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Andrew Jian-lan Cen

dblp:247/6944 · DBLP profile ↗
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2ranked-venue papers
0as first author
1since 2021 · last 2021
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Network and information security
1 paper
Authentication and access control · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 2 heaviest of 2, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Authentication and access control › knowledge-based authentication
graphical password
0.512021
Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices · CHI 2021
Games and playful interaction
gamification
0.112021
Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices · CHI 2021

Methods — techniques the papers use, named apart from their topics

user study · 1.0nudging · 1.0
YearPublicationVenuePosition
2021 Better, Funner, Stronger: A Gameful Approach to Nudge People into Making Less Predictable Graphical Password Choices
abstract
Graphical user authentication (GUA) is a common alternative to text-based user authentication, where people are required to draw graphical passwords on background images. Such schemes are theoretically considered remarkably secure because they offer a large password space. However, people tend to create their passwords on salient image areas introducing high password predictability. Aiming to help people use the password space more effectively, we propose a gameful password creation process. In this paper, we present GamePass, a gamified mechanism that integrates the GUA password creation process. We provide the first evidence that it is possible to nudge people towards better password choices by gamifying the process. GamePass randomly guides participants’ attention to areas other than the salient areas of authentication images, makes the password creation process more fun, and people are more engaged. Gamifying the password creation process enables users to interact better and make less predictable graphical password choices instead of being forced to use a strict password policy.
George E. Raptis, Christina P. Katsini, Andrew Jian-lan Cen, Nalin Arachchilage, Lennart E. Nacke
CHI3
2019 "I Don't Fit into a Single Type": A Trait Model and Scale of Game Playing Preferences
Gustavo Fortes Tondello, Karina Arrambide, Giovanni Ribeiro, Andrew Jian-lan Cen, Lennart E. Nacke
INTERACT (2)4