3,281 research outputs found

    A socio-cognitive and computational model for decision making and user modelling in social phishing

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    Systems software quality, and system security in particular, is often compromised by phishing attacks. The latter were relatively easy to detect through phishing content filters, in the past. However, it has been increasingly difficult to stop more recent and sophisticated social phishing attacks. To protect the citizens from new types of phishing attacks, software quality engineers need to provide equally sophisticating preventive technology that models people’s reactions. The authors considered the behaviour of people on the Internet from a socio-cognitive perspective and deduced who could be more prone to be spoofed by social phishing techniques. The authors herein propose a computational and interdisciplinary metamodelling methodology, which can assist in capturing and understanding people’s interactive behaviour when they are online. Online behaviour can reveal Internet users’ knowledge, information, and beliefs in a given social context; these could also constitute significant factors for trust in social phishing circumstances which, in turn, can provide valuable insights and decision making meta-knowledge for recognition of potential victims of phishers. The proposed modelling approach is illustrated and explained using real-life phishing cases. This meta-model can i) help social computing and phishing researchers to understand users’ trust decisions from a socio-cognitive perspective, and ii) open ways to integrate artificial intelligence design techniques within software quality management practices in order to protect citizens from being spoofed by social phishing attacks. Thus, this software design quality approach will increase system security as a proactive maintenance strategy

    Evaluating embodied conversational agents in multimodal interfaces

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    Based on cross-disciplinary approaches to Embodied Conversational Agents, evaluation methods for such human-computer interfaces are structured and presented. An introductory systematisation of evaluation topics from a conversational perspective is followed by an explanation of social-psychological phenomena studied in interaction with Embodied Conversational Agents, and how these can be used for evaluation purposes. Major evaluation concepts and appropriate assessment instruments – established and new ones – are presented, including questionnaires, annotations and log-files. An exemplary evaluation and guidelines provide hands-on information on planning and preparing such endeavours

    Alter ego, state of the art on user profiling: an overview of the most relevant organisational and behavioural aspects regarding User Profiling.

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    This report gives an overview of the most relevant organisational and\ud behavioural aspects regarding user profiling. It discusses not only the\ud most important aims of user profiling from both an organisation’s as\ud well as a user’s perspective, it will also discuss organisational motives\ud and barriers for user profiling and the most important conditions for\ud the success of user profiling. Finally recommendations are made and\ud suggestions for further research are given

    Do you really know your consumers? : analyzing the impact of consumer knowledge on use and failure evaluation of consumer electronics

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    The field of Consumer Electronics (CE) can be characterized by continuous technological innovation, fierce global competition, strong pressure on time-to-market, fast adoption cycles and increasingly complex business processes. In this context it is increasingly challenging for product designers and developers to provide products with unique features and excellent price / performance characteristics, as well as having to provide products that meet all the consumer’s expectations. From a business perspective, research has shown that the number of consumer complaints and even product returns is increasing for complex CE (Den Ouden, 2006). Further research on the causes of these complaints showed that almost half of the complaints were due to non-technical reasons. Therefore, more insight is needed into product quality and reliability from a consumer point of view. A literature review showed that quality and reliability methods that are currently used in product development insufficiently prevent the large variety of consumer complaints: the number of consumer complaints is rising while at the same time the root cause of these complaints is more difficult to retrace. Product failures need to be measured and analyzed from a consumer’s point of view since the traditional fault-complaint propagation model fails to capture all potential sources of consumer complaints. More insight is needed into the relation between the diversity of consumers and the propagation of product development faults to these "Consumer-Perceived Failures" (CPFs).A conceptual framework was developed to model the underlying factors related to the propagation of product development faults to consumer complaints from a consumer point of view. This framework is based on insights from human-computer interaction and consumer behavior literature and the results of an explorative experiment. Furthermore, the most commonly used consumer selection criteria for consumer tests based on demographics and/or product adoption related characteristics do not sufficiently cover differences in CPFs. The consumer characteristic "consumer knowledge" is hypothesized to have a strong impact on differences in the underlying variables of this framework. A review of relevant consumer models and consumer characteristics used in human-computer interaction and consumer behavior research shows that this construct relates to cognitive structures consumers have about a product’s functioning as well as cognitive processes needed to use a complex CE product. This dissertation therefore aimed to investigate the hypothesized effect of consumer knowledge on two important variables of the conceptual framework: product usage behavior and failure attribution. By using multiple surveys, two laboratory experiments and a web-based experiment, the following aspects of the conceptual framework were investigated in this dissertation: • How and to what extent consumers can be differentiated on knowledge of complex CE • The effect of consumer knowledge on differences in product usage behavior • The effect of consumer knowledge on differences in attribution of product failures The results of the surveys to differentiate consumers on knowledge (both core and supplemental domains) of innovative LCD televisions demonstrated the successful development and validation of measurements of both subjective and objective measurements of expertise and familiarity. It was concluded that the selection of consumer knowledge constructs as criterion for differentiating consumers for a consumer test depends on the target consumer group for a product (e.g. a very narrow homogeneous consumer group versus mass consumer markets), the type of product (e.g. passive versus active interaction) and the goal of the consumer test. The laboratory experiment which investigated the effect of subjective expertise and objective familiarity on product usage behavior showed that higher levels of subjective expertise on both the television and computer domain result in significantly better effectiveness and efficiency and less interaction problems when performing complex product related tasks. Next, the results also showed that differences in subjective expertise stronger relate to differences in product usage behavior than those in objective familiarity. The findings of this study help product developers and designers to better understand differences in product usage behavior when consumers encounter interaction problems and can therefore help the product designers and developers to take better design decisions.The results of both failure attribution experiments with simulated failure scenarios of picture quality failures in an LCD television showed that only objective expertise differences affect differences in consumer perception of product failures. However, although the failure attribution of consumers with higher levels of objective expertise has more dimensions and is more refined, higher levels of objective expertise on a product do not automatically result in attributions that are more in accordance with the real physical cause of the failure. This has important implications because currently used test methods often differentiate consumers only on previous experience (i.e. familiarity) with a product. The results of both studies also demonstrated that both failure cause and failure impact do not significantly affect how consumers attribute the failures. In total it can be concluded that, when evaluating the effect of consumer diversity on fault-complaint propagation, consumer knowledge can be used to differentiate product use and failure attribution for complex CE. However, it should be noted that especially for failure attribution this effect is not consistent across different types of failures. In addition, compared to objective and subjective familiarity and subjective expertise, objective expertise has the strongest impact. In the context of fast evolving complex CE, objective expertise measurements are becoming increasingly important because familiarity or subjective expertise measurements on the (technical) functioning of currently available products can quickly become "incorrect" or "incomplete" for the next generation of products. These insights can support product designers and developers to make the right design decisions to enhance consumer satisfaction

    The Importance of Transparency and Willingness to Share Personal Information

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    This study investigates the extent to which individuals are willing to share their sensitive personal information with companies. The study examines whether skepticism can influence willingness to share information. Additionally, it seeks to determine whether transparency can moderate the relationship between skepticism and willingness to share and whether 1) companies perceived motives, 2) individual’s prior privacy violations, 3) individuals’ propensity to take risks, and 4) individuals self-efficacy act as antecedents of skepticism. Partial Least Squares (PLS) regression is used to examine the relationships between all the factors. The findings indicate that skepticism does have a negative impact on willingness to share personal information and that transparency can reduce skepticis

    A pilot study to assess the usability of a novel psychotherapeutic interactive gaming application as a tool to measure facial emotion recognition in patients with schizophrenia

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    This work presents the development and the assessment of Feeling Master, a novel psychotherapeutic interactive gaming application that uses cartoon stimuli to measure facial emotion recognition in schizophrenic patients. A pilot study among 24 patients with schizophrenia (PS) and 17 healthy control (HC) subjects was conducted to assess the usability of Feeling Master as a tool to measure facial emotion recognition ability in schizophrenic patients. The usability assessment of the application was based on three criteria: adaptability, effectiveness, and efficiency of the tool (Nielsen, 1994; Schwebel, McClure, & Severson, 2014). The study also attempted to determine whether people with schizophrenia would show emotion recognition deficits and if such deficits would vary among the basic emotions described by Ekman and Friesen (1971). Moreover, our team aimed to relate the results of facial emotion recognition within the schizophrenia group to clinical variables such as the Personal and Situational Attribution Questionnaire (IPSAQ). Descriptive data reveal that Feeling Master is a useful tool for measuring facial emotion recognition in patients with schizophrenia. Schizophrenia patients showed impairments in the emotions recognition. PS subjects remained slower than HC (Average time: F(1.38) = 15.1, p = 0.000). On the other hand, we did not find significant values for the overall emotion discrimination (average accuracy: F(1.38) = 0.733, p>0.05), but we found significant error rates for discrimination in fear: F=(1.38)=8.2, p < 0.007) ) using Fisher¿s exact test to compare errors between PS and HC groups. Using the Feeling Master tool, the performances of patients with schizophrenia were compared to those of healthy control volunteers on computerized tasks of emotion recognition, and the Personal and Situational Attribution Questionnaire (IPSAQ) was administered to determine whether emotion processing deficits were correlated with the attributional style. The correlations between correct response on the Feeling Master and Personal and Situational Attribution Questionnaire (IPSAQ) were not significant, but they showed interesting relations: Sad vs. External Situational Negative, Rho= 0.346, p=0.106; Sad vs. External Situational Positive, Rho=0.320, p=0.136. Finally, the Technology Acceptance Model (TAM) was used to study the acceptance among professionals of the Feeling Master as a tool to measure facial emotion recognition in rehabilitation psychiatric units. The TAM study was conducted among 66 experienced mental health professionals. Except for Perceived Ease of Use (PEOU), which has a high value, the other TAM construct values (i.e., Perceived usefulness (PU), Attitude Toward Using (ATU), Enjoyment (E), and Behavioral Intention (BI)) should be improved. In conclusion, the study puts forward the usability of a novel, psychotherapeutic interactive gaming tool used in Facial Emotion Recognition for people with schizophrenia. These findings lend support to the notion that difficulties in emotion recognition are associated with key cognitive deficits among individuals with schizophrenia. These findings were consistent with previous studies.Este trabajo presenta el desarrollo y la evaluación de Feeling Master, un novedoso videojuego psicoterapéutico que utiliza ilustraciones faciales como estímulos para medir el reconocimiento de emociones en pacientes esquizofrénicos. Se realizó un estudio piloto a 24 pacientes con diagnostico de esquizofrenia (PS) y 17 controles voluntarios (HC) para evaluar la usabilidad de Feeling Master como herramienta para la medición del reconocimiento de emociones faciales en pacientes esquizofrénicos. La evaluación de la usabilidad de Feeling Master se baso en tres criterios: la adaptabilidad, la eficacia y la eficiencia de la herramienta (Nielsen, 1994; Schwebel et al., 2014). Conjuntamente, se intentó determinar si las personas enfermas de esquizofrenia muestran déficits en el reconocimiento de las emociones faciales y si tales déficits varían entre las distintas emociones básicas descritas por Ekman y Friesen (1971). Además, se relacionaron los resultados del reconocimiento de emociones faciales del grupo de personas enfermas de esquizofrenia con variables clínicas como el cuestionario de atribuciones internas, personales y situacionales (IPSAQ). Los resultados obtenidos en este estudio revelan que Feeling Master es una herramienta efectiva para la medición del reconocimiento de emociones faciales en personas enfermas de esquizofrenia. Los pacientes con diagnostico de esquizofrenia mostraron un déficit de reconocimiento de las emociones faciales. El grupo PS necesitó mas tiempo que el grupo HC para el reconocimiento de las emociones (tiempo medio: F (1,38) = 15,1, p = 0,000). El estudio no evidenció valores significativos para la discriminación en general de emociones faciales (precisión media: F (1,38) = 0.733, p> 0,05). Por otra parte, se encontró una tasa de error significativo para la discriminación en el miedo: F = (1 , 38) = 8,2, p <0.007)) con la prueba exacta de Fisher para comparar errores entre los grupos PS y HC. Los resultados del reconocimiento de emociones faciales del grupo PS obtenidos con el Feeling Master, se relacionaron con el IPSAQ para determinar si existen correlaciones entre el déficit de reconocimiento de las emociones y el estilo atribucional. Las correlaciones entre los resultados obtenidos por el Feeling Master y el IPSAQ no fueron significativas, pero se encontraron las siguientes relaciones interesantes: tristeza vs. externa situacional negativa, Rho = 0,346, p = 0,106; tristeza vs. externa situacional positiva, Rho = 0,320, p = 0,136. Por último, se utilizo el modelo de aceptación de la tecnología (TAM) para estudiar la adopción de Feeling Master como herramienta para el reconocimiento de emociones faciales en unidades psiquiátricas de rehabilitación. El estudio TAM se realizó a 66 profesionales experimentados de la salud mental. Excepto por la facilidad de uso percibida, que ha obtenido un alto valor, el resto de los constructos del TAM (utilidad percibida , actitud hacia el uso, placer de uso y la intención hacia el uso) deben mejorar sus valores. hacia el uso) deben mejorar sus valores. Como conclusión podemos afirmar que, este trabajo demuestra la correcta usabilidad de Feeling Master como herramienta para la medición del reconocimiento de emociones faciales en personas enfermas de esquizofrenia. Conjuntamente, los resultados de nuestra investigación confirman la existencia de un déficit de reconocimiento de las emociones faciales en las personas enfermas de esquizofrenia. Estos resultados son consistentes con el resto de la literatura científica. de la salud mental. Excepto por la facilidad de uso percibida, que ha obtenido un alto valor, el resto de los constructos del TAM (utilidad percibida , actitud hacia el uso, placer de uso y la intención hacia el uso) deben mejorar sus valores.Postprint (published version

    Emotional Evaluation Of A Product/system

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    Technological advances in products and systems have brought emotional design or emotional engineering to the forefront of research. While several measures to assess emotional expression of products have been developed, the source of the emotion rating of a product or system was often unclear. The purpose of this dissertation is to conduct three studies to examine the causes of emotional ratings and to establish if product-specific emotion rating scales are useful for capturing accurate user evaluations. Three studies were conducted using citrus juicers. Juicers were chosen for several reasons: their wide variety of styles, one self-explanatory purpose (to make juice), and the fact that their benign nature is unlikely to harm participants. Study 1 isolated juicers that had unique emotion profiles to use in the Study 2. Participants rated 41 juicers with fourteen product-specific emotions. Participants predominantly used five of the fourteen emotions in their juicer ratings. Ten juicers with the highest rating consensus, within these five emotions, were chosen for Study 2. Study 2 determined that anthropomorphic tendencies are predictive of emotional ratings. Extreme Anthropomorphism from the Anthropomorphic Tendency Scale (ATS) was used to test individual differences (Sims et al. 2005;Chin et al., 2005). Individuals with low anthropomorphic tendencies were more critical of the products. Sex differences also were analyzed, and significant interactions were found. Women exhibited different preferences for juicers than me. First impression ratings from Study 1 were validated by first impression ratings from Study 2. Finally, Study 3 measured the impact of product interaction on emotional ratings. Participants used seven juicers to make a minimum of four ounces of juice. Pre and post-interaction ratings were compared to determine the effect of interaction on the emotional appraisal of products. The results confirmed that interaction had an impact on affective ratings. As opposed to experienced users, novice users deviated in their pre-post appraisal, especially on aesthetically boring but highly usable products. Novice users based their entire initial appraisal on aesthetics, while experienced users were influenced by their past experience. Humans rely on past experience to recall likes or dislikes. The findings here suggest that aesthetic appraisal of products (or other environments) will remain influenced by past exposure/experience with those or similar products. Thus, only true novices can remain unbiased by past experience for aesthetic appraisal and capture a true \u27first impression\u27. Also, past experience of users should be assessed when conducting research that relies on emotional appraisal of products. These findings may be especially useful in product development where new designs are based on a golden standard, competition, or go through several iterations of testing. The results may be used to guide human factors professionals to develop measures that more accurately capture affective ratings, and thus create more pleasurable products and systems

    Revealing the Vicious Circle of Disengaged User Acceptance: A SaaS Provider's Perspective

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    User acceptance tests (UAT) are an integral part of many different software engineering methodologies. In this paper, we examine the influence of UATs on the relationship between users and Software-as-a-Service (SaaS) applications, which are continuously delivered rather than rolled out during a one-off signoff process. Based on an exploratory qualitative field study at a multinational SaaS provider in Denmark, we show that UATs often address the wrong problem in that positive user acceptance may actually indicate a negative user experience. Hence, SaaS providers should be careful not to rest on what we term disengaged user acceptance. Instead, we outline an approach that purposefully queries users for ambivalent emotions that evoke constructive criticism, in order to facilitate a discourse that favors the continuous innovation of a SaaS system. We discuss theoretical and practical implications of our approach for the study of user engagement in testing SaaS applications

    Attribution of Responsibility after Failures within Platform Ecosystems

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    Increasingly, new hardware and software are embedded within ecosystems that include a platform and modules. Ideally these ecosystems perform reliably. However, if an ambiguously sourced failure occurs within one of these ecosystems, users are left to distribute blame across the various components of the ecosystem. The actual distribution of this blame, however, can be difficult to predict. This study investigates attribution of blame and discontinuance recommendations for ecosystem components after an ambiguously sourced failure. To extend platform ecosystems and attribution theory, we conducted a scenario-based experiment investigating the negative consequences of failure for platform and module components and the contingent effects from design elements (border strength) and contextual factors (task goal directedness, disruption severity). Results demonstrated a diffusion of negative consequences for failure across ecosystem components, but ecosystem modules (apps) received the majority of the blame and highest discontinuance recommendations. High border strength shifted negative consequences for failure away from the OS to the device. Low goal-directedness resulted in users taking more of the blame for the failure, and higher disruption severity resulted in higher discontinuance recommendations for the OS and device. Importantly, the amount of blame attributed to one component in an ecosystem predicted discontinuance recommendations for other components
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