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Kenton O'Hara

Bio: Kenton O'Hara is an academic researcher from Microsoft. The author has contributed to research in topics: Mobile phone & Context (language use). The author has an hindex of 40, co-authored 156 publications receiving 7918 citations. Previous affiliations of Kenton O'Hara include University of Beira Interior & Commonwealth Scientific and Industrial Research Organisation.


Papers
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Proceedings ArticleDOI
07 May 2011
TL;DR: This workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.
Abstract: "Gamification" is an informal umbrella term for the use of video game elements in non-gaming systems to improve user experience (UX) and user engagement. The recent introduction of 'gamified' applications to large audiences promises new additions to the existing rich and diverse research on the heuristics, design patterns and dynamics of games and the positive UX they provide. However, what is lacking for a next step forward is the integration of this precise diversity of research endeavors. Therefore, this workshop brings together practitioners and researchers to develop a shared understanding of existing approaches and findings around the gamification of information systems, and identify key synergies, opportunities, and questions for future research.

1,767 citations

Journal ArticleDOI
TL;DR: A study of mobile workers that highlights different facets of access to remote people and information, and different facet of anytime, anywhere, and four key factors in mobile work are identified.
Abstract: The rapid and accelerating move towards use of mobile technologies has increasingly provided people and organizations with the ability to work away from the office and on the move. The new ways of working afforded by these technologies are often characterized in terms of access to information and people anytime, anywhere. This article presents a study of mobile workers that highlights different facets of access to remote people and information, and different facets of anytime, anywhere. Four key factors in mobile work are identified: the role of planning, working in "dead time," accessing remote technological and informational resources, and monitoring the activities of remote colleagues. By reflecting on these issues, we can better understand the role of technology and artifacts in mobile work and identify the opportunities for the development of appropriate technological solutions to support mobile workers.

599 citations

Proceedings ArticleDOI
Kenton O'Hara1, Abigail Sellen1
27 Mar 1997
TL;DR: A laboratory study that compares reading from paper to reading on-line finds critical differences that allow readers to deepen their understanding of the text, extract a sense of its structure, create a plan for writing, cross-refer to other documents, and interleave reading and writing.
Abstract: We report on a laboratory study that compares reading from paper to reading on-line. Critical differences have to do with the major advantages paper offers in supporting annotation while reading, quick navigation, and flexibility of spatial layout. These, in turn, allow readers to deepen their understanding of the text, extract a sense of its structure, create a plan for writing, cross-refer to other documents, and interleave reading and writing. We discuss the design implications of these findings for the development of better reading technologies.

593 citations

Proceedings ArticleDOI
Annette M. Adler1, Anuj Gujar1, Beverly L. Harrison1, Kenton O'Hara2, Abigail Sellen2 
01 Jan 1998
TL;DR: A diary study of how people read in the course of their daily working lives, using structured interviews to examine the range of reading activities that subjects carried out, and presents findings relating to both common characteristics and variation across the sample.
Abstract: In this paper we describe a diary study of how people read in the course of their daily working lives. Fifteen people from a wide variety of professions were asked to log their daily document activity for a period of 5 consecutive working days. Using structured interviews, we analysed their reading activities in detail. We examine the range of reading activities that our subjects carried out, and then present findings relating to both common characteristics and variation across the sample. From these findings, we discuss some implications for the design of digital readiig devices.

249 citations

Proceedings ArticleDOI
Kenton O'Hara1, Michael Massimi1, Richard Harper1, Simon Rubens, Jessica Morris 
15 Feb 2014
TL;DR: A study of WhatsApp is presented, developing anthopologist Tim Ingold's notion of dwelling, and it is suggested that this form of sociality is likely to be manifest in other smartphone IM-like applications.
Abstract: In this paper, we present a study of WhatsApp, an instant messaging smartphone application. Through our interviews with participants, we develop anthopologist Tim Ingold's notion of dwelling, and discuss how use of WhatsApp is constitutive of a felt-life of being together with those close by. We focus on the relationship "doings" in WhatsApp and how this togetherness and intimacy are enacted through small, continuous traces of narrative, of tellings and tidbits, noticings and thoughts, shared images and lingering pauses; this is constitutive of dwelling. Further, we discuss how an intimate knowing of others in these relationships, through past encounters and knowledge of coming together in the future, pertain to the particular forms of relationship engagements manifest through the possibilities presented in WhatsApp. We suggest that this form of sociality is likely to be manifest in other smartphone IM-like applications.

231 citations


Cited by
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Book Chapter
01 Jan 1996
TL;DR: In this article, Jacobi describes the production of space poetry in the form of a poetry collection, called Imagine, Space Poetry, Copenhagen, 1996, unpaginated and unedited.
Abstract: ‘The Production of Space’, in: Frans Jacobi, Imagine, Space Poetry, Copenhagen, 1996, unpaginated.

7,238 citations

Proceedings ArticleDOI
28 Sep 2011
TL;DR: A definition of "gamification" is proposed as the use of game design elements in non-game contexts and it is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena.
Abstract: Recent years have seen a rapid proliferation of mass-market consumer software that takes inspiration from video games. Usually summarized as "gamification", this trend connects to a sizeable body of existing concepts and research in human-computer interaction and game studies, such as serious games, pervasive games, alternate reality games, or playful design. However, it is not clear how "gamification" relates to these, whether it denotes a novel phenomenon, and how to define it. Thus, in this paper we investigate "gamification" and the historical origins of the term in relation to precursors and similar concepts. It is suggested that "gamified" applications provide insight into novel, gameful phenomena complementary to playful phenomena. Based on our research, we propose a definition of "gamification" as the use of game design elements in non-game contexts.

5,861 citations

Journal ArticleDOI
TL;DR: As an example of how the current "war on terrorism" could generate a durable civic renewal, Putnam points to the burst in civic practices that occurred during and after World War II, which he says "permanently marked" the generation that lived through it and had a "terrific effect on American public life over the last half-century."
Abstract: The present historical moment may seem a particularly inopportune time to review Bowling Alone, Robert Putnam's latest exploration of civic decline in America. After all, the outpouring of volunteerism, solidarity, patriotism, and self-sacrifice displayed by Americans in the wake of the September 11 terrorist attacks appears to fly in the face of Putnam's central argument: that \"social capital\" -defined as \"social networks and the norms of reciprocity and trustworthiness that arise from them\" (p. 19)'has declined to dangerously low levels in America over the last three decades. However, Putnam is not fazed in the least by the recent effusion of solidarity. Quite the contrary, he sees in it the potential to \"reverse what has been a 30to 40-year steady decline in most measures of connectedness or community.\"' As an example of how the current \"war on terrorism\" could generate a durable civic renewal, Putnam points to the burst in civic practices that occurred during and after World War II, which he says \"permanently marked\" the generation that lived through it and had a \"terrific effect on American public life over the last half-century.\" 3 If Americans can follow this example and channel their current civic

5,309 citations

Journal ArticleDOI
08 Sep 1978-Science

5,182 citations

Book
01 Jan 2003
TL;DR: In this paper, Sherry Turkle uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, virtual reality, and the on-line way of life.
Abstract: From the Publisher: A Question of Identity Life on the Screen is a fascinating and wide-ranging investigation of the impact of computers and networking on society, peoples' perceptions of themselves, and the individual's relationship to machines. Sherry Turkle, a Professor of the Sociology of Science at MIT and a licensed psychologist, uses Internet MUDs (multi-user domains, or in older gaming parlance multi-user dungeons) as a launching pad for explorations of software design, user interfaces, simulation, artificial intelligence, artificial life, agents, "bots," virtual reality, and "the on-line way of life." Turkle's discussion of postmodernism is particularly enlightening. She shows how postmodern concepts in art, architecture, and ethics are related to concrete topics much closer to home, for example AI research (Minsky's "Society of Mind") and even MUDs (exemplified by students with X-window terminals who are doing homework in one window and simultaneously playing out several different roles in the same MUD in other windows). Those of you who have (like me) been turned off by the shallow, pretentious, meaningless paintings and sculptures that litter our museums of modern art may have a different perspective after hearing what Turkle has to say. This is a psychoanalytical book, not a technical one. However, software developers and engineers will find it highly accessible because of the depth of the author's technical understanding and credibility. Unlike most other authors in this genre, Turkle does not constantly jar the technically-literate reader with blatant errors or bogus assertions about how things work. Although I personally don't have time or patience for MUDs,view most of AI as snake-oil, and abhor postmodern architecture, I thought the time spent reading this book was an extremely good investment.

4,965 citations