23,115 research outputs found

    Usable Security: Why Do We Need It? How Do We Get It?

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    Security experts frequently refer to people as “the weakest link in the chain” of system security. Famed hacker Kevin Mitnick revealed that he hardly ever cracked a password, because it “was easier to dupe people into revealing it” by employing a range of social engineering techniques. Often, such failures are attributed to users’ 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

    Surveillant assemblages of governance in massively multiplayer online games:a comparative analysis

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    This paper explores governance in Massively Multiplayer Online Games (MMOGs), one sub-sector of the digital games industry. Informed by media governance studies, Surveillance Studies, and game studies, this paper identifies five elements which form part of the system of governance in MMOGs. These elements are: game code and rules; game policies; company community management practices; player participatory practices; and paratexts. Together these governance elements function as a surveillant assemblage, which relies to varying degrees on lateral and hierarchical forms of surveillance, and the assembly of human and nonhuman elements.Using qualitative mixed methods we examine and compare how these elements operate in three commercial MMOGs: Eve Online, World of Warcraft and Tibia. While peer and participatory surveillance elements are important, we identified two major trends in the governance of disruptive behaviours by the game companies in our case studies. Firstly, an increasing reliance on automated forms of dataveillance to control and punish game players, and secondly, increasing recourse to contract law and diminishing user privacy rights. Game players found it difficult to appeal the changing terms and conditions and they turned to creating paratexts outside of the game in an attempt to negotiate the boundaries of the surveillant assemblage. In the wider context of self-regulated governance systems these trends highlight the relevance of consumer rights, privacy, and data protection legislation to online games and the usefulness of bringing game studies and Surveillance Studies into dialogue

    More open than open innovation? Rethinking the concept of openness in innovation studies.

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    This paper re-examines the concept of open innovation developed in organization sciences (Chesbrough, 2003a). We claim that this paradigm, which insists on the distributive nature of innovation among a wide range of heterogeneous actors, does not put enough emphasis on the condition of access to knowledge. Yet, the open dimension of knowledge is a very important feature to sustain a collective mode of innovation. We propose therefore a stronger definition of open innovation, which is based on three constitutive characteristics: (i) Firms voluntarily release knowledge; (ii) Knowledge is open, i.e. is available to all interested parties without discrimination; (iii) dynamic interactions take place among the stakeholders to enrich the open knowledge base. Examples that fit our definition of open innovation are open science, user centered innovation (von Hippel, 2005), free-libre open source software, collective invention (Allen, 1983), etc. We conclude with a discussion on the role of IPR to secure open innovation.open source, free software, intellectual property rights (IPR), open innovation, collective invention.

    Towards Enhanced Usability of IT Security Mechanisms - How to Design Usable IT Security Mechanisms Using the Example of Email Encryption

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    Nowadays, advanced security mechanisms exist to protect data, systems, and networks. Most of these mechanisms are effective, and security experts can handle them to achieve a sufficient level of security for any given system. However, most of these systems have not been designed with focus on good usability for the average end user. Today, the average end user often struggles with understanding and using security mecha-nisms. Other security mechanisms are simply annoying for end users. As the overall security of any system is only as strong as the weakest link in this system, bad usability of IT security mechanisms may result in operating errors, resulting in inse-cure systems. Buying decisions of end users may be affected by the usability of security mechanisms. Hence, software provid-ers may decide to better have no security mechanism then one with a bad usability. Usability of IT security mechanisms is one of the most underestimated properties of applications and sys-tems. Even IT security itself is often only an afterthought. Hence, usability of security mechanisms is often the after-thought of an afterthought. This paper presents some guide-lines that should help software developers to improve end user usability of security-related mechanisms, and analyzes com-mon applications based on these guidelines. Based on these guidelines, the usability of email encryption is analyzed and an email encryption solution with increased usability is presented. The approach is based on an automated key and trust man-agement. The compliance of the proposed email encryption solution with the presented guidelines for usable security mechanisms is evaluated

    Teaching machine translation and translation technology: a contrastive study

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    The Machine Translation course at Dublin City University is taught to undergraduate students in Applied Computational Linguistics, while Computer-Assisted Translation is taught on two translator-training programmes, one undergraduate and one postgraduate. Given the differing backgrounds of these sets of students, the course material, methods of teaching and assessment all differ. We report here on our experiences of teaching these courses over a number of years, which we hope will be of interest to lecturers of similar existing courses, as well as providing a reference point for others who may be considering the introduction of such material

    Usability and open source software.

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    Open source communities have successfully developed many pieces of software although most computer users only use proprietary applications. The usability of open source software is often regarded as one reason for this limited distribution. In this paper we review the existing evidence of the usability of open source software and discuss how the characteristics of open-source development influence usability. We describe how existing human-computer interaction techniques can be used to leverage distributed networked communities, of developers and users, to address issues of usability
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