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[1] Speeching: Mobile Crowdsourced Speech Assessment to Support Self-Monitoring and Management for People with Parkinson's Health Support & Management / McNaney, Róisín / Othman, Mohammad / Richardson, Dan / Dunphy, Paul / Amaral, Telmo / Miller, Nick / Stringer, Helen / Olivier, Patrick / Vines, John Proceedings of the ACM CHI'16 Conference on Human Factors in Computing Systems 2016-05-07 v.1 p.4464-4476
ACM Digital Library Link
Summary: We present Speeching, a mobile application that uses crowdsourcing to support the self-monitoring and management of speech and voice issues for people with Parkinson's (PwP). The application allows participants to audio record short voice tasks, which are then rated and assessed by crowd workers. Speeching then feeds these results back to provide users with examples of how they were perceived by listeners unconnected to them (thus not used to their speech patterns). We conducted our study in two phases. First we assessed the feasibility of utilising the crowd to provide ratings of speech and voice that are comparable to those of experts. We then conducted a trial to evaluate how the provision of feedback, using Speeching, was valued by PwP. Our study highlights how applications like Speeching open up new opportunities for self-monitoring in digital health and wellbeing, and provide a means for those without regular access to clinical assessment services to practice and get meaningful feedback on their speech.

[2] 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.

[3] 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.

[4] 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.

[5] BallotShare: An exploration of the design space for digital voting in the workplace / Vlachokyriakos, Vasilis / Dunphy, Paul / Taylor, Nick / Comber, Rob / Olivier, Patrick Computers in Human Behavior 2014-12 v.41 n.0 p.433-443
Keywords: Decision making
Keywords: e-voting
Keywords: Social voting
Keywords: HCI
Link to Article at sciencedirect
Summary: Digital voting is used to support group decision-making in a variety of contexts ranging from politics to mundane everyday collaboration, and the rise in popularity of digital voting has provided an opportunity to re-envision voting as a social tool that better serves democracy. A key design goal for any group decision-making system is the promotion of participation, yet there is little research that explores how the features of digital voting systems themselves can be shaped to configure participation appropriately. In this paper we propose a framework that explores the design space of digital voting from the perspective of participation. We ground our discussion in the design of a social media polling tool called BallotShare; a first instantiation of our proposed framework designed to facilitate the study of decision-making practices in a workplace environment. Across five weeks, participants created and took part in non-standard polls relating to events and other spontaneous group decisions. Following interviews with participants we identified significant drivers and limitations of individual and collective participation in the voting process: social visibility, social inclusion, commitment and delegation, accountability, influence and privacy.

[6] Designing for Spontaneous and Secure Delegation in Digital Payments / Dunphy, Paul / Monk, Andrew / Vines, John / Blythe, Mark / Olivier, Patrick Interacting with Computers 2014-09 v.26 n.5 p.417-432
iwc.oxfordjournals.org/content/26/5/417
Summary: Delegation is the practice of sharing authority with another individual to enable them to complete a specific task as a proxy. Practices to permit delegation can range from formal to informal arrangements and can involve spontaneous yet finely balanced notions of trust between people. This paper argues that delegation is a ubiquitous yet an unsupported feature of socio-technical computer systems and that this lack of support illustrates a particular neglect to the everyday financial practices of the more vulnerable people in society. Our contribution is to provide a first exploration of the domain of person-to-person delegation in digital payments, a particularly pressing context. We first report qualitative data collected across several studies concerning banking practices of individuals over 80 years of age. We then use analytical techniques centred upon identification of stakeholders, their concerns and interactions, to characterize the delegation practices we observed. We propose a Concerns Matrix as a suitable representation to capture conflicts in the needs of individuals in such complex socio-technical systems, and finally propose a putative design response in the form of a Helper Card.

[7] PosterVote: expanding the action repertoire for local political activism Communities / Vlachokyriakos, Vasilis / Comber, Rob / Ladha, Karim / Taylor, Nick / Dunphy, Paul / McCorry, Patrick / Olivier, Patrick Proceedings of DIS'14: Designing Interactive Systems 2014-06-21 v.1 p.795-804
ACM Digital Library Link
Summary: Online and digital technologies support and extend the action repertoires of localized social movements. In this paper we examine the ways by which digital technologies can support "on-the-ground" activist communities in the development of social movements. After identifying some of the challenges of deploying conventional voting and consultation technologies for activism, we examine situated political action in local communities through the design and deployment of a low-cost community voting prototype, PosterVote. We deploy PosterVote in two case studies with two local community organizations identifying the features that supported or hindered grassroots democratic practices. Through interviews with these communities, we explore the design of situated voting systems to support participation within an ecology of social action.

[8] Pay or delay: the role of technology when managing a low income Managing income / Vines, John / Dunphy, Paul / Monk, Andrew Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.501-510
ACM Digital Library Link
Summary: This paper reports on a qualitative study of 38 low-income individuals living in the North East of England. The participants' experiences of money, banking and the role digital technology plays in their financial practices were identified through semi-structured interviews in people's homes and group workshops. A grounded theory analysis of these data characterises how technology both helped and hindered participants to keep close control of their finances. These findings suggest design opportunities for future digital banking technologies that extend the already sophisticated practices of individuals managing a low income, focusing on: delaying, prioritising, planning, watching, and hiding monetary transactions.

[9] Experience design theatre: exploring the role of live theatre in scaffolding design dialogues Research through design / Vines, John / Denman-Cleaver, Tess / Dunphy, Paul / Wright, Peter / Olivier, Patrick Proceedings of ACM CHI 2014 Conference on Human Factors in Computing Systems 2014-04-26 v.1 p.683-692
ACM Digital Library Link
Summary: While theatre has been used in HCI as a tool for engaging participants in design processes, the specific benefits of using live theatre over other communicative mediums, remains underexplored. In this paper we introduce Experience Design Theatre (EDT) as an approach to undertaking experience-centered design with multiple parties in the early stages of design. EDT was motivated by a need to involve several diverse groups of people in the design of a digitally coordinated care service -- NetCarers. We used live theatre as a way to engage small groups of participants in dialogues around the design of NetCarers, to qualify their contributions in a refined performance, and to communicate their concerns and aspirations to domain experts. We highlight key benefits to using live theatre in experience-centered design and offer insights for researchers undertaking similar work in the future.

[10] Patterns in the wild: a field study of the usability of pattern and pin-based authentication on mobile devices Security and privacy / von Zezschwitz, Emanuel / Dunphy, Paul / De Luca, Alexander Proceedings of 2013 Conference on Human-computer interaction with mobile devices and services 2013-08-27 2013-08-27 p.261-270
ACM Digital Library Link
Summary: Graphical password systems based upon the recall and reproduction of visual patterns (e.g. as seen on the Google Android platform) are assumed to have desirable usability and memorability properties. However, there are no empirical studies that explore whether this is actually the case on an everyday basis. In this paper, we present the results of a real world user study across 21 days that was conducted to gather such insight; we compared the performance of Android-like patterns to personal identification numbers (PIN), both on smartphones, in a field study. The quantitative results indicate that PIN outperforms the pattern lock when comparing input speed and error rates. However, the qualitative results suggest that users tend to accept this and are still in favor of the pattern lock to a certain extent. For instance, it was rated better in terms of ease-of-use, feedback and likeability. Most interestingly, even though the pattern lock does not provide any undo or cancel functionality, it was rated significantly better than PIN in terms of error recovery; this provides insight into the relationship between error prevention and error recovery in user authentication.

[11] Designing interactive secure system: chi 2013 special interest group SIGs / Faily, Shamal / Coles-Kemp, Lizzie / Dunphy, Paul / Just, Mike / Akama, Yoko / De Luca, Alexander Extended Abstracts of ACM CHI'13 Conference on Human Factors in Computing Systems 2013-04-27 v.2 p.2469-2472
ACM Digital Library Link
Summary: Despite a growing interest in the design and engineering of interactive secure systems, there is also a noticeable amount of fragmentation. This has led to a lack of awareness about what research is currently being carried out, and misunderstandings about how different fields can contribute to the design of usable and secure systems. By drawing interested members of the CHI community from design, user experience, engineering, and HCI Security, this SIG will take the first steps towards creating a research agenda for interactive secure system design. In the SIG, we will summarise recent initiatives to develop a research programme in interactive secure system design, network members of the CHI community with an interest in this research area, and initiate a roadmap towards addressing identified research challenges and building an interactive secure system design community.

[12] 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.

[13] Questionable concepts: critique as resource for designing with eighty somethings Participatory design with older people / Vines, John / Blythe, Mark / Lindsay, Stephen / Dunphy, Paul / Monk, Andrew / Olivier, Patrick Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1169-1178
ACM Digital Library Link
Summary: This paper reports findings from a series of participatory design workshops with ten people over eighty years old. The focus of the workshops was new banking technologies for the older old. Participants were asked to discuss their current experiences of banking and given packs of concept cards which contained design sketches and brief outlines of concepts for new financial services. The designs on the cards were deliberately provocative and aimed to encourage criticism and debate. Participants wrote and drew on the cards and the workshops were recorded and transcribed. The participants were extremely critical of current banking practices and most of the new concepts we presented to them. Their questions and comments led to a number of insights and further iterations. The paper argues that critique is an essential resource for design, both in terms of identifying problems and iterating ideas.

[14] Cheque mates: participatory design of digital payments with eighty somethings Participatory design with older people / Vines, John / Blythe, Mark / Dunphy, Paul / Vlachokyriakos, Vasillis / Teece, Isaac / Monk, Andrew / Olivier, Patrick Proceedings of ACM CHI 2012 Conference on Human Factors in Computing Systems 2012-05-05 v.1 p.1189-1198
ACM Digital Library Link
Summary: This paper describes a project exploring the design of digital payment services in collaboration with 16 people aged over 80. Many older people find cheques valuable as a means of payment but the UK Payments Council recently proposed their abolition. We describe two designs that simultaneously aimed to preserve and augment the paper cheque as a means of making electronic payments. These were devised during participatory design workshops through critical dialogues with our eighty something participants. Workshop discussions resulted in the creation of a real world cheque system where we issued pre-paid cheques without the involvement of banks. This work informed the development of a digital cheque book based on Anoto digital pen technology. The work illustrates the value of participatory design with 'extraordinary' users, such as the eighty somethings, in HCI.

[15] 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.

[16] The joy of cheques: trust, paper and eighty somethings Ethnography in the very wild / Vines, John / Dunphy, Paul / Blythe, Mark / Lindsay, Stephen / Monk, Andrew / Olivier, Patrick Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.147-156
ACM Digital Library Link
Summary: A cheque is a paper document that orders the transfer of money between bank accounts. Whilst an eighty-year-old in the UK is predicted on average to live at least another ten years, cheques may not. Despite many older peoples extensive use of cheques, UK banks are eager to abolish them and design electronic alternatives that are less costly to process and less vulnerable to fraud. This paper reports on two qualitative studies that explored the banking experiences of 23 people over eighty years old. Cheques support financial collaboration with others in ways that digital payment systems do not. We argue that whilst it might be possible to improve the design of digital payment systems to better support financial collaboration, the case for retaining and enhancing cheques is stronger. Rather than replace cheques, we must design ways of making them less costly to process and better linked to electronic payment methods.

[17] Taking as an act of sharing Mediating communication / Mentis, Helena M. / Lindley, Siân E. / Taylor, Stuart / Dunphy, Paul / Regan, Tim / Harper, Richard Proceedings of ACM CSCW'12 Conference on Computer-Supported Cooperative Work 2012-02-11 v.1 p.1091-1100
ACM Digital Library Link
Summary: We present findings from the deployment of a mobile application, Take and Give, which allows users to place image files in a virtual folder or 'Pocket' on a mobile phone. This content can be viewed by a set of 'Buddies', who can, if they wish, attempt to take ownership of a file for themselves, following which they can keep it, delete it, or place it in the Pocket of someone else. There is only one version of each file, creating a twist on traditional sharing technologies. We report findings from a three week trial of the application in an office space, and describe how Take and Give provided a means of self-presentation and supported a sense of awareness, mutual attentiveness and connectedness. Our findings suggest that the taking of unique content can be an engaging form of sharing and can facilitate awareness and connectedness between people.

[18] Eighty something: banking for the older old Different perspectives / Vines, John / Blythe, Mark / Dunphy, Paul / Monk, Andrew Proceedings of the 25th BCS Conference on Human-Computer Interaction 2011-07-04 p.64-73
ACM Digital Library Link
Summary: An eighty year old today is expected on average to live well beyond the year 2020. However the needs of the older old are seldom considered in relation to current and future banking services. This paper documents a qualitative study investigating the meaning of money to a group of eighty somethings (people aged over 80). Participants were asked to tell their financial life stories. This focus on biography allowed them to relate rich narratives that indicated enduring values and concerns. Interviews with twelve participants as well as carers and financial experts were transcribed and analysed using a grounded theory technique. The key themes that emerged from these data were: materiality, control, locality and transferability. We discuss the implications of this study in reference to the next stage of design and policy focused research that aims to benefit the broader community.

[19] A closer look at recognition-based graphical passwords on mobile devices Passwords and accounts / Dunphy, Paul / Heiner, Andreas P. / Asokan, N. Proceedings of the 2010 Symposium on Usable Privacy and Security 2010-07-14 p.3
Keywords: graphical passwords, mobile devices, shoulder surfing
ACM Digital Library Link
Summary: Graphical password systems based on the recognition of photographs are candidates to alleviate current over-reliance on alphanumeric passwords and PINs. However, despite being based on a simple concept -- and user evaluations consistently reporting impressive memory retention -- only one commercial example exists and overall take-up is low. Barriers to uptake include a perceived vulnerability to observation attacks; issues regarding deployability; and the impact of innocuous design decisions on security not being formalized. Our contribution is to dissect each of these issues in the context of mobile devices -- a particularly suitable application domain due to their increasing significance, and high potential to attract unauthorized access. This produces: 1) A novel yet simple solution to the intersection attack that permits greater variability in login challenges; 2) Detailed analysis of the shoulder surfing threat that considers both simulated and human testing; 3) A first look at image processing techniques to contribute towards automated photograph filtering. We operationalize our observations and gather data in a field context where decentralized mechanisms of varying entropy were installed on the personal devices of participants. Across two working weeks success rates collected from users of a high entropy version were similar to those of a low entropy version at 77%, and login durations decreased significantly across the study.

[20] 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.

[21] 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.

[22] Graphical passwords & qualitative spatial relations Posters / Lin, Di / Dunphy, Paul / Olivier, Patrick / Yan, Jeff Proceedings of the 2007 Symposium on Usable Privacy and Security 2007-07-18 p.161-162
ACM Digital Library Link
cups.cs.cmu.edu/soups/2007/posters/p161_lin.pdf
Summary: A potential drawback of graphical password schemes is that they are more vulnerable to shoulder surfing than conventional alphanumeric text passwords. We present a variation of the Draw-a-Secret scheme originally proposed by Jermyn et al [1] that is more resistant to shoulder surfing through the use of a qualitative mapping between user strokes and the password, and the use of dynamic grids to both obfuscate attributes of the user secret and encourage them to use different surface realizations of the secret. The use of qualitative spatial relations relaxes the tight constraints on the reconstruction of a secret; allowing a range of deviations from the original. We describe QDAS (Qualitative Draw-A-Secret), an initial implementation of this graphical password scheme, and the results of an empirical study in which we examined the memorability of secrets, and their susceptibility to shoulder-surfing attacks, for both Draw-A-Secret and QDAS.

[23] Is FacePIN secure and usable? Posters / Dunphy, Paul / Yan, Jeff Proceedings of the 2007 Symposium on Usable Privacy and Security 2007-07-18 p.165-166
ACM Digital Library Link
cups.cs.cmu.edu/soups/2007/posters/p165_dunphy.pdf
Summary: Personal identification numbers (PINs) and hardware tokens are often used together for authentication purposes, e.g., in financial transactions with ATM machines. However, many people cannot remember their PINs. This has caused insecure practice, extra management cost, or both. In this paper, we evaluate FacePIN, a solution proposed to improve the security and memorability of the PIN scheme.