110,321 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
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Software development methods and usability: Perspectives from a survey in the software industry in Norway
This paper investigates the relationship between traditional software development methodologies and usability. The point of departure is the assumption that two important disciplines in software development, one of software development methods (SDMs) and one of usability work, are not integrated in industrial software projects. Building on previous research we investigate two questions; (1) Will software companies generally acknowledge the importance of usability, but not prioritise it in industrial projects? and (2) To what degree are software development methods and usability perceived by practitioners as being integrated? To this end a survey in the Norwegian IT industry was conducted. From a sample of 259 companies we received responses from 78 companies. In response to our first research question, our findings show that although there is a positive bias towards usability, the importance of usability testing is perceived to be much less than that of usability requirements. Given the strong time and cost pressures associated with the software industry, we believe that these results highlight that there is a gap between intention and reality. Regarding our second research question our survey revealed that companies perceive usability and software development methods to be integrated. This is in contrast to earlier research, which, somewhat pessimistically, has argued for the existence of two different cultures, one of software development and one of usability. The findings give hope for the future, in particular because the general use of system development methods are pragmatic and adaptable
Teachers as designers of GBL scenarios: Fostering creativity in the educational settings
This paper presents a research started in 2010 with the aim of fostering the creativity of teachers through the design of Game-Based Learning scenarios. The research has been carried out involving teachers and trainers in the co-design and implementation of digital games as educational resources. Based on the results grained from the research, this paper highlights successful factors of GBL, as well as constraints and boundaries that the introduction of innovative teaching and learning practices faces within educational settings
Mobile Life: A Research Foundation for Mobile Services
The telecom and IT industry is now facing the challenge of a second IT-revolution, where the
spread of mobile and ubiquitous services will have an even more profound effect on commercial
and social life than the recent Internet revolution. Users will expect services that are unique and
fully adapted for the mobile setting, which means that the roles of the operators will change, new
business models will be required, and new methods for developing and marketing services have
to be found. Most of all, we need technology and services that put people at core. The industry
must prepare to design services for a sustainable web of work, leisure and ubiquitous technology
we can call the mobile life. In this paper, we describe the main components of a research agenda
for mobile services, which is carried out at the Mobile Life Center at Stockholm University. This
research program takes a sustainable approach to research and development of mobile and
ubiquitous services, by combining a strong theoretical foundation (embodied interaction), a welldefined
methodology (user-centered design) and an important domain with large societal
importance and commercial potential (mobile life). Eventually the center will create an
experimental mobile services ecosystem, which will serve as an open arena where partners from
academia and industry can develop our vision an abundant future marketplace for future mobile servĂces
Wicked Problems and Gnarly Results: Reflecting on Design and Evaluation Methods for Idiosyncratic Personal Information Management Tasks
This paper is a case study of an artifact design and evaluation process; it is a reflection on how right thinking about design methods may at times result in sub-optimal results. Our goal has been to assess our decision making process throughout the design and evaluation stages for a software prototype in order to consider where design methodology may need to be tuned to be more sensitive to the domain of practice, in this case software evaluation in personal information management. In particular, we reflect on design methods around (1) scale of prototype, (2) prototyping and design process, (3) study design, and (4) study population
Transfer Scenarios: Grounding Innovation with Marginal Practices
Transfer scenarios is a method developed to support the
design of innovative interactive technology. Such a method
should help the designer to come up with inventive ideas,
and at the same time provide grounding in real human
needs. In transfer scenarios, we use marginal practices to
encourage a changed mindset throughout the design
process. A marginal practice consists of individuals who
share an activity that they find meaningful. We regard these
individuals not as end-users, but as valuable input in the
design process. We applied this method when designing
novel applications for autonomous embodied agents, e.g.
robots. Owners of unusual pets, such as snakes and spiders,
were interviewed - not with the intention to design robot
pets, but to determine underlying needs and interests of
their practice. The results were then used to design a set of
applications for more general users, including a dynamic
living-room wall and a set of communicating hobby robots
Agile Requirements Engineering: A systematic literature review
Nowadays, Agile Software Development (ASD) is used to cope with increasing complexity in system development. Hybrid development models, with the integration of User-Centered Design (UCD), are applied with the aim to deliver competitive products with a suitable User Experience (UX). Therefore, stakeholder and user involvement during Requirements Engineering (RE) are essential in order to establish a collaborative environment with constant feedback loops. The aim of this study is to capture the current state of the art of the literature related to Agile RE with focus on stakeholder and user involvement. In particular, we investigate what approaches exist to involve stakeholder in the process, which methodologies are commonly used to present the user perspective and how requirements management is been carried out.
We conduct a Systematic Literature Review (SLR) with an extensive quality assessment of the included studies. We identified 27 relevant papers. After analyzing them in detail, we derive deep insights to the following aspects of Agile RE: stakeholder and user involvement, data gathering, user perspective, integrated methodologies, shared understanding, artifacts, documentation and Non-Functional Requirements (NFR). Agile RE is a complex research field with cross-functional influences. This study will contribute to the software development body of knowledge by assessing the involvement of stakeholder and user in Agile RE, providing methodologies that make ASD more human-centric and giving an overview of requirements management in ASD.Ministerio de EconomĂa y Competitividad TIN2013-46928-C3-3-RMinisterio de EconomĂa y Competitividad TIN2015-71938-RED
Designing electronic collaborative learning environments
Electronic collaborative learning environments for learning and working are in vogue. Designers design them according to their own constructivist interpretations of what collaborative learning is and what it should achieve. Educators employ them with different educational approaches and in diverse situations to achieve different ends. Students use them, sometimes very enthusiastically, but often in a perfunctory way. Finally, researchers study them andâas is usually the case when apples and oranges are comparedâfind no conclusive evidence as to whether or not they work, where they do or do not work, when they do or do not work and, most importantly, why, they do or do not work. This contribution presents an affordance framework for such collaborative learning environments; an interaction design procedure for designing, developing, and implementing them; and an educational affordance approach to the use of tasks in those environments. It also presents the results of three projects dealing with these three issues
Applying a User-centred Approach to Interactive Visualization Design
Analysing users in their context of work and finding out how and why they use different information resources is essential to provide interactive visualisation systems that match their goals and needs. Designers should actively involve the intended users throughout the whole process. This chapter presents a user-centered approach for the design of interactive visualisation systems. We describe three phases of the iterative visualisation design process: the early envisioning phase, the global specification hase, and the detailed specification phase. The whole design cycle is repeated until some criterion of success is reached. We discuss different techniques for the analysis of users, their tasks and domain. Subsequently, the design of prototypes and evaluation methods in visualisation practice are presented. Finally, we discuss the practical challenges in design and evaluation of collaborative visualisation environments. Our own case studies and those of others are used throughout the whole chapter to illustrate various approaches
Living Innovation Laboratory Model Design and Implementation
Living Innovation Laboratory (LIL) is an open and recyclable way for
multidisciplinary researchers to remote control resources and co-develop user
centered projects. In the past few years, there were several papers about LIL
published and trying to discuss and define the model and architecture of LIL.
People all acknowledge about the three characteristics of LIL: user centered,
co-creation, and context aware, which make it distinguished from test platform
and other innovation approaches. Its existing model consists of five phases:
initialization, preparation, formation, development, and evaluation.
Goal Net is a goal-oriented methodology to formularize a progress. In this
thesis, Goal Net is adopted to subtract a detailed and systemic methodology for
LIL. LIL Goal Net Model breaks the five phases of LIL into more detailed steps.
Big data, crowd sourcing, crowd funding and crowd testing take place in
suitable steps to realize UUI, MCC and PCA throughout the innovation process in
LIL 2.0. It would become a guideline for any company or organization to develop
a project in the form of an LIL 2.0 project.
To prove the feasibility of LIL Goal Net Model, it was applied to two real
cases. One project is a Kinect game and the other one is an Internet product.
They were both transformed to LIL 2.0 successfully, based on LIL goal net based
methodology. The two projects were evaluated by phenomenography, which was a
qualitative research method to study human experiences and their relations in
hope of finding the better way to improve human experiences. Through
phenomenographic study, the positive evaluation results showed that the new
generation of LIL had more advantages in terms of effectiveness and efficiency.Comment: This is a book draf
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