Stratford School of Interaction Design and Business: Recent submissions
Now showing items 1-20 of 42
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Geo-Phisher: The Design and Evaluation of Information Visualizations about Internet Phishing Trends
(IEEE, 2016-06)We 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, ... -
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 ... -
Cyberheroes: The Design and Evaluation of an Interactive Ebook to Educate Children about Online Privacy
(Elsevier, 2017-07)We designed an educational interactive ebook called Cyberheroes and evaluated it to assess its effectiveness at increasing children’s online privacy knowledge and behaviour, and supporting child-parent privacy-related ... -
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. ... -
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 ... -
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 aftermath of a crypto-ransomware attack at a large academic institution
(USENIX, 2018-08)In 2016, a large North American university was subject to a significant crypto-ransomware attack and did not pay the ransom. We conducted a survey with 150 respondents and interviews with 30 affected students, staff, and ... -
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 ... -
From Nosy Little Brothers to Stranger-Danger: Children and Parents’ Perception of Mobile Threats
(ACM, 2016-06-21)The 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 ... -
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 ... -
Cyberheroes: An Interactive Ebook for Improving Children’s Online Privacy
(Scienceopen, 2017-07)We designed, illustrated, and developed Cyberheroes, an educational interactive ebook that teaches children about online privacy. The ebook was evaluated with children and parents, and had positive effects on children’s ... -
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 ... -
Engaging Children About Online Privacy Through Storytelling in an Interactive Comic
(Scienceopen, 2017-07)Children’s privacy is put at risk through online sharing of location-based information. We study the effectiveness of an educational interactive comic on improving 11- to 13-year-old children’s privacy knowledge and behaviour ... -
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) ... -
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 ... -
Makers and Quilters: Investigating Opportunities for Improving Gender-Imbalanced Maker Groups
(ACM, 2019-11)Recent efforts to diversify participation in STEM (Science, Technology, Engineering & Math) activities through informal learning environments, such as hackathons and makerspaces, confirm a real desire for inclusion among ... -
Curioscape: A Curiosity-driven Escape Room Board Game
(CHI PLAY '20: The Annual Symposium on Computer-Human Interaction in Play, 2020-11-02)Are you frustrated when a board game has too many rules? Do you want to jump straight into the game and just play? We created Curioscape, an escape room board game that focuses on the idea of whether eliminating a rule ... -
Financial Literacy through Gameful Design
(University of Waterloo, 2021-01-29)Canadians have been found to have little to no expendable income and find debt management difficult. Alongside the growing push towards digital service platforms replacing traditional brick and mortar solutions within the ... -
Defining gameful experience as a psychological state caused by gameplay: Replacing the term ‘Gamefulness’ with three distinct constructs
(Elsevier, 2019-07)Background and Aim Gamefulness is commonly cited as the primary goal of gamification, a family of approaches employed in education, business, healthcare, government, and elsewhere. However, gamefulness is defined ... -
Food Literacy while Shopping: Motivating Informed Food Purchasing Behaviour with a Situated Gameful App
(ACM, 2020-04-25)Establishing healthy eating patterns early in life is critical and has implications for lifelong health. Situated interventions are a promising approach to improve eating patterns. How- ever, HCI research has emphasized ...