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Everyday Surveillance Workshop Summaries / Briggs, Pam / Churchill, Elizabeth / Levine, Mark / Nicholson, James / Pritchard, Gary W. / Olivier, Patrick Extended Abstracts of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.2 p.3566-3573
ACM Digital Library Link
Summary: Surveillance, literally the 'close watching over' of a person or a group, was historically carried out to monitor adversaries and criminals. The digital era of sensor-rich, connected devices means that new forms of everyday surveillance -- what some are calling 'dataveillance' -- are emerging. These are changing the power structures that link people, businesses and governments. In this multidisciplinary, one day workshop, we seek to rethink and understand everyday surveillance practices, asking: what are new forms of surveillance that accompany developments in Big Data and the emerging Internet of Things; what are the anticipated and unanticipated effects of a surveillance culture; how does surveillance need to be (re)configured in order to empower the citizen or contribute to social good? We will ask who "owns" the data that arises from these everyday acts of surveillance and what can result from rethinking these ownership models. We will consider the role and place of research in surveillance data collection and analysis.

Using IMUs to Identify Supervisors on Touch Devices HCI for Education / Kharrufa, Ahmed / Nicholson, James / Dunphy, Paul / Hodges, Steve / Briggs, Pam / Olivier, Patrick Proceedings of IFIP INTERACT'15: Human-Computer Interaction, Part II 2015-09-14 v.2 p.565-583
Keywords: IMU; Association; Authentication; Touch interaction; UI design
Link to Digital Content at Springer
Summary: In addition to their popularity as personal devices, tablets, are becoming increasingly prevalent in work and public settings. In many of these application domains a supervisor user -- such as the teacher in a classroom -- oversees the function of one or more devices. Access to supervisory functions is typically controlled through the use of a passcode, but experience shows that keeping this passcode secret can be problematic. We introduce SwipeID, a method of identifying supervisor users across a set of touch-based devices by correlating data from a wrist-worn inertial measurement unit (IMU) and a corresponding touchscreen interaction. This approach naturally supports access at the time and point of contact and does not require any additional hardware on the client devices. We describe the design of our system and the challenge-response protocols we have considered. We then present an evaluation study to demonstrate feasibility. Finally we highlight the potential for our scheme to extend to different application domains and input devices.

Social Media As a Resource for Understanding Security Experiences: A Qualitative Analysis of #Password Tweets Authentication Experience / Dunphy, Paul / Vlachokyriakos, Vasilis / Thieme, Anja / Nicholson, James / McCarthy, John / Olivier, Patrick Proceedings of the 2015 Symposium on Usable Privacy and Security 2015-07-22 p.141-150
www.usenix.org/conference/soups2015/proceedings/presentation/dunphy
www.usenix.org/system/files/conference/soups2015/soups15-paper-dunphy.pdf
Summary: As security technologies become more embedded into people's everyday lives, it becomes more challenging for researchers to understand the contexts in which those technologies are situated. The need to develop research methods that provide a lens on personal experiences has driven much recent work in human-computer interaction, but has so far received little focus in usable security. In this paper we explore the potential of the micro blogging site Twitter to provide experience-centered insights into security practices. Taking the topic of passwords as an example, we collected tweets with the goal to capture personal narratives of password use situated in its context. We performed a qualitative content analysis on the tweets and uncovered: how tweets contained critique and frustration about existing password practices and workarounds; how people socially shared and revoked their passwords as a deliberate act in exploring and defining their relationships with others; practices of playfully bypassing passwords mechanisms and how passwords are appropriated in portrayals of self. These findings begin to evidence the extent to which passwords increasingly serve social functions that are more complex than have been documented in previous research.

Captchat: A Messaging Tool to Frustrate Ubiquitous Surveillance alt.chi: Mindfulness and Care / Dunphy, Paul / Schöning, Johannes / Nicholson, James / Olivier, Patrick Extended Abstracts of the ACM CHI'15 Conference on Human Factors in Computing Systems 2015-04-18 v.2 p.639-646
ACM Digital Library Link
Summary: There is currently a widespread uncertainty regarding the ability of citizens to control privacy online in the face of ubiquitous surveillance. This is a huge and complex societal problem. Despite the multi-faceted nature of the problem, we propose that HCI researchers can still make a positive contribution in this space through the design of technologies that support citizens to engage with issues of surveillance. In this paper we describe the design of a messaging application called Captchat. Captchat enables people to send everyday messages embedded into images, with the added ability to apply visual distortions to the message to resemble an online CAPTCHA. We propose the chief benefit would be that Captchat messages (with potentially "one-time" distortions) can increase the difficulty for algorithms to index private messages and necessitate the involvement of much more costly human labor in the surveillance process. We developed a prototype and conducted a user study; the results suggest that people were likely to create Captchat messages that were difficult to index for an OCR package but still easy to understand by humans, even without explicit instructions to interact 'securely' with the application. While more work is still required to understand the limitations of Captchat, we hope it can open discussion on how HCI researchers can respond to the challenges faced from ubiquitous surveillance.

Panopticon as an eLearning support search tool Navigating video / Nicholson, James / Huber, Mark / Jackson, Daniel / Olivier, Patrick Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.1221-1224
ACM Digital Library Link
Summary: We present an evaluation of Panopticon, a video surrogate system, as an online eLearning support search tool for finding information within video lectures. A comparison was made with a standard video player (YouTube) in two scenarios with two classes of users: revision students and independent learners. Results showed that users of Panopticon were significantly faster at finding information within the lecture videos than users of the YouTube player. It was also found that videos predominantly featuring a talking lecturer took longest to navigate, presenting design implications for lectures to be uploaded to open eLearning platforms.

Panopticon: a parallel video overview system Visualization & video / Jackson, Dan / Nicholson, James / Stoeckigt, Gerrit / Wrobel, Rebecca / Thieme, Anja / Olivier, Patrick Proceedings of the 2013 ACM Symposium on User Interface Software and Technology 2013-10-08 v.1 p.123-130
ACM Digital Library Link
Summary: Panopticon is a video surrogate system that displays multiple sub-sequences in parallel to present a rapid overview of the entire sequence to the user. A novel, precisely animated arrangement slides thumbnails to provide a consistent spatiotemporal layout while allowing any sub-sequence of the original video to be watched without interruption. Furthermore, this output can be generated offline as a highly efficient repeated animation loop, making it suitable for resource-constrained environments, such as web-based interaction. Two versions of Panopticon were evaluated using three different types of video footage with the aim of determining the usability of the proposed system. Results demonstrated an advantage over another surrogate with surveillance footage in terms of search times and this advantage was further improved with Panopticon 2. Eye tracking data suggests that Panopticon's advantage stems from the animated timeline that users heavily rely on.

Faces and Pictures: Understanding age differences in two types of graphical authentications / Nicholson, James / Coventry, Lynne / Briggs, Pam International Journal of Human-Computer Studies 2013-10 v.71 n.10 p.958-966
Keywords: Graphical authentication systems
Keywords: Graphical passwords
Keywords: Authentication
Keywords: Older adults
Link to Article at sciencedirect
Summary: Recall of knowledge-based authentication codes such as passwords and PINs can be problematic, particularly for older adults given the known memory decline associated with ageing. We explored the extent to which recognition-based Graphical Authentication Systems were effective alternatives to PINs and passwords in a study in which users were asked to commit several different codes to memory and recall them at different time periods. Populations of younger and older adults were given face-based and picture-based authentication codes to remember over the course of three weeks. Results show a pronounced age effect, with younger participants outperforming older participants. Older participants fared better with the face-based system over the picture-based system while younger participants exhibited the opposite effect. A significant performance drop was observed for older participants over time, as additional codes were introduced.

Age-related performance issues for PIN and face-based authentication systems Papers: technologies for life 1 / Nicholson, James / Coventry, Lynne / Briggs, Pam Proceedings of ACM CHI 2013 Conference on Human Factors in Computing Systems 2013-04-27 v.1 p.323-332
ACM Digital Library Link
Summary: Graphical authentication systems typically claim to be more usable than PIN or password-based systems, but these claims often follow limited, single-stage paradigm testing on a young, student population. We present a more demanding test paradigm in which multiple codes are learned and tested over a three-week period. We use this paradigm with two user populations, comparing the performance of younger and older adults. We first establish baseline performance in a study in which populations of younger and older adults learn PIN codes and we follow this with a second study in which younger and older adults use two face-based graphical authentication systems employing young faces vs. old faces as code components. As expected, older adults show relatively poor performance when compared to younger adults, irrespective of the authentication material, but this age-related deficit can be markedly reduced by the introduction of age-appropriate faces. We conclude firstly that this paradigm provides a good basis for the future evaluation of memory-based authentication systems and secondly that age-appropriate face-based authentication is viable in the security marketplace.

Invisible design: exploring insights and ideas through ambiguous film scenarios Design techniques / Briggs, Pam / Blythe, Mark / Vines, John / Lindsay, Stephen / Dunphy, Paul / Nicholson, James / Green, David / Kitson, Jim / Monk, Andrew / Olivier, Patrick Proceedings of DIS'12: Designing Interactive Systems 2012-06-11 p.534-543
ACM Digital Library Link
Summary: Invisible Design is a technique for generating insights and ideas with workshop participants in the early stages of concept development. It involves the creation of ambiguous films in which characters discuss a technology that is not directly shown. The technique builds on previous work in HCI on scenarios, persona, theatre, film and ambiguity. The Invisible Design approach is illustrated with three examples from unrelated projects; Biometric Daemon, Panini and Smart Money. The paper presents a qualitative analysis of data from a series of workshops where these Invisible Designs were discussed. The analysis outlines responses to the films in terms of; existing problems, concerns with imagined technologies and design speculation. It is argued that Invisible Design can help to create a space for critical and creative dialogue during participatory concept development.

A security assessment of tiles: a new portfolio-based graphical authentication system Work-in-progress / Nicholson, James / Dunphy, Paul / Coventry, Lynne / Briggs, Pamela / Olivier, Patrick Extended Abstracts of ACM CHI'12 Conference on Human Factors in Computing Systems 2012-05-05 v.2 p.1967-1972
ACM Digital Library Citation
Summary: In this paper we propose Tiles, a graphical authentication system in which users are assigned a target image and subsequently asked to select segments of that image. We assess the extent to which this system provides protection against two security threats: observation attacks and sharing of authentication credentials in two laboratory-based studies. We note some of the vulnerabilities of the new system but provide evidence that automated manipulation of the similarity of the decoy images can help mitigate the threat from verbal sharing and observation attacks.

Multi-touch authentication on tabletops Input, security, and privacy policies / Kim, David / Dunphy, Paul / Briggs, Pam / Hook, Jonathan / Nicholson, John / Nicholson, James / Olivier, Patrick Proceedings of ACM CHI 2010 Conference on Human Factors in Computing Systems 2010-04-10 v.1 p.1093-1102
Keywords: graphical passwords, multi-touch interaction, shoulder surfing, user authentication
ACM Digital Library Link
Summary: The introduction of tabletop interfaces has given rise to the need for the development of secure and usable authentication techniques that are appropriate for the co-located collaborative settings for which they have been designed. Most commonly, user authentication is based on something you know, but this is a particular problem for tabletop interfaces, as they are particularly vulnerable to shoulder surfing given their remit to foster co-located collaboration. In other words, tabletop users would typically authenticate in full view of a number of observers. In this paper, we introduce and evaluate a number of novel tabletop authentication schemes that exploit the features of multi-touch interaction in order to inhibit shoulder surfing. In our pilot work with users, and in our formal user-evaluation, one authentication scheme -- Pressure-Grid -- stood out, significantly enhancing shoulder surfing resistance when participants used it to enter both PINs and graphical passwords.

Shoptalk: toward independent shopping by people with visual impairments Posters and system demonstrations / Kulyukin, Vladimir / Nicholson, John / Coster, Daniel Tenth Annual ACM SIGACCESS Conference on Assistive Technologies 2008-10-13 p.241-242
ACM Digital Library Link
Summary: ShopTalk, a proof-of-concept system designed to assist individuals with visual impairments with finding shelved products in grocery stores, is built on the assumption that simple verbal route directions and layout descriptions can be used to leverage the O&M skills of independent visually impaired travelers to enable them to navigate the store and retrieve shelved products. This paper introduces ShopTalk and summarizes experiments performed in a real-world supermarket.

Securing passfaces for description Authentication I / Dunphy, Paul / Nicholson, James / Olivier, Patrick Proceedings of the 2008 Symposium on Usable Privacy and Security 2008-07-23 p.24-35
ACM Digital Library Link
Summary: One common practice in relation to alphanumeric passwords is to write them down or share them with a trusted friend or colleague. Graphical password schemes often claim the advantage that they are significantly more secure with respect to both verbal disclosure and writing down. We investigated the reality of this claim in relation to the Passfaces graphical password scheme. By collecting a corpus of naturalistic descriptions of a set of 45 faces, we explored participants' ability to associate descriptions with faces across three conditions in which the decoy faces were selected: (1) at random; (2) on the basis of their visual similarity to the target face; and (3) on the basis of the similarity of the verbal descriptions of the decoy faces to the target face. Participants were found to perform significantly worse when presented with visual and verbally grouped decoys, suggesting that Passfaces can be further secured for description. Subtle differences in both the nature of male and female descriptions, and male and female performance were also observed.

Emotion recognition and its application to computer agents with spontaneous interactive capabilities / Nakatsu, Ryohei / Nicholson, Joy / Tosa, Naoko Proceedings of the 1999 Conference on Creativity and Cognition 1999-10-11 p.135-143
ACM Digital Library Link

Emotion recognition and its application to computer agents with spontaneous interactive capabilities / Nakatsu, R. / Nicholson, J. / Tosa, N. Proceedings of the Eighth International Conference on Human-Computer Interaction 1999-08-22 v.2 p.142-146
Imaginal Technology and Management Information Processing: A Review of the Applied Literature / Nicholson, Joel D. / Maddox, Nick / Anthony, William P. / Wheatley, Walt Behaviour and Information Technology 1992 v.11 n.6 p.309-318
Summary: Cognitive systems for receiving, processing, storing, and using information are of fundamental importance for managers. (Ungson et al. 1981, Schank and Abelson 1977, Isenberg 1986, Axelrod 1972, 1976, Boynton and Zmud 1984, Lord 1985). Hogarth (1987) has demonstrated that judgements are made in reference to other information sources or to cues during decision-making. References or cues may be either induced imaginally or perceived environmentally. Hogarth specifies two conditions that influence references and cues:
  • 1. Availability of information: If there is plenty of information, there is also likely to be a good cue context upon which the decision-maker can draw. If there is information scarcity, the decision-maker will struggle to find salient cues and will tend to rely on habitual responses.
  • 2. Effects of data presentation: As noted, task directions and instructions are cues that influence decision-maker strategies. Choice evolves as the individual references available cues, adjusts his or her strategies based on cues, and selects a course of action.
This paper reviews the pertinent literature on the role that cues or symbols play in structuring and processing information in problem-solving and decision-making.