Browsing Stratford School of Interaction Design and Business by Type "Article"
Now showing items 1-15 of 15
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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 ... -
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 ... -
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 ... -
Empirical validation of the Gamification User Types Hexad scale in English and Spanish
(Elsevier, 2018-10-13)Gamification, the use of game elements in non-game systems, is now established as a relevant research field in human-computer interaction (HCI). Several empirical studies have shown that gameful interventions can increase ... -
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 ... -
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 ... -
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, ... -
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 ... -
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 ... -
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 ... -
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 ... -
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, ...