Perceived Security and Usage
of a Mobile Payment Application
vorgelegt von
M.A.
Hanul Sieger
geb. in Recklinghausen
von der Fakult¨at IV – Elektrotechnik und Informatik
der Technischen Universit¨at Berlin
zur Erlangung des akademischen Grades
Doktor der Ingenieurwissenschaften
– Dr.-Ing. –
genehmigte Dissertation
Promotionsausschuss:
Vorsitzender : Prof. Dr. Stephan Kreutzer
Gutachter: Prof. Dr.-Ing. Sebastian M¨oller
Prof. Dr. Matthew Smith (Universit¨at Bonn)
Prof. Dr. Yuval Elovici (Ben-Gurion University of the Negev, Israel)
Tag der wissenschaftlichen Aussprache: 16. Oktober 2015
Berlin 2015
Contents
1 Introduction 1
1.1 Definition of mobile payment . . . . . . . . . . . . . . . . . . . . 3
1.2 Security concepts of mobile phones . . . . . . . . . . . . . . . . . 4
1.2.1 Evolution of smartphones . . . . . . . . . . . . . . . . . . 5
1.2.2 Developer issues . . . . . . . . . . . . . . . . . . . . . . . 9
1.3 Security perceptions and usable security . . . . . . . . . . . . . . 10
1.4 Application and infrastructure . . . . . . . . . . . . . . . . . . . 13
1.4.1 Ecosystem of card-based payment systems . . . . . . . . . 15
1.4.2 Payment system components . . . . . . . . . . . . . . . . 17
1.4.3 Smartphone and application requirements . . . . . . . . . 19
1.5 Research questions . . . . . . . . . . . . . . . . . . . . . . . . . . 19
1.6 Thesis structure and research goals . . . . . . . . . . . . . . . . . 20
1.7 Summary ............................... 21
2 Taxonomy 23
2.1 Taxonomicalterms.......................... 24
2.1.1 User – security perception . . . . . . . . . . . . . . . . . . 27
2.1.2 Interaction – cost of security . . . . . . . . . . . . . . . . 29
2.1.3 Device – security methods . . . . . . . . . . . . . . . . . . 34
2.1.4 Environment – types of stores, kinds of goods . . . . . . . 37
2.1.5 Threat – losing money . . . . . . . . . . . . . . . . . . . . 37
2.2 Similarities between safety and security . . . . . . . . . . . . . . 38
2.3 Taxonomy-derived experiments . . . . . . . . . . . . . . . . . . . 39
2.4 Summary ............................... 40
3 Experiments 43
3.1 Design and methods . . . . . . . . . . . . . . . . . . . . . . . . . 44
3.2 Mobile payment system . . . . . . . . . . . . . . . . . . . . . . . 48
3.3 Experimentsetup........................... 50
3.3.1 Test 1 - preliminary test . . . . . . . . . . . . . . . . . . . 52
3.3.2 Test 2 - 4 shops, 1 customer . . . . . . . . . . . . . . . . . 53
3.3.3 Test 3 - 4 shops, 2 customers, 2 security methods . . . . . 54
3.3.4 Test 4 - 2 shops, 1 customer . . . . . . . . . . . . . . . . . 54
3.3.5 Test 5 - 2 shops, 1 customer, new security method . . . . 54
3.4 Results................................. 55
3.4.1 Genderandage........................ 59
3.4.2 Personality traits . . . . . . . . . . . . . . . . . . . . . . . 61
3.4.3 Experience, knowledge, and technical affinity . . . . . . . 62
i
ii CONTENTS
3.4.4 Risk perception and risk behavior . . . . . . . . . . . . . 63
3.4.5 Environment ......................... 63
3.4.6 Price.............................. 64
3.4.7 Threat............................. 66
3.4.8 Security Method . . . . . . . . . . . . . . . . . . . . . . . 69
3.4.9 Application Design . . . . . . . . . . . . . . . . . . . . . . 70
3.5 Reliability............................... 71
3.6 Summary ............................... 73
4 Model 77
4.1 Modelselection............................ 78
4.2 Predictors and models . . . . . . . . . . . . . . . . . . . . . . . . 82
4.2.1 Regression models . . . . . . . . . . . . . . . . . . . . . . 82
4.2.2 Classification ......................... 87
4.3 Towards simulation . . . . . . . . . . . . . . . . . . . . . . . . . . 89
4.3.1 Predictive model with heuristic substitution . . . . . . . . 90
4.3.2 MeMo workbench . . . . . . . . . . . . . . . . . . . . . . 92
4.4 Summary ............................... 97
5 Conclusion 99
5.1 Current state of mobile payment . . . . . . . . . . . . . . . . . . 101
5.2 FutureWork .............................104
6 Bibliography 105
7 Appendices 113
7.1 Storeconcept.............................113
7.2 Questionnaires ............................113
Chapter 1
Introduction
Security, privacy, and trust are buzzwords in the computer industry today –
and because nearly everyone uses a computer these topics touch everybody.
Facebook has currently more than a billion frequent users, WhatsApp half a
billion, and Twitter around 250 million, Apple’s iTunes counts more than 800
million customers, Amazon 200 million, it is obvious that “being online” –
communicating and buying – is part of a lot of people’s life.1
Additionally, smartphones are everywhere nowadays as they surpassed tra-
ditional feature phones in market sales in 2013 (Gartner Inc., 2014). Capable
all-purpose computers are in everyone’s pockets and purses. Smartphones are
used for a wide variety of tasks, among them gaming, navigation, listening to
music, watching movies, surfing the web. Available applications for the predom-
inant platforms, Android and iOS, are counting in the millions.
One interesting genre of applications emerged recently: mobile payment
apps. While the idea and implementation of using mobile phones for payment
transactions is certainly not radically new: SMS-based transactions are in use
for several years now, the textbook examples being the introduction of M-Pesa
in Kenya by mobile network operators Safaricom and Vodafone in 2007; NFC-
based mobile wallets for public transport and payment services are common in
Japan with the introduction of Mobile Suica by mobile network operators NTT
DoCoMo and au in 2006 (now also offered by SoftBank Mobile and Willcomin).
These apps are among the first wave of using mobile phones and smartphones
as generic payment devices for general-purpose payment transactions. Besides
ordering online through websites and apps – more and more via mobile devices,
like smartphones and tablets –, in the last few years a new kind of financial
application came up, that transforms smartphones into digital equivalents of
payment cards at the point-of-sale, for example in retail stores, restaurants, and
at vending machines. These payment apps are considered to be on the verge
of wide-spread use, and insights into how they are perceived by the user are an
advantage for further development.
Think about your wallet or your purse. For example, the wallet of the author
contains the following items: ID card, emergency certificate, driver’s license,
health insurance card, two debit cards, one credit card, several membership
1WhatsApp Blog, April 22, 2014 – blog.whatsapp.com/613/500000000; Twitter Company
Profile, Nov 5, 2014 – about.twitter.com/company; Apple Inc. 2nd fiscal quarter of 2014
conference call – www.macrumors.com/2014/04/23/q2-2014-apple-earnings/.
1
2CHAPTER 1. INTRODUCTION
cards (gym etc.), and cash. There are also some phone numbers and family
photos. The wallet is not secured against theft or misuse, if lost. One has to
call up several places to get all the cards deactivated, while the cash and data like
personal and contact data, and the photos are totally unsecured. Concerning
mobile phones, this author’s phone has the following data and applications:
complete list of contacts, several hundred photos, several thousands songs, a
dozen videos, a browser with history, notes and voice memos, access to e-mails,
access to an on-line store for music, videos, and applications, and access to
personal data in cloud-based storage. The default setup for this phone is to
secure access to the cellular network via a 4-digit PIN for the SIM card. All
other data is open by default.
Wallets and phones are carried almost all the time by people. Both are very
personal belongings. Sometimes, they are given to children, the spouse, a friend,
or relatives. And in both cases, you do not want them to flip through all of what
it is in them. Other than the wallet, it is relatively easy to implement additional
security measures on a smartphone. One can build a wallet out of steel and
secure it with a lock, but this approach would be apparently very inconvenient
in daily use. The questions are, whether it is possible to offer additional or
alternative security methods on mobile phones that are both secure and usable,
and how those offerings might alter the security perecption of potential users.
Security and privacy issues are currently topics discussed from scientific com-
munity to mainstream media, e.g. TIME Magazine’s cover story on Facebook
privacy (Fletcher, 2010). Mobile phones – especially smartphones – offer ever in-
creasing internet connection and social network applications, and how to handle
security (and privacy) is an ongoing debate.
All these new mobile ways to pay for goods offline and online are also under
“attack” from different sources, which are currently extensively covered in the
media. Just to name a few high-profile cases of the last few years: the NSA
scandal is a direct assault on privacy including personal financial data; the tur-
moils involving the crypto-currency Bitcoin touches on the topic of financial
stability, in the case that all transactions becoming purely virtualized (cash at
least uses a physical token); the security breach of Sony’s Playstation Network
shows that payment data can be compromized; and a security software fail-
ure like “Heartbleed” exemplifies the vulnerability of authentication methods.
Users are constantly pointed towards computer security, to think about secure
authentication and to encrypt personal data and communications. One of the
seminal books on the practice computer security, “Hacking Exposed”, dedicates
more than 70 pages in its current 7th edition on the subject of “Mobile Hacking”
alone. (McCLure et al., 2012)
In this environment, several questions about security, privacy, and trust arise
almost naturally: What kind of security methods are perceived as secure? How
can they be implemented? Will the user refrain from added security due to
those methods also adding inconvenience, in other words because their usability
is low? What can be done to support hardware and software developers to build
devices, applications, and – in the special area of this research – mobile payment
apps, which address the important security issues of financial transactions?
For several years, the question how security features of computers are per-
ceived and how they can be made usable, is at the center of research of usability
and security (sometimes referred to as usable security).
1.1. DEFINITION OF MOBILE PAYMENT 3
Those questions touch everyday life. Business observers expect smartphones
to be the mobile digital wallets replacing the physical ones, and the change
will happen in the near future. Only made possible with current technology,
a mobile wallet combines all the credit and debit cards, vouchers, coupons,
membership cards, event and mass transit tickets, and keys to homes and cars.
What is not possible in a physical wallet with a stack of plastic cards, cash and
paper coupons, can be done in a wallet app: interaction between features. On
the other hand, the technological advancements of smartphones make it also
possible to use a mobile payment app without user interaction.
In an emerging market like mobile payment – fragmented and with no clear
predominant platform or standard at the time of this writing – the service
often “wins” economically, which offers the best user experience, cost-benefit
ratio, or – sometimes – a perceived “coolness” factor. It is therefore of great
importance to address the key features of an app in the right way as soon as
possible to appeal to as many customers as possible. One of the key features
of a mobile payment app found in surveys (prior to the availability of mobile
payment) is how the user perceives its securiy (Ben-Asher et al., 2011). This is
well-established in several studies as in Dahlberg et al. (2008) and Sieger et al.
(2012).
Getting security of a payment app right in the way that it is perceived as
secure can be an advantage in competing within the market. Thus, it is both
academically and economically interesting to find key factors, which influence
the perceived security of mobile payment. Academically, because it alters the
way how people pay and this affects everybody’s daily lives, and it may make
people more traceable without the anonymity of cash, which also touches the
perception of security and privacy. Economically, because the payment indus-
try is a multi-billion US dollar business and getting a stake in it can be very
profitable.
1.1 Definition of mobile payment
The aforementioned broad usage scenarios also show, that there is currently no
clear definition what counts as mobile payment. In the broadest sense, mobile
payment happens whenever a payment transaction occurs using a mobile device.
Examples for these use cases are: paying for goods in an online shop using a
laptop computer, receiving payments using a credit card reader dongle attached
to a tablet computer, paying in a small supermarket using an SMS-based closed-
loop payment system.
In this thesis mobile payment is used for the task of making generic point-
of-sale-based payments using a smartphone. A point of sale, short POS, is a
physical location for payment transaction such as a cash register. The app may
contain other features not directly related to payment, or the payment feature
may allow to make other forms of payments like closed-loop (e.g. cantinas),
peer-to-peer, or online. But the feature being focused on is basically the use of
an app as a substitute for cash or card-based payments in retail stores.
Payment devices other than cash like checks, cards, and apps were always
tied to a security method, being it a signature, an ID card, or a PIN. All these
methods have been compromized, and users have their own perceptions of those
methods’ security, whether this is influenced by personality, experience, media,
4CHAPTER 1. INTRODUCTION
or immediate context of the payment task. This thesis’ focus is on possible
influences of personality traits, experience, and environmental context.
1.2 Security concepts of mobile phones
Smartphones are not a new device category built from scratch, but rather follow
a long evolutionary path, rooted in software and hardware concepts going back
to the early days of personal computers.
This section tries to establish a point of view on the “historical causes”
for the recent state of smartphone security, the developer’s “mind-set” and the
user’s security perceptions of the implemented security features. This can be
viewed as being more of an interpretation (in terms of reasoning) of the historical
facts, than executing a “proof”. Computer science can now look back at several
decades of existence, and thus, it is possible to highlight certain patterns, which
evolved in theory and practice.
Most historical views of computer security focus either on the timeline of
security concepts and methods or on the “hacking” of the implementation of
those concepts (see Computer Security Laboratory of the Computer Science
Department at the University of California (1998)), but not necessarily what
leads to certain implementations of security methods. The following sections
present a view on the historically available security methods on (mobile) com-
puters until today’s smartphones. What is new in this presentation is that it
combines a perspective on the developer’s mindset, which lead to the imple-
mentation of security methods with the hardware and software available at the
time. The developer mindset is drawn from available interviews, manifests, and
“philosophies” and is of course not a given hard fact like the date of a first-time
implementation of a certain security method. But adding this into the picture
enhances the understanding of the current set of security features available on
smartphones.
There is an evolutionary path from interactions with a computers which are
very close to how the machine itself works (e.g. programming bit for bit using
flip switches) to increasingly more human-like interactions (e.g. speech recogni-
tion). Also, especially in personal computers, the devices became increasingly
smaller, forbidding “traditional” interaction using a keyboard (with or without
a pointing device for graphical user interfaces) and a display.
The big-picture development can be described as going from desktop comput-
ers to mobile ones with form factors getting smaller (laptops/notebooks, PDAs,
mobile phones, smartphones) and further to wearables and ambient comput-
ers (embedded into every-day objects). The interaction evolves from specialized
human-computer interaction to more human-like interaction (arguably still in its
infancy) with speech-recognition applications like Apple’s Siri, Google’s Google
Now, and Microsoft’s Cortana. “Visible” security methods like PINs and pass-
words fade into the background, replaced by more “natural” ones like fingerprint
or voice recognition.
The application used in the experiments of this work is a prototype mobile
payment system installed as an application on an Android-based smartphone. A
large part of the user’s reaction to the payment application might be influenced
by the overall perception of security of such devices. Today’s smartphones
combine two lines of heritage, mobile phones and personal computers. To set
1.2. SECURITY CONCEPTS OF MOBILE PHONES 5
the historical context, in which some of the parameters for the user’s perception
are set, a short outline of the history of security on smartphones is useful.
The security features of mobile computing devices are rooted in their devel-
opment as derivatives of desktop operating systems and in hardware constraints
due to their size. Additionally, some users view the smartphone as an extension
of the mobile feature-phone whereas technically it is a miniaturization of a desk-
top computer. Younger users may not know any other mobile phone concepts
other than smartphones.
Due to these roots and the traditional lack of security on mobile feature-
phones most smartphones do not implement features recommended by security
experts, among them strong (biometric) authentication mechanisms and encryp-
tion by default. The state of desktop computer security is about to be extended
to smartphones.
Three areas can be identified, which are each responsible for the lack of
strong security mechanisms on smartphones (and mobile computing devices in
general): 1. The user’s lack of awareness for security issues and inappropriate
behavior (sometimes called “lazy” or “uneducated” by security experts). 2. It
makes no economic sense for the user to follow all security recommendations.
3. During the historical evolution of mobile computing devices to the currently
available smartphones, developers and users could not develop a “mindset” for
special security on mobile devices.
The first point seems to be a common understanding (up to being a textbook
clich´e) of security experts (Cranor and Garfinkel, 2005; Young and Simon, 2006;
Collins, 2010), the second point was brought up by Herley (2009), and the third
is presented in the following section.
1.2.1 Evolution of smartphones
Mobile computing devices exist for more than 30 years, if you think of the
Osborne 1 as the first truly portable general-purpose computer, first offered in
1981. While it could not be operated without plugging it into an AC outlet, the
computer was designed to be lugged around by a single person. It ran Digital
Research’s CP/M operating system (OS) offering no security mechanisms. As
it had not any built-in storage device other than floppy disk drives, data could
be seen as secure as long as the floppy disks were stored separately from the
machine. A lot of the early home and special-purpose computers of the 1970s
and 1980s could be seen as portable in the sense of weight and dimensions (for
example, Apple sold special carrying bags for the first Macintosh systems), but
they were either desktop machines requiring further equipment to operate, or
only provided special functions like word processors, calculators etc.
It took several more years until the design standard of the modern laptop
computer was established with the advent of the Apple PowerBook 100 in 1991
emerging from designs found in its predecessor, the Macintosh Portable, and
similar early portable computers like the Atari STacy (both released in 1989),
and Datavue Spark (1987). In contrast to earlier systems like the Osborne
1, Compaq Portable (1983), Commodore SX64 (1984), Apple IIc (1984, with
optional LCD), Hewlett-Packard HP-110 (1984), and Toshiba T1100 (1985),
these devices had built-in batteries, a recessed keyboard, a pointing device, and
an LCD with backlight and resolutions similar to desktop computers, allowing
6CHAPTER 1. INTRODUCTION
truly mobile computing (Freiberger and Swaine, 2000; Hertzfeld, 2004; Laing,
2004; Bagnall, 2006).
Shortly after the breakthrough of the laptop computer concept, a new class
of so-called personal digital assistants (PDA) emerged in the form of the Apple
Newton (1993) and Palm Pilot (1996). While there were certainly numerous
“pocket computer” systems available before, which were capable of providing
the same functions in a similar small package (e.g. Sharp PC-1210 (1981),
Cambridge Computers Z88 (1988)), the new PDAs emphasized screen real estate
and pen-based, hand-written input.
One could easily view modern smartphones (mobile phones with a general-
purpose operating system allowing the installation of additional and third-party
software, the IBM Simon being the first such device coming to market in 1994)
as an evolution from the PDA class. While there certainly were and are types
of smartphones which followed this path (e.g. Palm Treo, Nokia 9000 and N
series), it will be shown, that today’s major players in the smartphone market
evolved from the laptop concept and thus are direct descendants of the desktop
computer.
Except for variants of the UNIX operating system, the main actors of the
emerging home and office computer markets of the 1970s (Apple, Atari, Com-
modore, IBM, Compaq on the hardware side, and Apple, Microsoft and, to a
lesser extent, Digital Research on the software side) had no security built into
the hardware and software of the their machines. Digital Research’s CP/M,
Microsoft’s MS-DOS, Apple’s Pro-DOS and Mac OS did not have any password
protection, encryption, or any other security measure at all. Many of the ma-
chines sold in this era (1976-1989) did not have anything, what is considered
an operating system as many of them just booted into a BASIC interpreter,
which offered commands to interact with the I/O of the computer. IBM’s foray
into the micro-computer market established MS-DOS as the predominant oper-
ating system, first for business use and later also for home use. The second big
player in this field were Apple’s ProDOS and Mac OS. Portable devices running
CP/M, Atari’s TOS, and several BASIC Interpreters can be neglected as they
were limited to a niche market with very little devices and did not last for a
long time. Also, they had no impact on the design of portable computers and
operating systems. The same goes for other popular operating systems of the
1980s and early 1990s, as there were virtually no portable devices running them,
namely AmigaOS, OS/2, BeOS, and UNIX.
In the 1990s the predominant operating systems used on mobile comput-
ing devices were MS-DOS with Windows 3 to 98, and on the business variant
Windows NT (using a new kernel and providing some security features). The
emerging market for so-called personal digital assistants (PDA) had offerings by
Apple, Palm, Psion and others using little security features, if any, usually PINs
and passwords. Some specialized UNIX offerings on the market (portable RISC-
based workstations featuring proprietary UNIX variants like SunOS/Solaris or
HP-UX) and the rise of Linux and some BSD UNIX variants left no discernible
mark in this decade to develop a consciousness for extra security on mobile
devices.
A compressed version of the intertwining paths of software, hardware, secu-
rity concepts, and security methods is depicted in Figure 1.1. While far from
being complete, it shows that concepts from different fields were adapted as
computers got smaller and mobile.
1.2. SECURITY CONCEPTS OF MOBILE PHONES 7
Figure 1.1: Evolution of selected hardware, software, and security methods
leading to current smartphone designs
A pattern how computer security was handled emerged from the UNIX phi-
losophy (Gancarz, 2003), its successor in the open source movement (Raymond,
1999), and up to Google’s former approach of “Don’t be evil” in addition to its
rapid development cycle of trial and error (or of “perpetual beta”).
Mobile computing devices have additional security risks opposed to desktop
computers, as they can be more easily lost, stolen, or accessed by “attackers”.
Attack vectors are multiplied by the use of mobile devices in open, public, and
crowded places from shoulder surfing to network interception.
On the other hand, they were (and are) built to provide the same work
as a desktop machine and are thus bound to what the operating system has
to offer, the main purpose being a “desktop” computer able to travel with.
The operating systems used on mobile devices were the same used on desktop
computers and no security features were offered that could strengthen mobile
computers against the added risks. As the predominant operating systems,
Microsoft Windows and Apple Mac OS, were build to be operated by a single
user (in contrast to UNIX and UNIX-like operating systems, which were multi-
user), no strong security mechanisms were at hand (if at all). But the UNIX
concepts evolved in the 1960s and UNIX’s modular everything-is-a-file-concept
was vulnerable. For example, a machine’s user password file was in a known
location at /etc/passwd and unencrypted. It could be read and manipulated
directly using a text editor. Security advancements of such a system are often
“bolted on”. If the password file would be encrypted, it would still be in a
known location and attackable by brute force methods. If the password file was
moved around, hidden or randomized, it would defy the design philosophy.
The last 25 years (counting the 1980s as an era of trial and error) of mobile
computing (laptop computers, PDAs, and cell phones) can be traced back to be
rooted in hardware and software not suited to provide security features. At least
the years (1980s to 1990s) until the advent of Mac OS X and Windows XP in
2001 saw no operating system for personal computers in widespread use, which
8CHAPTER 1. INTRODUCTION
could provide any reasonable security feature. And only recently the hardware
is strong enough to provide on-the-fly encryption of storage devices without
severely affecting the user interaction (although there is still a performance
penalty, see Collins (2010)). Still, the existence of “forks” or enhancements
with a special (and advertized) focus on security like OpenBSD and SELinux
(see Shabtai et al. (2010) for an Android implementation) underline the notion
of the “commonly used” or standard operating systems to be vulnerable.
The same mechanism can be seen going on in the smartphone area, were the
current operating systems are often derivatives of either UNIX-like OS (Google’s
Android and Apple’s iOS) or Microsoft Windows (Windows CE, Windows Mo-
bile, Windows Phone). Early operating systems created solely for the purpose
of driving mobile computing devices (usually PDAs) like Palm OS, Symbian,
and Blackberry OS are platforms already abandoned or in decline.
Even an operating system like Google’s Android is (as a Linux derivative)
firmly rooted in the desktop computer area. It is not suggested that desktop OS
derivatives developed for PDAs and smartphones are the same in the way the OS
used on mobile computers are identical to their desktop counterparts. Operating
systems on smartphones and desktop computers share the same architecture
including how the OS is structured and how data is organized and manipulated.
Although the user interface is heavily adapted to the different screen size and
(often) lack of keyboard, they try to be as similar as possible for a familiar look
and feel through identical icons, derivatives of popular applications and so on.
There is also a common code base and APIs to ease software development,
although smartphone operating systems are nonetheless stand-alone systems
with no binary or full source-code compatibility to the desktop OS they were
derived from. A technical example for the heritage from a desktop OS can be
identified by looking at iOS as being a direct descendant of NEXTSTEP (the
predecessor of OS X), which was conceived in the mid-1980s as a desktop op-
erating system for general purpose workstations aimed at the academic market
(Young and Simon, 2006) and itself is heavily influenced by BSD UNIX. Many of
the API calls of iOS still have the same “NS” prefix found in NEXTSTEP, e.g.
“NSBundle” (Garfinkel and Mahoney, 1993; NeXT Computer, 1994; Davidson
and Apple Computer, 2002).
Further proof for the heritage of iOS from its desktop counterpart OS X
can be found in the fact, that both are intertwined in the Mac OS X and iOS
reference libraries with iOS treated as a subset of OS X. Especially concerning se-
curity concepts, it shows that little additional security methods are introduced,
which may cater to special needs of mobile devices (Apple Inc., 2014a,b).
Google Inc.’s Android (and other Linux-based smartphone OS like Nokia’s
and Intel’s MeeGo, and Palm/HP’s abandonded WebOS) can also be added
to the list of operating systems for smartphones derived from a desktop OS.
Google’s initial business model is aimed at the desktop (or at least relied on
reasonable screen size) by providing advertisements next to web search results.
The choice of Linux as the underlying platform is also deeply rooted in desktop
computing.
This strongly supports the paradigm of smartphones as miniaturized desktop
computers, inheriting those security frameworks. Major smartphone vendors
extended they initial business model from desktop to laptop computers and then
to smartphones. Along the way, their main interest was to appeal to existing
1.2. SECURITY CONCEPTS OF MOBILE PHONES 9
customers and developers, thus creating a known desktop-derived environment
for their respective mobile platforms.
1.2.2 Developer issues
It can also be argued that the main developers and their “philosophy” have a
strong influence on the security aspects of an operating system. The philosophy
behind UNIX and UNIX-like operating systems has its root in the late 1960s’
academia and counter-culture, which emphasized trust, sharing, open commu-
nication, and collaboration, thus de-emphasizing security (Levy, 2001; Gancarz,
2003; Turner, 2006). It has to be emphasized that these initial developers were
both users and developers, building tools for their own work or amusement. An
influential part was the UNIX variant distributed as the Berkeley Software Dis-
tribution, which originated at the University of California, Berkeley and is still
part of many UNIX flavors including Mac OS X (and hence iOS) as the forked
FreeBSD. The Linux and open source movement now prevalent (as Google’s
Android) have its origins in the same spirit (Torvalds and Diamond, 2001).
Thus, the developer’s mindset is still rooted in desktop computing (or even
way back to time-sharing systems). For example, both iOS and Windows Mo-
bile/Windows Phone support this mindset by providing the same integrated
development environment, programming language, and similar APIs and struc-
tural concepts as the desktop OS counterparts (Apple Inc., 2014b). Microsoft
states on its website, that Windows-based mobile devices share much in common
with “desktop Windows”, although, of course, there are also some differences in
the user interface (Microsoft Corporation, 2014).
Notable exceptions from this desktop computing derived path are foremost
Blackberry Inc., which primarily addresses the business market with its Black-
berry devices, and start-ups like Blackphone, which uses a security and privacy
enhanced version of Android. Evolved from a single-purpose device to deliver
mobile e-mail to corporate users, Blackberry devices are now full-featured smart-
phones. Security features include PINs, strong password authentication, and
encryption, mainly driven by business demands. But as of 2014 the platform is
commercially in steep decline.
Makers of smartphones and their operating systems try to appeal to their
large base of existing developers for general computing operating systems, and
thus, cater to their mutual desire of a flat learning curve in developing for a
smartphone OS. Despite this lack of security, the probability of a threat for
smartphone users is very small at the moment (Herley, 2009; IC3 Internet
Crime Complaint Center, 2010), but will likely increase in the future, if pro-
jected from desktop computing’s security history and the growing capabilities
of smartphones, especially multitasking. It may be interpreted as a sign of an
economic rationale to not implement recommended security features as long as
the numbers of successful attacks on smartphones are low.
Of course, the aspects of security and privacy are addressed, but rather than
making the operating system inherently secure, Android and iOS are foremost
made more secure by restricting how applications can be installed. The most
effort in securing the devices is essentially a manual service done by Google and
Apple: curating what is avalaible on the app stores. Further, running every
application in its own “sandbox” with limited access to the file system and
restricting ressource usage to APIs enhances security. This design decisions still
10 CHAPTER 1. INTRODUCTION
allows, for example, unencrypted messaging or plain password transmission. It
is not enforced on developers to program for security.
While nearly all smartphones shipped world-wide run an operating system
developed by companies with a strong background in desktop computing, the
user gets his or her smartphone as a replacement for a mobile feature phone,
not to substitute a mobile or desktop computer (although this differentiation
my vanish over time as more and more first-time users already start with a
smartphone). The development approach (and the user’s view) of smartphones
combines two historically evolved traces of how security is handled on mobile
computing devices (as a legacy of desktop computers and mobile phones, which
both did not see a need for additional security). Desktop computers do not face
the extra risks of mobile computing devices and mobile phones usually have
nothing valuable to protect (besides the cost of the device itself and access to
the carrier network, which is sufficiently secured by the SIM PIN).
Taking the state of security on desktop and laptop computing as a sign of
how developers (and users) act on the growing security threat, it can be safely
assumed that this will not change with smartphones. Despite viruses, e-mail
scams, credit card fraud, rip-offs at online shops, auctions, classified ads, and
governmental surveillance, people still use computers for these tasks. There is no
reason to believe this attitude to security will change while using smartphones
and mobile payment apps installed on them.
There are and were hundreds of mobile payment apps planned, launched,
and already cancelled in the past few years. Some prominent examples in the
United States are: Google Wallet, Apple Pay, MCX CurrentC, Square Wallet,
Dwolla, Clinkle, and LevelUp. In Europe: Deutsche Telekom MyWallet, O2
Wallet, BASE Wallet, Vodafone Wallet, Cityzi, Turkcell Cep-T C¨uzdan, Pay-
Pal, and Yapital. In Asia: Sony-developed Osaifu-Keitai/FeliCa (the de-facto
standard in Japan supported by several mobile network operators), and SK
Telecom Smart Wallet. A mobile payment application is not a nich´e product
anymore, but gaining increasing attention. Thus, any application’s (weak) se-
curity being compromized once mobile payment is mainstream will probably be
scandalized by the media like any other security breach involving privacy issues.
A usable and strong security method will be an important feature to choose and
implement during development.
1.3 Security perceptions and usable security
Computer security in general describes features of computer systems which se-
cure the confidentiality, availability, and integrity of processed and stored data.
Among these features are procedures to authenticate and identify users (e.g. lo-
gin passwords, biometric authentication), methods to encrypt communications
and data (e.g. e-mail cryptography, Secure HTTP, hard disk encryption, fire-
walls), or software to fend of unauthorized access (e.g. anti-virus software). All
these features may also be capable to defend the user’s privacy by providing her
or him full control over the data.
This research focuses on the user’s perception of security (features) of com-
puter systems, e.g. graphical user interfaces, or biometric sensors, in the context
of the use case “mobile payment”. A mobile payment system touches several
aspects of this work’s aim: It covers (mobile) computers and it incorporates pay-
1.3. SECURITY PERCEPTIONS AND USABLE SECURITY 11
ment as a task sensitive to the user’s security concerns (and also privacy and
trust). Surveys done prior to the experiments by this author in collaboration
with N. Ben-Asher et al. (Ben-Asher et al., 2011) showed that “Making eWallet
payments” lead by a wide margin as considered a very sensitive function to use
on a mobile phone.
The user’s perception of computer security varies along many parameters,
among them knowledge, experience, exposure to media coverage, influence of
colleagues, friends, and family, changes in hardware, software, and device cate-
gories, introduction of new use cases and concepts, and vanishing of once com-
mon things. All this cumulates into a mental model, “folk models” according
to Wash (2010), which may change over time.
It may also be the psychological aspect of the mobile phone’s all-day use and
proximity (it is usually carried and used very close to the body), which makes
it a “close companion” and leads the user to overestimate trust and security
(West, 2008). There are a number of studies on user perception and preferences
regarding security on mobile and smartphones. Recent focus group discussions
and web surveys showed little demand for additional security features, with most
users leaning towards fingerprint recognition as an alternative authentication
mechanism and the ability to further restrict access to certain applications (e.g.
e-mail, text messages, see Furnell and Clarke (2005); West (2008); D¨orflinger
et al. (2010)). Chin et al. (2012) found that people are less willing to access
their bank accounts on a smartphone (“mobile banking”) than on a laptop. The
main fears were physical theft, data loss, malware, and wireless network attacks.
At this point of using a mobile payment app, the two mental models (or
mind-sets) of user and developer meet, although they necessarily do not have
to overlap. Mobile payment apps build upon the infrastructure provided by
hardware and software vendors, whose historical development was described in
the previous sections. User perceptions are influenced among others by person-
ality, knowledge, experience (their own, and others), social norms, and media
exposure, but all are set within the historically developed context of computer
security.
When thinking of usability of computer systems, often ergonomic aspects
come to mind: user interface guidelines, keyboard layout, hardware design of
input devices. Here, the focus is on the area of user experience, which involves
the perceptive experience of use and some hedonic aspects of it (also called “joy
of use”). The main research topic of this work is the user perception of security
using a mobile payment system. Since the interaction with a mobile payment
system is often aimed to be as short as possible, “traditional” tools to track user
interaction like keyboard input, eye movement, and time keeping cannot be used.
These micro-interactions are carried out almost instantaneously. In its extreme
form a mobile payment application does not require any user interaction. The
app “checks the customer in” based on location-tracking or via radio-based
information send by the store (e.g. using Bluetooth Low Energy beacons), and
the customer is recognized by a photo. Example applications are PayPal and
Dwolla (see also Dodson and Lam (2012) for a proposed NFC-based class of
small exchanges between devices).
How do users react to these offerings? Do they find it to be a convenient
way of making a purchase? How do they perceive the security of their financial
transactions using a smartphone and a wireless transaction route? What do
they think about privacy issues? Can predictive modeling of those perceptions
12 CHAPTER 1. INTRODUCTION
be done to develop better software? Is there an added value besides exchanging
a plastic card or cash with a phone? Which problems are solved by shifting the
payment method onto an app?
A possible user reaction could be “I like the convenience of paying with
my smartphone, but I feel really bad about my data security”. In this case,
the overall experience of using the device as a payment system is diminished,
even though the usability of the payment application is perfectly fine. So, how
do user perceptions of security influence the use of the device as a payment
system? And what factors influence the user to perceive security as he or she
does? What models can be derived from empirical data? Those questions will
guide the theoretical and empirical parts of this work.
The idea of securing computer systems and in doing so making the process
or method usable for the user is a relative young field in academic research.
The seminal textbook by Lorrie Faith Cranor and Simson Garfinkel “Security
and Usability: Designing Secure Systems That People Can Use” (Cranor and
Garfinkel, 2005) classifies three papers from the late 1990 as “classics”. Each
topic for itself, security and usability, is something hardware and software de-
signers, programmers, computer scientists and specialists work on – and users
struggle with – since the late 1960s. Combining both approaches into “usable
security” could be seen as trying to achieve the impossible, because intuitively
securing a system (e.g. asking for authentication, validation, and encryption)
involves additional effort for the user, which is the opposite of what usability
aims for (Cranor and Garfinkel, 2005).
Scientific research focusing on usable security now spans 15 years. The main
body of published work centers on authentication and encryption, but moved
on to a broader vision in recent years, especially user perception.
Usable security in its broadest sense encompasses all interactions by humans
with a computer system, which involves any kind of security mechanism ranging
from authentication to encryption. In this sense, “usable” refers not only to the
concepts of usability, but also to the more general notion of user experience.
(Hartson and Pyla, 2012).
The requirements for security and privacy of computer systems have in-
creased significantly in the past years, often due to the development in mobile
devices, internet-based services and social networks. Next to the purely techni-
cal aspects of security issues the lack of appropriate user behavior is the main
cause for experiencing attacks, phishing, malware etc. (Fischer-H¨ubner et al.,
2010; McCLure et al., 2012) whereas “cause” is not meant to be deprecatory.
Some reasons assumed by experts to be responsible for reducing security aware-
ness are the improper use by the uninformed layperson (Adams and Sasse,
1999), the low level of usability of computer systems (Tognazzini, 2005), and
the low cost-benefit-ratio of the assumed risk compared to the increase in effort
of raising security (Herley, 2009).
There are numerous cases of data breaches involving smartphones and with
more and more data added to cloud-connected smartphones, pure statistical
probability will eventually lead to growing attacks. The vicious cycle is the
user’s and developer’s historically evolved view on security, the psychological
effect of feeling safer than statistics advises, and the relatively new emergence
of smartphones as a mass market. The main focus of research in the area of
security on smartphones and mobile phones is on authentication mechanisms,
especially biometrics, and usability, although, as can be argued, this somehow
1.4. APPLICATION AND INFRASTRUCTURE 13
contradicts the development roots of smartphones. This may explain why so
little progress is seen in this area. Security experts should be aware not only
of the user’s view, usability aspects, and security threats, but also hardware
constraints and development history.
In order to address security and privacy of computer systems it is helpful
to analyze and formalize user behavior and to identify relevant parameters (or
influencing factors). These parameters should be considered during the design
of a system or a software application. One goal is to provide a tool for the
system designer to anticipate and then eliminate (or at least minimize) design
flaws in terms of usability. This would make it easier to reach a good balance
between the often conflicting aspects of usability and security.
1.4 Application and infrastructure
The hardware and operating system are the ground-work upon which applica-
tions are built. It is of course possible to extend both hardware and software,
but this is limited to fundamental components like CPU, RAM, and I/O. For
example, it is possible to extend the memory of a (now vintage) 8-bit system
beyond 64kB of RAM through bank-switching, but the systems is still only
capable of using a (theoretical) maximum of 64kB at once.
In this sense the evolution of the hardware and its operating system leading
to the smartphone of today is also the limitation of its applications. Especially
the development of smartphone apps is restricted by principles governed by the
platform vendors. Implemented security methods have to obey these rules. For
example, the fingerprint sensor introduced with the Apple iPhone 5s could not
be used by third-party applications prior to iOS 8. Thus, any third-party mobile
payment developer had to stick to the available security methods, meaning in
this case essentially PIN and password.
Mobile payment application are also under close scrutiny of fincancial reg-
ulatory bodies, both public and private. They are also under close scrutiny of
any (possible) user. Financial transaction are very closely observed, if they obey
security and privacy rules. Any doubts about the security (or even a real secu-
rity breach) of the underlying device, its operating system, and the application
itself would deprive it from its required certifications and would be perceived
by customers (and others) as untrustworthy.
Any developer of a mobile payment application (especially third-party de-
velopers e.g. a bank, a mobile network operator, a retail company) is limited
by the evolution of the smartphone and its current state, and by any further
restrictions of the hardware manufacturer and software provider to access the
security interfaces and methods.
The available methods influence the perception of security of those devices
and their applications. This is underlined by several studies presented in Chap-
ters 2 and 3, among them papers co-authored by this author.
It would be helpful for developers to have a guideline what to choose from
the available methods. For example, whether PIN, password, fingerprint, or iris
recognition should be used as the application’s default security method.
The main focus of this research is to find relevant factors which influence
the security perception of users interacting with a mobile payment app. To test
the area where – according to the taxonomy presented later on – influencing
14 CHAPTER 1. INTRODUCTION
connections should occur, a prototype mobile payment system from Deutsche
Telekom was used.
Empirical studies on usability and security of mobile payment have to con-
form to several constraints. Beyond the usual budget constraints within re-
search projects the main reason to conduct laboratory-based experiments was
that there was no significant infrastructure usable for a field test at the time of
conducting the experiments (from mid-2010 to mid-2013).
At the time, when the experiments were started, no mobile wallet using the
existing payment network was on the market. Of the then-four German mobile
network operators, the first wallet system was launched by Telefonica Deutsch-
land under their O2brand as the O2Wallet in early 2013. But this product
was not advertised and had to be actively requested by its customers (under-
scoring this, was the exclusion of the product’s website from Google search via
its robot.txt). This was followed by Vodafone Deutschland at the end of 2013.
MyWallet by Deutsche Telekom, the commercial successor based in part on the
prototype used in the experiments, was launched in May 2014. E-Plus Mo-
bilfunk (merged with Telefonica Deutschland in October 2014) launched their
mobile wallet products BASE Wallet in July 2014. The fact had to be taken
seriously that most people (not having experienced any comparable systems) do
not have preconceptions about new technology prior to exposure.
It was essentially attempted to measure two outcomes to collect data: How
many goods a participant bought using the mobile payment app, and how she
or he rated the perceived security of this payment method. These are the
dependent variables. The hypotheses assumed that there are dependencies on a
number of factors, among them personal traits like risk perception and technical
affinity. These were the independent variables.
There are several technologies to introduce smartphone-based payment. The
one used for the experiments described here is an extension of the contactless
payment card and is based on Near Field Communication (NFC) and a SIM-
card-based secure element to store card data.
Other offerings use Quick Response (QR) codes, either scanned by the POS
system or by the smartphone app. Also, systems using transaction authenti-
cation numbers (TAN) and face recognition are on the market. These variants
can be divided in the following thre categories:
•Closed-loop systems, where the connected payer (e.g. customers) and
payee (e.g. retail or online shops) transfer money primarily within the
payment system (e.g. PayPal, Starbucks, cantinas with prepaid cards).
Getting access to money from outside the closed-loop system requires a
second step (e.g. transferring to or from a bank account).
•Cash or card substitutes, where money is transferred directly from the
payer’s bank account to the payee’s bank account, but without using an
existing (card-based) payment network (e.g. CurrentC)
•Cash or card substitutes, where the existing payment system is used (e.g.
NFC-SIM-based mobile wallets).
In this thesis an NFC-based mobile payment system of the last type is used.
There are multiple reasons for choosing this system for research over alterna-
tive mobile payment systems. It is an evolutionary extension of an established
1.4. APPLICATION AND INFRASTRUCTURE 15
payment system. It is backed by international standardization bodies, among
them Groupe Speciale Mobile Association (GSMA), European Telecommunica-
tions Standards Institute (ETSI), and EMVCo (American Express, Discover,
JCB, MasterCard, UnionPay, and Visa coordinating the EMV specification for
worldwide interoperability and acceptance of secure payment transactions), and
it is not tied to a singluar vendor, e.g. Google, PayPal or Starbucks. It can be
used world-wide at retailers using already implemented systems. At the time,
when this research was started, several mobile network operators in Europe,
Asia, and in the United States were in the prototype and test phase of NFC-
based mobile payment system. These systems were considered to be the most
promising form of mobile payment. As mentioned, some of these systems were
brought to market in 2013 and 2014.
In its current implementation, these solutions transfer the payment card
paradigm essentially 1:1 to a smartphone app. The payment card is visually
virtualized – instead of a plastic card, the user sees a virtual representation of a
plastic card. Basically, it is a simple rendering of a personalized plastic payment
card.
The card paradigm is the nearest to the existing payment card system. The
user can easily understand the connection between the widely used plastic card
and its transformation into its virtual form within a payment app.
1.4.1 Ecosystem of card-based payment systems
To understand why the experiments were done in a lab environment, an overview
of the required infrastructure of a mobile payment system is helpful.
The mobile payment system used here is in its core an extension of the
card-based payment system that has been installed for decades with a variety of
credit and debit cards, which itself evolved from cash-based and cheque-based
(including debt notes) transactions. Mobile payment is basically an EMV-chip
based plastic payment card transferred into another form factor using the same
logic and processing infrastructure.
The difference between credit and debit card is how the bills are paid by
the customer and user of the card. Credit cards usually grant a line of credit
to the customer. All accumulated purchases using the credit card are then
partly (revolving credit) or in total (deferred debit) billed to the customer in
a given timeframe (usually monthly). A debit card purchase will be deducted
individually and immediately from the customer’s bank account. There is no
line of credit on the card itself (but there could be one on the account associated
with the debit card).
A card-based transaction usually involves either a so-called point of sale
(POS) terminal connected to a payment processing network via telephone line
(landline or mobile) or through an IP-based network. Alternatively, the trans-
action is done by person via telephone or over the internet. Depending on the
presence of a cashier or sales-person at the point of sale, the transactions are
divided as being “card-present” (the cashier sees the physical card and bearer)
or “card-not-present” (the sales-person cannot see the card, e.g. via telephone
or internet order). There are different methods how a transaction is processed.
It may be batch-processed, when the (cash) register is closed, e.g. when a shops
closes in the evening. Or it may be processed in real-time.
16 CHAPTER 1. INTRODUCTION
Figure 1.2: Eco-system of NFC-based mobile payment2
A credit card payment system is controlled by a payment processor, who reg-
ulates how financial transactions involving the credit cards have to be processed.
Those rules include technical specifications of how the payment is processed as
well as other issues like fees, card appearance, acceptance and branding. Pay-
ment processors operating world-wide include the aforementioned EMVCo mem-
bers, who dominate world-wide credit card processing and standardize technical
specifications. Those specifications regulate card size, magnet stripe, chip, oper-
ating system, data size, data content, and encryption. They also regulate POS
terminals, data transfer, and data processing. Further, all involved hardware
and software has to be certified by the payment processor. For data process-
ing, data centers have to obey a set of security rules (PCI Security Standards
Council, LLC, 2013).
The technical specification for mobile payment extends the existing elec-
tronic contactless chip-based credit and debit card transaction. Prior to chip-
based cards magnetic stripes stored the customer’s payment information. Mag-
netic stripes are still in use in parallel to chips, but are in the process of being
phased out due to the ease of manipulation. Then, chip-based card transactions
were extended to use so-called contactless readers, which rely on Near Field
Communication (NFC).
There are a number of country-specific implementations in Germany, mainly
the use of a national payment processing scheme called “girocard” (formerly
known as “Electronic Cash”, or short “EC”), which is incompatible with other
payment systems used around the world. For this reason most girocards are co-
badged with payment schemes available world-wide, namely Mastercard’s debit
card scheme “Maestro” or Visa’s “Vpay”.
2Adapted from invited talk by the author at “4. Unisys Client Exchange”, Essen, November
11th, 2013.
1.4. APPLICATION AND INFRASTRUCTURE 17
Mobile payment applications including the prototype used for the exper-
iments require certain infrastructure elements. Figure 1.2 shows the typical
four-party model used for most credit card payment schemes where the cus-
tomer buys at a merchant’s shop (online or offline), the shop’s payment termi-
nal is connected to the aquirer (who may or may not be the payment network
provider) and in turn to the customer’s bank, which issues the payment card,
while the whole transaction process itself is conducted via the payment scheme
provider (e.g. Mastercard).
These payment systems are divided economically into four separate parties:
card issuer, merchant acquirer, customer, and (retail) merchant. The issuer
issues the payment card to the customer. Usually, the customer has a payment
account with the issuer. The retailer is contracted to the acquirer and has
a business account there. Issuer and acquirer have to be regulated financial
institutions with a bank license (American Express is an exception by being
both issuer and acquirer).
The card issuer garantuees the payment made by the customer to the retailer.
Any possible default by the customer is a risk of the issuing bank. The service
(and the risk) is paid by the retailer through a so-called disagio. This is a
percentage or a fixed fee, but most often a combination of both, of every payment
transaction handled for the retailer by the acquirer, payment network, and the
issuer. The disagio paid by the merchant – which is of course part of the price
paid by the customer – to the acquirer is composed of several fees, which are
split between acquirer, payment network, and issuer.
1.4.2 Payment system components
The technical components involve the payment card with its chip and operating
system. The personalized card data is encrypted and allocated in the chip’s
memory. The POS terminal reads the card data and usually checks with the
payment network, whether the transaction can be authorized or not. As a
fallback option, the transaction can be done offline, but then it is more at
risk for fraud. The acquirer usually reserves the authorized payment with the
customer account at the issuing bank. Actual settlement of the payment may
be batch-processed within a few days. Acquirer, payment network, and issuer
all use interconnected data centers, which have to obey the rules of the payment
network.
The indvidual processing tasks of acquirer, payment network, and issuer can
all be delegated to third-party service providers. The production of the payment
card itself also involves several steps. The physical plastic card containing the
chip is designed with custom brand designs and personalized with the customer
name and card data. Data personalization and encryption is often done by
specialized entities, which get the raw data from the issuer.
Modern contactless cards contain a chip, a magnet stripe, and an NFC an-
tenna. POS terminals equipped with an NFC-reader are able to read both chip
and magnet stripe with the built-in contact reader as well as reading the chip
via the NFC antenna (the “contactless” reader). The different methods are due
to different preferences in usage: In the United States “swipe and sign” using
the magnet stripe is still commom, while Europe switched to the more secure
“chip and PIN” method.
18 CHAPTER 1. INTRODUCTION
NFC-based contactless payment cards still utilize the same involved parties
as non-NFC cards, only the POS terminal is enhanced with an NFC reader
and the plastic card equipped with an NFC ability (both in magnet stripe and
EMV chip form, depending on geography). The picture gets different, when the
contactless card (of the EMV type) is virtualized for use with an NFC-equipped
smartphone. This virtualization step requires two more parties to join the four-
party model of issuer and customer, acquirer and merchant. The new parties
are the mobile network operator and the so-called Trusted Service Manager.
Again, these services can be partially outsourced to third party providers.
The mobile network operator (MNO) owns the Universal Integrated Circuit
Card (UICC), which runs the subscriber identity module (SIM) application used
in mobile phones to connect to the network in GSM (Global System for Mo-
bile Communications) and the universal subscriber identity module (USIM) ap-
plication for UMTS (Universal Mobile Telecommunications System) networks.
Additionally, it contains data for the international mobile subscriber identity
(IMSI) and each card has a unique serial number, the integrated circuit card
identifier (ICCID). Security authentication and encryption information in the
form of an 128-bit key for network connection are also stored. One or two per-
sonal identification numbers (PIN) and one or two PIN unlock keys (PUK) are
stored on the UICC. Besides this data, the UICC has a ROM with the operating
system, RAM, EEPROMs, and I/O connectors.
The NFC-enabled UICC connects through Single Wire Protocol (SWP) to
the NFC module within the handset and can exchange data this way. The
specifications (see GSMA NFC UICC Requirements Specification Version 4.0)
require the data to be stored in a Secure Element (SE), which can contain several
applets for use with NFC. Most commonly, the SE is part of the UICC, but it
can also be stored on an special removable SD card, or built into the handset
on a separate module.
The applet for mobile payment emulates a contactless payment card. The
data could be copied to the UICC during the production process, but in this case,
UICCs would be delivered like personalized payment cards. Usually, UICCs
given to customers are stock cards, without any personalization. This way, they
can be “sold” directly, and without additional time for delivery. In order to per-
sonalize the NFC UICCs with data for the emulated payment card, the delivery
channel is “over-the-air” (OTA). This enables the MNO to deploy services to
the customer’s UICC without re-issuing the card. Examples using this channel
are, for example, updating configuration data in SIM cards and sending settings
for services such as MMS.
The payment card applet send to the secure element on the UICC is in the
form of a Java applet. It uses several silent SMS to transport several kilobytes
of binary data used for the applet to the UICC.
The data itself contains the personalized card data and is sent from the
card issuer to the MNO via a Trusted Service Manager (TSM). The most com-
mon use is a split TSM, where the service provider TSM (SP-TSM) on the
issuer side sends the data to the TSM at the mobile network provider premises
(MNO-TSM), which forwards it via the OTA server to the UICC. The TSM
is responsible for the authentication and security of the data. TSMs can also
exchange information on the status of the data and the UICC (e.g. active or
suspended) and act on this information according to rules set up between service
provider and mobile network operator.
1.5. RESEARCH QUESTIONS 19
Figure 1.2 shows an overview of all involved parties for a typical mobile
payment system. The right side shows the extension of the card-based system
with the added parties, mainly mobile network operator and Trusted Service
Manager provider.
On economic terms the four-party model of card-based payment is extended
to include one to three additional parties: the MNO and the provider(s) of the
TSM. The fixed fees have to be split up within an extended group.
1.4.3 Smartphone and application requirements
The specification of contactless payment cards were adapted for use on NFC-
equipped mobile phones, where the payment information is now stored on a
so-called “secure element”, which is either a separate chip incorporated into the
handset, or more commonly installed on the special NFC-enabled SIM cards
with a secure element. Access to these secure elements is controlled by the
owner of the SIM card, usually the mobile network operator.
Near Field Communication is a wireless and contactless communication pro-
tocol, which is used in various implementations. Technically, NFC is a special-
ized variant of radio-frequency identification (RFID) acting on 13.56 MHz with
rates up to 424 kbit/s (see ISO 18000-2, -3; 22536). NFC implements device
handshake and secure communication between devices and NFC works both
active-active and active-passive. The typical distance between devices is up to
10cm.
An NFC-equipped handset requires a medium to securely store any payment
card information. The medium can either be on the handset or “in the cloud”.
If stored on the handset, the payment processor usually demands a so-called
“secure element”, where the payment card information is encrypted on special
hardware. Secure elements can consist of a built-in secure element or be on
removable storage like SIM cards or Micro SD cards. All secure elements have in
common, that they operate independently from the handset’s operating system.
For example, a SIM card hosts its own operating system and storage facilities,
and can perform computations on its own bypassing the smartphone’s CPU.
Thus, it is possible to perform an NFC-based payment transaction even with
the handset turned off. The NFC reader will induce enough current to obtain
the required information through the NFC antenna, the NFC controller and the
connected NFC SIM card (via Single Wire Protocol, SWP).
The security concepts implemented in mobile payment applications use the
security methods available on smartphones. As the app has to work on several
handsets of different vendors, the common denominator is using a PIN. This is
in line with the findings presented in the previous sections on security concepts
of mobile phones.
1.5 Research questions
Why is research into the field of user perceptions of security necessary, if expert
advice on how to handle security on smartphones is already available, and could
be incorporated into security methods for smartphones and their use cases and
applications? Expert advice and user perceptions are sometimes very different
views on the same subject (Wash, 2010). In this sense, the guiding research
20 CHAPTER 1. INTRODUCTION
questions related to usable security of computer systems in general are (Cranor
and Garfinkel, 2005; McCLure et al., 2012)
•How can user behavior in the context of security of computer systems be
described?
•How does readiness to assume risk, cost-benefit ratio and feeling threat-
ened affect user behavior?
•What is required to integrate aforementioned factors into a simulation of
the behavior model?
•Are any predictions on usability and subjective perceived security made
by such a simulation useful for developers?
This work aims to advance solutions to some of the aforementioned prob-
lems within a small and exemplary subset of computer-related security – a
smartphone-based mobile payment system. In order to reach the research goals,
the following steps are taken:
•Analyzing the evolution of hardware and software to the current state of
smartphone-related security concepts.
•Establishing a taxonomy of (usable) security to extract suitable parame-
ters for the field of research.
•Developing test methods and conducting experiments using a prototype
mobile payment system.
•Analyzing user behavior and generating a user behavior model for per-
ceived security and usage of a mobile payment system.
•Evaluating the implementation of the results into simulation software.
A mobile payment application is a piece of software on a smartphone offering
a new payment method. The customer’s choice to use such a new method is
shaped – among other factors – by personal attributes, social influences, and
cultural norms. What is the effect of personal attributes like personality traits,
risk behavior, and technical affinity on the user’s choice of a new payment
method compared to existing ones? How are these factors modified by the
application, device, security method, environment, and threat?
1.6 Thesis structure and research goals
The thesis presents research done over the past five years by the author at the
Quality and Usability Lab, Telekom Innovation Laboratories, Technical Univer-
sity Berlin. Some content herein has been previously published as conference
papers and posters, but was notably broadened with new data and insights.
Joint work and co-authors are of course mentioned appropriately. The col-
laboration with Niklas Kirschnick should be especially noted, with whom the
author jointly coordinated and conducted the experiments. Early results were
published in several papers with shared authorship of which five are cited herein.
1.7. SUMMARY 21
In this thesis, all data preparation, analysis, computation, model development,
and software enhancement were done by this author.
Security design and methods are influenced by developers’ culture and philos-
ophy as well as by hardware and software available to implement those security
concepts at the time. Security perception is also influenced by media atten-
tion of current topics, layman’s to power user’s point of views, and arbitrary
hardware and software choices. The structure of this work tries to establish a
path, where it starts with the historical context described above. The evolu-
tionary path from the previous sections can be visualized, which can be seen as
a kind of pre-study to the taxonomy developed in Chapter 2. A taxonomy of
(perceived) security is established and adapted to the area of mobile phones. It
allows the identification of influencing factors to address the research questions
and to build experiments around them deliver data for a user behavior model
of security perception.
By focusing on the mobile phone and security method parts of the taxonomy,
the question arises, how these might influence a user’s perceptions of using
security-sensitive applications on smartphones. The main goal of this work was
to find the impact of personal attributes and security methods on usage and
perceived security of users interacting with a mobile payment system. To test
the area where – according to the taxonomy – influencing connections should
occur, an NFC-based prototype system was used in the experiments described
in Chapter 3. This chapter deals with the test methods used in the experiments,
and presents the empirical data. Questionnaires and experimental setup were
chosen to approach the user perceptions of security using the mobile payment
system and to link them to the then-hypothetical influencing factors derived
from the taxonomy.
Chapter 4 evaluates models built from the empirical data and discusses and
compares the methodical approach used for building the model. It also describes
the simulation software MeMo and implementation of the models. Enhancement
modules were written to run the models derived in the beginning of the chapter
as a proof-of-concept. This groundwork for a predictive simulation using the
MeMo workbench expands the model into a possible design aid for software
development. These simulation modules are the basis for further development
and future work.
The last chapter concludes this thesis with a discussion of the achieved re-
sults, the state of mobile payment as of end of 2014, and future work.
1.7 Summary
Smartphone-based apps as a mobile payment system are an emerging class of
applications using a variety of technical solutions. This class is filled with ap-
plications from dozens of start-ups and established players, and is considered to
become a multi-billion dollar industry. TIME magazine proclaimed “The End
of Cash” in its January 9th, 2012 issue (van Dyk, 2012). This raises questions
of security, privacy, and trust, due to the possibilites of financial fraud, loss of
anonymity, and increasing insights into user finances from additional entitites.
The introduction of new mobile payment apps is still on-going. Several
mobile payment systems are currently competing, the widely-known contenders
are Google Wallet and Apple Pay. But paying with mobile phones is still not
22 CHAPTER 1. INTRODUCTION
common use in most parts of the world. This work evaluates mobile payment
regarding user perception of security and usage, as research in this area is still
scarce (Dahlberg et al., 2008; Sieger et al., 2012).
The historical roots of the current state of smartphone security show that
the majority of operating systems for smartphones, iOS, Windows Phone, and
Android, evolved from desktop-oriented operating systems inheriting the devel-
oper’s mindset for security on those platforms, which was heavily influenced
by the openness and hacker culture of late 1960’s academia. This focus on
openness and less on security and privacy is still prevalent in “Silicon Valley”
as shown in both success and critique of social networks, social media and the
upcoming sharing economy (Turner, 2014). The security shortcomings dragged
along the past decades of computer history haunt today’s users with the need
for everchanging passwords, malware like viruses and trojans, phishing emails,
surveillance and loss of privacy. The mobile payment application developer has
to choose a security method which a potential user perceives as secure and which
leads to frequent use of the app (or at least does not prevent it). In this way,
it would be useful to know perceived security and personal factors influencing
the security perceptions to suit a product to those user perceptions – or even
influence them by the product itself. Products, where security is paramount –
and financial products are certainly among them –, can gain a market adavan-
tage, if they are perceived as being secure. In contrast to the focus on current
method, exploits, and security holes, this work argues that the historical roots
are largely responsible for today’s lack of consistent computer security.
Additionally, the user is not aware of the smartphone being a miniatur-
ized desktop computer, and still carries the mindset for mobile phone security.
Only in the corporate and government environment could a mindset for slightly
stronger security be established by specifically targeting this market with a op-
erating system without desktop legacy. Advice for stronger security measures
on mobile and smartphones should keep in mind (in addition to the user’s view
and probabilities for real threats) that many smartphone OS carry the legacy
of a desktop OS, and should be addressed accordingly.
The definition of mobile payment is broad and encompassed both offline and
online payment. This research concentrates on mobile payment systems, that
can be used at the point-of-sale at stores. The technical solution used in this case
is based on NFC for communicating the transaction, and uses the UICC Secure
Element for storing payment card data. This solution is backed by standard
bodies, payment networks, and mobile network operators, and does not rely on
a single party.
This research tries essentially to measure two outcomes: How many items a
participant bought using the mobile wallet prototype, and how she or he per-
ceived the security of this payment method. The presented hypothesis assumes
that there is a dependence on a number of factors, among them personal traits
like risk perception, technical affinity, as well as trust in service providers and
store environments.
Throughout this thesis several results are presented which are new to the field
of research: A taxonomy of influencing factors of security-related user behavior;
the first experiments to link and quantify the effects of specific security methods
on perceived security and usage of mobile payment; and regression models and
classifiers which are based on experimental data rather than survey data. These
models are then used for a conceptual implementation of a simulation tool.
Chapter 2
Taxonomy
Developer mindset and user perception, which were covered extensively in the
previous chapter, meet in the use of the smartphone hardware, its operating
system and the installed applications, in this case a mobile payment application.
The user perceptions of security of such an application does not necessarily
have to be consistent with those of the developer and can vary widely among
users. Perceived computer security by (untrained) users are subjective and can
be utterly wrong from an expert’s point of view. Important aspects were laid
out in Wash (2010) and Herley (2009). Wash describes “folk models” of se-
curity threats, and how they differ from expert advice. He identifies different
conceptualizations of “viruses” and “hackers” for users of home computer sys-
tems. In this regard, viruses can be seen by users as just “buggy software”
or being catched like a (computer) cold. Herley shows what may drive users
to disregard advice from security experts: the cost-benefit-ratio calculated by
users favors the ommission of security precautions, following security advice is
too inconvenient. As was shown in Chapter 1 for the evolution of smartphones
from desktop computer systems, these conceptualizations can be transferred to
mobile systems including smartphones.
The focus of this work is not on such conceptualizations itself, but rather
how those concepts, mental models, and underlying perceptions are formed by
various factors and how they influence user behavior. These influencing factors
and their interdependencies are the main part of the following taxonomy of
security perception and user behavior in (mobile) computer-related security. A
taxonomy helps to collect, sort, and visualize connections, dependencies, and
relationships of the field of research. It can also support software development
by making developers aware of users’ mental concepts, perceptions, concepts,
and influences on behavior as well as acceptance of a specific type of application.
In the area of computer and information technology the aim of any user
activity is usually not security itself, but the task at hand. Security is merely
an incidental and supporting aspect. For example, transferring money via on-
line banking is the main activity, not to secure the computer against malware
or thinking about phishing attacks. The cognitive effort, time, and possibly
monetary costs for security software are added to the ones of the main goal of
the activity as shown by research on the cognitive load of authentication meth-
ods (Weir et al., 2009). As an analogy, the same applies for the decision for or
against sometimes costly security locks for a bike, where cycling is the main pur-
23
24 CHAPTER 2. TAXONOMY
pose and security plays only a secondary role (see Heckhausen and Heckhausen
(2006)).
Starting points to find key factors and relevant taxonomical terms were sev-
eral focus groups and surveys on the topic of possible security features on mobile
phones. There, participants were asked about security perceptions concerning
mobile phones. These studies were part of this research work and delivered in-
put for user preferences on different authentication methods and security levels.
They give an overview of the subjective perceptions of the presented security
features (D¨orflinger et al., 2010; Sieger and M¨oller, 2012). Focus groups, inter-
views, and surveys generate good qualitative insight into what people prefer or
think to prefer.
Prior relevant studies were conducted by Furnell and Clarke (2005) and
Imperva Application Defense Center (2010). Other examples include Ben-Asher
et al. (2011), who interviewed users to characterize types and their different
actions regarding computer security aspects (e.g. surfing the web, malware).
Recent surveys include BITKOM (2014).
The focus groups tried to get an insight into what people think about pos-
sible future mobile phones with alternative or additional (biometric) authenti-
cation methods. Offering more authentication methods may attract those users
who are for whatever reason appalled by the standard method of using a PIN.
Possible users include elderly people or technophiles among others.
The main questions were: Which authentication methods are preferred?
What influences the preference? Are preferences consistent with security per-
ceptions of those methods?
The results from these focus group discussions and web surveys on the per-
ceived security and possible usage of different authentication methods show
a preference for biometric authentication, especially fingerprint recognition.
These authentication methods were perceived as both secure and convenient,
because they do not interrupt touch-based smartphone usage (for further re-
sults see also Section 2.1.2).
Additionally, the focus groups and surveys asked for the need of additional
security layers to secure applications and content data, an approach called
“graded security”. Put another way, what types of application and data re-
quire a more secure method than others. The subjective perception of security
aside, the data also revealed what users consider sensitive areas on their phones.
The taxonomical terms compiled by the focus groups and web-based surveys
cover the areas of sensitive data and perceived security of authentication meth-
ods. In short, what should be secured and how it should be preferably secured.
Combined with the aforementioned studies by Firesmith (2005), Wash (2010),
and Herley (2009), connections to possible influencing factors can be drawn.
2.1 Taxonomical terms
Ataxonomy provides a classification of a subject matter and the connections, de-
pendencies, and associations, among others, of the different subjects it classifies.
A paragon of the method of taxonomy can be found in biological classification.
In computer science an ontology is also often associated with taxonomical
ranking (Gruber, 1993). But as Blanco et al. (2011) have shown recently, an
2.1. TAXONOMICAL TERMS 25
ontology covering computer security, let alone usable security, is still missing.
An interesting similarity to concepts of safety can be found in Firesmith (2005).
The taxonomy focuses on producing a (visual) overview on influencing–
mainly personal–factors on user perception and behavior concerning mobile
payment. It considers the key factors user, system, environment, task, and
threat.
There are several topical keywords fitting a taxonomy of security-related
user behavior: benevolence, goodwill, confidence, credibility, predictability, per-
ceived competence, and perceived security. Not all of these are used in the
taxonomy presented here as the focus is on perceived security. These keywords
can be called user-centered as most other keywords center on device-related
or software-related topics like reliability, protocol, methods, policy, risk, mea-
surement, and attack. Blanco et al. (2011) “observed that the majority of the
identified works focus in specific domains, thus signifying that the scientific com-
munity has not accomplished an integrated security ontology, although this has
been identified as a branch of research.”
Some literature examines mobile payment prior to the breakthrough of the
touch-based, app-driven smartphone model in 2007, for example Zmijewska and
Lawrence (2006). While these surveys are relevant for general questions con-
cerning the implementation and acceptance of mobile payment (e.g. payment
scenarios and involved players), the examined payment models and applications
are mostly obsolete now. Among them are premium SMS, mobile carrier billing
(a niche product now), and mobile network operator-centric payment systems.
Therefore, the general area of interest here has to rely on a “ready-made” on-
tology to circle relevant terms for a taxonomy of user perception of smartphone-
related security, and user behavior at smartphone-specific, and smartphone-
supported or smartphone-aided tasks.
This taxonomy categorizes influencing factors of security perceptions within
the field of research and allows to derive test variables for the experiments
presented in Chapter 3. The generation of this overview and its possible visu-
alization is an iterative process, which in this case uses surveys, focus groups,
preliminary test, and previous work done on a software simulation of security-
related user behavior. It also takes a taxonomy of safety into account.
The taxonomy covers the following areas:
•user-related factors: willingness to take on risks, privacy concerns, trust
in the computer system and associated “institutions” and persons, self-
assessment of computer knowledge, experience with attacks on computer
security, understanding the effectiveness of security systems, individual
perception of risks, personality traits;
•aim of the interaction: type of primary task, motivation of the user, ex-
pected cost-benefit ratio of taking security measures;
•(mobile) computer system/smartphone: general usability of the system,
arrangement of the interaction elements, type and time of the presentation
of possible risks, security method;
•environment: news reports on attacks on and weaknesses of computer
security, potential educational campaigns on computer security, individual
surroundings, current usage activity, context of activity;
26 CHAPTER 2. TAXONOMY
Figure 2.1: Taxonomy of security-related factors influencing user and attacker,
modfied from Sieger et al. (2011)
•threat: type of attacker, type of attack, aim of threat, probability of threat;
A published version of a taxonomy of security-related user behavior con-
cerning the parameters above can be found in (Sieger et al., 2011). The main
interest in this work is to find personal attributes, which potentially influence the
behavior shown in the security-related part of smartphone interaction. Such pa-
rameters may indicate possible changes in the motivation concerning the user’s
aims. These factors were collected, and then combined from original research
(as mentioned in the previous section) and other studies.
The taxonomy is not constructed as a model like the well-known extended
unified theory of acceptance and use of technology (UTAUT2) (Venkatesh et al.,
2012), an extension of UTAUT which itself is built on the Technology Accep-
tance Model (TAM) (Venkatesh and Davis, 2000). UTAUT2 is specifically aimed
at the consumer technology use context. The reason to divert from these widely
used models is the difficulty to include threat, security method, and security
perception. The taxonomy presents threat as an individual or organizational
antagonist to the user, a concept not incorporated in other models. Further, the
focus is not only on behavior, but also on perception. UTAUT2 describes perfor-
mance expectancy, effort expectancy, social influence, hedonic motivation, price
value, habit, and facilitating conditions as critical factors predicting behaviorial
intention and use behavior of consumer technology. These factors are moder-
ated by age, gender, and experience. Social influence and habit have to be both
measured in longitudinal field studies to be valuable data as these cannot be
observed in a short lab test or via surveys where participants would have to rate
2.1. TAXONOMICAL TERMS 27
those long-term external factors via questionnaires. As some factors could not
be gained by lab experiments, and (security) perception is not part of UTAUT2,
another suitable concept had to be developed. The taxonomy presented here
takes the same approach as UTAUT2 by building 2-dimensional relationships
between factors assumed to influence perception and behavior. They can essen-
tially be computed using correlations and the performance of any derived model
can be calculated by the explained variance of the dataset.
In contrast to UTAUT2, social influence would be incorporated into the tax-
onomy by establishing an additional 2-dimensional plane, where environmental
factors would be extended to include factors like culture, norms, and regional
differences which then would relate to personal and device-related factors on
both user and attacker. Relevant data had to be collected through field tests
and is part of future work.
As opposed to models of mobile payment usage (see Section 4.1 for an ex-
tensive discussion), the taxonomy is open to include alternative devices, appli-
cations, (existing) payment methods, environmental settings, an extensive set
of relationships to possible threats, and a broad set of personal attributes. It
deliberately excludes socio-cultural influences in its first iteration. The intention
to base the experiments on the taxonomy limits its center on direct personal
attributes influencing the security perception and usage of mobile payment.
Additonal data for socio-cultural factors can only be collected in a meaningful
way by longitudinal studies (see also Section on future work in Chapter 5), but
requires an established mobile payment infrastructure.
In the following sections the taxonomical terms are defined and their rela-
tions, dependencies and influences explained.
2.1.1 User – security perception
Not too few publications depict the state of computer security as something lost
or won at the user’s front. For example, Lampson (2009) comments, that “[t]he
root cause of the problem is economics: the costs of either getting security or or
not is not known, so users quite rationally don’t care much about it. Therefore,
vendors have no incentive to make security usable”. How can vendors (and the
developers making the product) shape the user perceptions of their offerings and
their security-related features? “In addition to overestimating benefits, advice
almost always ignores the cost of user effort. The incremental cost of forcing
users to choose an 8-character strong password, as opposed to allowing a 6-
digit PIN, is hard to measure, but is certainly not zero. And ignoring it leads
to failure to understand the rational and predictable nature of user response”
(Herley, 2009).
Schierz et al. found six key factors influencing the acceptance of mobile pay-
ment: Perceived compatibility, individual mobility, subjective norm, perceived
usefulness, perceived security, and perceived ease of use (Schierz et al., 2010).
This work focuses mainly on perceived security, but will also take perceived
usefulness, and perceived ease of use into account. Socio-cultural factors like
perceived compatibility, individual mobility, and subjective norm are too broad
to fit into the intended lab experiments as they can only be examined via field
tests (for example using a diary method).
The terms itself, security perception as the mental concept or perceived se-
curity as the actual rating of the perception, can be described in this context
28 CHAPTER 2. TAXONOMY
as the user’s impression, ad-hoc judgement, gut feeling, or mental model con-
cerning (mobile) computer security (see also Chapter 1), all shaped by several
influencing factors.
Users are rarely computer experts, but as stated by Herley (2009) “[t]hey
are offered long, complex and growing sets of advice, mandates, policy updates
and tips” . Wash (2010) adds “[c]omputer security experts have been providing
security advice to home computer users for many years now. [...] However,
many home computer users still do not follow this advice.”
Users build different mental models of computer security and they follow
security advice according to their models. For example, if they perceive a com-
puter virus merely as some kind of “buggy software” they tend to see the advice
to use anti-virus software as not necessary to follow (Wash, 2010). All four
classes of mental models concerning computer security are (ib.):
•Attacks and malicious software are generally bad and spread like an in-
fectious disease.
•They are like faulty software (buggy), but must be executed manually.
•They are disseminated by Internet “troublemakers” but do not cause
“real” damage.
•They are used by criminals to spy for information saved in the computer
system itself but do no harm itself.
Along with self-assessment a user’s insight into the effectiveness of computer
security is also an important factor for his behavior. Previous studies already
emphasized that users tend to circumvent safety rules or make them ineffective
for a lack of knowledge of their effectiveness or usefulness paired with discomfort
using security methods (Adams & Sasse, 1999).
The main result from these considerations is that there are two sides. There
is the computer system (or device) itself to protect, containing data, financial,
and personal information, which may affect privacy and reputation; and there
is a threat, an attack, a virus, a trojan, or a phishing mail against which to
take security measures (or protective means). Therefore, the taxonomy is built
as a confrontation of two antagonists, the “user” and the “attacker” (see also
Kainda et al. (2010) for a security-usability threat model). While the user is in
the end always an individual computer user, the attacker is less clearly defined.
It, too, can be an individual, but it can also be a group, an institution, or
even a state (“cyber-warfare”). As the research interest is on the user’s security
perception, the attacker might be a vague “threat” in the user’s point of view
as is emphasized by the description of some users, that there are “bad” parts of
the internet, where a computer can be infected by a virus (Wash, 2010).
The user perception is influenced by his or her personality, by experience,
and by knowledge. The latter are both prone to forgetting. If an experience
happened a long time ago, its influence may vanish (but it does not have to,
for example in the case of a traumatic experience). If knowledge has not been
accessed for a long time, it may be lost for immediate use. These influencing
factors are assumed to be a common ground in psychological research.
The general psychological factors – subsumed here under the taxonomical
term “personality” – include personal risk behavior and confidence in institu-
tions and individuals, as well as concern for privacy (Gerrig and Zimbardo,
2.1. TAXONOMICAL TERMS 29
2008). This behavior can be used to characterize a person, but behavior is
not always consistent all the time and thus observations in one area of life are
not directly transferable to another. Individuals can invest in risky adventures
in one area while behaving risk-averse in another area being very careful and
safety/security-aware. Someone might protect his house by a plethora of safe-
guards against intrusion, but disclose very personal information on social net-
works (see also Weber and Milliman (1997)). Nevertheless, at least a statistical
probability can be derived from personal risk behavior concerning the behavior
in the area of computer security – as is done in similar areas (Zuckerman and
Kuhlman, 2000). The same is true for user concerns about privacy and trust in
institutions, companies, and individuals (RISEPTIS, 2008).
2.1.2 Interaction – cost of security
The user has an intended task to do, which requires a computer. In the re-
search presented here, the task is to pay for goods at the point-of-sale using a
smartphone-based mobile payment system.
In line with the findings from Lampson (2009) and Herley (2009), every
security measure is associated with costs. For a mobile payment system the
smartphone’s hardware and software is the application platform; and the se-
curity measures are tied to the smartphone’s hardware security systems, its
operating system, and the payment app itself. The evolution to the current
state has been laid out in Chapter 1.
Tognazzini (2005) observers that “[b]alance is the key to all security ef-
forts.[...] Unless you stand over them with a loaded gun, users will disable,
evade, or avoid any security system that proves to be too burdensome or both-
ersome.” It may not seem to be too exaggerated as a recent study on password
security by Imperva Application Defense Center (2010) has shown: Roughly
1% of the analyzed 32 million passwords used for a web service were simply
‘123456’, and “almost all of the 5000 most popular passwords, that are used by
a share of 20% of the users, were just that – names, slang words, dictionary
words or trivial passwords (consecutive digits, adjacent keyboard keys, and so
on).”
The usability of the computer system has also a big impact on user behavior.
For example, the arrangement of the elements of a user interface (e.g. graphical
arrangement of elements on a web page) and the sequence of interaction steps
are crucial to the successful use of the security features of a computer system. As
mentioned above, the cognitive burden of using certain security methods should
be minimized in order to avoid an unfavorable cost-benefit ratio compared to the
user’s actual goals. Otherwise it can undermine for what the security feature
aims (Adams and Sasse, 1999). A broader meaning of usability includes the
general proficiency in using the system and its inherent rules (e.g. password
policies). Inglesant and Sasse (2010) have examined the cost of bad password
rules. They come to the conclusion that password rules should aim not only at
the security of selected passwords and the rule how frequently they have to be
changed. Rather, principles of human-machine interaction should be applied so
that users choose a password that is “good enough” based on the context.
In an actual use situation, the user implicitly checks her or his personal
cost-benefit ratio, the desired target and the required action – i.e. from her or
his individual perspective and existing computer literacy (resulting in a mental
30 CHAPTER 2. TAXONOMY
model). Here, many users tend to look at the expenses required for the provision
of security and privacy as too high. The amount of a possible loss has to be in
balance to the security effort: If the user sees the chances of a successful attack
as too low, security systems are ignored or turned off. In addition, many known
attack vectors cannot be avoided by computer security methods alone. This
includes social engineering, which does not seek to overcome technical security
barriers, but tries to con the user (Herley, 2009). Additionally, attacks on the
server infrastructure bypass the end-user.
The device can contain different security measures, depending both on hard-
ware and software implementations. In this regard, the device itself – as men-
tioned above – can be an influencing factor. How are different security methods
and multiple security levels perceived by the user for the intended task? What
can be extracted from the participants answers as influencing factors for the
taxonomy?
In order to gain first insights into user preferences for different authentication
methods and graded security on mobile phones, a two-fold approach with focus
group discussions and a web survey to cross-validate the results was used.
Linck et. al asked participants in a survey about mobile payment “What
would you require to feel secure about using mobile payments?”. The Top 5
ranked resulting categories for the dimension subjective security were (in that
order) confidentiality, encryption, stating “security”, transparency and trace-
ability, and authentication and authorization. (Linck et al., 2006). The focus
in a survey done for this thesis is on the subjective view on possible implemen-
tations of security methods (Sieger et al., 2010).
Moderated discussions with a focus group deliver a deeper insight into a
topic than an anonymous web survey. The moderators and participants can
show devices, prototypes, methods etc. They can clarify questions and answers
and generally discuss in more detail. This way of data collection is particularly
suited for this research subject, as biometric authentication and graded security
are uncommon and have to be explained and displayed before the user can
provide a well-founded opinion.
A focus group discussion with a total of 19 participants was conducted at the
Quality and Usability Lab facility in Berlin in November 2009 1. The partici-
pants were segmented into four groups: parents, students, business professionals
and fully employed singles and couples.
During the focus group discussion the following knowledge-based and bio-
metric authentication methods were demonstrated (through real hardware or
“mock-ups”) and discussed: fingerprint recognition with swipe sensor on a lap-
top computer; 2D gesture recognition using a touch-pad on a laptop computer
using a prototype software; 3D gesture recognition explained in analogy to the
Nintendo Wii’s controller using a mock-up; iris scan or face recognition with a
phone’s camera using a mock-up; activity-based verification through keyboard
typing patterns using a laptop computer’s keyboard and prototype software;
recognition-based authentication by electing points on a picture in a specific
order using a mock-up; speaker recognition using a mock-up.
While knowledge-based and token-based authentication are used on a regular
basis by many people around the world (think ATM cards (token, PIN) and
1The following in this subsection draws mostly from (D¨orflinger et al., 2010) which this
author supported in a minor role.
2.1. TAXONOMICAL TERMS 31
mobile phones (PIN)), biometric authentication methods are at least known to
exist (fingerprint and iris recognition in movies etc.) by a part of the users.
Biometric authentication methods are often seen as having advantages over
other methods, because no password has to be remembered, no token or written-
down note can be lost or stolen, which does not mean that biometric methods
are necessarily harder to crack.
Token-based methods are not considered here, as the hardware constraints
of mobile phones do not favor them at the moment. Tokens like USB dongles
or smart cards require connectors or readers, which are not implemented yet
while other methods can take advantage of functions that are already built
into mobile phones. Currently available smartphones most commonly use the
following security feature: a 4-digit PIN to secure access to the SIM card or
to lock the device. A few devices introduced character-based passwords, two-
dimensional patterns, or face recognition.
The participants valued the different methods according to the questions
(among others) whether the method was perceived as secure, and whether the
participants would use it, if available. The evaluations of the authentication
methods and graded security levels were introduced with little scenarios for
possible use, which were presented by the moderators or resulted from in-group
discussions. The results show a significant lead for the fingerprint recognition
method as being both secure and usable (see Table 1 and 2).
This leads to an interesting perception of the use of security methods for
different levels of security, which was addressed in asking “How should they
be combined with authentication methods?” Instead of assigning each security
level an “appropriate” method (lower security levels match with less secure au-
thentication methods) a “one size fits all” approach (fingerprint) was preferred.
This result initiated the implementation of a (mock-up) fingerprint recognition
method into the prototype used in the experiments.
“The idea of having a gradual security system with different authentication
methods was favored most by parents because it allows sharing one smartphone
among family members without having to bother about private data or cost-
intensive applications.” (D¨orflinger et al., 2010)
Security method
Iris recognition 100%
Fingerprint authentication 95%
Speaker recognition 68%
Face recognition 64%
Activity-based verification 63%
2D gestures 63%
3D gestures 42%
Recognition-based authentication 37%
Table 2.2: Focus groups – “I think this method is secure” (D¨orflinger et al.,
2010)
The perception of biometric methods and the user preferences for possible
future use show a significant lead for the fingerprint method. Mobile phones
are operated by using one or two fingers and fingerprint authentication fits this
context of use. Speaker recognition would also fit, but is sometimes seen as
32 CHAPTER 2. TAXONOMY
Security method
Fingerprint authentication 95%
2D gestures 63%
Recognition-based authentication 47%
Activity-based verification 42%
3D gestures 37%
Speaker recognition 37%
Face recognition 27%
Iris recognition 26%
Table 2.3: Focus groups – “I would use this method” (D¨orflinger et al., 2010)
awkward (especially in crowded places) as remarks in the focus groups revealed.
An iris scan, for example, would interrupt the finger-driven flow. From the stud-
ies presented here, it can be concluded that authentication methods breaking
the operating mode are considered as inconvenient. In this way, an “optimum”
could be reached by combining a touch screen with an integrated fingerprint
reader (such a product is not commercially available yet, although there are
products with a separate fingerprint reader in close proximity to the screen, e.g.
Apple iPhone 5s and 6). When the user tabs on an application icon, the phone
could automatically authenticate the user – the experience would be seamless.
In the same way, graded security is desired, but in a very low-key way. An
additional layer of security to secure single applications or data would suffice
for most participants in the study. The findings in the focus groups revealed,
that if an authentication method was perceived as convenient and secure, the
consensus was to use it throughout for all security levels.
The idea to combine low security levels with relatively less secure authen-
tication methods was disregarded. It also has to be considered who is willing
to pay for new and additional security methods on mobile phones. The device
manufacturer probably has to implement additional hardware that is capable
of e.g. biometric authentication. The operating system has to make use of this
hardware, which means it has to be adapted, too. The same goes for application
development. And in the end, the user must be willing to pay for these addi-
tional capabilities. There must be an urge for security and the added security
has to be convincing to justify a higher price. The problem is, that hardware
and operating system vendors, application developers, and users are all different
parties, whose priorities not always align.
It was not asked for possible individual and social implications of a wide-
spread use of biometrics. Although biometric methods are investigated here
for the sole purpose of securing the phone or an app, they inherently touch
privacy issues as very personal data is stored and processed. The participants
of the focus groups did not reject biometrics per se and did not object to any
specific method discussed here. On the other hand, the focus groups’ hosts did
not touch this subject as the main interest was the user’s initial reaction to
biometrics’ general usability to secure mobile phones (D¨orflinger et al., 2010;
Ben-Asher et al., 2011). While both studies were not strictly representative,
the trends found are of value for both the resulting taxonomy presented here
and the experiments built upon the findings.
2.1. TAXONOMICAL TERMS 33
In the same time-frame as the focus group discussions took place a web
survey was also conducted (in co-operation with Joachim Meyer and Noam
Ben-Asher from the Ben-Gurion University of the Negev, Israel) with a similar
set of questions to cross-validate the findings of the focus group discussions. The
survey consisted of 64 questions with closed answers on a 6-point Likert scale.
It generated 308 individual responses in its run-time of two weeks.
The results support the rankings found in the focus groups. Table 3 and 4
show the distributions of responses to the perception of security and possible
future use of biometric authentication (D¨orflinger et al., 2010). The results are
also in line with earlier findings by Clarke et al. (2002), where fingerprint recog-
nition got also the highest rating in a survey. PIN and speaker recognition, as
well gesture recognition and IRIS recognition switched their respective position.
Security method
Fingerprint recognition 75%
Face recognition 44%
Speaker recognition 30%
PIN 29%
Gesture recognition 14%
Iris recognition 6%
Table 2.4: Focus groups – “perceived as high level of security by method”
(D¨orflinger et al., 2010)
Security method
Fingerprint recognition 49%
Face recognition 23%
PIN 35%
Speaker recognition 23%
Iris recognition 21%
Gesture recognition 16%
Table 2.5: Focus groups – “future use by method” (D¨orflinger et al., 2010)
The findings of the focus groups and surveys indirectly were included in the
taxonomy (Figure 2.1) in the area of the user’s intention and the associated costs
of security. User pereceptions of different security methods vary significantly
over different types. Usability concerns are important: the usage flow should
not be interrupted; using the security method should not be awkward (e.g.
holding the phone’s camera close to the eye for iris recognition) or embarrassing
(e.g. speaker recognition in a subway full of commuters); and the method has
to “scale”, when used often (gesture recognition might be tiresome, if it had to
be perfomed for longer periods of time). Some security methods like fingerprint
recognition require additional hardware, making the device more expensive.
Therefore, the factors “Financial” (as the direct cost of the security measure),
“Usability”, and “Scale” are connected to the cost of security.
As a “counterweight” to the cost of security acts the “perceived risk” as is
evident in the folk models of home computer security (Wash, 2010). Users tend
to follow expert advice as long as it is in line with their perceived risk of the
34 CHAPTER 2. TAXONOMY
threat. The possible amount of loss (financial, data, privacy) and its possible
frequency (one-time, frequently) are influencing factors.
A third factor to the intended task is the user’s trust in achieving the in-
tended goal. In this case, it would be a good to purchase: What item to buy
(object), how to buy it (process), where to buy it (institution), and who will
process the payment (individual).
2.1.3 Device – security methods
To implement protective measures, demand by users and the appropriate mind-
set on the developer’s side is needed, but it also requires specific hardware and
additional space on the device, especially for biometric authentication: Key-
boards, cameras, microphones, gyroscopes, fingerprint sensors, raw CPU power
and fast storage media. Even non-biometric methods like strong passwords or
data encryption might hit the limitations of the underlying hardware (Collins,
2010).
As cited above the key is to balance usability and security. As the study on
passwords shows a significant amount of users either do not know the concept
of secure passwords or do not care (Imperva Application Defense Center, 2010).
Convenient passwords are easily attacked with brute force, but still offer some
advantages over no passwords at all. A device, its data, or its application are
secured against a “casual” attack from children, spouses, friends, co-workers etc.
It can be assumed, that in the context of mobile phones users show a similar
behavior, whereby the security mechanisms of a smartphone (and mobile phones
in general) are to be considered even weaker than the security mechanisms of
web services (or computers in general), because a 4-digit PIN is easier attacked
or even guessed, than, for example, an 8-character password.
It can be argued, that as long as important data is not encrypted, even the
best authentication mechanism can be bypassed, if the data transmission or stor-
age media can be physically accessed, the latter being the case by unattended,
lost or stolen devices. What is the use of e.g. strong password protection, if the
memory card of a smartphone can be easily removed and be read on any other
computer? The hardware (namely CPU) of the early mobile computing devices
was not fast enough to provide on-the-fly encryption/decryption of data on stor-
age media and in RAM, and this is mostly the case even today. Even desktop
systems have noticable performance penalties when using data encryption on
hard disk drives (Collins, 2010).
The focus groups and surveys asked for the perceived security of different
security methods (for use as authentication methods see (D¨orflinger et al., 2010;
Ben-Asher et al., 2011)). How are those methods implemented in commercially
available devices?
Many of the security methods aim at the authentication of the user. Mobile
phones were and are usually solely secured by a 4-digit (SIM) PIN to authorize
access to the carrier network. The first mobile phones with additional security
features showed up at the end of the 1990s (Siemens SL 10 D with fingerprint
sensor, 1999), but more than ten years later, mobile phones are still predomi-
nantly secured by a 4-digit PIN alone.
The number of mobile phones and smartphones, which implemented ad-
ditional security features besides 4-digit PINs, is very small compared to the
overall variety of models produced. Phones with built-in keyboards tend to offer
2.1. TAXONOMICAL TERMS 35
alphanumerical passwords (Nokia 9000 series, Blackberry, Palm), and there are
very few models with biometric authentication like fingerprint and face recogni-
tion, all of them released to limited markets (predominantly Japan). Example
devices are: Sharp 904SH with face recognition released in 2006; Fujitsu FOMA
F905i with fingerprint sensor, released in 2008; LG eXpo GW820, a Windows
Mobile 6.5-based model incorporating a fingerprint swipe sensor, which can se-
cure access to the phone and individual applications and data, released in 2009
(Sieger et al., 2010); Motorola Atrix 4G with fingerprint recognition released in
2011; Apple and Samsung released the iPhone 5s in 2013 and the Galaxy S5
in 2014 respectively, both containing a fingerprint sensor (subsequent models
iPhone 6 and Galaxy S6 continued to offer fingerprint recognition). This is an
interesting development as this touches this research of mobile payment directly.
The use of fingerprint recognition for mobile payment is part of this work.
Consumer interest in stronger security is evidently low, otherwise the market
should have already responded to those demands. The one exception already
mentioned, Blackberry, was for a long time the sole provider of busines-oriented
smartphones.
Since business is much more interested in data protection, encryption and
strong authentication are on the wishlist, but are only partly fulfilled so far.
This can lead to restrictions in the use of smartphones, if its lack of encryption
of data and messages is seen as a weakness. Only very recently data encryption
is available on smartphones (Apple Inc., 2014b; Research in Motion Ltd., 2006)
or is planned to be integrated and turned on by default.
Furthermore, the user is not always able to secure the device. Programming
bugs and certain types of attacks cannot be countermeasured by the user, be-
cause he cannot be aware of all of them (there is no way to notify him in every
case) or, even if aware, there may not exist any measures to counter the attack
(e.g. zero-day exploits, social engineering). The hardware constraints limit the
design choices for security measures as mentioned above, and some restrictions
on multitasking and application installation (e.g. Apple’s app store) add some
security of a smartphone. But the lack of “true” multitasking (iPhone OS up
to version 3.2, Windows Phone 7) will probably vanish completely in the future
(partly implemented from iOS 4 upwards), and therefore malware infiltration is
more likely to happen. Third-party software (especially for discontinued Sym-
bian and Windows Mobile) add security features like password protection, e-mail
and SMS protection, and encryption, but these are commercial add-ons and not
delivered as part of the operating system. The design is not secure per se, but
has to be hardened by a knowledgeable user.
On the other hand, passwords are very well known for a lot of log-on
processes, being it a personal computer or a web service. Passwords need a
character-based input device, this probably prevented them to be widely used
on mobile phones, which most commonly offer a keypad only. There were devices
with full keyboards, for example, several devices from manufacturers like RIM
(now Blackberry) and Nokia, among others. They allowed the use of passwords
with 4 to 14 characters (and password rules).
Recognition- and recall-based “passwords” are now widespread. These non-
character-based passwords were less common to be found in the past, and involve
to draw a pattern, to select parts of a picture in a certain sequence, or to sub-
stitute PIN-numbers with pictures. As this method is now implemented in the
Android operating system, it has seen a wide distribution. This security concept
36 CHAPTER 2. TAXONOMY
relies heavily on touch-based input devices for good usability. Something which
could not be achieved on phones without touch-screens.
It can be assumed from former research, that users are interested in conve-
nience (Cranor and Garfinkel, 2005). Every interaction, which “destroys” the
work flow and/or takes up too much time, can be assumed as to be “too bur-
densome or bothersome”. In this regard it is obvious, that biometric methods
were not very well suited for mobile devices, if usability and for the most part
hardware constraints are considered.
For example, palm-print, hand vascular, and hand or ear geometry recogni-
tion cannot be easily implemented due to size requirements. Gait recognition is
implausible, because this would require to walk in a certain distance from one’s
own mobile phone to be captured by its camera (mobile phones are usually car-
ried in pant pockets, jacket pockets or handbags, making gait recognition by
motion sensor unsuitable). The same goes for any 3D object recognition as it
either depends on considerable hardware or would be hard to use alone. Signa-
ture verification needs a relatively large input area, but this could be possible
on today’s smartphones.
This still leaves a lot of methods as potentially usable biometric authenti-
cation methods on mobile phones: fingerprint recognition, face recognition, iris
recognition, speaker recognition, 2D and 3D gesture recognition, and continuous
biometrics/activity-based verification (e.g. typing pattern).
There are some biometric methods already implemented on mobile phones.
Speech recognition is already available on smartphones, but it is used as an
interface, not as a security method as speaker recognition would do. Examples
of (assistant) apps using speech recognition are Apple’s Siri, Google’s Now, and
Microsoft’s Cortana.
Graded security can be seen from two different perspectives: First, as a role-
based hierarchical system to provide access to certain areas of the secured device,
where access is defined by user-based roles (e.g. from guest-user to super-user).
Second, graded security can be seen as a content-based system, where access
to specific content is secured by access to this content alone. The user has to
provide authentication to get access to content, but there is no overlap to other
content. Each content has to be accessed individually. This is in contrast to
the super-user, who can access everything on the system once authentication is
passed.
Of course, both approaches to graded security can also be combined. Systems
using a graded method of security to access defined areas are in common use,
and it can be expected that users are accustomed to the concept. Especially
in the area of computers, graded security has been in use for a long time (at
least since the MULTICS operating system, a “predecessor” to UNIX built in
the 1960s), even on consumer-oriented products (e.g. networked and mobile
computers). For example, on a networked computer the user gains access by
providing a password, for further access to network-based functions he may be
prompted to provide another password (or the same again).
On mobile computers the user may need to provide a password or a finger-
print scan to start the device beyond the BIOS/EFI routine, and then provide
further authentication when to log into his or her user account. If the computer
connects to the Internet, users almost always require providing authentication
to access certain web sites, being it an e-mail account, a web shop, or a banking
2.1. TAXONOMICAL TERMS 37
account. Thus, it can be expected to a certain degree, that users are aware of
the concepts of graded security.
Returning to the evolution of smartphones and “developers’ mindset” lined
out in Chapter 1 it can be seen, that development for mobile payment appli-
cations is restricted by what is available on smartphones. For example, if a
security method requires special built-in hardware like a fingerprint reader, it
relies on what smartphone vendors offer with their devices and whether they
grant access to it or not. The same applies to software. Even if the hardware
part is there, it does not necessarily has to be open for everyone. Examples
are Apple’s Touch ID, which as of 2014 was only recently opened to 3rd-party
developers via an API. The new NFC and Secure Element capabilities of the
iPhone 6 range are again closed and only accessible to Apple itself. Similar,
the Secure Element found on NFC-SIM cards are only accessible through the
mobile network operators and usually cannot be used by third parties.
Choosing a security method for a mobile payment application is not only
limited by the evolution of smartphones and security concepts of mobile phones,
but it is further regulated by national and international authorities and public
and industry standard bodies. If the security method is available on the device
and open to developers, it still has to apply to those regulations and standards
to pass certification (Mastercard Inc., 2014; PCI Security Standards Council,
LLC, 2013).
The chosen security method to secure a mobile payment app may “solve” the
problems of (un)locking the app and securing authorization of a payment trans-
action, but the complex infrastructure of Figure 1.2 shows that there are many
more possible vulnerabilities due to the numerous different systems involved.
2.1.4 Environment – types of stores, kinds of goods
Payments can be made at numerous varities of places. Just to name a few: retail
stores and street vendors, restaurants and mobile food stands, public transport
and public offices. It can be a big or a small store, it can be located in a
hip or run-down part of the town, it can be brick and mortar or it can be a
car. The point of sale can accept cash only or all kinds of payments methods.
The customer can buy groceries at the supermarket or a hot dog in the street,
expensive jewelry at Tiffany’s or gas at a station. All of this might affect the
decision what payment method to use in a particular environment.
Personal experience and exposure to media also play a role. Recent report-
ings about virus attacks, the daily flow of news via internet, press and television
can lead to an increased awareness, which again can lead to a short-term change
in behavior (Herley, 2009). The same goes for advice from personal environ-
ments, for example if colleagues from work, friends or relatives tell stories of
security-related attacks on their computers (Wash, 2010). Furthermore, it can
be assumed that educational campaigns, such as those used in other fields (e.g.
health care: AIDS education) are somewhat effective. This can be done in the
form of advertising, brochures, training, etc.
2.1.5 Threat – losing money
The main risk involving financial matters (using computers) is losing money by
fraud. Another risk is to lose privacy and reputation, if financial information
38 CHAPTER 2. TAXONOMY
about worth or transactions are disclosed. The attacker can be an individual
criminal or an institution like a domestic or foreign police or intelligence agency.
Fraudulent access to personal financial data is subsumed under the taxonom-
ical term threat. The term attack is used to describe the threat being realized.
Fraudulent access or use can be obtained by several means, usually described
by “hacking”, a degoraty term which does not completely cover all types of
computer security circumvention (see also Levy (2001)). This involves direct
attacks by having physical access to the computer or remote access via network
facilities. Among the techniques used to exploit computer systems are pass-
word cracking, spoofing, using known vulnerabilites, and malware like viruses,
trojans, and keyloggers.
Then there are attacks via a wide variety of social engineering techniques,
where the attacker tricks the user to reveal security information like passwords,
e.g. by impersonating a supervisor or colleague. Studies on security threats of
NFC-based mobile payment systems done by Gajda (2011) and Vermaas (2013)
emphasized the high risks of theft and scams compared to attacks aimed directly
at the hardware or software. Vermaas uses a model for expert-based risk as-
sessment under uncertainty to gather information on the likelihoods of different
attack scenarios. Gajda argues that smartphone-based mobile payment is an
extension to other proximity-based payment methods like NFC-equipped credit
cards and as such has the same risks. Additional risks due to new technolog-
ical attacks could be mitigated by additional security measures (e.g. sending
location information during payments).
A third category of fraud is not restricted to computers, but merely extends
techniques used prior to the introduction of personal computers to the now
thriving computer and internet-enabled economy. This includes spam e-mails,
scams at online stores and auctions like overcharging or false delivery, bounced
financial transactions, using false or stolen financial data, and theft of devices
containing personal data like mobile computers and smartphones.
2.2 Similarities between safety and security
The main difference between safety and security is that the former tries to pre-
vent physical harm, and the latter tries to limit access. But simply spoken,
a fence around a site containing toxical waste does both. Also, when dealing
with computer security, the two fields do overlap. A security bug in the fire-
wall of a system controlling a power plant may have fatal consequences. In
this way, implementing, for example, state-of-the-art network elements equally
fulfills requirements of both safety and security.
Thus, it is useful to take a look at already existing taxonomies of safety. Fire-
smith did an extensive study on a taxonomy of security-related requirements,
were he derived the taxonomy in analogy to safety. Four types of security
requirements were presented. The interesting point of view is to define safety,
security, and survivability as a subtype of defensibility (Firesmith, 2005). Those
requirements are specification of what a system is required to have or to do in
order to provide security against denial of service, data loss, data theft, and
corruption of hardware, software, and people, and so on. This is done in a
hierarchical order.
2.3. TAXONOMY-DERIVED EXPERIMENTS 39
Figure 2.6: Safety Hazards vs. Security Threats (Firesmith, 2005)
While those requirements apply to the abilities of security systems, the main
question here is how the security of those systems is perceived by the user.
Especially useful for the taxonomy presented here is Firesmith’s distinctions
between safety harzards vs. security threats. Figure 2.6 shows the dependecies
between the several aspects of safety hazards vs security threats.
Some terms can be transferred: The user’s perception of the class “threat”
(of the top type security), which is performed by the attacker. The “incident”
divides the attacker from the user, because both have different perceptions of
and intentions on acting and reacting to the incident. Plainly spoken, the inci-
dent is when the threats “happens”.
All these actions rely on influencing factors delivered by the environment
(institution, financial assets, reputation), the system (devices and processes),
and the user (traits, experience, perception). One of the differences between
Firesmith’s taxonomy and the one presented here is, that Firesmith’s is proce-
dural (how to comply to security requirements?), while this research centers on
dependencies (what influences security perceptions?).
2.3 Taxonomy-derived experiments
Figure 2.1 shows the user and possible influencing factors. As described, the
taxonomy was derived from previous user tests and surveys, literature, and
general considerations. After collecting and sorting the influencing factors, some
of those factors are used to build and illustrate several hypotheses about security
perception of users of a mobile payment system. Later on the results will be used
to built experiments and to feed the experimental results into a user behavior
model. An iterative circle is then started by using the behavior model for further
tests in future work, gaining more insights into the influencing factors and then
to refine the taxonomy (see also Sieger et al. (2011))
A series of experiments can be derived from the taxonomy, the main goal
being an understanding of what influences the security perception of a mobile
payment system.
40 CHAPTER 2. TAXONOMY
The taxonomy shows influences on the user, which were outlined above:
user-related, interaction-related, and device-related factors. In this regard, the
experiments should deliver results in the following areas:
•Information on the user’s personality, and his or her experience and knowl-
edge of computer systems and smartphones;
•The intended task of buying goods is preset, but the individual user’s view
on the cost of security should be determined: choice and frequency of use,
and perceived security of a mobile payment app;
•Perceived risk of the intended task;
•Influences of object, process, institution, and indiviual, on the choice of
payment systems and its security perception;
•Additionally, further usability issues of the mobile payment app can be
gathered;
•A formalized “threat” to influence the user’s perception of the whole sys-
tem, and to trigger especially the factor of cost of security.
The experiments described in the next chapter are built upon these require-
ments. The experimental results show the strength of the taxonomical relation-
ships.
2.4 Summary
In this chapter a taxonomy of influencing factors of security-related user be-
havior was presented. It contains relevant taxonomical terms determined from
the author’s research and current literature. The taxonomy divides the area
into two antagonist, user and attacker. As this research centers on the user’s
personal attributes, it segments the influencing factors on the user’s side into
three partitions: user-related, interaction-related, and device-related factors.
All factors will be explored in a series of experiments using a mobile payment
prototype application.
Is the taxonomy complete? Certainly not. First, it is an iterative process,
refined through results from experiments based on the current version of the
taxonomy. Second, there can always be more factors, or a re-arrangement of
the dependencies is required. As happens all the time in the already mentioned
analogy of taxonomies in biology: There are new species found every day. Is it
complete enough? Certainly, if it helps to achieve the goal – in this case to find
the influence of personal attributes and security methods on perceived security
and usage of mobile payment.
The formalized taxonomy delivers a (visualized) overview of the field of re-
search, its main actors and their influencing factors. Some assumptions and
hypotheses are easily drawn. For example, risk averse users are assumed to
avoid using mobile payment more often, because the app is unknown to them.
Technophiles will use the application more often, just because it is a new thing.
Linck et al. (2006) states that “[a]t merchants with no good reputation con-
sumers have always been concerned about using debit or credit cards.” A
2.4. SUMMARY 41
“shady” shop will see less frequent use of mobile payment as people might think
their devices will get compromised. Less “usable” security methods will see less
frequent use.
The hypotheses for the relationships between taxonomical factors are:
•H1: There is a positive relationship between personality, experience and
knowledge (of computers) and usage of (intention to use) mobile payment.
•H2: There is a negative relationship between cost of security (by imple-
mented security methods) and usage of mobile payment.
•H3: There is a negative relationship between the perceived risk (concern-
ing environments) and perceived security, and usage of mobile payment.
•H4: There is a positive relationship between application design (trust
inferred by object) and security perception, and usage of mobile payment.
•H5: There is a negative relationship between (financial) threat and per-
ceived security, and usage of mobile payment.
•H6: There is a positive relationship between an institutions reputation
and usage of mobile payment.
The taxonomy extensively covers the areas “surrounding” the user while us-
ing a (mobile) device for financial transactions. The taxonomy is not too specific
to be applicable only to mobile payment applications, but rather to be used for
user-centered computer-related (financial) tasks and threats. The taxonomy is
not intended to reveal latent variables, but rather to map already established
personal factors to the research variables perceived security and usage of mobile
payment.
42 CHAPTER 2. TAXONOMY
Chapter 3
Experiments
The previous chapters unfurled the motivation and the theoretical background
for one of the main goals of this research, which is to find to what degree taxo-
nomical factors influence security perception and usage of users interacting with
a mobile payment system in order to support developers finding suitable solu-
tions. To gather data in all relevant areas where – according to the previously
presented taxonomy – influencing relationships should occur, the experiments
cover essential factors from all taxonomical areas in the test design.
The experiments had to conform to several limitations. Beyond the usual
budget constraints within research projects, the main reason to run the tests in a
laboratory was that at the time of conducting the experiments (from early 2010
to mid-2013) there was no usable infrastructure for a field test. At the time,
when the experiments were started, no mobile wallet using the existing payment
network was on the market. Of the four German mobile network operators, the
first wallet system was launched by Telefonica Deutschland under their O2brand
as the O2Wallet in early 2013. But this product was not advertised and had
to be actively requested by its customers (underscoring this, was the exclusion
of the product’s website from Google search via its robot.txt from early 2014).
This was followed by Vodafone Deutschland’s Vodafone Wallet at the end of
2013. MyWallet by Deutsche Telekom, the commercial successor based in part
on the prototype used in the experiments, was launched in May 2014. E-Plus
Mobilfunk launched their mobile wallet product under their BASE brand as
BASE Wallet in July 2014.
There are several other technologies required to introduce smartphone-based
payment. The one used here is an extension of the contactless payment card
which is based on Near Field Communication (NFC) and a (U)SIM-card-based
secure element to store payment card data (which is stored on the visible “chip”
of plastic payment cards common in Europe). This secure element is a special
compartment on the card and stores encrypted payment card data based on a
Java card applet, which can be accessed only via special channels with access to
the required key. These applets are certified and provided by payment scheme
owners like MasterCard or Visa. The type of mobile payment applications used
by several mobile network operators can be accessed only “over-the-air” via
network elements available to the carriers.
As already mentioned in Chapter 1, other offerings use QR codes, either
scanned by the point-of-sale system or by the smartphone application. Also,
43
44 CHAPTER 3. EXPERIMENTS
systems using a transaction authentication number (TAN) and face recognition
(done by the cashier) are on the market. The latter systems were not included as
test devices and applications, because they are tied to specific commercial ven-
dors and do not adhere to industry standards. Also, most of these applications
were geographically limited to the USA.
As laid out in Chapter 1, NFC-based and payment-scheme-backed mobile
payment involves several players and numerous network elements. Due to reg-
ulations of the financial sector from both governing bodies and the industry
itself, a test using “fake” accounts or mock-ups involving real money is forbid-
den (e.g. anti money-laundering act, DIRECTIVE 2005/60/EC). Thus, using
real accounts (and real money) would require the whole infrastructure already
to be installed. Even if this had been the case, a field test would either have in-
volved only “early adopters” or participants, who would have had to go through
a lenghty registration process (including credit rating) only for participating in
an experiment. Because most people do not have preconceptions about new
technology prior to exposure, it can be doubted that this way the test would
have included a wide sprectrum of participants ad-hoc. The only working alter-
native was to set up lab experiments.
The experiments tried essentially to measure as many taxonomical terms
concerning personal factors as possible. The lab experiment had to gather the
relevant data while depicting the use of a mobile payment system as accurately
as possible. The results show how the taxonomical factors are weighted and
connected. They are also used as the basis for the behavior model developed in
Chapter 4.
3.1 Design and methods
The experiments were designed to gather data for the taxonomical factors. The
taxonomy was derived from considerations about computers in general and is
therefore basically generic for a user’s security perception of using a computer.
The practical focus in this work is on mobile devices and especially on using
mobile payment applications.
Speaking in taxonomical terms, the intention of the user is to buy goods at
a store. With the mobile payment application, there are now three main choices
how to pay at a retail point-of-sale: cash, card, or app (a fourth option would
be to pay with vouchers, which is more or less a cash equivalent). He or she per-
ceives the store environment, other customers, the familiarity and convenience
of the payment methods, and the perceived risks and costs of security using a
specific method. The choice can be influenced by what method the customer
just before in line is using, or what amount has to be paid. The user can even
think about threats to each method, like shortchanging, credit card fraud, or a
computer virus. Maybe one of the threats was mentioned in the news recently
or there was a conversation about them among colleagues. Figure 3.1 shows
which taxonomical areas have to be considered in the experiment’s design.
The participants in a field test ideally would have a smartphone-based mobile
payment system connected to their real bank accounts and they would use it
in their daily shopping routines with their own money. The users would visit
different shops on different occasions in different areas with different goods to
buy. They whould be exposed to various environments, a steady stream of
3.1. DESIGN AND METHODS 45
Figure 3.1: Taxonomical areas addressed in the experiments, modfied from
Sieger et al. (2011)
friends, colleagues, strangers, the occasional threat, reactions, opinions, and
news, which may or may not influence the participants’ perception of the mobile
payment system. A field test can also last longer than a lab experiment. While
there are lab experiments that can go on for weeks and months, this would
not suit an experiment were the participants’ concern is about the choice of
a payment method. The perceptions, opinions, reactions, and usage could be
gathered via interviews or diaries, possibly by monitoring the behavior while
paying in a store.
The experiment should ideally “emulate the field in a lab”. One possible
solution would have been to outfit some stores with a (closed-loop) payment
system, which would use the mobile payment app as a front-end while having a
back-end completely different from the NFC ecosystem, but which could emulate
it. The difficulties are to infuse real money into the system and to have addi-
tional and separate point-of-sale systems at the stores. Such systems have also
to conform to financial and tax regulations. Additionally, participants would
have had to coordinate their finances on two separate streams – traditional cash
and payment cards, and the new mobile payment app. This app would not
be seemlessly incorporated into the participants’ every day life, which would
probably alter their perception of the new device.
These restrictions lead to the decision to conduct the experiment completely
in a lab environment. This way, parameters could be controlled and variables
altered in defined areas. The difficulty in this case is to compensate for the lack
of reality or at least a realistic environment. The experimental setting did not
completely disguise, that it was merely “playing shop”. Because it did it so for
46 CHAPTER 3. EXPERIMENTS
all payment methods, the assumption is that while behavior might be affected
by it, any bias would be balanced between these experimental conditions.
Some of the taxonomial factors are more or less “stable”, for example a
user’s personality traits, others might change under certain circumstances, for
example, the choice of a payment method, or how many items a participant
bought using the mobile wallet, and how she or he perceived the security of this
payment method. These are the dependent variables. The research hypotheses
assumed that there are dependencies on a number of taxonomical factors. These
were the independent variables. The five areas of the taxonomy were addressed
as follows:
User-related factors: The data concerning these factors was collected us-
ing standard and self-developed questionnaires. The standard questionnaires
consisted of “BIG Five” (Gerlitz and Schupp, 2005), which are the dimensions
of human personality described by five factors – openness, conscientiousness,
extraversion, agreeableness, and neuroticism. Risk perception and risk behav-
ior was measured with “Domain-Specific Risk-Taking – DOSPERT-G” (John-
son et al., 2004). In order to detail technology-related personality traits the
questionnaire “Technische Affinit¨at Elektronische Ger¨ate – TA-EG” (technical
affinity – electronic devices) was used (Bruder et al., 2009). A self-developed
questionnaire was used for demographical data and asked for knowledge and ex-
perience related to computers and smartphones. The focus lay on the internal
(personal) factors rather than on external (social) influences: How personal is
mobile payment?
Aim of the interaction: The aim of the “interaction” was to buy several
goods in different stores. The goods were priced in different categories. The
user had a choice of three payment methods: cash, payment card, or mobile
payment app. Perceived security and perceived risk was measured using a short
questionnaire (see Appendix).
Computer system: The perception of the usability of the mobile payment
application was measured using “System Usability Scale SUS” (Brooke, 1996),
and the user experience, especially hedonic and pragmatic qualitiy, using “At-
trakDiff” (Hassenzahl and Monk, 2010).
Environment: The environment consisted of two to four different“stores” set
up in the lab. The difference was used to vary the taxonomical “institutional”
and “individual” impact on the customer. For example, an administrative office
and a newspaper kiosk could have a different “reputation”, which could possibly
lead to different behavior. Data on further environmental factors addressed in
the taxonomy like exposure to media was not collected as this would require a
longitudinal study to gather relevant data.
Threat: A threat was realized by “attacking” the payment process in certain
situations regardless of the chosen payment method. The customer was either
shortchanged or presented with an overpriced receipt by the cashier. This repre-
sents the individual attacker of the taxonomy and also put an physical element
into the threat, because the cashier and participant-customer were in the same
store. The threat did not gather data on all taxonomical factors, but concen-
trated on “device” and “financial”. The threat simulated conventional fraud
(or a mere mistake by the cashier) and not an attack on the technological ad-
vancement of the mobile payment system, e.g. by simulating data theft or the
sometimes stated fear of “drive-by” fraud by utilizing the NFC capabilities. As
all payment method were attacked, the threat had to work on all of them in the
3.1. DESIGN AND METHODS 47
same way to trigger comparable reactions. In this regard, the threat might not
be one of those users fear the most like physical theft of the device or wireless
network attacks (Chin et al., 2012).
One problem was the question what should threaten mobile payment. Usu-
ally, a financial threat involves loss of money. As no real money could be used,
the threat was also not real, because it did not attack the participant’s own
real money. On the other hand, there was no way to involve a real threat in
the experiments, due to the risk that using real or even their own money would
have made the participants reluctant to spend it at all. Using the participants’
compensation also would have severely limited the difference in price categories
to a maximum of 20 Euro. Additionally, the threat should not single out a
specific payment method as being less secure, because that is not the case (at
least it cannot be quantified yet, if there is any difference). Thus, the effect
of the threat could be somewhat diminished. This is further discussed in the
section on results.
Another limiting factor in the design of a financial threat is an ethical issue.
Financial loss can be an emotional burden. Within the test environment the
threat is restricted to the lab and its symbolic money. But in a field test, the
participants either know that the threat is not real (and they would get their
money back), or the threat could put a lot of stress on them. Waiting for a real
attack to happen would probably take too long as these are statistically very
rare (Herley, 2009), especially in the case of a closed-loop test implementation
of a mobile payment system.
To formalize user behavior in dealing with computer systems, it must first
be quantified. For this, a user must be placed in a realistic situation, taking into
account the above-mentioned factors, in which the test subject shows realistic
behavior; at the same time, however, the factors must be controlled and the
behavior of interest must be present for a limited period of time with sufficient
frequency in order to quantify it without too much measurement error.
In the tests two predictor variables were changed – risk perception of a threat
through “attacks”, and security perception (of protective means) through the
implemented security method. The main results are “perceived security of the
security method used” and “frequency of specific payment method used” by the
participant.
The experiment setting had to compromise on the ability to collect data in a
timely way. Also, to make the data points comparable, a strict sequence had to
be specified. If the participants were allowed to shop freely, more participants
and a longer shopping sequence would be required in order to sum over the
different shopping habits and preferences. It would have been impossible to
discriminate between item prices. This way, the shopping sequence comprised
of a somewhat sped-up shopping experience, because one usually does not rush
through several shops in quick succession to buy one or two items and than
return to the same shops again after a short pause (in which the participants
rated their security perception of using the mobile payment application).
One of the key guiding questions concerning methods is whether they are
valid and reliable or not. The test design generally followed standardized (text-
book) principles and guidelines (M¨oller et al., 2011). The experiments had a
three-part design. The first part collects data on participants’ personalities, the
second part is reserved for the practical test of the mobile payment app, its use,
48 CHAPTER 3. EXPERIMENTS
and users’ perceptions. The third part again consists of questionnaires, but this
time focuses on the app itself.
3.2 Mobile payment system
The mobile payment application was a prototype built by Deutsche Telekom.
It had the advantage of coming with the source code and thus could be adapted
for other security methods than the default PIN. The fingerprint mock-up used
in test 5 was implemented by the author.
The prototype used in the experiments used some parts of the mobile pay-
ment infrastructure, but no real transactions using a payment network were
done for regulatory and technical reasons. As is laid out in Chapter 1, the
network elements provided by the mobile network operator are used to send
the payment card data to the secure element on the NFC SIM card. Being a
prototype mobile payment system, the existing parts of those network elements
were the NFC SIM card to store card information, and a simple version of a
trusted service manager, which usually transports the encrypted payment card
data to the secure element via the over-the-air channel. For the experiments it
was used as a web-server to download simple dummy card data and card images.
No over-the-air provisioning was done. All data was pre-provisioned on the SIM
card, and “hard-coded” into the Wallet application.
The Android versions used were 2.3 and 4.0. Over the course of the exper-
iments, two different handsets were used, a HTC G2 Touch and an LG Nexus.
The HTC device had a small external NFC tag taped to the back of the phone.
The prototype system’s modality was the standard Android-based smartphone
touch-based GUI. The phones were locked using the default “slide to unlock”
screen. The mobile payment application itself had no further security features
other than PIN and the app remained the same except for test 5, where the
security method was changed from using a PIN to a mock-up fingerprint recog-
nition. The application did not generate any feedback, such as for successful
usage (e.g. vibrations), warnings (alarm sounds), pop-up messages, or virtual
receipts after successful payments.
The application itself was placed on the homescreen depicted by an icon
showing a symbolized wallet and was named “mWallet” (renamed to “MyWal-
let” for commercial launch). Upon starting the application the first screen was
seen by the user, allowing to choose one of the five features of the wallet appli-
cation. The features were explained to the participants. “Payment” for storing
contactless NFC-based payment cards; “Travel” for storing travel tickets (e.g.
train, airplane); “Events” for storing event tickets (e.g. concerts); “Access” for
storing keys (e.g. rental car, office); and “Loyalty” for storing loyalty cards.
Participants were told, that the focus of the experiment would be payment.
Upon tapping on the “Payment” button, a list of all stored payment cards was
shown. The experiment’s prototype showed two different payment cards, one
issued by Deutsche Bank, another one by Click & Buy (a subsidiary of Deutsche
Telekom). Another tap on one of the cards showed the card’s details (see also
Sieger et al. (2012)).
A user had to choose a payment card in order to start the payment process,
then had to tap on a “Pay” button in the app and provide either no authenti-
cation, a PIN, or a fingerprint. To finally complete the transaction the handset
3.2. MOBILE PAYMENT SYSTEM 49
Figure 3.2: Mobile Wallet prototype GUI screens
had to be tapped against the point-of-sale terminal. This user flow is equivalent
to the manual mode implemented in mobile payment application like Deutsche
Telekom’s myWallet and other mobile network operator’s products. The al-
ternative express mode – often called “Tap & Go”, a MasterCard trademark –
defines a default payment card set by the user and initiates the payment without
further user interaction with the app. The smartphone is just tapped against
the payment terminal and the payment is done (as long as the threshold for
authorizing of the payment is not met, usually 25 Euro or 20 US Dollar). A
variant of this method is used in Apple Pay, where the user taps an iPhone
against the terminal while simultaneously using fingerprint recognition on the
device as authorization (Apple Pay is only available for iPhone version 6 as of
end of 2014). Express mode was not used during the experiments.
Neither technical details were explained to the participants nor a comparison
of other wallets to the prototype system were made, because there were no
other systems available on the German market (and apps like Google Wallet
just started in the US only). Some test users had heard or read about how
mobile payment works, but had not seen any system in action.
The mock-up fingerprint recognition was designed to replace the PIN-based
security method in the mobile payment prototype for test 5. It was chosen
because of the high ratings it got in focus groups (D¨orflinger et al., 2010) and
surveys (Ben-Asher et al., 2011). The fingerprint recognition method was in-
serted into the provided source code of the prototype mWallet. It showed a
symbolic fingerprint on the screen. Upon touching it, the mock-up generated
an up-down “scanning mechanism” of the fingertip’s surface. The mock-up
randomly rejected one in ten attempts for a more realistic application behavior.
The smartphone models used for the tests had no built-in fingerprint sensor – no
such smartphone device was available at the time (see also Chapter 1). Instead,
the fingerprint “recognition” was done by placing a thumb on the touch-screen.
No explanation was given to the participants. It was up to the individual to be-
lieve, whether this was a working version of fingerprint recognition or not. At the
time of the experiments, there was no commercially available mobile payment
application using fingerprint recognition as a means of payment authorization.
50 CHAPTER 3. EXPERIMENTS
3.3 Experiment setup
The basic test design is based on a retail store environment with several shops,
where test users had to buy different goods and had to repeatedly buy them
under varied conditions. The laboratory setting generated the security-related
user behavior of interest in a temporally compressed form – i.e. more frequently
than expected in reality –, which is necessary to collect reliable quantitative
data in a limited test period. Nevertheless, the situation should appear realistic
to the user (see also Sieger et al. (2012)).
The test was in general designed around three main parts: the questionnaires
concerning BIG Five, technical affinity, and risk behavior and perception; the
test of the payment app; and the questionnaires concerning use and perception of
mobile payment and the app itself. The different test runs varied in several areas:
modifications of the self-developed questionnaires; variation of the shop setup;
different security methods (none, PIN, fingerprint recognition), and security
threats (“attacks”).
The following factors were collected: usability and security, level of threat,
and risk perception and attitude of the users. Usability and security were varied
by changes in the authentication process (different authentication methods by
using PIN or fingerprint recognition, or no method). The extent of the threat
was simulated by the amount of money at risk. This method was chosen because
it seemed to be very unlikely to generate many security-related threats within
an hour on the same target. The willingness to take risks is measured using a
screening questionnaire.
For the collection of the described factors the following steps were done:
•Invitation of participants, classification of groups of subjects, recording of
the test series;
•Collection of data with 88 participants (approx. 20 users per test);
•Formalization of all interaction and perception ratings for the subsequent
behavior model;
•Execution of the tests, together with logging and the subsequent analysis
(all manual annotation) and processing the obtained data;
•Lab test 1: mWallet, test with a fully fictionalized setting, the shopping
sequence was interview-like;
•Lab test 2: mWallet, four shops, no security method and attacks;
•Lab test 3: mWallet, four shops, with an without PIN, with and without
attacks, two participants per run;
•Lab test 4: mWallet, two shops, with PIN and attacks;
•Lab test 5: mWallet, two shops, with fingerprint recognition and attacks.
The first part of the experiment consisted of general questionnaires to collect
data on user-related factors (duration of approx. 20 minutes): Demographic
information; experience with computers, mobile phones and applications such as
text messages, e-mail, and mobile internet; risk perception using mobile phones;
3.3. EXPERIMENT SETUP 51
influencing factors for using an electronic system. These questionnaires were
jointly developed by the author in collaboration with Niklas Kirschnick. For
the questions in the first part the following established questionnaires were used:
Big Five Inventory questionnaire (Gerlitz and Schupp, 2005); Technical affinity
– electronic devices (“TA-EG”) (Bruder et al., 2009); the Domain-specific Risk-
taking Scale – German Version (DOSPERT-G) (Johnson et al., 2004). There
was no intervention by the supervisor, but participants were able to ask for
clarification.
The second part consisted of a sequence of shopping events to address the
taxonomical aim of the interaction and the threat (duration of 20-30 minutes).
The participants were handed out the mWallet prototype device, a symbolic
debit card, some symbolic cash, and a symbolic ID card. From the second run
of the experiments onwards they also got a shopping bag to carry the goods
“bought” at the different shops. The shopping sequence was divided into four
blocks. The first block consisted of 8 pre-defined transactions (3x Mobile Wal-
let, 3x debit card, 2x cash) and one access event by opening a door using a
key or the Mobile Wallet. After each transaction a paper receipt was handed
out. During the second block with 6 transactions the participants were free
to choose their preferred method of payment and access. The third test block
consisted again of 4 pre-defined transactions (1x Mobile Wallet, 2x debit card,
1x cash) and was used to simulate security threats by handing out incorrect
receipts or short-changing the buyer (cash-only). The fourth block consisted of
7 free-choice transactions. The participants were now biased from the experi-
ence before. The four blocks generated 25 transactions for every participants,
at least 4 using mWallet with one simulated security attack targeting the app.
The participants rated mWallet for overall impression, usability, and security
(using it like depicted in Fig. 3.2) after each block.
The third part consisted of questionnaires specific to the usage and usability
of mobile payment and the perception of the different stores. This covered the
taxonomical areas environment and system (duration approx. 15 minutes). The
participants were asked how they perceived the features of the mobile payment
application and to rate their impression regarding overall opinion, usage, secu-
rity, and interaction. The questionnaires used were AttrakDiff mini (Hassenzahl
and Monk, 2010), which is used to measure perceived product attractiveness
(ATT), which is composed of pragmatic quality (PQ) and hedonic quality (HQ),
and the System Usability Scale (SUS) (Brooke, 1996).
In the first test, participants sat at a table and used the mobile payment app
(prototype “mWallet”) in an interview-like situation, where the test supervisor
would ask the participant to imagine several payment situations and to use the
device accordingly. In the second and third experiment four more realistic stores
were built for simulated shopping (administrative office, newspaper kiosk, super-
market, movie theater) to have different shopping environments from “formal”
to “relaxed”. The stores, office and cinema were fitted with several real goods
like sweets, cigarettes, and beverages (different category price levels). Posters
and similar accessories were used to enact an appropriate environment. For tests
4 and 5 the number of shops was reduced to two, a kiosk and a supermarket.
In all experiments the participants used symbolic cash, a symbolic debit card,
and mWallet. Each participant was tested individually, except for test 3, where
two participants were tested simultaneously.
52 CHAPTER 3. EXPERIMENTS
Figure 3.3: Test overview
To avoid bias in regard to security issues the participants were told that
the experiment would be about mobile payment systems in general and not
particularly about security perception.
The decision to use all payment methods in symbolic form was made to
avoid any bias towards any of the three methods. If real cash or a real payment
card had been used, it would have separated these methods from mWallet. The
prototype was introduced as such, and would have stood out from the two other
methods, if they were real.
Test 1 to 5 vary one or two variables, which are assumed to be orthogonal,
from the following: presentation and number of shops, number of concurrent
customers, security method used with the mobile payment app. Minor modifica-
tions were done on the questionnaires concerning demographics, and additional
questions about possible future use of mobile payment.
Figure 3.3 shows the different test runs with the number of participants in
circles. The security methods used are shown in the upper arrows, and whether
a threat was made or not is shown in the lower arrows. The bullet points list
the number of concurrent participants, the number of shops, the number of
cashiers, and the prototype use (where prototype 1 is the smartphone made by
HTC, and the prototype 2 is the smartphone made by LG). Except for test 3,
the test supervisor was also one of the cashiers.
3.3.1 Test 1 - preliminary test
The first test had 12 participants. The age distribution was from 19 to 40.
50 percent were female, 50 percent male. The participants answered to flyers
spread across the university campus at the Technical University Berlin. Each
participant was tested individually. The compensation was 20 Euro.
The main goal of this test was to evaluate the test design itself. The duration
for the three parts of the test were measured – questionnaires about personal
traits, shopping with the mobile payment app, and the questionnaire about
3.3. EXPERIMENT SETUP 53
using the wallet. It was also checked how long it took to introduce the test and
show and explain the mobile wallet prototype to the participants.
The concept of a mobile payment system and a mobile wallet was explained
to the participants. The focus was on the payment part, but also an overview
of all other use cases implemented in the prototype was given. Because the
interaction for paying with the mobile wallet is very short, the explanation
could be done in a few minutes. The procedures for installation, registration,
provisioning, or how to change settings of the device or the mobile wallet were
not covered. In this test, the mobile wallet had no security method (e.g. PIN).
The participants then sat down on a table for the questionnaires on personal
traits. The test supervisor usually sat in the same room on a different table out
of sight of the participants. In some instances the supervisor left the room for
a few minutes. Filling out the questionnaires took on average 20 minutes per
participant.
The introduction how to use the mobile wallet was repeated and the exper-
imenter sat down on a table opposite of the participant. They were outfitted
with the mobile wallet prototype, “cash” (printed pictures of Euro denomina-
tions), a substitue plastic payment card, and an substitute ID card (printed
pictures of the German standard sample ID card).
In this preliminary test the practical part consisted of showing the partici-
pant printed pictures of several commercial goods, which the participants were
about to buy. They were instructed to tell spontaneously what kind of pay-
ment method they would use to buy the shown item. The payment process
was partly enacted, but not for every iteration of the sequence. The choice was
registered on paper by the instructor. The sequence was segmented into the
four aforementioned blocks. This part of the test took 20 minutes on average.
After finishing the shopping part, the participants answered the question-
naire about mWallet. The duration of this part was again 20 minutes on average.
Overall the test was finished within an hour.
3.3.2 Test 2 - 4 shops, 1 customer
The second test had 20 participants. The age distribution was from 20 to 49.
40 percent were female, 60 percent male. The participants answered to flyers
spread across the university campus. The compensation was 20 Euro.
The second test kept the questionnaires untouched, but altered the second
part of the experiment from an abstract interview about what payment method
the participants would use to a more realistic situation, where the mobile pay-
ment application was actually used, if the participants chose to do so.
The test design was altered to enhance the shop experience by setting up
mock-up stores instead of the purely imaginary ones in the previous experiment.
Four shops were set up in two rooms in a building of the Technical University
of Berlin. Example photos can be found in the appendix section on the store
concept. One room was usually used as an office and the other as a meeting
room. One desk was decorated for each shop with different items and a point
of sale with a contactless terminal. The terminal was an NFC-enabled PIN-pad
and could also be used to insert payment cards. The receipts were pre-printed
on paper and mimicked real receipts.
54 CHAPTER 3. EXPERIMENTS
The main fear was, that participants may object the idea of “playing shop”
as being too childish, thus undermining the concept, but none of the participants
rejected the idea or was visibly offended by it.
The questionnaire parts at the beginning and at the end of the test remained
in place. The shopping experience resembled a real shop within the limited
setup. A lot of role-playing was certainly involved as each shop consisted mainly
of all items being “bought” within one of the four shopping sequences. The main
difference between the interview setup and the shop was, that participants had
to actually walk to a store and go through the motions of buying things – pick
up items, pull out a wallet or a purse or use the mWallet, pay, and put the
goods into a bag.
Threatening the payment method through shortchanging and overpriced re-
ceipts was not immediately perceived as such by all participants. In this case
the cashier made the participant aware of the fact. The threat was mainly done
to inspire an awareness that each payment method has a (small) risk of financial
loss.
3.3.3 Test 3 - 4 shops, 2 customers, 2 security methods
The third test had 17 participants. The age distribution was from 19 to 40.
65% were female, 35% male. The participants answered to flyers spread across
the university campus. The compensation was 20 Euro.
The test design was changed to enhance the shop experience by having a
cashier at every mock-up shop all the time. Additionaly, two participants were
shopping at the same time to lessen the experience of being the lone customer.
Also, some time a line formed, adding the experience of seeing what payment
method was used by the other customer. With four cashiers and two participants
the lab was sometimes feeling “crowded”, but as the data revealed, these added
touch of realism did not alter the behavior in a significant way.
The major deviation from all other tests was, that the attacks were waived
for 8 of the participants. This was also the first test were a security method (pre-
configured PIN “1234”) was introduced. All previous tests were done without
using a security setting for mWallet.
3.3.4 Test 4 - 2 shops, 1 customer
The test had 20 participants. The age distribution was from 20 to 36. 40%
were female, 60 percent male. Again, the participants answered to flyers spread
across the university campus. The compensation was 20 Euro.
The test design was altered again and the shop experience was reduced to
two shops. Additionaly, the questionnaires during the shopping sequences was
enhanced.
3.3.5 Test 5 - 2 shops, 1 customer, new security method
The fifth test was primarily reserved for introducing a new security method, fin-
gerprint recognition, and to provide data for any predictive model (and possible
simulation) for this security method.
3.4. RESULTS 55
The fifth test had 19 participants. The age distribution was from 20 to 48.
42 percent were female, 58 percent male. The participants answered to flyers
spread across the university campus. The compensation was 10 Euro.
The test design was the same as in test 4, but another security method had
been implemented into the prototype. This time a mock-up fingerprint reader
was used, which was injected into the prototype’s source code to replace the
PIN. The fingerprint recognition replaced the PIN entirely. It was not intended
that users could switch to PIN to authenticate.
The fingerprint mock-up filled the entire screen with a white grid on a black
background. A fingerprint in real size was shown and the participant placed her
or his thumb on the touchscreen. The mock-up simulated a authentication pro-
cedure by scrolling a line up and down for a second and provided authentication
with a pre-defined failure rate of 10%.
3.4 Results
Five tests runs with several modifications and variations were done over the
course of two years from mid 2011 to mid 2013. Overall 88 people partici-
pated. Using the laboratory situation a number of experiments were carried out
with test persons of a mostly homogenous group – students. The subjects were
classified using the previously described questionnaires so that their personal
traits could be considered as influencing factors. These included personal atti-
tude towards technology, personal experience with computers and smartphones,
and different aspects of the usability of the mobile payment application. User
behavior during the experiments was recorded on paper and later transferred
to electronic form. In parallel, the subjects were asked after each of the four
test sequences to provide subjective judgments (“gut feeling”) of their perceived
security.
Participants were between 19 and 49 years of age, with an average of 25.8
(SD = 6.48). 41 participants were female and 47 male. 83% were university
students, 17% were employed. All participants rated themselves as (very) ex-
perienced using electronic devices. All ratings were at least 3 on a 5-point
Likert scale ranging from 1 (little experience) to 5 (very experienced); computer
and internet use have similar ratings, mobile phones slightly less. The average
experience rating over all systems was 4.4 (SD = 0.8). While all considered
themselves computer-literate, not all showed high ratings in technical affinity.
All participants owned a mobile phone, 53.4% of those were smartphones and
approx. 30% used the screen lock with a PIN.
The results aim at interpreting the taxonomical factors while also estab-
lishing a suitable (possibly predictive) user behavior and perception model for
developers. The former requires statistically significant numbers, the latter re-
sults concerning appealing security methods and increased application usage.
As was shown in the previous chapters considerations about how to improve
perceived security lead to order all possible influencing factors in a taxonomy of
security perception. 88 participants generated 32,680 usable data points, among
them 1338 payment transactions in the free-choice sequences 2 and 4, and 429
ratings for security perceptions in sequences 1 to 4 as well as final overall ratings.
The associations within the taxonomical areas – user, interaction, device,
enviroment, and threat – are mostly direct “dependencies”. For example, a
56 CHAPTER 3. EXPERIMENTS
Demographics – user-related
Gender Age
Experience and Knowledge – user-related
using computers using the internet using mobile phones
using a smartphone using app stores using mobile internet
Using security methods on mobile phones – user-related
using a screen lock trusting a PIN restricting feature usage
Personality Traits – user-related
Big Five
neuroticism extraversion agreeableness
openness conscientiousness
Risk perception and behavior
gambling investment [sum]
Technical affinity
positive attitude negative attitude
competence enthusiasm
Device
security method
No method PIN Fingerprint recognition
Environment and Threat
Threat Store type
Observations and results – aim of the interaction
Security perceptions [differences
between sequences] [sum]
Usage of mobile payment [percentage of all
payment methods] [sum]
attractiveness pragmatic quality hedonic quality
SUS score
Table 3.4: Variables used and extracted from experiments, with relation to
taxonomical areas
user’s personality, the system’s cost of security, the device itself, the perceived
risk, and the type of store should directly influence the dependent variables
perceived security of using mobile payment and the frequency of use. In this
regard, the taxonomy can be seen as a two-dimensional plane, where these flat
dependencies can be computed as correlations between the various taxonomical
factors collected during the experiments.
The correlation matrix in Figure 3.6 visually presents correlation levels of
the main experimental results for participants using PIN as a security method
as an example. One of the goals was to examine the relationships and hypothe-
ses made in the taxonomy (see Chapter 2). The assumptions in designing the
experiments were, that personality traits, security methods, and shop surround-
ings – among other factors – would influence security perceptions and choice of
payment method according to the taxonomy. The color code shows the posi-
3.4. RESULTS 57
tively correlated items in blue, the negatively correlated items in red. Darker
tones mean higher correlation. The matrix is mirrored at the diagonal from up-
per left to lower right. The items listed at the axis are agreeableness (from Big
Five), positive attitude (from TA-EG), hedonic quality (from AttrakDiff), rated
perceived security from sequences 1 to 4 and the overall rating, and observed
usage of mobile payment (as percentage of methods used) during free-choice se-
quences 2 to 4 and their overall sum. Agreeableness is negatively correlated to
security perception and usage. Positive attitude towards (consumer) technology
is positively correlatec with security perception and usage. Perceived hedonic
quality’s correlation is comparably weaker.
All in all there are 38 variables related to the taxonomical terms presented
in the following sections. An overview is shown in Table 3.4. 23 variables were
computed from the results of the questionnaires (demographics, experience, Big
Five, Technical Affinity – Electronic Devices, DOSPERT-G – risk perceptiona
and behavior) in the first part of the experiments. Five variables – security
method of the mobile payment app, threat, and store type – are part of the
settings in the “hands-on” part of the experiments. Four variables are derived
from the AttrakDiff and SUS questionnaires in part 3.
sec_perc_1
frequency
0123456
0 5 10 15 20 25
Figure 3.5: Exemplary skewed histogram showing perceived security for the first
sequence.
Because some of the results are not normally distributed Spearman’s rank
correlation coefficients were computed for Figure 3.6 instead of the Pearson’s
for normal distributions. Figure 3.5 shows one of the skewed histograms as an
example.
What can already be seen at a glance in the color-coded correlation ma-
trix (Figure 3.6) – there are correlations between the assumed variables, but
they are not particularly strong in every case. Computing the complete corre-
lation matrix points to correlations not being directly relevant to the research
goal itself, but nonetheless supporting the overall approach. Technical affinity
58 CHAPTER 3. EXPERIMENTS
−1
−0.8
−0.6
−0.4
−0.2
0
0.2
0.4
0.6
0.8
1
Agreeableness
Positive.attitude
Hedonic.Quality
Security.perception.1
Security.perception.2
Security.perception.3
Security.perception.4
Security.perception.overall
Usage.sequence.2
Usage.sequence.4
Usage.overall
Agreeableness
Positive.attitude
Hedonic.Quality
Security.perception.1
Security.perception.2
Security.perception.3
Security.perception.4
Security.perception.overall
Usage.sequence.2
Usage.sequence.4
Usage.overall
Figure 3.6: Correlation matrix for selected factors, results from participants
using PIN as a security method. Red depicts negative correlation, blue depicts
positive correlation, darker shade shows stronger correlation.
– enthusiam and self-described competence – correlates strongly with being a
male participant. So does owning a smartphone and using an appstore. Second,
the correlations of items belonging to the same questionnaires and observations
show reliable measurement – which is what can be expected from widely used
questionnaires and other research. Yang et al. (2012) found that “for poten-
tial adopters, behavioral beliefs, social influences (subjective norm and image),
and personal trait (PIIT) are found to have significant and direct influence on
adoption intention of mobile payment services”.
There are some “visible” correlations of taxonomical factors, namely, using
a PIN as security method for the mobile payment app and security perceptions
are positively correlated. The same goes for using PIN and the frequency of use
of mWallet as a payment method for more expensive goods. There are also cor-
relations between positive attitude of technical affinity and security perception
and use of mobile payment as a payment method for goods over all price cate-
gories, albeit relatively weak ones. A stronger correlation can be found between
negative attitude of technical affinity and the willingness to use mobile payment
for expensive goods. Interestingly, there is a similar negative correlation with
risk behavior towards investments. Of the Big Five traits “Agreeablenes” shows
the strongest (negative) correlations to security perception by far.
3.4. RESULTS 59
This supports the relationships in the taxonomy from usability, cost of se-
curity, and intention. Perceived security is “good enough” using the mobile
payment systems compared to the alternatives cash and card. The usability
scores are high (SUS and AttrakDiff). The influences of personality traits (in-
cluding risk perception and technical affinity) and experience are there, too.
Of course, there are expected correlations (and the test design reflects this),
which cannot be seen directly. The “threats” neither seem to significantly in-
fluence perceived security when using the ratings directly. But the threat had
a notable effect, if the mean of changes from unthreatend sequence 2 to threat-
ened sequence 3 is used. A difference in the security perception was expected
after sequence 3 where the threats against each payment method was placed by
shortchanging them or using pre-printed bills showing a higher sum than the
item(s) the participants just bought. Additionally, the threats were placed on
all three payment method, in order to not provoke a bias. The results of the
individual taxonomical factors of Table 3.4 are presented and discussed below.
3.4.1 Gender and age
An observation concerning gender differences was published by this author in
Sieger et al. (2012). The results were based on experiments 1 and 2 and ana-
lyzed differences in security perception and usage of mobile payment by gender.
During the sequences where the participants could choose freely between the
three payment methods, female test users used the mobile payment system sig-
nificantly less than male test users. Female test users perceived the security of
the system slightly (but still significant with p= 0.04) higher than male users.
123456
0 20 40 60 80 100
Security perception sequence 2
Usage sequence 2
Gender
female
male
Gender
Mean of usage of overall mobile payment
28 30 32 34 36 38 40
female male
Figure 3.7: Gender. Boxplot shown an axis. Left: Gender and security per-
ception. Black solid lines: smoothing curve and least-squares, men. Red solid
lines: smoothing curve and least-squares, women. Confidence intervals (dotted).
Right: Comparision of means of usage, female vs. male.
Although women had a higher perception of the mobile payment system’s
security, they used it far less for purchase. Female participants accounted for
only (adjusted) 40% of the purchases using the mobile payment system, while
60% were done by men. The usability scores (SUS and AttrakDiff mini) were
60 CHAPTER 3. EXPERIMENTS
20 25 30 35 40 45 50
1 2 3 4 5 6
Age
Security perception sequence 2
20 25 30 35 40 45 50
0 20 40 60 80 100
Age
Combined usage of mobile payment sequences 2 and 4
Figure 3.8: Age. Left: Age and security perception sequence 2. Green Line:
least-squares. Red solid line: smoothing curve. Right: Age and usage. Red
lines: smoothing curve and confidence interval.
nearly identical for male and female users, so this should not cause the difference.
When asked for a possible future use of the mobile payment system, the answers
are in line with the observed usage. On the same scale women answered with
an average score of 3.43 vs. 3.61 for men.
There was a significant difference in the perception of security of mobile
phones found in experiments 1 and 2. In the surveys and focus groups women
also tended to have a higher perception of the security of a particular system
or method than men. They perceived biometric authentication methods and
applications like mobile payment to be more secure (D¨orflinger et al., 2010;
Ben-Asher et al., 2011). The outcome is inconclusive. Women were far more
willing to use alternative authentication methods, but showed reluctance to use
a mobile payment system. One could attribute, that the former was just a
statement, while the latter was actual usage of the system (albeit in lab test,
experiments 1 and 2).
The differences were not preserved with the subsequent experiments. A
Welch Two Sample t-test for security perception for sequence 2 by gender re-
sulted in p= 0.9615. The calculation for overall use of mobile payment by
gender is p= 0.9493. The diagrams in Figure 3.7 shows that there is no dis-
cernible difference both in security perception and usage.
Even if the differences would have been preserved, could any “design guide-
lines” be derived from the results? There should be some reluctance. The
clich´e “women’s phone” is often differentiated by manufacturers through color
or fashion applications (both software and hardware). Any possible differences
in security perception and usage could be erased after the introduction of mobile
payment systems once the novelty factor wears off. But any differentiation of
a mobile payment application through security features itself (the main differ-
entiating factor) could not address gender differences. Nonetheless, a definitive
answer whether gender produces significantly different outcomes requires further
studies.
3.4. RESULTS 61
Calculating the influence of age on security perception and usage reveals no
significant results as shown in Figure 3.8. The least-squares regression is nearly
a flat line. This is a somewhat surprising outcome as the common assumption
is that older participants would be more reluctant to use new technology. As
all participants were under the age of 50 (with a median of 23), future tests
should include older participants to study whether they differ in their perceived
security and usage compared to younger users.
3.4.2 Personality traits
The questionnaires in the first block of every experiment asked for the person-
ality traits of the participant concerning Big Five (openness, conscientiousness,
extraversion, agreeableness, and neuroticism).
A user’s personality traits are among the defined taxonomical terms and the
hypothesis was, that they might have a strong influence on the perception and
behavior shown in the security-related part of using mobile payment. A direct
influence of a user’s personality would be hinted at in any moderate to strong
correlation between the individual personality traits and the perceived security
and usage of the mobile payment app.
The overall calculations show no such relationship.
Security
perception N E O A C
sequence 1 -0.1557 0.0859 -0.0412 -0.0612 0.0994
sequence 2 -0.0275 -0.0155 -0.0263 -0.1500 0.1395
sequence 3 -0.0465 -0.1247 -0.1501 -0.2128 0.0721
sequence 4 0.0180 -0.09602 -0.0678 -0.2008 0.0590
overall -0.1001 0.0878 -0.0067 -0.1260 0.0907
usage
sequence 2 -0.1777 0.1144 -0.0302 -0.1426 0.1745
sequence 4 0.0362 0.0886 0.1038 -0.1161 0.0600
overal -0.0717 0.1108 0.0441 -0.1398 0.1264
Table 3.9: Correlation coefficients of personality traits, security perception, and
mWallet usage calculated over all experiments. N: Neurotiscism, E: Extraver-
sion, O: Openness, A: Agreeableness, C: Conscientiousness
If restricted to those participants using no security method, agreeableness
(being sympathetic and cooperative) has a significant moderate negative corre-
lation (Pearson) with use of mobile payment with a coefficient of -0.4288, p=
0.01, for overall use of mobile payment, with -0.4511, p= 0.005, for sequence 2,
and -0.3487, p= 0.04 for sequence 4 respectively. It also has a significant mod-
erate negative correlation with the overall security perception with a coefficient
of -0.3699, p-value = 0.03. All other coefficients are negligible. With the lack
of any security method agreeable participants rated perceived security lower as
others and seemed to be more reluctant to use mobile payment.
When controlled for those participants using PIN, conscientiousness has a
moderate positive correlation (Pearson) with use of mobile payment with a co-
efficient of 0.2551 for overall use of mobile payment, with 0.3857 for sequence 2,
62 CHAPTER 3. EXPERIMENTS
and 0.02751 for sequence 4 respectively. All other coefficients are negligible. As
conscientiousness is the personality trait of being thorough and careful, this fits
with the result. A security method being present, the conscientious person uses
mobile payment more in sequence 2, but as soon as the system is compromized
is reluctant to continue using it. As all payment methods are compromized,
mobile payment can be interpreted as the method where reversal of fraud seems
to be the most difficult.
As the relevant data for the experiment introducing fingerprint recognition
is not normally distributed (as opposed to the data of experiments 1 to 4),
Spearman’s rank correlation is used. Here, openness and overall use of mobile
payment correlate significantly with cor = 0.4780 and p= 0.04. After the threat,
ratings for security perception usually decrease from sequence 2 to 3 (see also
subsection 3.4.7). This decrease shows a significant moderate correlation with
agreeableness of -0.5271, p= 0.02. Participants could be “disappointed” by a
security method which ranked highest for security perception in surveys (Ben-
Asher et al., 2012). The result is in line with the findings above where no
security method was used.
Of the five examined personality traits agreeableness, conscientiousness, and
to a lesser extent openness are the most relevant for security perception and
usage of mobile payment. Neuroticism and extraversion are insignificant in this
regard. The type of security method functions as a modifier.
3.4.3 Experience, knowledge, and technical affinity
One of the hypotheses was that experience with and knowledge of computers
in general, and smartphones in particular would influence a person’s security
perception and usage (pattern) of mobile payment.
Similar to the results above, the overall statistics for security perception and
usage are inconclusive for factors concerning experience and knowledge (use of
computers, internet, mobile phones, smartphone, app stores, mobile internet), if
computed over all experiments. However, some expectedly consistent behavior
is revealed within the examined area. Using mobile internet correlated highly
with using an app store (cor 0.814, p<0.01). Also, using the internet correlated
highly with using a computer (cor 0.792, p<0.01).
The results do not change, if the data is narrowed to those participants using
no security method. There is no significant correlation between these factors of
interest.
For those participants using mobile payment with a PIN during the experi-
ments there is a significant moderate negative correlation (Spearman) between
their overall security perception of the mobile payment app and their percep-
tion of PIN as a security method for mobile phones (i.e. higher ratings for “My
mobile phone is in danger despite a PIN”). The correlation coefficient is -0.465
and p= 0.02. On the other hand, for those participants who used a screen
lock with PIN the overall security perception correlates moderately with 0.392,
p-value = 0.05.
The experiment using fingerprint recognition as a security method had one
trending result where data using the screen lock with PIN correlates moderately
negatively with security perception during sequence 2 (-0.339), but is insignifi-
cant with p= 0.16.
3.4. RESULTS 63
Technical affinity shows significant moderate correlations with both overall
security perception and use of mobile payment. Spearman’s rank correlation
coefficient for positive attitude is 0.307 for the former (p= 0.004) and 0.233 (p
= 0.03) for the latter.
For those participants using no security method positive attitude correlated
even stronger with use of mobile payment with cor 0.443 (p= 0.01). If a PIN
was used, this correlation vanished, but gained between positive attitude and
overall security perception with cor 0.587 (p= 0.002). This is also the case for
using fingerprint recognition with cor 0.489 (p= 0.03).
The results show that experience related to computers and mobile phones
has little effect on the examined variables security perception and usage. Those
who are sceptical about the security of PIN perceived the security of the mo-
bile payment app significantly lower than others. In contrast, those who use a
PIN to lock their phones rated security significantly higher. Of the four factors
constituting technical affinity (enthusiasm, competence, positive and negative
attitude), only positive attitude correlated significantly with use of mobile pay-
ment and security perception. Again, the type of security method is a modifier.
3.4.4 Risk perception and risk behavior
The assumption is that risk behavior and perception (especially those associated
with financial activities) should be reflected in ratings for security perception
and use of mobile payment.
Doing calculations on the overall data and for each security method indi-
vidually do not reveal any significant correlations between the examined factors
(overall) risk behavior and (overall) risk perception, and additionally focusing
on sub-categories gambling and investment. A trend can be seen, if stretching
the boundaries of significance a little bit, were risk perception of investments
correlates with security perception after the first shopping sequence (were the
interaction with mobile payment is “fresh”): cor 0.3267 with p= 0.055, using
no security method.
The results for risk perception and risk behavior are too weak to indicate any
meaningful relationship with security perceptions and use of mobile payment.
It can be argued that the lab situation itself provided no “risky” environment at
all (like a run-down store at night would probably do), and the threat was not
specific enough to mobile payment that any personality traits for risky behavior
or risk perception would exert an influence.
The overall effect of a threat can be shown (see below). This can be used
in future studies to apply a more specific risky environment to mobile payment
like theft of the device or an attack over the wireless network. The hypothesis
is that differences in risk perception and risk behavior may then yield different
results.
3.4.5 Environment
The environmental changes aim at the influencing factors of the taxonomical
“institution”, in this case the kind of store the participants had to shop at.
Four separate types of stores were set up for the first three experiments: kiosk,
supermarket, cinema, and public office. This was reduced to a kiosk and a
supermarket in experiments 4 and 5 due to space constraints.
64 CHAPTER 3. EXPERIMENTS
There are differences in the user behavior between paying at a kiosk and a
public office for similar priced items. Participants had to shop for a pack of
cigarettes for 5 Euro at the kiosk, and then immediately after it they had to
request a copy of their birth certificate for the same price at the public office. In
the former case, 41 out of 49 participants used cash (83.67%), 1 used a debit card
and 7 mobile payment. In the latter case, this was reduced to 25 participants
using cash (51.02%), while 9 used a debit card, and 15 used mobile payment.
This change was highly significant with p= 0.0002. This was almost reversed in
the following, when the participants had to shop for sweets at the supermarket
in the same price range (3 Euro). 40 participants used cash (81.63%), while 3
used a debit card, and 6 used mobile payment. Again, this change was highly
significant with p= 0.0005.
These numbers can be interpreted, that the experiment design of playing
shop yields stable and thus realistic results. The participants did not randomly
used the differents payment method just to play around with them, but rather
used them in a consistent way (in line with expected use of payment methods
(W¨orlen et al., 2012)). It supports the applied design of the experiments, but
no data is available for tests 4 an 5 as the store concept of public office was not
pursued due to limited space.
3.4.6 Price
The participants “bought” several differents goods ranging from coffee-to-go to
headphones covering a price range from 1 Euro to 250 Euro. The price is a good
indicator of usage for either cash, card, or mobile payment. Goods are divided
into three categories: cheap (1–9 Euro, 576 purchases over all experiments, free-
choice sequences 2 and 4), medium (10–49 Euro, 430 purchases), and expensive
(50 Euro and above, 332 purchases).
Payment method cheap medium expensive
Cash 77.95 5.38 16.67
Card 24.42 28.14 47.44
Mobile 3.31 48.80 47.89
Table 3.10: Percentage of usage of specific payment method within price cate-
gory
Overview
Method Count Sum Mean Variance
Cash 565 5780.5 10.2310 626.3779
Card 314 30972.5 98.6385 7787.2388
Mobile Payment 459 30279.5 65.9684 6301.9155
ANOVA
Degrees of freedom F-ratio p
2 206.172 <0.001
Table 3.11: Price and payment methods – ANOVA results
3.4. RESULTS 65
The threshold for dividing price categories might seem arbitrary. The back-
ground for this decision is how goods can be paid. Cheap goods can be paid
using a reasonable amount of coins. As the highest denomination for Euro-coins
is two Euro, the threshold for those “cheap” goods was set to 9 Euro (minimum
of 5 coins, or 5 Euro note and 2 coins). The average amount of coins in one’s
pocket is 5.90 Euro in Germany (W¨orlen et al., 2012).
0 50 100 150 200 250
0 20 40 60 80
Price
Cash
20
19
0 50 100 150 200 250
0 10 20 30 40 50
Price
Card
20
19
0 50 100 150 200 250
10 20 30 40 50 60 70
Price
Wallet
20
14
Figure 3.12: Distribution of price and usage of payment method. Upper left:
Cash. Upper right: Card. Lower left: Mobile payment. Boxplot shown an axis.
Red Line: Distribution’s smoothing curve (solid), Green line: Least-squares,
confidence interval (dotted).
During the experiments the amount of symbolic cash was essentially limitless
within the price of the goods to buy, which is not necessarily the case in reality,
where the amount of cash one carries varies over time (the average amount of
cash in one’s wallet is 103 Euro in Germany, ib.). For example, cash could be
depleted after shopping in a store. This effect was prevented by using symbolic
cash.
The use of the three different payment methods between the three price
categories is significantly different as is shown in the three graphs in Figure 3.12.
For each price category the percentage of usage of specific payment method is
66 CHAPTER 3. EXPERIMENTS
shown in Table 3.10. The shopping sequences gathered data on 20 different price
points (in Euro): 1 (coffee-to-go, newspaper, public transport ticket, chocolate),
2 (soda), 2.5 (Post-It adhesive notes, paper clips), 3 (sweets), 5 (packet of
cigarettes, birth certificate), 9 (bottle of vodka), 10 (video game), 15 (t-shirt),
16 (2 movie tickets), 20 (book), 25 (computer mouse), 30 (mobile phone prepaid
card), 40 (another video game), 50 (passport), 99 (shoes), 140 (2 theater tickets),
150 (watch), 179 (smartphone), 200 (portable video game console), and 250
(headphones), which were summarized under the three payment methods. A
Mann-Whitney test for two independent samples between two combinations
each of cash, card, and mobile payment computed p= 0.0. Median for cash
is 2.5 Euro, for card 50 Euro, and for mobile payment 30 Euro. A one-way
ANOVA yields the same result, p<0.01 (see Table 3.11).
The pattern (visualized by smoothing curves) for usage of cash and card
follows the expected usage pattern found in Germany (W¨orlen et al., 2012).
The new method mobile payment falls between these two existing methods,
where it has its peak usage for the medium price category.1It is also used more
for expensive items (in the range of card usage) than cash, and is also used more
for cheap items than card.
3.4.7 Threat
One of the main factors presented in the taxonomy is the threat (or attack)
on the task, the computer system, and/or the user. During the experiments
the factor threat itself was changed once to having no threat at all during
the shopping sequences. This was done in test 3. The threat is also subject
to changes in the environment and the security method used for the mobile
payment system. The perception of the threat may also be influenced by user’s
personality and his or her experiences.
The experiments were designed to catch the influence of threats through the
user ratings of their perceived security in the third sequence. The assumption
was that perceived security would drop in the third sequence and then recover
during the fourth. Because the threat was executed in a role-play of playing
shop without affecting the participant’s own money, the effect was expected to
be small.
The first examination is aimed at detecting an overall influence of threat
versus no threat. 80 participants took part in both conditions, which were
altered during the experiment in the third shopping sequence. A control group
of 8 participants had no change of conditions and shopped without threat in the
third sequence.
The assumption was that participants exposed to threat would alter their
security perceptions of the mobile payment system compared to the perceptions
in the two sequences before. The control group should show no change in their
ratings. The dependent-means t-test results show a significant change in ratings
with p= 0.0381 for the participants exposed to threats, while the control group
shows no significant alteration in security perception (p= 0.3499). This is for
the consecutive sequences 2 and 3. The average change (mean) from sequence
2 to 3 for participants exposed to threats was -0.308 (with a standard deviation
1The findings of the experiments concerning price are supported by the usage patterns of
customers using a German MNO mobile wallet. Unfortunately the numbers are not published.
3.4. RESULTS 67
Threat
Mean of difference of security perception from sequence 2 to 3
−0.4 −0.2 0.0 0.2 0.4
no yes
Figure 3.13: Means of differences in security perceptions from sequence 2 to 3,
with and without threat, showing 95% confidence interval.
Security method
Overall use of mobile payment
25 30 35 40 45
Fingerprint no PIN
Figure 3.14: Means of usage of mobile payment split by security method showing
95% confidence interval.
of 0.99), while in the control group the change was +0.20 (with a standard
deviation of 0.23). A Welch Two Sample independent t-test for the two groups
(threat vs. no threat) calculated p= 0.0007.
Sequences 1 and 2 should see no significant changes in both groups as no
threat had happened so far. This is indeed the case with the value of p= 0.0953
and 0.4441 respectively. There is also neither an immediate “recovery” once the
threat is gone, nor a further decline in ratings of security perception – from
sequence 3 to 4 no significant change is found (p= 0.1284 and 0.4257 resp.).
68 CHAPTER 3. EXPERIMENTS
The change from sequence 3 to 4 was +0.2 for threat (with a standard deviation
of 0.66) and -0.1 (with a standard deviation of 0.44) without.
−2 −1 0 1 2 3 4
−4 −2 0 2 4
Difference in security perception from sequence 2 to 3
Difference in security perception from sequence 1 to 2
Threat
no
yes
0 20 40 60 80 100
−40 −20 0 20 40
Usage of mobile payment sequence 2
Difference in usage sequence 2 to 4
Threat
no
yes
Figure 3.15: Upper: Change of security perception from sequence 1 to 2 versus
change from sequence 2 to 3 Lower: Usage of mobile payment depending on
threat. Boxplot shown an axis. Red Line: smoothing curve for threat (solid),
confidence interval (dotted). Black line: smoothing curve for no threat (solid),
confidence interval (dotted).
The result is shown in Figure 3.13. It depicts the mean and confidence
interval of the participants’ change of security perception from sequence 2 to
3. It shows the small but significant effect on the mean. The main result
is the threat moves in the expected directions: lower ratings (change <0) by
3.4. RESULTS 69
those participants exposed to threat and slightly higher ratings by those without
exposure (change >0).
Another visualization is shown in the upper diagram of Figure 3.15 which
depicts the distribution of differences in perceived security between threats (“at-
tacks”) and no threats. The main distinction is the cluster for no threats (black
circles) clustering to the right of the zero point. Unthreatened participants rated
their security perception slightly higher than during the previous block, which is
the opposite to the threatened participants. This is in line with expected behav-
ior. The small, but still significant difference might be caused by not using real
money. All in all it can be said that the experimental “threat” – although done
within the role-playing environment and without affecting the participants’ own
real money – “worked” in the assumed way of altering security perceptions.
This also leaves the taxonomical influence of “Forgetting” inconclusive yet.
Probably the time-compressed format of the experiments did not actually allow
the participants to forget the threating event.
The next question is whether the threat affected the choice of a payment
method (it should not as all payment methods were threatened) or not. The in-
teresting aspect is the individual participant’s change in usage from free-choice
sequence 2 to free-choice sequence 4 after the threat occured (or not). A Welch
Two Sample independent t-test was computed for the difference between the
sequences by threat. The mean for the difference in usage in the group without
threat is 7.440 and the mean in the group with threat is 4.861. With p= 0.709
the difference is not significant. While the threat affected perceived security,
it did not alter the usage of the mobile payment app significantly. As all pay-
ment methods were threatened, any resulting bias would probably do not favor
any of the methods. This outcome for usage follows the experimental design.
Nonetheless, the lower diagram in Figure 3.15 reveals an interesting trend, where
participants who already used mobile payment comparably less often (<20%)
would refrain from using it after the threat (participants with mobile payment
usage on x-axis below 20% show mostly a negative difference between sequence
2 and 4 on y-axis indicating reduced usage in sequence 4). Participants who
used mobile more often (>50%) would increase the usage even after the threat.
3.4.8 Security Method
One of the few areas where a vendor of a mobile payment applications can differ-
entiate its product is the choice of a security method. While the user interface
may differ, its main use is for initial registration and settings. During everyday
use, many elements of the user interface itself are literally seldom touched, but
the security method might be used for every payment (e.g. fingerprint recogni-
tion “Touch ID” for Apple Pay). In this regard, the choice of security method
is important for the development of mobile payment applications.
Three different security methods were tested: no security method, PIN, and
fingerprint recognition. The Levene Test is insignificant (p= 0.3395), so it
can be assumed that the variances of the groups are homogenous. Table 3.16
shows the one-way ANOVA results for the third sequence with threat. There is a
significant difference in how the three methods are perceived by the participants
who experienced the threats.
The rating values for security perception of those participants who used the
mobile payment app without a security method are significantly lower than using
70 CHAPTER 3. EXPERIMENTS
Overview
Method Participants Sum Average Variance
No method 36 120.7 3.3528 1.4631
PIN 25 101.7 4.068 1.4923
FP 19 78.5 4.1316 0.6101
ANOVA
Degrees of freedom F-ratio p
2 4.3073 0.017
Table 3.16: Security method and threat – ANOVA results
the app with either PIN or fingerprint recognition. But there is no discernible
difference between the ratings of perceived security for PIN and for fingerprint
recognition.
But perceived security is not the only interesting outcome, but also usage of
the different payment methods. Although PIN and fingerprint recognition got
very similar ratings in perceived security, the usage was much higher with fin-
gerprint recognition as the security method. The mobile payment app with PIN
was used on average 29.4% for payment and the app with fingerprint recogni-
tion was used 36.8%. The means are significantly different with p= 0.03 during
the first free-choice sequence. The difference in the second free-choice sequence
(after the threat) is insignificant. In this regard, there is no direct correlation
found between security perception and use of mobile payment. Only during the
second sequence security perception correlates moderately (R2= 0.19) with use
of mobile payment for high-priced items (p= 0.002).
In short: Having asecurity method increased perceived security over having
no security method at all, while having no security method or a novel one
increased usage over using a PIN.
3.4.9 Application Design
As mentioned above, the implemented security method was the only difference
in the application design. Everything else remained the same. The design itself
was rated by the participants using the AttrakDiff (Hassenzahl and Monk, 2010)
und SUS (Brooke, 1996) questionnaires.
SUS ratings reached 81.25 of 100 (a rating between good and excellent).
The overall impression and usability ratings were good, but security scored
poor. The relatively high SUS score can be used for comparison with a variant
of mobile payment app with implemented security features.
The users on average preferred mobile payment over using a debit card. The
raw numbers of 1338 transactions (free choice sequences) were: 565 using cash
(mostly cheap items up to 9 Euro), 314 using debit card, and 459 using mobile
payment (mostly goods over 10). Participants would favor using a PIN upon
starting mobile payment as an additional security feature. Using any feature
without starting the app (compared to mobile payment running as a background
process as in express mode) scored low (between 2.55 for access and 1.68 for
payment). The ability to configure the security settings got the highest rating
(4.73, SD = 0.75) (see also Sieger et al. (2012)).
3.5. RELIABILITY 71
Using AttrakDiff three main results were computed: overall attractiveness,
pragmatic quality, and hedonic quality. The first two factors have no signif-
icantly different ratings across all security methods, but there is a significant
association of the security method with hedonic quality.
The Wilcoxon rank sum test (with continuity correction) for using no se-
curity method or PIN shows a significant effect by the used method (or lack
thereof) on perceived hedonic quality with p= 0.004 (W = 252.5). Hedonic
quality for the mobile payment app with PIN was rated 4.16 (SD = 0.58), the
mobile payment app without method was rated 3.65 (SD = 0.92), and finger-
print recognition was rated 4.46 (SD = 0.37). Similar significant findings were
found for testing the overall perceived security by securiy method, which deliv-
ers p= 0.0002 (W = 198). A Wilcoxon rank sum test for PIN versus fingerprint
recognition shows a significant difference in using the mobile payment system
by method with p= 0.046 (W = 321.5). The average usage with PIN was
overall 29.81% (SD = 20.04), while it was 36.55% (SD = 13.04) with fingerprint
recognition.
This is an interesting result as one might expect the security method to be
apragmatic aspect of the mobile payment application. In order to increase the
application’s hedonic quality, a security method should be implemented. Of the
examined methods, fingerprint recognition scored better results for usage than
PIN.
3.5 Reliability
The experiments rely heavily on questionnaires to collect data. One of the key
questions was about the participants’ perceived security of the mobile payment
application. These perceptions were rated after each of the four shopping se-
quences and an overall rating was given at the end.
Alpha Std.Alpha r(item, total)
security perception 1 0.9541 0.9542 0.8399
security perception 2 0.9448 0.9454 0.8933
security perception 3 0.9584 0.9588 0.8108
security perception 4 0.9364 0.9367 0.9428
security perception sum 0.9410 0.9411 0.9181
Table 3.17: Reliability deleting each item in turn.
In order to examine the reliability of this questionnaire a factor analysis was
computed on the results. The Alpha reliability is 0.9572 with a standardized
alpha of 0.9575. All items asking for ratings of security perception after each
shopping sequence load on the same factor as shown in Table 3.17.2
A Principal component analysis (PCA) was conducted on 10 items (secu-
rity perceptions in sequences 1 to 4 plus overall, and observed usage of mobile
payment in sequences 1 to 4 plus overall) with oblique rotation (oblimin). The
Kayser-Meyer-Olkin measure verified the sampling adequacy for the analysis
2The reliability description in the following two paragraphs is adapted with the appropriate
calculations from Field et al. (2012).
72 CHAPTER 3. EXPERIMENTS
2 4 6 8 10
0 1 2 3 4
Index
pc1$values
Histogram of residuals
residuals
Frequency
−0.2 −0.1 0.0 0.1 0.2
0 5 10 15
Figure 3.18: Left: Scree plot of PCA. Right: Histogram of residuals.
KMO = .75 (’good’ according to Kaiser), and 9 out of 10 KMO values for indi-
vidual items were >.56, which is above the aceptable limit of .5 Bartlett’s test
of sphericity, X2(45) = 354.8699, p < .001, indicated that correlations between
items were sufficiently large for PCA. An initial analysis was run to obtain
eigenvalues for each component in the data. Four components had eigenvalues
over Kaiser’s criterion of 1 and in combination explained 80.5% of the variance.
item TC1 TC2 TC3 TC4 h2 u2
security perception 4 4 0.97 0.94 0.062
security perception 2 2 0.93 0.89 0.111
security perception 3 3 0.93 0.83 0.171
security perception 1 1 0.87 0.86 0.144
SS loadings 3.67 1.97 1.24 1.17
Proportion Var 0.37 0.20 0.12 0.12
Cumulative Var 0.37 0.56 0.69 0.81
Proportion Explained 0.46 0.24 0.15 0.15
Cumulative Proportion 0.46 0.70 0.85 1.00
TC1 1.00 0.17 0.13 0.04
TC2 0.17 1.00 -0.05 0.14
TC3 0.13 -0.05 1.00 -0.18
TC4 0.04 0.14 -0.18 1.00
Table 3.19: Principal Components Analysis, 4 factors, oblique rotation, stan-
dardized loadings based upon correlation matrix, and component correlations.
The scree plot (see Figure 3.18) showed no distinct inflexion point, but three
components are above Kaiser’s criterion of 1. Although the sample size is small,
further analysis pointed to retain a fourth component, because the criterion
for the residuals (see Figure 3.18) would have been otherwise to high. The
histogram of residuals shows a seemingly normal distribution with no outliers.
Table 3.19 shows the factor loadings after rotation. The items that cluster
on the same component for “security perception” suggest that items 1 to 4 of
the corresponding questionnaire are reliable. The test of the hypothesis that 4
3.6. SUMMARY 73
components are sufficient shows the degrees of freedom for the null model are
45 and the objective function was 6.24. The degrees of freedom for the model
are 11 and the objective function was 1.21. The total number of observations
was 62 with MLE Chi Square = 65.69 with prob <8e-10 Fit based upon off
diagonal values = 0.97.
The reliability of the parts of the questionnaire with the items for security
perception during the practical part used in the factor analysis shows the fol-
lowing: The value for Cronbach’s αis excellent for factor 1 (security perception)
with α= 0.957.
3.6 Summary
This is the first study to link and quantify the effects of specific security meth-
ods on perceived security and usage of mobile payment. The mobile payment
application was tested in a lab environment and used a prototype – the alter-
native being impossible to implement for various reasons: technical, practical,
ethical, and legal.
The caveats are that the lab context could skew results, and the system –
once readily available – could transform people’s view of it through frequent
exposure and use. The thorough analysis should have shown the reliability of
the experiments, but of course it cannot predict future changes when mobile
payment will be commonplace.
The experiments’ data collection included almost all taxonomical factors on
the user’s side, and some factors of the attacker’s side. The overall results sup-
port the first published iteration of the taxonomy. For example, a refinement
could split some of the user-related factors into more details like placing techni-
cal affinity prominently, while de-emphasizing others like cost of security. The
taxonomy assumes direct relationships and associations. If a factor’s measured
value or rating changes, all associated factors’ values changes with it. The re-
sults show how strong, moderate, or weak those correlations are. The measure
of “success” for the experiments is not that all associated factors are required to
show strong correlations, but rather to discover how the empirical data unfolds
for the assumed connections drawn in the taxonomy.
Of the 38 factors examined factors ten are found to be moderately influ-
ential. The user-related factors are agreeableness, conscientiousness, openness,
and positive attitude (technical affinity). The experience and knowledge-related
factor is the perceived risk of PIN as security method. The factors related to
device and application are hedonic quality and security method. The threat
showed a significant influence of the store type and price as environmental fac-
tors.
The hypotheses stated in the taxonomy can be addressed with the results:
•H1: There is a relationship between personality traits agreeableness, con-
scientiousness, and to a lesser extent openness and security perception
and usage of mobile payment, but no relationship was found regarding
experience and knowledge.
•H2: There is a negative relationship between cost of security and usage of
mobile payment concerning using PIN as a security method, but there was
no difference in usage between using no method at all and using fingerprint
74 CHAPTER 3. EXPERIMENTS
recognition (although in its tested implementation it required more effort
by the user than using no method).
•H3: There was no relationship found between the risk perception and risk
behavior and security perception, and usage of mobile payment.
•H4: There is a positive relationship between the perceived hedonic quality
of the mobile payment application’s design (by means of implemented
security method)) and security perception, and usage of mobile payment
(by absolute count over payment card).
•H5: There is a negative relationship between (financial) threat and secu-
rity perception, but usage of mobile payment was not affected.
•H6: There is a positive relationship between an institution’s reputation
(public office versus retail stores) and usage of mobile payment.
Of the 6 hypotheses, H3 has to be rejected. H1, H2, H5 have to be modified
to exclude either effects on security perception or usage of mobile payment. H4
and H6 are found to be supported.
The five areas covered by the taxonomy focus on the user and the given
task, in this case using a mobile payment system (and rating the perceived se-
curity of it). The results show how much influence can be “explained” with
the taxonomical factors. It also hints at the limitation of any predictive model
based on the experimental results. Although being consistent with the tax-
onomy the findings also reveal where it can be extended. The dependencies
and associations explain only part of the picture of what influences the security
perception and especially the user’s choice of the payment method. But the
already taxonomically established connections can be used to form a model of
security perception and usage of a mobile payment system. To support further
development of mobile payment apps, the taxonomical factors can be modeled
to compute interesting (commercial) implications: security perception and espe-
cially frequency of use of such applications. Developers of a mobile payment app
might be interested to boost usage by choosing the “right” security method –
all within the given and previously detailed historical context and development
framework.
Further (more informal) findings from comments voiced during the exper-
iments or in written in the comment section of the last questionnaire for the
prototype of the mobile payment app are: A mobile wallet appears to be a
good debit and credit card replacement, the overall impression is high. Most of
the users linked the card paradigm to a real debit card (“EC card”, officially
girocard now), and the familiarity of the concept seemed to build trust (a con-
cept examined in this thesis only indirectly by designing different store types
as “reputation of the institution”). The participants using the app without
a security method often mentioned security issues, which are also reflected in
their respectively low ratings. They often mentioned that adding a PIN would
satisfy their security needs, which points to the impression that PIN is the most
widely known security method. No other security method was mentioned, not
even the gesture-based screen un-lock known from Android (see also Sieger et al.
(2012)). The different security methods have different ratings in surveys and
the experimental results are somewhat inconsistent with the hypothesis derived
3.6. SUMMARY 75
from Ben-Asher et al. (2011) for mobile phones, and also Kim et al. (2010b) for
e-payments.
While the experimental results do not allow to compute the outcome vari-
ables of perceived security and usage of mobile payment completely as expected,
the taxonomy is shown to be consistent. The taxonomical factors are influential
to a degree, but to paint a complete picture the taxonomy has to be expanded.
The questionnaires asking for personality characteristics, technical affinity,
and risk-taking are set within a societal context. The questions and the re-
sulting classifications are along a cultural consensus of what counts as neurotic,
technical affine or risky, e.g. to be nervous, to read computer magazines or
to go skydiving. The experiments were focused on the personal aspects of the
participants. It was assumed this would be responsible for at least the majority
of the “effects” on security perception and usage. This is clearly not the case.
But rather than to overturn the taxonomy it also shows it to be consistent. The
factors have a low or moderate correlation, therefore something is missing. This
could be caused either by the granularity of the collected data or by missing
taxonomical areas.
Because the personal-psychological aspects and user-related factors were al-
ready extensively covered, additional details would probably not uncover new
factors. The aim of the interaction would remain the same: buy some goods,
choose a payment method, and rate the security perception. The device aspects
could be broadened to other mobile payment applications using other payment
methods or other technology (e.g. QR, barcode), but this would retain the same
“input” variables on the participant’s side adding nothing to the existing results.
The same goes for the environment. Even if the experiments were reduced to
one type of store (which can be done on the existing dataset), the input variables
would not compute the outcome. The threat is already a controlled variable as
the computation can be executed on the pre-threat sequences only.
These considerations point to the aforementioned socio-cultural influences
which affects the dependent variables of security perception and usage. The
missing data points cannot be purely personal-psychological aspects, because
otherwise the effect would be seen (as these are already covered by the question-
naires). The effect cannot reside within the other areas, because computations
on these parts of the dataset should reveal it. The factor has to influence the
personal decision of the participants, but without being part of their personality
traits. This leaves a socio-cultural influence as the auspicious contender. Table
manners could serve as an analogy for such influences. They differ between re-
gions and can also differ between “classes” in the same region. Personality traits
certainly influence the overall demeanor at the table, but not the fact that using
cutlery is prevalent in some regions. Independent of personality traits, both shy
and outgoing people will use forks and knives. In the same way, using a specific
payment method is probably influenced by cultural norms and habits.
The taxonomy is essentially a two-dimensional plane connecting taxonomical
factors. Any socio-cultural background would elevate this taxonomy plane into
the third dimension, where socio-cultural factors would then connect to the
different factors. Such a socio-cultural influence can be seen in the patterns of
payment behaviour in Germany. For example, Germans usually decide to buy
using cash depending on the amount of cash in the wallet (68%) and on the
price of the good (59%). It is a spontaneous decision only for 13% of those
asked in the survey (W¨orlen et al., 2012).
76 CHAPTER 3. EXPERIMENTS
The factors relevant to an expandend taxonomy including socio-cultural fac-
tors can neither be observed in a lab test nor collected using a questionnaire.
Aggregated data as in W¨orlen et al. (2012) cannot be used, because it cannot be
linked to the individual behavior being examined in the experiments. Among
those factors are frequency of use of different existing payment methods depend-
ing on price, store, and perceived threat. A person usually cannot remember
precisely where and how often he or she uses a specific payment method under
certain circumstances. To collect this data, a field test using a diary would be
appropriate. As already mentioned, a field test could not be done as no mobile
payment application was available at the time of this research. Even now, the
mobile payment applications available on the German market have a very small
user base (see also Chapter 5).
The main argument against lab experiments can also be brought up here.
The results shown herein – while being overall consistent – may lack a proper
view on realistic behavior in two ways. The user probably has no prior expe-
rience (and with it probably no associations or thoughts) of the tested mobile
payment system. The user might also lack the proper anchor to compare the
system and participants possibly do not have stable expectations during the
experiments (M¨oller (2010), p. 155). The reliability of the questionnaire on
perceived security and thus the validity of the data could be shown. Because
using smartphone-based mobile payment applications for contactless payment
at the POS is only in its infant state, it cannot be stated with certainty how its
technology will evolve. In this case, the predictive model is limited to the type
of technology its data relies on.
One of the major achievements is that this research can demonstrate a clear
path leading straightforward from the taxonomy over the choice of taxonomical
factors and a suitable experimental design to the collection of robust data for
a predictive model. The experiments also delivered the first quantified data
of usage of payment methods at the retail point-of-sale distributed over price
categories and store types.
Chapter 4
Model
One of the goals of the research presented in this thesis is to both understand the
influence of personal attributes on the choice of mobile payment and to support
the further development of mobile payment applications. A (predictive) model
is constructed based on the taxonomy and the empirical data to describe user
behavior and security perceptions of a mobile payment application (see also
Sieger et al. (2011)). While the (descriptive) statistics shown in the previous
chapter deliver interesting results on their own, a robust model is required to
deliver predictions of user behavior and perception, and to possibly use it for
an implementation into a simulation model.
The analysis of the experiments’ data set revealed a set of factors significantly
correlated with usage of mobile payment and security perception. But as already
hinted in the previous chapter, this is not entirely the case. There is no latent
or hidden variable within the data (and was not assumed) and there was no
need to classify (previously unknown) variables.
The last decade of research in usable security has often shown that program-
ming a system to be both secure and usable is a rare occasion. This is caused
by a number of factors, most notably
•disalignment between user goals and expectations, and security features
(Cranor and Garfinkel, 2005);
•security rules enforcement and missing user understanding due to lack of
communication and education (Clarke et al., 2002);
•users’ rejection of security advice (D¨orflinger et al., 2010);
•current operating systems’ continued use of legacy concepts not being
programmed with security in mind (see Chapter 1).
Other than in e.g. general GUI interaction, which in most times is an on-
going task as long as the user sits at the computer, security features and alerts
are usually encountered rarely. Giving login credentials and maybe seeing a
spam filter or web certificate alert is often all of security-related interaction
during work.
To aid the software architect and programmer to build usable security right
from the start, a user behavior model, which can be simulated to test security
77
78 CHAPTER 4. MODEL
features during development, would be useful. The work done towards building
such a user behavior model is presented in this chapter. It shows the steps taken
to build a model, giving an overview of the iterative process from analyzing
relevant factors. The key is to decide which model is statistically sound, and
then to implement it into a computer simulation.
Due to the scarce interaction with security features (and the interaction
itself often being one tap only), “life-like” user tests or even field tests are too
time-consuming to gather enough usable data without enormous efforts.
The goal was to find key factors influencing the user behavior in security-
related mobile computer interaction. Some of these factors were gathered graph-
ically in the taxonomy (see figure 2.1) by sorting and counting influencing key
relations and factors.
As with a general question in psychology and sociology “What drives people
to form decisions and act on them?”, it had to be answered in the special
situation of people interacting with the payment system.
Focus groups and surveys cannot answer the question in quantitative terms
how people actually react, when they have to make a decision on computer
security.
Some of those questions are: How often is a mobile payment app used de-
pending on the security method? Do threats change the perceived security and
usage? How attractive is the application?
To gather quantitative data in terms of probabilities usable for the behavior
model and its simulation, lab tests were inevitable. A behavior model not only
requires rigorous statistics on user preferences, but data on decision timings,
security perception, reactions to the environment and the context of the task.
Another approach to get data concerning user behavior is to set up a “micro-
world”. This is a computer-based scenario, where the user is confronted with
an “abstraction” of the real world in order to limit the variables. It delivers
good quantitative results and generates lots of data in a very short time, being
valuable input towards a user behavior model as was described in (Ben-Asher
et al., 2009).
4.1 Model selection
Studies on POS-based mobile payment are scarce, mainly because the infras-
tructure and applications are still in their early stage of implementation world-
wide. Only Kenya and Japan have a sizable number of mobile payment users
with Japan being the only one with a POS-capable solution. For example, the
market-share of NFC-ready POS terminals in Germany is still under 10% as of
end of 2014. Hence, most studies developing (behavior) models have a broader
definition of mobile payment including (and focusing on) online payments using
mobile devices and almost all studies rely on survey data. The results presented
in this thesis are among the first to use data collected through observations in
an experiment.
Shin (2009) built a predictive model of consumer acceptance of a mobile
wallet based on the unified theory of acceptance and use of technology (UTAUT)
using structural equation modeling. The data is purely based on questionnaires
and confirmed the influence of factors like technology acceptance, perceived
security, and trust. An extended model was proposed, but not tested.
4.1. MODEL SELECTION 79
Kim et al. (2010a) constructed a model based on the extended technology
acceptance model (TAM) also using structural equation modeling, but did not
incorporate environment, security methods, and threat. Personal attributes
were not as granular and consisted of personal innovativeness and mobile pay-
ment knowledge. The other factors were related to the mobile payment service
and device: compatibility with user needs and lifestyles, convenience, ability to
access services ubiquitously, and reachability (to be contacted anywhere, any-
time). The resulting strong predictors were perceived ease of use and perceived
usefulness. The model did use survey data collected in South Korea, but not ac-
tual usage behavior. This is in line with one of the earlier findings of Schierz et al.
(2010) who identified perceived compatibility (contributing the largest effect by
far), individual mobility, and subjective norm as effects determining consumer
acceptance of mobile payment services. The model is also based on TAM and
uses data gathered via online surveys in Germany. This model claims an R2of
0.84. It was shown in this work, that survey data on hypothetical devices and
applications is not necessarily consistent with actual perception during use, for
example in the case of security perception of PIN and fingerprint recognition.
Zhou (2010) studied factors with an effect on continuous usage of mobile
payment using the information system success model and flow theory. Using
structural equation modeling the determining factors to be found for continous
usage were trust and satisfaction.
Yang et al. (2012) tried to rectify those prior model’s deficiencies caused by
TAM’s and UTAUT’s focus on organizational settings by proposing a model
drawing from the studies on innovation adoption and consumer decision be-
havior. The model consists of three sets of factors influencing the intention to
adopt and continue using mobile payment: behavioral beliefs (relative benefit of
adopting mobile payment and compatibility through convenience, efficiency and
ubiquity as two positive factors; perceived risk and perceived fee as two negative
factors), social influences (perceived pressures from social networks on adoption
of mobile payment), and personal traits (personal innovativeness). The data was
collected from Alipay users (one of China’s biggest online payment services) us-
ing an online survey. Again, the granularity of personal traits is low, and the
definition of social influence is very narrow. Nonetheless, the model claims to
explain 75% of the variance.
Amoroso and Magnier-Watanabe (2012) constructed an integrated research
framework of mobile wallet adoption for the case of Japanese contactless pay-
ment technology. The hypothetical integrated model is based on a review of
other proposed models and retains eleven constructs, which are also partly based
on UTAUT or TAM. It includes the factors perceived security/privacy, perceived
risk, trust, perceived usefulness, perceived ease of use, perceived value, social
influence, attractiveness of alternatives, and facilitating conditions which influ-
ence attitude toward using, behaviorial intention to use, and actual use. The
model remains hypothetical as no data was used to compute any results. The
taxonomy already maps trust, perceived security, perceived security into the
same plane, but omits the inclusion of social influence.
The key to the success of these models (high explanation of data variance
in Kim et al. (2010a) of 84% and Yang et al. (2012) of 75%) is their sole focus
on mobile payment without any comparison to existing payment methods like
cash and credit cards. The models also omit external factors like device and ap-
plication variants, store environment, and possible threats. The questionnaires
80 CHAPTER 4. MODEL
used for the surveys are aimed at mobile payment. If the only possible answer is
to rate a (hypothetical) usage of mobile payment, the only relationships of the
influencing factors are of course directed towards mobile payment while alter-
natives are missing from the picture (and the constructed model). For example,
Yang et al. (2012) asks only two questions concerning the intention to use mobile
payment: “Assuming I have access to the mobile payment system, I intend to
use it.” and “Given that I have access to the mobile payment system, I predict
that I would use it.” The ratings are then set in relations to the aforementioned
factors to construct the model. The taxonomy presented here is open to alter-
natives and uses a broader set of personal attributes to avoid this closed-loop
scenario. The experiments are more realistic by offering the user a choice of
existing payment methods in addition to mobile payment.
It has to be stressed again, that the taxonomy is not a model. The taxonom-
ical terms may be used for modeling, but the terms are mapped as a taxonomical
hierarchy. For example, the term Cost of security subsumes the terms Financial
(cost of implementing security measures), Usability (of app, device, or method),
and Scale (how often does this apply), but Usability is not meant to “bypass”
Cost of security and indirectly influence another term, for example Perceived
risk (of intention to use mobile payment). The experiments were designed to
measure these direct relationships. Structural equation modeling, which was
used in several of the discussed models above, makes use of direct and indi-
rect (latent) relationships. The rejection of this approach is mainly due to the
taxonomy having only direct and no indirect relationships between factors. No
structural chain of equations is required, where one result is to be fed into the
following equation.
The complete dataset of the experiments has 32,680 data points. This might
seem to be the ideal set for data mining, pattern recognition or machine learning.
But this is not the case here. Most of the data is part of established question-
naires, which boils down to representations of different personality traits. Other
data is also plain: security method, threat, type of shop, price. Then there are
the results from the participants’ ratings of their perceived security, and their
shopping behavior resulting in a choice of payment method. Among the many
different methods for data exploration and analysis it is important to justify the
choice of the method used in this case. The main question to answer here is:
What type of problem has to be solved?
Factor analysis was used to compute the reliability of the questionnaire on
security perception. It (and closely related principal component analysis) is a
good starting point to find relevant clusters of correlated variables (factors),
which could be associated with different variables. This also revealed that the
factor loadings are all on the already established variables. There is no need to
introduce new (formerly hidden) constructs. The trend is already visible, when
the correlation matrix of the variables is partitioned into hierarchical clusters.
The result of a factor analysis on all relevant variables shows no significant
results.
Concerning the experiments’ results itself doing a complete factor analy-
sis gives no useful results. First, the taxonomy does not incorporate latent
variables, the relationships are direct. Second, the dataset is generated using
predominantly established (valid and reliable) questionnaires. The advantage is
to know that these questionnaires cannot reveal “hidden variables”. They were
tested to measure for what they were designed. The aim of the experiments was
4.1. MODEL SELECTION 81
Figure 4.1: Model for security perception and usage of mobile payment derived
from taxonomy and experimental results.
to get results for the strengths of the connections established in the taxonomy.
The experiments were designed to get these results directly, because the flat
design of the taxonomical connections assume a direct association between the
factors. The resulting dataset was not designed to explore unknown variables
and such an attempt would not generate useful results. The factor analysis to
test the reliability of the security perception ratings proved this as a by-product.
This also rules out data mining techniques used to discover unknown properties
within the dataset. This applies to any method building on these assumptions
to construct latent variables.
There is another argument against hidden or latent variables in the dataset.
Any applied method has to either transform or recombine existing data vectors.
In analogy to physics the “units of measurement” would mix up: personality
traits, store types, price points etc. While this is entirely mathematically pos-
sible, it would make no sense in this dataset. The experimental results follow
the what-you-see-is-what-you-get principle.
Because the shopping sequences are a time series, it might seem appropriate
to model them as a Markov decision process (extension of Markov Chains). At
each step in the shopping sequence the participant has to choose a payment
method, where the choice may be modified by the relevant factors such as per-
sonality traits, store, price, and threat (but not by the choice beforehand). All
these factors would stay the same for all steps and all participants, because
the sequence remained unchanged for store, price, and threat, and was not ran-
domized for every participant during the experiments. Sequences 2 and 4 were
extended for experiments 4 and 5, but were still the same for every participant.
The outcome of the process would be dependent only on the personality traits
input, which does not alter from one state to the next – and the correlation
between personality traits and the choice of payment method has already been
computed. Hence, computing the Markov decision process would not deliver
meaningful results in this case. Of course, in future tests, the sequence could
82 CHAPTER 4. MODEL
be randomized regarding store, price, and threat, and the questionnaires could
be extended to ask for usability of the app and security method, and trustwor-
thiness of the shop after each single payment event.
Another approach could be to use machine learning (pattern recognition)
algorithms like Linear Discriminant analysis (LDA) or Support Vector Machines
(SVM) to build a model based on the dataset, although this is primarily not a
classification problem as the results presented in the previous chapter show. The
outcome variables (choice of mobile payment and security perception ratings)
are continuous. But there were two groups which can be discriminated (see
Section 3.4.8): with-security-method versus without-security-method showed
significant differences in perceived security; and using no method or fingerprint
recognition versus using PIN showed significant differences in usage.
This arguments support the chosen initial approach of using predominantly
multiple regression models and is in line with the presented results in the previ-
ous chapter. It is also the recommended method for this kind of data (see Field
et al. (2012)). It showed that the taxonomy covers all personal factors, but not
those belonging to any socio-cultural background. Those factors are not latent
variables in the dataset, because they are part of another set of influencing
factors and cannot be computed using the collected dataset.
4.2 Predictors and models
The models presented here serve several purposes. They will be used in a
conceptual implementation of a simulation tool, but, more importantely, are
used to support further interpretations of the results from the experiments. The
focus is less on predictions, but more on the ability to draw further conclusions.
Thus, the models are computed using all data and are not trained and tested
using splitted data.
4.2.1 Regression models
Figure 4.1 shows the predictor selection derived from the taxonomy and the
results from the experiments as a possible multiple regression model. The se-
lection is based on the effects found in Chapter 3 and are introduced into the
model(s) in hierarchical order. This includes similar predictors found in other
models, e.g. such as positive attitude (technical affinity), which roughly trans-
lates to personal innovativeness used in Kim et al. (2010a) and Yang et al.
(2012). Based on these data the following predictors showing significant corre-
lation with security perception and usage of mobile payment are contenders for
incorporation into the model: agreeableness, conscientiousness, openness, and
positive attitude (technical affinity) as user-related factors; hedonic quality and
security method as device and application-related factors; threat; store type and
price as environmental factors.
Security methods and threat act as a modifier for security perception and us-
age of mobile payment. Not all predictors shown in Figure 4.1 can be integrated
into one model in a meaningful way. The recommended maximum number of
predictors for the sample size used in the lab tests is 2 (see Field et al. (2012)).
Security perception and usage are modeled using the three security methods.
The other possible predictors were not chosen for different reasons: The main
4.2. PREDICTORS AND MODELS 83
goal of modeling the empirical data is to find the influence of personal attributes
in comparison to external, possibly socio-cultural factors.
Estimate Std. Error t value Pr(>|t|) Signif.
(Intercept) 20.248 32.274 0.627 0.5344
Agreeableness -7.899 3.560 -2.218 0.0329 *
Positive attitude 16.218 6.241 2.599 0.0135 *
Residual std. error 19.32 36 DF
F-statistic 6.86
Table 4.2: Mobile payment application without security method: Coefficients
for 2-factor model of usage of mobile payment using agreeableness and positive
attitude (technical affinity), Signif. codes: ’***’ 0.001 ’**’ 0.01 ’*’ 0.05 ’.’ 0.1 ’
’ 1.
Estimate Std. Error t value Pr(>|t|) Signif.
(Intercept) -0.4649 1.8182 -0.256 0.7997
Agreeableness -0.1757 0.1608 -1.093 0.28183
SUS rating 1.7437 0.5530 3.153 0.003 **
Residual std. error 0.8745 36 DF
F-statistic 6.164
Table 4.3: Mobile payment application without security method: Coefficients for
2-factor model of security perception using agreeableness and positive attitude
(technical affinity), Signif. codes: ’***’ 0.001 ’**’ 0.01 ’*’ 0.05 ’.’ 0.1 ’ ’ 1.
Another purpose of the model is a conceptual implementation as a simula-
tion. The model will be incomplete due to the fact that data collection using
field tests was and still is not possible (see Chapter 5), and many environmen-
tal and social influences habe to be omitted. The focus is less on the models’
general predictive power, but more on the share of personal traits and security
methods of the models’ predictive ability.
Price is not selected as predictor (the models could target price categories)
as it is limited to a maximum of 250 Euro. The lab test had to set a reasonable
maximum price for the goods available, but in reality, much higher prices appear.
Threat, though showing significant influence, is not selected as threat was no
specific attack to the security method and the significant influence is calculated
on the change of ratings rather than absolute ratings. Other types or more
specific threats probably show other changes. Store type is not used as predictor,
because it was not available to all security methods. All other factors used in
the 2-factor models are chosen for best fit using both stepwise and all-subsets
methods.
The overall usage for the mobile payment application without a security
method is modeled using the factors agreeableness and positive attitude (tech-
nical affinity). The correlation values of the predictors represent a medium
effect of around ±0.3 (see also Fischer-H¨ubner et al. (2010)). The results for
this 2-factor model are shown in Table 4.2. Multiple R2= 0.28 and adjusted
R2= 0.24 with p= 0.003. The two predictors explain around 24% of the
variance. The Estimate column displays the model coefficients for the factors
84 CHAPTER 4. MODEL
Figure 4.4: Mobile payment application without security method: Effect plots.
Left: Linear regression model of agreeableness and technical affinity–positive
attitude predicting usage of mobile payment. Right: Linear regression model
of agreeableness and technical affinity–positive attitude predicting security per-
ception
agreeableness and positive attitude, Intercept would be the z-axis interception
(if the factors could be rated 0).
When using again agreeableness combined with SUS rating as predictors for
the outcome of how security is perceived (as shown in Table 4.3) it results in
multiple R2= 0.2551 and adjusted R2= 0.2137, with p= 0.005. In this case
the model explains only around 21% of the variance.
Figure 4.4 shows the effect plots of these models. The plots present the
linear regression of the predictors and their effect on the model.
The overall usage for the mobile payment application with security method
PIN is modeled using the factors pragmatic quality and risk behavior concerning
investments. The results for this 2-factor model are shown in Table 4.5. Multiple
R2= 0.2085 and adjusted R2= 0.1499 with p= 0.04. The two predictors
explain around 15% of the variance, which is rather low. The model is ill-fitting
with a borderline p-value. The predictors also showed only very low correlations
to perceived security and usage (see Chapter 3). This case requires more data.
Security perception of the mobile payment application using PIN is modeled
using the following predictors: positive attitude (technical affinity) and hedonic
quality. As shown in table 4.6 it results in multiple R2= 0.415 and adjusted
R2= 0.3618, with p= 0.003. The model explains approx. 31% of the variance.
Again, Figure 4.7 shows the effect plots of these models.
The overall usage for the mobile payment application with fingerprint recog-
nition as security method is modeled using the factors agreeableness and consci-
entiousness. The results for this 2-factor model are shown in Table 4.8. Multiple
R2= 0.43 and adjusted R2= 0.36 with p= 0.01. The two predictors explain
around 36% of the variance.
Security perception of the mobile payment application using fingerprint
recognition is modeled using the following predictors: conscientiousness and
positive attitude (technical affinity) as shown in Table 4.9. It results in multiple
R2= 0.3816 and adjusted R2= 0.3043, with p= 0.02. The model explains
4.2. PREDICTORS AND MODELS 85
Estimate Std. Error t value Pr(>|t|) Signif.
(Intercept) 83.1645 20.3027 4.096 0.000343 ***
Pragmatic quality -10.5755 4.4795 -2.361 0.025709 *
Risk behavior -1.7244 0.9895 -1.743 0.092766 .
Residual std. error 18.79 27 DF
F-statistic 3.557
Table 4.5: Mobile payment application with PIN: Coefficients for 2-factor model
for of usage using conscientiousness and hedonic quality, Signif. codes: ’***’
0.001 ’**’ 0.01 ’*’ 0.05 ’.’ 0.1 ’ ’ 1.
Estimate Std. Error t value Pr(>|t|) Signif.
(Intercept) -1.8732 1.6648 -1.125 0.27264
Positive attitude 0.9941 0.3354 2.964 0.00716 **
Hedonic Quality 0.5881 0.3413 1.723 0.09889 .
Residual std. error 0.9844 22 DF
F-statistic 7.803
Table 4.6: Mobile payment application with PIN: Coefficients for 2-factor model
for of security percption using positive attitude (technical affinity) and hedonic
quality, Signif. codes: ’***’ 0.001 ’**’ 0.01 ’*’ 0.05 ’.’ 0.1 ’ ’ 1.
approx. 30% of the variance. Effect plots of these models are shown in Figure
4.10.
The models require some assumption concerning variable types, distribution
and variance of the data.
The histogram on the upper-left of Figure 4.11 shows exemplarily the stu-
dentized residuals for the 2-factor model for usage of mobile payment without
security method using agreeableness and positive attitude (technical affinity).
The histogram shows a good fit to a normal distribution. But there is a hint at
some possible outliers in the rightmost column. There are cases with large (stu-
dentized and standardized) residuals greater than 2. There are 6 cases, where
participants did not use the mobile payment system at all, and an additional
2 cases, where it was used all the time. One possible assumption is that those
participants did not act as they would have in real life, but were rather biased by
the experimental settings (e.g. novelty factor, role-playing). If those cases are
analyzed, only two can be found, which lie above the value of 2. This is below
the recommended 5% rule for large residuals. Further, those cases’ values for
Cook’s distance, leverage and covariance ratio are almost all within the recom-
mended limits of 1, 0.154, and 0.77–1.23 respectively. Case 27 has a covariance
ratio of 0.3584 which is below the limit, but Cook’s distance allows to retain it,
because it is no influential case. This is true for all presented models here.
The plot in the upper-right of Figure 4.11 shows the Q-Q plot of theoretical
values against observed residuals for the 2-factor model using agreeableness and
positive attitude (technical affinity). The plot shows the fit of the model data
to the empirical data.
The lower-left plot in Figure 4.11 shows the scatterplot of fitted values
against studentized residuals for the model. The plot shows no signs of a funnel
or a curved shape, so the assumptions on linearity and homoscedasticity are
met. This is the case for all presented models.
86 CHAPTER 4. MODEL
Figure 4.7: Mobile payment application with PIN: Effect plots. Left: Linear
regression model of conscientiousness and hedonic quality predicting usage of
mobile payment. Right: Linear regression model of perceived risk of PIN and
positive (attitude technical affinity) predicting security perception
Estimate Std. Error t value Pr(>|t|) Signif.
(Intercept) 30.781 10.200 3.018 0.00817 **
Agreeableness -12.727 4.668 -2.726 0.01494 *
Conscientiousness 14.571 4.295 3.393 0.003721 **
Residual std. error 10.71
F-statistic 6.064
Table 4.8: Mobile payment application with fingerprint recognition: Coefficients
for 2-factor model for of usage of mobile payment using agreeableness and con-
scientiousness, Signif. codes: ’***’ 0.001 ’**’ 0.01 ’*’ 0.05 ’.’ 0.1 ’ ’ 1.
The two model formulas for usage of mobile payment and security percep-
tion are shown in Equations 4.1 and 4.2 with: NO: no security method; Ag:
agreeableness; PA: positive attitude (technical affinity); RB: Risk Behavior con-
cerning investments; PQ: pragmatic quality; HQ: hedonic quality; vis the value
of the respective ratings.
usage =
NO : 20.248 −7.899 ×vAg + 16.218 ×vP A
P IN : 83.1645 −10.5755 ×vP Q −1.7244 ×vRB
F P : 30.781 −12.727 ×vAg + 14.571 ×vCo
(4.1)
perception =
NO :−0.4649 −0.1757 ×vAg + 1.7437 ×vSUS
P IN :−1.8732 + 0.9941 ×vP A + 0.5881 ×vHQ
F P :−1.4098 + 0.2675 ×vCo + 0.9957 ×vHQ
(4.2)
The models show the intented focus on personality traits, with positive at-
titude towards technology having the largest effect. Other influential traits are
agreeableness, conscientiousness, and to a lesser extent risk behavior. The ap-
plication’s hedonic and pragmatic qualities play also a role as an influential
4.2. PREDICTORS AND MODELS 87
Estimate Std. Error t value Pr(>|t|) Signif.
(Intercept) -1.4098 1.9458 -0.725 0.4792
Conscientiousness 0.2675 0.1185 2.258 0.0383 *
Hedonic quality 0.9957 0.4329 2.300 0.0353 *
Residual std. error 0.6832 16 DF
F-statistic 5.965
Table 4.9: Mobile payment application with fingerprint recognition: Coefficients
for 2-factor model for of security percption using conscientiousness and hedonic
quality, Signif. codes: ’***’ 0.001 ’**’ 0.01 ’*’ 0.05 ’.’ 0.1 ’ ’ 1.
Figure 4.10: Mobile payment application with fingerprint recognition: Effect
plots. Left: Linear regression model of agreeableness and conscientiousness
predicting usage of mobile payment. Right: Linear regression model of consci-
entiousness and positive (attitude technical affinity) predicting security percep-
tion.
factor. Multiple regression models for usage and perceived security can be con-
structed for granular or dichotomous variables representing security methods
(usage only). Personality traits (user), app design, and security method (cho-
sen by the developer) explain approximately one third of the variance. As user
personality was examined in detail the hypothesis for future work is that social
influences, cultural norms, and possibly brand awareness (of the mobile payment
provider) play a larger role in the adoption of mobile payment than indiviual
personality, technical specifications concerning security, and an appealing ap-
plication.
4.2.2 Classification
The models can be even more simplified, if some of the granularity concerning
security methods is omitted. If the only difference is between having no security
method and having amethod, the model can be reduced to using a categorial
variable for method (0for having no method and 1for having either PIN or
fingerprint recognition) and the factor positive attitude from technical affinity.
The resulting formula is shown in Equation 4.3. The regression models factors
are both highly significant (p<0.001 and p= 0.002). Adjusted R2= 0.2827 is
slightly lower, but not by a wide margin.
88 CHAPTER 4. MODEL
0.0
0.2
0.4
0.6
−2 0 2 4
Studentized Residual
Density
−40
−20
0
20
40
60
−2 −1 0 1 2
Theoretical values
Observed Values
Figure 4.11: 2-factor model using agreeableness and positive attitude (technical
affinity). Upper left: Histogram of studentized residuals. Upper right: Q-Q plot
of theoretical values against observed residuals. Lower left: Scatterplot of fitted
values against studentized residuals.
As was shown in Chapter 3 the usage scenario was split along PIN versus no
method or fingerprint recognition. The same approach as above to simplification
does not yield a similar result for usage of mobile payment. The adjusted R2is
a rather low 0.07644 (with p= 0.01268). While such a split per se may seem
awkward at first, it allows for another view on usage. Using no method obviously
requires no additional user action on the task of paying. Fingerprint recognition
adds one step to the process of authorizing the payment transaction (touching
the thump to the mock-up fingerprint reader), but PIN adds five steps (4-digit
PIN plus pressing OK). It can be assumed that the latter is less convenient than
the former due to adding more motion and mental load (remembering the PIN).
perception = 1.1813 + 1.0474 ×vmethod + 0.5567 ×vP A (4.3)
The simpler equations act similar to a basic classifier. To build upon this
idea, two classifiers were constructed using Support Vector Machines (SVM).
One classifier with factors perceived security and positive attitude (technical
affinity) separates the mobile payment apps with security methods from the
app without a method. The SVM uses C-classification with a radial kernel
(cost = 10, gamma = 1). The other classifier with factors usage and positive
4.3. TOWARDS SIMULATION 89
Figure 4.12: SVM scatterplots. x = data points used as support vectors. Data
points colored in respective colors. Left: Perceived security and positive atti-
tude, app with and without security method. Right: Usage and positive atti-
tude, convenient and inconvenient security method.
attitude separates inconvenient method from the convenient ones. Again, the
SVM uses C-classification with a radial kernel (cost = 10, gamma = 0.1). The
accuracy of the classifications is 0.72 (approx. one out of three classification
attempts fails). Class separation is assumed to improve with more data from
field studies. The results are plotted in Figure 4.12. The main focus is to show
that any security method discriminates against having no security method by
increasing perceived security (left plot), and convenient methods discriminate
against inconvenient ones by increasing usage (right plot). Both findings support
the fundamentals of usable security: Using any security method is more likely
to be perceived as more secure than using none; any security method adding
substantial costs (e.g. time, money, mental load, motion) is less likely to be used
(Cranor and Garfinkel, 2005). A method like fingerprint recognition increases
in both perception and usage against other examined methods (as it adds no
mental load and minimal extra motion) and could therefore be classified as being
usable and secure. Classifiers such as the ones presented here can be used to
optimize for usable security.
4.3 Towards simulation
The models compute useful results for the interpretation of influencing factors
and their share of explaining the data variance. Their predictive strengths is
untested as it was not the focus of building the models.
The models still inform about the behavior of a specific (target) population
and how a mobile payment application should be designed, especially how any
implemented security method(s) appeal to the user and lead to usage of the
application. Thus, it is highly interesting to incorporate such a model into a
simulation tool. This would have the advantage of adapting the model to dif-
ferent areas of interest. For example, to segment the population into smaller
groups with shared attributs like age, gender, psychological traits, incapabilities
etc. In this case the simulation would generate the user’s perceived security and
90 CHAPTER 4. MODEL
its accompanying behavior faster than doing the calculations “by hand”. It has
the added benefit of being able to simulate “extreme” situations where user per-
ceptions and behavior rarely seen in the experiments (or even in the field) could
be made visible. For the formal description of user behavior, the previously
identified factors and the theoretical models can be transferred into executable
models. A more complete model would be able to generate user behavior on the
basis of a description of the computer system (interaction sequence), the user
(in terms of the previously identified and quantified relevant attributes), the
interaction target and the context of use. As prototypical users do not always
accurately show the same behavior on every day the model is able to generate
different behavior variations in expected frequencies as well as extreme patterns
of behavior. It is permissible that the model generates such rarely observable
behavior, if it benefits to find edge cases of user behavior. As the model pre-
sented here is inevitably incomplete, the implementation in a simulation tool
has to be seen as groundwork that will be extended using results from future
work.
Besides the purely academic interest in this research, the implementation and
results of such a simulation tool has to fullfil (among others) two requirements:
useful predictions which provide at least trend expectations, and the possibilty
to compare variations of the system in development to “optimize” it or at least
get decision criteria.
4.3.1 Predictive model with heuristic substitution
This section on heuristic substitution and the following section on simulation
propose two concepts which might be used to predict user behavior and percep-
tion on (security) methods not yet implemented in any application.
Simulating existing software with its user interface and security method, and
compute resulting user behavior and perception works to fine-tune an applica-
tion or to find usability failures. But a developer choosing a new security method
for an application may not know how its implementation would influence the
adoption of the app. This applies to all apps requiring a security method, not
only mobile payment. With an established model, the interesting part is how
good the model would fit by substituting one of its original variables with an
untested one.
The main reason for this endeavor is to forego any new experiments, which
would be too time-consuming and costly in fast-cycled software development. To
avoid random trial and error, the predictive model should be able to substitute
one variable with a similar (but not equal) one, with a coefficient derived from
avaible information, i.e. literature, focus groups. Re-modeling on a new dataset
may require too much effort, therefore substituting might be the only econom-
ically viable option. It is also quite possible that a new method is untested
and only exists as a concept, or is treated as a trade secret, so tests are not an
option. The possible user adoption can be examined via surveys (although not
without caveats as was already shown, but possibly without alternatives). The
method to be implemented could be the first of its kind and no comparision
data is available. In this case a simulation has to rely on models derived from
prior events and possible (historical) analogies and similarities (which is often
used in business case modeling). The concept is to predict previously untested
user behavior by relying on a very small set of new information.
4.3. TOWARDS SIMULATION 91
As an example, the security method PIN is substitued with another (ex-
isting) security method fingerprint recognition. The coefficient is derived from
the survey data presented in Chapter 2 instead of the real data as computed in
Section 4.2. The main assumptions of this method is that users will react to
the new security method in a similar way, but probably with other coefficient
weights. These weights will be derived from other sources without doing further
user tests.
The envisioned variable substitution would use already available data to
replace one of the coefficients. This is done in analogy to the mathematical
operation of substitution. But rather than changing the variables, and having
the same equation (often a simpler one to compute), one variable is replaced with
asimilar (but not necessarily equal) factor with its approximated coefficient
(derived from available data). Essentially, this technique is a heuristic applied to
a predictive model. The resulting prediction is a codified version of an educated
guess.
The variable substitution and the model implementation in a simulation tool
is more efficient, if the heuristic derives changes easily. The heuristic approach
is used with data collected from a survey. A coefficient is derived from Ben-
Asher et al. (2011) for security perception of using a mobile payment system
with predictors fingerprint recognition and technical affinity (positive attitude).
The result from the survey puts fingerprint recognition ahead of PIN in terms
of the number of users who (strongly) agree to fingerprint being secure. There
are a number of users who think that both methods are secure. But with
a fingerprint/PIN ratio of approximately 70:50, it can be assumed that the
security perception would have a similar ratio. It can be also assumed, if a
device or application uses fingerprint recognition, those users would rate their
security perception of it accordingly. In this case, the substituted coefficient
for fingerprint recognition can be computed as 1.4. Equation 4.4 is derived
from Equation 4.2 by multiplying the relevant factors of the model for perceived
security using PIN with the coefficient computed from survey data. The relevant
factor here is hedonic quality, while positive attitude towards new technology
is seen as a stable personality trait. The survey-derived coefficient is used with
the equation’s constant (for normalization) and hedonic quality.
perceptionF P =−2.6225 + 0.9941 ×vP A + 0.8233 ×vHQ (4.4)
Test 5 is used to cross-validate the predictive model with variable substition
with real data. No data from test 5 was used in Equation 4.4 and thus did
not have a share in the model. The predicted values in Figure 4.13 are plotted
against actual data with both regression models (using 2D for clarity, ommitting
factor positive attitude). A one-way ANOVA computes that the means are not
significantly different (p= 0.4).
There is little reason to believe, that the biometric security method using
fingerprint would lead to completely random ratings of perceived security by
the user. It is reasonable to assume that users would rate it similar or better
compared to PIN. At least this is what several of the surveys and focus groups
got as a result. But the average rating value given to both methods is almost
equal in the experiments and the heuristic method is (surprisingly) close to
the model derived from actual data. According to the model for perceived
security of fingerprint recognition derived in Section 4.2.1 the best fit uses factor
92 CHAPTER 4. MODEL
Figure 4.13: Scatterplot of heuristic prediction versus actual data with regres-
sion lines.
conscientiousness instead of positive attitude. It could be pure chance, that the
heuristic substitution lead to a model so close to the model based on actual data.
It was already stated that survey data and lab experiments sometimes differ in
their results. Opinions expressed in surveys by un-experienced users (how do
you perceive the level of security when thinking about fingerprint recognition
as a security method? – Possibly without ever thinking about it before or even
using it.) might not be identical when confronted with a lab experiment.
But all in all the concept of heuristic substitution in its first iteration provides
a good fit which could be derived from the survey data directly. If any survey
data is collected for use in a substitution model, it can be prepared accordingly
and it might be possible to insert the data in a more sophisticated way (e.g.
asking for known correlated factors, prepare values and factors for insertion).
The approach looks promising and the concept has to be explored further in
future work.
4.3.2 MeMo workbench
This section presents a conceptual implementation of the regression models into
the simulation tool MeMo. At the current state the tool’s output does not differ
from direct computations using the models’ formulas.
The MeMo workbench – short for mental model – is an analysis tool to
support developers to evaluate software during various phases of development
(M¨oller et al., 2006). As previously mentioned throughout this thesis developers
face the challenge of inherited security concepts in both hardware and software.
In the case of a mobile payment applications additional constraints by regula-
tions and certifications apply. MeMo allows for a semi-automatic analysis of
user behavior in interaction with a range of software including spoken-dialog
systems (Engelbrecht et al., 2009) and graphical user interfaces (Schulz et al.,
2012).
4.3. TOWARDS SIMULATION 93
There are several reasons to choose MeMo over alternative concepts and im-
plementations (among them PARADISE, CogTool, ACT-R, SOAR, CLARION,
and EPIC): It was for example previously used to simulate user behavior in a
modified version of the well-known game Tetris which extended it to combine
financial profit or loss by balancing threat and security (Ben-Asher et al., 2009;
M¨oller et al., 2011). Players could gain profit by completing rows and could
be warned against upcoming threats on different levels. As the game was time-
constrained and the warnings would interrupt the game, it could dimish the
player’s profit (no warnings to 100% warnings against threats, but with lots of
false warnings). One of the results was how users changed the security level
depending on the threats and warnings. M¨oller et al. (2011) state that based on
the simulations, user behavior in security relevant situations can be predicted
and user interfaces can be designed to guide intended behavior.
The behavior model derived from the Tetris test showed good results in
predicting the overall trend of the user behavior: “The probabilistic and rule-
based simulation approach [...] is apparently able to predict user behavior with
respect to three security-relevant variables in a meaningful way. Overall, the
frequencies and the range of values observed in the simulation match quite well
the ones observed in the experiment” (M¨oller et al., 2011).
Another reason to prefer MeMo was that the source code and extensive
“in-house” knowledge was readily available, because the simulation tool is still
being developed at the Quality and Usability Lab at TU Berlin. But the ma-
jor advantage is MeMo’s flexible framework, which makes the software suitable
for later combinations, variations, and implementations of security-related fac-
tors, tasks, and processes. Speech dialogue and GUI elements were already
in place, tested, documented, and results published (Engelbrecht et al., 2009;
Schulz et al., 2012). The modular approach allows it to add new modules and
to use already implemented features like target user group selection.
MeMo does a rule-based analysis using a probabilistic user model. The model
for use here is derived from the previous chapter. A model of the system and
the user’s tasks was also added. As its predictive power is still under-developed
to be used for a guiding software analysis, the modules are implemented as a
proof-of-concept. The theoretical and practical groundwork done in the previous
chapters for the simulation enables to implement concepts to support tools for
software development. The goal is to achieve better usability, usage, and im-
proved security of the mobile payment application during development. A tool
like MeMo makes it possible to efficiently evaluate security-related computer
systems for usable security.
The predictive models generate two results: Which scale value a user ap-
points to perceived security of a card-paradigm-based mobile payment applica-
tion. And how many items are “bought” using this payment application within
a given determined set.
The simulation model is derived from theoretical considerations (see Chapter
2) and empirical studies (see Chapter 3) and then formalized and implemented as
modules. The factors have been classified and analyzed in the previous chapters
to cover all relevant aspects in empirical studies as well as in the subsequent
modeling. One of interesting questions that arise is “What is the impact of
the factors on the subjective security requirements and user behavior, if one
tries to predict something new to the model?” Thus, user behavior concerning
new security methods (think heuristic substitution) and features can already be
94 CHAPTER 4. MODEL
Figure 4.14: Model schematics used for MeMo
predicted during the development process of a new system. Such a prediction is –
because it can be carried out during the on-going design process – more effective
and more efficient than a subsequent test of the system after completion. Of
course, empirical user testing can never be completely replaced by simulations.
Several factors influencing user behavior are already known. These include
factors of the user (personal risk tolerance, concern for privacy, confidence in
the computer system and associated institutions or persons, self-assessment of
computer knowledge, experience with attacks on computer security, insight into
the effectiveness of security systems, individual perceptions of risks, etc.), the
interaction target (type of primary task motivation of the user, expected cost-
benefit ratio in taking security measures, etc.), the computer system (general
usability of the computer system, arrangement of interaction elements, type
and date of presentation of the possible dangers, etc.) and use of the environ-
ment (daily reporting, potential educational campaigns, personal environment,
current situation of use, etc.).
Since the observation of all the previously mentioned factors would be very
extensive, a sub-model was designed (see Figure 4.14) to allow some limited
simulation of user behavior. Several factors were empirically determined from
this model. The factors were chosen so that they match the sample system, the
mobile payment prototype mWallet. The current selection consists primarly of
the significant factors related to usability and security as shown in the taxonomy
(Figure 2.1). These factors were varied in the manner that primarily different
(biometric) authentication methods were tested. A second selected factor is the
nature or scope of the threat. The threat (case of misuse) can be varied, e.g.
by the amount of money involved or the type of the environment it happened
in. A third factor is the technical affinity (and to some degree risk perception)
of the user.
Participants of the experiments were classified by a screening questionnaire.
Those classification can be added to MeMo to the already existing groups (e.g.
age, gender, disabilities). All added factors are related to the mobile payment
prototype. The prototype authentication method could be switched off (by
design, not the user), so the known trade-off between usability and security
4.3. TOWARDS SIMULATION 95
could be tested. Because it is a payment system, it was assumed that targeted
attacks on the payment process would show an effect.
The model is represented as a set of states with certain transition proba-
bilities and modifying rules to change the transition possibilities. The MeMo
workbench is used to simulate the user model derived in chapter 4. In order to
do so, an extension to MeMo was necessary:
•Define the model.
•Prepare the model for probabilities and rules to apply to security-related
computer functions. This is done on the basis of the above-identified
factors and coefficients, but is implemented as a static function due to
missing state-altering informationn.
•Expand MeMo workbench with modules on payment method decision and
security perception.
•Extend the existing interface of MeMo to the corresponding features for
computer security.
•Test runs in restricted areas for review in each program step if meaningful
results are produced in accordance with the empirical data.
The MeMo workbench generates user behavior on the basis of basic prob-
abilities, which describe the general willingness to carry out a certain number
of possible interaction steps, and modifying these basic probability rules. Ba-
sic probabilities and rules need to be redefined to use MeMo to simulate user
behavior in the area of computer security. This is done on the basis of the
above-identified and quantified factors as well as using the results of the exper-
iments described in the chapters before. The MeMo workbench must also be
expanded to include those behavioral factors. In contrast to an approach like
PARADISE MeMo does not work purely statistically, but as a mixture of a rule-
based and a statistical model. Furthermore, it can easily perform simulations
of user behavior in order to identify any differences in this behavior.
Statements and forecasts about the expected subjective assessment of the
usability and the perception of security are derived based on the simulated user
behavior. For this purpose linear and muliple regression models and rule-based
coefficients for variations were used for further refinements of the simulations.
The state-based models are assumed to adjust better to local factors that influ-
ence user behavior (which arise from the current interaction step) than integra-
tive models relying on linear regression only.
The result is an executable model of user behavior, which takes into ac-
count the previously identified relevant factors and simulates real, observable
user behavior (carried out in accordance with the developed test method) with
sufficient accuracy. Moreover, the model estimates assessments of usability and
perception of security when dealing with mobile payment applications on the
basis of simulated interactions and the factors influencing them.
Because the participants tasks of rating their perceived security and deciding
which one of three given payment methods to use cannot be divided into sub-
tasks, there is no sequential change of states to work on. The scale value of
security perception and the choice of payment method are two ad-hoc decisions
by the user. Because the shopping sequences were not randomized, probabilities
96 CHAPTER 4. MODEL
Figure 4.15: State chart model of mobile payment.
for state changes concerning sequential usage of different payment method can
not be computed yet.
The model formulas derived in Chapter 4 were used. The author added three
modules to MeMo in order to extend MeMo to mobile payment applications (see
Figure 4.14 for the design concept). The modules expand MeMo with security-
related models concerning mobile payment systems.
•The Payment Decision Module collects all possible payment options and
computes current payment probabilities. It extracts relevant user at-
tribute and calculates probabilities for all available payment methods de-
pending on user attributes. Finally the module makes a decision for a
specific payment method using Equation 4.1.
•The Payment Processing Module evaluates the different payment methods
and checks if the current system state contains a payment decision dia-
logue, otherwise another module takes over (Device Knowledge Processing
Module) to decide for a user interaction.
•The Payment Utility Module connects any perceived user interface ele-
ments with the current state of the Payment Decision.
One of the many useful aspects of MeMo is the ability to iterate over many
steps. This enables any probabilistic effect to reach “extreme” values. In every
data collection these values would be outliers. But in terms of usability outliers
can provide valuable data. For example, failures to successfully use a device or
application, because the simulated user needs a very long time to end a specific
task. MeMo supports the developer in revealing those extremes. The developer
would be then able to put preventive measures into the device or application.
Because the current information for state change probabilities is missing (as
no randomized shopping sequences were used) the output does not alter from
one state to another. Effectively, there is only one state which could also be
computed directly using Equations 4.1 and 4.2.
Figure 4.15 shows a state chart model for mobile payment as envisioned
for implementation in MeMo using the three mobile payment-related modules
(without probabilities for state changes). The model displays the flow within
the simulation. It starts with setting initial parameters (e.g. personality traits,
4.4. SUMMARY 97
age, and gender), and sets an application design including a security method.
This computes perceived security and sets a value for perceived hedonic quality.
The shopping sequence iterates the user behavior influenced by environment,
price, and available alternatives. An effect by threat may be added. The loop
generates mobile payment usage. The program flow is:
•Start with user characteristics (existing MeMo module) and add appli-
cation attributes security method (Pmethod) and design (Phedonic quality)
using the Payment Utility Module,
•buy using the Payment Decision Module and Payment Processing Module
(loop through threat (Pattack), price (Pprice), environment (Pstore), and
sequential changes (Palternatives),
•produce output payment method and perceived security.
The probabilites for the user actions were derived from the experimental
results and compute the different outcomes (perceived security and usage of
mobile payment) depending on the settings. The probabilities are based on
rules which follow an if-then-condition. For example: “If the user is technical
affine and the security method is fingerprint recognition, then the probability
for the user to use mobile payment is higher”. These rules are implemented
using the appropriate model of user behavior (Equation 4.1) and perception
(Equation 4.2) derived in the previous chapters which includes the taxonomical
factors in the model formulas. The simulation tool should be flexible enough
to both implement the model into an executable simulation of user interactions
with system (including its environment and context). The goal is to predict
the target population’s subjective perceptions of security and usability of the
system on the basis of simulated interactions.
The missing data for the altered probability of future use based on prior
use of mobile payment prevents to fully implement the function into the MeMo
modules. A placeholder constant kis used instead until a proper function can
be derived from new data. Of course, there is still the possibility that such a
function does not exist. The function would alter the probability of using any
payment method based on the payment method used in the step before (but
would “forget” any step before the previous one). In the current implementation
the function is set to the value of 0, so it does not change the next step of the
iteration.
4.4 Summary
The regression models using two factors explain approximately one third of
the variance of the data. These show the effects of personal attributes like
personality traits, risk behavior, and technical affinity on the user’s choice of a
new payment method compared to existing ones like cash and payment cards.
These factors are modified by the factors concerning application design, device,
security method, environment, and threat based on suitable statistics for the
data. Classifiers are able to separate convenient from inconvenient security
methods, and methods perceived as secure from using no method at all. Still,
accuracy needs to be improved.
98 CHAPTER 4. MODEL
More data is needed to expand the model to include additional factors.
This cannot be observed via lab tests or surveys, but requires field tests using
a commercially established platform. These platforms are starting to emerge
now, but still have a very small user base to make the selection of representative
participants difficult as of end of 2014.
The relatively low explanation of the data variance by the models and the
low accuracy of the classification can point to several possible causes:
•the choice of a payment method is an “ad-hoc” (random) process like
throwing dice and cannot be predicted well;
•the data has an unusual distribution, which will be rectified by collecting
more data of the same type;
•the data is incomplete and several factors are missing, most of which can
only be collected via field tests – this will be the hypothesis guiding future
work.
The full implementation into the simulation software MeMo has to wait until
further data for other factors – assumed social and cultural norms influencing the
user – is available. The empirical data is not yet able to deliver probabilities
for changes in the sequence of payments methods. A relationship could be
expected between the prior use of mobile payment and any subsequent use. Prior
use would alter the probability of using mobile payment for future purchases.
Such a term could be included in the model and would be especially useful for
inclusion into MeMo. But the data did not confirm the assumption so far. The
proposed heuristic substitution, although promising, has to wait for more data
to be further evaluated – or to be rejected.
Chapter 5
Conclusion
There are several new insights presented in this research work which cover sev-
eral areas. This is the first study building upon a newly developed open taxon-
omy using empirical data from controlled lab tests, and constructing a model to
show the different influences of personal attributes and security methods. Most
other studies rely on survey data or on systems not applicable to the German
market (see also Amoroso and Magnier-Watanabe (2012)). This research work
has a far more granular examination of personality traits and also incorporates
factors which are difficult or impossible to obtain using questionnaires because
they rely on ad-hoc perceptions and decisions of the user like well-known pay-
ment methods as alternatives, different security methods, price, store type, and
threat.
The IT industry selling personal computers to the masses is four decades
old now, the telecommunications industry for GSM-based mobile communica-
tion more than two. Both industries converged in the recent years from Ap-
ple’s introduction of the modern smartphone and its accompanying app store in
2007 until the recent buy-outs of Nokia’s handset division by Microsoft and of
Google’s Motorola division by Lenovo in 2014. The smartphone market has also
strong players like Samsung, LG, and Sony, all consumer electronics companies.
As laid out in Chapter 1, the operating systems driving these smartphone –
Android, iOS, Windows Phone – have their conceptual and philosophical roots
in the 1960s. The criticism directed at both users and vendors (including their
developers) concerning security issues – e.g. weak passwords, carelessness, weak
software design, missing encryption, exploitable holes – does not always account
for the legacy even modern systems carry with them. The dilemma of users and
developers is this legacy framework which limits security design choices. Be-
cause security has not been a priority for most of the time personal computer
device have been sold, both users and developers have to think about security
and privacy threats targeting their (mobile) devices and how to prevent them.
Developers have also to consider the right design choice for any security con-
cept and method implemented into an application that enters a market with
app stores filled with millions of apps. The differentiating (and winning) factor
could be an appealing security method, but any bad choice will turn away users.
Someone using a computer has to think about security issues because of
attackers. Without attackers, security would not be an issue. The intented
task is influenced by user-related factors. The taxonomy unfurls a relationship
99
100 CHAPTER 5. CONCLUSION
map for the individual user with an emphasis on related factors, which cover
several areas – user, interaction, device, environment, and threat – related to
computer-security drawn from literature and studies where the author was part
of the research team. The taxonomy assumes that a user’s accomplishment of
a given task using a (mobile) computer (including smartphones) is influenced
by his or her personality traits, risk perception, experience, environment, threat
perception, security percpetion (of the computer), and application or system
design.
The taxonomical factors and relationships were applied to the specific field
of interest of mobile payment and transferred to the design of several lab ex-
periments, which focused on the influencing personal factors for user behavior
and perception in the context of payment-related security. The design of the
experiments centered on a mobile payment prototype as it satisfied the require-
ments of being a newly introduced system, offering features of computer-related
security, and touching a user’s security perception. The system could not be
field-tested because necessary components for mobile payment were not in place
at the time, so a laboratory test environment was built. Additionally, regula-
tions and ethical issues prevented a real-world installation. In the end – even
if implemented – such a real-world test system would not differ enough from a
lab test. Users would still not be able to install the application on their own
smartphones and get they own payment card personalized. No real or the par-
ticipants’ own money could be spent on real goods in a real shop. So, the user
involvement was bound to the lab environment and based on a fictional role.
Three cornerstones shown in Figure 1.2 were missing and prevented a real-life
environment: A payment card issuer with its Service Provider Trusted Service
Manager, a mobile network operator with its own Trusted Service Manager with
over-the-air provisioning, and an NFC-based contactless payment terminal at a
retail shop.
Five different experiments varied the security method of the mobile payment
application and the threat to the payment method. These experiments are a
new contribution to the field of research. Surveys had revealed what people
think of a variety of security methods from PIN to biometrics. The high ratings
for fingerprint recognition (Ben-Asher et al., 2011) lead to the method being
implemented as a mock-up. The empirical results found 10 out of 38 examined
factors to be relevant: agreeableness, conscientiousness, openness, and positive
attitude (technical affinity); risk of PIN as a security method; hedonic quality
and security method; threat; store type and price. Five of the six hypothesis
derived from the taxonomy could be retained and one had to be rejected: rela-
tionship between personality traits and security perception and usage of mobile
payment; negative relationship between cost of security and usage of mobile
payment concerning using PIN as a security method; positive relationship be-
tween the perceived hedonic quality of the mobile payment application’s design
and security perception, and usage of mobile payment; negative relationship be-
tween (financial) threat and security perception; positive relationship between
an institution’s reputation (e.g. public office versus retail stores) and usage of
mobile payment.
The multiple regression models derived from the experiments explain around
20 to 35% of the variance using two personality traits factors and security
method as moderator. This is in contrast to other models by Kim et al. (2010a),
Schierz et al. (2010), and Yang et al. (2012) which have much higher adjusted
5.1. CURRENT STATE OF MOBILE PAYMENT 101
R2beyond 0.5. These theoretical models based on survey data are not sup-
ported by the empirical data presented here. The limitations are due to either a
constricted focus on mobile payment without offering alternatives, or the ommis-
sion of ad-hoc perceptions, or the missing granularity of security methods. The
models presented in this work rectify some of the problems of the survey-based
models by using new and more realistic data.
It has been examined throughout this work how application development
can be supported by showing the influential factors for mobile payment usage.
It has to be stated that the developer’s decision is still not an easy one. Apart
from the hardware and software constraints, the user interface elements for
any mobile payment app are limited. The use case is normally not to use
any GUI elements. The security method must not interfer with the payment
process. Choice is often limited to what the hardware offers. In this regard, the
findings of the experiment show that the only examined method being usable
and perceived as secure is fingerprint recognition.
5.1 Current state of mobile payment
As of end of 2014 the latest entry into the mobile payment market is “Apple
Pay” by Apple Inc. Still, the numerous currently available mobile payment ap-
plications wait for critical mass. Apple Pay has recently gained an impressive
one million users in its first three days (Wakabayashi, 2014), and is using fin-
gerprint recognition (“Touch ID”), which this research showed translates into
more usage, but not necessarily to higher ratings of perceived security. This
also reinforces the dilemma of developers how to differentiate a product where
user interaction is merely a micro-interaction, if at all. It also shows that brand
recognition of any payment solution is very likely another important factor.
Two very similar offerings to Apple Pay’s NFC-based mobile payment, Google
Wallet and Softcard, did not gain a large customer base in the USA, although
being on the market for years. The differentiators are Touch ID and Apple’s
brand.
The complex infrastructure using NFC SIM cards (see Figure 1.2) is also
challenged by new technology. Tokenization removes the need for the Trusted
Service Manager (for payment card provisioning to the SIM card) and replaces
it with a system directly integrated into the payment process. Security is added
with the use of one-time tokens for every payment transaction instead of trans-
mitting payment card information. Host card emulation (HCE) sidesteps the
Secure Element on the NFC SIM card and emulates the card directly in soft-
ware on the device CPU. The payment card credentials can even be cloud-based
using this approach.
Figure 5.1 shows an overview of worldwide use of mobile payments in 2014.
The overview uses a broader definition covering not only smartphone-based
mobile payment at the point-of-sale, but also online payments and contactless
payment cards.
All in all the market for mobile payment applications is currently very frag-
mented and not mature. Only two countries, Kenya and Japan, have enough
mobile payment users, that mobile payment can be called to be in wide-spread
use. The service providers can be divided into two divisions. The ones us-
ing the existing payment networks as described in Chapter 1, and the others
102 CHAPTER 5. CONCLUSION
Figure 5.1: Worldwide use of mobile payments 2014 (Thompson, 2014)
using their own closed-loop networks. The prototype described in this work
and its commercially launched version (Deutsche Telekom myWallet) is an ex-
ample for the first type as are all other offerings by German mobile network
operators. Into the other category fall applications from Yapital (Otto Group)
using QR codes, Starbucks (one of the biggest mobile payment players in the
United Stated with 11% of annual revenue generated through Starbucks own
app by eight million customers (Roemmele, 2014)) using bar codes, and PayPal
using face recognition by the cashier via a customer’s photo shown on the POS
register’s display.
Apple’s and Starbuck’s successes are both limited by either the missing share
of NFC-enabled POS terminals or by their (intented) limitation to Starbuck’s
shops only. Japan’s existing mobile payment technology is literally an island
solution despite its millions of users. But within these constraints, the eight-digit
number of customers for these systems each dwarf the number of mobile payment
users in Germany, where the combined active user count for the available NFC-
based applications is between ten to twenty thousand as of end of 2014 (insights
gained by the author, official numbers unpublished). The number of active users
for all other solutions offered in Germany is possibly even less.
Recent studies show that (data) security is still paramount for users and
being the number one requirement for mobile payment use by a wide margin
(Krol and Stender, 2014). As system flaws which could be used for potential
fraud are covered on mainstream media, a main asset of a mobile payment
app is a well-perceived security method (Emms et al., 2014). Although the
individual effect of any implemented security method is small as experiments
and subsequenting models revealed, any security hole will probably be disastrous
to any payment app’s reputation.
The research presented in this thesis features several useful findings appli-
cable to the marketability of mobile payment solutions:
•a user’s personality plays a role, but (country) specific socio-cultural norms
are probably prevalent;
5.1. CURRENT STATE OF MOBILE PAYMENT 103
•different security methods lead to different levels of application usage, but
the overall influence of the investigated security methods is only marginal;
•nonetheless, the implemented security method is one of the few appli-
cation differentiators, the “right” method could be a market advantage
considering all other app elements being equal.
•the approach to use software simulation for design decisions concerning
security methods is not complete enough to be economically viable yet.
The chance for existing mobile payment providers and those about to enter
the market is to adapt security methods leading to more frequent use of the
applications while also being perceived as more secure than others. At the mo-
ment fingerprint recognition fulfills both requirements. The historical evolution
of smartphones as a direct descendent of desktop computers and their oper-
ating systems is limiting, because the designs are mainly rooted in academia
and counterculture of the 1960s with a focus on sharing. This still leaves to-
day’s developers and users with limited choices concerning security concepts
and methods. Developers mainly program for UNIX-derived mobile operating
systems. The available security methods to users for authentication and au-
thorization are by default 4-digit PINs, 2D-grid 3x3 patterns, and fingerprint
recognition (restricted to a few smartphone models – like Apple’s iPhone 5s and
6, and Samsung’s Galaxy S5 and S6 – still considered expensive and high-end
in 2014). A mobile payment application could make use of both: good app se-
curity and a usable security method – usable meaning it would lead to frequent
usage of the app. The long-term goal would be to help implementing usable
security through predictive behavior modeling without sacrificing efficient soft-
ware development (and possibly leading to guidelines to implement appropriate
security features on a mobile payment system).
Today’s implementation of fingerprint recognition is different from the one
used as a mock-up in the experiments. It uses either a fingerprint reader where
the user either has to swipe a finger (usually the thumb) over the reader or just
presses against it. The effort done by the participants to pay (in manual mode)
was higher than, for example, Apple’s Touch ID, where fingerprint recognition
can be done effortlessly. But both the experiments and the fast increase in
users of Apple Pay support the notion that an appealing security method like
fingerprint recognition works in attracting users.
The models constructed in Chapter 4 explained around one third of the
variance of the experimental data. The largest influence is not user personality
or security method (or any other of the factors presented in Chapter 3), but
probably other factors like social influences, cultural norms, and possibly trust
in the mobile payment provider. A 2014 survey among Germans revealed that
55.5% would consider using mobile payment (regardless of technology), but only
21% found it to be a secure way for payment transactions (TNS Infratest, 2014).
This is in line with only 23% being able to explain QR codes, and NFC and BLE
even less. These surveys are highly speculative because most of the respondents
judge mobile payment without knowing the details of the underlying technology.
A reference to the existing card paradigm and its transfer into a new form factor
would balance the unkown security mechanisms (as they are mostly unknowm
to the normal user for plastic payment cards, too). But another survey showed
even if clarified half of the respondents in Germany remain sceptical because of
104 CHAPTER 5. CONCLUSION
security issues (Nordlight Research, 2014). These influences and the particular
German habit of paying cash has to be examined more closely concerning mobile
payment (W¨orlen et al., 2012).
5.2 Future Work
The strength of MeMo’s core engine – probability- and rule-based modeling, and
target user group selection – could not be fully used. The model could show
to some extent the effects of personality traits and security methods, but – as
expected – a big part of the data remains unexplained due to the restrictions
of the lab experiments. In this regard, only a longitudinal field study of an
existing mobile payment app among users and a control group could reveal the
influencing factors. Additionally, future studies could verify, whether one of the
proposed ideas behind the task of implementing the predictive model – variable
substitution – would be useful or not.
After analyzing personal factors contributing to security perception and us-
age of mobile payment in detail, the next step is to extend the taxonomy (and
the predictive model) to include socio-cultural factors. The 2D taxonomical
plane would be extended with another socio-cultural plane, where relationships
between factors would extend from one plane to the other. These additional
factors would probably paint a more complete picture and an improved model
could be constructed.
This would include cultural influences like use of particular payment methods
in a given context. The proposed factors to be researched are:
•short and long-term influence of mass media and social media;
•individual environment like friends, relatives, and colleagues;
•privacy issues;
•trust as influenced by brand awareness and reputation of the mobile pay-
ment provider;
•introduction of disruptive technology (“game changer”);
•technology adoption over time.
The country-wide user base for mobile payment is still very small in Ger-
many, so it might be very difficult to find a representative panel of participants.
But the state of mobile payment in 2014 may allow to start thinking about a
field study in the near future.
Chapter 6
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112 CHAPTER 6. BIBLIOGRAPHY
Chapter 7
Appendices
7.1 Store concept
The following pictures show one of the stores set up for test 2 and test 3. Test
1 did not use a store, test 4 and 5 reduced the design to two stores in one room,
but the individual set up was very similar.
Table 7.1: Left: Shop environment for test 2 and 3 – cinema. Right: Shop
environment for test 2 and 3 – bag, mWallet prototype, payment card, cash,
and ID.
7.2 Questionnaires
This is the questionnaire used for test 4. The following pages show the ques-
tionnaire as presented to the participants. Pages 114-122 are the first part, page
123 was used multiple times during the practical part after each block, pages
124-127 was the third and last part.
113
Experiment zur Gebrauchstauglichkeit der
mWallet
Angaben zur Person
Geschlecht ___________________
Alter ___________________
Beruf ___________________
Muttersprache ___________________
Besitzen Sie ein Mobiltelefon? Ja Nein
Wenn ja, ist es ein Smartphone? Ja Nein
Nutzen Sie die Bildschirmsperre (PIN) beim Telefon? Ja Nein
wenig
mittel
viel
Erfahrung in der Benutzung von Computern
Erfahrung in der Benutzung des Internets
Erfahrung in der Benutzung von Mobiltelefonen
Benutzung von Telefonfunktionen
Benutzung von SMS
Benutzung des mobilen Internets
Benutzung von Email
Benutzung von Kalender
Benutzung von Kontaktanwendungen
Benutzung von der Kamera
Benutzung von MP3
Benutzung von Appstores
Trifft gar
nicht zu
Trifft voll
zu
Mein Mobiltelefon ist trotz PIN in
Gefahr.
Die PIN ist eine sichere Methode um
mein Mobiltelefon zu schützen.
Ich benutze nicht alle Funktionen
meines Mobiltelefons, weil ich Sorge
um meine persönlichen Daten habe.
114 CHAPTER 7. APPENDICES
1. Meine Bereitschaft ein elektronisches System zu benutzen wird bestimmt von:
Trifft gar
nicht zu
Trifft voll
zu
Art des Systems
Dringlichkeit der Benutzung
Risiko der Benutzung
Schwere des möglichen Schadens
Möglichkeit des Schutzes vor Schaden
Art der Sicherheitsvorkehrungen
Konsistenz der Interaktion
Vertrautheit der Interaktion
Vorhersagbarkeit der Interaktion
Einfache Benutzbarkeit des Systems
Design des Systems
Vertrautheit des Systems
Glaubwürdigkeit des Systems
Firma oder Institution hinter dem
System
Sicherheitsinformationen
Persönlichen Erfahrung mit solchen
Systemen
Art des möglichen Schadens
Nutzwert des Systems
Empfundene Häufigkeit von
Schadensfällen
Wahrgenommene Sicherheit
Wahrgenommene Bedrohung
Persönliche Risikobereitschaft
Anderes:
7.2. QUESTIONNAIRES 115
Hier sind unterschiedliche Eigenschaften, die eine Person haben kann. Wahrscheinlich
werden einige Eigenschaften auf Sie persönlich voll zutreffen und andere überhaupt nicht.
Bei wieder anderen sind Sie vielleicht unentschieden.
Antworten Sie bitte anhand der folgenden Skala.
Der Wert 1 bedeutet: trifft überhaupt nicht zu
Der Wert 7 bedeutet: trifft voll zu
Mit den Werten zwischen 1 und 7 können Sie ihre Meinung abstufen.
Ich bin jemand, der…
1
2
3
4
5
6
7
gründlich arbeitet
kommunikativ, gesprächig ist.
manchmal etwas zu grob zu anderen ist.
originell ist, neue Ideen einbringt.
sich oft Sorgen macht.
verzeihen kann.
eher faul ist.
aus sich herausgehen kann, gesellig ist.
künstlerische Erfahrungen schätzt.
leicht nervös wird.
Aufgaben wirksam und effizient erledigt.
zurückhaltend ist.
rücksichtsvoll und freundlich mit anderen umgeht.
eine lebhafte Phantasie, Vorstellung hat.
entspannt ist, mit Stress gut umgehen kann.
116 CHAPTER 7. APPENDICES
Trifft
gar
nicht
zu
Trifft
voll
zu
Ich informiere mich über elektronische Geräte, auch wenn ich
keine Kaufabsicht habe.
Ich liebe es, neue elektronische Geräte zu besitzen.
Ich bin begeistert, wenn ein neues elektronisches Gerät auf den
Markt kommt.
Ich gehe gern in den Fachhandel für elektronische Geräte.
Es macht mir Spaß, ein elektronisches Gerät auszuprobieren.
Ich kenne die meisten Funktionen der elektronischen Geräte,
die ich besitze.
Ich habe bzw. hätte Verständnisprobleme beim Lesen von
Elektronik- und Computerzeitschriften.
Es fällt mir leicht, die Bedienung eines elektronischen Geräts zu
lernen.
Ich kenne mich im Bereich elektronischer Geräte aus.
Elektronische Geräte helfen, an Informationen zu gelangen.
Elektronische Geräte ermöglichen einen hohen
Lebensstandard.
Elektronische Geräte erhöhen die Sicherheit.
Elektronische Geräte machen unabhängig.
Elektronische Geräte erleichtern mir den Alltag.
Elektronische Geräte verringern den persönlichen Kontakt
zwischen den Menschen.
Elektronische Geräte verursachen Stress.
Elektronische Geräte machen krank.
Elektronische Geräte machen vieles umständlicher.
Elektronische Geräte führen zu geistiger Verarmung.
7.2. QUESTIONNAIRES 117
Geben Sie für jede der folgenden Aussagen an, mit welcher Wahrscheinlichkeit Sie der
genannten Aktivität oder Verhaltensweise nachgehen würden.
Benutzen Sie dafür bitte folgende Skala von 1 bis 5:
_______________________________________________________
1 2 3 4 5
sehr unwahr- nicht wahr- sehr wahr-
unwahr- scheinlich sicher scheinlich scheinlich
scheinlich
1
2
3
4
5
zugeben, dass Ihr Geschmack anders ist als der Ihrer Freunde?
in der Wildnis fernab von Zivilisation und Campingplätzen zelten?
ein Tageseinkommen beim Pferderennen verwetten?
eine illegale Droge für den eigenen Gebrauch kaufen?
bei einer Prüfung schummeln?
einen Tornado mit dem Auto verfolgen, um dramatische Bilder machen zu können?
10% Ihres Jahreseinkommens in ein mäßig wachsendes Wertpapierdepot investieren?
fünf oder mehr Gläser Alkohol an einem einzigen Abend zu sich nehmen?
einen bedeutenden Betrag vom Einkommen nicht in der Steuererklärung angeben?
bei einem wichtigen Thema anderer Meinung sein als Ihr Vater?
bei einem Pokerspiel ein Tageseinkommen aufs Spiel setzen?
eine Affäre mit einem verheirateten Mann oder einer verheirateten Frau haben?
die Unterschrift von jemandem fälschen?
die Arbeit von jemand anderem als die eigene ausgeben?
in einem Dritte-Welt-Land Urlaub machen, ohne die Fahrt und die Hotel Unterbringung
vorgeplant zu haben?
über eine Angelegenheit mit einem Freund/einer Freundin diskutieren, über die er/sie
eine andere Meinung hat?
eine Skipiste befahren, die Ihre Fähigkeiten übersteigt oder geschlossen ist?
5% Ihres Jahreseinkommens in eine sehr spekulative Aktie investieren?
Ihren Chef um eine Gehaltserhöhung bitten?
illegal Software kopieren?
während der starken Wasserströmung im Frühling an einer Wildwasser-Schlauchboot-
Tour teilnehmen?
Ihr Tageseinkommen auf das Ergebnis eines Sport-Ereignisses (Fußball, Basketball, etc.)
setzen?
Einem/r Freund/in erzählen, dass dessen/deren Partner Dir Avancen gemacht hat?
5% Ihres Jahreseinkommens in eine konservative Aktie investieren?
einen kleinen Gegenstand (Lippenstift, Füller etc.) aus einem Geschäft stehlen?
gelegentlich provokative oder unkonventionelle Kleidung tragen?
sich auf ungeschützten Sex einlassen?
von einer bezahlten Kabelleitung fürs Fernsehen eine weitere illegale Leitung
abzweigen?
sich auf dem Beifahrersitz im Auto nicht anschnallen?
118 CHAPTER 7. APPENDICES
Menschen sehen in bestimmten Situationen ein Risiko, falls Unsicherheit hinsichtlich
möglicher Ergebnisse oder Konsequenzen besteht und für Sie 'ungünstige' Folgen
auftreten können. Das Risiko wird jedoch sehr persönlich und intuitiv wahrgenommen,
und wir möchten gerne erfahren, wie risikoreich Sie jede der Situationen einschätzen.
Schätzen Sie für jede der folgenden Aussagen den Risikograd ein. Benutzen Sie dafür
folgende Skala von 1 bis 5:
____________________________________________________________
1 2 3 4 5
überhaupt ein gewisses sehr hohes
kein Risiko Risiko Risiko
10% Ihres Jahreseinkommens in Staatsanleihen (Schatzbriefe) investieren?
regelmäßig gefährlichen Sport (wie z. B . Klettern, Fallschirmspringen etc.) treiben?
ohne Helm Motorrad fahren?
das Einkommen einer Woche im Casino verspielen?
einen Job, der Spaß macht, einem Job mit Prestige aber weniger Spaß, vorziehen?
eine heikle Sache, an die Sie glauben, bei einem öffentlichen Anlass verteidigen?
sich der Sonne aussetzen, ohne sich eingecremt zu haben?
wenigstens einmal Bungee-Jumping ausprobieren?
Ihr eigenes, kleines Flugzeug fliegen, wenn Sie die Gelegenheit hätten?
nachts alleine durch einen unsicheren Stadtteil nach Hause gehen?
regelmäßig hoch cholesterinhaltiges Essen zu sich nehmen?
1
2
3
4
5
zugeben, dass Ihr Geschmack anders ist als der Ihrer Freunde?
in der Wildnis fernab von Zivilisation und Campingplätzen zelten?
ein Tageseinkommen beim Pferderennen verwetten?
eine illegale Droge für den eigenen Gebrauch kaufen?
bei einer Prüfung schummeln?
einen Tornado mit dem Auto verfolgen, um dramatische Bilder machen zu können?
10% Ihres Jahreseinkommens in ein mäßig wachsendes Wertpapierdepot investieren?
fünf oder mehr Gläser Alkohol an einem einzigen Abend zu sich nehmen?
einen bedeutenden Betrag vom Einkommen nicht in der Steuererklärung angeben?
bei einem wichtigen Thema anderer Meinung sein als Ihr Vater?
bei einem Pokerspiel ein Tageseinkommen aufs Spiel setzen?
eine Affäre mit einem verheirateten Mann oder einer verheirateten Frau haben?
die Unterschrift von jemandem fälschen?
die Arbeit von jemand anderem als die eigene ausgeben?
in einem Dritte-Welt-Land Urlaub machen, ohne die Fahrt und die Hotel Unterbringung
vorgeplant zu haben?
7.2. QUESTIONNAIRES 119
über eine Angelegenheit mit einem Freund/einer Freundin diskutieren, über die er/sie
eine andere Meinung hat?
eine Skipiste befahren, die Ihre Fähigkeiten übersteigt oder geschlossen ist?
5% Ihres Jahreseinkommens in eine sehr spekulative Aktie investieren?
Ihren Chef um eine Gehaltserhöhung bitten?
illegal Software kopieren?
während der starken Wasserströmung im Frühling an einer Wildwasser-Schlauchboot-
Tour teilnehmen?
Ihr Tageseinkommen auf das Ergebnis eines Sport-Ereignisses (Fußball, Basketball, etc.)
setzen?
Einem/r Freund/in erzählen, dass dessen/deren Partner Dir Avancen gemacht hat?
5% Ihres Jahreseinkommens in eine konservative Aktie investieren?
einen kleinen Gegenstand (Lippenstift, Füller etc.) aus einem Geschäft stehlen?
gelegentlich provokative oder unkonventionelle Kleidung tragen?
sich auf ungeschützten Sex einlassen?
von einer bezahlten Kabelleitung fürs Fernsehen eine weitere illegale Leitung
abzweigen?
sich auf dem Beifahrersitz im Auto nicht anschnallen?
10% Ihres Jahreseinkommens in Staatsanleihen (Schatzbriefe) investieren?
regelmäßig gefährlichen Sport (wie z. B . Klettern, Fallschirmspringen etc.) treiben?
ohne Helm Motorrad fahren?
das Einkommen einer Woche im Casino verspielen?
einen Job, der Spaß macht, einem Job mit Prestige aber weniger Spaß, vorziehen?
eine heikle Sache, an die Sie glauben, bei einem öffentlichen Anlass verteidigen?
sich der Sonne aussetzen, ohne sich eingecremt zu haben?
wenigstens einmal Bungee-Jumping ausprobieren?
Ihr eigenes, kleines Flugzeug fliegen, wenn Sie die Gelegenheit hätten?
nachts alleine durch einen unsicheren Stadtteil nach Hause gehen?
regelmäßig hoch cholesterinhaltiges Essen zu sich nehmen?
120 CHAPTER 7. APPENDICES
Trifft gar
nicht zu
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zu
Ich habe Angst meine Geldbörse zu
verlieren
Wenn ich meine Geldbörse verliere,
habe ich Angst vor…
dem finanziellen Schaden durch
Verlust von Bargeld, Kreditkarte, …
dem Schaden an der Privatsphäre
durch Verlust von Ausweis,
Führerschein, …
dem zeitlichen Schaden durch
Wiederbeschaffung von Geldbörse,
Ausweis, Kreditkarte, …
Trifft gar
nicht zu
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zu
Ich kontrolliere regelmäßig meinen
Kontoauszug
Ich überprüfe Rechnungen/Bons
immer sofort
Informationen darüber, wer meine
Daten erhält sind mir wichtig
Ich ärgere mich über
Sicherheitshinweise bei meinem
Computer
Ich ärgere mich über
Sicherheitshinweise bei meinem
Mobiltelefon.
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nicht zu
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zu
Mir wird oft falsch Wechselgeld
herausgegeben
Ich erhalte oft falsche EC-
/Kreditkartenrechnungen
Ich habe Vertrauen in
sicherheitsrelevante elektronische
Systeme
Ich wurde schon Opfer eines EC-
/Kreditkartenbetruges
Mir wurde im Internet schon Geld
gestohlen
Ich gebe meine persönlichen
Informationen gerne an meine
Freunde weiter (Facebook)
Ich wurde schon Betrugsopfer im
Internet
Ich kenne viele Personen, die im
Internet betrogen worden sind
7.2. QUESTIONNAIRES 121
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zu
Ich halte folgende sicherheitsrelevante
elektronische Systeme für sicher
Passwörter
Verschlüsselung
Fingerabdrucksensoren
EC-/Kreditkarten
Internet
Mobiltelefon
Elektronisches Bezahlen
Email
Online-Banking
Soziale Netzwerke
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nicht zu
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zu
Der Anbieter eines Dienstes ist mir
wichtig
Um einen Dienst zu nutzen muss das
Vertrauen in den Anbieter hoch sein
Die Vertrauenswürdigkeit der
Verkaufsstelle an der ich die mWallet
nutze ist mir wichtig
Um einen Dienst an einer
Verkaufsstelle zu nutzen muss mein
Vertrauen in diese hoch sein
Mein Vertrauen in … ist eher hoch
Bürgeramt/Behörde
Kino
Kiosk in einem Kaufhaus
Supermarkt
Gemüsehändler
Bahnhofskiosk
Imbiss
Bank
Krankenkasse
Arztpraxis
Anbieter des Dienstes
Telekom
122 CHAPTER 7. APPENDICES
Eindruck zur Benutzbarkeit der Bezahlmethode
Eindruck zur Sicherheit der Bezahlmethode
Eindruck zum Risiko mit der Bezahlmethode zu bezahlen
Wie schätzen Sie die Gefahr ein, einen Schaden zu erleiden, wenn Sie mit der Bezahlmethode
bezahlen
Gesamturteil zu der Bezahlmethode
7.2. QUESTIONNAIRES 123
Benutzung der mWallet
Nachfolgend finden Sie Wortpaare, mit deren Hilfe Sie die mWallet bewerten können. Sie
stellen jeweils extreme Gegensätze dar, zwischen denen eine Abstufung möglich ist.
Ein Beispiel:
einfach
X
kompliziert
Diese Bewertung bedeutet, dass die mWallet für Sie eher kompliziert ist.
Denken Sie nicht lange über die Wortpaare nach, sondern geben Sie bitte die Einschätzung
ab, die Ihnen spontan in den Sinn kommt.
Vielleicht passen einige Wortpaare nicht so gut auf die mWallet, kreuzen Sie aber trotzdem
bitte immer eine Antwort an. Denken Sie daran, dass es keine "richtigen" oder "falschen"
Antworten gibt - nur Ihre persönliche Meinung zählt!
Bitte kreuzen Sie nur jeweils ein Kästchen an!
Trifft gar
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zu
Ich denke, dass ich dieses System
gerne häufig nutzen würde.
Ich fand das System unnötig
komplex.
Ich denke, das System war einfach
zu benutzen.
Ich denke, ich würde die Hilfe
eines Technikers benötigen, um
das System benutzen zu können.
Ich halte die verschiedenen
Funktionen des Systems für gut
integriert.
Ich halte das System für zu
inkonsistent.
Ich kann mir vorstellen, dass die
meisten Leute sehr schnell lernen
würden, mit dem System
umzugehen.
Ich fand das System sehr mühsam
zu benutzen.
Ich fühlte mich bei der Nutzung
des Systems sehr sicher.
Ich musste viele Dinge lernen,
bevor ich das System nutzen
konnte.
124 CHAPTER 7. APPENDICES
Bitte geben Sie mit Hilfe der folgenden Wortpaare Ihren Eindruck zum Bezahlen mit der
mWallet wieder.
Weitere Fragen zu den Bezahlvorgängen
Trifft gar
nicht zu
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zu
Mir wurde oft falsches Wechselgeld
herausgegeben
Ich erhielt oft falsche EC-
/Kreditkartenrechnungen
Die Rechnungen der mWallet waren
oft fehlerhaft
Trifft gar
nicht zu
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zu
Der entstandene Schaden war…
finanziell hoch
zeitlich hoch
meine Privatsphäre betreffend hoch
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nicht zu
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zu
Ich Vertraue dem Anbieter der
mWallet
Die Vertrauenswürdigkeit der
Verkaufsstelle … war hoch
Kiosk
Supermarkt
1
2
3
4
5
6
7
einfach
kompliziert
hässlich
schön
praktisch
unpraktisch
stilvoll
stillos
voraussagbar
unberechenbar
minderwertig
wertvoll
phantasielos
kreativ
gut
schlecht
verwirrend
übersichtlich
lahm
fesselnd
7.2. QUESTIONNAIRES 125
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nicht zu
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zu
Ich habe Angst meine
mWallet/Mobiltelefon zu verlieren
Wenn ich meine
mWallet/Mobiltelefon verliere, habe
ich Angst vor…
dem finanziellen Schaden durch
Verlust von Bargeld, Kreditkarte, …
dem Schaden an der Privatsphäre
durch Verlust von Ausweis,
Führerschein, …
dem zeitlichen Schaden durch
Wiederbeschaffung von Geldbörse,
Ausweis, …
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nicht zu
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zu
Meine Motivation für die getätigten
Einkäufe war eher hoch
Die Wichtigkeit der Einkäufe war für
mich eher hoch
Trifft gar
nicht zu
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zu
Die mWallet liefert genug
Informationen zu Bezahlvorgängen
Die mWallet liefert genug
Sicherheitshinweise
Die mWallet sollte anzeigen welche
Daten übertragen werden
Die mWallet sollte mehr Rückmeldung
geben
Ich ärger mich über
Sicherheitshinweise bei der mWallet.
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nicht zu
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zu
Ich halte die mWallet für sicher
Ich halte EC-Karten für sicher
Ich halte Bargeld für sicher
126 CHAPTER 7. APPENDICES
Gesamteindruck zur mWallet
Eindruck zur Benutzbarkeit der mWallet
Eindruck zur Sicherheit der mWallet
Eindruck zum Risiko mit der mWallet zu bezahlen
Wie schätzen Sie die Gefahr ein, einen Schaden zu erleiden, wenn Sie mit der mWallet bezahlen
Gesamturteil zu der mWallet
Sie können Kommentare zu Ihrem Gesamteindruck abgeben
7.2. QUESTIONNAIRES 127