TY - JOUR
T1 - DevilTyper
T2 - A game for CAPTCHA usability evaluation
AU - Ho, Chien Ju
AU - Wu, Chen Chi
AU - Chen, Kuan Ta
AU - Lei, Chin Laung
PY - 2011/4
Y1 - 2011/4
N2 - CAPTCHA is an effective and widely used solution for preventing computer programs (i.e., bots) from performing automated but often malicious actions, such as registering thousands of free email accounts or posting advertisement on Web blogs. To make CAPTCHAs robust to automatic character recognition techniques, the text in the tests are often distorted, blurred, and obscure. At the same time, those robust tests may prevent genuine users from telling the text easily and thus distribute the cost of crime prevention among all the users. Thus, we are facing a dilemma, that is, a CAPTCHA should be robust enough so that it cannot be broken by programs, but also needs to be easy enough so that users need not to repeatedly take tests because of wrong guesses. In this article, we attempt to resolve the dilemma by proposing a human computation game for quantifying the usability of CAPTCHAs. In our game, DevilTyper, players try to defeat as many devils as possible by solving CAPTCHAs, and player behavior in completing a CAPTCHA is recorded at the same time. Therefore, we can evaluate CAPTCHAs' usability by analyzing collected player inputs. Since DevilTyper provides entertainment itself, we conduct a large-scale study for CAPTCHAs' usability without the resource overhead required by traditional survey-based studies. In addition, we propose a consistent and reliable metric for assessing usability. Our evaluation results show that DevilTyper provides a fun and efficient platform for CAPTCHA designers to assess their CAPTCHA usability and thus improve CAPTCHA design.
AB - CAPTCHA is an effective and widely used solution for preventing computer programs (i.e., bots) from performing automated but often malicious actions, such as registering thousands of free email accounts or posting advertisement on Web blogs. To make CAPTCHAs robust to automatic character recognition techniques, the text in the tests are often distorted, blurred, and obscure. At the same time, those robust tests may prevent genuine users from telling the text easily and thus distribute the cost of crime prevention among all the users. Thus, we are facing a dilemma, that is, a CAPTCHA should be robust enough so that it cannot be broken by programs, but also needs to be easy enough so that users need not to repeatedly take tests because of wrong guesses. In this article, we attempt to resolve the dilemma by proposing a human computation game for quantifying the usability of CAPTCHAs. In our game, DevilTyper, players try to defeat as many devils as possible by solving CAPTCHAs, and player behavior in completing a CAPTCHA is recorded at the same time. Therefore, we can evaluate CAPTCHAs' usability by analyzing collected player inputs. Since DevilTyper provides entertainment itself, we conduct a large-scale study for CAPTCHAs' usability without the resource overhead required by traditional survey-based studies. In addition, we propose a consistent and reliable metric for assessing usability. Our evaluation results show that DevilTyper provides a fun and efficient platform for CAPTCHA designers to assess their CAPTCHA usability and thus improve CAPTCHA design.
KW - Games with a purpose (GWAP)
KW - Human computation
KW - Human perception
KW - Optical character recognition
KW - Readability
UR - https://www.scopus.com/pages/publications/79955421409
U2 - 10.1145/1953005.1953008
DO - 10.1145/1953005.1953008
M3 - Article
AN - SCOPUS:79955421409
SN - 1544-3574
VL - 9
JO - Computers in Entertainment
JF - Computers in Entertainment
IS - 1
M1 - 3
ER -