Techniques and Tools for Trainers and Practitioners

2022 ◽  
pp. 434-453
Author(s):  
Melanie Oldham ◽  
Abigail McAlpine

If the material is to be delivered effectively, organizations need to understand the human side of cyber security training. In this chapter, the authors draw upon over a decade of experience in creating and adapting training and resources with the help of industry professionals and feedback from clients, which has led to a successful and highly acclaimed approach to cybersecurity education. The resulting discussion considers how to adopt the right approach to cybersecurity training for organizations, with training modules that cater to end users, and which are designed to ensure maximum retention of information by presenting short, humorous, animated scenarios that are relatable for the target audience.

Author(s):  
Melanie Oldham ◽  
Abigail McAlpine

If the material is to be delivered effectively, organizations need to understand the human side of cyber security training. In this chapter, the authors draw upon over a decade of experience in creating and adapting training and resources with the help of industry professionals and feedback from clients, which has led to a successful and highly acclaimed approach to cybersecurity education. The resulting discussion considers how to adopt the right approach to cybersecurity training for organizations, with training modules that cater to end users, and which are designed to ensure maximum retention of information by presenting short, humorous, animated scenarios that are relatable for the target audience.


2021 ◽  
Vol 28 (1) ◽  
pp. e100320
Author(s):  
Vahid Garousi ◽  
David Cutting

ObjectivesOur goal was to gain insights into the user reviews of the three COVID-19 contact-tracing mobile apps, developed for the different regions of the UK: ‘NHS COVID-19’ for England and Wales, ‘StopCOVID NI’ for Northern Ireland and ‘Protect Scotland’ for Scotland. Our two research questions are (1) what are the users’ experience and satisfaction levels with the three apps? and (2) what are the main issues (problems) that users have reported about the apps?MethodsWe assess the popularity of the apps and end users’ perceptions based on user reviews in app stores. We conduct three types of analysis (data mining, sentiment analysis and topic modelling) to derive insights from the combined set of 25 583 user reviews of the aforementioned three apps (submitted by users until the end of 2020).ResultsResults show that end users have been generally dissatisfied with the apps under study, except the Scottish app. Some of the major issues that users have reported are high battery drainage and doubts on whether apps are really working.DiscussionTowards the end of 2020, the much-awaited COVID-19 vaccines started to be available, but still, analysing the users’ feedback and technical issues of these apps, in retrospective, is valuable to learn the right lessons to be ready for similar circumstances in future.ConclusionOur results show that more work is needed by the stakeholders behind the apps (eg, apps’ software engineering teams, public-health experts and decision makers) to improve the software quality and, as a result, the public adoption of these apps. For example, they should be designed to be as simple as possible to operate (need for usability).


Author(s):  
Andreas HAGGMAN

This paper introduces readers to core concepts around cyber wargaming. Wargames can be powerful learning tools, but few wargames exist to teach players about cyber security. By way of highlighting possibilities in this space, the author has developed an original educational tabletop wargame based on the UK National Cyber Security Strategy and deployed the game to a variety of organisations to determine its pedagogic efficacy. Overall, it is found that the game was effective in generating high-engagement participation and clear learning opportunities. Furthermore, there are design lessons to be learned from existing games for those seeking to use wargames for cyber security training and education.


2019 ◽  
Vol 14 (1) ◽  
pp. 31-53
Author(s):  
Tripti Dhote ◽  
Vishal Kumar

In the current cluttered context, delivering brand communication competently to the intended target audience is a big challenge. Given the multiple options available in terms of brands and channels, creating the right impact is a tough call. One format which has emerged in recent times is long-duration storytelling. As a creative strategy, the format is gaining an immense prominence primarily due to its potential to hold audiences and leave an enduring impact on their minds. The trend also shows that brands embracing storytelling are moving beyond the traditional 30- and 45-s duration, resorting to longer formats of more than 60 s. Though there is some research on the ability of brand elements and other factors like culture and family influencing customer attitudes through storytelling, marketers also try to influence behaviour by adding elements of storytelling that demand realism, conciseness, reversal, humour and personal relevance. Yet, despite recent advances, there is limited research on long-format storytelling beyond 60 s. This study aims at investigating factors that can influence the retention ability of brands in commercials above 60 s. The outcome is significant from a practical perspective as it endeavours to assist brand and media practitioners in leveraging the factors that truly matter for enhancing the efficacy of long-duration storytelling above 60 s.


Author(s):  
Steven Furnell

This chapter highlights the need for security solutions to be usable by their target audience, and examines the problems that can be faced when attempting to understand and use security features in typical applications. Challenges may arise from system-initiated events, as well as in relation to security tasks that users wish to perform for themselves, and can occur for a variety of reasons. This is illustrated by examining problems that arise as a result of reliance upon technical terminology, unclear or confusing functionality, lack of visible status and informative feedback to users, forcing users to make uninformed decisions, and a lack of integration amongst the different elements of security software themselves. The discussion draws upon a number of practical examples from popular applications, as well as results from survey and user trial activities that were conducted in order to assess the potential problems at first hand. The findings are used as the basis for recommending a series of top-level guidelines that may be used to improve the situation, and these are used as the basis assessing further examples of existing software to determine the degree of compliance.


Author(s):  
Aybüke Aurum ◽  
Oya Demirbilek

As we enter the third millennium, many organizations are forced to constantly pursue new strategies to differentiate themselves from their competitors. Examples include offering customers streams of new products and services, as well as continuously seeking to improve productivity, services and the effectiveness of product design, development and manufacturing processes. Consequently, new concepts, approaches and tools are emerging quickly as the globalization trend expands across the world. Product complexity, pressures to reduce production cycle time, the need for stakeholders’ contributions and multinational company as well as consumer requirements create the demand for sophisticated multi-designer collaborative virtual environments where product design can be shared and acted upon (Kunz, Christiansen, Cohen, Jin, & Levitt, 1998; Ragusa & Bochanek, 2001; Anderson, Esser & Interrante, 2003). Thus, researchers and practitioners recognize that collaboration is an essential aspect of contemporary, professional product design and development activities. The design process is collaborative by nature. Collaborative design fosters participation of stakeholders in any form during the design process. The design of a successful product is dependent on integrating information and experiences from a number of different knowledge domains. These domains include consumer (end-user) requirements, industrial designers’ professional design skills as well as manufacturers’ needs. This results in a product that performs at a functional as well as aesthetic level and that can be manufactured by the right process at the right price. End-user involvement is essential to product design, since products that do not achieve consumer satisfaction or meet consumer needs are doomed to fail (Schultz, 2001). Accurate understanding of user needs is an essential aspect in developing commercially successful products (Achilladelis, 1971). Hence, it is very important for industrial designers to gather the end-users’ needs and incorporate them into their designs. The involvement of manufacturers in the initial stages of the domestic product design process can lead to a dramatic reduction in a product’s development lifecycle time, also facilitating the coordination of the purchasing and engineering functions (Bochanek & Ragusa, 2001; Demirbilek, 2001). The increasing complexity of artifacts and the globalization of product development are changing research methodologies and techniques. A prime example of this includes the application of a virtual collaborative design environment (VCDE) for product design and manufacturing. This article focuses on the concept of virtual collaborative design. It describes a research effort to investigate cross-cultural collaboration in product development using online applications for domestic product design. The aim of this research is to investigate issues related to the virtual collaborative design (VCD) process, and to bring an understanding of stakeholder needs during the collaborative design process as well as to improve the relationships between end-users, designers and manufacturers. The article presents findings based on a survey study conducted with four different potential stakeholders: representatives of consumers, software designers, industrial designers and manufacturers.


2014 ◽  
Vol 6 (5) ◽  
pp. 470-474
Author(s):  
André de Serpa Soares

Purpose – The purpose of this article is to offer a response to the general proposed questions “Did the context of economic crisis affect the image of Portugal as a tourist destination? What were the answers and lessons learned?” from TAP Portugal perspective and what were, for the airline, the answers and lessons learned for the future. Design/methodology/approach – Major economic indicators in Portugal and Europe were compared with TAP numbers and Portuguese Travel and Tourism balance of payments. Findings – The image of Portugal as a tourist destination was not affected. Portugal managed to use the increase in international exposure to publicise itself for the right reasons. The key to future success lies on markets intelligence. Originality/value – This article constitutes an original viewpoint based on TAP market experience and may be useful for tourism and travel industry professionals, students and research community.


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