26,831 research outputs found
Usable Security: Why Do We Need It? How Do We Get It?
Security experts frequently refer to people as âthe weakest link in the chainâ of system
security. Famed hacker Kevin Mitnick revealed that he hardly ever cracked a password,
because it âwas easier to dupe people into revealing itâ by employing a range of social
engineering techniques. Often, such failures are attributed to usersâ 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
Usability and Trust in Information Systems
The need for people to protect themselves and their assets is as old as humankind. People's physical safety and their possessions have always been at risk from deliberate attack or accidental damage. The advance of information technology means that many individuals, as well as corporations, have an additional range of physical (equipment) and electronic (data) assets that are at risk. Furthermore, the increased number and types of interactions in cyberspace has enabled new forms of attack on people and their possessions. Consider grooming of minors in chat-rooms, or Nigerian email cons: minors were targeted by paedophiles before the creation of chat-rooms, and Nigerian criminals sent the same letters by physical mail or fax before there was email. But the technology has decreased the cost of many types of attacks, or the degree of risk for the attackers. At the same time, cyberspace is still new to many people, which means they do not understand risks, or recognise the signs of an attack, as readily as they might in the physical world. The IT industry has developed a plethora of security mechanisms, which could be used to mitigate risks or make attacks significantly more difficult. Currently, many people are either not aware of these mechanisms, or are unable or unwilling or to use them. Security experts have taken to portraying people as "the weakest link" in their efforts to deploy effective security [e.g. Schneier, 2000]. However, recent research has revealed at least some of the problem may be that security mechanisms are hard to use, or be ineffective. The review summarises current research on the usability of security mechanisms, and discusses options for increasing their usability and effectiveness
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A qualititative approach to HCI research
Whilst science has a strong reliance on quantitative and experimental methods, there are many complex, socially based phenomena in HCI that cannot be easily quantified or experimentally manipulated or, for that matter, ethically researched with experiments. For example, the role of privacy in HCI is not obviously reduced to numbers and it would not be appropriate to limit a person's privacy in the name of research. In addition, technology is rapidly changing â just think of developments in mobile devices, tangible interfaces and so on â making it harder to abstract technology from the context of use if we are to study it effectively. Developments such as mediated social networking and the dispersal of technologies in ubiquitous computing also loosen the connection between technologies and work tasks that were the traditional cornerstone of HCI. Instead, complex interactions between technologies and ways of life are coming to the fore. Consequently, we frequently find that we do not know what the real HCI issues are before we start our research. This makes it hard, if not actually impossible, to define the variables necessary to do quantitative research, (see Chapter 2).
Within HCI, there is also the recognition that the focus on tasks is not enough to design and implement an effective system. There is also a growing need to understand how usability issues are subjectively and collectively experienced and perceived by different user groups (Pace, 2004; Razavim and Iverson, 2006). This means identifying the users' emotional and social drives and perspectives; their motivations, expectations, trust, identity, social norms and so on. It also means relating these concepts to work practices, communities and organisational social structures as well as organisational, economic and political drivers. These issues are increasingly needed in the design, development and implementation of systems to be understood both in isolation and as a part of the whole.
HCI researchers are therefore turning to more qualitative methods in order to deliver the research results that HCI needs.With qualitative research, the emphasis is not on measuring and producing numbers but instead on understanding the qualities of a particular technology and how people use it in their lives, how they think about it and how they feel about it. There are many varied approaches to qualitative research within the social sciences depending on what is being studied, how it can be studied and what the goals of the research are.Within HCI, though, grounded theory has been found to provide good insights that address well the issues raised above (Pace, 2004; Adams, Blandford and Lunt, 2005; Razavim and Iverson, 2006).
The purpose of this chapter is to give an overview of how grounded theory works as a method. Quantitative research methods adopt measuring instruments and experimental manipulations that can be repeated by any researcher (at least in principle) and every effort is made to reduce the influence of the researcher on the researched, which is regarded as a source of bias or error. In contrast, in qualitative research, where the goal is understanding rather than measuring and manipulating, the subjectivity of the researcher is an essential part of the production of an interpretation. The chapter therefore discusses how the influence of the researcher can be ameliorated through the grounded theory methodology whilst also acknowledging the subjective input of the researcher through reflexivity. The chapter also presents a case study of how grounded theory was used in practice to study people's use and understanding of computer passwords and related security
Designing authentication with seniors in mind
Developers typically adopt perceived best practice, and in the case of authentication this means password security. However, given the wide range of technical solutions available and the diverse needs and limitations of older users, we suggest that the default adoption of electronic âusername and passwordâ authentication may not be 'best practice' or even good practice. This paper highlights some challenges faced by three seniors, each of whom has multiple age- related disabilities and concomitant life challenges. The result is that they cannot authenticate themselves when they need to access their devices and accounts. We conclude by suggesting a number of research directions calculated to address some of these challenges and promote inclusive design and allow for diverse user authentication
Penerbitan modul pembangunan kemahiran generik berlandaskan origami
Kebanyakan majikan kini memerlukan pekerja yang bukan sahaja mempunyai
kemahiran teknikal, tetapi juga memerlukan kemahiran generik untuk melaksanakan
tugas yang diberikan untuk meningkatkan produktiviti dan daya saing. Walau
bagaimanapun, kebanyakan graduan tidak bersedia untuk memenuhi keperluan aspek
pekerjaan berpusatkan kemahiran generik seperti kemahiran kepimpinan, kemahiran
komunikasi, kemahiran kerja berpasukan, kemahiran menyelesaikan masalah, kemahiran
keusahawanan, pemikiran kritis dan kemahiran kreatif. Kajian telah dilaksanakan untuk
origami yang berkaitan dengan peningkatan kemahiran generik dan mendedahkan
maklum balas positif. Kajian ini telah menyusun semua proses yang berkaitan ke dalam
satu modul rujukan. Tujuan kajian ini adalah untuk menilai kesesuaian modul disusun
untuk penerbitan dan pengedaran. Para responden yang dipilih untuk kajian ini adalah
seramai 40 guru dari Kolej Vokasional, Lebuh Cator, Ipoh, Perak. Instrumen dipatuhi
diedarkan selepas kursus demonstrasi dan perbincangan kumpulan untuk menilai tahap
persepsi terhadap kesesuaian modul untuk pembangunan kemahiran generik. Maklum
balas yang diperolehi melalui soal selidik ini dianalisis menggunakan SPSS versi 16
untuk min dan sisihan piawai dari maklum balas responden. Dapatan kajian
menunjukkan bahawa persepsi guru-guru terhadap kesesuaian modul yang tinggi dari
segi format, kandungan, bahan-bahan pembelajaran dan aktiviti latihan. Beberapa
cadangan telah dibuat pada akhir penyelidikan untuk meningkatkan kualiti modul bagi
membangunkan kemahiran generik pada masa akan datang
The economics of user effort in information security
A significant number of security breaches result from employees' failures to comply with security policies. The cause is often an honest mistake, such as when an employee enters their password in a phishing website, believing it to be a legitimate one.1 It can also be a workaround when faced with an impossible task, such as when an employee has so many different passwords that they must be written down
Moving from a "human-as-problem" to a "human-as-solution" cybersecurity mindset
Cybersecurity has gained prominence, with a number of widely publicised security incidents, hacking attacks and data breaches reaching the news over the last few years. The escalation in the numbers of cyber incidents shows no sign of abating, and it seems appropriate to take a look at the way cybersecurity is conceptualised and to consider whether there is a need for a mindset change.To consider this question, we applied a "problematization" approach to assess current conceptualisations of the cybersecurity problem by government, industry and hackers. Our analysis revealed that individual human actors, in a variety of roles, are generally considered to be "a problem". We also discovered that deployed solutions primarily focus on preventing adverse events by building resistance: i.e. implementing new security layers and policies that control humans and constrain their problematic behaviours. In essence, this treats all humans in the system as if they might well be malicious actors, and the solutions are designed to prevent their ill-advised behaviours. Given the continuing incidences of data breaches and successful hacks, it seems wise to rethink the status quo approach, which we refer to as "Cybersecurity, Currently". In particular, we suggest that there is a need to reconsider the core assumptions and characterisations of the well-intentioned human's role in the cybersecurity socio-technical system. Treating everyone as a problem does not seem to work, given the current cyber security landscape.Benefiting from research in other fields, we propose a new mindset i.e. "Cybersecurity, Differently". This approach rests on recognition of the fact that the problem is actually the high complexity, interconnectedness and emergent qualities of socio-technical systems. The "differently" mindset acknowledges the well-intentioned human's ability to be an important contributor to organisational cybersecurity, as well as their potential to be "part of the solution" rather than "the problem". In essence, this new approach initially treats all humans in the system as if they are well-intentioned. The focus is on enhancing factors that contribute to positive outcomes and resilience. We conclude by proposing a set of key principles and, with the help of a prototypical fictional organisation, consider how this mindset could enhance and improve cybersecurity across the socio-technical system
Password Based a Generalize Robust Security System Design Using Neural Network
Among the various means of available resource protection including biometrics, password based system is most simple, user friendly, cost effective and commonly used. But this method having high sensitivity with attacks. Most of the advanced methods for authentication based on password encrypt the contents of password before storing or transmitting in physical domain. But all conventional cryptographic based encryption methods are having its own limitations, generally either in terms of complexity or in terms of efficiency. Multi-application usability of password today forcing users to have a proper memory aids. Which itself degrades the level of security. In this paper a method to exploit the artificial neural network to develop the more secure means of authentication, which is more efficient in providing the authentication, at the same time simple in design, has given. Apart from protection, a step toward perfect security has taken by adding the feature of intruder detection along with the protection system. This is possible by analysis of several logical parameters associated with the user activities. A new method of designing the security system centrally based on neural network with intrusion detection capability to handles the challenges available with present solutions, for any kind of resource has presented
Gamification techniques for raising cyber security awareness
Due to the prevalence of online services in modern society, such as internet banking and social media, it is important for users to have an understanding of basic security measures in order to keep themselves safe online. However, users often do not know how to make their online interactions secure, which demonstrates an educational need in this area. Gamification has grown in popularity in recent years and has been used to teach people about a range of subjects. This paper presents an exploratory study investigating the use of gamification techniques to educate average users about password security, with the aim of raising overall security awareness. To explore the impact of such techniques, a role-playing quiz application (RPG) was developed for the Android platform to educate users about password security. Results gained from the work highlightedthat users enjoyed learning via the use of the password application, and felt they benefitted from the inclusion of gamification techniques. Future work seeks to expand the prototype into a full solution, covering a range of security awareness issues
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