Publication statistics

Pub. period:1996-2009
Pub. count:4
Number of co-authors:6


Number of publications with 3 favourite co-authors:

Diana Yifan Xu:
Pam Qualter:
Gavin Sim:



Productive colleagues

Barbara McManus's 3 most productive colleagues in number of publications:

Janet C. Read:35
Gavin Sim:5
Diana Xu:4

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Barbara McManus


Publications by Barbara McManus (bibliography)

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Xu, Diana, Read, Janet C., Sim, Gavin and McManus, Barbara (2009): Experience it, draw it, rate it: capture children's experiences with their drawings. In: Proceedings of ACM IDC09 Interaction Design and Children 2009. pp. 266-270.

This paper investigates the use of drawings as a tool for the evaluation of children's interfaces. In the study, children's experiences on a variety of computer interfaces were captured in drawings. A group of four researchers participated in the coding of the drawings, before the results were aggregated and statistically analysed. The evaluation of the approach is positive: the chosen drawing method could be used easily and was effective in conveying the user experience from the drawings; a number of the drawings conveyed information pertaining to user experiences: fun (F), goal fit (GF) and tangible magic (TM); the method was found generally reliable at capturing all three elements and particularly reliable at capturing fun.

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

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Xu, Diana Yifan, Read, Janet C., Sim, Gavin, McManus, Barbara and Qualter, Pam (2009): Children and 'smart' technologies: can children's experiences be interpreted and coded?. In: Proceedings of the HCI09 Conference on People and Computers XXIII 2009. pp. 224-231.

This paper has a focus on young children and their emerging new technologies. It examines children's drawings as an evaluation tool for capturing their experiences of different novel interfaces. A recent evaluation study with children and two follow-up expert coding sessions were used to demonstrate how drawings could be used and coded and how the intercoder reliability could be improved. Usability and User Experience (UX) factors: Fun (F), Goal Fit (GF) and Tangible Magic (TM) were included in the coding scheme and they were the factors that have been looked at in the coding sessions. Our studies show the thoroughness and ease-of-use of the drawing method. The method was effective and reliable in conveying the user experience form the drawings. It also shows some of the limitation of the method: e.g. resource intensive and open to evaluator's interpretation. From the result of the study, a number of the drawings conveyed information pertaining to user experiences: F, GF and TM, and the method was particularly reliable at capturing fun. The result also led to the correlation found on the GF and TM.

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

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McManus, Barbara (2000): Mobile Computers in a Community NHS Trust: Is this a Relevant Context and Environment for their Use?. In Personal and Ubiquitous Computing, 4 (2) . http://

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Scown, Philip J. A. and McManus, Barbara (1996): Educating Computer People about People & Computers: Report on Conference Panel, HCI'95, Huddersfield. In ACM SIGCHI Bulletin, 28 (2) pp. 28-31.

This report describes a panel session on HCI Education held at the HCI'95 Conference. During the debate, expert views were expressed about many of the key issues affecting HCI teachers today, including: how can educators cope with the flood of new HCI ideas? should HCI be fully integrated into software engineering courses or taught in specialist modules? what are the core elements of HCI that all students should learn? there are perceived cultural differences in HCI teaching in the UK, USA and Scandinavia -- are these differences real and are they important? should we be sharing educational materials? can HCI design be taught or are creative designers born not bred?

© All rights reserved Scown and McManus and/or ACM Press

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