123 research outputs found

    Supporting lay users in privacy decisions when sharing sensitive data

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    The first part of the thesis focuses on assisting users in choosing their privacy settings, by using machine learning to derive the optimal set of privacy settings for the user. In contrast to other work, our approach uses context factors as well as individual factors to provide a personalized set of privacy settings. The second part consists of a set of intelligent user interfaces to assist the users throughout the complete privacy journey, from defining friend groups that allow targeted information sharing; through user interfaces for selecting information recipients, to find possible errors or unusual settings, and to refine them; up to mechanisms to gather in-situ feedback on privacy incidents, and investigating how to use these to improve a user’s privacy in the future. Our studies have shown that including tailoring the privacy settings significantly increases the correctness of the predicted privacy settings; whereas the user interfaces have been shown to significantly decrease the amount of unwanted disclosures.Insbesondere nach den jĂŒngsten Datenschutzskandalen in sozialen Netzwerken wird der Datenschutz fĂŒr Benutzer immer wichtiger. Obwohl die meisten Benutzer behaupten Wert auf Datenschutz zu legen, verhalten sie sich online allerdings völlig anders: Sie lassen die meisten Datenschutzeinstellungen der online genutzten Dienste, wie z. B. von sozialen Netzwerken oder Diensten zur Standortfreigabe, unberĂŒhrt und passen sie nicht an ihre Datenschutzanforderungen an. In dieser Arbeit werde ich einen Ansatz zur Lösung dieses Problems vorstellen, der auf zwei verschiedenen SĂ€ulen basiert. Der erste Teil konzentriert sich darauf, Benutzer bei der Auswahl ihrer Datenschutzeinstellungen zu unterstĂŒtzen, indem maschinelles Lernen verwendet wird, um die optimalen Datenschutzeinstellungen fĂŒr den Benutzer abzuleiten. Im Gegensatz zu anderen Arbeiten verwendet unser Ansatz Kontextfaktoren sowie individuelle Faktoren, um personalisierte Datenschutzeinstellungen zu generieren. Der zweite Teil besteht aus einer Reihe intelligenter BenutzeroberflĂ€chen, die die Benutzer in verschiedene Datenschutzszenarien unterstĂŒtzen. Dies beginnt bei einer OberflĂ€che zur Definition von Freundesgruppen, die im Anschluss genutzt werden können um einen gezielten Informationsaustausch zu ermöglichen, bspw. in sozialen Netzwerken; ĂŒber BenutzeroberflĂ€chen um die EmpfĂ€nger von privaten Daten auszuwĂ€hlen oder mögliche Fehler oder ungewöhnliche Datenschutzeinstellungen zu finden und zu verfeinern; bis hin zu Mechanismen, um In-Situ- Feedback zu Datenschutzverletzungen zum Zeitpunkt ihrer Entstehung zu sammeln und zu untersuchen, wie diese verwendet werden können, um die PrivatsphĂ€reeinstellungen eines Benutzers anzupassen. Unsere Studien haben gezeigt, dass die Verwendung von individuellen Faktoren die Korrektheit der vorhergesagten Datenschutzeinstellungen erheblich erhöht. Es hat sich gezeigt, dass die BenutzeroberflĂ€chen die Anzahl der Fehler, insbesondere versehentliches Teilen von Daten, erheblich verringern

    ACII 2009: Affective Computing and Intelligent Interaction. Proceedings of the Doctoral Consortium 2009

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    Wearables at work:preferences from an employee’s perspective

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    This exploratory study aims to obtain a first impression of the wishes and needs of employees on the use of wearables at work for health promotion. 76 employ-ees with a mean age of 40 years old (SD ±11.7) filled in a survey after trying out a wearable. Most employees see the potential of using wearable devices for workplace health promotion. However, according to employees, some negative aspects should be overcome before wearables can effectively contribute to health promotion. The most mentioned negative aspects were poor visualization and un-pleasantness of wearing. Specifically for the workplace, employees were con-cerned about the privacy of data collection

    Adapting gamification elements to learners’ personality dimensions

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    Gamification, adding game elements to non-game contexts, has been shown to improve users’ motivation, engagement and satisfaction in different disciplines, including health and education. However, existing research has pointed out that users’ attributes, such as personality and mood, can influence its effectiveness. This thesis therefore proposes a model that can be used to adapt gamification elements. One stable user attribute that can be employed as the basis for such adaptation is personality. The first step in building the model is to understand how personality dimensions interact with gamification elements in the online learning environment. We ran three experimental studies, each using the same approach and different gamification elements. In each study, we measured learners’ motivation, knowledge gain and satisfaction. The results from these studies and those available in the literature were used to establish rules for building an adaptive model, which was shown to be beneficial to learners in a further study that was carried out to evaluate it. The proposed adaptive model can be used as a starting point to build a dynamic adaptive model that will ensure that users have the best experience in any gamified system

    Studies on user control in ambient intelligent systems

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    People have a deeply rooted need to experience control and be effective in interactions with their environments. At present times, we are surrounded by intelligent systems that take decisions and perform actions for us. This should make life easier, but there is a risk that users experience less control and reject the system. The central question in this thesis is whether we can design intelligent systems that have a degree of autonomy, while users maintain a sense of control. We try to achieve this by giving the intelligent system an 'expressive interface’: the part that provides information to the user about the internal state, intentions and actions of the system. We examine this question both in the home and the work environment.We find the notion of a ‘system personality’ useful as a guiding principle for designing interactions with intelligent systems, for domestic robots as well as in building automation. Although the desired system personality varies per application, in both domains a recognizable system personality can be designed through expressive interfaces using motion, light, sound, and social cues. The various studies show that the level of automation and the expressive interface can influence the perceived system personality, the perceived level of control, and user’s satisfaction with the system. This thesis shows the potential of the expressive interface as an instrument to help users understand what is going on inside the system and to experience control, which might be essential for the successful adoption of the intelligent systems of the future.<br/
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