems is remembering the system functions that relate to particular command names. This paper considers the problem by evaluating various semantic attributes of a set of verbs in relation to the underlying psychological processes involved in a naming task. An initial investigation carried out to obtain imagery and concrete-abstractness ratings for the verbs (most of which were also existing computer commands) showed not only a wide range of ratings for attributes of the stimuli, but also that the majority of 'command' verbs were rated as being highly abstract and low in imagery. A second experiment investigated the factors of imagery and word frequency as a function of the ease with which 'command' verbs were elicited from an appropriate verbal description. The results demonstrated a complex interaction, in so far as low frequency, high imagery verbs were elicited more easily than those which have high frequency and low imagery attributes. The findings of these two investigation were discussed in relation to the ways in which imagery associations for verbs may influence user performance in memory tasks involving computer systems.

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Changes to this page (author)

16 Feb 2010: Enabled abstracts to be shown on Yvonne Rogers's author page.
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Publication statistics

Publication period:1985-2009
Publication count:65
Number of co-authors:93



Productive colleagues

Yvonne Rogers's 3 most productive colleagues in number of publications:

Tom Rodden:87
Allison Druin:63
Benjamin B. Bederson:59


Collaboration count

Number of publications with 3 favourite co-authors:

Paul Marshall:7
Jennifer J. Preece:6
Tom Rodden:6

 

Other options

Learn more about Yvonne Rogers:
- Google Scholar
- ACM
- CSB

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