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Creators/Authors contains: "Amon, Mary Jean"

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  1. Interdependent privacy (IDP) violations occur when users share personal information about others without permission, resulting in potential embarrassment, reputation loss, or harassment. There are several strategies that can be applied to protect IDP, but little is known regarding how social media users perceive IDP threats or how they prefer to respond to them. We utilized a mixed-method approach with a replication study to examine user beliefs about various government-, platform-, and user-level strategies for managing IDP violations. Participants reported that IDP represented a 'serious' online threat, and identified themselves as primarily responsible for responding to violations. IDP strategies that felt more familiar and provided greater perceived control over violations (e.g., flagging, blocking, unfriending) were rated as more effective than platform or government driven interventions. Furthermore, we found users were more willing to share on social media if they perceived their interactions as protected. Findings are discussed in relation to control paradox theory. 
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  2. Although a great deal of research has examined interventions to help users protect their own information online, less work has examined methods for reducing interdependent privacy (IDP) violations on social media (i.e., sharing of other people's information). This study tested the effectiveness of concept-based (i.e., general information), fact-based (i.e., statistics), and narrative-based (i.e., stories) educational videos in altering IDP-relevant attitudes and multimedia sharing behaviors. Our study revealed concept and fact videos reduced sharing of social media content that portrayed people negatively. The narrative intervention backfired and increased sharing among participants who did not believe IDP violations to be especially serious; however, the narrative intervention decreased sharing for participants who rated IDP violations as more serious. Notably, our study found participants preferred narrative-based interventions with real world examples, despite other strategies more effectively reducing sharing. Implications for narrative transportation theory and advancing bottom-up (i.e., user-centered) psychosocial interventions are discussed. 
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  3. ‘Interdependent’ privacy violations occur when users share private photos and information about other people in social media without permission. This research investigated user characteristics associated with interdependent privacy perceptions, by asking social media users to rate photo-based memes depicting strangers on the degree to which they were too private to share. Users also completed questionnaires measuring social media usage and personality. Separate groups rated the memes on shareability, valence, and entertainment value. Users were less likely to share memes that were rated as private, except when the meme was entertaining or when users exhibited dark triad characteristics. Users with dark triad characteristics demonstrated a heightened awareness of interdependent privacy and increased sharing of others’ photos. A model is introduced that highlights user types and characteristics that correspond to different privacy preferences: privacy preservers, ignorers, and violators. We discuss how interventions to support interdependent privacy must effectively influence diverse users. 
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  4. Although some research highlights the benefits of behavioral routines for individual functioning, other research indicates that routines can reflect an individual's inflexibility and lower well-being. Given conflicting accounts on the benefits of routine, research is needed to examine how routineness versus flexibility in health-related behaviors correspond to personality traits, health, and occupational outcomes. We adopt a nonlinear dynamical systems approach to understanding routine using automatically sensed health-related behaviors collected from 483 information workers over a roughly two-month period. We utilized multidimensional recurrence quantification analysis to derive a measure of health regularity (routineness) from measures of daily step count, sleep duration, and heart rate variability (which relates to stress). Participants also completed measures of personality, health, and job performance at the start of the study and for two months via Ecological Momentary Assessments. Greater regularity was associated with higher neuroticism, lower agreeableness, and greater interpersonal and organizational deviance. Importantly, these results were independent of overall levels of each health indicator in addition to demographics. It is often believed that routine is desirable, but the results suggest that associations with routineness are more nuanced, and wearable sensors can provide insights into beneficial health behaviors. 
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  5. Undergraduate students ( N = 82) learned about microbiology with Crystal Island, a game-based learning environment (GBLE), which required participants to interact with instructional materials (i.e., books and research articles, non-player character [NPC] dialogue, posters) spread throughout the game. Participants were randomly assigned to one of two conditions: full agency , where they had complete control over their actions, and partial agency , where they were required to complete an ordered play-through of Crystal Island. As participants learned with Crystal Island, log-file and eye-tracking time series data were collected to pinpoint instances when participants interacted with instructional materials. Hierarchical linear growth models indicated relationships between eye gaze dwell time and (1) the type of representation a learner gathered information from (i.e., large sections of text, poster, or dialogue); (2) the ability of the learner to distinguish relevant from irrelevant information; (3) learning gains; and (4) agency. Auto-recurrence quantification analysis (aRQA) revealed the degree to which repetitive sequences of interactions with instructional material were random or predictable. Through hierarchical modeling, analyses suggested that greater dwell times and learning gains were associated with more predictable sequences of interaction with instructional materials. Results from hierarchical clustering found that participants with restricted agency and more recurrent action sequences had greater learning gains. Implications are provided for how learning unfolds over learners' time in game using a non-linear dynamical systems analysis and the extent to which it can be supported within GBLEs to design advanced learning technologies to scaffold self-regulation during game play. 
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  6. null (Ed.)
    Whereas social visual attention has been examined in computer-mediated (e.g., shared screen) or video-mediated (e.g., FaceTime) interaction, it has yet to be studied in mixed-media interfaces that combine video of the conversant along with other UI elements. We analyzed eye gaze of 37 dyads (74 participants) who were tasked with negotiating the price of a new car (as a buyer and seller) using mixed-media video conferencing under competitive or cooperative negotiation instructions (experimental manipulation). We used multidimensional recurrence quantification analysis to extract spatio-temporal patterns corresponding to mutual gaze (individuals look at each other), joint attention (individuals focus on the same elements of the interface), and gaze aversion (an individual looks at their partner, who is looking elsewhere). Our results indicated that joint attention predicted the sum of points attained by the buyer and seller (i.e., the joint score). In contrast, gaze aversion was associated with faster time to complete the negotiation, but with a lower joint score. Unexpectedly, mutual gaze was highly infrequent and unrelated to the negotiation outcomes and none of the gaze patterns predicted subjective perceptions of the negotiation. There were also no effects of gender composition or negotiation condition on the gaze patterns or negotiation outcomes. Our results suggest that social visual attention may operate differently in mixed-media collaborative interfaces than in face-to-face interaction. As mixed-media collaborative interfaces gain prominence, our work can be leveraged to inform the design of gaze-sensitive user interfaces that support remote negotiations among other tasks. 
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  7. We investigate the effects of perspective taking, privacy cues, and portrayal of photo subjects (i.e., photo valence) on decisions to share photos of people via social media. In an online experiment we queried 379 participants about 98 photos (that were previously rated for photo valence) in three conditions: (1) Baseline: participants judged their likelihood of sharing each photo; (2) Perspective-taking: participants judged their likelihood of sharing each photo when cued to imagine they are the person in the photo; and (3) Privacy: participants judged their likelihood to share after being cued to consider the privacy of the person in the photo. While participants across conditions indicated a lower likelihood of sharing photos that portrayed people negatively, they – surprisingly – reported a higher likelihood of sharing photos when primed to consider the privacy of the person in the photo. Frequent photo sharers on real-world social media platforms and people without strong personal privacy preferences were especially likely to want to share photos in the experiment, regardless of how the photo portrayed the subject. A follow-up study with 100 participants explaining their responses revealed that the Privacy condition led to a lack of concern with others’ privacy. These findings suggest that developing interventions for reducing photo sharing and protecting the privacy of others is a multivariate problem in which seemingly obvious solutions can sometimes go awry. 
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