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    Security, user experience, acceptability attributes for the integration of physical and virtual identity access management systems

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    A number of systems have been developed in the recent history to provide physical and virtual identity management systems; however, most have not been very successful. Furthermore, alongside increasing the level of awareness for the need to deploy interoperable physical and virtual identity management systems, there exists an immediate need for the establishment of clear standards and guidelines for the successful integration of the two mediums. The importance and motivation for the integration of the two mediums is discussed in this paper with respect to three perspectives: Security, which includes identity; User Experience, comprising Usability; and Acceptability, containing Accessibility. Not many systems abide by such guidelines for all of these perspectives; thus, our proposed system (UbIAMS) aims to change this and provide its users with access to their services from any identity access management system rather than merely providing access to a specific set of system

    Glitchspace:teaching programming through puzzles in cyberspace

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    There is an increasing need to address the player experience in games-based learning. Whilst games offer enormous potential as learning experiences, the balance between entertainment and education must be carefully designed and delivered. Successful commercial games tend to focus gameplay above any educational aspects. In contrast, games designed for educational purposes have a habit of sacrificing entertainment for educational value which can result in a decline in player engagement. For both, the player experience is critical as it can have a profound effect on both the commercial success of the game and in delivering the educational engagement. As part of an Interface-funded research project Abertay University worked with the independent games company, Space Budgie, to enhance the user experience of their educational game Glitchspace. The game aimed to teach basic coding principles and terminology in an entertaining way. The game sets the player inside a Mondrian-inspired cyberspace world where to progress the player needs to reprogramme the world around them to solve puzzles. The main objective of the academic-industry collaborative project was to analyse the user experience (UX) of the game to increase its educational value for a standalone educational version. The UX design focused on both pragmatic and hedonic qualities such playability, usability and the psychological impact of the game. The empirical study of the UX design allowed all parties to develop a deeper understanding of how the game was being played and the initial reactions to the game by the player. The core research question that the study sought to answer was whether when designing an educational game, UX design could improve philosophical concepts like motivation and engagement to foster better learning experiences.</p
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