Development of an Enhance Data Security in Mobile Messaging using Firebase

Development of an Enhance Data Security in Mobile Messaging using Firebase

Abstract

This study is on the development of an Enhance Data Security in Mobile Messaging using Firebase .it focused on how to improve on the insecurities involved in sending text messages between users of mobile phones particularly Android phones. A text message is one of the major means of communication in mobile phones both within a long and short distance but since messages sent/received are always in plain and readable text, the messages are vulnerable and the content can be read by anybody that has access to the mobile phone. To achieve the goal of securing text messages, a mobile application was developed for communication between users through text messages. The mobile application was developed using Android Studio. The messages are secured using a cryptographic algorithm known as Advanced Encryption Standard (AES) which is a very secure, fast and reliable algorithm when implemented correctly. AES is used to encrypt and decrypt messages sent and received to avoid unauthorized access to the content of the message i.e. only the sender and the recipient will know the content of the message. The messages sent/received by users of the application is always in form of a cyphertext and can only be converted to a plaintext when the valid secret key used with the encryption algorithm (AES) to encrypt the message is entered. The secret key used for encrypting the message must be the same key used to decrypt the message. Also, Firebase is used to authenticate users of the application and serve as a real-time database where both the messages and secret keys are saved, retrieved and shared. Using the mobile application developed, users can send and receive encrypted message thereby preventing third parties from accessing the content of the message.

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design and implementation of popular social networking application

design and implementation of popular social networking application

CHAPTER ONE

INTRODUCTION

1.1BACKGROUND INFORMATION

Communication is a basic human need and for that reason, man has always found a means of meeting this need. The media, which is an umbrella term for various means of communication, has become an integral part of human life around the world. The earliest forms of personal media, speech and gestures, had the benefit of being easy to use and did not necessarily need complex technology (Idakwo, 2011).

Through the social media, the internet community has drastically increased over the years. The social media has become a significant part of today’s modern civilization. It is a defining trait of how integrated social interactions have become. The impact of the social media have been seen in basically five different contexts; news, interactions, political landscapes, learning and marketing (Guha, 2013).

With over 80 percent of teen Internet users frequenting social media sites, it’s no wonder the real world social lives are seeing some changes. Social media is definitely changing the way people communicate, but in many ways it’s for the better as we expand our social circles and explore new horizons through our online connections (Chopra, 2013).

Every age it has passed through has been based on beliefs and new technologies, responding to the needs of individuals anxious to adjust to new forms of socialization. A time of great change is a period in which society looks for meaning. Information is already a tool, the principal tool, which people use to perceive and understand their environment (Idakwo, 2011).

The emergence of online forums has become hugely popular in recent times with interactions based on similar discussions, posts and threads (Xiaolin, et al., 2009) (Sumit & Prasenjit, 2010). Online forums have become powerful tools for sharing information (Bedmar, 2010). Online discussion forums have also become one of the most popular places to ask and answer questions (Falls, 2012).

Online Forums, compared to the other social media sites, have various unique features like threads; where discussions and posts are made, RSS feeds, polls, etc. Online Forums, provide a unique type of social environment that enables people to share and access information freely. Users can either start new topics or leave comments in the threads of existing topics (Xiaolin, et al., 2009).

1.2 STATEMENT OF THE PROBLEM

 

Prospective students of an institution (the University) have had issues in the past when it comes to selecting careers, choosing their course of study and indecisions about the right school to apply for (Ogu, 2008) (Orndorff & Herr, 1996). However, to solve these problems, a platform needs to be created where these students can relate with others who can answer these questions. Consequently, relevant requirements have to be taken into consideration in the development of a web application to solve these problems stated above.

 1.3 AIM AND OBJECTIVES OF THE STUDY

To develop a web/online facebook platform where students can share different questions or views on various topics and majorly make information about any institution accessible. This will be achieved through the following objectives:

  1. Gathering the right requirements for this
  2. Modeling the requirements gathered using a Unified Modeling Language (UML).
  3. Implementing the system by creating a user-friendly platform that will be easier for these students to interact with each other and ask questions using threads and

 

1.4 RESEARCH METHODOLOGY 

The research work will be conducted by using different sources of relevant data for research like online surveys, journals, books and reviews of relevant literature. The requirements needed for the development of this application will be gotten by a review of existing systems. A platform where users who will reply to the questions from other users or provide any form of information will be created by some ‘question and answer’ techniques to solve the problems stated above successfully. The online forum will also be designed showing all the different functions that will be performed by using UML diagrams like use cases, class diagrams, etc. The implementation of the web application can now be done by making use of the design diagrams and programming will be done with PHP and the database management will be done by MySQL database taking a clue from existing forum softwares. The system will later on be evaluated by making use of feedbacks and reports from relevant users.

The objectives stated above will be achieved through these means: Table I: Research Objectives and Methodology

S/N OBJECTIVES PROPOSED METHODOLOGY
1 Gathering the right requirements for this application ·         Requirements Elicitation

·         Review of Existing Systems

2 Modeling the requirements gathered using a Unified Modeling Language (UML). ·         Review of Existing Models

·         Using     UML     diagrams     like     class diagrams and activity diagrams

3 Implementing the system by creating a user-friendly platform that will be easier for these students to interact with each other and ask questions using threads and topics. ·         The code for the front-end i.e. the interface will be written in PHP

·         The messages and threads will be stored by using MySQL relational database.

·         Review    of    Forum    Softwares    like phpBB, vBulletin, etc.

 

1.5 SIGNIFICANCE OF THE STUDY

This study has its relevance in solving real life problems affecting students today like indecisions about student’s course of study, career choices and misinformation about that institution. The application will also be flexible to provide different categories where users can have specific choices to select from. Lastly, this application will be focused on one institution i.e. Abia state University rather than addressing a greater audience, in other student forums.

Information is the bane of decision-making for students and present time web  applications cannot live up to providing real time information that can be accessed from anywhere by the end user. It is important to put interest into the development and usage of online forums in solving these problems.

1.6 LIMITATION OF THE STUDY

The basic limitation of this project is that the right set of university students with the right information and answers to any question may not be available to make this project a success. But, this will also be taking into consideration during the implementation of the project.

 

1.7 PROJECT ORGANIZATION 

In Chapter Two, relevant literatures will be reviewed so as to elicit requirements for the proposed system. In Chapter Three, the requirements for the proposed system using the unified modeling languages will be designed. Chapter Four will be discussing and showing the system development, deployment and evaluation. Chapter Five will summarize the work and give recommendation for future work.Download Full Material-N5000

A USABILITY EVALUATION MODEL FOR DIGITAL LIBRARIES

A USABILITY EVALUATION MODEL FOR DIGITAL LIBRARIES

ABSTRACT

Usability is the extent to which a product can be used by specific users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use. The Nielsen’s usability model has been popularly used for system usability evaluation. This thesis introduces a modification to Nielsen’s usability evaluation model which was used to evaluate the usability status of digital libraries in tertiary institutions in Lagos State. The digital libraries used were that of University of Lagos, Lagos State Polytechnic and Federal College of Education, Akoka. This modified model incorporates four traditional attributes (Efficiency, Effectiveness, Satisfaction, Learnability) and two additional attributes (Discoverability and Cognitive Load) introduced by the researcher; these two attributes were introduced because they have been proven to be user centered attributes which will help in getting the users’ personal experience while using the software (digital library) unlike the existing usability evaluation models which were majorly system centered.

The digital libraries will be assessed using modified heuristic think aloud method. The study employed purposive sampling technique to select the three tertiary institutions that was used for the evaluation while Yaro Yamani formula was used to calculate the users’ population sample size of (40) for each of the institution. Six task based questionnaires were used to carry out test in collecting data for the study; they include: (i) Discoverability test, (ii) Cognitive Load test (iii) Learnability test (iv) Effectiveness test (v) Efficiency test and (vi) Satisfaction test. The mean of each of the usability attributes were used to evaluate the usability status of the digital libraries of the selected institutions. IBM SPSS statistics version 21 was used to calculate the mean.

The result of the usability test carried out established that the digital libraries of the tertiary institutions in Lagos state were usable. It also indicated that the users of the digital libraries were satisfied with the use of the digital libraries in the investigated institutions. For the three institutions, discoverability has a mean of 14.65, cognitive load has a mean of 14.81, learnability has a mean of 16.21, effectiveness has a mean of 16.89, efficiency has a mean of 16.56 and satisfaction has a mean of 16.27. Usability results of the evaluated libraries showed that the digital libraries are: Effective, Efficient, Satisfactory, helps users to learn and the discoverability and cognitive load of the students are fast.

In conclusion, this study has successfully modified the Nielsen’s usability evaluation model by adding Discoverability and Cognitive Load to its constructs and this study has also contributed to literature. The modified Nielsen usability evaluation model is recommended for use to evaluate usability of other digital libraries in other tertiary institutions in Nigeria and Abroad.

TABLE OF CONTENTS
Content Page
Title Page i
Certification ii
Dedication iii
Acknowledgments iv
Abstract v
List of Tables ix
List of Figures x
List of Appendices xi
CHAPTER ONE INTRODUCTION
1.1 Background to the Study 1
1.2 Statement of the Problem 3
1.3 Objective of the Study 4
1.4 Research Questions 4
1.5 Significance of the Study 4
1.6 Scope of the Study 4
1.7 Methodology 5
1.8 Operational Definition of Terms 5
1.9 Organisation of Subsequent Chapters 5
CHAPTER TWO REVIEW OF LITERATURE
2.0 Introduction 6
2.1 Definition of usability 6
2.1.1 Attributes of usability 6
2.1.2 Importance of usability 8
2.1.3 The role of usability in digital libraries 9
2.2 Usability Evaluation Models 10
2.2.1 Usability in ISO 9126 10
2.2.2 ISO/IEC 9126-1 11
2.2.3 Usability in ISO 9241 12
2.2.4 ISO 9241-11 13
2.2.5 Dix et al usability evaluation model 14
Content Page
2.2.6 Nielsen usability evaluation model 15
2.2.7 Eason usability evaluation model 16
2.2.8 Enhanced usability evaluation model 17
2.2.9 Normative usability evaluation model 17
2.2.10 Modified Nielsen’s usability evaluation model 18
2.3 Usability evaluation methods 18
2.3.1 Card Sorting 18
2.3.2 Open card sort 19
2.3.3 Closed card sort 19
2.3.4 Cognitive walkthrough 19
2.3.5 Focus group 20
2.3.6 Think aloud 21
2.3.7 Contextual Inquiry 21
2.3.8 Heuristic evaluation 22
2.3.9 Questionnaire 23
2.4 Digital library 24
2.4.1 Role of digital library in Education 25
2.4.2 Sources of digital library 26
2.5 Review of closely related work on usability evaluation 29
CHAPTER THREE METHODOLOGY
3.0 Introduction 33
3.1 Research Design 33
3.2 Population 33
3.2.1 UNILAG digital library 33
3.2.2 FCE. (T) Akoka digital library 34
3.2.3 LASPOTECH digital library 35
3.3 Sample size and sampling technique 36
3.4 Usability model design/development 37
3.5 Method of data collection 39
3.5.1 Think Aloud 39
3.5.2 Heuristic evaluation 39
Content Page
3.5.3 Modified heuristic think aloud method 40
3.5.4 Modified heuristic think aloud evaluation 40
3.6 Evaluation Tool 40
3.7 Tasks in Usability Testing 41
CHAPTER FOUR DATA ANALYSIS, RESULTS AND DISCUSSION OF FINDINGS
4.0 Introduction 42
4.1 Results of Usability Tests 42
Research Question One 42
4.1.1 Discoverability Test 42
4.1.2 Cognitive Load Test 43
4.1.3 Learnability Test 44
4.1.4 Effectiveness Test 45
4.1.5 Efficiency Test 46
4.1.6 Satisfaction Test 46
Research Question Two 47
CHAPTER FIVE SUMMARY, CONCLUSION AND RECOMMENDATIONS
5.1 Summary 49
5.1.1 Summary of Findings 49
5.2 Conclusion 50
5.3 Recommendations 50
References 51

CHAPTER ONE

INTRODUCTION

1.1 Background to the Study

The world has become a global village where information technology is used in all spheres of human activity to record, store, and disseminate information in the digital form. The new generation whose demand for information is insatiable is always demanding that traditional libraries be developed as a well-equipped and interconnected as digital libraries. Information and Communication Technology has revolutionized the concept of libraries such that libraries are gradually becoming digitized. A digital library comprises digital collections, services and infrastructure to support lifelong learning, research, scholarly communication as well as preservation and conservation of our recorded knowledge. It is also a process of democratization of information.

 

According to Arms (2012) a digital library is a managed collection of information with associated services where the information is stored in digital format and accessible over a network. A digital library is an organized collection of digitized material or it’s holding in the digital form, which can be accessible from digital devices on the network using Transmission Control Protocol/Internet Protocol (TCP/IP) or other protocol. In digital library high speed optical fiber are used for Local Area Network (LAN) and the access is over Wide Area Network (WAN) and provide a wide range of Internet based services including audio and video conferencing and others. Lynch (2013) opined that digital libraries provide users with coherent access to a very large, organized repository of information and knowledge.

 

According to the Berkeley Digital Library Project, University of California (Wilensky, 2012), the digital library will be a collection of distributed information sources. Some of the requirements for digital libraries are: Audio visual (T.V, V.C.R, life theatre and D.V.D), Computer, Network connectivity, Printer, Scanner, Storage devices, Software. Digital libraries have features such as: Incorporating learning and access, provides fast and efficient access to information, with multiple access modes, collections which are large and persistent over time, well organized and managed. The purpose of Digital Library is to expedite the systematic development of procedures to collect, store, and organize information in digital form, promote efficient delivery of information economically to all users, encourage co-operative efforts in research resource, computing, and communication networks, strengthen communication and collaboration between and among educational institutions and take leadership role in the generation and dissemination of knowledge. Digital libraries are getting famous for flexibility of use and more users can be facilitated at a time. As numbers of users increases, some issues relevant to interaction also arise while using digital libraries interface and utilizing its e-resources.

 

Usability is an important aspect of evaluating applications. Usability standards should be followed by the websites designer that supports user’s confidence level and interest when interacting with the website. Interactivity is a basic principle underlying the satisfactory behavior of the system by the user. System constraints are basic conditions to operate functionalities that integrate different services and sources in one interface that displays to develop interest of users. Searching of information is an important perspective where usability is of high relevance for user satisfaction. The interface is an important part in every system because this is the part where the user directly interacts with the system and utilizes services offered by the system. In every system, usability is a reverse procedure which means it can be done at any phase of software development life cycle. Specifically, students, teachers and researchers are end users of the application and their interaction with the system shows the satisfactory behavior. It helps developers or service providers to understand how the application is used by the end users and if the system is fulfilling user requirements or not. The best way to achieve this understanding is to repeat a usability test after a period of time because it requires a lot of changes to be made in the system, and for some users those are not satisfied with the functionalities or interactivity with the system sources. Therefore, usability testing is becoming an important ingredient in different types of application.

 

The International Standards Organization (ISO) (2014) defines usability as “the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency, and satisfaction in a specified context of use”(p.10). Nielsen (2013) points out that usability has five attributes: Learnability, efficiency, Memorability, low error rate or easy error recovery, and satisfaction. Brinck, Gergle, and Wood (2012) share a similar perspective that usability is functionally correct, efficient to use, easy to learn and remember, error tolerant,  and subjectively pleasing. In addition, Booth (2013) outlines that usability has four factors: usefulness, effectiveness (ease of use), Learnability, and attitude (likeability). Hix and Hartson (2013) classify usability into initial performance, long-term performance, Learnability, retainability, advanced feature usage, first impression, and long-term user satisfaction. The definitions given by ISO and Nielsen are most widely cited. Usability is about:

  1. Effectiveness – can users complete tasks, achieve goals with the product, i.e. do what they want to do?
  2. Efficiency – how much effort do users require to do this? (Often measured in time)
  3. Satisfaction – what do users think about the products ease of use?

The factors listed above is affected by:

  1. The users – who is using the product? e.g. are they highly trained and experienced users, or novices?
  2. Their goals – what are the users trying to do with the product – does it support what they want to do with it?
  3. The usage situation (or ‘context of use’) – where and how is the product being used? (ISO 9241-11, 2012).

Usability is used to evaluate the digital library. Usability is important because any product or system is finally dependent on users who are to evaluate it. The digital library must pass the usability test. The existing usability evaluation models have been used to evaluate digital libraries abroad. It has been considered necessary to modify model from the existing model that can meet the peculiar needs of digital libraries in Nigeria.

 

1.2 Statement of the Problem

System usability and system usefulness are interdependent properties of system interaction while in combination, determines system satisfaction and usage. Most usability evaluation models such as the Nielsen model, ISO model and Dix model are majorly system centered, since digital libraries are to be used by individuals there is a need for a model that is both system-centered and user-centered. Many higher institutions in Nigeria provide academic digital libraries and usability evaluation have been conducted in some of these digital libraries; however, usability evaluation has not been conducted in UNILAG, FCE(T) and LASPOTECH digital Libraries to gauge the performance of the system in context of users’ perspectives i.e. how far the academic digital libraries fulfill the users’ needs.

 

Also, there is a need to know if the systems are useful to its users. Since digital libraries are supposedly designed for people (as users) to use, evaluating the performance of the system is of utmost importance. Therefore, this work develops a modified evaluation model for evaluating digital libraries and will be tested by end-users (students).

 

1.3 Objective of the Study

The main objective of this study is to propose a modified usability evaluation model and implement it using a digital library. The specific objectives are to:

  1. modify Jacob Nielsen usability evaluation model;
  2. test the model developed in (i) using three (3) digital libraries and
  3. bench-mark the model against Nielsen Usability evaluation model

 

1.4 Research Question

  1. What is the usability status of a given digital library using the modified model?
  2. Using the modified model, how acceptable is the model developed?

 

1.5 Significance of the Study

This research work is considered significant as it would modify Nielsen’s usability evaluation model that would be used for usability evaluation of digital libraries. Through this research work, we would know how acceptable the model developed is and the factors that contribute to the usability of digital libraries. These factors would help us when laying down the prototype of the digital library. Information provided would be credible, reliable and useful to enable the incorporation of results obtained into decision making process of the professionals, institutions and programmers in designing and improving their digital libraries. We can also give suggestions to government, education planners and school administrators on how to improve digital libraries to meet up to standardized digital libraries. The result of this research can help programmers, professionals and academic institutions in building standard digital libraries for their respective institutions.

 

1.6 Scope of the Study

The scope of the project is to modify Nielsen’s usability evaluation model that will be used to evaluate usability status of digital library in any tertiary institution in Nigeria. The research also uses the developed model to evaluate the usability status of a digital library of a tertiary institution. The developed model would be tested at the University of Lagos digital library, Federal College of Education digital library and Lagos state polytechnic, Ikorodu digital library and the following usability constructs (discoverability, cognitive load, efficiency, effectiveness, learnability and satisfaction) would be used to evaluate the digital library.

 

1.7 Methodology

We are modifying Nielsen’s usability model and it would be used to test the usability of a digital library. To achieve this, we will be using the modified Heuristic-Think aloud method.

 

1.8 Operational Definition of Terms

The following terms are defined as used in this study.

Usability: It is defined as the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified extent of use.

Digital library: A digital library is a collection of information and digital contents that are kept in digital formats and these are accessible to different users through computers by having access to the internet.

Internet: The internet is a global computer network that provides a variety of information and communication facilities, consisting of interconnected network using standardized communication protocols.

Modified model: It includes a combination of latent and observed variables. It allows you to integrate all available knowledge into one approach will reducing effort and maintaining accuracy.

 

1.9 Organization of subsequent Chapters

The chapters are organized in the following order. Chapter One contains the discussion on the general area covered by this research, the Chapter Two provides specialized overview of the literature review, Chapter Three describes the methodology used for this research work, Chapter Four contains the result and discussion of findings and Chapter Five contains summary of the work done, provides conclusions and recommendations.Download Full Material-N5000

Contents

DESIGN AND IMPLEMENTATION OF A COMPUTERIZED STADIUM MANAGEMENT INFORMATION SYSTEM

DESIGN AND IMPLEMENTATION OF A COMPUTERIZED STADIUM MANAGEMENT INFORMATION SYSTEM. CASE STUDY OF NNAMDI AZIKIWE STADIUM ENUGU

ABSTRACT

This project was centered on computerized stadium management information system. The current process of management is being operated manually and due to this procedure numerous problem are been encountered. A design was taken to computerized the manual process in order to check this problem. The problems were identified after series of interviews and examination of documents after which analysis was made and a computerized procedure recommended. This project will also suggest how to successfully implement the computerized procedure and to overcome the obstacle that would hinder the successful implementation of the system. The new system was designed using Microsoft visual basic 6.0 programming language. This language was chosen because of its easy syntax and features for developing windows based applications.Download Full Material-N5000