Publication statistics

Pub. period:2011-2012
Pub. count:4
Number of co-authors:11


Number of publications with 3 favourite co-authors:

Rick Wash:
Daniel Perry:
Alan Meier:



Productive colleagues

Cecilia Aragon's 3 most productive colleagues in number of publications:

Rick Wash:9
Matthew J. Bietz:8
Sean Goggins:3

Upcoming Courses

go to course
Gestalt Psychology and Web Design: The Ultimate Guide
go to course
Become a UX Designer from scratch
Starts tomorrow LAST CALL!

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

The Glossary of Human Computer Interaction
by Mads Soegaard and Rikke Friis Dam
start reading
The Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
start reading
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
start reading
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
start reading
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
start reading

Cecilia Aragon


Publications by Cecilia Aragon (bibliography)

 what's this?
Edit | Del

Bietz, Matthew J., Wiggins, Andrea, Handel, Mark and Aragon, Cecilia (2012): Data-intensive collaboration in science and engineering. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 3-4.

Science and engineering are facing huge increases in data volumes. This data deluge presents challenges for conducting collaborative data-intensive knowledge work and opportunities to provide better computational and organizational support for that work. This workshop will address three themes: infrastructures for big data, interoperability and standards, and data-intensive collaboration.

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

Edit | Del

Introne, Joshua, Levy, Karen, Munson, Sean, Goggins, Sean, Wash, Rick and Aragon, Cecilia (2012): Design, influence, and social technologies: techniques, impacts, and ethics. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 9-10.

Our actions and opinions -- "what we know and believe, how we behave and make decisions" -- are embedded in and shaped by webs of social relationships. Small individual actions that flow within networks can lead to broad systemic dynamics that fundamentally impact how societies function economically, socially, and culturally. Social technology provides a set of affordances that makes it easier for individuals to manage this web of relationships and the information that flows through it. But designers can configure and make use of the same affordances to influence user behavior. As much of the connected world races to adopt social technology, we have a responsibility both to understand its impacts and to develop ethical guidelines for its use, as its impacts could be profound.

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

Edit | Del

Perry, Daniel and Aragon, Cecilia (2012): Measuring distributed affect in collaborative games. In: Companion Proceedings of ACM CSCW12 Conference on Computer-Supported Cooperative Work 2012. pp. 195-198.

The ability to engage children in science, technology, engineering, and math (STEM) fields early in their scholastic years is critical to ensure the success of the next generation of scientists and engineers. Given that 97% of American teens play video games, there is a tremendous opportunity to engage students in STEM concepts within the framework of a multi-player game. Research has shown that eliciting emotional and affective responses in players can actively increase engagement, learning, and creativity, yet surprisingly little attention has been paid to the role of emotion within a collaborative multi-player gaming environment. We propose the design and development of an automatic game master that responds to the emotional states of players based on their in-game dialogue and actions. This research offers insights into affective interfaces that can improve the collaborative engagement of students and has implications for other collaborative learning environments.

© All rights reserved Perry and Aragon and/or ACM Press

Edit | Del

Perry, Daniel, Aragon, Cecilia, Meier, Alan and Pritoni, Marco (2011): Developing standards for affordances on embedded devices. In: Proceedings of the 2011 iConference 2011. pp. 746-748.

Embedded devices are ubiquitous in our environment, including computing systems as widely diverse as digital watches, automobile dashboards, factory controllers, thermostats and other appliances. Traditionally, little attention has been paid to the user interface in such low-cost, dedicated-function devices. However, new technologies such as touchscreens are changing the landscape of embedded user interface design. Additionally, recent research has demonstrated that usability can have a significant effect on embedded device efficiency. Research on programmable thermostats in particular points to the need for proficient and consistent user interface design in order to realize energy savings nationwide. We discuss preliminary results from an in-depth usability study conducted on five programmable thermostat interfaces (three touchscreen, one web, and one-button based) with 31 participants. Our research suggests that users lacked a consistent mental model of how to interact with buttons, text, icons, and other features of the device. We hypothesize that discrepancies between perceived and actual affordances on the device had a measurable impact on users' ability to successfully accomplish key tasks on the thermostats.

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

Add publication
Show list on your website

Join our community and advance:




Join our community!

Page Information

Page maintainer: The Editorial Team