Charlene Jennett

Charlene Jennett
Research Associate
[email address hidden]
+44 (0)20 3108 7072 (x5 7072)
Room: 3.06
UCLIC, University College London
66 - 72 Gower Street
London, WC1E 6EA
United Kingdom

Research Interests

I'm interested in understanding how novel technologies and games stimulate positive experiences and learning. Currently I'm researching users' experiences of online citizen science projects - where volunteers (citizen scientists) collaborate with professional scientists to conduct scientific research. I enjoy using a mixture of qualitative and quantitative research methods, including interviews, questionnaires, eye-tracking.

External Activities

  • Co-chair for CHI Play Student Game Design Competition 2015 and 2016
  • Reviewer for various conferences and journals since 2010, including ACM CHI conference series, CHI Play, CogSci, Entertainment Computing, International Journal of Human-Computer Studies, Journal of Science Communication

Internal Activities

Teaching Students

Current Project

  • Open3D: Collaborative Editing for 3D Virtual Worlds (EPSRC). This project started in June 2015 and will run for 36 months. I will be leading research evaluating user's experiences of the Open3D platform.

Previous Projects

  • Citizen Cyberlab: Technology Enhanced Creative Learning in the field of Citizen Cyberscience (EU FP7). The project started in October 2012 and ran for 3 years. I led research evaluating the usability of citizen science platforms, exploring people's motivations for participation, and their experiences of creativity and learning.
  • TARGET: Transformative, Adaptive, Responsive and enGaging EnvironmenT (EU FP7). The project started in 2009 and ran for 3 years. I joined the project in 2011 and led research evaluating the usability and learning effects of a serious game.
  • PVNets: Privacy Value Networks (EPSRC). The project started in 2008 and ran for 3 years. I joined the project in 2010, researching different ways that people value their personal data.
  • SOLID project (TSB). The project started October 2009 and ran for 6 months. I joined the project as a research assistant, testing the usability of their new security system.
  • Immersion in Video Games (EPSRC studentship). I started my PhD research in 2006 and finished in 2009 (viva in 2010), investigating people's immersive experiences playing video games.

Articles in Popular Media

  • article in The Conversation: "The gamer in your life isn't ignoring you, they're blind to your presence" (June 2014)
  • article in The Conversation: "Is sending shoppers ads by Bluetooth just a bit creepy?" (Oct 2014)

Brief biography

I grew up in Hackney, East London. After studying Psychology A-level at Hackney Community College (2001-2003) I decided to continue my studies at university. I started my journey at UCL as a BSc Psychology student (2003-2006), where I first found out about Human-Computer Interaction research.

I joined UCLIC in the Summer of 2006, first as a research assistant, and then as a PhD student. My PhD supervisors were Dr Anna L. Cox and Dr Paul Cairns. During my PhD I investigated players' experiences of immersion in video games. Notably we developed the Immersive Experience Questionnaire (IEQ; Jennett et al., 2008) which has received over 500 citations to date.

After my PhD I joined the UCL Information Security group in October 2009, led by Prof. Angela Sasse. I worked on 3 projects (SOLID, PVNets, TARGET), investigating how privacy and trust issues can affect a person's experience of a security system, online services, and a serious game. In 2012 our conference paper "Too close for comfort" (Malheiros et al., 2012) was awarded a CHI honourable mention.

In October 2012, I returned to UCLIC to work on the Citizen Cyberlab project with Dr Anna L. Cox. This project allowed me to combine my interests of technology, games and learning, as I investigated people's experiences of citizen science apps and games. Recently our journal paper "Motivations, Learning and Creativity in Online Citizen Science" was published in the Journal of Science Communication (Jennett et al., 2016). In my current project, Open3D, I continue to investigate people's motivations and experiences of taking part in online citizen science projects.

Research Publications

Authors
Title
Year
Publication
Charlene Jennett, I Iacovides, Anna Cox, A Vikhanova, E Weigold, L Mostaghimi, Geraint Jones, J Jenkins, Sarah Gallacher, Yvonne Rogers Squeezy Green Balls: Promoting Environmental Awareness through Playful Interactions 2016 CHI Play, Conference proceeding, Austin, Texas
C Regalado, Charlene Jennett, L Kloetzer ‘Explorer of the World’ Playshops: Playspaces for Creativity and Learning in Citizen Science 2016 Playful Learning 2016, Conference Presentation, Playful Learning 2016 Manchester, UK
Charlene Jennett, L Kloetzer, J Himmelstein, A Vaugoux, I Iacovides, Anna Cox Learning in Game Jams: A Case Study of the GLASS Summer School 2016 Playful Learning 2016, Conference Presentation, Playful Learning 2016 Manchester, UK
L Kloetzer, Charlene Jennett, D Schneider Evaluating learning in online citizen science: Reflections on a mixed methods approach 2016 European Citizen Science Association (ECSA 2016), Conference Presentation, European Citizen Science Association (ECSA 2016) Berlin, Germany
Charlene Jennett, Anna Cox, L Kloetzer, D Schneider, E Li, Emily Collins, M Fritz, R Goujet, E Rusack, I Charalampidis Games and gamification in citizen science: Lessons from Citizen Cyberlab 2016 "Gaming for Good" workshop at ECSA 2016, Conference Presentation, "Gaming for Good" workshop at ECSA 2016 Berlin, Germany
Charlene Jennett, E Cognetti, J Summerfield, M Haklay Usability and interaction dimensions of participatory noise and ecological monitoring 2016 Chapter
Charlene Jennett, L Kloetzer, D Schneider, I Iacovides, Anna Cox, M Gold, B Fuchs, A Eveleigh, K Mathieu, Z Ajani Motivations, learning and creativity in online citizen science 2016 Journal of Science Communication, Journal article
I Iacovides, Anna Cox, R Kennedy, Paul Cairns, Charlene Jennett Removing the HUD: The impact of non-diegetic game elements and expertise on player involvement 2015 CHI PLAY 2015 - Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play, Conference proceeding
Charlene Jennett Creativity in Citizen Cyberlab 2015 Citizen Cyberlab Summit 2015, Conference Presentation, Citizen Cyberlab Summit 2015 Geneva, Switzerland
Charlene Jennett Identifying and promoting creativity in citizen science 2015 "Human-Centered Technologies for Citizen Science" symposium at CSA 2015, Conference Presentation, "Human-Centered Technologies for Citizen Science" symposium at CSA 2015 San Jose, California, USA
Charlene Jennett, Dominic Furniss, I Iacovides, Sarah Wiseman, Sandy Gould, Anna Cox Exploring Citizen Psych-Science and the Motivations of Errordiary Volunteers 2014 Human Computation, Journal article
Charlene Jennett, Anna Cox 8 guidelines for designing virtual citizen science projects 2014 Citizen + X Workshop: Volunteer-Based Crowdsourcing in Science, Public Health and Government. At HCOMP 2014, Conference proceeding, Pittsburgh, PA
J Himmelstein, M Couzic, Charlene Jennett, Anna Cox, R Goujet, A Lindner, F Taddei RedWire: A novel way to create and re-mix games 2014 CHI Play, Conference proceeding, Toronto, Canada
Charlene Jennett, MA Sasse Is sending shops ads by Bluetooth just a bit creepy? 2014 Http://theconversation.com/is-sending-shoppers-ads-by-bluetooth-just-a-bit-creepy-32643, Internet publication
Dominic Furniss, I Iacovides, Charlene Jennett, Sandy Gould, Anna Cox, Ann Blandford How to run an Errordiary Workshop: Exploring errors and resilience strategies with patients, professionals and the public 2014 Third Resilience Health Care Net Meeting, Conference proceeding, Hindsgavl Castle, Denmark
Charlene Jennett, Anna Cox The gamer in your life isn't ignoring you, they're blind to your presence 2014 Http://theconversation.com/the-gamer-in-your-life-isnt-ignoring-you-theyre-blind-to-your-presence-27885, Internet publication
Charlene Jennett, Anna Cox, D Mastracci, C Regalado From London to the Arctic: Exploring Engagement and Learning in Citizen Cyberscience 2014 Http://aglobalvillage.org/journal/issue12/virtualcitizen/jennett/, Internet publication
AMM Eveleigh, Charlene Jennett, Ann Blandford, P Brohan, Anna Cox Designing for Dabblers and Deterring Drop-Outs in Citizen Science 2014 CHI 2014, Conference proceeding, Toronto, ON, Canada
Charlene Jennett, Dominic Furniss, I Iacovides, Anna Cox In the MOOD for Citizen Psych-Science 2014 Citizen Cyberscience Summit 2014, Conference proceeding, London, UK
E Parodi, MA Bedek, P Seitlinger, M Vannucci, Charlene Jennett, M Ruskov, JM Celdran Analysing players' performance in serious games 2014 International Journal of Technology Enhanced Learning, Journal article
Charlene Jennett, Anna Cox Eight guidelines for designing virtual citizen science projects 2014 AAAI Workshop - Technical Report, Conference proceeding
Sandy Gould, Dominic Furniss, Charlene Jennett, Sarah Wiseman, I Iacovides, Anna Cox MOODs: Building Massive Open Online Diaries for Researchers, Teachers and Contributors 2014 CHI 2014, Conference proceeding
B Cowley, M Fantato, Charlene Jennett, M Ruskov, N Ravaja Learning When Serious: Psychophysiological evaluation of a Technology-Enhanced Learning game 2014 EDUCATIONAL TECHNOLOGY & SOCIETY, Journal article
S Brostoff, Charlene Jennett, M Malheiros, MA Sasse Federated identity to access e-government services - Are citizens ready for this? 2013 Proceedings of the ACM Conference on Computer and Communications Security, Conference proceeding
L Kloetzer, D Schneider, Charlene Jennett, I Iacovides, A Eveleigh, Anna Cox, M Gold Learning by volunteer computing, thinking and gaming: What and how are volunteers learning by participating in Virtual Citizen Science? 2013 ESREA 2013, Conference proceeding, Berlin
A Eveleigh, Charlene Jennett, S Lynn, Anna Cox "I want to be a Captain! I want to be a Captain!": Gamification in the Old Weather Citizen Science Project. 2013 Gamifciation 2013, Conference proceeding, Stratford, ON, Canada
Charlene Jennett, A Eveleigh, K Mathieu, Z Ajani, Anna Cox Creativity in citizen science: All for one and one for all 2013 WebSci 2013 Workshop: Creativity and Attention in the Age of the Web, Conference proceeding, WebSci 2013 Workshop: Creativity and Attention in the Age of the Web
I Iacovides, Charlene Jennett, C Cornish-Trestrail, Anna Cox Do games attract or sustain engagement in citizen science?: A study of volunteer motivations 2013 CHI 2013, Conference proceeding, Paris, France
Charlene Jennett, L Kloetzer, M Gold, Anna Cox Sociability in virtual citizen science 2013 CHI 2013 Workshop: Designing and Evaluating Sociability in Online Video Games, Conference proceeding, CHI 2013 Workshop: Designing and Evaluating Sociability in Online Video Games
M Malheiros, S Brostoff, Charlene Jennett, MA Sasse Would You Sell Your Mother's Data? Personal Data Disclosure in a Simulated Credit Card Application. 2013 Chapter
N Conti, Charlene Jennett, J Maestre, MA Sasse When did my mobile turn into a 'sellphone'? A study of consumer responses to tailored smartphone ads 2012 British HCI, Conference proceeding, Birmingham, UK
Charlene Jennett, S Brostoff, M Malheiros, MA Sasse Adding insult to injury: consumer experiences of being denied credit 2012 INTERNATIONAL JOURNAL OF CONSUMER STUDIES, Journal article
M Malheiros, S Brostoff, Charlene Jennett, A Sasse Would You Sell Your Mother’s Data? Personal Data Disclosure in a Simulated Credit Card Application 2012 Workshop on the Economics of Information Security (WEIS) 2012, Conference proceeding, Berlin, Germany
M Malheiros, Charlene Jennett, S Patel, S Brostoff, MA Sasse Too close for comfort: a study of the effectiveness and acceptability of rich-media personalized advertising 2012 Proceedings of the 2012 ACM annual conference on Human Factors in Computing Systems, Conference proceeding, New York, NY, USA
M Zhang, Charlene Jennett, M Malheiros, MA Sasse Data after death: User requirements and design challenges for SNSs and email providers 2012 Memento Mori: Technology Design for the End of Life (CHI Workshop 2012), Conference proceeding, Austin, Texas
Charlene Jennett, M Malheiros, S Brostoff, MA Sasse Privacy for applicants versus lenders' needs for predictive power: Is it possible to bridge the gap? 2012 Chapter
M Malheiros, Charlene Jennett, W Seager, MA Sasse Trusting to Learn: Trust and Privacy Issues in Serious Games 2011 Chapter
Charlene Jennett, S Brostoff, M Malheiros, MA Sasse Investigating loan applicants' perceptions of alternative data items and the effect of incentives on disclosure 2010 Privacy and Usability Methods Pow-wow (PUMP) 2010: Proceedings, Conference proceeding
Charlene Jennett, Anna Cox, Paul Cairns Investigating Computer Game Immersion and the Component Real World Dissociation 2009 CHI EA 2009, Conference proceeding, New York, US
Charlene Jennett, Anna Cox, Paul Cairns, S Dhoparee, A Epps, T Tijs, A Walton Measuring and defining the experience of immersion in games 2008 INTERNATIONAL JOURNAL OF HUMAN-COMPUTER STUDIES, Journal article
Charlene Jennett, Anna Cox, Paul Cairns Being "in the game" 2008 Philosophy of Computer Games, Conference proceeding, Potsdam, Germany
N Bianchi-Berthouze, Paul Cairns, Anna Cox, Charlene Jennett, WW Kim On Posture as a Modality for Expressing and Recognizing Emotions 2006 Other
Paul Cairns, Anna Cox, Nadia Berthouze, Charlene Jennett, S Dhoparee Quantifying the experience of immersion in games. 2006 CogSci 2006 Workshop: Cognitive Science of Games and Gameplay, Conference proceeding, CogSci 2006 Workshop: Cognitive Science of Games and Gameplay
Anna Cox, Paul Cairns, Nadia Berthouze, Charlene Jennett The use of eyetracking for measuring immersion. 2006 CogSci 2006 Workshop: What have eye movements told us so far, and what is next, Conference proceeding
Charlene Jennett, Iacovides, P Skands, H Shomar, Anna Cox Gamification in citizen science: Projects in particle physics and synthetic biology N/A Poster, Gamification 2013 Stratford, ON, Canada
Charlene Jennett Is game immersion just another form of selective attention? An empirical investigation of real world dissociation in computer game immersion N/A Thesis / Dissertation