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Query: colbert_m* Results: 17 Sorted by: Date  Comments?
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[1] The Effect of Credibility of Host Site Upon Click Rate through Sponsored Content / Colbert, Martin / Oliver, Adam / Oikonomou, Eleni Proceedings of the 2014 International Conference on Persuasive Technology 2014-05-21 p.56-67
Keywords: advertisement; sponsored content; click through rate; traffic study; remote usability test; credibility; halo effect
Link to Digital Content at Springer
Summary: This paper demonstrates the effect of website credibility upon the click rate through Sponsored Content. The study compares three versions of a live website -- high, medium and low credibility -- and collects quantitative data from traffic logs, and qualitative data from remote usability tests. The high credibility version of the website achieved a significantly higher click rate through sponsored Content, because the site's credibility encouraged visitors to explore the site for longer, and because the perception of the site overall 'rubbed off' on the perception of the Sponsored Content in particular (a halo effect). This finding is important, because it shows how site design and content creation may increase persuasiveness without impairing user experience -- there is an alternative to Banners and Banner blindness! We hope the paper helps the on-going rethink of the design of online publications in relation to their underlying business models.

[2] Web Analytics: The New Purpose towards Predictive Mobile Games Long Presentations / Burns, Mathew / Colbert, Martin Proceedings of the 2013 International Conference on Advances in Computer Entertainment 2013-11-12 p.1-13
Keywords: Web Analytics; mobile games; serious games; prediction; usability; prediction markets; spread betting; playfulness
Link to Digital Content at Springer
Summary: Web Analytics have been confined to an iterative process of collecting online traffic data for the purpose of drawing conclusions. This research presents a concept where internet usage traffic can be predicted against through the means of a mobile game. Through investigating certain industries use and perceptions of playfulness certain aspects are identified for the design and development of the game. Using a usability based methodology for evaluative testing these features are questioned amongst two distinctive versions. From these, the feasibility of a mobile game and its playfulness for users is gauged. The research leaves the concept considering what other contexts web analytics can be used within.

[3] Studying information interaction in context: some lessons for traffic experiments Poster session / Colbert, Martin / Oliver, Adam Proceedings of the 2012 Symposium on Information Interaction in Context 2012-08-21 p.234-237
ACM Digital Library Link
Summary: One way of studying information interaction in context is to conduct traffic experiments. We recently compared different versions of a small website with low traffic volumes to demonstrate some hypothesised effects on information interaction. In this paper, we describe the methodological lessons we learnt when conducting these experiments. The lessons concern: i) implementing versions of the site in a way that supports parallel testing; and ii) designing the web site to operationalise information quality variables (persuasiveness, credibility etc).

[4] Modelling contexts for information interaction as "360°" user journeys: an initial illustration with reference to pregnant women quitting smoking Poster session / Edwards, Nalini / Colbert, Martin Proceedings of the 2012 Symposium on Information Interaction in Context 2012-08-21 p.246-249
ACM Digital Library Link
Summary: In this paper, we illustrate use of the "360°" framework and notation to model persuasive user journeys, with a view to supporting the development of multi-channel smoking cessation services, applications and information. The illustration concerns a pregnant woman attempting to quit smoking.

[5] Does 'Letting Go of the Words' Increase Engagement: a traffic study Decision making & the web / Colbert, Martin / Boodoo, Angela Proceedings of ACM CHI 2011 Conference on Human Factors in Computing Systems 2011-05-07 v.2 p.655-667
ACM Digital Library Link
Summary: This case study explores the effects of written online content on user engagement, and describes the challenges of conducting experiments on live web sites. It compares two versions of a website about bicycle maintenance and repair. One version complied with the guidelines for written online content in "Letting Go of the Words" (Redish, 2007), the other version did not. Web metrics suggested visitors were more engaged with the guideline-compliant version in some respects. Visitors appeared to spend longer on the compliant site, and were more likely to revisit the compliant site, but they were not tempted to explore it further. Conducting this traffic study presented several challenges -- notably, how to profile visitors, and how to demonstrate statistical significance.

[6] INTERNET MSc User Experience Design / Colbert, Martin 2011-02-01 United Kingdom, London Kingston University London
Keywords: education:programs | 
Keywords: masters taught course, human-computer-interaction, digital media, user experience
www.kingston.ac.uk/postgraduate-course/user-experience-design-msc/
E-mail: m.colbert@kingston.ac.uk
Summary: A collaboration between 3 faculties (Art & Design, Social Science and Computing), as part of a suite of Digital Media courses (Games, Animation). Options such as e-commerce, agile development and web UI technologies.

[7] Persuading users to perform follow-on tasks: an initial case study User experience / Colbert, Martin / Lewis, Makayla / Chattratichart, Jarinee / Edwards, Nalini Proceedings of the 2008 Annual European Conference on Cognitive Ergonomics 2008-09-16 p.30
ACM Digital Library Link
Summary: Motivation -- To design ways of attracting users onto Internet sites, which are more persuasive than Banner advertisements, and which maintain the usability of the host site equally well.
    Research approach -- An initial example of a "Follow-on" 'advertisement' is developed in a demonstration domain and tested in a usability laboratory. The key is to ensure that the task promoted by the advertisement is relevant to the task performed on the host site.
    Findings/Design -- The "Follow-on" comprised an invitation to perform a promoted task placed in the navigation area of the final page of a wizard-like host site. The Follow-on was more persuasive than a Banner, and did not reduce the usability of its host site. However, the Follow-on did reduce the credibility of the host site.
    Research limitations/Implications -- Further work is needed to explain the reduction in credibility, and to generalize the approach to commercial domains
    Originality/Value -- Web sites need to attract large numbers of new visitors, but users almost never click through Banner advertisements. Prior to this work, the main alternative was Sponsored Links on search pages.
    Take away message -- To be persuasive and usable, ensure that the promoted task is relevant to the performed task. Other forms of advertising based upon follow-on tasks need to be designed and tested.

[8] Important context changes for talking and text messaging during homeward commutes / Colbert, Martin / Livingstone, David Behaviour and Information Technology 2006 v.25 n.5 p.433-441
Keywords: Communication, Mobile phone, Text messaging, Context of use, Context sensitivity, Awareness systems
Link to Article at journalsonline.tandf.co.uk
Summary: This paper models the suitability of homeward commutes as a context for talking on a mobile telephone and text messaging. Analysis of these models identifies when and where large changes in suitability frequently arise. To bring commuters the greatest benefits, these are the changes upon which future applications of context-sensitivity and awareness need to focus.

[9] Usage and user experience of communication before and during rendezvous / Colbert, Martin Behaviour and Information Technology 2005 v.24 n.6 p.449-469
Link to Article at journalsonline.tandf.co.uk
Summary: This study examines the formation and change of collaborative learning social networks in a distributed learning community. A social network perspective is employed to understand how collaborative networks evolved over time when 31 distributed learners collaborated on a design project using a computer-mediated communication system during two semesters. Special attention was paid to how pre-existing friendship networks influenced the formation of macro-level collaborative learning networks and individual level social capital. We discovered that pre-existing friendship networks significantly influenced the formation of collaborative learning networks, but the effect was dependent on the developmental phase of community. Also, pre-existing networks generally acted as a social liability that constrained learners' ability to enhance their social networks and build social capital when they participated in a new learning environment. The results suggest that, in order to fully understand how to build effective collaborative learning and work environments, participants' social network structures need to be considered.

[10] Age Differences in Rendezvousing: 18-30s Vs. 31-45s Full Papers / Colbert, Martin Proceedings of the 2004 Asia Pacific Conference on Computer Human Interaction 2004-06-29 p.91-100
Link to Digital Content at Springer
Summary: One strategy for increasing the usefulness, ease of use and satisfaction of wireless navigation and related services is to tailor a package of services to meet the requirements of particular user groups. This paper reports a diary study, which compared the rendezvousing performance and behaviour of two age groups -- 18-30s and 31-45s. The age groups differed in the following respects: (i) 31-45s more frequently attributed problems rendezvousing to the overrunning of previous activities, and to the spontaneous performance of additional tasks ('side-stepping'); (ii) 31-45s more frequently experienced lost opportunities associated with the failure to meet as initially agreed in the form of personal sacrifices; and (iii) 31-45s more frequently changed plans for the rendezvous. The explanation for these differences suggested by the diaries is that commitments to spouse and children lead 31-45s to pack their lives more tightly with activities than 18-30s. Some implications for tailoring wireless navigation and related services to the 31-45 age group are discussed.

[11] A Diary Study of Rendezvousing: Group Size, Time Pressure and Connectivity Location Awareness / Colbert, Martin Proceedings of 2002 Conference on Human-Computer Interaction with Mobile Devices and Services 2002-09-18 p.21-35
Link to Digital Content at Springer
Summary: This paper reports an initial analysis of a diary study of rendezvousing as performed by university students. The study's tentative findings are: (i) usability ratings for communication services are a little worse during a rendezvous (when at least one person is en route) than before (when none have yet departed); (ii) problems rendezvousing caused more stress when the rendezvousing group was large (6 or more participants) than when the group was small, but led to no more lost opportunity. Finding (i) is attributed to the desire for instant communication (which is stronger when users are under time pressure), and the constraints placed upon interaction (which are tighter in public spaces than in personal spaces). Finding (ii) is attributed to the suggestion that large rendezvous include more acquaintances (whose contact details may not be known) and different kinds of subsequent activity. If rendezvousers need anything, this study suggests that they need greater connectivity and service availability, rather than greater bandwidth. Implications for the design of position-aware communications services are discussed.

[12] A diary study of rendezvousing: implications for position-aware computing and communications for the general public Mobile Collaboration / Colbert, Martin GROUP'01: International Conference on Supporting Group Work 2001-09-30 p.15-23
ACM Digital Library Link
Summary: This paper presents a diary study of rendezvousing as performed by university students. The study suggests that endezvousing frequently does not occur exactly as planned, but this is not necessarily problematic. It also reveals that 'problem' rendezvous were attributed more frequently to modes of travel, over-running of previous activities and lack of information about other rendezvousers, than to lack of information about travel, or local geography. These, and other, findings have implications for the design of position-aware computing and communications for the general public.

[13] A Diary Study of Rendezvousing: Implications for Position-Aware Communications for Mobile Groups / Colbert, M. Proceedings of IFIP INTERACT'01: Human-Computer Interaction 2001-07-09 p.723-724
[14] The Application of Process Models of Information Seeking During Conceptual Design: The Case of an Intranet Resource for the Re-Use of Multimedia Training Material in the Motor Industry / Colbert, Martin / Peltason, Christof / Fricke, Rolf / Sanderson, Mariana Proceedings of DIS'97: Designing Interactive Systems 1997-08-18 p.73-81
Keywords: Process models, Information seeking, Conceptual design, Multimedia, Training, Library, World Wide Web, Motor industry
Broken Link to ACM Digital Library
Summary: Process models of information seeking are widely held in the Human-Computer Interaction research community. This paper reports a project which applied such models to the design of an intranet resource for the re-use of multimedia training material in the motor industry. The models were found to help identify inherent limitations of an initial prototype, and to support the import of design ideas from other Web sites. However, the process models did not help to identify the information objects that information seekers may need to access and manipulate (documents, tables of contents, item summaries, indexes, lists of linked items etc). To better support design, it is suggested that process models of information seeking be expanded to include such objects. Also, designers may wish to regard process models as usable and useful, but incomplete.

[15] Style Guides and Their Application: The Case of Microsoft 'Windows' and a Remote Tutoring Environment / Colbert, Martin Behaviour and Information Technology 1997 v.16 n.1 p.25-42
Summary: The application of Graphical User Interface styles is supported by 'style guides' -- books which authoritatively specify a basic set of application controls (interface objects) and user input methods, and which advise when and how to use these controls and input methods. Style guides are typically presented as resources that encourage consistency and re-use. This paper reports a recent project which applied the Microsoft 'Windows' style as a de facto standard, rather than a resource. The style was applied in this manner, to offer potential customers a guarantee of usability (of a kind). The project was a success, in that the Windows re-design of a remote tutoring environment out-performed the previous, push button design in key respects in a usability trial. However, with the benefit of hindsight, the Windows re-design was also unnecessarily complex, because the project's view of style compliance was somewhat misleading. If styles are to be used as de facto standards, then it is suggested that projects are provided with explicit concepts of style compliance, compliance rules and compliance assessment procedures.

[16] Towards the Development of Classes of Interaction: Initial Illustration with Reference to Off-Load Planning / Colbert, Martin / Long, John Behaviour and Information Technology 1996 v.15 n.3 p.149-181
Summary: In recent years, a number of difficulties in designing interactions between military personnel and their command and control systems have been identified. These difficulties have been attributed to a lack of carry forward between procurement projects. This paper suggests that lack of carry forward is an integral part of current 'case by case' approaches to HCI. Consequently, a fundamentally different approach to HCI is required.
    The approach suggested here is a class approach. A class approach to HCI makes class <--> instance relationships between knowledge representations explicit by organising knowledge representations into class hierarchies. Given such hierarchies, procurement projects may consider the relevance of existing knowledge by attempting to locate the problem at hand within the hierarchy. Thus, a class approach to HCI may encourage carry forward by providing: (a) the opportunity to develop multiple instances of classes of interaction by specialising and instantiating class knowledge representations for the instances at hand; (b) the opportunity to apply research knowledge at different levels of development -- to the development of the class and the instance (not just the case); and (c) an additional means of reasoning about the completeness/selectivity of instance knowledge representations -- with respect to relevant, super-ordinate representations.
    This paper presents an initial illustration of a class approach to HCI. It identifies some key characteristics of a class approach to HCI, and then presents research and development work which exhibits these characteristics. Such an illustration is required, because current understanding about the nature of HCI concerns, and the relationships between HCI knowledge, practices and problems is such that one may not assume that all desirable approaches to HCI are necessarily realisable. Successful initial illustration provides an additional, encouraging precedent for full development of the approach.

[17] Assessing the Programming Language PML as a Task Analysis Method and Product Task Analysis / Whitefield, Andy / Wight, Julie / Life, Andrew / Colbert, Martin Proceedings of the HCI'91 Conference on People and Computers VI 1991-08-20 p.403-417
Keywords: Task analysis, Process modelling, Multi-user systems
Summary: This paper reports a feasibility study to investigate the possible use of the programming language PML (Process Modelling Language) for task analysis. In so doing, it proposes a number of criteria for assessing task analyses. The study used PML to analyse and describe the task of producing a multi-author research proposal. To assess the suitability of PML for this purpose, a number of criteria were identified, concerning the effectiveness of: the task analysis product; the task analysis method notational support; and the task analysis method procedural support. The assessment of PML suggests that it may well be suitable for task analysis, generating a task analysis product particularly appropriate for software engineers developing multi-role systems, and offering a clear notation for a task analysis method. Its principal weakness is the lack of procedural support it provides as a task analysis method.