Anna Cox
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British neuroscientist
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Why Is Anna Cox Influential?
(Suggest an Edit or Addition)According to Wikipedia, Anna Louise Cox is a British Professor of Human Computer Interaction in the University College London Faculty of Brain Sciences. Her research considers evidence-based approaches to reduce work-related stress and remain focussed through the use of digital technology. Cox serves as Vice Dean for Equality, Diversity & Inclusion and was an advisor to the House of Commons Digital, Culture, Media and Sport Committee for their select committee enquiry on immersive and addictive technologies.
Anna Cox's Published Works
Published Works
- Measuring and defining the experience of immersion in games (2008) (1524)
- Questionnaires, in-depth interviews and focus groups (2008) (266)
- Cognitive Dimensions of Notations: Design Tools for Cognitive Technology (2001) (208)
- Assessing the Core Elements of the Gaming Experience (2010) (192)
- Designing for dabblers and deterring drop-outs in citizen science (2014) (190)
- Beyond Self-Tracking and Reminders: Designing Smartphone Apps That Support Habit Formation (2015) (189)
- Immersion in Digital Games: Review of Gaming Experience Research (2014) (149)
- Research Methods for Human-Computer Interaction (2008) (147)
- Don't forget your pill!: designing effective medication reminder apps that support users' daily routines (2014) (139)
- Motivations, learning and creativity in online citizen science (2016) (130)
- Not doing but thinking: the role of challenge in the gaming experience (2012) (120)
- Investigating the information-seeking behaviour of academic lawyers: From Ellis's model to design (2008) (115)
- Do games attract or sustain engagement in citizen science?: a study of volunteer motivations (2013) (109)
- “I want to be a captain! I want to be a captain!”: gamification in the old weather citizen science project (2013) (102)
- ‘At least they’re learning something’: the hazy line between collaboration and collusion (2005) (101)
- Quantifying the Body and Caring for the Mind: Self-Tracking in Multiple Sclerosis (2017) (100)
- Smartwatches: the Good, the Bad and the Ugly? (2015) (97)
- Design Frictions for Mindful Interactions: The Case for Microboundaries (2016) (95)
- Who but not where: The effect of social play on immersion in digital games (2013) (92)
- Recovering from an interruption: investigating speed-accuracy trade-offs in task resumption behavior. (2013) (91)
- Flexible and Mindful Self-Tracking: Design Implications from Paper Bullet Journals (2018) (90)
- Number Entry Interfaces and Their Effects on Error Detection (2011) (68)
- Quantifying the experience of immersion in games. (2006) (66)
- Errors and discrepancies in the administration of intravenous infusions: a mixed methods multihospital observational study (2018) (65)
- Working 9-5?: Professional Differences in Email and Boundary Management Practices (2015) (62)
- Switch on to games: Can digital games aid post-work recovery? (2014) (62)
- On Posture as a Modality for Expressing and Recognizing Emotions (2006) (60)
- Integrating knowledge of multitasking and interruptions across different perspectives and research methods (2015) (57)
- Always On(line)?: User Experience of Smartwatches and their Role within Multi-Device Ecologies (2017) (56)
- Removing the HUD: The Impact of Non-Diegetic Game Elements and Expertise on Player Involvement (2015) (56)
- Was I There?: Impact of Platform and Headphones on 360 Video Immersion (2017) (52)
- Moving Beyond Fun: Evaluating Serious Experience in Digital Games (2015) (50)
- Game-Play Breakdowns and Breakthroughs: Exploring the Relationship Between Action, Understanding, and Involvement (2015) (48)
- Further investigations into post-completion error : the effects of interruption position and duration (2006) (47)
- The Role of Mouse Movements in Interactive Search (2006) (46)
- A taxonomy of number entry error (2011) (44)
- Reflections on 5 Years of Personal Informatics: Rising Concerns and Emerging Directions (2016) (42)
- Tlk or txt? Using voice input for SMS composition (2008) (42)
- Don't Kick the Habit: The Role of Dependency in Habit Formation Apps (2016) (41)
- Ecological momentary interventions for mental health: A scoping review (2021) (40)
- Monotasking or Multitasking: Designing for Crowdworkers' Preferences (2019) (40)
- "I'd sit at home and do work emails": how tablets affect the work-life balance of office workers (2013) (36)
- Trackly: A Customisable and Pictorial Self-Tracking App to Support Agency in Multiple Sclerosis Self-Care (2020) (36)
- HawkEye - Deploying a Design Fiction Probe (2019) (35)
- Exploring the Current Landscape of Intravenous Infusion Practices and Errors (ECLIPSE): protocol for a mixed-methods observational study (2016) (34)
- What does it mean for an interruption to be relevant? An investigation of relevance as a memory effect (2013) (33)
- Balancing Boundaries: Using Multiple Devices to Manage Work-Life Balance (2015) (33)
- This is what I'm doing and why: Methodological reflections on a naturalistic think-aloud study of interactive information behaviour (2011) (32)
- Social networking use and RescueTime: the issue of engagement (2014) (30)
- Being "in the game" (2008) (30)
- Homes For Life: A Design Fiction Probe (2016) (30)
- Diminished Control in Crowdsourcing (2016) (29)
- Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery (2019) (29)
- Watching movies on netflix: investigating the effect of screen size on viewer immersion (2016) (29)
- Understanding the use of contextual cues: design implications for medication adherence technologies that support remembering (2016) (28)
- Player strategies: achieving breakthroughs and progressing in single-player and cooperative games (2014) (28)
- Media Multitasking at Home: A Video Observation Study of Concurrent TV and Mobile Device Usage (2017) (28)
- A Performance Review of Number Entry Interfaces (2013) (28)
- Development of a Questionnaire to Measure Immersion in Video Media: The Film IEQ (2019) (27)
- Locked-out: investigating the effectiveness of system lockouts to reduce errors in routine tasks (2010) (27)
- Investigating computer game immersion and the component real world dissociation (2009) (26)
- Barriers to engagement with a personal informatics productivity tool (2014) (26)
- Eight Guidelines for Designing Virtual Citizen Science Projects (2014) (26)
- Controlled experiments (2009) (26)
- Eworklife: developing effective strategies for remote working during the COVID-19 pandemic (2020) (26)
- The use of eyetracking for measuring immersion. (2006) (25)
- Home is Where the Lab is: A Comparison of Online and Lab Data From a Time-sensitive Study of Interruption (2015) (24)
- Designing Devices With the Task in Mind (2013) (23)
- Procedural and documentation variations in intravenous infusion administration: a mixed methods study of policy and practice across 16 hospital trusts in England (2018) (22)
- Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers (2014) (22)
- Device-Oriented and Task-Oriented Exploratory Learning of Interactive Devices (2000) (22)
- Analogies in design decision-making (2009) (21)
- Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science? (2013) (21)
- Using information behaviors to evaluate the functionality and usability of electronic resources: From Ellis's model to evaluation (2008) (21)
- Infusion device standardisation and dose error reduction software. (2014) (20)
- Multitasking and interruptions: a SIG on bridging the gap between research on the micro and macro worlds (2012) (20)
- Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions (2016) (19)
- Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (2016) (19)
- Studying Law Students’ Information Seeking Behaviour to Inform the Design of Digital Law Libraries (2006) (18)
- Theoretical analysis and theory creation (2008) (18)
- Choosing to interleave: human error and information access cost (2012) (18)
- Digital Epiphanies: how self-knowledge can change habits and our attitudes towards them (2013) (17)
- "I Can Watch What I Want": A Diary Study of On-Demand and Cross-Device Viewing (2018) (17)
- Knowing What You're Doing or Knowing what to do: How Stress Management Apps Support Reflection and Behaviour Change (2018) (17)
- Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems (2019) (17)
- From the gaming experience to the wider user experience (2009) (16)
- Working with the television on: an investigation into media multitasking (2014) (16)
- Modelling Interactive Behaviour with a Rational Cognitive Architecture (2006) (16)
- A Rational Model of the Effect of Information Scent on the Exploration of Menus (2004) (16)
- What influences the selection of contextual cues when starting a new routine behaviour? An exploratory study (2020) (15)
- How to manage your inbox: is a once a day strategy best? (2013) (15)
- Now Check Your Input: Brief Task Lockouts Encourage Checking, Longer Lockouts Encourage Task Switching (2016) (15)
- Out of Work, Out of Mind?: Smartphone Use and Work-Life Boundaries (2015) (14)
- Using Nature-based Soundscapes to Support Task Performance and Mood (2017) (13)
- Eyetracking in HCI (2008) (13)
- Using Checksums to Detect Number Entry Error (2013) (13)
- "I check my emails on the toilet": Email Practices and Work-Home Boundary Management (2014) (13)
- Designing for Health Behavior Change: HCI Research Alone Is Not Enough (2015) (12)
- Working Memory Load Affects Device-Specific but Not Task-Specific Error Rates (2010) (12)
- Effects of monetary reward and punishment on information checking behaviour. (2016) (12)
- Task Lockouts Induce Crowdworkers to Switch to Other Activities (2015) (12)
- How does knowing what you are looking for change visual search behavior? (2014) (12)
- Old Habits Die Hard: A Diary Study of On-Demand Video Viewing (2018) (12)
- Personal task management: my tools fall apart when I'm very busy! (2012) (12)
- Evaluation of a novel intervention to reduce burnout in doctors-in-training using self-care and digital wellbeing strategies: a mixed-methods pilot (2020) (11)
- Increasing Accuracy by Decreasing Presentation Quality in Transcription Tasks (2013) (11)
- 39. Digital Citizen Science and the Motivations of Volunteers (2017) (11)
- The new normals of work: a framework for understanding responses to disruptions created by new futures of work (2021) (11)
- Evaluating the Information Behaviour methods: Formative evaluations of two methods for assessing the functionality and usability of electronic information resources (2011) (11)
- Learning the game: breakdowns, breakthroughs and player strategies (2014) (11)
- Human accuracy in mobile data collection (2020) (10)
- Socio-technical practices and work-home boundaries (2014) (10)
- Methods for Human-Computer Interaction Research (2015) (10)
- SIGCHI Games: The Scope of Games and Play Research at CHI (2016) (10)
- What have eye movements told us so far, and what is next? (2006) (10)
- Frequency and Duration of Self-Initiated Task-Switching in an Online Investigation of Interrupted Performance (2013) (10)
- Safer Interactive Medical Device Design: Insights from the CHI+MED Project (2015) (10)
- Creativity in citizen science: All for one and one for all (2013) (9)
- Plagiarism Prevention is Discipline Specific: a view from Computer Science (2006) (9)
- Different Cognitive Mechanisms Account for Different Types of Procedural Steps (2009) (9)
- Interaction science SIG: overcoming challenges (2014) (9)
- Estimating Usage Can Reduce the Stress of Social Networking (2013) (8)
- Exploring the effects of non-monetary reimbursement for participants in HCI research (2017) (8)
- Supporting learning within the workplace: device training in healthcare (2013) (8)
- Making a task difficult: evidence that device-oriented steps are effortful and error-prone. (2013) (8)
- The Functionality of Mobile Apps for Anxiety: Systematic Search and Analysis of Engagement and Tailoring Features (2021) (8)
- Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play (2015) (8)
- Amor: A Lander Mission to Explore the C-Type Triple Near-Earth Asteroid system 2001 SN263 (2011) (8)
- Smartwatches: Digital Handcuffs or Magic Bracelets? (2017) (8)
- Tangibly Reducing Sedentariness in Office Workers (2016) (7)
- To Plan or Not to Plan? A Mixed-Methods Diary Study Examining When, How and Why Knowledge Work Planning is Inaccurate (2021) (7)
- Errordiary: Support for Teaching Human Error (2012) (6)
- Sociability in virtual citizen science (2013) (6)
- TimeToFocus: Feedback on Interruption Durations Discourages Distractions and Shortens Interruptions (2020) (6)
- Staying Active While Staying Home: The Use of Physical Activity Technologies During Life Disruptions (2021) (6)
- Personalised email tools: a solution to email overload? (2014) (6)
- Creativity in Citizen Cyberscience (2016) (6)
- Research Methods for HCI: Understanding People Using Interactive Technologies (2016) (6)
- Evaluating the viability of speech recognition for mobile text entry (2004) (6)
- Research methods for HCI (2008) (6)
- Chapter 0 Immersion in Digital Games : a Review of Gaming Experience Research (2012) (6)
- Motivations, Learning and Creativity in Online Citizen Sceince Charlene Jennett, Laure Kloetzer, Daniel Schneider, Ioanna Iacovides, Anna L. Cox, Margaret Gold, Brian Fuchs, Alexandra Eveleigh, Kathleen Mathieu, Zoya Ajani and Yasmin Talsi (2016) (6)
- Tailoring Number Entry Interfaces To The Task of Programming Medical Infusion Pumps (2013) (6)
- Making Sense of Emotion-Sensing: Workshop on Quantifying Human Emotions (2021) (6)
- Why Do You Need This?: Selective Disclosure of Data Among Citizen Scientists (2019) (6)
- Snookered by an interruption?: use a cue (2012) (5)
- Using Graphical Representations to Support the Calculation of Infusion Parameters (2013) (5)
- Life-swap: how discussions around personal data can motivate desire for change (2020) (5)
- Hazards of inexperience in swine confinement work. (1993) (5)
- A New Rational Framework for Modelling Exploratory Device Learning … but does it Fit with ACT-R? (2000) (5)
- Batching, Error Checking and Data Collecting: Understanding Data Entry in a Financial Office (2017) (5)
- Looking Up Information in Email: Feedback on Visit Durations Discourages Distractions (2018) (5)
- Short links and tiny keyboards: A systematic exploration of design trade-offs in link shortening services (2016) (5)
- The Effect of Repeated Cue Exposure on Post-Completion Errors (2011) (5)
- Artifacts for programmable devices: the good, the bad and the ugly (2013) (5)
- Crowdworkers’ Temporal Flexibility is Being Traded for the Convenience of Requesters Through 19 ‘Invisible Mechanisms’ Employed by Crowdworking Platforms: A Comparative Analysis Study of Nine Platforms (2022) (5)
- The Future of Emotion in Human-Computer Interaction (2022) (4)
- Capturing the distinction between task and device errors in a formal model of user behaviour (2011) (4)
- The end of the active work break? Remote work, sedentariness and the role of technology in creating active break-taking norms (2022) (4)
- This is what i'm doing and why: reflections on a think-aloud study of dl users' information behaviour (2010) (4)
- Influencing and Measuring Behaviour in Crowdsourced Activities (2018) (4)
- Human-Computer Interaction and the Future of Work (2022) (4)
- Prioritizing unread e-mails: people send urgent responses before important or short ones (2020) (4)
- Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play (2016) (4)
- How to run an Errordiary Workshop: Exploring errors and resilience strategies with patients, professionals and the public (2014) (4)
- Exploring unlikely errors using video games: An example in number entry research (2012) (4)
- Disability Interactions in Digital Games: From Accessibility to Inclusion (2019) (4)
- How external and internal resources influence user action: the case of infusion devices (2016) (4)
- Understanding users’ perspectives on mobile apps for anxiety management (2022) (4)
- Disengaged From Planning During the Lockdown? An Interview Study in an Academic Setting (2021) (4)
- Supporting engagement in research through a game design competition (2019) (4)
- Balancing Boundaries: The Role of Technology Boundary Work in Managing Work-Life Balance (2014) (4)
- Understanding People: A Course on Qualitative and Quantitative HCI Research Methods (2017) (4)
- MOODs: building massive open online diaries for researchers, teachers and contributors (2014) (4)
- Assessing the Viability of Online Interruption Studies (2013) (4)
- Designing Better Prescription Charts: Why we can’t just ask the nurses (2013) (3)
- Emotion trajectories in smartphone use: Towards recognizing emotion regulation in-the-wild (2022) (3)
- Can parafoveal processing explain skipping behaviour in interactive menu search (2010) (3)
- Designing for the task: what numbers are really used in hospitals? (2012) (3)
- Infusion device standardisation and dose error reduction software. (2015) (3)
- Use Your Words: Designing One-time Pairing Codes to Improve User Experience (2016) (3)
- Case Study 3: Students' Experiences of Interdisciplinary Learning while Building Scientific Video Games (2017) (3)
- Trusted Teammates: Commercial Digital Games Can Be Effective Trust-Building Tools (2019) (3)
- Designing persuasive games through competition (2014) (3)
- Applying old research methods to new problems (2008) (3)
- The Effect of Interface Type on Visual Error Checking Behavior (2015) (3)
- Trackly (2020) (3)
- A Special Interest Group on Designed and Engineered Friction in Interaction (2021) (3)
- What People Learn from Exploratory Device Learning (2001) (3)
- A Longitudinal Interview Study on Work Planning During COVID-19 Lockdown (2020) (2)
- Exploratory Learning of Interactive Devices: What People Do and What People Learn (2002) (2)
- 2 Questionnaires , in-depth interviews and focus groups (2)
- Out of Work, Out of Mind? (2019) (2)
- Exploring Empathy through Sobering Persuasive Technologies: "No breaks! Where are you going missy?" (2014) (2)
- TimeToFocus (2020) (2)
- Motivational and Situational Aspects of Active and Passive Social Media Breaks May Explain the Difference Between Recovery and Procrastination (2022) (2)
- RedWire: a novel way to create and re-mix games (2014) (2)
- MHC '18: International Workshop on Mobile Human Contributions: Opportunities and Challenges (2018) (2)
- Serious Video Games as Psychosocial Interventions for Psychosis (2017) (2)
- Say Cheese!: Games for Successful Academic and Student Networking (2016) (2)
- Boundary Management and Communication Technologies (2020) (2)
- From London to the Arctic: Exploring Engagement and Learning in Citizen Cyberscience (2014) (2)
- Embedding the CHI Student Design Competition into Project-Based Learning (2012) (2)
- Investigating the information-seeking behaviour of academic lawyers: From Ellis's model to digital law library design. (2007) (2)
- Effects of monetary reward and punishment on information checking behaviour: An eye-tracking study. (2018) (2)
- Designing gamified rewards to encourage repeated app selection: Effect of reward placement (2021) (2)
- Time Estimation Bias in Knowledge Work: Tasks With Fewer Time Constraints Are More Error-Prone (2020) (2)
- Learning in Game Jams: A Case Study of the GLASS Summer School (2016) (2)
- Work-Life Balance through Tangibles and the Internet of Things (2016) (2)
- A Closer Look At Exploratory Learning of Interactive Devices. (2001) (1)
- This is what I’m doing and why: Reflections on a think-aloud study of digital library users’ information behaviour (2010) (1)
- A case for Number Entry (2012) (1)
- Evaluation of a novel intervention to reduce burnout in doctors-in-training using self-care and digital wellbeing strategies: a mixed-methods pilot (2020) (1)
- Preserving Historic Identity in the United States: Theoretical and Practical Lessons for Maintaining Historic Character in Small Virginia Towns (2000) (1)
- Comparing Human Concept Acquisition to Models in a Cognitive Architecture (2002) (1)
- Online vs. Offline: Implications for Work Identity (2015) (1)
- Personalized Routine Support for Tackling Medication Non-Adherence (2014) (1)
- Too Much Email, Too Much Checking (2013) (1)
- Random Walk Processes in ACT-R Mechanisms Lead to a Wild Distribution of Learning Times (2002) (1)
- The Effectiveness of Serious Video Games on Mental Health Related Outcomes: Systematic Review (2017) (1)
- Interaction Science Spotlight (2014) (1)
- Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (2015) (1)
- Closing the Virtuous Circle: Making the Nuances of Infusion Pump Use Visible (2014) (1)
- Technology-enabled learning communities: How technology can facilitate high quality social learning in online environments within the field of teacher education. (2018) (1)
- SIG: Moving from Brain-Computer Interfaces to Personal Cognitive Informatics (2022) (1)
- Cognitive Modelling in HCI Research (2008) (1)
- Eye-movement behaviour in interactive menu search: Evidence for rational analysis. (2005) (1)
- Prioritizing Unread Emails: An Experiment Showing that People Send Urgent Responses Before Important or Short Ones (2020) (1)
- A Study of Legal Information Seeking Behaviour to Inform the Design of Electronic Legal Research Tools (2006) (1)
- The Language Of Numbers (2013) (1)
- Designing for Curiosity in Citizen Science (2017) (1)
- (2020). Trackly: A Customisable and Pictorial Self-Tracking App to Support Agency in Multiple Sclerosis Self-Care. In Proceedings of the 2020 CHI Conference on Human Factors in Computing Systems (CHI '20) (Proceedings of the SIGCHI Conference Human Factors in Computing Systems). (2020) (0)
- From the zx spectrum to (2016) (0)
- Reflecting on Hybrid Events: Learning from a Year of Hybrid Experiences (2023) (0)
- How technology supporting daily habits could help women remember oral contraception (2013) (0)
- The Open University ’ s repository of research publications and other research outputs Designing persuasive games through competition (2016) (0)
- TPC Chairs' welcome (2019) (0)
- The Open University ’ s repository of research publications and other research outputs Exploring unlikely errors using video games : An example in number entry research Conference Item (2016) (0)
- Using wikis to encourage collaborative writing and learning (2012) (0)
- Chapter 5 Cognitive Modelling in HCI Research (2016) (0)
- Using statistics in usability research (2008) (0)
- Life-swap: how discussions around personal data can motivate desire for change (2020) (0)
- Cognitive modelling at the UCL Interaction Centre (2010) (0)
- Work-Home Boundaries and Communication Technologies (2017) (0)
- The Challenges of Creating Connections and Raising Awareness: Experience from UCLIC (2007) (0)
- Session details: Usability & user research (2012) (0)
- Teaching HCI students to be researchers (2012) (0)
- “Oops...”: Mobile Message Deletion in Conversation Error and Regret Remediation (2021) (0)
- Naturalistic Distributed Experimentation as a Source of New Insight (2014) (0)
- Gaming for Post-Work Recovery: The Role of Immersion (2023) (0)
- In the MOOD for Citizen Psych-Science (2014) (0)
- Managing Spacecraft Subsystem Development (2017) (0)
- CHI PLAY 2015 chairs' welcome (2015) (0)
- Research Leader The Newsletter of the Society for the Study of Artificial Intelligence and Simulation of Behaviour Danger theory : the missing link between artificial immune systems and intrusion detection (2007) (0)
- Adaptation of Method-resources Between Projects: A Case Study From a Dynamic and Complex Work Domain (2013) (0)
- Digital Games vs Mindfulness Apps: Which is More Effective for Post-Work Recovery? (Preprint) (2018) (0)
- How external and internal resources influence user action: the case of infusion devices (2016) (0)
- The Open University ’ s repository of research publications and other research outputs Questionnaires , in-depth interviews and focus groups (0)
- CHI PLAY 2016 chairs' welcome (2016) (0)
- Film, interrupted: investigating how mobile device notifications affect immersion during movies (2017) (0)
- Examining young adults daily perspectives on usage of anxiety apps: A user study (2023) (0)
- An Investigation into the Viability of Online Studies of Interruption (2013) (0)
- Gamification in citizen science: Projects in particle physics and synthetic biology (2013) (0)
- Pitch Differences in Bilingual Speakers (2010) (0)
- Evidence for the Domainy-Device vs Devicey-Device Distinction (2019) (0)
- The gamer in your life isn't ignoring you, they're blind to your presence (2014) (0)
- What influences the selection of contextual cues when starting a new routine behaviour? An exploratory study (2020) (0)
- Remote Work, Work Measurement and the State of Work Research in Human-Centred Computing (2023) (0)
- Case studies: Understanding players and the contexts in which they play (2015) (0)
- The Functionality of Mobile Apps for Anxiety: Systematic Search and Analysis of Engagement and Tailoring Features (Preprint) (2020) (0)
- The Case of User Experience in Video Games (2009) (0)
- HawkEye – Deploying a Design Fiction Probe. In CHI 2019 Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems Association (2019) (0)
- Nature soundscapes in apps and workplace design for the millennial generation : mood and arousal , stimulation , and distraction (2016) (0)
- Novice Users and Exploratory Learning of Interactive Devices. (2000) (0)
- Hospitals ? Designing Devices With the Task in Mind : Which Numbers Are Really Used in (2013) (0)
- ’ s repository of research publications and other research outputs Supporting engagement in research through a game design competition Journal Item (2018) (0)
- 2007 Reviewers (2007) (0)
- A categorization of piecewise-linear surfaces (1994) (0)
- Understanding the Work Habits of Online Citizen Scientists (2017) (0)
- Demo hour (2019) (0)
- Rough day at work? Call of Duty can help you recover (2014) (0)
- ‘I’ll just Google it!’: Should lawyers’ perceptions of Google inform the design of electronic legal resources? (2007) (0)
- Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery (Preprint) (2018) (0)
- From the ZX Spectrum to smartwatches (2016) (0)
- Deriving design implications for serious videogame for people with psychosis (2019) (0)
- Workshop on understanding, predicting and mitigating error in routine procedural tasks (2010) (0)
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Anna Cox is affiliated with the following schools: