14,744 research outputs found
Evaluating the End-User Experience of Private Browsing Mode
Nowadays, all major web browsers have a private browsing mode. However, the
mode's benefits and limitations are not particularly understood. Through the
use of survey studies, prior work has found that most users are either unaware
of private browsing or do not use it. Further, those who do use private
browsing generally have misconceptions about what protection it provides.
However, prior work has not investigated \emph{why} users misunderstand the
benefits and limitations of private browsing. In this work, we do so by
designing and conducting a three-part study: (1) an analytical approach
combining cognitive walkthrough and heuristic evaluation to inspect the user
interface of private mode in different browsers; (2) a qualitative,
interview-based study to explore users' mental models of private browsing and
its security goals; (3) a participatory design study to investigate why
existing browser disclosures, the in-browser explanations of private browsing
mode, do not communicate the security goals of private browsing to users.
Participants critiqued the browser disclosures of three web browsers: Brave,
Firefox, and Google Chrome, and then designed new ones. We find that the user
interface of private mode in different web browsers violates several
well-established design guidelines and heuristics. Further, most participants
had incorrect mental models of private browsing, influencing their
understanding and usage of private mode. Additionally, we find that existing
browser disclosures are not only vague, but also misleading. None of the three
studied browser disclosures communicates or explains the primary security goal
of private browsing. Drawing from the results of our user study, we extract a
set of design recommendations that we encourage browser designers to validate,
in order to design more effective and informative browser disclosures related
to private mode
Privacy Preserving Internet Browsers: Forensic Analysis of Browzar
With the advance of technology, Criminal Justice agencies are being
confronted with an increased need to investigate crimes perpetuated partially
or entirely over the Internet. These types of crime are known as cybercrimes.
In order to conceal illegal online activity, criminals often use private
browsing features or browsers designed to provide total browsing privacy. The
use of private browsing is a common challenge faced in for example child
exploitation investigations, which usually originate on the Internet. Although
private browsing features are not designed specifically for criminal activity,
they have become a valuable tool for criminals looking to conceal their online
activity. As such, Technological Crime units often focus their forensic
analysis on thoroughly examining the web history on a computer. Private
browsing features and browsers often require a more in-depth, post mortem
analysis. This often requires the use of multiple tools, as well as different
forensic approaches to uncover incriminating evidence. This evidence may be
required in a court of law, where analysts are often challenged both on their
findings and on the tools and approaches used to recover evidence. However,
there are very few research on evaluating of private browsing in terms of
privacy preserving as well as forensic acquisition and analysis of privacy
preserving internet browsers. Therefore in this chapter, we firstly review the
private mode of popular internet browsers. Next, we describe the forensic
acquisition and analysis of Browzar, a privacy preserving internet browser and
compare it with other popular internet browser
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Models for Learning (Mod4L) Final Report: Representing Learning Designs
The Mod4L Models of Practice project is part of the JISC-funded Design for Learning Programme. It ran from 1 May â 31 December 2006. The philosophy underlying the project was that a general split is evident in the e-learning community between development of e-learning tools, services and standards, and research into how teachers can use these most effectively, and is impeding uptake of new tools and methods by teachers. To help overcome this barrier and bridge the gap, a need is felt for practitioner-focused resources which describe a range of learning designs and offer guidance on how these may be chosen and applied, how they can support effective practice in design for learning, and how they can support the development of effective tools, standards and systems with a learning design capability (see, for example, Griffiths and Blat 2005, JISC 2006). Practice models, it was suggested, were such a resource.
The aim of the project was to: develop a range of practice models that could be used by practitioners in real life contexts and have a high impact on improving teaching and learning practice.
We worked with two definitions of practice models. Practice models are:
1. generic approaches to the structuring and orchestration of learning activities. They express elements of pedagogic principle and allow practitioners to make informed choices (JISC 2006)
However, however effective a learning design may be, it can only be shared with others through a representation. The issue of representation of learning designs is, then, central to the concept of sharing and reuse at the heart of JISCâs Design for Learning programme. Thus practice models should be both representations of effective practice, and effective representations of practice. Hence we arrived at the project working definition of practice models as:
2. Common, but decontextualised, learning designs that are represented in a way that is usable by practitioners (teachers, managers, etc).(Mod4L working definition, Falconer & Littlejohn 2006).
A learning design is defined as the outcome of the process of designing, planning and orchestrating learning activities as part of a learning session or programme (JISC 2006).
Practice models have many potential uses: they describe a range of learning designs that are found to be effective, and offer guidance on their use; they support sharing, reuse and adaptation of learning designs by teachers, and also the development of tools, standards and systems for planning, editing and running the designs.
The project took a practitioner-centred approach, working in close collaboration with a focus group of 12 teachers recruited across a range of disciplines and from both FE and HE. Focus group members are listed in Appendix 1. Information was gathered from the focus group through two face to face workshops, and through their contributions to discussions on the project wiki. This was supplemented by an activity at a JISC pedagogy experts meeting in October 2006, and a part workshop at ALT-C in September 2006. The project interim report of August 2006 contained the outcomes of the first workshop (Falconer and Littlejohn, 2006).
The current report refines the discussion of issues of representing learning designs for sharing and reuse evidenced in the interim report and highlights problems with the concept of practice models (section 2), characterises the requirements teachers have of effective representations (section 3), evaluates a number of types of representation against these requirements (section 4), explores the more technically focused role of sequencing representations and controlled vocabularies (sections 5 & 6), documents some generic learning designs (section 8.2) and suggests ways forward for bridging the gap between teachers and developers (section 2.6).
All quotations are taken from the Mod4L wiki unless otherwise stated
Design Principals of Social Navigation
8th Delos Workshop on "User Interfaces for Digital Libraries" (on 21 October it will be held in conjuction with the 4th ERCIM Workshop on "User Interfaces for All"), SICS, Kista, Sweden, 21-23 October 1998PERSON
User centred evaluation of a recommendation based image browsing system
In this paper, we introduce a novel approach to recommend images by mining user interactions based on implicit feedback of user browsing. The underlying hypothesis is that the interaction implicitly indicates the interests of the users for meeting practical image retrieval tasks. The algorithm mines interaction data and also low-level content of the clicked images to choose diverse images by clustering heterogeneous features. A user-centred, task-oriented, comparative evaluation was undertaken to verify the validity of our approach where two versions of systems { one set up to enable diverse image recommendation { the other allowing browsing only { were compared. Use was made of the two systems by users in simulated work task situations and quantitative and qualitative data collected as indicators of recommendation results and the levels of user's satisfaction. The responses from the users indicate that they nd the more diverse recommendation highly useful
Finding video on the web
At present very little is known about how people locate and view videos. This study draws a rich picture of everyday video seeking strategies and video information needs, based on an ethnographic study of New Zealand university students. These insights into the participantsâ activities and motivations suggest potentially useful facilities for a video digital library
How people find videos
At present very little is known about how people locate and view videos 'in the wild'. This study draws a rich picture of everyday video seeking strategies and video information needs, based on an ethnographic study of New Zealand university students. These insights into the participants' activities and motivations suggest potentially useful facilities for a video digital library
Life editing: Third-party perspectives on lifelog content
Lifelog collections digitally capture and preserve personal experiences and can be mined to reveal insights and understandings of individual significance. These rich data sources also offer opportunities for learning and discovery by motivated third parties. We employ a custom-designed storytelling application in constructing meaningful lifelog summaries from third-party perspectives. This storytelling initiative was implemented as a core component in a university media-editing course. We present promising
results from a preliminary study conducted to evaluate the
utility and potential of our approach in creatively
interpreting a unique experiential dataset
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