227,767 research outputs found

    What is Usability? A Characterization based on ISO 9241-11 and ISO/IEC 25010

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    According to Brooke* "Usability does not exist in any absolute sense; it can only be defined with reference to particular contexts." That is, one cannot speak of usability without specifying what that particular usability is characterized by. Driven by the feedback of a reviewer at an international conference, I explore in which way one can precisely specify the kind of usability they are investigating in a given setting. Finally, I come up with a formalism that defines usability as a quintuple comprising the elements level of usability metrics, product, users, goals and context of use. Providing concrete values for these elements then constitutes the investigated type of usability. The use of this formalism is demonstrated in two case studies. * J. Brooke. SUS: A "quick and dirty" usability scale. In P. W. Jordan, B. Thomas, B. A. Weerdmeester, and A. L. McClelland, editors, Usability Evaluation in Industry. Taylor and Francis, 1996.Comment: Technical Report; Department of Computer Science, Technische Universit\"at Chemnitz; also available from https://www.tu-chemnitz.de/informatik/service/ib/2015.php.e

    Understanding spatial data usability

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    In recent geographical information science literature, a number of researchers have made passing reference to an apparently new characteristic of spatial data known as 'usability'. While this attribute is well-known to professionals engaged in software engineering and computer interface design and testing, extension of the concept to embrace information would seem to be a new development. Furthermore, while notions such as the use and value of spatial information, and the diffusion of spatial information systems, have been the subject of research since the late-1980s, the current references to usability clearly represent something which extends well beyond that initial research. Accordingly, the purposes of this paper are: (1) to understand what is meant by spatial data usability; (2) to identify the elements that might comprise usability; and (3) to consider what the related research questions might be

    Why Do Developers Get Password Storage Wrong? A Qualitative Usability Study

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    Passwords are still a mainstay of various security systems, as well as the cause of many usability issues. For end-users, many of these issues have been studied extensively, highlighting problems and informing design decisions for better policies and motivating research into alternatives. However, end-users are not the only ones who have usability problems with passwords! Developers who are tasked with writing the code by which passwords are stored must do so securely. Yet history has shown that this complex task often fails due to human error with catastrophic results. While an end-user who selects a bad password can have dire consequences, the consequences of a developer who forgets to hash and salt a password database can lead to far larger problems. In this paper we present a first qualitative usability study with 20 computer science students to discover how developers deal with password storage and to inform research into aiding developers in the creation of secure password systems

    Defining Usability How Library Practice Differs from Published Research

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    Library/information science professionals need a clearly articulated definition of usability/ Web usability to implement intuitive websites. In this study, the authors analyzed usability definitions provided by the ARL library professionals and those found in the library/information science and computer science-information systems literature. Quantitative and qualitative methods were used to identify similarities and differences between the attributes emphasized by the two sets of definitions based on information behavior models and human-computer interaction (HCI) frameworks. Results indicated that both groups overlooked critical usability elements, such as environment and information objects/content/resources. Thus, the authors proposed a working, multi-faceted definition that presents a holistic view of usability

    Towards Developing an Online Social Media-based Mobile Learning System

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    The advancement of Information and Communication Technology (ICT) and the Internet revolution gave rise to the several learning technologies on the web and mobile platform. During the last decade, the social media network became available for users to socialise and collaborate among peer group. Hence, The integration of e-learning and social media using mobile device as access point is to allow for learning and collaboration anytime, anywhere. This study seeks to provide learning on the social network platform for users to view the application on a mobile device and also foster collaboration among scholars. The system was developed using an open source Content Management System (CMS) Wordpress and Buddypress running on a WAMP or XAMPP server. MySQL was used as database. The usability of the System on the different mobile devices used was evaluated by identifying the usability attributes; designing a questionnaire based on those attributes and then analyzing the results with Statistical Package for Social Science (SPSS). The results showed that the learning system had a good usability score on mobile device

    Web Service Testing and Usability for Mobile Learning

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    Based on the summary of recent renowned publications, Mobile Learning (ML) has become an emerging technology, as well as a new technique that can enhance the quality of learning. Due to the increasing importance of ML, the investigation of such impacts on the e-Science community is amongst the hot topics, which also relate to part of these research areas: Grid Infrastructure, Wireless Communication, Virtual Research Organization and Semantic Web. The above examples contribute to the demonstrations of how Mobile Learning can be applied into e-Science applications, including usability. However, there are few papers addressing testing and quality engineering issues – the core component for software engineering. Therefore, the major purpose of this paper is to present how Web Service Testing for Mobile Learning can be carried out, in addition to re-investigating the influences of the usability issue with both quantitative and qualitative research methods. Out of many mobile technologies available, the Pocket PC and Tablet PC have been chosen as the equipment; and the OMII Web Service, the 64-bit .NET e-portal and the GPS-PDA are the software tools to be used for Web Service testing

    Naturally Rehearsing Passwords

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    We introduce quantitative usability and security models to guide the design of password management schemes --- systematic strategies to help users create and remember multiple passwords. In the same way that security proofs in cryptography are based on complexity-theoretic assumptions (e.g., hardness of factoring and discrete logarithm), we quantify usability by introducing usability assumptions. In particular, password management relies on assumptions about human memory, e.g., that a user who follows a particular rehearsal schedule will successfully maintain the corresponding memory. These assumptions are informed by research in cognitive science and validated through empirical studies. Given rehearsal requirements and a user's visitation schedule for each account, we use the total number of extra rehearsals that the user would have to do to remember all of his passwords as a measure of the usability of the password scheme. Our usability model leads us to a key observation: password reuse benefits users not only by reducing the number of passwords that the user has to memorize, but more importantly by increasing the natural rehearsal rate for each password. We also present a security model which accounts for the complexity of password management with multiple accounts and associated threats, including online, offline, and plaintext password leak attacks. Observing that current password management schemes are either insecure or unusable, we present Shared Cues--- a new scheme in which the underlying secret is strategically shared across accounts to ensure that most rehearsal requirements are satisfied naturally while simultaneously providing strong security. The construction uses the Chinese Remainder Theorem to achieve these competing goals

    Ubic: Bridging the gap between digital cryptography and the physical world

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    Advances in computing technology increasingly blur the boundary between the digital domain and the physical world. Although the research community has developed a large number of cryptographic primitives and has demonstrated their usability in all-digital communication, many of them have not yet made their way into the real world due to usability aspects. We aim to make another step towards a tighter integration of digital cryptography into real world interactions. We describe Ubic, a framework that allows users to bridge the gap between digital cryptography and the physical world. Ubic relies on head-mounted displays, like Google Glass, resource-friendly computer vision techniques as well as mathematically sound cryptographic primitives to provide users with better security and privacy guarantees. The framework covers key cryptographic primitives, such as secure identification, document verification using a novel secure physical document format, as well as content hiding. To make a contribution of practical value, we focused on making Ubic as simple, easily deployable, and user friendly as possible.Comment: In ESORICS 2014, volume 8712 of Lecture Notes in Computer Science, pp. 56-75, Wroclaw, Poland, September 7-11, 2014. Springer, Berlin, German
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