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Non-expert computer users regularly need to make security-relevant decisions; however, these decisions tend not to be particularly good or sophisticated. Nevertheless, their choices are not random. Where does the information come from that these non-experts base their decisions upon? We argue that much of this information comes from stories they hear from(More)
Installing security-relevant software updates is one of the best computer protection mechanisms. However, users do not always choose to install updates. Through interviewing non-expert Windows users, we found that users frequently decide not to install future updates, regardless of whether they are important for security, after negative experiences with(More)
When security updates are not installed, or installed slowly, end users are at an increased risk for harm. To improve security, software designers have endeavored to remove the user from the software update loop. However, user involvement in software updates remains necessary; not all updates are wanted, and required reboots can negatively impact users. We(More)
Home computers are frequently the target of malicious attackers because they are usually administered by non-experts. Prior work has found that users who make security decisions about their home computers often possess different mental models of information security threats, and use those mental models to make decisions about security. Using a survey, we(More)
Head-mounted displays for virtual environments facilitate an immersive experience that seems more real than an experience provided by a desk-top monitor [18]; however, the cost of head-mounted displays can prohibit their use. An empirical study was conducted investigating differences in spatial knowledge learned for a virtual environment presented in three(More)
Video connections can establish a media space in which games may be played, just as people play games while collocated. Experiments with participants playing the game 'Mafia' indicate that people in a video condition have similar levels of satisfaction, fun, and frustration, to those that play while collocated. This finding holds for both those with prior(More)
In an online experiment, I apply theory from psychology and communications to find out whether group information management tasks are governed by the same communication processes as conversation. This paper describes results that replicate previous research, and expand our knowledge about audience design and packaging for future reuse when communication is(More)