Tuesday, May 31, 2016

A STUDY ON USABILITY AND SECURITY FEATURES OF THE ANDROID PATTERN LOCK SCREEN (ENG)



A STUDY ON USABILITY AND SECURITY FEATURES OF THE ANDROID PATTERN LOCK SCREEN
(Akbar Raihan Maghribi / 1534010008)

Methodology
The work aims to reveal behavioural heuristic rules that might affect the information of patterns in Android devices. The goal is to simulate the user authentication scheme and collect graphical passwords.
To this end, we developed an application (app) that was distributed through Google Play, or Android official app marketplace. The participants were allowed to draw the same pattern for the two categories. Finally, they selected the pattern they would prefer to use on their device.
Survey results and discussion
Of 388 unique participants, 68.6 percent were male and 25 percent were female, whereas 6.4 percent chose not to disclosure their gender. A total of 35.8 percent of the respondents were aged between 25 and 39 years, 30.7 percent were between 16 and 24 years, 21.6 percent were aged under 16 years, 9.8 percent were between 40 and 64 years, and the rest 2.1 percent were aged over 65 years.
The education of the sample is also diverse. A total of 21.1 percent of them were postgraduates, 18.3 percent were graduates, 19.6 percent were on high-school educational level, 11.9 percent placed themselves in higher levels of education (doctorate) and 29.1 percent replied using the choice “none”.
Regarding the use of lock screen mechanisms, 23.5 per cent of the participants use the pattern lock scheme, which was the most popular lock screen mechanism in our sample.
Conclusion
Creating a  graphical password is a process that involves visual stimuli, understanding of security and subconscious biases driven by the way we are used to act in our daily lives. In this paper, we developed an Android app to conduct a survey that would collect sets of usable and secure patterns. We analysed the collected patterns to study the existence of heuristic rules that may affect the formation of such a graphical password. Subsequently, we used our findings in a case study to stress the importance of the balance between usability and security.
Training users to create more complex patterns by including knight moves, overlapping
nodes and random starting points can avoid behavioural attacks as the ones presented in this work.
Entropy is a measure used to describe the uncertainty in a random variable. As future work, we plan to compare our empirical results with entropic measures that are commonly used in information theory. Another direction of future research would be the creation of a password meter that warns users about the strength of a chosen graphical password.


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