71,314 research outputs found

    Activity-Centric Computing Systems

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    • Activity-Centric Computing (ACC) addresses deep-rooted information management problems in traditional application centric computing by providing a unifying computational model for human goal-oriented ‘activity,’ cutting across system boundaries. • We provide a historical review of the motivation for and development of ACC systems, and highlight the need for broadening up this research topic to also include low-level system research and development. • ACC concepts and technology relate to many facets of computing; they are relevant for researchers working on new computing models and operating systems, as well as for application designers seeking to incorporate these technologies in domain-specific applications

    Malicious User Experience Design Research for Cybersecurity

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    This paper explores the factors and theory behind the user-centered research that is necessary to create a successful game-like prototype, and user experience, for malicious users in a cybersecurity context. We explore what is known about successful addictive design in the fields of video games and gambling to understand the allure of breaking into a system, and the joy of thwarting the security to reach a goal or a reward of data. Based on the malicious user research, game user research, and using the GameFlow framework, we propose a novel malicious user experience design approac

    Human computer interaction for international development: past present and future

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    Recent years have seen a burgeoning interest in research into the use of information and communication technologies (ICTs) in the context of developing regions, particularly into how such ICTs might be appropriately designed to meet the unique user and infrastructural requirements that we encounter in these cross-cultural environments. This emerging field, known to some as HCI4D, is the product of a diverse set of origins. As such, it can often be difficult to navigate prior work, and/or to piece together a broad picture of what the field looks like as a whole. In this paper, we aim to contextualize HCI4D—to give it some historical background, to review its existing literature spanning a number of research traditions, to discuss some of its key issues arising from the work done so far, and to suggest some major research objectives for the future

    The Emerging Nature of Participation in Multispecies Interaction Design

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    Interactive technology has become integral part of daily life for both humans and animals, with animals often interacting with technologized environments on behalf of humans. For some, animals' participation in the design process is essential to design technology that can adequately support their activities. For others, animals' inability to understand and control design activities inevitably stands in the way of multispecies participatory practices. Here, we consider the essential elements of participation within interspecies interactions and illustrate its emergence, in spite of contextual constraints and asymmetries. To move beyond anthropomorphic notions of participation, and consequent anthropocentric practices, we propose a broader participatory model based on indexical semiosis, volition and choice; and we highlight dimensions that could define inclusive participatory practices more resilient to the diversity of understandings and goals among part-taking agents, and better able to account for the contribution of diverse, multispecies agents in interaction design and beyond

    Usable Security: Why Do We Need It? How Do We Get It?

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    Security experts frequently refer to people as “the weakest link in the chain” of system security. Famed hacker Kevin Mitnick revealed that he hardly ever cracked a password, because it “was easier to dupe people into revealing it” by employing a range of social engineering techniques. Often, such failures are attributed to users’ carelessness and ignorance. However, more enlightened researchers have pointed out that current security tools are simply too complex for many users, and they have made efforts to improve user interfaces to security tools. In this chapter, we aim to broaden the current perspective, focusing on the usability of security tools (or products) and the process of designing secure systems for the real-world context (the panorama) in which they have to operate. Here we demonstrate how current human factors knowledge and user-centered design principles can help security designers produce security solutions that are effective in practice

    Designing for Design Activity

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    The area of graphic design has expanded since digital media was introduced, and it requires new creative thinking skills in the design process. This paper proposes a design process for a graphic design graduate class using activity theory as a theoretical background. This design process consists of three phases to solve the design problems within diverse design projects. Each phase was examined in terms of how the elements of activity theory could apply to the design process. As a research method, Engeström’s activity system model was adapted and explored in the design processes. A case study is presented to see how the proposed design process applied to a design project. Keywords: Graphic Design Project, Design Process, Activity Theory, Prototyping</p

    User-Centered Comparison of Web Search Tools

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    This study explores a user-centered approach to the comparative evaluation of the Web search tool ProThes against popular all-purpose search engines Yandex and Google. An original research design was developed. Data were collected from 12 volunteers who performed 48 search tasks in total. Main outcomes include: (1) search strategy supported through ProThes can be quite effective for focused Web search and (2) ProThes’ interface and system performance must be improved.The research was supported in part by the Russian Fund of Basic Research, grant # 03-07-90342

    User-centered design in brain–computer interfaces — a case study

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    The array of available brain–computer interface (BCI) paradigms has continued to grow, and so has the corresponding set of machine learning methods which are at the core of BCI systems. The latter have evolved to provide more robust data analysis solutions, and as a consequence the proportion of healthy BCI users who can use a BCI successfully is growing. With this development the chances have increased that the needs and abilities of specific patients, the end-users, can be covered by an existing BCI approach. However, most end-users who have experienced the use of a BCI system at all have encountered a single paradigm only. This paradigm is typically the one that is being tested in the study that the end-user happens to be enrolled in, along with other end-users. Though this corresponds to the preferred study arrangement for basic research, it does not ensure that the end-user experiences a working BCI. In this study, a different approach was taken; that of a user-centered design. It is the prevailing process in traditional assistive technology. Given an individual user with a particular clinical profile, several available BCI approaches are tested and – if necessary – adapted to him/her until a suitable BCI system is found
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