Currently, there are many threats to small businesses, from simple employee mishandling of sensitive data to hackers attempting to breach systems for consumer data. In this paper, I attempt to review what threats businesses are currently facing, current challenges to implementing a security program, and possible ways to implement a security solution.
Keywords: Information Security, Cyber Security, Least Privilege, Risk Mitigation, Small Business, Trojan, Phishing, Malware, Ransomware, Skimmers, Security Program
Eliciting multiple stakeholder narratives is a critical factor when designing systems, services or products. This research explores how the use of an analog tool (the picture postcard) in the digital age can be used to elicit socio-cultural stories to support design for ‘social practice’. The process combines people and things by using a participatory design approach and material culture studies to design, explore and analyze the complex nature of interactions between social ideals and the artefact.
The study emphasizes ‘slow immersion and design’ by creating prolonged interactions that allow people to sit with someone else’s perspective while also introspecting about their own. In an age of echo-chambers, the research examines the impact of reducing the risk of fragmentation (where people assign themselves into homogenous groups leading to an amplification of pre-existing views (Sunstein, 2001)) on participants’ ability to generate and sustain a healthy exchange of honest, social narratives.
The research findings reveal a deep bonding between participants and a reduction of implicit biases that initiates a broader range of discussions within a given socio-cultural topic. The space for ‘elastic interaction’ (articulation of ideas without fear of judgment; when and how they want it to be expressed) allows honest thoughts to manifest. The findings also reveal that this process slowly allows for an empathetic acceptance of another’s perspectives.
The poster illustrates the research through these various approaches: the process of slow immersion and design research with a combination of postcard exchanges, one-on-one interviews and participatory design research activities to help elicit the stories for a sociocultural co-design space.
IASDR 2017 Guest Speaker
Meredith Davis has taught for forty-seven years and served as head of the Department of Graphic Design, Director of Graduate Programs in Graphic Design, and Director of the PhD Design program at NC State University. She is an AIGA fellow and national medalist, Alexander Quarles Holladay Medalist for Teaching Excellence, and fellow and former member of the accreditation commission of the National Association of Schools of Art and Design, for which she drafted the national standards for the evaluation of college-level design programs. She serves as a member of the education advisory committee of the Cooper Hewitt Smithsonian National Design Museum and is a former president of the American Center for Design. Meredith is a frequent author–including four books on design and design education– and serves on the editorial boards of She Ji and Design Issues. Her research includes a two-year study of design-based teaching and learning for the National Endowment for the Arts, which received a CHOICE award from the National Association of College and Research Libraries.
She has served on the development teams for two National Assessments of Educational Progress, most recently for the scenario-based evaluation of 21,500 students in Technology and Engineering Design Literacy. She authored a five-year research study of teaching critical and creative thinking across the college curriculum, featured in a study by the Organization for Economic Co-operation and Development on the effectiveness of higher education in preparing students for innovation jobs. She has reviewed proposals for the Smithsonian Office of Education and Museum Studies, National Science Foundation, US Department of Education, Institute of Museum and Library Services, and Canadian Foundation for Innovation, and her work has been funded by the Kenan Institute for Engineering, Science and Technology; National Endowment for the Arts; Worldesign Foundation; and several state commissions.
This paper explores the findings of a study into the telecommunications environment in Mongolia. It was hoped that an effective self-learning resource for the prevention of developmental dysplasia of the hip (DDH) in infants for distribution to parents in that country could be created and evaluated using these findings. Based on a field survey conducted in Mongolia, the most effective format this resource should take was identified. A prototype was created that featured video taken from both a third-person and parent’s (first person) perspective. After further evaluation, this prototype is to undergo revisions that will be assessed in Japan and Mongolia before a final version is distributed utilizing information and communication technologies (ICT). It was found that a visual message that did not rely on written language was the most effective means of communicating the desired message. With input from nursing staff in Mongolia, the Sapporo City University School of Design and School of Nursing came to leverage their respective strengths to create an effective prototype that will be used as the basis for a resource for relaying this preventive information to the target audience.
The rapid development of IoT technology has accelerated the growth of smart services. Despite the proliferation of smart services, academic research is still in its early stage particularly in terms of service experience and service design. Concerning a service experience viewpoint, it is essential to consider the context and environment of smart services, namely “smart servicescape,” as this can influence users’ entire experience.
Moreover, the smart servicescape will have different characteristics due to the convergence of online and offline connected environments. With this background, this study aimed to propose a framework for the smart servicescape by identifying new dimensions that reflect the characteristics of smart services.
Accordingly, an initial analytic framework of service experience blueprint was established on the basis of the conventional servicescape and service blueprinting. Twenty movie clips on smart home services officially produced by ICT corporations were collected, were analyzed through grounded theory, and were classified according to the analytic framework. Through a series of qualitative analysis, the framework structure was improved to make it more suitable for the smart servicescape. Finally, this study proposed a framework for the smart servicescape derived from the smart home service experience blueprint. The values of this framework can be identified in two aspects: (1) by identifying new dimensions to reflect the characteristics of smart services such as Smart device, Datascape, and Connected scape; and
(2) by suggesting the structure of the service experience blueprint infused with the perspective of service experience, which consists of service encounters and the servicescape.
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Seattle Cancer Care Alliance and Premera Blue Cross show you how we conducted design research to build a collective understanding of the cancer care experience. We will provide detailed instructions, with checklists, on how to recreate a similar collaboration, including how we worked and what we worked on. You will walk away knowing how we shared skills and resources, built credibility and equal playing fields, and delivered research insights to both our organizations from multiple perspectives and vantage points.
Seattle Cancer Care Alliance (SCCA) brings together the leading research teams and cancer specialists from Fred Hutchinson Cancer Research Center, Seattle Children's and UW Medicine. Based in Seattle, SCCA is one of the top five Adult Cancer Care facilities in the United States as ranked by U.S. News & World Report. Shay Ghassemian, User Experience Designer in Digital Health, and Katie Rehfield, Patient Experience Specialist, will be facilitating this workshop.
Premera Blue Cross is a not-for-profit health insurance company serving 2 million people across the United States. As the largest health plan in the Pacific Northwest, Premera offers a wide range of products for individuals and families, Medicare recipients, and employers ranging from small business to Fortune 100 companies. Irish Malig, Senior Manager of Experience Strategy, Robert Racadio, Design Research Manager, Design Strategists Sara Bell, Paul Braun, and Ryan Rosensweig, and Darci Brown, Healthcare Implementation Manager in Provider Experience, will all be facilitating this workshop.
Presented by Shay Ghassemian and Robert Racadio
It was late on a Friday evening. A great time to avoid crowds. Most people were dining and drinking, absorbing the city’s capacity for pleasure, or maybe relaxing at home. That left the supermarket to me and others whose lives are synchronized differently. But as I stumbled my way through those harshly lit corridors of obscene American consumption, I realized I was among some highly unusual company. In every aisle, there were people—people?—clad in blue uniforms with devices attached to their forearms and fingertips, cables and wires dangling, each methodically filling large specialized carts. These were not shoppers like me. They were employees of the grocery chain operating— operated by?—new software for online ordering and curbside pickup. Surely, this wasn’t such a strange scene in contemporary stores around the world. Yet, it did raise strange—radical? — possibilities: a specter of “before” for an unforeseeable and potentially unpleasant “after.” The unity of the human and the machine, not implanted but merged in the operation, made me wonder: Are they cyborgs? Incipient cyborgs? Is this still a supermarket? Or an altogether different kind of space? One in the process of becoming? But becoming what?
The image that flashed to mind was that of an Amazon fulfillment center: a million acres of non-stop conveyor belts with robots finding and retrieving machine-labeled products and filling yellow bins under the supervision of a handful of humans. Robotic automation creating efficiency while eliminating the unpredictable and unproductive complexities of human labor and interactions. Perhaps, supermarkets are undergoing a transformation from spaces where humans browse, compare, select, and purchase to cyborg-operated warehouses. Perhaps this rapid and fundamental revision of function is an inevitable result of the increasing rate of technical reformation of everyday life.
Then again, perhaps my lucid vision of this scene as a new-reality- becoming is an example of what has been called “dystopian imagination”—an imaginary projection of “ethical and political concern” [Baccolini & Moylan, 2]. Or maybe it’s only a personal paranoia about the brave new world unfolding.
Kaleidoscope-Special Sessions Presentation
You may have labored for years to achieve your current market success. But as your success grows, so do expectations.
Growth targets require both capitalizing on existing business practices and innovating new ones. It can be a challenge to do both.
Kaleidoscope's VP of Research and Development, Mike Clem, DVM, Ms shares his understandable, memorable and easy-to- apply "Ships and Castle" model.
Childhood obesity increases the risk of obesity in adulthood and is associated with cardiovascular disease risk factors. The prevalence of overweight and obesity is increasing in China. It is necessary to develop an intervention project for preschool children. Based on a service design project aiming at the communication of balanced diet information to the preschool children in China, this paper discusses how to take advantage of the digital platform and game-based learning to empower the preschool children. It argues for the importance of the DIKW hierarchy for empowerment. It also proposes an innovative model to involve new stakeholders into the whole system and to improve the viability of the project.
Design is by nature an interdisciplinary, dynamic, and fluid discipline (Cross, 1982; Friedman, 2003). To define what design is has proved to be a very difficult—if not impossible and meaningless—exercise (Friedman, 2000), making also the understanding of the evolution of both the design discipline and practice a complex challenge. A rapidly changing technological landscape increases the breadth of design both in geographical terms and by extending to new domains, merging with different and new disciplines.
Communication Design especially, being closer to the information and the media spheres, is the most sensitive and receptive design area. Communication Design finds online a fertile ground for its growth and developments, thus the online environment and the Web especially can be explored, dug, and mapped as mirrors of that evolution. The aim of our research is to map through the Web the complexity of the intersections between design as a discipline and design as a field of practice. Our exploration and representation of the online design territory covered four online environments: Behance, Wikipedia, Google, and the websites of the top one hundred design universities. The study has been conducted by using digital, statistical, and visualization methods. This exploration seeks neither to confirm theories nor predict the future, rather, it wants to make explicit and observable what Communication Design has become today. It aims to screenshot the state of the art, the emerging paths, in order to understand where and how it is going to develop. The attempt is to make design as a complex phenomenon visible, through the construction of a set of maps and representations for professors, students, and associations. These representations are tools to trigger reflections on the discipline