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Dive into the research topics where Robert Biddle is active.

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Featured researches published by Robert Biddle.


ACM Computing Surveys | 2012

Graphical passwords: Learning from the first twelve years

Robert Biddle; Sonia Chiasson; P.C. van Oorschot

Starting around 1999, a great many graphical password schemes have been proposed as alternatives to text-based password authentication. We provide a comprehensive overview of published research in the area, covering both usability and security aspects as well as system evaluation. The article first catalogues existing approaches, highlighting novel features of selected schemes and identifying key usability or security advantages. We then review usability requirements for knowledge-based authentication as they apply to graphical passwords, identify security threats that such systems must address and review known attacks, discuss methodological issues related to empirical evaluation, and identify areas for further research and improved methodology.


european symposium on research in computer security | 2007

Graphical password authentication using cued click points

Sonia Chiasson; P.C. van Oorschot; Robert Biddle

We propose and examine the usability and security of Cued Click Points (CCP), a cued-recall graphical password technique. Users click on one point per image for a sequence of images. The next image is based on the previous click-point. We present the results of an initial user study which revealed positive results. Performance was very good in terms of speed, accuracy, and number of errors. Users preferred CCP to PassPoints (Wiedenbeck et al., 2005), saying that selecting and remembering only one point per image was easier, and that seeing each image triggered their memory of where the corresponding point was located. We also suggest that CCP provides greater security than PassPoints because the number of images increases the workload for attackers.


Communications of The ACM | 2005

Scale-free geometry in OO programs

Alex Potanin; James Noble; Marcus Frean; Robert Biddle

Though conventional OO design suggests programs should be built from many small objects, like Lego bricks, they are instead built from objects that are scale-free, like fractals, and unlike Lego bricks.


symposium on usable privacy and security | 2007

A second look at the usability of click-based graphical passwords

Sonia Chiasson; Robert Biddle; P.C. van Oorschot

Click-based graphical passwords, which involve clicking a set of user-selected points, have been proposed as a usable alternative to text passwords. We conducted two user studies: an initial lab study to revisit these usability claims, explore for the first time the impact on usability of a wide-range of images, and gather information about the points selected by users; and a large-scale field study to examine how click-based graphical passwords work in practice. No such prior field studies have been reported in the literature. We found significant differences in the usability results of the two studies, providing empirical evidence that relying solely on lab studies for security interfaces can be problematic. We also present a first look at whether interference from having multiple graphical passwords affects usability and whether more memorable passwords are necessarily weaker in terms of security.


Interacting with Computers | 2007

Video game values: Human-computer interaction and games

Pippin Barr; James Noble; Robert Biddle

Current human-computer interaction (HCI) research into video games rarely considers how they are different from other forms of software. This leads to research that, while useful concerning standard issues of interface design, does not address the nature of video games as games specifically. Unlike most software, video games are not made to support external, user-defined tasks, but instead define their own activities for players to engage in. We argue that video games contain systems of values which players perceive and adopt, and which shape the play of the game. A focus on video game values promotes a holistic view of video games as software, media, and as games specifically, which leads to a genuine video game HCI.


IEEE Transactions on Dependable and Secure Computing | 2012

Persuasive Cued Click-Points: Design, Implementation, and Evaluation of a Knowledge-Based Authentication Mechanism

Sonia Chiasson; Elizabeth Stobert; Alain Forget; Robert Biddle; P.C. van Oorschot

This paper presents an integrated evaluation of the Persuasive Cued Click-Points graphical password scheme, including usability and security evaluations, and implementation considerations. An important usability goal for knowledge-based authentication systems is to support users in selecting passwords of higher security, in the sense of being from an expanded effective security space. We use persuasion to influence user choice in click-based graphical passwords, encouraging users to select more random, and hence more difficult to guess, click-points.


International Journal of Information Security | 2009

User interface design affects security: patterns in click-based graphical passwords

Sonia Chiasson; Alain Forget; Robert Biddle; P.C. van Oorschot

Design of the user interface for authentication systems influences users and may encourage either secure or insecure behaviour. Using data from four different but closely related click-based graphical password studies, we show that user-selected passwords vary considerably in their predictability. Our post-hoc analysis looks at click-point patterns within passwords and shows that PassPoints passwords follow distinct patterns. Our analysis shows that many patterns appear across a range of images, thus motivating attacks which are independent of specific background images. Conversely, Cued Click-Points (CCP) and Persuasive Cued Click-Points (PCCP) passwords are nearly indistinguishable from those of a randomly generated simulated dataset. These results provide insight on modeling effective password spaces and on how user interface characteristics lead to more (or less) security resulting from user behaviour.


agile conference | 2007

Agile Development Iterations and UI Design

Jennifer Ferreira; James Noble; Robert Biddle

Many agile projects require user interaction (UI) design, but the integration of UI design into agile development is not well understood. This is because both agile development and UI design are iterative - but while agile methods iterate on code with iterations lasting weeks, UI designs typically iterate only on the user interface using low technology prototypes with iterations lasting hours or days. Similarly, both agile development and UI design emphasise testing, but agile development involves automated code testing, while UI must done by expert inspectors or ideally potential end users. We report on a qualitative grounded theory study of real agile projects involving significant UI design. The key results from our study are that agile iterations facilitates usability testing; allows software developers to incorporate results of those tests into subsequent iterations; and crucially, can significantly improve the quality of the relationship between UI designers and software developers.


agile development conference | 2004

The XP customer role in practice: three studies

Angela Martin; Robert Biddle; James Noble

The customer is the only nondeveloper role in extreme programming (XP). The customers explicit responsibilities are to drive the project, providing project requirements (user stories) and quality control (acceptance testing): unfortunately the customer must also shoulder a number of implicit responsibilities including liaison with external project stakeholders, especially project funders, clients, and end users, while maintaining the trust of both the development team and the wider business. In this paper, we report on a series of case studies of the customer role in XP projects. We have found that customers have a pressured and stressful role, leading to issues of sustainability.


human factors in computing systems | 2010

Shoulder-surfing resistance with eye-gaze entry in cued-recall graphical passwords

Alain Forget; Sonia Chiasson; Robert Biddle

We present Cued Gaze-Points (CGP) as a shoulder-surfing resistant cued-recall graphical password scheme where users gaze instead of mouse-click. This approach has several advantages over similar eye-gaze systems, including a larger password space and its cued-recall nature that can help users remember multiple distinct passwords. Our 45-participant lab study is the first evaluation of gaze-based password entry via user-selected points on images. CGPs usability is potentially acceptable, warranting further refinement and study.

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James Noble

Victoria University of Wellington

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Rilla Khaled

Victoria University of Wellington

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Craig Anslow

Victoria University of Wellington

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Pippin Barr

Victoria University of Wellington

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Angela Martin

Victoria University of Wellington

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Stuart Marshall

Victoria University of Wellington

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