Number of co-authors:13
Number of publications with 3 favourite co-authors:Watt Babecki:John D. Gould:Jerry Clifford:
David Anderson's 3 most productive colleagues in number of publications:John D. Gould:27Kathy Ryall:21Stephen J. Boies:19
go to course
Psychology of Interaction Design: The Ultimate Guide
Starts tomorrow LAST CALL!
go to course
User-Centred Design - Module 3
90% booked. Starts in 5 days
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 Social Design of Technical Systems: Building technologies for communities. 2nd Edition
by Brian Whitworth and Adnan Ahmad
Gamification at Work: Designing Engaging Business Software
by Janaki Mythily Kumar and Mario Herger
The Social Design of Technical Systems: Building technologies for communities
by Brian Whitworth and Adnan Ahmad
The Encyclopedia of Human-Computer Interaction, 2nd Ed.
by Mads Soegaard and Rikke Friis Dam
Publications by David Anderson (bibliography)
Nov, Oded, Arazy, Ofer and Anderson, David (2011): Dusting for science: motivation and participation of digital citizen science volunteers. In: Proceedings of the 2011 iConference 2011. pp. 68-74. http://dx.doi.org/10.1145/1940761.1940771
Digital citizen science offers a low-cost way to strengthen the scientific infrastructure, and engage members of the public in science. It is based on two pillars: (1) a technological pillar, which involves developing computer systems to manage large amounts of distributed resources, and (2) a motivational pillar, which involves attracting and retaining volunteers who would contribute their skills, time, and effort to a scientific cause. While the technological dimension has been widely studied, the motivational dimension received little attention to date. To address this gap, we surveyed volunteers at Stardust@home a digital citizen science project, in which volunteers classify online images from NASA's Stardust spacecraft. We found that collective and intrinsic motivations are the most salient motivational factors, whereas reward motives seem to be less relevant. We also found that intrinsic and norm-oriented motives are most strongly associated with participation intentions, which were, in turn, found to be associated with participation effort. Implications for research and practice are discussed.
© All rights reserved Nov et al. and/or ACM Press
Nov, Oded, Anderson, David and Arazy, Ofer (2010): Volunteer computing: a model of the factors determining contribution to community-based scientific research. In: Proceedings of the 2010 International Conference on the World Wide Web 2010. pp. 741-750. http://doi.acm.org/10.1145/1772690.1772766
Volunteer computing is a powerful way to harness distributed resources to perform large-scale tasks, similarly to other types of community-based initiatives. Volunteer computing is based on two pillars: the first is computational -- allocating and managing large computing tasks; the second is participative -- making large numbers of individuals volunteer their computer resources to a project. While the computational aspects of volunteer computing received much research attention, the participative aspect remains largely unexplored. In this study we aim to address this gap: by drawing on social psychology and online communities research, we develop and test a three-dimensional model of the factors determining volunteer computing users' contribution. We investigate one of the largest volunteer computing projects -- SETI@home -- by linking survey data about contributors' motivations to their activity logs. Our findings highlight the differences between volunteer computing and other forms of community-based projects, and reveal the intricate relationship between individual motivations, social affiliation, tenure in the project, and resource contribution. Implications for research and practice are discussed.
© All rights reserved Nov et al. and/or their publisher
Anderson, David, Frankel, James L., Marks, Joe, Leigh, Darren, Sullivan, Eddie, Yedidia, Jonathan and Ryall, Kathy (1999): Building Virtual Structures with Physical Blocks. In: Zanden, Brad Vander and Marks, Joe (eds.) Proceedings of the 12th annual ACM symposium on User interface software and technology November 07 - 10, 1999, Asheville, North Carolina, United States. pp. 71-72. http://www.acm.org/pubs/articles/proceedings/uist/320719/p71-anderson/p71-anderson.pdf
We describe a tangible interface for building virtual structures using physical building blocks. We demonstrate two applications of our system. In one version, the blocks are used to construct geometric models of objects and structures for a popular game, Quake II. In another version, buildings created with our blocks are rendered in different styles, using intelligent decoration of the building model.
© All rights reserved Anderson et al. and/or ACM Press
Boies, Stephen J., Ukelson, Jacob P., Gould, John D., Anderson, David, Babecki, Watt and Clifford, Jerry (1993): Using ITS to Create an Insurance Industry Application: A Joint Case Study. In Human-Computer Interaction, 8 (4) pp. 311-336.
In a joint case study, IBM and Continental Insurance evaluated the use of a new software development environment (called ITS) to implement a portion of an important Continental Insurance underwriting application. IBM and Continental's data-processing management jointly concluded that ITS (a) is fairly easy to learn and use; (b) substantially reduces application development time; (c) is capable of doing a range of Continental applications; and (d) produces applications that are easier to maintain over the years as usage patterns, insurance laws, and evolving technology require that these applications be changed.
© All rights reserved Boies et al. and/or Taylor and Francis
Join our community and advance:
Page maintainer: The Editorial Team