Browsing Stratford School of Interaction Design and Business by Title
Now showing items 26-42 of 42
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Password Advice Shouldn't Be Boring: Visualizing Password Guessing Attacks
(IEEE, 2013-09)Users are susceptible to password guessing attacks when they create weak passwords. Despite an abundance of text-based password advice, it appears insufficient to help home users create strong memorable passwords. We propose ... -
Personalization in Serious and Persuasive Games and Gamified Interactions
(Association for Computing Machinery, 2015-10)Serious and persuasive games and gamified interactions have become popular in the last years, especially in the realm of behavior change support systems. They have been used as tools to support and influence human behavior ... -
Personalizing Persuasive Strategies in Gameful Systems to Gamification User Types
(Association for Computing Machinery, 2018-04-21)Persuasive gameful systems are effective tools for motivating behaviour change. Research has shown that tailoring these systems to individuals can increase their efficacy; however, there is little knowledge on how to ... -
Positive Gaming: Workshop on Gamification and Games for Wellbeing
(Association for Computing Machinery, 2017-10-15)Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational ... -
Recommender Systems for Personalized Gamification
(ACM, 2017-07-09)Gamification has been used in a variety of application domains to promote behaviour change. Nevertheless, the mechanisms behind it are still not fully understood. Recent empirical results have shown that personalized ... -
Revisiting Password Rules: Facilitating Human Management of Passwords
(IEEE, 2016-06)Password rules were established in the context of past security concerns. Recent work in computer security challenges the conventional wisdom of expert password advice, such as change your passwords often, do not reuse ... -
The Role of Instructional Design in Persuasion: A Comics Approach for Improving Cybersecurity
(Taylor & Francis, 2016-03)Although computer security technologies are the first line of defence to secure users, their success is dependent on individuals’ behaviour. It is therefore necessary to persuade users to practice good computer security. ... -
Secure Comics: An Interactive Comic Series for Improving Cyber Security and Privacy
(Scienceopen, 2017-07)We designed, illustrated, and developed Secure Comics, an online educational interactive comic series about cyber security and privacy. The three-part comic was evaluated with adults and children, and had positive effects ... -
SIGCHI Games: The Scope of Games and Play Research at CHI
(ACM, 2016-05-07)The games research community at CHI has become an ever-growing significant part of the conference, demonstrated by the SIGCHI-sponsored CHI PLAY conference and the inclusion of a games subcommittee at CHI 2016. Given the ... -
Stop clicking on “update later”: Persuading users they need up-to-date antivirus protection
(Springer, 2014-05)Online security advice aims to persuade users to behave se- curely, but appears to have limited effects at changing behaviour. We pro- pose security advice targeted at end-users should employ visual rhetoric to form an ... -
A Systematic Review of Multimedia Tools for Cybersecurity Awareness and Education
(ACM, 2021-01-02)We conduct a comprehensive review covering academic publications and industry products relating to tools for cybersecurity awareness and education aimed at non-expert end-users developed in the past 20 years. Through our ... -
Teaching with an Interactive E-book to Improve Children's Online Privacy Knowledge
(ACM, 2016-06-21)We designed the Cyberheroes interactive e-book and conducted a preliminary user study to test its effectiveness in educating children aged 7 to 9 about online privacy risks. Children and parents found the book to be fun ... -
A Theory of Gamification Principles Through Goal-Setting Theory
(Hawaii International Conference on System Sciences, 2018-01-03)Goal-setting theory has been used for decades to explain how to motivate people to perform better in work-related tasks, but more recently gamification has also gained attention as an alternative method to increase engagement ... -
Towards a Trait Model of Video Game Preferences
(Taylor & Francis, 2018-04-19)Typologies for understanding players’ preferences toward different gameplay styles have gained popularity in research. However, attempts to model players’ preferences are based on type models instead of trait models, ... -
Towards Understanding the Importance of Co-Located Gameplay
(Association for Computing Machinery, 2015-10-05)Analyzing the social con¬text present in a gameplay environment and its effect on player experience can provide insights informing the design and social value of games. We investigate the influence of social condition ... -
Tunnel Divisions: Interactive Sound Mapping of Transitory Public Spaces
(ACM, 2016-11-06)We present Tunnel Divisions, an interactive musical installation designed for ephemeral interaction in public spaces. Informed by concepts from cultural and media studies along with existing literature on interactive public ... -
You’re Making Me Sick: A Systematic Review of How Virtual Reality Research Considers Gender & Cybersickness
(ACM, 2021-05-06)While multiple studies suggest that female-identified participants are more likely to experience cybersickness in virtual reality (VR), our systematic review of 71 eligible VR publications (59 studies and 12 surveys) ...