- Research Interests
- External Activities
- Internal Activities
- Teaching Students
- Current Project
- Previous Projects
- Articles in Popular Media
- Brief biography
- Research Publications
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.
- 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
- PALS Athena SWAN Self-Assessment Team member since 2015
- PALS Green Impact Team member since 2015
- STEM placement supervisor for in2scienceUK, 2014 and 2016
- UCLIC MSc Human-Computer Interaction project supervisor since 2011
- UCL BSc Psychology mini-project supervisor (2nd year students) since 2009
- UCL BSc Psychology seminar tutor (1st years) since 2015
- 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.
- 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)
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.
|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|
|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|
|B Cowley, M Fantato, Charlene Jennett, M Ruskov, N Ravaja||Learning When Serious: Psychophysiological evaluation of a Technology-Enhanced Learning game||2013||Educational Technology and Society, Journal article|
|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||INT J HUM-COMPUT ST, 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|