An Investigation into Permissions Requested by Mobile Banking on Android Platform

Author(s):  
Latifa Er-Rajy ◽  
M. Ahmed El Kiram

In the past, banking took place only inside bank rooms, which was a task for customers and bankers at the same time. But in our day, thanks to the high-speed development and growth of mobile technology, the mobile phone platform had the power to create great opportunities for customers of the physical bank due to its capabilities and coverage of the population; this can be proved by the number of mobile subscriptions that approximates the world population figures. In order to explore these opportunities, most banks have already launched their mobile apps or have redesigned the mobile version of their websites. Among the advantages of using mobile banking is that users have the ability to make banking transactions, online payments or transfers, anywhere and at any time. In this article, we investigated the danger of the permissions requested by mobile banking applications, their effects on sensitive user data and their relationship with the attack called “Man in the middle” and its different forms. We took Morocco as a case of study.

Author(s):  
Latifa Er-Rajy ◽  
M. Ahmed El Kiram

In the past, banking took place only inside bank rooms, which was a task for customers and bankers at the same time. But in our day, thanks to the high-speed development and growth of mobile technology, the mobile phone platform had the power to create great opportunities for customers of the physical bank due to its capabilities and coverage of the population; this can be proved by the number of mobile subscriptions that approximates the world population figures. In order to explore these opportunities, most banks have already launched their mobile apps or have redesigned the mobile version of their websites. Among the advantages of using mobile banking is that users have the ability to make banking transactions, online payments or transfers, anywhere and at any time. In this article, we investigated the danger of the permissions requested by mobile banking applications, their effects on sensitive user data and their relationship with the attack called “Man in the middle” and its different forms. We took Morocco as a case of study.


2018 ◽  
Vol 17 (2) ◽  
pp. 100-107
Author(s):  
Harlina Kuriaty

BRI mobile banking application is one of the indirect services by BRI to its customers, where the service only uses the application attached to the customer's mobile phone. The research on BRI's mobile banking application is aimed to learn and understand how to use BRI's mobile banking application facilities and analyze the factors that affect the effectiveness and efficiency of BRI's mobile banking facilities. The service quality factors used to see the effectiveness and efficiency in the use of BRI mobile banking applications include Tangibles / direct evidence, Reliability, Responsiveness, Assurance, and Empathy. The customers studied are as many as 10 BRI customers of Buntok branch of active BRI mobile banking users. The method of this research is Triangulation method. The result of the direct interview with 3 active customers of BRI mobile banking who work as Civil Servant, Private Officer, and Student, based on 5 service quality said that using BRI mobile banking is more effective and efficient than coming directly to Bank, and seen from four inhibiting factors of service can be concluded that service using mobile banking application have inhibiting factor in its service that is often difficult network and system interference.


2013 ◽  
Vol 1 (2) ◽  
pp. 18-20
Author(s):  
Sandeep Bagaria

Mobile banking is taking the world by storm, accounting for over 590 million users worldwide, which is expected to double to exceed 1 billion by 2017.  Today consumers will not bank with a Bank that does not have internet banking. Tomorrow consumers will not bank with a Bank that does not have mobile banking.In order for banks to create a successful mobile banking strategy, banks need to do more than just provide their internet banking on the mobile phone. They have to focus on innovation and user experience to deliver leading edge mobile banking applications.This article describes how banks in Asia Pacific have leveraged innovation and user-experience to differentiate themselves from their competitors.


10.2196/14118 ◽  
2020 ◽  
Vol 8 (3) ◽  
pp. e14118 ◽  
Author(s):  
Anne Martin ◽  
Maurizio Caon ◽  
Fulvio Adorni ◽  
Giuseppe Andreoni ◽  
Antonio Ascolese ◽  
...  

Background Promotion of physical activity, healthy eating, adequate sleep, and reduced sedentary behavior in adolescents is a major priority globally given the current increase in population health challenges of noncommunicable diseases and risk factors such as obesity. Adolescents are highly engaged with mobile technology, but the challenge is to engage them with mobile health (mHealth) technology. Recent innovations in mobile technology provide opportunities to promote a healthy lifestyle in adolescents. An increasingly utilized approach to facilitate increased engagement with mHealth technology is to involve potential users in the creation of the technology. Objective This study aimed to describe the process of and findings from co-designing and prototyping components of the PEGASO Fit for Future (F4F) mHealth intervention for adolescents from different cultural backgrounds. Methods A total of 74 adolescents aged 13 to 16 years from Spain, Italy, and the United Kingdom participated in the co-design of the PEGASO F4F technology. In 3 iterative cycles over 12 months, participants were involved in the co-design, refinement, and feasibility testing of a system consisting of diverse mobile apps with a variety of functions and facilities to encourage healthy weight–promoting behaviors. In the first iteration, participants attended a single workshop session and were presented with mock-ups or early-version prototypes of different apps for user requirements assessment and review. During the second iteration, prototypes of all apps were tested by participants for 1 week at home or school. In the third iteration, further developed prototypes were tested for 2 weeks. Participants’ user experience feedback and development ideas were collected through focus groups and completion of questionnaires. Results For the PEGASO F4F technology to be motivating and engaging, participants suggested that it should (1) allow personalization of the interface, (2) have age-appropriate and easy-to-understand language (of icons, labels, instructions, and notifications), (3) provide easily accessible tutorials on how to use the app or navigate through a game, (4) present a clear purpose and end goal, (5) have an appealing and self-explanatory reward system, (6) offer variation in gamified activities within apps and the serious game, and (7) allow to seek peer support and connect with peers for competitive activities within the technology. Conclusions Incorporating adolescents’ preferences, the PEGASO F4F technology combines the functions of a self-monitoring, entertainment, advisory, and social support tool. This was the first study demonstrating that it is possible to develop a complex mobile phone-based technological system applying the principles of co-design to mHealth technology with adolescents across 3 countries. The findings from this study informed the development of an mHealth system for healthy weight promotion to be tested in a controlled multinational pilot trial.


Author(s):  
Julia E. Hoffman ◽  
Eric Kuhn ◽  
Jason E. Owen ◽  
Josef I. Ruzek

Within the past decade, the emergence and pervasiveness of mobile technology across all socioeconomic groups in most parts of the world has enabled myriad opportunities to engage trauma survivors in novel approaches to treatment, self-management, and symptom monitoring. While the World Wide Web has continued its explosive growth, the availability of mobile phones has kept pace. These sophisticated devices are always on and always accessible, enabling previously unheard-of opportunities for patient engagement, connection with providers and systems, objective measures of functioning and change, and innovative enhancements to evidence-based treatment tools. The potential for mobile technology to ease delivery of medical care has led to the release of hundreds of thousands of software and hardware applications (“apps”). The National Center for PTSD has been at the forefront of app development for posttraumatic stress disorder (PTSD), including PTSD Coach. Various publicly available, free apps are described.


2019 ◽  
Author(s):  
Anne Martin ◽  
Maurizio Caon ◽  
Fulvio Adorni ◽  
Giuseppe Andreoni ◽  
Antonio Ascolese ◽  
...  

BACKGROUND Promotion of physical activity, healthy eating, adequate sleep, and reduced sedentary behavior in adolescents is a major priority globally given the current increase in population health challenges of noncommunicable diseases and risk factors such as obesity. Adolescents are highly engaged with mobile technology, but the challenge is to engage them with mobile health (mHealth) technology. Recent innovations in mobile technology provide opportunities to promote a healthy lifestyle in adolescents. An increasingly utilized approach to facilitate increased engagement with mHealth technology is to involve potential users in the creation of the technology. OBJECTIVE This study aimed to describe the process of and findings from co-designing and prototyping components of the PEGASO Fit for Future (F4F) mHealth intervention for adolescents from different cultural backgrounds. METHODS A total of 74 adolescents aged 13 to 16 years from Spain, Italy, and the United Kingdom participated in the co-design of the PEGASO F4F technology. In 3 iterative cycles over 12 months, participants were involved in the co-design, refinement, and feasibility testing of a system consisting of diverse mobile apps with a variety of functions and facilities to encourage healthy weight–promoting behaviors. In the first iteration, participants attended a single workshop session and were presented with mock-ups or early-version prototypes of different apps for user requirements assessment and review. During the second iteration, prototypes of all apps were tested by participants for 1 week at home or school. In the third iteration, further developed prototypes were tested for 2 weeks. Participants’ user experience feedback and development ideas were collected through focus groups and completion of questionnaires. RESULTS For the PEGASO F4F technology to be motivating and engaging, participants suggested that it should (1) allow personalization of the interface, (2) have age-appropriate and easy-to-understand language (of icons, labels, instructions, and notifications), (3) provide easily accessible tutorials on how to use the app or navigate through a game, (4) present a clear purpose and end goal, (5) have an appealing and self-explanatory reward system, (6) offer variation in gamified activities within apps and the serious game, and (7) allow to seek peer support and connect with peers for competitive activities within the technology. CONCLUSIONS Incorporating adolescents’ preferences, the PEGASO F4F technology combines the functions of a self-monitoring, entertainment, advisory, and social support tool. This was the first study demonstrating that it is possible to develop a complex mobile phone-based technological system applying the principles of co-design to mHealth technology with adolescents across 3 countries. The findings from this study informed the development of an mHealth system for healthy weight promotion to be tested in a controlled multinational pilot trial.


Author(s):  
Martin Hilbert ◽  
Ashwin Aravindakshan

While the mobile phone is the world’s most popular media device, it is actually not one single medium, but is effectively used as a different medium by different user groups. The article characterizes polymodal differences in mobile apps usage among different user groups, including gender, education, occupation, screen size, and price. We monitored the complete app usage of 10,725 smartphone users for one month each (56 million sessions, recording almost 1 million hours). Our key contribution consists in developing and analyzing a theoretical framework to classify the over 16,000 apps used into five categories. Exploring nine research questions we provide a broad characterization by asking who, with which characteristics, uses which kinds of apps in what extensity and intensity? For example, it is not the young and high occupational grades that use the mobile phone as a human-to-machine computer (including gaming and artificial intelligence tools). Large screen size is related to extensive long sessions, while a small screen size is related to intensive frequent usage. The results go beyond providing ample empirical evidence for the inherently polymodal nature of the mobile phone, but also proposes a framework on how to possibility deal with it analytically.


2010 ◽  
Vol 6 (2) ◽  
pp. 69-86
Author(s):  
B.Ye. Paton ◽  
◽  
M.D. Kostyuk ◽  
S.I. Kuchuk-Yatsenko ◽  
O.A. Mazur ◽  
...  

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