Science (Universidade Europeia)
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Building a privacy oriented UI and UX Design: An introduction to its foundations and potential developments
This paper, which is part of an ongoing PhD research in design, ethics, and privacy, discusses the foundations for implementing a privacy oriented UI in digital design. Assuming that the UI is the visible layer in the relation between the user and the service provider, we denounce that the current paradigm in design is to capture users’ personal data for (commercial) surveillance reasons, irrespective of the existing legal requirements, and often through unethical tools such as dark patterns. The research presented in this paper is based on a literature review and on a qualitative survey of websites and apps accessible from the EU. The objective is to present bad and good practices, and to define a set of guidelines to design an accessible, user-friendly, and privacy oriented UI. In the last section of the paper, we introduce our current and future research aimed to set up solid grounds to establish and implement UX design for users’ privacy
Analyzing local identity through outdoor advertising in the cities of Kyoto, Osaka and Tokyo
The present study envisions a potential solution, through outdoor advertising, for the growing homogenization of the concept of place amid the dissemination of a global advertising culture, reinforced by the globalization of the market and the technologies of the digital age. As suggested by McClay and McAllister, the events mentioned above allow for an easy fraternization of people, products, and ideas thus, sometimes, making the world appear placeless. Nowadays, especially regarding communication in public spaces, the constant dispute between brands causes a lack in the support of a city’s identity. From the perspective discussed here, brands could adopt idiosyncratic elements of the local culture in their campaigns and – through a cooperation between brands and cities – disseminate the intrinsic characteristics that incorporate its identity. This approach is substantiated through applied research, carried out in three Japanese cities (Kyoto, Osaka and Tokyo), where sociological, cultural and aesthetic aspects were analyzed. Through a field study based on visual research, different samples were constituted for each city, composed of 180 objects each, and examined in three sequential phases: descriptive analysis, content analysis and interpretive analysis. The results corroborate the hypotheses raised regarding the existence of divergent cultural preferences in outdoor advertising in each of these three cities. It was concluded that the introduction of advertising adapted to the society and culture of different regions may bring benefits for the local identity, as well as for the brands that will thus establish a more relevant communication with a city’s inhabitants
Immersive virtual reality in an industrial design education context: What the future looks like according to its educators
This paper presents and discusses the results of a future forecast study involving Higher Education educators from the field of industrial design and neighbouring. Participants were asked to imagine teaching and learning situations twenty years ahead, in a future where Virtual Reality (VR) technology and the design studio are harmoniously integrated. The aim was to project how the maturation of the technology and possible subsequent widespread adoption could affect design activity and design studio dynamics. While answering an online questionnaire, participants had to hypothesise uses or applications of the technology, the potential consequential behaviours derived from it and broader implications. Their answers hint at six areas where the technology is relevant to design. Behaviour wise, they envision students more engaged in research and creation, demonstrating a deeper level of knowledge over the variables influencing their projects and a proneness for collaborative or cooperative work. This change in dynamics contrasts with more cautious views who discern that a growing digital footprint weakens the relation with materials and sensibility development towards medium and process. These, combined with a lesser amount of real-world interactions, are perceived as undermining student maturity or growth. All of these and more hint at implications in the design process, pedagogy, curriculum, teacher and student dynamics and role repositioning, showing that integrating VR may have ramifications stretching far beyond the design studio contex
Cybersecurity in the internet of things in tndustrial management
Nowadays, people live amidst the smart home domain, while there are business opportunities
in industrial smart cities and healthcare. However, there are concerns about security. Security is
central for IoT systems to protect sensitive data and infrastructure, whilst security issues have become
increasingly expensive, in particular in Industrial Internet of Things (IIoT) domains. Nonetheless,
there are some key challenges for dealing with those security issues in IoT domains: Applications
operate in distributed environments such as Blockchain, varied smart objects are used, and sensors
are limited, as far as machine resources are concerned. In this way, traditional security does not fit
in IoT systems. The issue of cybersecurity has become paramount to the Internet of Things (IoT)
and the Industrial Internet of Things (IIoT) in mitigating cybersecurity risk for organizations and
end users. New cybersecurity technologies/applications present improvements for IoT security
management. Nevertheless, there is a gap in the effectiveness of IoT cyber risk solutions. This review
article discusses the literature trends around opportunities and threats in cybersecurity for IIoT, by
reviewing 70 key articles discovered from a profound Scopus literature survey. It aims to present the
current debate around the issue of IIoT rather than suggesting any particular technical solutions to
solve network security problems
Classification of financial markets influencers on Twitter
Information published by social network users can have an impact on the (virtual and physical) community, which supports the concept of influencer, which is a user generally focused on a set of interests (such as fashion, health, well-being, beauty, finances, etc.), whose opinion correlates with the behavior observed in a community of users who share those interests. The same concept of social network influencer may also be explored in the financial markets, considering user profiles whose expressed opinions align with the performance of a company's shares. Several users interested in the stock exchange use Twitter as a platform to express their opinions on stocks. Considering that tweets express either a positive, negative, or neutral feeling about a stock, we present a model to describe the profile of an influencer, as well as analyze the correlation between their tweets and the performance of a stock. Relying on a genetic algorithm to best describe an influencer's profile and selecting the best fit from a set of features, this study provides a comparison between sentiment analysis techniques, applied on social network content, produced by potential influencers. We present a study of several sentiment analyses approaches, namely using Support Vector Machines, Neural Networks, Naïve Bayes, and K-Nearest Neighbors. Results show that the method with the best performance is the Neural Network. This outcome is used as a parameter for analyzing an influencer's tweets. Validation shows that, by integrating a genetic algorithm for influencer detection with a sentiment analysis technique based on Neuronal Networks, it is possible to identify users with social network content sentiment score correlated with variations in a share price, thus representing an information signal suitable to be used by prediction models
O impacto do marketing experiencial na intenção de revisitar a marca: Uma comparação entre grandes e pequenas redes de restaurantes fast-food
Objective: This study aims to investigate the impact of experiential marketing on the consumers’ intention to revisit the brand, evaluating each stage of their perception process regarding the experiences of consuming hamburger in fast-food restaurants. Fifteen hypotheses were developed were developed to test whether experiential marketing practices and service quality lead to immediate customer satisfaction through experiential value and, consequently, whether immediate customer satisfaction induces positive post-purchase behaviour. Also, in this research the differences between the experiences in places belonging to a large or small restaurant chain were investigated.
Methodology/approach: For data collection, a survey was conducted which resulted in 442 respondents in the Portuguese context, and Structural Equation Modelling was used for the analysis was applied.
Main results: Empirical results revealed that some of the strategic experiential modules (namely sense, feel and relate experiences) and the service quality perception positively impact the experiential value on both its functional and emotional dimension. These impacts also depend on whether the experience occurred in a restaurant belonging to a large or a small restaurant chain. Additionally, results showed that immediate customer satisfaction induces positive post-purchase behaviour.
Relevance/originality: This study may support managers by offering empirical support to implement experiential marketing strategies targeted directly to their type of establishment.
Management or social implications: This study may serve as a basis for future studies on the possible differences in the strategic experiential modules and the service quality perception when the model is applied to a service belonging to different groups
Social media analytics and innovation in a digital society: A literature review
Diverse forms of social media are at the forefront of triggering digital innovations based on the links they set among organizational stakeholders. Nowadays, the majority of firms are experiencing this digital reality and need to take advantage of social media to innovate. In the last decade, research focused on understanding the interplay between social media and digital society. The dependence on the emergence of digital crowds in running businesses and setting client needs is now well known in literature. Social media is increasingly employed in managing knowledge diffusion innovatively across economic sectors. Thus, a literature review of social media and innovation within the current digital society is opportune. This paper aims at identifying research trends in the field through a Systematic Bibliometric Literature Review (LRSB) of research on social media and innovation. The review integrates 72 articles published in EBSCO Host® and Scopus® database, presenting up-to-date knowledge on the topic. The LRSB results were synthesized across current research subthemes. Findings suggest that social media is a trigger to innovate. The originality of the paper relies on its LRSB method, together with extant review of articles that have not been categorized so far. Implications for future research are suggested
A communication study of young adults and online dependency during the COVID-19 pandemic
People use digital media and the Internet daily. The time that young people spend connected to digital devices will increase as technology advances, which could have severe health risks and behavioral dependence implications. In the context of the current pandemic, in which socializing, studying, and working is changing, this question has become particularly relevant. Therefore, we propose to investigate the perceptions of young university adults—understood as generation Z—regarding their digital media practices, particularly during the pandemic, and to study the consequences of a permanent connection to these formats on the development of an addiction to the Internet. Our quantitative method approach applied questionnaires to a sample of 407 young university adults studying in Portugal. Through this survey, we could target a specific user group, quantify their consumption, and measure their online experiences. The results point to an increase in dependence on the Internet during confinement. While it is true that carrying out academic work is one of the reasons for this growth, it is noteworthy that the respondents sought the online world in a significan way to pass the time and escape their routine. In addition, they confess to experiencing some consequences of excessive use, such as sleep disturbances and adverse emotional reactions—such as instabilities, depression, and nervousness—when not online. We conclude that the pandemic has intensified online dependence. However, above all that, it is necessary to look at the mental and general health consequences that this excessive use has brought, which may not be visible or manifested by the youth in the short term, and may come to have consequences in the long term. © 2022 by the authors
Pain [off]. A synaesthetic design probe is used to configure sensory conditions to reduce pain in hospitals
Hospitals are considered chaotic and stressful places. In particular, the presence of unpleasant stimuli in the environment (e.g., blinding lights, electronic noises, chemical smells) is considered one of the greatest causes of stress. All these aggressive stimuli, belonging to different sensory modalities, are processed simultaneously by the central nervous system. As a consequence, the concomitant presence of various unpleasant stimuli in healthcare environments has a negative impact on people health. This problem can be solved adopting a synaesthetic design approach, a holistic way for coordinating/manipulating all the multiple stimuli triggered by the elements present in the environment. In order to understand which types of sensory conditions could be more suitable to manipulate, we decided to run a synaesthetic design experience with design students aiming to collect data about which kinds of sensory conditions they would prefer while experiencing pain. Since pain has a more personal and intimate component, we decided to set the experimental environment as a design probe to attain the best empathic engagement. Participants could manipulate a set of stimuli (i.e., light, chromatic light, sound, vibration, texture, material density, temperature) to define sensory-based scenarios for reducing pain. The analysis of the data shows an intersubjective correspondence in associating multiple sensory stimuli in the environment to alleviate a possible condition of pain, showing a common tendency in associating the stimuli with predictable patterns. The most preferred conditions reported were: warm white light combined with a blue chromatic light, the sound of waves at a volume of 21/40%, low relief textures, high soft material density and a warm temperature of 32°. The unique exception was the not acceptance for the TENS stimulation, case that suggests further studies with people affected by chronic pain conditions or under controlled induced pain