Title: ITIS 6010/8010 Privacy and Security: an HCI Perspective
1ITIS 6010/8010Privacy and Securityan HCI
Perspective
- Dr. Heather Richter Lipford
- richter_at_uncc.edu
2Unusable security privacy
- Unpatched Windows machines compromised in minutes
- Phishing web sites increasing by 28 each month
- Most PCs infected with spyware (avg. 25)
- Users have more passwords than they can remember
and practice poor password security - Enterprises store confidential information on
laptops and mobile devices that are frequently
lost or stolen
Slides from Lorrie Cranor, CMU
3Whats the problem?
- Why cant security just work?
- How many of you have
- had a virus?
- spyware or malware?
- trouble with spam?
- dad private information stolen?
- known someone who fell for phishing?
4security/privacy researchers and system
developers
human computer interaction researchers and
usability professionals
5Grand Challenge
- Give end-users security controls they can
understandand privacy they can control forthe
dynamic, pervasive computing environments of the
future. - - Computing Research Association 2003
6Agenda
- Course Overview
- Introductions discussion
- HCI Overview
- Ethics
7Course Information
- Book
- Security and Usability, eds. Cranor Garfinkel
- Web
- http//www.sis.uncc.edu/richter/classes/2007/6010
/index.html - Overview
- Grading and Policies
- Syllabus and Lectures
- Assignments
- Swiki
8Course Information
- Grading
- Class Participation 10 points
- Reading summaries and assignments 20 points
- Exam 20 points
- Class project 50 points
- 8010 only
- Research topic 20 points
9Reading summaries
- One paragraph per chapter or paper
- Summarizing important points of that reading
- One question or discussion point
- Post on Swiki by 6pm Tuesday
10Group project
- 3-4 people per group
- Preliminary user study of privacy or security
application, mechanism, or concerns - Deliverables
- Idea
- Initial plan 5 points
- Plan 20 points
- Report 20 points
- Presentation 5 points
11Project Ideas
- Start with a question or problem
- Why dont more people encrypt their emails?
- How well does product X work for task Y?
- What personal information do people expect to be
protected? - Flip through chapters in the book papers
- Follow up on existing study
- Examine your own product/research/idea
- Examine something you currently find frustrating,
interesting, etc.
12Course Aims
- Consciousness raising
- Make you aware of HCI issues related to privacy
and security - Learn some existing HCI results pertaining to
privacy and security solutions - Design critic
- Recognize question bad HCI design in privacy
and security - Improve your HCI design evaluation skills in
the domain of privacy and security
13Course Overview
- HCI Overview
- Process, methods
- Usability studies
- Privacy Security overview
- Issues relating to
- Authentication
- Secure communication
- Semantic attacks
- Web privacy and security
- Mobile and ubiquitous computing
- Security administrators
14How to do well
- Time and effort
- Do the reading and prepare for class
- Attend class and participate
- Spend time on project
- Attention to detail
- Communication
- Tell me what you learned and why you made
decisions
15Introductions Dr. Heather Richter Lipford
- Ph.D. in C.S. from Georgia Tech in May 2005
- HCI, Ubiquitous Computing, and Software
Engineering focus - Contact info
- richter_at_uncc.edu (preferred)
- 704-687-8376
- Office 305E Woodward
- Office Hours
- Thursday 5-6pm
- By appointment
16Introductions my recent project
- Sharing and privacy in online social networking
communities (Facebook) - 10s of millions of users of such sites
- Concern over making too much information publicly
available - Little privacy usage on these sites
- How can we allow users to safely share
information and still maintain desired levels of
privacy?
17Introductions Your Turn
- Name, student status, specialization
- Previous HCI/interface experience?
- Previous security/privacy experience?
- What you hope to get from this course?
18First discussion
- Worst system youve had to interact with?
- What factors made it hard to use?
19Discussion, cont.
- What is an example of a good UI?
- What makes it good?
20How do users stay safe online?
21(No Transcript)
22Discussion, cont.
- What are applications/UIs that you have used
related to security and privacy? - What are your experiences (good bad) in using
them?
23Secondary task
- After installing all that privacy and security
software - do you have any time left to get work done?
24Human Computer Interaction
- HCI in a nutshell or as much as can fit in 80
minutes.
25Human-Computer Interaction (HCI)
- Human
- the end-user of a program
- the others in the organization
- Computer
- the machine the program runs on
- clients servers, PDAs, cars, microwaves
- Interaction
- the user tells the computer what they want
(input) - the computer communicates results (output)
Slides from Jason Hong, CMU
26HCI
- Basic definition
- The interaction and interface between a human and
a computer performing a task - What tasks? Write a document, calculate monthly
budget, learn about places to live in Charlotte,
drive home - Tasks might be work, play, learning,
communicating, etc. etc. - Is security one of these tasks?
27Why is HCI Important?
- Major part of work for real programs (50)
- Bad user interfaces cost
- money (reduced profits, call centers)
- WiFi Alliance 30 of WiFi boxes returned
- reputation of organization (e.g., brand loyalty)
- time (wasted effort and energy by users, rework)
- lives (Therac-25)
28Why is HCI Important?
- Privacy and Security
- phishing scams
- accidental disclosures (ex. location info,
cookies) - difficulty diagnosing the situation (intrusion
detection) - intentionally circumventing security mechanisms
29Famous Quotations
- It is easy to make things hard. It is hard to
make things easy. Al Chapanis, 1982 - User interfaces hard to get right
- People are unpredictable, difficult to deeply
analyze - Intuition of designers often wrong
- Cost or features may be considered over human
factors - Creativity is challenging!
30Usability
- Important issue
- Combination of
- Ease of learning
- High speed of user task performance
- Low user error rate
- Subjective user satisfaction
- User retention over time
31UI Design / Develop Process
- User-Centered Design
- Analyze users goals tasks
- Create design alternatives
- Prototype
- Evaluate
- Refine
- IMPLEMENT
32Another take on process
scenariostask analysis
what iswanted
guidelines principles
analysis
interviews what is there vs. what is wanted
precisespecification
design
implement and deploy
dialoguenotations
evaluation heuristics
prototype
architectures documentation help
33What is wanted Requirements
- User environmental characteristics
- Task analysis
- Desired features and goals
- Usability goals, success criteria
34Know Thy Users!
- Physical cognitive abilities ( special needs)
- Personality culture
- Knowledge skills
- Motivation
- Two Fatal Mistakes
- Assume all users are alike
- Assume all users are like the designer
35Finding out about users and their needs
- Learn about people
- Psychology, sociology, HCI research
- General understanding of human capabilities and
behaviors - Observe them
- Watch them doing relevant tasks
- Talk to them
- Interviews Focus groups
- Questionnaire (survey)
- Read about them
- manuals, other products, your own previous
products
36Describing users Persona
Name Patricia
Age 31
Occupation Sales Manager, IKEA Store
Hobbies Painting Fitness/biking Taking son Devon to the park
Likes Emailing friends family Surprises for her husband Talking on cell phone with friends Top 40 radio stations Eating Thai food Going to sleep late
Dislikes Slow service at checkout lines Smokers
37Cant we just ask users what they want?
- Not familiar with what is possible with
technology - Not familiar with design constraints
- Budget, legacy code, time, etc
- Not familiar with good design
- Not familiar with security and privacy
- Sometimes users dont know what they want
- Ex. Remote controls
- Not able to understand assumptions behind their
own behavior - So we need to do deeper analysis
38Task Analysis
- Process of analyzing and documenting how people
perform their jobs or activities - Task-subtask decomposition
- Focus on
- Activities
- Artifacts
- Relations
- Conditions and outcomes of tasks
39Describing tasks Scenarios
- Its Friday afternoon and John just got paid. He
wants to deposit his check immediately so he can
pay his rent. He stops at one branch of his bank
on the way home from work. He waits in his car
while another person finishes using the ATM in
front of the bank since it is drizzling outside.
He walks up to the ATM to deposit his check.
Only, as he is about to put the check into the
envelope at the ATM, he realizes that he has not
signed the back of it, and he has no pen and can
not find one on or near the ATM machine. He
cancels the transaction on the ATM, and enters
the bank, which luckily is still open for 5 more
minutes. He goes to the counter, finds a pen, and
signs his check. He also fills out a deposit
slip. He then waits to see a teller in person to
deposit his check, and get money for the weekend.
40Usability Requirements
- Usability goals such as learnability,
consistency, robustness, etc. - Ways to measure and judge success
- Time to complete key tasks - min, max
- Time to become proficient - do given set of tasks
in given time - Subjective satisfaction
41In-class example
- Firewall product for a home with multiple
computers on one wireless network. - User characteristics
- Environmental characteristis (physical,
technical, social) - Tasks involved
- Usability criteria
42The process
scenariostask analysis
what iswanted
guidelines principles
analysis
interviews what is there vs. what is wanted
precisespecification
design
implement and deploy
dialoguenotations
evaluation heuristics
prototype
architectures documentation help
43What is design?
- Achieving goals within constraints
- A design is a simplified representation of the
desired artifact - text description of tasks
- screen sketches or storyboards
- flow diagrams / outline showingtask structure
- executable prototypes
44Four Myths about Good Design
- Myth 1 Only experts create good designs
- experts faster, simple and effective techniques
anyone can apply - Myth 2 We can fix the user interface at the end
- good design is more than just user interface
- having right features, building those features
right - Myth 3 Good design takes too long / costs too
much - simple and effective techniques that can reduce
total development time cost (finds problems
early on) - Myth 4 Good design is just cool graphics
- graphics part of bigger picture of what to
communicate how
45Design Guidelines Principles
- Conceptual models
- Affordances
- Visibility
- Mapping
- Feedback
- Constraints
46Conceptual Models
- Mental representation of how object works and
how interface controls affect it - People may have preconceived models that are
hard to change - (4 5) vs. (4 5 )
- dragging to trash?
- delete file but eject disk
- Designer can help user foster an appropriate
conceptual model - Appearance, instructions, behavior...
47Refrigerator
freezer
fresh food
- Problem freezer too cold, but fresh food just
right
48Refrigerator Controls
Normal Settings C and 5 Colder Fresh Food C and
6-7 Coldest Fresh Food B and 8-9 Colder
Freezer D and 7-8 Warmer Fresh Food C and
4-1 OFF (both) 0
- What is your conceptual model?
49A Common Conceptual Model
cooling unit
cooling unit
50Actual Conceptual Model
cooling unit
- Now can you fix the problem?
- Possible solutions
- make controls map to users model
- make controls map to actual system
51Conceptual Model Mismatch
- Mismatch between designers and users conceptual
model leads to - Slow performance
- Errors
- And inability to recover
- Frustration
- ...
52Affordances
- Perceived and actual properties of an object that
suggest how it could be used - Chair is for sitting
- Button is for pushing
- Door handle is for .
- Scroll arrow is for
- Icon is for
- Interfaces have perceived affordances
- Learned conventions of arbitrary mappings between
action and effect at the interface
53Visibility
- When functionality is hidden, problems in use
occur - Occurs when number of functions is greater than
number of controls - When capabilities are visible, it does not
require memory of how to use
54Feedback
- Sending information back to the user about what
has been done - Includes sound, highlighting, animation and
combinations of these - e.g. when screen button clicked on provides sound
or red highlight feedback
ccclichhk
55Mapping
56Which is better?
or
57Notorious Example
58Constraints
- Limitations on what can be done
- Physical - keys
- Semantic - menu graying
- Cultural - Colors
- Logical - When all above dont apply
- What if we had to remember which side of the plug
was the large one?
59Constraints
60Other Types of Guidelines
- Error prevention
- Error recovery
- Aesthetics minimalist design
- Consistency
- Flexibility
61The process
scenariostask analysis
what iswanted
guidelines principles
analysis
interviews ethnography what is there vs. what is
wanted
precisespecification
design
implement and deploy
dialoguenotations
evaluation heuristics
prototype
architectures documentation help
62Express designs Prototyping
- Expressing design ideas
- Make it fast!!!
- Allow lots of flexibility for radically different
designs - Make it cheap
- Promote valuable feedback
- Facilitate iterative design and evaluation
63Prototypes
- Mockup
- Storyboard
- Sketches
- Scenarios
- Screenshots
- Limited functionality GUI interface
64Fidelity in Prototyping
- Fidelity level of detail
- High fidelity
- prototype looks like the final product
- Low fidelity
- artists rendition with many details missing
- Amount of polish should reflect maturity of the
prototype
65Comparisons
- Informal visual representation
- communicates unfinished
- encourages creativity
- faster to create
- higher-level feedback
- Formal visual representation
- communicates finished
- inhibits creativity (detailing)
- slower to create
- Low-level feedback
66Paper Prototyping
- Use paper to represent entire interface and a
human to play the computer - Draw a window frame on large paper
- Put different screen regions on cards or post-its
- anything that moves, changes, appears/disappears
- Ready response for any user action
- e.g., have those pull-down menus already made
- Use transparencies for user input
- Use photocopier to make many versions
Paper Prototyping by Carolyn Snyder http//www.pap
erprototyping.com/
67The process
scenariostask analysis
what iswanted
guidelines principles
analysis
interviews what is there vs. what is wanted
precisespecification
design
implement and deploy
dialoguenotations
evaluation heuristics
prototype
architectures documentation help
68When to do evaluation?
- Summative
- assess an existing system
- judge if it meets some criteria
- Formative
- assess a system being designed
- gather input to inform design
- Which you do depends on maturity of prototypes
and goals of evaluation - Same techniques work for both
69Evaluation techniques
- Feedback from experts
- Discount usability techniques heuristic
evaluation, cognitive walkthrough - Observe users
- Think-aloud Cooperative evaluation
- Talk to users
- Interviews Focus groups
- Survey users
- Questionnaires
- Test hypotheses
- Experiments
70Typical User Study
- Bring participants into a controlled setting
(lab) - Introductions and consent
- Gather demographic data and give instructions
- Ask participant to do a set of tasks
- Prototype can be simulated or partially
functional - Observe and record behavior
- Ask participant for feedback about interface
71Many variations
- Show or demonstrate mockup, storyboard,
screenshots and gather feedback - Observe or gather data about behavior in a
natural setting - Can be multiple sessions or just one
72Evaluation planning
- Decide on techniques, tasks, materials
- What are usability criteria?
- How much required authenticity?
- How many people, how long
- How to record data, how to analyze data
- Prepare materials interfaces, storyboards,
questionnaires, etc. - Pilot the entire evaluation
- Test all materials, tasks, questionnaires, etc.
- Find and fix the problems with wording,
assumptions - Get good feel for length of study
73General Recommendations
- Clearly identify evaluation goals
- Include both objective subjective data
- e.g. completion time and preference
- Use multiple measures, within a type
- e.g. reaction time and accuracy
- Use quantitative measures where possible
- e.g. preference score (on a scale of 1-7)
- Note Only gather the data required do so with
minimum interruption, hassle, time, etc.
74Performing the Study
- Be well prepared so participants time is not
wasted - Describe the purpose of the evaluation
- Im testing the product Im not testing you
- Explain procedures without compromising results
- Session should not be too long , subject can quit
anytime - Never express displeasure or anger
- Data to be stored anonymously, securely, and/or
destroyed
75Consent
- Why important?
- People can be sensitive about this process and
issues - Errors will likely be made, participant may feel
inadequate - May be mentally or physically strenuous
- What are the potential risks (there are always
risks)? - Vulnerable populations need special care
consideration - Children disabled pregnant students (why?)
- More later on IRB
76Now what do you do?
- Start just looking at the data
- Were there outliers, people who fell asleep,
anyone who tried to mess up the study, etc.? - Sort prioritize the data
- Identify summarize issues
- Overall, how did people do?
- 5 Ws (Where, what, why, when, and for whom
were the problems?) - Compile aggregate results and descriptive
statistics
77Making Conclusions
- Where did you meet your criteria? Where didnt
you? - What were the problems? How serious are these
problems? - What design changes should be made?
- Update task analysis, scenarios, etc.
- Prioritize and plan changes to the design
- Modify prototypes and go again
78Experiments
- A controlled way to determine impact of design
parameters on user experience - Want results to eliminate possiblity of chance
- Hypothesis What you predict will happen
- More specifically, the way you predict the
dependent variable (i.e., accuracy) will depend
on the independent variable(s)
79Types of Variables
- Independent
- What youre studying, what you intentionally vary
(e.g., interface feature, interaction device,
selection technique) - Dependent
- Performance measures you record or examine (e.g.,
time, number of errors) - Controlled
- Factors you want to prevent from influencing
results
80Controlling Variables
- Prevent a variable from affecting the results in
any systematic way - Methods of controlling for a variable
- Dont allow it to vary
- e.g., all males
- Allow it to vary randomly
- e.g., randomly assign participants to different
groups - Counterbalance - systematically vary it
- e.g., equal number of males, females in each
group - The appropriate option depends on circumstances
81Example
- Do people complete operations faster with a
black-and-white display or a color one? - Independent - display type (color or b/w)
- Dependent - time to complete task (minutes)
- Controlled variables - same number of males and
females in each group - Hypothesis Time to complete the task will be
shorter for users with color display - Ho Timecolor Timeb/w
82Experimental Designs
- Within Subjects Design
- Every participant provides a score for all levels
or conditions
Color
B/W P1 12 secs. 17
secs. P2 19 secs. 15
secs. P3 13 secs. 21
secs. ...
83Experimental Designs
- Between Subjects
- Each participant provides results for only one
condition
Color B/W P1 12 secs.
P2 17 secs. P3 19 secs. P5
15 secs. P4 13 secs. P6 21 secs. ...
84Comparison
- Within subjects
- More efficient fewer trials and participants
- But need to avoid order effects
- e.g. seeing color then b/w may be different from
seeing b/w then color - Between subjects
- Simpler design analysis because fewer order
effects - Often shorter, so easier to recruit participant
- More subjects for same statistical power
85Hypothesis Testing
- Tests to determine differences
- t-test to compare two means
- ANOVA (Analysis of Variance) to compare several
means - Need to determine statistical significance
- Significance level (p)
- The probability that your null hypothesis was
wrong, simply by chance - p (alpha level) is often set at 0.05, or 5 of
the time youll get the result you saw, just by
chance
86Discount Evaluation Techniques
- Basis
- Observing users can be time-consuming and
expensive - Try to predict usability rather than observing it
directly - Conserve resources (quick low cost)
87Approach - inspections
- Expert reviewers used
- HCI experts interact with system and try to find
potential problems and give prescriptive feedback - Best if
- Havent used earlier prototype
- Familiar with domain or task
- Understand user perspectives
- Does not require working system
88Example Heuristic evaluation
- 3-5 experts in HCI view or interact with a
prototype. - May vary from mock-ups and storyboards to a
working system - They use high-level heuristics as guidelines, and
identify any problems they see. - Designers compile and summarize all the problems
and iterate. - Where to get heuristics?
- http//www.useit.com/papers/heuristic/
- http//www.asktog.com/basics/firstPrinciples.html
89Heuristics
- use simple and natural dialog
- speak users language
- minimize memory load
- be consistent
- provide feedback
- provide clearly marked exits
- provide shortcuts
- provide good error messages
- prevent errors
90Cognitive Walkthrough
- Assess learnability and usability through
simulation of way novice users explore and become
familiar with interactive system - Experts walk through all steps in representative
tasks, identifying trouble spots based on 4
questions - Will users be trying to produce whatever effect
action has? - Will users be able to notice that the correct
action is available? (is it visible) - Once found, will they know its the right one for
desired effect? (is it correct) - Will users understand feedback after action?
91Advantages Disadvantages
- Fast and cheap
- Does not need working system
- Detailed, careful examination that can cover
entire interface - Problems are subjective are they really
usability problems? - Outcomes depend upon expertise and experience of
the reviewers
92For more info
- http//www.sis.uncc.edu/richter/classes/2006/6010
/index.html - or
- http//www.sis.uncc.edu/clatulip/ITIS6400/ITIS640
0_Home.html - Or take the course in the spring.
93Ethics of working with people
- Usability testing can be arduous privacy is
important - Each person should know and understand what they
are participating in - what to expect, time commitments
- what the potential risks are
- how their information will be used
- Must be able to stop without danger or penalty
- All participants to be treated with respect
94Attribution Theory
- Studies why people believe that they succeeded or
failed--themselves or outside factors (gender,
age differences) - Make sure participants do not feel that they did
something wrong, that the errors are their
problem
95Respecting your participants
- Be well prepared so participants time is not
wasted - Make sure they know you are testing software, not
them - Explain procedures without compromising results
- Make them aware they can quit anytime
- Make sure participant is comfortable
- Session should not be too long
- Maintain relaxed atmosphere
- Never indicate displeasure or anger
- State how session will help you improve system
(debriefing) - Dont compromise privacy (never identify people,
only show videos with explicit permission)
96IRB
- Institutional Review Board (IRB)
- Federal law governs procedures
- Reviews all research involving human (or animal)
participants - Safeguarding the participants, and thereby the
researcher and university - Not a science review (i.e., not to asess your
research ideas) only safety ethics - http//www.research.uncc.edu/Comp/human.cfm
97Ethics Certification
- Ethics is not just common sense
- Training being standardized to ensure even and
equal understanding of issues - Go get your certification due Sept. 4!
- http//www.research.uncc.edu/tutorial/index3.cfm
98IRB _at_ UNCC
- http//www.research.uncc.edu/comp/human.cfm
- On-line tutorial
- Guidelines
- Consent procedures and template forms
- Protocol application forms
- IRB Protocol 101 Training
- http//www.research.uncc.edu/comp/human_trng.cfm