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Entrepreneurs are likely to be victims of ransomware. Previous studies have found that entrepreneurs tend to adopt few preventive measures, thereby increasing their chances of victimization. Due to a lack of research, however, not much is known about why entrepreneurs lack self-protective behaviors and how they can be encouraged to change said behaviors. Therefore, the purpose of this study is to explain, by means of an extended model of the Protection Motivation Theory (PMT), the motivation for entrepreneurs using protective measures against ransomware in the future. The data for our study were collected thanks to a questionnaire that was answered by 1,020 Dutch entrepreneurs with up to 250 employees. Our Structural Equation Modelling (SEM) analysis revealed that entrepreneurs are more likely to take preventive measures against ransomware if they perceive the risk of ransomware as severe (perceived severity), if they perceive their company as being vulnerable (perceived vulnerability), if they are concerned about the risks (affective response), and if they think that the people and companies around them expect them to apply preventive measures (subjective norms). However, if entrepreneurs think that they are capable of handling the risk (self-efficacy) and are convinced that their adopted preventive measures are effective (response efficacy), they are less likely to take preventive measures. Furthermore, for entrepreneurs that outsource IT security, the significant effect of perceived vulnerability and subjective norms disappears. The likelihood of entrepreneurs protecting their business against ransomware is thus influenced by a complex interplay of various motivational factors and is partly dependent on the business’ characteristics. Based on these findings, we will discuss security professionals’ prospects for increasing the cyber resilience of entrepreneurs, thus preventing cybercrime victimization.
Integrating culture into the behavioural models of virtual characters requires knowledge from very different disciplines such as cross-cultural psychology and computer science. If culture-related behavioural differences are simulated with a virtual character system, users might not necessarily understand the intent of the designer. This is, in part, due to the influence of culture on not only users, but also designers. To gain a greater understanding of the instantiation of culture in the behaviour of virtual characters, and on this potential mismatch between designer and user, we have conducted two experiments. In these experiments, we tried to simulate one dimension of culture (Masculinity vs. Femininity) in the behaviour of virtual characters. We created four scenarios in the first experiment and six in the second. In each of these scenarios, the same two characters interact with each other. The verbal and non-verbal behaviour of these characters differs depending on their cultural scripts. In two user perception studies, we investigated how these differences are judged by human participants with different cultural backgrounds. Besides expected differences between participants from Masculine and Feminine countries, we found significant differences in perception between participants from Individualistic and Collectivistic countries. We also found that the user’s interpretation of the character’s motivation had a significant influence on the perception of the scenarios. Based on our findings, we give recommendations for researchers that aim to design culture-specific behaviours for virtual characters.
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Introduction: Sensor-feedback systems can be used to support people after stroke during independent practice of gait. The main aim of the study was to describe the user-centred approach to (re)design the user interface of the sensor feedback system “Stappy” for people after stroke, and share the deliverables and key observations from this process. Methods: The user-centred approach was structured around four phases (the discovery, definition, development and delivery phase) which were fundamental to the design process. Fifteen participants with cognitive and/or physical limitations participated (10 women, 2/3 older than 65). Prototypes were evaluated in multiple test rounds, consisting of 2–7 individual test sessions. Results: Seven deliverables were created: a list of design requirements, a personae, a user flow, a low-, medium- and high-fidelity prototype and the character “Stappy”. The first six deliverables were necessary tools to design the user interface, whereas the character was a solution resulting from this design process. Key observations related to “readability and contrast of visual information”, “understanding and remembering information”, “physical limitations” were confirmed by and “empathy” was additionally derived from the design process. Conclusions: The study offers a structured methodology resulting in deliverables and key observations, which can be used to (re)design meaningful user interfaces for people after stroke. Additionally, the study provides a technique that may promote “empathy” through the creation of the character Stappy. The description may provide guidance for health care professionals, researchers or designers in future user interface design projects in which existing products are redesigned for people after stroke.
Former military fortifications are often repurposed for tourism and recreation. While some of over 100 Dutch forts are recognized as UNESCO World Heritage sites, a substantial number are currently underdeveloped, putting their cultural and natural heritage at risk. Developing these forts in a conscious and collaborative way promises to not only preserve their heritage value, but also facilitate enjoyable and healthy experiences for visitors. Moreover, under-developed forts provide an opportunity to solve another pressing challenge, namely overtourism. Visitor pressure at tourist attractions has led the Netherlands Board of Tourism and Conventions to call for spreading visitors to lesser-known areas. Less-developed forts are among the most promising of these. Development initiatives depend on a transition from isolation to cooperation across sites. However, for cooperation to be effective, agencies managing these forts have indicated an urgent need for data on visitor characteristics and experiences. The purpose of the present project is to measure and analyze visitor demographics, motivations, and experiences at less-developed forts, and to develop a toolkit to inspire, support, and monitor development of these forts for natural and cultural heritage preservation and improved visitor experience. This proposal builds on the previous project, “Experiencing Nature” which utilized Breda Experience Lab technologies to measure visitor experiences at Fort de Roovere. We now aim to broaden this proven approach to a broader variety of forts, and to translate visitor data into actionable advice. The consortium includes a changemaking network of the Alliantie Zuiderwaterlinie (NL), Regionale Landschappen (VL), and Agentschap Natuur en Bos (VL). This Dutch-Flemish network aims to connect formerly isolated forts to one another, and represents a broad diversity of fortified sites, each with unique challenges. The project will thus facilitate interregional collaboration, especially toward coming Interreg EU proposals, and inform interregional marketing campaigns and planning for management and conservation.
Performance feedback is an important mechanism of adaptation in learning theories, as it provides one of the motivations for organizations to learn (Pettit, Crossan, and Vera 2017). Embedded in the behavioral theory of the firm, organizational learning from performance feedback predicts the probability for organizations to change with an emphasis on organizational aspirations, which serve as a threshold against which absolute performance is evaluated (Cyert and March 1963; Greve 2003). It postulates that performance becomes a ‘problem’, or the trigger to search for alternative procedures, strategies, products and behaviors, when performance is below that threshold. This search is known as problemistic search. Missing from this body of research, is empirically grounded understanding if the characteristics of performance feedback over time matter for the triggering function of the feedback. I explore this gap. This investigation adds temporality as a dimension of the performance feedback concept guided by a worldview of ongoing change and flux where conditions and choices are not given, but made relevant by actors and enacted upon (Tsoukas and Chia 2002). The general aim of the study is to complement the current knowledge of performance feedback as a trigger for problemistic search with an explicit process temporal approach. The main question guiding this project is how temporal patterns of performance feedback influence organizational change, which I answer in four chapters, each zooming into one sub-question.First, I focus on the temporal order of performance feedback by examining performance feedback and change sequences organizations go through. In this section time is under study and the goal is to explore how feedback patterns have evolved over time, just as the change states organizations pass through. Second, I focus on the plurality of performance feedback by investigating performance feedback from multiple aspiration levels (i.e. multiple qualitatively different metrics and multiple reference points) and how over time clusters of performance feedback sequences have evolved. Next, I look into the rate and scope of change relative to performance feedback sequences and add an element of signal strength to the feedback. In the last chapter, time is a predictor (in the sequences), and, it is under study (in the timing of responses). I focus on the timing of organizational responses in relation to performance feedback sequences of multiple metrics and reference points.In sum, all chapters are guided by the timing problem of performance feedback, meaning that performance feedback does not come ‘available’ at a single point in time. Similarly to stones with unequal weight dropped in the river, performance feedback with different strength comes available at multiple points in time and it is plausible that sometimes it is considered by decision-makers as problematic and sometimes it is not, because of the sequence it is part of. Overall, the investigation is grounded in the general principles of organizational learning from performance feedback, and the concept of time as duration, sequences and timing, with a focus on specification of when things happen. The context of the study is universities of applied sciences and hotels in The Netherlands. Project partner: Tilburg University, School of Social and Behavioral Sciences, Department of Organization Studies