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Anicia N. Peters

dblp:128/9663 · also Anicia Peters · DBLP profile ↗
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6ranked-venue papers
0as first author
1since 2021 · last 2022
0000-0003-0310-5599ORCID · verified

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 5 · 1 since 2021Graphics, computer vision, multimedia, augmented reality and games · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
2 papers
Usability and user experience research · 25% Design research and methods · 25% Immersive interaction · 22%

Topics — the 4 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Design research and methods
participatory design
0.212016
Finding Gender-Inclusiveness Software Issues with GenderMag: A Field Investigation · CHI 2016
Haptics and multimodal interaction › haptics
haptic training
0.212015
Virtual Training: Learning Transfer of Assembly Tasks · IEEE Trans. Vis. Comput. Graph. 2015
Immersive interaction
virtual reality training
0.212015
Virtual Training: Learning Transfer of Assembly Tasks · IEEE Trans. Vis. Comput. Graph. 2015
Learning and educational technologies › skill training
training transfer
0.112015
Virtual Training: Learning Transfer of Assembly Tasks · IEEE Trans. Vis. Comput. Graph. 2015

Methods — techniques the papers use, named apart from their topics

multiple-case study · 0.2field study · 0.2mixed experimental design · 0.2mental rotation test · 0.2
YearPublicationVenuePosition
2022 Challenges and Paradoxes in Decolonising HCI: A Critical Discussion
abstract
Abstract The preponderance of Western methods, practices, standards, and classifications in the manner in which new technology-related knowledge is created and globalised has led to calls for more inclusive approaches to design. A decolonisation project is concerned with how researchers might contribute to dismantling and re-envisioning existing power relations, resisting past biases, and balancing Western heavy influences in technology design by foregrounding the authentic voices of the indigenous people in the entire design process. We examine how the establishment of local Global South HCI communities (AfriCHI and ArabHCI) has led to the enactment of decolonisation practices. Specifically, we seek to uncover how decolonisation is perceived in the AfriCHI and ArabHCI communities as well as the extent to which both communities are engaged with the idea of decolonisation without necessarily using the term. We drew from the relevant literature, our own outsider/insider lived experiences, and the communities’ responses to an online anonymised survey to highlight three problematic but interrelated practical paradoxes: a terminology, an ethical, and a micro-colonisation paradox. We argue that these paradoxes expose the dilemmas faced by local non-Western researchers as they pursue decolonisation thinking. This article offers a blended perspective on the decolonisation debate in HCI, CSCW, and the practice-based CSCW scholarly communities and invites researchers to examine their research work using a decolonisation lens.
Shaimaa Y. Lazem, Danilo Giglitto, Makuochi Nkwo, Hafeni Mthoko, Jessica Upani, Anicia N. Peters
Comput. Support. Cooperative Work.6
2016 Finding Gender-Inclusiveness Software Issues with GenderMag: A Field Investigation
abstract
Gender inclusiveness in computing settings is receiving a lot of attention, but one potentially critical factor has mostly been overlooked -- software itself. To help close this gap, we recently created GenderMag, a systematic inspection method to enable software practitioners to evaluate their software for issues of gender-inclusiveness. In this paper, we present the first real-world investigation of software practitioners' ability to identify gender-inclusiveness issues in software they create/maintain using this method. Our investigation was a multiple-case field study of software teams at three major U.S. technology organizations. The results were that, using GenderMag to evaluate software, these software practitioners identified a surprisingly high number of gender-inclusiveness issues: 25% of the software features they evaluated had gender-inclusiveness issues.
Margaret M. Burnett, Anicia N. Peters, Charles Hill 0001, Noha Elarief
CHI2
2016 GenderMag: A Method for Evaluating Software's Gender Inclusiveness
abstract
In recent years, research into gender differences has established that individual differences in how people problem-solve often cluster by gender. Research also shows that these differences have direct implications for software that aims to support users' problem-solving activities, and that much of this software is more supportive of problem-solving processes favored (statistically) more by males than by females. However, there is almost no work considering how software practitioners—such as User Experience (UX) professionals or software developers—can find gender-inclusiveness issues like these in their software. To address this gap, we devised the GenderMag method for evaluating problem-solving software from a gender-inclusiveness perspective. The method includes a set of faceted personas that bring five facets of gender difference research to life, and embeds use of the personas into a concrete process through a gender-specialized Cognitive Walkthrough. Our empirical results show that a variety of practitioners who design software—without needing any background in gender research—were able to use the GenderMag method to find gender-inclusiveness issues in problem-solving software. Our results also show that the issues the practitioners found were real and fixable. This work is the first systematic method to find gender-inclusiveness issues in software, so that practitioners can design and produce problem-solving software that is more usable by everyone.
Margaret M. Burnett, Simone Stumpf, Stephann Makri, Laura Beckwith, Irwin Kwan, Anicia N. Peters, Will Jernigan
Interact. Comput.7
2015 A principled evaluation for a principled idea garden
abstract
Many systems are designed to help novices who want to learn programming, but few support those who are not interested in learning (more) programming. This paper targets the subset of end-user programmers (EUPs) in this category. We present a set of principles on how to help EUPs like this learn just a little when they need to overcome a barrier. We then instantiate the principles in a prototype and empirically investigate the principles in two studies: a formative think-aloud study and a pair of summer camps attended by 42 teens. Among the surprising results were the complementary roles of implicitly actionable hints versus explicitly actionable hints, and the importance of both context-free and context-sensitive availability. Under these principles, the camp participants required significantly less in-person help than in a previous camp to learn the same amount of material in the same amount of time.
Will Jernigan, Amber Horvath, Michael Jongseon Lee, Margaret M. Burnett, Taylor Cuilty, Sandeep Kaur Kuttal, Anicia N. Peters, Irwin Kwan, Faezeh Bahmani, Amy J. Ko
VL/HCC7
2015 Virtual Training: Learning Transfer of Assembly Tasks
abstract
In training assembly workers in a factory, there are often barriers such as cost and lost productivity due to shutdown. The use of virtual reality (VR) training has the potential to reduce these costs. This research compares virtual bimanual haptic training versus traditional physical training and the effectiveness for learning transfer. In a mixed experimental design, participants were assigned to either virtual or physical training and trained by assembling a wooden burr puzzle as many times as possible during a twenty minute time period. After training, participants were tested using the physical puzzle and were retested again after two weeks. All participants were trained using brightly colored puzzle pieces. To examine the effect of color, testing involved the assembly of colored physical parts and natural wood colored physical pieces. Spatial ability as measured using a mental rotation test, was shown to correlate with the number of assemblies they were able to complete in the training. While physical training outperformed virtual training, after two weeks the virtually trained participants actually improved their test assembly times. The results suggest that the color of the puzzle pieces helped the virtually trained participants in remembering the assembly process.
Patrick Carlson, Anicia N. Peters, Stephen B. Gilbert, Judy M. Vance, Andy Luse
IEEE Trans. Vis. Comput. Graph.2
2014 Socio-technical practices and work-home boundaries
abstract
Recent advances in mobile technology have had many positive effects on the ways in which people can combine work and home life. For example, having remote access enables people to work from home, or work flexible hours that fit around caring responsibilities. They also support communication with colleagues and family members, and enable digital hobbies. However, the resulting 'always-online' culture can undermine work-home boundaries and cause stress to those who feel under pressure to respond immediately to digital notifications. This workshop will explore how a socio-technical perspective, which views boundaries as being constituted by everyday socio-technical practices, can inform the design of technologies that help maintain boundaries between work and home life.
Anna Louise Cox, Jon Bird, Natasha Mauthner, Susan M. Dray, Anicia N. Peters, Emily Collins 0001
Mobile HCI5