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1.10  Summary of Chapters      19




                    computers that are 100% secure. By definition, many security features are designed
                  to present a roadblock, to make users stop and think, to be hard. They are designed so
                  that users may not be successful all of the time. The best way to make a 100% usable
                  interface would be to remove all security features. Clearly, we can't do that. From the
                  HCI point of view, our goal is to reduce unnecessary difficulty. Right now, the typi-
                  cal user has so many passwords that they simply can't remember them or they choose
                  easy-to-remember (and easy to crack) passwords (Chiasson et al., 2008). Users may
                  write their passwords on a sheet of paper kept in their wallet, purse, or desk drawer
                  (none of which are secure), or they click on the feature that most web sites have saying,
                  “Can't remember your password? Click here!” and their password is e-mailed to them
                  (also not secure!). We suggest to readers to check out the annual ACM Symposium
                  on Usable Privacy and Security (SOUPS) for research on the intersection of usabil-
                  ity and security. Other inherent trade-offs occur in the area of sustainability. While
                  people working in the field of information technology may often be focused on new
                  and better devices and design, faster machines, and faster processing, this can lead to
                  high energy usage and a lot of waste. Sustainability means trying to encourage users
                  to limit their energy usage (Chetty et al., 2009), to keep using current devices, and to
                  reduce the amount of technology waste by allowing current devices to be repaired or
                  retrofitted, rather than just throwing the device out (Mankoff et al., 2007a). Millions of
                  current personal computers end up in landfills, poisoning the earth and water.
                     Being user centered, as HCI tends to be, also means being concerned about the
                  impacts of technology on human life. In the past, this meant that HCI researchers
                  were interested in reducing repetitive strain injuries from computer usage, whether
                  spending lots of time on the Internet made you depressed, and whether computer
                  frustration could impact on your health. How does all of our technology creation,
                  usage, and disposal impact on the quality of our life and the lives of future genera-
                  tions? Can persuasive devices and social networking be used to encourage us to lower
                  our ecological footprint? (Gustafsson and Gyllenswärd, 2005; Mankoff et al., 2007b).
                  Let's go back to our keyboard example: if all keyboards in the English-speaking world
                  were changed over to a different key layout (say, the DVORAK layout), there might
                  be some initial resistance by users but, eventually, user performance might improve.
                  However, how would those millions of keyboards in landfill impact on the quality of
                  human life? This is a new point to evaluate when considering how we do research in
                  HCI. What is the ecological impact of our research? What is the ecological impact of
                  new interfaces or devices that we build? While it is likely that we won't know in ad-
                  vance what type of ecological impact our research work will lead to, it's an important
                  consideration as we do our research, yet another inherent challenge in HCI.



                  1.10  SUMMARY OF CHAPTERS

                  Given that the topic of research methods in HCI is so broad, we have tried to give
                  approximately one chapter to each research method. However, the book starts out
                  with three chapters revolving around the topic of experimental design. Whole books
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