Smartphone Input Method Performance, Satisfaction, Workload, and Preference with Younger and Older Novice Adults

Total Page:16

File Type:pdf, Size:1020Kb

Smartphone Input Method Performance, Satisfaction, Workload, and Preference with Younger and Older Novice Adults SMARTPHONE INPUT METHOD PERFORMANCE, SATISFACTION, WORKLOAD, AND PREFERENCE WITH YOUNGER AND OLDER NOVICE ADULTS A Dissertation by Amanda Lynn Smith Master of Arts, Wichita State University, 2009 Bachelor of Arts, University of Kansas, 2003 Bachelor of Fine Arts, University of Kansas, 2003 Submitted to the Department of Psychology and the faculty of the Graduate School of Wichita State University in partial fulfillment of the requirements for the degree of Doctor of Philosophy May 2013 © Copyright 2013 by Amanda Smith All Rights Reserved SMARTPHONE INPUT MEHOD PERFORMANCE, SATISFACTION, WORKLOAD, AND PREFERENCE WITH YOUNGER AND OLDER NOVICE ADULTS The following faculty members have examined the final copy of this dissertation for form and content, and recommend that it be accepted in partial fulfillment of the requirements for the degree of Doctor of Philosophy, with a major in Psychology. Barbara S. Chaparro, Committee Chair Alex Chaparro, Committee Member Evan Palmer, Committee Member Darwin Dorr, Committee Member Anthony DiLollo, Committee Member Accepted for the College of Liberal Arts and Sciences Ronald Matson, Dean Accepted for the Graduate School Abu S. Masud, Interim Dean iii DEDICATION To the one who gives me eskimo kisses iv ACKNOWLEDGEMENTS I am sincerely grateful to my advisor, Dr. Barbara Chaparro. I would not have been able to reach this milestone without her unwavering patience, encouragement, and guidance throughout the dissertation process; likewise, through all of my years in graduate school. Thank you for always being so understanding and generous with your time. You are truly appreciated, and I am excited to learn more from you in the coming years! I extend my gratitude to my defense committee members, Dr. Alex Chaparro, Dr. Evan Palmer, Dr. Darwin Dorr, and Dr. Anthony DiLollo, for their time, effort, advice, and helpful criticism. I want to thank the Chaparros, Rondell Burge, and Curtis Lauterbach for allowing me to borrow key pieces of equipment during data collection. I also wish to thank Tyler Crocco for her help with data entry. Lastly, and most importantly, I must acknowledge my family. My husband Daniel has been absolutely instrumental in this process. He has shared in the sacrifices that accompany graduate studentship, and has supported me through all of it. He did not even complain (excessively)! As far as I am concerned, this is your degree, too. I also mention Emma, our daughter, who has simultaneously been the greatest impediment in finishing this project and the strongest reason to finish. I am extremely thankful for my parents, who have always encouraged me and devoted so much of their time and energy so that I could be successful. I hope that I have made both of you proud. I love you all very much. v ABSTRACT Smartphones have dominated the American mobile phone market since mid-2012 (Nielsen, 2012). Forty-five percent of American adults own smartphones (Smith, 2012), and report frequently using their devices for the same tasks: text messaging, emailing, and social networking (comScore, 2013), all of which are dependent on text entry. Hardware and/or software text input options are available, but recently vendors have begun to abandon physical keyboards in their device portfolios. Empirical research does not indicate, comparatively, which smartphone text entry methods are the fastest, most accurate, and most preferred by consumers. Furthermore, potential relationships that users' anthropometry, voice qualities and age-related limitations may have with the accuracy and satisfaction of these input methods have not been addressed. Two experiments explored the impact that five frequently used smartphone input methods (physical and onscreen Qwerty keyboards, tracing, handwriting, and voice recognition) had on novice user performance, perceived workload, satisfaction, and preference. Relationships between anthropometry, speech and voice qualities with the input methods were also examined. Results from Study 1 demonstrate that younger adults were fastest with voice recognition, but committed fewer errors, reported lower workload, higher satisfaction, and preference with the physical keyboard. Results from Study 2 revealed that older adults were fastest, most accurate, reported lower workload, higher satisfaction and preference for voice recognition. A comparison between age groups suggested that older adults were generally slower and committed more errors. However, performance differences were not found between age groups for voice recognition entry rates and word error rates, as well as for physical Qwerty uncorrected error rates. Additionally, both groups had similar satisfaction and preference ratings for most methods. vi TABLE OF CONTENTS Chapter Page 1. INTRODUCTION .................................................................................................................. 1 2. LITERATURE REVIEW ....................................................................................................... 4 3. PURPOSE AND RESEARCH QUESTIONS ...................................................................... 34 4. COMMON METHODOLOGY ............................................................................................ 36 Method ................................................................................................................................. 36 Materials ........................................................................................................................... 36 Questionnaires ............................................................................................................... 36 Screening Tools ............................................................................................................. 36 Baseline Evaluations ..................................................................................................... 37 Smartphone Device and Input ....................................................................................... 38 Phrases ........................................................................................................................... 39 Recording Software ....................................................................................................... 39 Sound Level ................................................................................................................... 39 Procedure .......................................................................................................................... 39 Dependent Measures ......................................................................................................... 42 Adjusted Words per Minute .......................................................................................... 42 Error Rates ..................................................................................................................... 43 Satisfaction .................................................................................................................... 44 Workload ....................................................................................................................... 45 Preference ...................................................................................................................... 46 Results .................................................................................................................................. 46 Data Cleaning.................................................................................................................... 46 Alpha Adjustment ............................................................................................................. 47 Error Bars .......................................................................................................................... 48 Relationship between Measures ........................................................................................ 48 5. STUDY 1 .............................................................................................................................. 49 Purpose ................................................................................................................................. 49 Method .................................................................................................................................. 50 Participants ........................................................................................................................ 50 Materials ........................................................................................................................... 51 Procedure .......................................................................................................................... 51 Results .................................................................................................................................. 51 Adjusted Words per Minute .............................................................................................. 51 Error Rates ........................................................................................................................ 53 Corrected Error Rate ..................................................................................................... 53 vii TABLE OF CONTENTS (continued) Chapter Page Uncorrected Error Rate ................................................................................................. 54 Total Error Rate ............................................................................................................
Recommended publications
  • Gaze-Typing for Everyday Use Keyboard Usability Observations and a "Tolerant'' Keyboard Prototype
    DEGREE PROJECT IN INFORMATION AND COMMUNICATION TECHNOLOGY, SECOND CYCLE, 30 CREDITS STOCKHOLM, SWEDEN 2018 Gaze-typing for Everyday Use Keyboard Usability Observations and a "Tolerant'' Keyboard Prototype JIAYAO YU KTH ROYAL INSTITUTE OF TECHNOLOGY SCHOOL OF ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Sammandrag Blick-skrivande möjliggör en ny inmatningskanal, men dess tangentborddesign är inte än redo för dagligt bruk. För att utforska blick-skriftstangentbord för sådant bruk, som är enkla att lära sig använda, snabba att skriva med, och robusta för olika användning, analyserade jag användbarheten hos tre brett använda blick-skriftstangentbord genom en användarstudie med skrivprestationsmätningar, och syntetiserade ett designutrymme för blick-skriftstangentbord för dagsbruk baserat på teman av typningsscheman och tangentbordslayout, feed-back, användarvänlighet för text redigering, och system design. I synnerhet identifierade jag att blick-skriftstangentbord behöver ha "toleranta" designer som tillåter implicit blickkontroll och balans mellan inmatningsambiguitet och typningseffektivitet. Därför prototypade jag ett blick-skriftstangentbord som använder ett formskriftsschema som är avsett för vardagligt skrivande med blickgester, och anpassat till att segmentera blickpunkten när du skriver ord från en kontinuerlig ström av blickdata. Systemet erbjuder realtidsformskrivning i hastigheten 11.70 WPM och felfrekvensen 0.14 utvärderat med en erfaren användare, och har stöd för att skriva fler än 20000 ord från lexikonet. Gaze-typing for Everyday Use: Keyboard Usability Observations and a “Tolerant” Keyboard Prototype Jiayao Yu KTH Royal Institute of Technology, Aalto University Stockholm, Sweden [email protected] Figure 1: Representative gaze-input properties requiring “tolerant” design. Left: Jittering fixations require larger interactive elements. Middle: Gaze are hard to gesture along complex, precise, or long trajectories.
    [Show full text]
  • Professional Skills in Computer Science Lecture 3: Historical Aspects of Computing
    Professional Skills in Computer Science Lecture 3: Historical Aspects of Computing Ullrich Hustadt Department of Computer Science School of Electrical Engineering, Electronics, and Computer Science University of Liverpool Ullrich Hustadt COMP110 Professional Skills in Computer Science L3 { 1 Further milestones The Future Contents 1 Further milestones 2 The Future Fundamental questions Model-View-Controller Relevant learning outcome: 1 Ability to describe and discuss economic, historic, organisational, research, and social aspects of computing as a discipline and computing in practice; Ullrich Hustadt COMP110 Professional Skills in Computer Science L3 { 2 Further milestones The Future What have computers been used for? (Summary) • 1600 { now: Calculation Manipulation of numbers • 1960 { now: Information Processing Manipulation of numbers, text, images, audio, video • 1960 { now: Cognition (Reasoning) Manipulation of knowledge via reasoning / inference • 1970 { now: Interaction Allowing people to communicate, cooperate, compete • 1970 { now: Automation Computer-controlled machines and robots Hypotheses: • The wave of innovation in the 60s and 70s is due to the increased availability of computing resources to more and more researchers • Leadership is mostly due to early exposure to state-of-the-art systems and due to hard work Ullrich Hustadt COMP110 Professional Skills in Computer Science L3 { 3 Further milestones The Future What have computers been used for? What important milestones in the development and use of computers were not covered
    [Show full text]
  • Introduction to Smartphones Beginners Guide TOPIC INTRODUCTION to SMARTPHONES
    Tech Savvy Seniors Introduction to Smartphones Beginners Guide TOPIC INTRODUCTION TO SMARTPHONES OVERVIEW Phones used to be all about making calls, but now your mobile can do so much more. The range of new touchscreen smartphones allows you to access the internet, use social media, get live news updates, play music and video, and much more. They almost universally use touchscreens for control, however, which can be a challenge for people new to the technology. WHO IS THIS Maybe you’ve never owned a mobile and are curious WORKSHOP FOR? about why you’d choose a smartphone. Perhaps you want a mobile phone that does more than your current keypad-style handset, or are looking to learn more about the smartphone you already own. This workshop has something to satisfy each of you. WHAT YOU’LL An internet-connected smartphone; either your NEED own or supplied by the workshop organisers. You may need to share a smartphone with others in the workshop. An existing Apple account (or Apple ID), for downloading apps to an iPhone smartphone. An existing Google account (or Google ID), for downloading apps to an Android smartphone. WHAT YOU’LL In this workshop, you will learn the basics of how LEARN to navigate your way around a smartphone with a touchscreen. You will learn how to turn the phone on and off, make and receive calls, add a contact and look up a contact, and change the volume on the phone. You will also learn briefly about apps, what they are, how to download them, and the costs associated with them.
    [Show full text]
  • The Ways Young Adults Access Digital Information Cydney Lauren Palmer Louisiana State University and Agricultural and Mechanical College, [email protected]
    Louisiana State University LSU Digital Commons LSU Master's Theses Graduate School 2011 There's an app for that: the ways young adults access digital information Cydney Lauren Palmer Louisiana State University and Agricultural and Mechanical College, [email protected] Follow this and additional works at: https://digitalcommons.lsu.edu/gradschool_theses Part of the Mass Communication Commons Recommended Citation Palmer, Cydney Lauren, "There's an app for that: the ways young adults access digital information" (2011). LSU Master's Theses. 711. https://digitalcommons.lsu.edu/gradschool_theses/711 This Thesis is brought to you for free and open access by the Graduate School at LSU Digital Commons. It has been accepted for inclusion in LSU Master's Theses by an authorized graduate school editor of LSU Digital Commons. For more information, please contact [email protected]. THERE’S AN APP FOR THAT: THE WAYS YOUNG ADULTS ACCESS DIGITAL INFORMATION A Thesis Submitted to the Graduate Faculty of the Louisiana State University and Agricultural and Mechanical College in partial fulfillment of the requirements for the degree of Master in Mass Communication in The Manship School of Mass Communication by Cydney Lauren Palmer B.A., Louisiana State University, 2008 December 2011 ACKOWLEDGMENTS First, I would like to thank my parents, Allan and Karin Palmer, for their support and encouragement while pursuing my master’s degree. I would also like to thank Dr. Yongick Jeong for his continuous guidance and support throughout the tedious development of this academic research project. Finally, I would like to thank my additional thesis committee members, Dr. Lance Porter and Dr.
    [Show full text]
  • Running IBM Websphere Application Server on System P and AIX: Optimization and Best Practices
    Front cover Running IBM WebSphere Application Server on System p and AIX: Optimization and Best Practices System p and AIX configuration strategies for WebSphere Application Server How JVM runtime and WebSphere Application Server interact with AIX Implementation scenarios Lutz Werner Denefleh Anderson de Sousa Ribeiro Dias Simon Kapadia Monty Poppe Colin Renouf Kwan-Ming Wan ibm.com/redbooks International Technical Support Organization Running IBM WebSphere Application Server on System p and AIX: Optimizaton and Best Practices September 2008 SG24-7347-00 Note: Before using this information and the product it supports, read the information in “Notices” on page ix. First Edition September 2008 This edition applies to IBM WebSphere Application Server Version 6.1, IBM AIX Version 5.3, and IBM AIX Version 6.1. © Copyright International Business Machines Corporation 2008. All rights reserved. Note to U.S. Government Users Restricted Rights -- Use, duplication or disclosure restricted by GSA ADP Schedule Contract with IBM Corp. Contents Notices . ix Trademarks . x Preface . xi The team that wrote this book . xi Acknowledgements . xiii Become a published author . xiii Comments welcome. xiv Chapter 1. Introduction to running WebSphere Application Server on System p and AIX . 1 1.1 The whole system view: WebSphere, JVM, AIX, and System p . 2 1.1.1 Points of view . 2 1.1.2 A holistic system approach . 3 1.2 System layers and points of view . 3 1.2.1 Points of view and terminology . 4 1.3 The remainder of this book . 5 Chapter 2. WebSphere on System p and AIX 5 strategies . 7 2.1 Scalability considerations .
    [Show full text]
  • Ultra-Low-Power Mode for Screenless Mobile Interaction
    Session 11: Mobile Interactions UIST 2018, October 14–17, 2018, Berlin, Germany Ultra-Low-Power Mode for Screenless Mobile Interaction ∗ ∗ ∗ Jian Xu, Suwen Zhu, Aruna Balasubramanian , Xiaojun Bi , Roy Shilkrot Department of Computer Science Stony Brook University Stony Brook, New York, USA {jianxu1, suwzhu, arunab, xiaojun, roys}@cs.stonybrook.edu ABSTRACT Smartphones are now a central technology in the daily lives of billions, but it relies on its battery to perform. Battery opti- mization is thereby a crucial design constraint in any mobile OS and device. However, even with new low-power methods, the ever-growing touchscreen remains the most power-hungry component. We propose an Ultra-Low-Power Mode (ULPM) for mobile devices that allows for touch interaction without visual feedback and exhibits significant power savings of up to 60% while allowing to complete interactive tasks. We demon- strate the effectiveness of the screenless ULPM in text-entry tasks, camera usage, and listening to videos, showing only a small decrease in usability for typical users. CCS Concepts •Human-centered computing ! Touch screens; Smart- phones; Mobile phones; •Software and its engineering ! Power management; Author Keywords Power Saving; Mobile System; Text Entry; Touchscreen; INTRODUCTION Smartphones play a crucial role in people’s daily lives. It is Figure 1: Picture of use cases of ULPM. The left shows the now hard to imagine living without a smartphone ready at hand, normal cases of using smartphones to take videos, write text yet this happens to nearly everyone on a daily basis - when the messages and watch online video; The right side shows users device is out of battery.
    [Show full text]
  • Die Meilensteine Der Computer-, Elek
    Das Poster der digitalen Evolution – Die Meilensteine der Computer-, Elektronik- und Telekommunikations-Geschichte bis 1977 1977 1978 1979 1980 1981 1982 1983 1984 1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011 2012 2013 2014 2015 2016 2017 2018 2019 2020 und ... Von den Anfängen bis zu den Geburtswehen des PCs PC-Geburt Evolution einer neuen Industrie Business-Start PC-Etablierungsphase Benutzerfreundlichkeit wird gross geschrieben Durchbruch in der Geschäftswelt Das Zeitalter der Fensterdarstellung Online-Zeitalter Internet-Hype Wireless-Zeitalter Web 2.0/Start Cloud Computing Start des Tablet-Zeitalters AI (CC, Deep- und Machine-Learning), Internet der Dinge (IoT) und Augmented Reality (AR) Zukunftsvisionen Phasen aber A. Bowyer Cloud Wichtig Zählhilfsmittel der Frühzeit Logarithmische Rechenhilfsmittel Einzelanfertigungen von Rechenmaschinen Start der EDV Die 2. Computergeneration setzte ab 1955 auf die revolutionäre Transistor-Technik Der PC kommt Jobs mel- All-in-One- NAS-Konzept OLPC-Projekt: Dass Computer und Bausteine immer kleiner, det sich Konzepte Start der entwickelt Computing für die AI- schneller, billiger und energieoptimierter werden, Hardware Hände und Finger sind die ersten Wichtige "PC-Vorläufer" finden wir mit dem werden Massenpro- den ersten Akzeptanz: ist bekannt. Bei diesen Visionen geht es um die Symbole für die Mengendarstel- schon sehr früh bei Lernsystemen. iMac und inter- duktion des Open Source Unterstüt- möglichen zukünftigen Anwendungen, die mit 3D-Drucker zung und lung. Ägyptische Illustration des Beispiele sind: Berkley Enterprice mit neuem essant: XO-1-Laptops: neuen Technologien und Konzepte ermöglicht Veriton RepRap nicht Ersatz werden.
    [Show full text]
  • A Study of the Growth and Evolution of Personal Computer Devices Throughout the Pc Age
    A STUDY OF THE GROWTH AND EVOLUTION OF PERSONAL COMPUTER DEVICES THROUGHOUT THE PC AGE A dissertation submitted in partial fulfilment of the requirements for the degree of Bachelor of Science (Honours) in Software Engineering Ryan Abbott ST20074068 Supervisor: Paul Angel Department of Computing & Information Systems Cardiff School of Management Cardiff Metropolitan University April 2017 Declaration I hereby declare that this dissertation entitled A Study of the Growth and Evolution of Personal Computer Devices Throughout the PC Age is entirely my own work, and it has never been submitted nor is it currently being submitted for any other degree. Candidate: Ryan Abbott Signature: Date: 14/04/2017 Supervisor: Paul Angel Signature: Date: 2 Table of Contents Declaration .................................................................................................................................. 2 List of Figures ............................................................................................................................... 4 1. ABSTRACT ............................................................................................................................ 5 2. INTRODUCTION .................................................................................................................... 6 3. METHODOLOGY.................................................................................................................... 8 4. LITERATURE REVIEW ............................................................................................................
    [Show full text]
  • Itherm 2021 Virtual June 1 – July 6, 2021
    Final ConfIThermere 2021n Virtualce Program June 1 – July 6, 2021 The 20th Inte rsociety Conference on Thermal a nd Thermomechanical Phenomen a in Electronic Systems 1 Live Virtual Events June 1 – 4, 2021 ITherm 2021 Virtual June 1 – July 6, 2021 Sponsored by the IEEE's Electronics Packaging Society (EPS), ITherm 2021 is the leading international conference for the scientific and engineering exploration of thermal, thermomechanical, and emerging technology issues associated with electronic devices, packages, and systems. In addition to on-demand paper presentations made available until July 6, 2021, ITherm 2021 Virtual has live keynote presentations by prominent speakers, the Richard Chu ITherm award presentation, panel discussions, invited tech talks, student poster and networking, student heat sink, and student overclocking competitions. Registered attendees will be able to join live each day of the conference for one- time plenary events with options to interact with the presenters starting at 10:30 AM Eastern Daylight Time (EDT). An Exhibitor forum will allow participants to interact and to learn about the latest in thermal and thermal-mechanical technologies. LIVE VIRTUAL EVENTS (JUNE 1 – 4, 2021) • 3 Keynote Talks covering the areas of computing and the environment, 5G and new challenges for our communication networks, and engineering lessons for the future • Richard Chu ITherm Award and Seminar • 3 Technology-Talks providing deep dive talks on high profile topics • 4 Panels discussing the latest industry challenges and trends •
    [Show full text]
  • Delivering Value. 20 Years and Counting
    delivering value. 20 years and counting. annual report 2012–13 PDF processed with CutePDF evaluation edition www.CutePDF.com contents page the start 2 the emergence 4 the expansion 6 the transformation 8 celebrating 20 years 10 message to shareholders 12 five years at a glance 14 corporate information 16 directors’ report 17 report on corporate governance 25 management discussion and analysis 39 standalone financial statements auditors’ report 47 balance sheet 50 statement of profit and loss 51 cash flow statement 52 notes to financial statements 53 consolidated financial statements auditors’ report 75 “A mile from shore a fishing boat chummed the water, balance sheet 76 and the word for Breakfast Flock flashed through the air till a crowd of thousand seagulls came to dodge statement of profit and loss 77 and fight for bits of food. It was another busy day cash flow statement 78 beginning. But way off alone, out by himself beyond notes to financial statements 79 boat and shore, Jonathan Livingston Seagull was practicing. A hundred feet in the sky, he lowered his statement under section 212(8) of the Companies Act, 1956 relating to subsidiary companies 101 webbed feet, lifted his beak, and strained to hold notice 102 a painful hard twisting curve through his wings, The curve meant that he would fly slowly, and now he slowed until the wind was a whisper in his face, until the ocean stood still beneath him. He narrowed his eyes in fierce concentration, held his breath, forced one… single…more…inch…of…curve…” - Richard Bach Like the allegoric Jonathan Livingston Seagull, who dreamt of greatness and success by following a different course, Redington has made it its business to dream differently in order to venture beyond; to think differently and make its own rules, to open up a world of infinite possibilities.
    [Show full text]
  • Performance Ritual and the Design of Mobile Devices
    Performance ritual and the design of mobile devices Submitted by Kym R. Campbell th 30 May 2016 Thesis submitted in partial fulfilment of the requirements for the degree of Doctor of Philosophy at the University of Canberra, Australian Capital Territory, Australia Abstract This thesis argues that concepts of secular ritual, drawn from the work of Erving Goffman and James Carey, can provide a useful way of understanding the relationship between the production and design of mobile devices and their use, and hence provides further insights into the broader relationship between mobile technologies and society. This argument is developed by reviewing scholarship on the relationship between technologies and society, before engaging with ritual as a secular concept and a way of understanding human relations with technology. James Carey's work on ritual and communication is key to linking technology with ritual, while Erving Goffman's work on ritual and performance provides a way to develop a framework for further analysis. The ritual performance-oriented framework is described here as the theatre of design, and acts as a metaphor for describing the dynamic between society and the mobile device. In essence, this approach argues that we can understand our relationship with mobile devices as a performance in which the device can be a prop, users can be thought of as actors, and designers take on the role of director. To develop this framework further, the device is examined through a sociocultural lens. Du Gay et al’s circuit of culture is utilised to illustrate how meaning comes to associate with the technology.
    [Show full text]
  • ICB Presentationfinal.Pptx
    CONTINUOUS AUTHENTICATION OF MOBILE USERS: FUSION OF FACE AND INERTIAL MEASUREMENT UNIT DATA David Crouse1, Hu Han1, Deepak Chandra2, Brandon Barbello2, and Anil K. Jain1 1Michigan State University 2Google, Inc. Outline Device Locked • Background Log in to Device • Proposed approach Update • Face uprightness correction Enrollment • COTS and component based face matching Wait • Confidence function Capture Images • Prototype system on Android Apply Uprightness Correction • Experimental results • Summary Match Faces Above Below Threshold Update and Threshold Check Confidence Background 1973 - Motorola DynaTAC Prototype 1992 – Motorola 3200 1993 –IBM Simon 1999 – Kyocera VP-210 2007 – Apple iPhone First mobile phone First mobile digital phone First smartphone First camera phone First iOS phone 2008 – HTC Dream 2011 – Samsung Galaxy Nexus 2013 – LG Nexus 5 2013 – iPhone 5S 2014 – iPhone 6 First Android phone Introduced Face Unlock Used for data collection TouchID Apple Pay www.businessinsider.com/complete-visual-history-of-cell-phones-2011-5?op=1 wikipedia.com Background • Security concerns • Mobile devices contain personal information, such as e-mail, photos & videos, and financial information • 67% of users do not password protect their devices [1] • Many users are using too simple passwords, such as ‘1234’, ‘0000’, ‘2580’, ‘1111’, etc. [2] Users believe it is too complicated to enter a password/PIN! [1] http://sophos.com [2] http://techland.time.com/2011/06/13/the-10-most-popular-iphone-passwords-starring-1234/ Background • Computer passwords
    [Show full text]