Stratford School of Interaction Design and Business
Permanent URI for this collectionhttps://uwspace.uwaterloo.ca/handle/10012/17630
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Item Password Advice Shouldn't Be Boring: Visualizing Password Guessing Attacks(IEEE, 2013-09) Zhang-Kennedy, Leah; Chiasson, Sonia; Biddle, RobertUsers 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 that users would be empowered to make better password choices if they understood how password guessing attacks work through visual communication. We created three infographic posters and an online educational comic to help users to learn about the threats. We conducted two studies to assess their effectiveness. All four methods led to superior learning outcomes than the text- alone approach. Our pre-test questionnaires also highlighted that users’ understanding of password guessing attacks is limited to a “target” mental model. One week after viewing our materials, the majority of users created strong sample passwords, and correctly described all three attacks: targeted, dictionary, and brute-force.Item Stop clicking on “update later”: Persuading users they need up-to-date antivirus protection(Springer, 2014-05) Zhang-Kennedy, Leah; Chiasson, Sonia; Biddle, RobertOnline 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 effective, memorable, and persuasive method of communica- tion. We present the design and evaluation of infographics and an online interactive comic developed to persuade users to update their antivirus software. Results show superior learning and behavioural outcomes com- pared to mainstream text-only security advice.Item Personalization in Serious and Persuasive Games and Gamified Interactions(Association for Computing Machinery, 2015-10) Busch, Marc; Mattheiss, Elke; Orji, Rita; Marczewski, Andrzej; Hochleitner, Wolfgang; Lankes, Michael; Nacke, Lennart; Tscheligi, ManfredSerious 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 in a variety of fields, such as health, sustainability, education, and security. It has been shown that personalized serious and persuasive games and gamified interactions can increase effectivity of supporting behavior change compared to "one-size-fits all"-systems. However, how serious games and gamified interactions can be personalized, which factors can be used to personalize (e.g. personality, gender, persuadability, player types, gamification user types, states, contextual/situational variables), what effect personalization has (e.g. on player/user experience) and whether there is any return on investment is still largely unexplored. This full-day workshop aims at bringing together the academic and industrial community as well as the gaming and gamification community to jointly explore these topics and define a future roadmap.Item Towards Understanding the Importance of Co-Located Gameplay(Association for Computing Machinery, 2015-10-05) Wehbe, Rina Renee; Nacke, LennartAnalyzing 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 (cooperative or competitive play with a human player versus computer-controlled character) on player experience. The study controlled for co-presence by ensuring that another individual attending to the same stimulus was present in all conditions. Although physiological measures were not significant, subjective measures of arousal and pleasure were significantly different under varying conditions.Item The Role of Instructional Design in Persuasion: A Comics Approach for Improving Cybersecurity(Taylor & Francis, 2016-03) Zhang-Kennedy, Leah; Chiasson, Sonia; Biddle, RobertAlthough 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. Our interview analysis of users’ conceptualization of security password guessing attacks, antivirus protection, and mobile online privacy shows that poor understanding of security threats influences users’ motivation and ability to practice safe behaviours. We designed and developed an online interactive comic series called Secure Comics based on instructional design principles to address this problem. An eye-tracking experiment suggests that the graphical and interactive components of the comics direct users’ attention and facilitate comprehension of the information. In our evaluations of Secure Comics, results from several user studies show that the comics improve understanding and motivate positive changes in security management behaviour. We discuss the implication of the findings to better understand the role of instructional design and persuasion in education technologyItem Lightweight Games User Research for Indies and Non-Profit Organizations(Association for Computing Machinery, 2016-05-07) Nacke, Lennart; Moser, Christiane; Drachen, Anders; Mirza-Babaei, Pejman; Abney, Andrea; Zhenyu, Zhu (Cole)The Games User Research (GUR) community has thrived at CHI with four workshops and a course since CHI 2012; all of these were well attended. In line with the #chi4good spirit this year, the GUR field must advance towards demographics that will benefit from GUR but are currently underrepresented in the community: Small, independent developers, non-profit organizations, and academics that create mobile games, games for health or change, or educational games. This workshop will be a think tank for participants to construct collective knowledge, share and discuss. We plan to discuss topics online beyond the workshop via the International Game Developer Associations Special Interest Group on GUR, which serves as a basis for disseminating workshop outcomes and further discussion.Item SIGCHI Games: The Scope of Games and Play Research at CHI(ACM, 2016-05-07) Nacke, Lennart; Cox, Anna; Mandryk, Regan; Cairns, PaulThe 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 increase in quantity and variety of submissions, and the involvement and engagement of practitioners within the community, it is important for the community to have this SIG as a forum. We plan to give a brief overview of the history of game research at CHI as well as its current state. Then, we want to engage the community in a discussion about the scope that games research at CHI should have and where we want to take this community from here. We want to vibrantly explore new outlets for academic dissemination, community outreach, and collaborations with practitioners.Item Revisiting Password Rules: Facilitating Human Management of Passwords(IEEE, 2016-06) Zhang-Kennedy, Leah; Chiasson, Sonia; van Oorschot, PaulPassword 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 your passwords, or do not write your passwords down. The effectiveness of these rules for protecting user accounts against real world attacks is questioned. We review the latest research examining password rules for general-purpose user authentication on the web, and discuss the arguments behind the continued acceptance or the rejection of the rules based on empirical evidence and solid justifications. Following the review, we recommend an updated set of password rules.Item Geo-Phisher: The Design and Evaluation of Information Visualizations about Internet Phishing Trends(IEEE, 2016-06) Zhang-Kennedy, Leah; Fares, Elias; Chiasson, Sonia; Biddle, RobertWe designed an information visualization about phishing trends and phishing prevention for the general public to examine the effects of interactivity on information finding, user perceptions and security behaviour intentions, and effectiveness of learning. In an user study (N = 30) with two experimental conditions (HI - high interactivity, and LO - low interactivity control condition), the results show that the HI interactivity condition supported more accurate information finding, resulted in greater perceived interactivity and perceived knowledge than the LO interactivity condition, but did not affect attitudes toward the visualization and security behaviour intentions for proactive awareness. Furthermore, the HI interactivity condition led to greater learning effects and a deeper understanding towards phishing prevention than the control condition.Item Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2(Canadian Human-Computer Communications Society, 2016-06) Vaddi, Deepika; Toups, Zachary; Dolgov, Igor; Wehbe, Rina Renee; Nacke, LennartCooperative communication mechanics, such as avatar gestures or in-game visual pointers, enable player collaboration directly through gameplay. We currently lack a deeper understanding of how players use cooperative communication mechanics, and whether they can effectively supplement or even supplant traditional voice and chat communication. The present research investigated player communication in Portal 2 by testing the game’s native cooperative communication mechanics for dyads of players in custom test chambers. Following our initial hypothesis, players functioned best when they had access to both cooperative communication mechanics and voice. We found that players preferred voice communication, but perceived cooperative communication mechanics as necessary to coordinate interdependent actions.Item From Nosy Little Brothers to Stranger-Danger: Children and Parents’ Perception of Mobile Threats(ACM, 2016-06-21) Zhang-Kennedy, Leah; Mekhail, Christine; Abdelaziz, Yomna; Chiasson, SoniaThe rise in mobile media use by children has heightened parents' concerns for their online safety. Through semi-structured interviews of parent-child dyads, we explore the perceived privacy and security threats faced by children aged seven to eleven along with the protection mechanisms employed. We identified four models of privacy held by children. Furthermore, we found that children's concerns fit into four child-adversary threat models: child-peers, child-media, child-strangers, and child-parents. Their concerns differed from the five threat models held by the parents: child-peers, child-media, child-strangers, child-technology, and child-self. Parents used a variety of protection strategies to minimize children's exposure to external threats. In reality, however, our results suggest that security and privacy risks from an internal family member or a friend are far more common than harm from outsiders.Item Teaching with an Interactive E-book to Improve Children's Online Privacy Knowledge(ACM, 2016-06-21) Zhang-Kennedy, Leah; Chiasson, SoniaWe 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 and engaging. Our study included pre and post interviews and knowledge assessment. It showed that the interactive e-book successfully improved children's understanding of privacy risks while exhibiting excellent retention in knowledge after one week.Item Heuristic Evaluation for Gameful Design(Association for Computing Machinery, 2016-10-16) Fortes Tondello, Gustavo; Kappen, Dennis; Mekler, Elisa; Ganaba, Marim; Nacke, LennartDespite the emergence of many gameful design methods in the literature, there is a lack of evaluation methods specific to gameful design. To address this gap, we present a new set of guidelines for heuristic evaluation of gameful design in interactive systems. First, we review several gameful design methods to identify the dimensions of motivational affordances most often employed. Then, we present a set of 28 gamification heuristics aimed at enabling experts to rapidly evaluate a gameful system. The resulting heuristics are a new method to evaluate user experience in gameful interactive systemsItem CLEVER: Gamification and Enterprise Knowledge Learning(ACM, 2016-10-16) Elm, Dominic; Kappen, Dennis; Fortes Tondello, Gustavo; Nacke, LennartThis paper describes the design and a preliminary implementation study of a gamified knowledge management system (KMS) that supports the learning component within knowledge management (KM). KM includes acquiring social capital through the process of acquisition, sharing, and dissemination of knowledge within a company. Employees often lack the motivation to share their implicit knowledge with one another and are reluctant to engage in a collaborative forum for such knowledge exchange. We developed a gamified learning component of an enterprise KMS to help foster this process of collaborative and participatory learning. More importantly, this game combines trivia and strategy elements as game elements to motivate the players for knowledge exchange. We report preliminary results from an exploratory study with nine participants which indicates that the above combination of game elements does contribute to participatory knowledge learning within an enterprise KMS.Item CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning(Association for Computing Machinery, 2016-10-16) Fortes Tondello, Gustavo; Kappen, Dennis; Ganaba, Marim; Stocco, Melissa; Elm, Dominic; Nacke, LennartKnowledge management (KM) includes the acquisition, sharing, and dissemination of knowledge within a company. The problem with many enterprise KM systems is that they are complex and hardly used, because workers lack motivation to engage in a collaborative process of knowledge sharing and learning. To address this, we developed a gameful learning component of an enterprise KM system (KMS). Our game features an innovative combination of trivia and strategy elements, put together to afford motivation within a KMS. It can be played by employees in the same organization to foster collaborative knowledge exchange and learning.Item ABOVE WATER: An Educational Game for Anxiety(Association for Computing Machinery, 2016-10-16) Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Ganaba, Marim; Stocco, Melissa; Lee, Alvin; Nacke, LennartWe present Above Water - a digital/physical hybrid game to inform people about the available strategies to cope with two types of Anxiety Disorders - Generalized Anxiety Disorder and Panic Disorder. The game teaches players about existing treatments. This hybrid game is designed to inspire players to share their experiences and develop their own personal narrative. The document also outlines an assessment strategy to study the game and determine its effectiveness as a game for health. The game is designed to educate non-institutionalized individuals with clinical anxiety and panic disorder. Potential players may be diagnosed, seeking intervention information, or a supportive friend.Item The Gamification User Types Hexad Scale(ACM, 2016-10-16) Fortes Tondello, Gustavo; Wehbe, Rina Renee; Diamond, Lisa; Busch, Marc; Marczewski, Andrzej; Nacke, LennartSeveral studies have indicated the need for personalizing gamified systems to users' personalities. However, mapping user personality onto design elements is difficult. Hexad is a gamification user types model that attempts this mapping but lacks a standard procedure to assess user preferences. Therefore, we created a 24-items survey response scale to score users' preferences towards the six different motivations in the Hexad framework. We used internal and test-retest reliability analysis, as well as factor analysis, to validate this new scale. Further analysis revealed significant associations of the Hexad user types with the Big Five personality traits. In addition, a correlation analysis confirmed the framework's validity as a measure of user preference towards different game design elements. This scale instrument contributes to games user research because it enables accurate measures of user preference in gamification.Item ABOVE WATER: Extending the Play Space for Health(Association for Computing Machinery, 2016-11-06) Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, LennartABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.Item Tunnel Divisions: Interactive Sound Mapping of Transitory Public Spaces(ACM, 2016-11-06) MacArthur, Cayley; Trothen, Stephen; Hancock, MarkWe 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 displays, we designed the installation as an intervention meant for the monotonous parts of everyday life. Our demonstration uses low-cost sensors and musical theory to create a generative sound composition unique to the particular space and the people moving through it. By experiencing the installation, we hope to promote critical thinking about the nature and form of interaction with public spaces.Item ABOVE WATER: Extending the Play Space for Health(Association for Computing Machinery, 2016-11-06) Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, LennartABOVE WATER is a game that disseminates information about Clinical Anxiety Disorders, particularly Generalized Anxiety Disorder and Panic Disorder. This game focuses on teaching players about treatments as well as providing a safe space for discussion of personal experiences. This game focuses on using the physical world (physical space, physical and tangible cards) and the digital world (accessible by any phone or tablet with a modern web browser) as part of its gameplay.
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