This paper presents BoD Shapes, a novel authentication method for smartphones that uses the back of the device for input. We argue that this increases the resistance to shoulder surfing while remaining reasonably fast and easy-to-use. We performed a user study (n = 24) comparing BoD Shapes to PIN authentication, Android grid unlock, and a front version of our system. Testing a front version allowed us to directly compare performance and security measures between front and back authentication. Our results show that BoD Shapes is significantly more secure than the three other approaches. While performance declined, our results show that BoD Shapes can be very fast (up to 1.5 seconds in the user study) and that learning effects have an influence on its performance. This indicates that speed improvements can be expected in long-term use.
Tangible User Interfaces (TUIs) are emerging as a new paradigm of interaction with the digital world aiming at facilitating traditional GUI-based interaction. Interaction with TUIs relies on users' existing skills of interaction with the real world [9], thereby offering the promise of interfaces that are quicker to learn and easier to use. Recently it has been demonstrated [1] that the use of personal objects as tangible interfaces will be even more straightforward since users already have a mental model associated to the physical objects thus facilitating the comprehension and usage modalities of that objects. However TUIs are currently very challenging to build and this limits their widespread diffusion and exploitation. In order to address this issue we propose a user-oriented framework, called Memodules Framework, which allows the easy creation and management of Personal TUIs, providing end users with the ability of dynamically configuring and reconfiguring their TUIs. The framework is based on a model, called MemoML (Memodules Markup Language), which guarantees framework flexibility, extensibility and evolution over time.
This paper presents the results of a cooperative inquiry study aimed at developing a prototype of enhanced eBook for leisure reading. Together with a group of 9 to 11 years old children we explored various design ideas and, starting from these ideas, we developed the eBook prototype and elaborated a shortlist of recommendations. The paper aims to extend the research on the design of children's eBooks with a set of six guidelines that are intended to help designers in creating better and more engaging eBooks.
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