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In this paper a new graphical password scheme is presented using a dynamic layered combination of graphical elements. It has unique capabilities in terms of low memory burden due to a story based approach, while at the same time being very resistant to shoulder surfing threats. The results of a security evaluation confirm shoulder surfing resistance.
‘Creating the Difference’ is the theme of the 2014 edition of the Chi Sparks conference. It is also the challenge that the Human-Computer Interaction (HCI) community is facing today. HCI is a creative field where practitioners engage in design, production, and evaluation of interactions between people and digital technology. Creating excellent interfaces for people, they make a difference in media and systems that people are eager to use. Usability and user experience are fundamental for achieving this, as are abilities at the forefront of technology, but key to a successful difference is getting the right concepts, addressing genuine, intrinsic, human needs. Researchers and practitioners contribute to this area from theory as well as practice by sharing, discussing, and demonstrating new ideas and developments. This is how HCI creates a difference for society, for individuals, businesses, education, and organizations. The difference that an interactive product or service makes might lie in the concept of it but also in the making, the creation of details and the realisation. It is through powerful concepts and exceptional quality of realisation that innovation is truly achieved. At the Chi Sparks 2014 conference, researchers and practitioners in the HCI community convene to share and discuss their efforts on researching and developing methods, techniques, products, and services that enable people to have better interactions with systems and other people. The conference is hosted at The Hague University of Applied Sciences, and proudly built upon the previous conferences in Arnhem (2011) and Leiden (2009). Copyright van de individuele papers ligt bij de betreffende auteurs.
Background: Phantom limb pain is a frequent and persistent problem following amputation. Achieving sustainable favorable effects on phantom limb pain requires therapeutic interventions such as mirror therapy that target maladaptive neuroplastic changes in the central nervous system. Unfortunately, patients’ adherence to unsupervised exercises is generally poor and there is a need for effective strategies such as telerehabilitation to support long-term self-management of patients with phantom limb pain. Objective: The main aim of this study was to describe the user-centered approach that guided the design and development of a telerehabilitation platform for patients with phantom limb pain. We addressed 3 research questions: (1) Which requirements are defined by patients and therapists for the content and functions of a telerehabilitation platform and how can these requirements be prioritized to develop a first prototype of the platform? (2) How can the user interface of the telerehabilitation platform be designed so as to match the predefined critical user requirements and how can this interface be translated into a medium-fidelity prototype of the platform? (3) How do patients with phantom limb pain and their treating therapists judge the usability of the medium-fidelity prototype of the telerehabilitation platform in routine care and how can the platform be redesigned based on their feedback to achieve a high-fidelity prototype?
Based on the theory of embodied cognition we developed NOOT, at tangible tool that allows marking audio-moments during creative sessions. A detailed analysis of using NOOT in practice lead to a reconceptualization of NOOT within processes of external scaffolding. It also spurred a new design project focused on reflection during group sessions
This conference paper deals with various organizations and pilot initiatives regarding the theme of sustainability.
The revolutionary dimension of technological developments is all too often placed in the foreground, painting a picture of a future we can hardly imagine, let alone perceive. This book emphasises the evolutionary dimension of developments, and how we take small steps. How certain underlying, invariable aspects survive hype after hype, and have their own rhythm or longue durée. It is the search for where change meets inertia. Progression is a balance between the familiar and the unfamiliar. The essays bundled in this book have as a leitmotiv this attention to how progression is a matter of locating the small steps we can take and the invariables that lie beneath developments that stimulate or hinder certain big steps forward. It concentrates on the zone of proximal development, to use the term of Vygotsky. This collection of essays represents a personal view of the area where psychology, media, technology, and culture meet in the context of technological and social developments. These crossroads are addressed through topics such as digital identities, interactive media, the museum visitor in a digital world, and growing up in a digital society.
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