Refine
Departments, institutes and facilities
- Fachbereich Informatik (34)
- Institut für Technik, Ressourcenschonung und Energieeffizienz (TREE) (18)
- Institut für Verbraucherinformatik (IVI) (18)
- Fachbereich Ingenieurwissenschaften und Kommunikation (14)
- Fachbereich Wirtschaftswissenschaften (12)
- Institut für Cyber Security & Privacy (ICSP) (12)
- Institute of Visual Computing (IVC) (10)
- Fachbereich Sozialpolitik und Soziale Sicherung (4)
- Zentrum für Innovation und Entwicklung in der Lehre (ZIEL) (4)
- Fachbereich Angewandte Naturwissenschaften (3)
Document Type
- Conference Object (83) (remove)
Year of publication
- 2020 (83) (remove)
Keywords
- Usable Security (3)
- Artificial Intelligence (2)
- Evolutionary computation (2)
- Peer-to-Peer (2)
- Quality diversity (2)
- Shared autonomous vehicles (2)
- Sustainability (2)
- Usable Privacy (2)
- robotics (2)
- sustainability (2)
Usability und User Experience (UX) haben als Design-Aspekte in der Produktentwicklung zunehmend an Bedeutung gewonnen. Daher ist es sinnvoll, die organisationale Kompetenz zur Entwicklung von Produkten mit einer positiven UX zu stärken. Veränderungen in Organisationen sind jedoch mit großem Aufwand verbunden. Deshalb müssen Organisationen entscheiden, welche Aktivitäten zur Veränderung der eigenen Kompetenz durchgeführt werden sollen und welche nicht. Die bisherige Forschung hat sich weitgehend auf die Anwendbarkeit bestimmter Methoden im Projekt- und Produktkontext konzentriert. Um geeignete Aktivitäten zur Verbesserung der organisationalen UX-Kompetenz zu identifizieren, wurden 17 UX-Professionals befragt. Diese UX-Professionals haben mindestens zehn Jahre Erfahrung durch die Arbeit in mehreren Unternehmen und durch die Übernahme einer Führungsrolle im Bereich UX gesammelt. Aus diesen Interviews wurden 13 mögliche Maßnahmen zur Steigerung der UX-Kompetenz von Organisationen abgeleitet. Dazu gehören beispielsweise die Erhöhung der Kompetenz einzelner Mitarbeiter, das Teilen von UX-Erfolgsgeschichten oder das Ermöglichen von User Research.
This paper introduces FaceHaptics, a novel haptic display based on a robot arm attached to a head-mounted virtual reality display. It provides localized, multi-directional and movable haptic cues in the form of wind, warmth, moving and single-point touch events and water spray to dedicated parts of the face not covered by the head-mounted display.The easily extensible system, however, can principally mount any type of compact haptic actuator or object. User study 1 showed that users appreciate the directional resolution of cues, and can judge wind direction well, especially when they move their head and wind direction is adjusted dynamically to compensate for head rotations. Study 2 showed that adding FaceHaptics cues to a VR walkthrough can significantly improve user experience, presence, and emotional responses.
Risk-based Authentication (RBA) is an adaptive security measure that improves the security of password-based authentication by protecting against credential stuffing, password guessing, or phishing attacks. RBA monitors extra features during login and requests for an additional authentication step if the observed feature values deviate from the usual ones in the login history. In state-of-the-art RBA re-authentication deployments, users receive an email with a numerical code in its body, which must be entered on the online service. Although this procedure has a major impact on RBA's time exposure and usability, these aspects were not studied so far.
We introduce two RBA re-authentication variants supplementing the de facto standard with a link-based and another code-based approach. Then, we present the results of a between-group study (N=592) to evaluate these three approaches. Our observations show with significant results that there is potential to speed up the RBA re-authentication process without reducing neither its security properties nor its security perception. The link-based re-authentication via "magic links", however, makes users significantly more anxious than the code-based approaches when perceived for the first time. Our evaluations underline the fact that RBA re-authentication is not a uniform procedure. We summarize our findings and provide recommendations.
Risk-based Authentication (RBA) is an adaptive security measure to strengthen password-based authentication. RBA monitors additional features during login, and when observed feature values differ significantly from previously seen ones, users have to provide additional authentication factors such as a verification code. RBA has the potential to offer more usable authentication, but the usability and the security perceptions of RBA are not studied well.
We present the results of a between-group lab study (n=65) to evaluate usability and security perceptions of two RBA variants, one 2FA variant, and password-only authentication. Our study shows with significant results that RBA is considered to be more usable than the studied 2FA variants, while it is perceived as more secure than password-only authentication in general and comparably secure to 2FA in a variety of application types. We also observed RBA usability problems and provide recommendations for mitigation. Our contribution provides a first deeper understanding of the users' perception of RBA and helps to improve RBA implementations for a broader user acceptance.
Risikobasierte Authentifizierung (RBA) ist eine adaptive Sicherheitsmaßnahme zur Stärkung passwortbasierter Authentifizierung. Sie zeichnet Merkmale während des Logins auf und fordert zusätzliche Authentifizierung an, wenn sich Ausprägungen dieser Merkmale signifikant von den bisher bekannten unterscheiden. RBA bietet das Potenzial für gebrauchstauglichere Sicherheit. Bisher jedoch wurde RBA noch nicht ausreichend im Bezug auf Usability, Sicherheit und Privatsphäre untersucht. Dieser Extended Abstract legt das geplante Dissertationsvorhaben zur Erforschung von RBA dar. Innerhalb des Vorhabens konnte bereits eine Grundlagenstudie und eine darauf aufbauende Laborstudie durchgeführt werden. Wir präsentieren erste Ergebnisse dieser Studien und geben einen Ausblick auf weitere Schritte.
Exploring Future Work - Co-Designing a Human-robot Collaboration Environment for Service Domains
(2020)
There has been increasing interest in the application of humanoid robots in service domains like retail or care homes in recent years. Here, most use cases focus on serving customer needs autonomously. Frequently, human intervention becomes necessary to support the robot in exceptional situations. However, direct intervention of service operators is often not possible and requires specialized personnel. In a co-design process with 13 service operators from a pharmacy, we designed a remote working environment for human-robot collaboration that enables first-time experiences and collaboration with robots. Five participants took part in an assessment study and reported on their experiences about the utility, usability and user experience. Results show that participants were able to control and train the robot through the remote control environment. We discuss implications of our results for future work in service domains and emphasize a shift of focus from full robot automatization to human-robot collaboration forms.
There has been increasing interest in designing for dementia in recent years. Empirical investigation is now needed of the long-term role of caregivers in appropriating ICTs into the complex daily life of people with dementia (PwD). We present here the outcomes of a 4-month evaluation of the individual, social and institutional impact of a videogame-based training system. The everyday behavior and interactions of 52 PwD and 25 caregivers was studied qualitatively, focusing on the role played by caregivers in integrating the system into daily routines. Our results indicate that the successful appropriation of ICT for PwD depends partly on the physical, cognitive and social benefits for PwD, but especially on the added value perceived by their social care-network. We discuss the need for design in dementia to develop more socially embedded innovations that can address the social actors involved and thus contribute to practical solutions for professional and private care.
This paper presents groupware to study group behavior while conducting a creative task on large, high-resolution displays. Moreover, we present the results of a between-subjects study. In the study, 12 groups with two participants each prototyped a 2D level on a 7m x 2.5m large, high-resolution display using tablet-PCs for interaction. Six groups underwent a condition where group members had equal roles and interaction possibilities. Another six groups worked in a condition where group members had different roles: level designer and 2D artist. The results revealed that in the different roles condition, the participants worked significantly more tightly and created more assets. We could also detect some shortcomings for that configuration. We discuss the gained insights regarding system configuration, groupware interfaces, and groups behavior.
Gone But Not Forgotten: Evaluating Performance and Scalability of Real-Time Mesoscopic Agents
(2020)
This work presents the development of a measuring system for the quality control of ultrapure water. The new systems combines ozonation and UV radiation for the oxidation of organic substances. The change in conductivity caused by the oxidation is furthermore correlated with the TOC of the solution.
Evaluation of a Multi-Layer 2.5D display in comparison to conventional 3D stereoscopic glasses
(2020)
In this paper we propose and evaluate a custom-build projection-based multilayer 2.5D display, consisting of three layers of images, and compare performance to a stereoscopic 3D display. Stereoscopic vision can increase the involvement and enhance game experience, however may induce possible side effects, e.g. motion sickness and simulator sickness. To overcome the disadvantage of multiple discrete depths, in our system perspective rendering and head-tracking is used. A study was performed to evaluate this display with 20 participants playing custom-designed games. The results indicated that the multi-layer display caused fewer side effects than the stereoscopic display and provided good usability. The participants also stated a better or equal spatial perception, while the cognitive load stayed the same.