The use of emoji in digital communication can convey a wealth of emotions and concepts that otherwise would take many words to express. Emoji have become a popular form of communication, with researchers claiming emoji represent a type of "ubiquitous language" that can span different languages. In this paper however, we explore how emoji are also used in highly personalised and purposefully secretive ways. We show that emoji are repurposed for something other than their "intended" use between close partners, family members and friends. We present the range of reasons why certain emoji get chosen, including the concept of "emoji affordance" and explore why repurposing occurs. Normally used for speed, some emoji are instead used to convey intimate and personal sentiments that, for many reasons, their users cannot express in words. We discuss how this form of repurposing must be considered in tasks such as emoji-based sentiment analysis.
People are prone to errors in many aspects of life, including when entering numbers. The effects of these errors can be disastrous, for example when an incorrect number is entered when programming a medical infusion pump or when entering financial information into a system. Designing better systems may help to prevent these errors however, in order to do this we need to understand far more about the types of errors being made, and their causes. Unfortunately, there are very few documented examples of number entry errors and thus many of the studies conducted so far rely upon modelled, not real world data. This paper reports a study that was designed to elicit number entry errors and the subsequent process of creating a taxonomy of errors from the information gathered. A total of 345 errors were gathered. A method for classifying the errors using 13 codes is proposed-this is a significantly higher figure than previously suggested, showing that currently we underestimate the true variety of such errors. These codes are then organised into a taxonomy similar to that of Zhang et al (2004). We show how this taxonomy can be used to guide future research into number entry errors by suggesting experimental conditions needed to provoke certain errors. The taxonomy may also be used during the initial stages of design to help the designer understand the categories of errors that users are most likely to make and thus design accordingly.
While experiments have been run online for some time with positive results, there are still outstanding questions about the kinds of tasks that can be successfully deployed to remotely situated online participants. Some short tasks, such as menu selection, have produced viable results but these do not represent the gamut of tasks that interest human-computer interaction researchers. In particular, we wondered whether long-lasting, time-sensitive tasks that require continuous concentration could work successfully online, given the confounding effects that might accompany the online deployment of such a task. We ran an archetypal interruption experiment online and in the lab to investigate whether studies that are long-lasting and timesensitive might be more vulnerable to a loss of control than the short, time-insensitive studies that are representative of the majority of previous online studies. Statistical comparisons showed no evidence of performance differences across a number of dimensions. Despite these results, there were issues with data quality that stemmed from participants misunderstanding the task. Our findings suggest that long-lasting experiments using time-sensitive performance measures can be run online but that care must be taken when introducing participants to experimental procedures.
Although virtual citizen science projects have the potential to engage large networks of people in science research, seeding and maintaining such networks can be difficult. A feature of successful projects is that they have well-motivated volunteers. What makes volunteers motivated rather than apathetic? In this paper we focus on projects that contribute to psychology research, which we term 'citizen psych-science'. This differs from typical citizen science because volunteers are asked to contribute themselves as data. We describe research studies that we conducted with Errordiary -a citizen psych-science project where volunteers tweet about their everyday experiences of human error. These studies were: (1) an interview study, to explore the motivations of eight Errordiary volunteers; and (2) three focus groups, to explore the potential of attracting new communities to Errordiary. We found that the personal nature of the data can influence participation in positive and negative ways. We suggest several factors that scientists need to consider when encouraging citizen psych-science volunteers to contribute their personal experiences towards research.
Substantial research has explored the experience of immersion in digital games, but it is unclear whether this phenomenon extends to other game genres such as board games. Immersion is a concept widely discussed in the board game community by both developers and players and yet there is relatively little research in the area. This paper presents a grounded theory analysis of board game players' online discussions of immersion. This data is augmented by interviews with five board game players describing their experiences of immersion. The resultant analysis highlights that board game players discuss immersion in terms of both engrossment in the challenge of the game, and submergence within the game world the board game creates. We also focus on elements of game play which players reported in helping and hindering their immersion; importantly these elements do not always come from the game itself. We conclude that board game immersion shares similarities with the literature on immersion in digital games, despite the lack of multimedia interaction. CCS CONCEPTS• Human-centered computing → Human computer interaction (HCI); • HCI design and evaluation methods → User studies.
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