Publication statistics

Pub. period:2005-2011
Pub. count:6
Number of co-authors:9


Number of publications with 3 favourite co-authors:

Andrs Monroy-Hernndez:
Diana Aragon:
Alison Williams:



Productive colleagues

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

Claudio T. Silva:24
Marti A. Hearst:23
Brian Lee:5

Upcoming Courses

go to course
User Research - Methods and Best Practices
go to course
Get Your First Job as a UX or Interaction Designer
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 R. Aragon


Publications by Cecilia R. Aragon (bibliography)

 what's this?
Edit | Del

Aragon, Cecilia R. and Williams, Alison (2011): Collaborative creativity: a complex systems model with distributed affect. In: Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011. pp. 1875-1884.

The study of creativity has received significant attention over the past century, with a recent increase in interest in collaborative, distributed creativity. We posit that creativity in distributed groups is fostered by software interfaces that specifically enable socio-emotional or affective communication. However, previous work on creativity and affect has primarily focused on the individual, while group creativity research has concentrated more on cognition rather than affect. In this paper we propose a new model for creativity in distributed groups, based on the theory of groups as complex systems, that includes affect as well as cognition and that explicitly calls out the interface between individuals as a key parameter of the model. We describe the model, the four stages of collaborative creativity and the causal dynamics in each stage, and demonstrate how affect and interface can facilitate the generation, selection, and amplification of ideas in the various stages of collaborative creativity. We then validate our model with data from three field sites. The data was collected from longitudinal studies of two distributed groups involved in producing creative products -- astrophysicists studying supernovae and the expansion rate of the universe and children creating multimedia programming projects online-"-and interviews with staff in a multinational engineering company.

© All rights reserved Aragon and Williams and/or their publisher

Edit | Del

Aragon, Cecilia R. and Poon, Sarah (2011): No sense of distance: improving cross-cultural communication with context-linked software tools. In: Proceedings of the 2011 iConference 2011. pp. 159-165.

Many studies have established the difficulties inherent in both cross-cultural and distance communication. Distance work interferes with close collaboration and trust. Physical distance and lack of time zone overlap can exacerbate cross-cultural misunderstandings. Nevertheless, international collaboration over distance is becoming increasingly common in many fields. Scientific collaborations, in particular, are becoming larger and more international in scope. There has been much research in the area of understanding cultural differences, but not as much in how technology might bridge such communication gaps in international scientific collaboration. In an effort to begin to form guidelines for such technology development, we undertook an empirical study of how computer-mediated communication tools facilitated cross-cultural communication over distance and led to greater team effectiveness in an international astrophysics collaboration.

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

Edit | Del

Aragon, Cecilia R., Poon, Sarah and Silva, Claudio T. (2009): The changing face of digital science: new practices in scientific collaborations. In: Proceedings of ACM CHI 2009 Conference on Human Factors in Computing Systems 2009. pp. 4819-4822.

The confluence of two major trends in scientific research is leading to an upheaval in standard scientific practice. A new generation of scientists, working in large-scale collaborations, is repurposing social software for use in collaborative science. Existing social tools such as chat, IM, and FriendFind are being adopted and modified for use as group problem-solving facilities. At the same time, exponentially greater and more complex datasets are being generated at a rate that is challenging the limits of current hardware, software, and human cognitive capability. A concerted effort to develop new software tools to handle this data tsunami is redefining the collaboratory and represents a new frontier for computer supported cooperative work. We are hoping this workshop can build community among researchers studying and/or building software for scientific collaborations.

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

Edit | Del

Aragon, Cecilia R., Poon, Sarah S., Monroy-Hernndez, Andrs and Aragon, Diana (2009): A tale of two online communities: fostering collaboration and creativity in scientists and children. In: Proceedings of the 2009 Conference on Creativity and Cognition 2009. pp. 9-18.

There has been much recent interest in the development of tools to foster remote collaboration and shared creative work. An open question is: what are the guidelines for this process? What are the key socio-technical preconditions required for a geographically distributed group to collaborate effectively on creative work, and are they different from the conditions of a decade or two ago? In an attempt to answer these questions, we conducted empirical studies of two seemingly very different online communities, both requiring effective collaboration and creative work: an international collaboration of astrophysicists studying supernovae to learn more about the expansion rate of the universe, and a group of children, ages 8-15, from different parts of the world, creating and sharing animated stories and video games on the Scratch online community developed at MIT. Both groups produced creative technical work jointly and were considered successful in their communities. Data included the analysis of thousands of lines from chat and comment logs over a period of several months, and interviews with community members. We discovered some surprising commonalities and some intriguing possibilities, and suggest guidelines for successful creative collaborations. Specifically, systems that support social creativity must facilitate sharing and play, and their design must consider the effects of repurposing, augmentation and behavior adaptation.

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

Edit | Del

Poon, Sarah S., Thomas, Rollin C., Aragon, Cecilia R. and Lee, Brian (2008): Context-linked virtual assistants for distributed teams: an astrophysics case study. In: Proceedings of ACM CSCW08 Conference on Computer-Supported Cooperative Work 2008. pp. 361-370.

There is a growing need for distributed teams to analyze complex and dynamic data streams and make critical decisions under time pressure. Via a case study, we discuss potential guidelines for the design of software tools to facilitate such collaborative decision-making. We introduce the term context-linked to characterize systems where both task and context information are included in a shared space. We describe a novel, lightweight, context-linked event notification/virtual assistant system developed to aid a cross-cultural, geographically distributed team of astrophysicists to remotely maneuver a custom-built instrument under challenging operational conditions, where critical decisions must be made in as little as 45 seconds. The system has been in use since 2005 by a major international astrophysics collaboration. We describe the design and implementation of the event notification system and then present a case study, based on event log analysis and user interviews, of its effectiveness in substantially improving user performance during time-critical science tasks. Finally, we discuss the implications of context linking for supporting common ground in distributed teams.

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

Edit | Del

Aragon, Cecilia R. and Hearst, Marti A. (2005): Improving aviation safety with information visualization: a flight simulation study. In: Proceedings of ACM CHI 2005 Conference on Human Factors in Computing Systems 2005. pp. 441-450.

Many aircraft accidents each year are caused by encounters with invisible airflow hazards. Recent advances in aviation sensor technology offer the potential for aircraft-based sensors that can gather large amounts of airflow velocity data in real-time. With this influx of data comes the need to study how best to present it to the pilot - a cognitively overloaded user focused on a primary task other than that of information visualization. We focus on one particular aviation application, but the results may be relevant to user interfaces in other operationally stressful environments.

© All rights reserved Aragon and Hearst 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