Papers by Damien Mac Namara
This work presents a classification system for commercial electronic voting machines. We term thi... more This work presents a classification system for commercial electronic voting machines. We term this classification system the ‘Just-Like-Paper’ or JLP classification. We are particularly interested in incremental differences in functionality between voting systems and how that functionality differs from ‘traditional’ pen and paper based voting. We successfully applied the JLP classification to the ongoing development of our novel DualVote eVoting system where its application led to the development of a passive feedback protocol.
JeDEM - eJournal of eDemocracy and Open Government, 2014
This work presents a feature-oriented taxonomy for commercial electronic voting machines, which f... more This work presents a feature-oriented taxonomy for commercial electronic voting machines, which focuses on usability aspects. Based on this analysis, we propose a ‘Just-Like-Paper’ (JLP) classification method which identifies five broad categories of eVoting interface. We extend the classification to investigate its application as an indicator of voting efficiency and identify a universal ten-step process encompassing all possible voting steps spanning the twenty-six machines studied. Our analysis concludes that multi-functional and progressive interfaces are likely to be more efficient versus multi-modal voter-activated machines.
This work presents a feature-oriented taxonomy for commercial electronic voting machines, which f... more This work presents a feature-oriented taxonomy for commercial electronic voting machines, which focuses on usability aspects. We analyze the incremental differences in functionality-the features-between voting systems and how that functionality differs from 'traditional' pen and paper based voting. Based on this analysis, we propose a 'Just-Like-Paper' (JLP) classifcation method. We validated the JLP classifcation method to the ongoing development of our novel DualVote eVoting system, where its application led to the development of a passive feedback protocol which improved the usability features.
Two issues that have significantly impeded the widespread adoption and acceptance of modern e-vot... more Two issues that have significantly impeded the widespread adoption and acceptance of modern e-voting solutions are the lack of an intuitive user interface and the inability to formally verify the results. This paper presents the findings of an extensive analysis of public opinion on usability and verifiability in e-voting. Based on these results it describes a novel e-voting system called DualVote, which couples the strength of electronic voting with the traditional pen and paper user interface (UI). An evaluation of the proposed system is also presented, which demonstrates a high level of usability by comparison to other E-Voting solutions.
Two issues which have signifcantly impeded the widespread adoption and acceptance of modern e-vot... more Two issues which have signifcantly impeded the widespread adoption and acceptance of modern e-voting solutions are the lack of an intuitive user interface and the inability to verify the results. In recent years there have been efforts made in the development of cryptographic verifiability mechanisms which allow the voter to remove an encrypted receipt of their vote from the polling station. The Prêt à Voter system is a recognized example of this approach. This paper introduces a highly usable user interface termed DualVote with the Prêt à Voter backend. We present both a generic and novel eVoting system whose instantiation is relatively simple and achieves a highusability score.
2020 Twelfth International Conference on Quality of Multimedia Experience (QoMEX), 2020
We report on a study investigating the experience and usability of 3D interfaces in virtual reali... more We report on a study investigating the experience and usability of 3D interfaces in virtual reality games. To aid analysis of player behaviour performing simple tasks, a model is proposed which categorises player actions as discover, interact or move. For certain interfaces, movement caused unnecessary overhead as players must travel to the interface before discovery or interaction can take place. Additionally, menu items outside the players field of view caused task failures. The analysis converges with five heuristics for menu design in virtual reality games which we believe will aid developers in the field.
Gamification is a rising research trend but with varying reported results in terms of behavioral ... more Gamification is a rising research trend but with varying reported results in terms of behavioral and psychological outcomes. We compare the effect of leaderboards and experience points between an online and offline cohort of an identical web design module. We find higher engagement and enjoyment amongst online students and that experience points significantly enhanced their learning effectiveness. Leaderboards were found to be generally ineffective as a motivator for on-time submissions, especially for mid to late semester assignments. Grades for the offline cohort were significantly worse when compared to their non-gamified counterparts from the previous two years.
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Papers by Damien Mac Namara