For software to be secure in practice, users need to be willing and able to appropriately use security features. These features are usually implemented by software professionals during the software development process (SDP), who may be unable to consider the usability of these mechanisms.While research has made progress in supporting developers in creating secure software products, very little attention has been paid to whether and how these security features are made usable. In a semi-structured interview study with 25 software professionals (software developers, designers, architects), we explored how they and other decision-makers encounter and deal with security and usability during the software development process in their companies.Based on 37 hours of interview recordings, we qualitatively analyzed and investigated 23 distinct development contexts in detail. In addition to individual awareness and factors that directly influence the implementation phase, we identify a high impact of contextual factors, such as stakeholder pressure, presence of expertise, and collaboration culture, and the specific implementation of the SDP on usable security in software products. We conclude our work by highlighting important gaps, such as studying and improving contextual factors that contribute to usable security and discussing potential improvements of the status quo.
IT-Security Tabletop Games for developers have been available in analog format; with the COVID-19 pandemic, interest in collaborative remote security games has increased. In this paper, we propose a methodology to evaluate the impact of a (remote) security gamebased intervention on developers. The study design consists of the respective intervention, three questionnaires, and a small open interview guide for a focus group. A validated self-efficacy scale is used as a proxy for measuring effects on participants' ability to develop secure software. We tested this design with 9 participants (expert and novice developers and security experts) as part of a small feasibility study to understand the challenges and limitations of remote tabletop games. We describe how we selected and digitized three security tablet-top games, and report our qualitative findings from our evaluation. Setting up and running the virtual tabletop games turned out to be more challenging and complex for both moderator and participants then we expected. Completing the games required patience and persistence, and social interaction was limited. Our findings can be helpful in building and evaluating a better, more comprehensive, technically sound and issue-specific game-based training measure for developers. The methodology can be used by researchers to evaluate existing and new game designs, and identify improvements.
CCS CONCEPTS• Social and professional topics → Computing education; • Security and privacy → Software security engineering.
Mit Trainings und simulierten Phishing-Angriffen soll das medizinische Personal sensibilisiert werden, um sich Zeit für die IT-Sicherheit zu nehmen. Angesichts des Zeitdrucks und der Personalknappheit stellt sich die Frage, woher es diese Zeit nehmen soll – zumal die Sicherheitsrichtlinien und Systeme Frust verursachen. Stattdessen sollte man auf die Forschung hören.
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