Stimulated recall (SR) is a family of introspective research procedures through which cognitive processes can be investigated by inviting subjects to recall, when prompted by a video sequence, their concurrent thinking during that event. Variations of the generic approach are widely used and many of the studies treat SR as non‐problematic. The article reviews the strengths and weaknesses of SR and exemplifies its use in a study of non‐deliberative decision‐making by sports coaches. The study reaffirms the potential limitations of subjects reordering their accounts in response to activating deeper memory structures and in order to maintain biases of control and a priori theory affirmation. Nevertheless, the procedure successfully elicited expert accounts of decisions taken and maintained the benefits of the naturalistic context. The article concludes that SR is a valuable tool for investigating cognitive processes, although care has to be taken with research designs. The value is enhanced when there is immediacy of recall, consonance between questions and cognitive organisation, and indirect means of introspection in complex interactive contexts, such as the classroom. It has considerable potential in both research and as the basis of training programmes.
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Abstract-The adversarial element is an intrinsic part of the design of secure systems, but our assumptions about attackers and threat is often limited or stereotypical. Although there has been previous work on applying User-Centered Design on Persona development to build personas for possible attackers, such work is only speculative and fails to build upon recent research. This paper presents an approach for developing Attacker Personas which is both grounded and validated by structured data about attackers. We describe a case study example where the personas were developed and used to support the development of a Context of Use description for the EU FP7 webinos project.
A defining element of coaching expertise is characterised by the coach’s ability to make decisions. Recent literature has explored the potential of Naturalistic Decision Making (NDM) as a useful framework for research into coaches’ in situ decision making behaviour. The purpose of this paper was to investigate whether the NDM paradigm offered a valid mechanism for exploring three high performance coaches’ decision-making behaviour in competition and training settings. The approach comprised three phases: 1) existing literature was synthesised to develop a conceptual framework of decision-making cues to guide and shape the exploration of empirical data; 2) data were generated from stimulated recall procedures to populate the framework; 3) existing theory was combined with empirical evidence to generate a set of concepts that offer explanations for the coaches’ decision-making behaviour. Findings revealed that NDM offered a suitable framework to apply to coaches’ decision-making behaviour. This behaviour was guided by the emergence of a slow, interactive script that evolves through a process of pattern recognition and/or problem framing. This revealed ‘key attractors’ that formed the initial catalyst and the potential necessity for the coach to make a decision through the breaching of a ‘threshold’. These were the critical factors for coaches’ interventions.
People use an increasing number of consumer electronic devices to access their mobile apps. To enhance the applications' immersive user experience, these devices often expose APIs for accessing a wide array of sensors and domainspecific capabilities. Existing mobile application environments, however, only provide limited support for cross-device access of such APIs. To address this limitation, the Webinos platform was designed. Webinos is a virtualized Web-based application platform, aiming to support the collaboration of multiple devices within a single mobile application. In this paper we elaborate on the Webinos platform design. We discuss the encountered design challenges regarding portability, scalability, and privacy, and how these were mitigated.
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