21,888 research outputs found
Finding and Resolving Security Misusability with Misusability Cases
Although widely used for both security and usability concerns, scenarios used in security design may not necessarily inform the design of usability, and vice- versa. One way of using scenarios to bridge security and usability involves explicitly describing how design deci- sions can lead to users inadvertently exploiting vulnera- bilities to carry out their production tasks. This paper describes how misusability cases, scenarios that describe how design decisions may lead to usability problems sub- sequently leading to system misuse, address this problem. We describe the related work upon which misusability cases are based before presenting the approach, and illus- trating its application using a case study example. Finally, we describe some findings from this approach that further inform the design of usable and secure systems
Bridging the gap between digital libraries and e-learning
Digital Libraries (DL) are offering access to a vast amount of digital
content, relevant to practically all domains of human knowledge, which makes it
suitable to enhance teaching and learning. Based on a systematic literature review,
this article provides an overview and a gap analysis of educational use of DLs.The research work presented in this paper is partially supported by the FP7 Grant
316087 AComIn âAdvanced Computing for Innovationâ, funded by the European Commission in the FP7 Capacity Programme in 2012-2016.peer-reviewe
Group-centered framework towards a positive design of digital collaboration in global settings
Globally distributed groups require collaborative systems to support their
work. Besides being able to support the teamwork, these systems also should
promote well-being and maximize the human potential that leads to an engaging
system and joyful experience. Designing such system is a significant challenge
and requires a thorough understanding of group work. We used the field theory
as a lens to view the essential aspects of group motivation and then utilized
collaboration personas to analyze the elements of group work. We integrated
well-being determinants as engagement factors to develop a group-centered
framework for digital collaboration in a global setting. Based on the outcomes,
we proposed a conceptual framework to design an engaging collaborative system
and recommend system values that can be used to evaluate the system furtherComment: 6 Pages, 3 Figures, Positive computing, International Conference on
Industrial Enterprise and System Engineerin
Towards a kansei-based user modeling methodology for eco-design
We propose here to highlight the benefits of building a framework linking Kansei Design (KD), User Centered Design (UCD) and Eco-design, as the correlation between these fields is barely explored in research at the current time. Therefore, we believe Kansei Design could serve the goal of achieving more sustainable products by setting up an accurate understanding of the user in terms of ecological awareness, and consequently enhancing performance in the Eco-design process. In the same way, we will consider the means-end chain approach inspired from marketing research, as it is useful for identifying ecological values, mapping associated functions and defining suitable design solutions. Information gathered will serve as entry data for conducting scenario-based design, and supporting the development of an Eco-friendly User Centered Design methodology (EcoUCD).ANR-ECOUS
Knowledge Organization Systems (KOS) in the Semantic Web: A Multi-Dimensional Review
Since the Simple Knowledge Organization System (SKOS) specification and its
SKOS eXtension for Labels (SKOS-XL) became formal W3C recommendations in 2009 a
significant number of conventional knowledge organization systems (KOS)
(including thesauri, classification schemes, name authorities, and lists of
codes and terms, produced before the arrival of the ontology-wave) have made
their journeys to join the Semantic Web mainstream. This paper uses "LOD KOS"
as an umbrella term to refer to all of the value vocabularies and lightweight
ontologies within the Semantic Web framework. The paper provides an overview of
what the LOD KOS movement has brought to various communities and users. These
are not limited to the colonies of the value vocabulary constructors and
providers, nor the catalogers and indexers who have a long history of applying
the vocabularies to their products. The LOD dataset producers and LOD service
providers, the information architects and interface designers, and researchers
in sciences and humanities, are also direct beneficiaries of LOD KOS. The paper
examines a set of the collected cases (experimental or in real applications)
and aims to find the usages of LOD KOS in order to share the practices and
ideas among communities and users. Through the viewpoints of a number of
different user groups, the functions of LOD KOS are examined from multiple
dimensions. This paper focuses on the LOD dataset producers, vocabulary
producers, and researchers (as end-users of KOS).Comment: 31 pages, 12 figures, accepted paper in International Journal on
Digital Librarie
From Personalization to Adaptivity: Creating Immersive Visits through Interactive Digital Storytelling at the Acropolis Museum
Storytelling has recently become a popular way to guide museum visitors, replacing traditional exhibit-centric descriptions by story-centric cohesive narrations with references to the exhibits and multimedia content. This work presents the fundamental elements of the CHESS project approach, the goal of which is to provide adaptive, personalized, interactive storytelling for museum visits. We shortly present the CHESS project and its background, we detail the proposed storytelling and user models, we describe the provided functionality and we outline the main tools and mechanisms employed. Finally, we present the preliminary results of a recent evaluation study that are informing several directions for future work
Tracing the Scenarios in Scenario-Based Product Design: a study to support scenario generation
Scenario-based design originates from the human-computer interaction and\ud
software engineering disciplines, and continues to be adapted for product development. Product development differs from software development in the formerâs more varied context of use, broader characteristics of users and more tangible solutions. The possible use of scenarios in product design is therefore broader and more challenging. Existing design methods that involve scenarios can be employed in many different stages of the product design process. However, there is no proficient overview that discusses a\ud
scenario-based product design process in its full extent. The purposes of creating scenarios and the evolution of scenarios from their original design data are often not obvious, although the results from using scenarios are clearly visible. Therefore, this paper proposes to classify possible scenario uses with their purpose, characteristics and supporting design methods. The classification makes explicit different types of scenarios and their relation to one another. Furthermore, novel scenario uses can be referred or added to the classification to develop it in parallel with the scenario-based design\ud
practice. Eventually, a scenario-based product design process could take inspiration for creating scenarios from the classification because it provides detailed ï»żcharacteristics of the scenario
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