Privacy is a central issue in the digitalization of society and directly concerns all Internet users. Privacy education is part of the picture of a more just digital society: it aims at making users more aware of the importance of their data and of the technical and financial tools and processes that involve their personal data. Nonetheless, privacy education is confronted with a paradox: while people perceive the importance of privacy, they seldom take action to actually protect their personal data. iBuddy is a narrative simulation-based session inspired by research evidence about the privacy paradox and aims to (a) enhancing awareness and (b) promoting the uptake of privacy-safe behaviors for secondary and higher students (age range 11–20). The paper presents the design and development of the simulation and of the following modular debriefing, as a case study in evidence-based collaborative instructional design and in the instructional used of digital technology. The evaluation of iBuddy, which combined a post-session satisfaction and perceived learning survey ( N = 978) and a follow-up survey ( N = 124), provides insights in the novel domain of privacy education. Results suggests that iBuddy sessions are engaging, effective and conducive to medium-term behavioral change, thus indirectly confirming the design assumptions about how to tackle the privacy paradox through a simulation-based approach.
Digital political participation is seen as an important milestone towards more equitable and sustainable development. It is connected to the UN Sustainable Development Goals (SDGs), specifically SDG 16 on Peace, Justice, and Strong Institutions, which is one of the three cross-cutting objectives. Thus, it is essential to establish a dependable and valid way to measure this global trend. We argue that current measures of digital political participation, such as the United Nations’ E-Participation Index (EPI) or the Balanced-EPI (BEPI), fail to capture the full extent of digital political participation. They are skewed toward e-services, which discounts digital political participation. Additionally, most indices are unable to track developments over time. To tackle these issues, this paper proposes the implementation of DigiPartIndex (DPI) at the national level. The initial focus is on democratic countries that exhibit high levels of digital political participation. The DPI is a composite index based on the subnational DPI used in Switzerland. Adjustments have been made to make the index relevant and robust for national-level analysis. The national DPI-score ranges from 0 to 100 points. We have identified significant differences among the countries studied. Moreover, the measures presently in place appear to capture a reduced variance of digital political participation in the scrutinized countries. Further scrutiny reveals that the existing indices capture only specific aspects of digital participation, i.e. opinion-formation and information gathering, while failing to account for the participatory aspects central to the concept.
Dress is an embodied experience which is dematerialized online. In a fashion e-commerce website, clothes cannot be touched, nor worn prior to purchase and delivery; this engenders issues of fit and thus, returns. To solve this issue, fashion companies are turning to size recommendation and virtual fit service platforms. Simply put, virtual fit systems algorithmically match customer body data to fashion items which are potentially the right size and fit. This process aims to create value for all parties involved: for brands, by improving customer satisfaction and reducing returns; for customers, by facilitating choices; and for platform providers, by the sale of services and tools. However, as research in online platforms in other fields suggests (: 197; ), virtual fit services are driven by mechanisms of datafication, curation and commodification of fashion consumers’ bodily data – which in turn raise issues related to privacy and inclusivity. To the best of the authors’ knowledge, virtual fit platforms and their effects on the datafication of dress embodiment have heretofore not been discussed in fashion studies literature. This article spotlights the growing phenomena, opening avenues for further research in the field.
iBuddy is a narrative game-based simulation session inspired by research evidence and designed to enhance secondary school and higher education students’ privacy awareness. Students enter the simulation through storytelling and are asked to install the iBuddy app. Later in the simulation, students discover that some of their personal information have been extracted from their devices and manipulated – and this generates a wow-effect that sparks questions and discussions. The simulation is backed-up by a lively debriefing phase, supported by original animation videos, interactive activities, and small group games. To overcome privacy issues, iBuddy sessions are played on a local network and the collected data, which are anonymous, are deleted before the end of the session. iBuddy exploits an original software, released as open source, with a layered architecture composed by app, server and operator interface. The system also includes an Artificial Intelligence filter for inappropriate content. Multilingual class materials are published under a Creative Commons license and are available on the www.protectyourdata.ch platform. Post-session assessments collected from over 970 students indicate that they enjoy iBuddy sessions and learn from it. Follow-up assessment data, collected on a portion of the participants, also suggest that iBuddy sessions are effective and conducive to medium-term behavioral change.
The third condition that must be fulfilled is originality, also sometimes called individuality, the character of individuality.And that's the tricky condition, because it has to be evaluated again on a case by case basis.Because every time you are wondering if you are dealing with work
The Covid19 pandemic has highly impacted on the education system. This paper presents the case of the Online Communication Design course of Università della Svizzera italiana. It focuses on the challenges and opportunities of adapting a traditional course to a hybrid and then to a fully online course. The research advances the literature on fashion education by discussing the relevance of the updated curricula for fashion students. Moorever, from the analysis of the course outcome, the research suggests practices that positively contributed to reaching the goals of the course and could be adopted in structuring and developing future courses.
This study explores whether it is possible to automatically assign a user of a Municipal Wireless Network (MWN) to one of the previously identified user groups, using only the very small amount of data available at the moment of connection. To do so, researchers classified the users of the “WiFi Lugano” MWN into business travelers, leisure tourists, and locals in two different ways: 1) based on the users’ network usage, and 2) based on the users’ declared reason for being in Lugano. The two groupings allowed creating a two-tiered classification tree with cross validation resulting in a set of classification rules that would subsequently enable the system to assign future users to one of the three groups by using only a few variables known at the moment of connection. The identified rules make it possible to significantly increase the probability of a correct assignment over that of a random assignment. The study thus provides a general framework for automatically classifying users of a MWN with very limited available data, which can be applied also to other MWNs. Being able to distinguish users of a MWN at the moment of connection could allow the city to communicate in a more targeted way with each user group, for example through the use of tailored landing pages and thus to improve its relationship with citizens (G2C), businesses (G2B), and visitors (G2V).
Mit dem vermehrten Aufkommen von Informations- und Kommunikationstechnologien geraten Schweizer Hochschulen und Bibliotheken immer mehr mit urheber-, datenschutz- und anderen rechtlichen Fragen in Berührung. Damit einhergehend gewinnt das rechtlich korrekte Handeln an Bedeutung. Das Kompetenzzentrum in Digitalem Recht (CCdigitallaw) bietet hier in gut verständlicher Sprache vielfältige Unterstützung. Das Zentrum entstand aus dem Zusammenschluss von zwei schon länger existierenden Angeboten: dem DICE-Projekt und dem Rechtsdienst der Universitätsbibliothek Basel. Der Zusammenschluss ermöglicht, existierendes Wissen zu bündeln, auszubauen und einer breiteren Zielgruppe anzubieten. CCdigitallaw richtet sich v. a. an Schweizer Hochschulen und Bibliotheken und bietet eine qualitativ hohe, einfach zu nutzende Wissensdatenbank, ein breit gefächertes Schulungsangebot und einen kompetenten Beratungsservice. Alle Dienstleistungen können über www.ccdigitallaw.ch1 bezogen werden.
In recent years, many cities around the globe implemented Municipal Wireless/Wi-Fi Networks (MWNs) as part of their strategies towards becoming "smart" cities. While initial initiatives had very ambitious goals and often struggled implementing them, later projects were more limited in scale and scope. It became clear that understanding how existing MWNs are used is crucial in order to develop networks that satisfy expectations and needs of local residents and visitors. This will help building networks that are useful for the population at large and thus actively used. This study contributes to a better understanding of how MWNs are used and who their users are: to do so it analyses both network and user-provided data of the "WiFi Lugano" network, a MWN of a medium-sized Swiss city. With the help of cluster analysis, it identifies five different usage practices: two business-oriented ones -- "E-mailer" and "Mobile-worker", two tourism-oriented ones --"Tourism information seeker" and "Always-on traveler", and one reflecting the practices of locals -- "Local social networker".
Being always connected is among the new needs of tourists, who are using more and more smartphones for that goal. Still, data roaming costs are a major obstacle to that end. If hotel Wi-Fi connections are offering part of the solution, municipal Wi-Fi networks are the most interesting offer for connectivity on the go, a connectivity offered both to own citizens and tourists. The touristic city of Lugano (Switzerland) has been offering an open Wi-Fi network since 2008. In the paper usage data, assessed via log files as well as via a survey automatically displayed to connecting users, are presented and discussed, providing a vivid profile of users (personas), and of their usage-patterns; they also offer insights about the difference between citizens and tourists when it comes to their usage of the Wi-Fi network.
Wireless communities have been long considered an interesting approach to provide mobile Internet, but the key issue is whether they are able to attract and retain a critical mass of active members. It is therefore crucial to understand what motivates and dissuades people from joining and participating in them, especially with the development of mainstream 3G technologies, in order to evaluate their potential development. This paper analyzes motivations and barriers influencing participation in a large wireless community – Fon – based on a survey of 268 members. Two distinct forms of participation driven by different motivations emerge: a ‘participation by sharing’ driven by idealistic motivation and a ‘social participation’ driven by social motives and technical interest. Utilitarian motivations do not play a major role for active participation despite being crucial in attracting members to the community. Accordingly, the way hybrid wireless communities are currently designed (hardly offering occasions for a social usage experience, experimentation and with decreasing utilitarian benefits due the development of 3G technologies) is casting serious doubts about a possible potential development above the status of a niche complement to the dominant cellular technologies.
Wireless communities are an interesting alternative to 3G networks to provide mobile Internet access. However, the key success factor for their sustainability is whether they are able to attract and retain a critical mass of contributing members. It is thus important to understand what motivates and dissuades people to join and participate. This chapter analyzes motivations, concerns, usage, and satisfaction of members of Fon. Fon is the largest wireless community in the world. This study employs a mixed research method, combining qualitative exploratory interviews with a quantitative survey. Members are mainly motivated by a mix of utilitarian (getting free connectivity) and idealistic motivations (reciprocity and altruism), whereas intrinsic and social motivations are less relevant.
The project Mobile Uni-App is a Swiss fork of the Kurogo-Mobile-Web project. We adapt the existing project to fit the needs of Swiss higher education institutes and develop new modules based on the Kurogo framework. The latest progress of our project is available on GitHub.
The fast pace with which new technologies, like smartphones and tablet computers, have been adopted in the last years since their appearance, has created a didactical gap on the side of the educational institutions. This gap is also created by the fact that design and development of mobile applications in educational institutions has been mostly technology driven and not merely enough didactically driven. Schools need scenarios that allow them to integrate the increasing informal and non-intentional learning activities that are taking place with the help of these technologies into their curricula. The mobile learning devices have become one of the most prominent interfaces with which learners interact with their learning tasks. This interaction with information is mediated trough technology and as such, the design and development of applications that aim to support these scenarios need a framework that takes into account the main three aspects of mobile learning: the device, the learner, the social aspect. As mobile devices like smartphones and tablets are used as satellites for the main learning device and are not meant to replace it, we speculate that a Moodle App should implement only some of the activities that are possible in Moodle. The App that we designed and developed sets out to be one implementation that fits to all frontends and implements a limited set of activities. As an outlook we propose further research and development on the mobile aspects of Moodle with the focus on personalisation aspects and extending the service by implementing functions that support the main activity in the learning context of the users on mobile devices, which is reading.
L’adozione e la penetrazione dei dispositivi mobili nella vita quotidiana degli studenti, oggi, e decisamente alta. Tali mezzi sono usati per comunicare, reperire e scambiare informazioni, come oggetto di svago e perfino per lavoro. E per quanto riguarda lo studio? L’articolo si propone di indagare l’importanza dei dispositivi mobili nell’apprendimento dal punto di vista degli studenti. Dopo una essenziale disamina sullo stato attuale della ricerca sul mobile learning, si propone l’analisi dei dati raccolti in due istituti di educazione universitaria in Ticino, Svizzera. Il testo si sviluppa intorno ai seguenti punti: quali strumenti mobili sono usati nello studio; a che scopo; come gli studenti li usano per supportare le loro attivita di apprendimento formale all’universita. Infine, si valutera se sia effettivamente possibile parlare di un transfer del loro uso dalla vita quotidiana degli studenti, prettamente informale, ad applicazioni piu formali. Per il momento non sembra esserlo: la maggior parte degli studenti usa i dispositivi mobili frequentemente per comunicare con compagni per propositi collegati allo studio, ma in modo scarso per l’apprendimento diretto attraverso di essi.