Anna Cox

{{short description|British neuroscientist}}

{{Infobox scientist

| name = Anna Louise Cox

| workplaces = University College London

| alma_mater = University of Hertfordshire
Queen Mary University of London

| thesis_title = Exploratory learning of interactive devices : what people do and what people learn

| thesis_url = http://www.worldcat.org/oclc/498609834

| thesis_year = 2002

}}

Anna Louise Cox is a British Professor of Human Computer Interaction in the University College London Faculty of Brain Sciences. Her research considers evidence-based approaches to reduce work-related stress and remain focussed through the use of digital technology. Cox serves as Vice Dean for Equality, Diversity & Inclusion and was an advisor to the House of Commons Digital, Culture, Media and Sport Committee for their select committee enquiry on immersive and addictive technologies.

Early life and education

Cox became interested in science as a child.{{Cite web|title=From the ZX Spectrum to smartwatches {{!}} The Psychologist|url=https://thepsychologist.bps.org.uk/volume-29/april/zx-spectrum-smartwatches|access-date=2021-01-23|website=thepsychologist.bps.org.uk}} Her father was a science teacher.{{Cite web|title=Anna Cox|url=https://www.1mwis.com/profiles/Anna-Cox|access-date=2021-01-23|website=Million STEM|language=en}} Cox studied cognitive science at the University of Hertfordshire.{{Cite web|last=|first=|date=|title=Iris View Profile Prof Anna Cox|url=https://iris.ucl.ac.uk/iris/browse/profile?upi=ACOXX11|archive-url=|archive-date=|access-date=2021-01-23|website=iris.ucl.ac.uk}} She moved to Queen Mary University of London for her graduate studies, where she focussed on human–computer interaction. Cox returned to the University of Hertfordshire for her doctoral research, where she studied exploratory learning using interactive devices.{{Cite book|last1=Cox|first1=Anna Louise|url=https://www.worldcat.org/oclc/498609834|title=Exploratory learning of interactive devices: what people do and what people learn|last2=University of Hertfordshire|date=2002|publisher=University of Hertfordshire|location=Hatfield|language=English|oclc=498609834}}

Research and career

In 2004, Cox was appointed to the faculty at the University College London Interaction Centre.{{Cite web|date=2004-07-09|title=Who got that job?|url=https://www.timeshighereducation.com/news/who-got-that-job/189972.article|access-date=2021-01-23|website=Times Higher Education (THE)|language=en}} In 2016, Cox became network Director of Get A Move On, a programme that looks to engage young people, office workers and older adults with digital technologies that benefit their health.{{Cite web|title=Team {{!}} Get A Move On|url=https://getamoveon.ac.uk/about/people|access-date=2021-01-23|website=getamoveon.ac.uk}}{{Cite web|title=About {{!}} Get A Move On|url=https://getamoveon.ac.uk/about|access-date=2021-01-23|website=getamoveon.ac.uk}} She was promoted to Professor in 2017. Her research considers how people interact with technology, and how these interactions impact their lives.

Cox has investigated e-mails, mindfulness apps and digital games.{{Cite journal|last1=Collins|first1=Emily|last2=Cox|first2=Anna|last3=Wilcock|first3=Caroline|last4=Sethu-Jones|first4=Geraint|date=2019-07-18|title=Digital Games and Mindfulness Apps: Comparison of Effects on Post Work Recovery|url=https://mental.jmir.org/2019/7/e12853|journal=JMIR Mental Health|language=EN|volume=6|issue=7|pages=e12853|doi=10.2196/12853|pmid=31322125 |pmc=6670275 |doi-access=free}} Early in her career, she demonstrated that playing digital games can serve to dissipate work stress.{{Cite web|last=Unknown|date=2014-03-17|title=BPS Occupational Digest: Gamers find it easier to relax and detach from work|url=http://bps-occupational-digest.blogspot.com/2014/03/gamers-find-it-easier-to-relax-and.html|access-date=2021-01-23|website=BPS Occupational Digest}} She has shown that people who receive constant, attention-seeking notifications are more likely to make mistakes or achieve their objectives.{{Cite web|last=Revell|first=Timothy|title=Wish you had a shorter workday? Here's why that's a bad idea|url=https://www.newscientist.com/article/mg23431250-100-why-the-fight-for-a-shorter-working-week-is-missing-the-point/|access-date=2021-01-23|website=New Scientist|language=en-US}}{{Cite web|last=Revell|first=Timothy|title=One day without notifications changes behaviour for two years|url=https://www.newscientist.com/article/2142807-one-day-without-notifications-changes-behaviour-for-two-years/|access-date=2021-01-23|website=New Scientist|language=en-US}} She proposed that to mitigate digital addiction and the obsessive compulsion to check social media, people should introduce micro-boundaries, such as removing their smart watches when they get home. Cox studied the etiquette of e-mailing, and how people make decisions to prioritise their responses.{{Cite journal|last1=Cox|first1=Anna L.|last2=Bird|first2=Jon|last3=Brumby|first3=Duncan P.|last4=Cecchinato|first4=Marta E.|last5=Gould|first5=Sandy J. J.|date=2020-11-23|title=Prioritizing unread e-mails: people send urgent responses before important or short ones|url=https://www.tandfonline.com/doi/full/10.1080/07370024.2020.1835481|journal=Human–Computer Interaction|volume=36 |issue=5–6 |language=en|pages=511–534|doi=10.1080/07370024.2020.1835481|s2cid=229483711 |issn=0737-0024}} She has argued that employers and employees should have discussions about expectations around e-mail usage.{{Cite web|last=says|first=Anu|title=Does Banning Out of Hours Email Increase Employee Engagement?|url=https://www.business2community.com/human-resources/banning-hours-email-increase-employee-engagement-01754762|access-date=2021-01-23|website=Business 2 Community}}{{Cite web|date=2017-01-02|title=In France, it's no longer OK to check work email out of hours|url=https://www.news.com.au/finance/work/at-work/france-introduces-legislation-giving-workers-the-right-to-disconnect/news-story/254547d7bb22316c7e361ee992df5848|access-date=2021-01-23|website=NewsComAu|language=en}} Cox has promoted the use of an Email Charter to help to mitigate the overwhelming number of e-mails people receive in the modern world.{{Cite web|last=Centre|first=UCLIC-UCL Interaction|title=Email Charter|url=https://uclic.ucl.ac.uk/people/anna-cox/email-charter|access-date=2021-01-23|website=UCLIC - UCL Interaction Centre|language=en}}{{Cite web|title=A scientist's guide to life: how to navigate digital living|url=https://www.sciencefocus.com/science/a-scientists-guide-to-life-digital-living/|access-date=2021-01-23|website=BBC Science Focus Magazine|language=en}}

Academic service

Cox has worked to improve gender equality in the sciences throughout her academic career.{{Cite web|last=UCL|date=2019-10-24|title=Professor Anna Cox appointed Vice Dean (Equality, Diversity & Inclusion)|url=https://www.ucl.ac.uk/brain-sciences/news/2019/oct/professor-anna-cox-appointed-vice-dean-equality-diversity-inclusion|access-date=2021-01-23|website=Brain Sciences|language=en}} She led the Division of Psychology & Language Sciences in furthering gender equality. Under her leadership, Cox achieved several silver level Athena SWAN awards. Cox serves as Vice Dean for Equality, Diversity & Inclusion.

Cox is the Chair of Governors at Sandringham School.{{Cite web|title=List of Governors – Sandringham School – Everybody can be somebody|url=https://sandringham.herts.sch.uk/list-of-governors/|access-date=2021-01-23|website=sandringham.herts.sch.uk}} In 2019 Cox was appointed a specialist advisor to the House of Commons Digital, Culture, Media and Sport Committee. In this capacity, she advised the government on the uses of immersive technologies{{Cite web|last=Centre|first=UCLIC-UCL Interaction|title=Prof Anna Cox has been appointed as Specialist Advisor to the DCMS Select Committee at the House of Commons!|url=https://uclic.ucl.ac.uk/news-events-seminars/prof-anna-cox-is-appointed-specialist-advisor-to-the-dcms-select-committee-at-the-house-of-commons|access-date=2021-01-23|website=UCLIC - UCL Interaction Centre|date=21 February 2019 |language=en}} and how technology can become addictive.

Selected publications

  • {{Cite journal|last1=Jennett|first1=Charlene|last2=Cox|first2=Anna L.|last3=Cairns|first3=Paul|last4=Dhoparee|first4=Samira|last5=Epps|first5=Andrew|last6=Tijs|first6=Tim|last7=Walton|first7=Alison|date=2008|title=Measuring and defining the experience of immersion in games|url=http://dx.doi.org/10.1016/j.ijhcs.2008.04.004|journal=International Journal of Human-Computer Studies|volume=66|issue=9|pages=641–661|doi=10.1016/j.ijhcs.2008.04.004|s2cid=1462839 |issn=1071-5819|via=|url-access=subscription}}
  • {{Cite book|last1=Adams|first1=Anne|chapter=Questionnaires, in-depth interviews and focus groups|chapter-url=http://dx.doi.org/10.1017/cbo9780511814570.003|title=Research Methods for Human–Computer Interaction|pages=17–34|place=Cambridge|publisher=Cambridge University Press|isbn=978-0-511-81457-0|access-date=2021-01-23|last2=Cox|first2=Anna L.|year=2008 |doi=10.1017/cbo9780511814570.003 |url=http://oro.open.ac.uk/11909/1/9780521870122c02_p17-34.pdf }}
  • {{Cite book|url=http://ebooks.cambridge.org/ref/id/CBO9780511814570|title=Research Methods for Human–Computer Interaction|date=2008|publisher=Cambridge University Press|isbn=978-0-511-81457-0|editor-last=Cairns|editor-first=Paul|location=Cambridge|doi=10.1017/cbo9780511814570|editor-last2=Cox|editor-first2=Anna L.}}

References