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Monthly Archives: June 2013

Process Mining

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Persuasive technology

 

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Persuasive technology is broadly defined as technology that is designed to change attitudes or behaviors of the users through persuasion and social influence, but not through coercion (Fogg 2002). Such technologies are regularly used in salesdiplomacypoliticsreligionmilitary trainingpublic health, andmanagement, and may potentially be used in any area of human-human or human-computer interaction. Most self-identified persuasive technology research focuses on interactive, computational technologies, including desktop computers, Internet services, video games, and mobile devices (Oinas-Kukkonen et al. 2008), but this incorporates and builds on the results, theories, and methods of experimental psychologyrhetoric (Bogost 2007), and human-computer interaction. The design of persuasive technologies can be seen as a particular case of design with intent (Lockton et al. 2010).

Fogg’s Concept Diagrams

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Fitts Law, Kargers, Fogg’s behaviour grid

FoggBehaviorGrid

Curse of Dimensionality

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The curse of dimensionality refers to various phenomena that arise when analyzing and organizing data in high-dimensional spaces (often with hundreds or thousands of dimensions) that do not occur in low-dimensional settings such as the three-dimensional physical space of everyday experience.

http://en.wikipedia.org/wiki/Curse_of_dimensionality