Papers by Christina Hochleitner
The Materiality of Trust – Materializing Trust in the Physical World

Digital information is an important asset in the corporate world. Organizations typically devise ... more Digital information is an important asset in the corporate world. Organizations typically devise policies and guidelines to help employees protect the security of such information. Complying with these policies can often be confusing and difficult and may obstruct the task at hand, thus potentially leading employees to circumvent or ignore these policies. Commercial technology and training programs to mitigate this issue suffer from various shortcomings. To overcome these limitations, we present a Behavior Change Support prototype that implements six persuasive features: Security Points, Security Quiz, Challenges, Statistics, Personalization, and Risk Communication. Evaluation of the prototype established persuasive security as a promising approach for influencing user attitudes and behaviors regarding secure work practices. We apply the findings to offer suggestions for how the six persuasive features could be further enhanced.
Trusting Virtual Spaces: Immersive Virtual Environments in User Research on IT-Trust
In this paper we present an approach for simulating and measuring the end-users’ Trust in IVEs (I... more In this paper we present an approach for simulating and measuring the end-users’ Trust in IVEs (Immersive Virtual Environments). We measure the perceived Trust in IT-ecosystems with questionnaires that contain a trait-part of Trust and a state-part of Trust. The main results are: State-Trust differs between tasks end-users have to solve in an IVE and correlates with other user experience factors, such as Arousal, Dominance and Valence. We conclude that IVEs are an appropriate method to simulate and measure the end-users’ perceived Trust.

Proceedings of the 8th Nordic Conference on Human-Computer Interaction Fun, Fast, Foundational - NordiCHI '14, 2014
Presence, the participants' feeling of "being there" in an environment, is important for usabilit... more Presence, the participants' feeling of "being there" in an environment, is important for usability studies, as this can affect their outcomes. We aim at extending the concept of presence from virtual to real environments in the context of usability studies. We compare two environments -a virtual field environment (Cave Automatic Virtual Environment [CAVE]) and a real laboratory environment -in a betweensubjects study by means of presence. In both environments, we evaluate the usability and learnability of a mobile application. Data (n = 65) shows higher ecological validity for the real environment, but higher engagement as well as higher negative effects for the virtual environment. There is no significant difference between usability and learnability between the two environments. Presence factors are significantly related to usability in the two environments. The results suggest that -although there are differences in presence -virtual and real environments perform equally in usability studies.
The Security Assistant - Investigating the Effect of Privacy and Security Information on Perceived Usability, Trust and Behavior

PAINLEsS – Personalized Multimodal Persuasive Ambient and Peripheral Interaction for Information Security
Abstract Violations against information security policies in organ- izations caused by employees ... more Abstract Violations against information security policies in organ- izations caused by employees are frequent and expen- sive. Classical countermeasures, such as security train- ing and education, as well as awareness campaigns only have a limited and short-term effect on the em- ployees’ information security policy attitudes and com- pliance. Additionally, they are time-consuming, expen- sive and don’t comply with employees hedonic needs. To promote a positive and long-lasting increase of in- formation security policy awareness and compliance we propose an innovative framework (PAINLEsS), which can be implemented in organizations and consists of sensors that detect violations against security policies and multimodal peripheral feedback, which educates users and raises awareness about/for secure behavior via personalized persuasive ambient strategies.
A survey of trust and risk metrics for a BYOD mobile worker world
ABSTRACT Users increasingly access corporate data from their own devices and public wireless netw... more ABSTRACT Users increasingly access corporate data from their own devices and public wireless networks such airports Wi-Fi or coworking offices. On one hand, more work is possible, but on the other hand, it is riskier because the devices and locations may be untrustworthy. However, the Bring-Your- Own-Device trend is a fact and it is the reason we survey in this paper how computational trust and risk metrics may help mitigating those new risks in a more dynamic way than in the past. An online survey that we have carried out confirms that users do not take care of security risks as they are communicated today and that new Human Computer Interfaces combined with opportunity-enabled risk management are needed to improve the situation.
A Turn for the Worse: Trustbusters for User Interfaces
The Security Assistant - A Mobile Application for Informing Users About Privacy and Security in Smart Homes
http://www.youtube.com/watch?v=7OxLtfG-UBM

Money on the move workload, usability and technology acceptance of second-screen atm-interactions
Proceedings of the 15th international conference on Human-computer interaction with mobile devices and services - MobileHCI '13, 2013
ABSTRACT In this paper we compare one single-screen touch interaction with an automated teller ma... more ABSTRACT In this paper we compare one single-screen touch interaction with an automated teller machine (ATM) against two alternative second-screen ATM interactions using a smartphone. In an experimental laboratory study, those three ATM interactions were compared by means of workload (NASA-TLX), usability (SEQ, UMUX) and technology acceptance (selected TAM3-scales and additional scales for trust and security) in a randomized, controlled within-subjects design (n=24). In one smartphone ATM interaction the Personal Identification Number (PIN) was entered on the mobile phone, in the other smartphone ATM interaction the PIN was entered on the PIN-pad of the ATM. The results indicate that overall second-screen ATM interaction all interaction done on the mobile phone -- performed best.

Proceedings of the 8th Nordic Conference on Human-Computer Interaction Fun, Fast, Foundational - NordiCHI '14, 2014
Presence, the participants' feeling of "being there" in an environment, is important for usabilit... more Presence, the participants' feeling of "being there" in an environment, is important for usability studies, as this can affect their outcomes. We aim at extending the concept of presence from virtual to real environments in the context of usability studies. We compare two environments -a virtual field environment (Cave Automatic Virtual Environment [CAVE]) and a real laboratory environment -in a betweensubjects study by means of presence. In both environments, we evaluate the usability and learnability of a mobile application. Data (n = 65) shows higher ecological validity for the real environment, but higher engagement as well as higher negative effects for the virtual environment. There is no significant difference between usability and learnability between the two environments. Presence factors are significantly related to usability in the two environments. The results suggest that -although there are differences in presence -virtual and real environments perform equally in usability studies.
A Turn for the Worse: Trustbusters for User Interfaces

Presence, the participants’ feeling of “being there” in an environment, is important for usabilit... more Presence, the participants’ feeling of “being there” in an environment, is important for usability studies, as this can affect their outcomes. We aim at extending the concept of presence from virtual to real environments in the context of usability studies. We compare two environments – a virtual field environment (Cave Automatic Virtual Environment [CAVE]) and a real laboratory environment – in a between subjects study by means of presence. In both environments, we evaluate the usability and learnability of a mobile application. Data (n = 65) shows higher ecological validity for the real environment, but higher engagement as well as higher negative effects for the virtual environment. There is no significant difference between usability and learnability between the two environments. Presence factors are significantly related to usability in the two environments. The results suggest that – although there are differences in presence – virtual and real environments perform equal in usability studies.
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Papers by Christina Hochleitner