21,892 research outputs found

    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

    Connecting practice to research (and back to practice): making the leap from design practice to design research

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    This paper explores two questions: what skills and knowledge can be derived from research and brought back into design practice; and how can we better prepare designers to undertake research? Its aim was to enable design practitioners wishing to pursue research to understand the process and anticipate the scope and level of work. Additionally, it addressed the questions of how design education can incorporate a research-based curriculum and how professional bodies can promote the value of research to practitioners? A complementary paper was co-written and presented at the CONNECTED 07 conference, Sydney. It explores the process of undertaking a PhD within the framework of the UK design education system by examining it from a design and business perspective (Yee, J.S.R, Michlewski, K. and Bohemia, E. (2007) 'Interrogating the Academic Research Process in UK Design Education from Design and Business Perspectives', ConnectED 2007 – International Conference on Design Education, Sydney, (http://www.designdictator.com/publications/connected07.pdf). Yee’s research bridges the gap between contemporary design practice, the growth of professional knowledge and pedagogy, via empirical study and theoretical discourse. Yee is currently 2nd supervisor for a PhD, entitled; ‘The Development of a Framework to Understand Potential Relationships Between Services and Their Users’ and is contributing to the development of the Professional Practice Doctorate in Design in the CfDR

    Tribes & Cultures – Cross-disciplinary Communication: Pinpointing the Issues for eLearning

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    Effective communication and co-operation across disciplines is needed to create and deploy eLearning systems so that they contribute to enhanced outcomes for students and teachers. Using a Grounded Theory methodology we probed the cultures of the participating tribes: the Educationalists; the Instructional Designers; and the Information Technology Specialists. Six salient themes emerged from the semi-structured interview data of respondents selected from the three tribes, each of which is described in detail in this article. These themes give rise to Six Rules of Thumb to help promote fruitful communication and interaction among the tribes and cultures of eLearning system stakeholders, and thus result in improved eLearning systems

    E-Learning for Teachers and Trainers : Innovative Practices, Skills and Competences

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    Reproduction is authorised provided the source is acknowledged.Final Published versio

    Tangible user interfaces : past, present and future directions

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    In the last two decades, Tangible User Interfaces (TUIs) have emerged as a new interface type that interlinks the digital and physical worlds. Drawing upon users' knowledge and skills of interaction with the real non-digital world, TUIs show a potential to enhance the way in which people interact with and leverage digital information. However, TUI research is still in its infancy and extensive research is required in or- der to fully understand the implications of tangible user interfaces, to develop technologies that further bridge the digital and the physical, and to guide TUI design with empirical knowledge. This paper examines the existing body of work on Tangible User In- terfaces. We start by sketching the history of tangible user interfaces, examining the intellectual origins of this ïŹeld. We then present TUIs in a broader context, survey application domains, and review frame- works and taxonomies. We also discuss conceptual foundations of TUIs including perspectives from cognitive sciences, phycology, and philoso- phy. Methods and technologies for designing, building, and evaluating TUIs are also addressed. Finally, we discuss the strengths and limita- tions of TUIs and chart directions for future research

    Using pattern languages in participatory design

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    In this paper, we examine the contribution that pattern languages could make to user participation in the design of interactive systems, and we report on our experiences of using pattern languages in this way. In recent years, there has been a growing interest in the use of patterns and pattern languages in the design of interactive systems. Pattern languages were originally developed by the architect, Christopher Alexander, both as a way of understanding the nature of building designs that promote a ‘humane’ or living built environment; and as a practical tool to aid in participatory design of buildings. Our experience suggests that pattern languages do have considerable potential to support participatory design in HCI, but that many pragmatic issues remain to be resolved.</p
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