Now showing items 1-20 of 42

    • Password Advice Shouldn't Be Boring: Visualizing Password Guessing Attacks 

      Zhang-Kennedy, Leah; Chiasson, Sonia; Biddle, Robert (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 ...
    • Stop clicking on “update later”: Persuading users they need up-to-date antivirus protection 

      Zhang-Kennedy, Leah; Chiasson, Sonia; Biddle, Robert (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 ...
    • Personalization in Serious and Persuasive Games and Gamified Interactions 

      Busch, Marc; Mattheiss, Elke; Orji, Rita; Marczewski, Andrzej; Hochleitner, Wolfgang; Lankes, Michael; Nacke, Lennart; Tscheligi, Manfred (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 ...
    • Towards Understanding the Importance of Co-Located Gameplay 

      Wehbe, Rina Renee; Nacke, Lennart (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 ...
    • The Role of Instructional Design in Persuasion: A Comics Approach for Improving Cybersecurity 

      Zhang-Kennedy, Leah; Chiasson, Sonia; Biddle, Robert (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. ...
    • SIGCHI Games: The Scope of Games and Play Research at CHI 

      Nacke, Lennart; Cox, Anna; Mandryk, Regan; Cairns, Paul (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 ...
    • Lightweight Games User Research for Indies and Non-Profit Organizations 

      Nacke, Lennart; Moser, Christiane; Drachen, Anders; Mirza-Babaei, Pejman; Abney, Andrea; Zhenyu, Zhu (Cole) (Association for Computing Machinery, 2016-05-07)
      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 ...
    • Geo-Phisher: The Design and Evaluation of Information Visualizations about Internet Phishing Trends 

      Zhang-Kennedy, Leah; Fares, Elias; Chiasson, Sonia; Biddle, Robert (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, ...
    • Revisiting Password Rules: Facilitating Human Management of Passwords 

      Zhang-Kennedy, Leah; Chiasson, Sonia; van Oorschot, Paul (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 ...
    • Investigating the Impact of Cooperative Communication Mechanics on Player Performance in Portal 2 

      Vaddi, Deepika; Toups, Zachary; Dolgov, Igor; Wehbe, Rina Renee; Nacke, Lennart (Canadian Human-Computer Communications Society, 2016-06)
      Cooperative 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 ...
    • From Nosy Little Brothers to Stranger-Danger: Children and Parents’ Perception of Mobile Threats 

      Zhang-Kennedy, Leah; Mekhail, Christine; Abdelaziz, Yomna; Chiasson, Sonia (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 

      Zhang-Kennedy, Leah; Chiasson, Sonia (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 ...
    • The Gamification User Types Hexad Scale 

      Fortes Tondello, Gustavo; Wehbe, Rina Renee; Diamond, Lisa; Busch, Marc; Marczewski, Andrzej; Nacke, Lennart (ACM, 2016-10-16)
      Several 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 ...
    • CLEVER: Gamification and Enterprise Knowledge Learning 

      Elm, Dominic; Kappen, Dennis; Fortes Tondello, Gustavo; Nacke, Lennart (ACM, 2016-10-16)
      This 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 ...
    • ABOVE WATER: An Educational Game for Anxiety 

      Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Ganaba, Marim; Stocco, Melissa; Lee, Alvin; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
      We 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 ...
    • CLEVER: A Trivia and Strategy Game for Enterprise Knowledge Learning 

      Fortes Tondello, Gustavo; Kappen, Dennis; Ganaba, Marim; Stocco, Melissa; Elm, Dominic; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
      Knowledge 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 ...
    • Heuristic Evaluation for Gameful Design 

      Fortes Tondello, Gustavo; Kappen, Dennis; Mekler, Elisa; Ganaba, Marim; Nacke, Lennart (Association for Computing Machinery, 2016-10-16)
      Despite 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 ...
    • Tunnel Divisions: Interactive Sound Mapping of Transitory Public Spaces 

      MacArthur, Cayley; Trothen, Stephen; Hancock, Mark (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 ...
    • ABOVE WATER: Extending the Play Space for Health 

      Wehbe, Rina Renee; Watson, Diane K.; Fortes Tondello, Gustavo; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)
      ABOVE 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 ...
    • CHI PLAYGUE: A Mobile Conference Networking Game 

      Fortes Tondello, Gustavo; Wehbe, Rina Renee; Nacke, Lennart (Association for Computing Machinery, 2016-11-06)
      Modern professional networking relies on social media. To take advantage of this fact, we present CHI PLAYGUE, a conference game designed to facilitate interaction among strangers and encourage social networking to create ...

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