What People Actually Do


Computers are social actors  (1994)
Clifford Nass, Jonathan Steuer and Ellen R. Tauber

Modeling time-constrained learning in a highly interactive task (1995)
Malcolm I. Bauer and Bonnie E. John

A model that makes predictions of learning and performance time, in an attempt to develop useful "learnability predictions". Tested on Super Mario Bros 3.

Does animation in user interfaces improve decision making? (1996)
Cleotilde Gonzalez

Email overload: exploring personal information management of email (1996)
Steve Whittaker and Candace Sidner

The authors found three basic strategies; which one do you use?

A comparison of reading paper and on-line documents (1997)
Kenton O'Hara and Abigail Sellen

One of my favorite papers. Reminiscent of Cathy Marshall's publications in the hypertext proceedings, in that the authors study "everyday" behavior that is assumed to be well understood, and find all sorts of interesting things to report.

A factor analysis of user cognition and emotion (1997)
Judith Ramsay

Contains a very funny list of "themes representative of users' states of mind during breakdowns."

A diary study of work-related reading: design implications for digital reading devices (1998)
Annette Adler, Anuj Gujar, Beverly L. Harrison, Kenton O'Hara and Abigail Sellen

The first noble truth of CyberSpace: people are people (even when they MOO) (1998)
Diane J. Schiano and Sean White

Heart rate variability: indicator of user state as an aid to human-computer interaction (1998)
Dennis W. Rowe, John Sibert and Don Irwin