Computer and Information Security (CIS) is usually approached adopting a technology-centric viewpoint, where the human components of sociotechnical systems are generally considered as their weakest part, with little consideration for the end users’ cognitive characteristics, needs and motivations. This paper presents a holistic/Human Factors (HF) approach, where the individual, organisational and technological factors are investigated in pilot healthcare organisations to show how HF vulnerabilities may impact on cybersecurity risks. An overview of current challenges in relation to cybersecurity is first provided, followed by the presentation of an integrated top–down and bottom–up methodology using qualitative and quantitative research methods to assess the level of maturity of the pilot organisations with respect to their capability to face and tackle cyber threats and attacks. This approach adopts a user-centred perspective, involving both the organisations’ management and employees, The results show that a better cyber-security culture does not always correspond with more rule compliant behaviour. In addition, conflicts among cybersecurity rules and procedures may trigger human vulnerabilities. In conclusion, the integration of traditional technical solutions with guidelines to enhance CIS systems by leveraging HF in cybersecurity may lead to the adoption of non-technical countermeasures (such as user awareness) for a comprehensive and holistic way to manage cyber security in organisations.
This paper presents some early design work of an innovative concept of an incubator, carried out under the European project Palcom. Gaining a comprehensive understanding of user requirements in care settings poses interesting methodological challenges. This paper details some methodological options for developing technologies which allow end-user composition and re-configurability, and documents how fieldwork has been translated into design solutions. In particular we describe the notion of technological assemblies interpreted as the combination of services and devices, which the users can dynamically configure to support their needs. We report on the importance of flexibility and control in the use of such technological assemblies in a neonatal ward and present an early prototype of incubator designed to be sensitive to the particular requirements of the settin
This paper describes an ongoing design experience conducted in the Neonatal Intensive Care Unit for Premature Newborns. The specificity and the delicateness of such a setting provided the opportunity for reflecting on how the different stakeholders perceive, interpret and use time in their different activities connected to their specific relation with the neonatal ward and the activities taking place there.The design concept of Palpable time sets this difference in focus to initiate a communication model aiming at supporting these needs. The value of this concept is that all members of the care community are entitled to act as equal partner in taking care of the baby. Therefore, this implies the idea of a horizontal organization in which all members are equally valued, where the stakeholders interacts according to their preferences from a time-space perspective. The system must handle roaming between spaces, devices and physical nets. Furthermore, it enables the users to configure emerging properties of their choice to propagate these to themselves and others. Managing and matching the heterogeneity of these different needs and profiles. Palpable Time supports the creation and the consolidation of a Care Community around the Neonatal Ward. Today the concept is explored through an early prototype used as a springboard for further development.
This article presents the design of Iromec, a modular robot companion tailored towards engaging in social exchanges with children with different disabilities with the aim to empower them to discover a wide rage of play styles from solitary to social and cooperative play. In particular this paper focuses on the design of play scenarios and specific robot features for engaging in meaningful interaction with different typologies of disable children - Autistic children, Moderate Mentally Retarded children and Severe Motor Impaired children. Modularity and configurability contribute to the flexibility of the system in creating rewarding games that can be easily understood by the child and can promote fun and learning. Other key features of the system are the combination of autonomous and user-controlled behaviour and a strong emphasis on identity and expressiveness that can be dynamically adapted during play
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