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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
1

Designing Privacy-Enhanced Interfaces on Digital Tabletops for Public Settings

Irannejad, Arezoo January 2013 (has links)
Protection of personal information has become a critical issue in the digital world. Many companies and service provider websites have adopted privacy policies and practices to protect users’ personal information to some extent. In addition, various governments are adopting privacy protection legislation. System developers, service providers, and interface designers play an important role in determining how to make systems fulfill legal requirements and satisfy users. The human factor requirements for effective privacy interface design can be categorized into four groups: (1) comprehension, (2) consciousness, (3) control, and (4) consent (Patrick & Kenny, 2003). Moreover, the type of technology that people are engaged with has a crucial role in determining what type of practices should be adopted. As Weiser (1996) envisioned, we are now in an “ubiquitous computing” (Ubicomp) era in which technologies such as digital tabletops (what Weiser called LiveBoards) are emerging for use in public settings. The collaborative and open nature of this type of smart device introduces new privacy threats that have not yet been thoroughly investigated and as a result have not been addressed in companies’ and governmental privacy statements and legislation. In this thesis, I provide an analytical description of the privacy threats unique to tabletop display environments. I then present several design suggestions for a tabletop display interface that addresses and mitigates these threats, followed by a qualitative evaluation of these designs based on Patrick and Kenny’s (2003) model. Results show that most participants have often experienced being shoulder-surfed or had privacy issues when sharing information with someone in a collaborative environment. Therefore, they found most of the techniques designed in this thesis helpful in providing information privacy for them when they are engaged with online social activities on digital tabletops in public settings. Among all of the proposed tested designs, the first three have proven to be effective in providing the required privacy. However, designs 4 and 5 had some shortfalls that made them less helpful for participants. The main problem with these two designs was that participants had difficulty understanding what they had to do in order to complete the given tasks.
2

Designing Privacy-Enhanced Interfaces on Digital Tabletops for Public Settings

Irannejad, Arezoo January 2013 (has links)
Protection of personal information has become a critical issue in the digital world. Many companies and service provider websites have adopted privacy policies and practices to protect users’ personal information to some extent. In addition, various governments are adopting privacy protection legislation. System developers, service providers, and interface designers play an important role in determining how to make systems fulfill legal requirements and satisfy users. The human factor requirements for effective privacy interface design can be categorized into four groups: (1) comprehension, (2) consciousness, (3) control, and (4) consent (Patrick & Kenny, 2003). Moreover, the type of technology that people are engaged with has a crucial role in determining what type of practices should be adopted. As Weiser (1996) envisioned, we are now in an “ubiquitous computing” (Ubicomp) era in which technologies such as digital tabletops (what Weiser called LiveBoards) are emerging for use in public settings. The collaborative and open nature of this type of smart device introduces new privacy threats that have not yet been thoroughly investigated and as a result have not been addressed in companies’ and governmental privacy statements and legislation. In this thesis, I provide an analytical description of the privacy threats unique to tabletop display environments. I then present several design suggestions for a tabletop display interface that addresses and mitigates these threats, followed by a qualitative evaluation of these designs based on Patrick and Kenny’s (2003) model. Results show that most participants have often experienced being shoulder-surfed or had privacy issues when sharing information with someone in a collaborative environment. Therefore, they found most of the techniques designed in this thesis helpful in providing information privacy for them when they are engaged with online social activities on digital tabletops in public settings. Among all of the proposed tested designs, the first three have proven to be effective in providing the required privacy. However, designs 4 and 5 had some shortfalls that made them less helpful for participants. The main problem with these two designs was that participants had difficulty understanding what they had to do in order to complete the given tasks.
3

Physical vs Digital Tabletop Games

Larsson, Andreas, Ekblad, Jonas January 2020 (has links)
This paper shows the difference in User Experience between Physical and Digital tabletop games. The goal of the project is to get an understanding of how and why playing tabletop games differentiates depending on the platform. Seven tabletop games have been chosen from different genres with an official digital adaptation. We’ve measured four key factors, Usability, Aesthetics, Social Connectivity and Engagement. The key factors have been used to gather User Experience metrics that were used to compare the digital and physical versions of the tabletop games. The result from this thesis is that physical tabletop games have a higher rating than the digital versions in all key factors except in usability where the differences were miniscule. Games that rely on imperfect information offer a much higher social connectivity and engagement when it’s played around a table. Games relying on tile-placement offers a higher usability and engagement when played digitally due to the assistance provided by the game. Physical tabletop games are the preferred option of the two but the accessibility of the digital versions makes them remain relevant.

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