Format Template


 

 

Vol. 5, No. 2 | July – December 2021 
 

 

 

SJCMS | P-ISSN: 2520-0755| E-ISSN: 2520-0755 | Vol. 5 No. 2 July – December 2021 

25 

Analyzing Usability of Mobile Banking Applications in 

Pakistan 

Hafiz Abid Mahmood Malik1, Abdulhafeez Muhammad2, Usama Sajid2 

Abstract:  

Usability is a key factor in the quality of the product, which includes ease of use, user satisfaction 

and the ability of the user to quickly understand the product without practice. As smartphone 

usage increases, most organizations have shifted their services to mobile applications, such as 

m-banking. Most of the people uses banking services but hesitate to use m-banking due to 

complex interfaces. Usability researchers concentrate on the value of design simplicity so that 

users can perform a particular task with satisfaction, efficiency, and effectiveness. If a mobile 

app lacks one of these usability features, users may get confused while using the app. This 

research examines the key usability issues in existing m-banking after checking the usability 

satisfaction level through System Usability Scale. To compare and highlight a number of 

usability issues, the researcher used two types of usability evaluation method 'User Testing' and 

'Heuristic Evaluation'. In heuristic evaluation expert users used two M-banking apps i.e., Bank 

of Punjab (BOP) and Muslim Commercial Bank/ Islamic Bank (MIB) to evaluate them against 

Neilson 10 heuristics and extract the usability issues in apps. The user testing is then performed 

by novic1e users which includes tasks (translated from extracted problems by heuristic 

evaluation). After completion on whole testing users filled the post-test SUS’s questionnaire. 

The result shows that the overall success rate of the tasks was 83%, SUS score was 77 and overall 

relative time-based efficiency very 54.2%. The expert evaluators found 83% minor errors and 

17% major errors. The finding of this paper shows usability problems and recommendations are 

provided to increase the usability of mobile banking applications at the end of this paper. 

Keywords: Usability testing; Think Aloud; System usability scale; User testing; Mobile Banking

1. Introduction 

In the major banking industry, the 
integration of information technology has 
created significant changes. Banks compete 
closely and try to attract more customers by 
facilitating them with more and more facilities. 
Mobile business is booming and its consumers 
are growing steadily. The main reason for this 
is that inexpensive telecommunications 
services are available. 

 
1 Faculty of Computer Studies, Arab Open University, Bahrain 
2 Department of Computer Science, Bahria University, Lahore, Pakistan 

Corresponding Author: [hafiz.malik@aou.org.bh]  

The definition of m-banking is like a 
payment via mobile. M-banking provides 
banking clients the opportunity to send SMS 
notifications such as deposits and withdrawals, 
check account status, credit card details and 
provide account operational information. It 
also provides the user with the facility to pay 
their utility bills, transfer funds, etc [1]. 

The challenge today is to develop m-
banking that can easily meet all users ' needs. 

mailto:hafiz.malik@aou.org.bh


 
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User design involves specific challenges: the 
lives, needs and expectations of these users in 
developing countries such as Pakistan are 
likely to vary considerably from the 
perceptions of the designer. In order to avoid 
any inconsistencies, the design of m-banking 
must be developed in partnership with primary 
users and must require a thorough study of their 
experiences and problems. The end-user can 
also help to continually test and finish projects 
throughout the design process by identifying 
design flaws.  

In addition to the design of these systems 
effectiveness, efficiency and satisfaction are 
considered important factors in the application 
design. The problem that is emerging in the 
computer science community is that the 
usability of applications is overlooked by many 
developers which causes problems [2]. The 
need for enhancing usability is therefore very 
important, and numerous researchers in this 
field have shown that the usability of software 
is affected by different factors. Usability is an 
important factor in the production of high-
quality and usability products, such as websites 
and mobile applications. 

The main purpose of interface design is the 
usability of a good system. The various 
usability models have shown that by examining 
them, applications that have a high-quality 
interface can be created with great help. 

1.1. Usability 

ISO 9241-11 states that the extent of 
usability is to be used by a specific user to 
attain the specific objectives in a specific 
context of application in terms of effectiveness, 
efficiency and satisfaction [3]. Learning and 
ease of use is a created entity for people. The 
subject you use may be a program, a web-based 
system, a tool, a procedure or anything else 
with which you can interact. A series of recent 
studies solely focused on mobile usability with 
the occurrence and the swift acquisition of 
Smartphone tech. The physical restrictions on 
cell phones and wireless networks mean that 
the right research method must be carefully 
chosen and the possible contextual factors to be 
known should be reduced if they are not central 
to design and mobile usability studies. The 

assessment of product development and user 
experience is critical to the way in which the 
process model, product development and final 
outcome have been established. The usability 
and experience of the user are distinct, as they 
also consider the usefulness. By analyzing 
usability, we can better visualize aspects of 
software architecture usability before 
implementation. Then, it can help you identify 
the user interface's 3 major components. “The 
required components”, “The user-friendly 
components” and “The components to run 
them”. Mobile usability involves several 
mobility-related challenges such as: mobile 
frames, networks, various resolutions, small 
screen sizes, and capacity and limited 
processing capabilities and processing inputs. 
Features of usability make the product or 
system usable. In all other, the user must 
possess both subjective and objective 
experience if a system is to be used. 

1.2. Literature Review 
    In the banking sector, m-banking is a 

vibrant topic because rapid technological 
changes increase competence. In this section, 
the related research literature helps to identify 
the variables related to the problem referred to 
earlier in the study. 

Kaikkonen tested mobile applications' 
usability in his study. He performed two 
different tests, the first test was conducted in 
the laboratory and the second test conducted in 
natural environment of users. He found 22 
different usability issues in mobile applications 
under observation [4].  

There are four different application 
categories compared by Ryan and Gonsalves. 
They consist of the different types of 
applications based on web-based PC, device-
based PC, mobile web and mobile devices. The 
worst performance has shown by mobile web-
based applications. The low page display speed 
is the reason. The fact is data provided from the 
web is low. The speed of low-page viewing 
adversely affects usability. Ryan and 
Gonsalves ' analysis could lead to a significant 
gap in the functionality of both a mobile 
application and a PC application with the same 
features and capabilities [5]. 



 
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The literature reviewed reveals that the 
usability of a user interface is not one "single 
dimension" property. Many usability attributes 
need to be considered and measured. Shackel 
proposed four-dimensional characteristics that 
impact product acceptance: efficacy, ability to 
learn, adaptability and attitude [6]. Siti Elliyana 
and Puspita Kencana Sari carried out a study on 
internet banking website of Mandiri bank of 
Indonesia with Nielsens's usability heuristics. 
The method of research used was a descriptive 
analysis, with hundred participants 
participating through questionnaires. 
According to this study, Mandiri internet 
banking does not fully implemented all 
heuristics. Heuristics which were judged not 
well, those were; error prevention, flexibility 
and efficiency of use, and aesthetic and 
minimalist design [2].  

Adane kebkab used qualitative method 
(heuristic evaluation) to measure usability of 
banking website. He found different usability 
issues mentioned by experts. He also suggested 
ways to improve the usability of banking 
website by using user centered approach [7]. A 
method that examines the usability of mobile 
apps and recognizes the possibility of usability 
problems has been developed by Biel Grill and 
Gruhn. The SATURN method consists of five 
activities. These activities include the context 
of analysis, determination of scenarios, 
evaluation of scenarios, interpretation, review 
and tools. Biel Grill and Gruhn have used the 
mobile SATURN model and observed major 
usability problems [8].  

Zereh Lalji and Judith Good studied the 
design of a mobile device for illiterate users. 
While the study adopted an incremental and 
UCD approach. They have tried to explain how 
the results from their study can be beneficial to 
non-traditional users in the fields of design [9]. 
Victor Ndako Adama and Ibrahim Shehi Shehu 
develop a prototype on m-banking for novice 
users on the basis of recommendations and 
guidelines found in literature. They involved 
novice users and tested their prototypes. The 
results showed that the satisfaction level of 
users increased with new prototype [10]. 

 Bernhaupt provided a set of the 'classical' 
approaches and adds several theoretical 

innovations in the field of mobile devices and 
applications to test usability. He recommends 
incorporating both forms of field assessment 
and standard laboratory testing to 
accommodate many stages of the UCD and 
development procedure [11]. Amin Babazadeh 
Sangar presented the smart banking model to 
enhance the usability of mobile software. In 
this respect, four new "visibility," "design," 
"navigation" and "compatibility" factors were 
achieved. The proposed model was presented 
in accordance with the factors in the earlier 
studies and obtained factors from his research. 
They had created an application for a bank 
based on this model, following the proposed 
usability pattern by increasing the level of 
satisfaction [12]. 

 Azham Hussain has shown a range of 
usability measures to assess m-banking’s 
usability. Measurement and dimension have 
been produced through systematic literature 
review in the relevant previous studies [13]. 
Fatih proposed a model that helps solve 
complex problems in the evaluation process of 
M-banking services and improves the 
performance of M-banking operations [14]. 

2. Methods and Materials 
To achieve the goals of this paper, in this 

study the researcher selected different mobile 
banking apps running in Pakistan to analyze the 
usability of these app and to check the issue 
faced by the diversity of mobile banking users 
so that the researcher can give 
recommendations to increase usability of 
mobile banking applications. 

2.1. Evaluation Methods and Approaches 

   Following two usability evaluation 
methods in this research work. 

2.1.1. Heuristic Evaluation 
Heuristic evaluation is the evaluation 

method. It was formulated by Nielsen [15], 
based on a number of guiding principles of 
usability or ' heuristics'. It can be described as 
an exercise that involves a number of experts 
to make use of heuristics to identify usability 
issues of an interface with less effort and in 
short period of time. "Heuristic assessment is a 
widely recognized diagnostic approach for 



 
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critical usability challenges and is common in 
various disciplines" stated by Magoulas [16].  

2.1.2. Approach 
In this research 5 experts were chosen to 

evaluate the usability of the mobile banking 
app of BOP and MIB.  Evaluators were given a 
set of 30 questions, 3 against each Nielsen 10 
heuristics. Evaluators scored each sub-criterion 
with a 5-point Likert scale starting from 
strongly agree (0) to strongly disagree (4). Each 
heuristic violation identified needed to be 
explained by the evaluators. 

After completion of heuristic evaluation, 
the duplicate usability violations were 
consolidated and combined. Finally, a severity 
rating was carried out to assess the extent of 
usability problems. The usability issue was 
assessed by each evaluator using the five-point 
severity rating scale of Jakob Nielsen [17]. 
Table 1 shows the scale of the severity rating. 

 

TABLE 1. Nielsen Severity Rating for 
Usability Problems 

0 This is not a usability problem at all 

1 Cosmetic problem only – does not need 

to be fixed unless extra time is available 

on the project 

2 Minor usability problem - fixing this 

should be given low priority 

3 Major usability problem - important to fix, 

should be given high priority 

4 Usability catastrophe - imperative to fix 

 

2.1.3. User Testing 
        In this method of testing, different 

novice users were given typical tasks 
(translated from extracted problems by 
heuristic evaluation) on mobile banking app. 
These tasks were consisting on main 
functionality of m-banking app and the 
researcher used the results to see how the UI of 
m-banking app assists users in their tasks. Each 
task given to the user, had precise goal to test 
the usability goals/ principles on which the 

researcher evaluate the system. User testing 
includes many methods like Coaching Method, 
Co-Discovery Learning Method, Performance 
Measurement, Questions asking Protocols, 
Thinking Aloud Protocol etc.  We used “Think 
Aloud” Protocol. 

• Think Aloud  
    “Think Aloud” protocols, in this a user 

worked on an interface and we encouraged 
them to "think aloud" say what they think and 
wonder, at every moment. “Think Aloud” 
conventions are of specific esteem since they 
center on a user’s issues. This allows researcher 
to obtain a detailed picture of the behavior of 
users that can be analyzed to highlight usability 
issues. This protocol helped to record the user's 
time to perform tasks and to calculate the 
efficiency. It also helped researchers to monitor 
user satisfaction level and application 
effectiveness under observation. 

List of Tasks 

The following tasks were performed by 
the users in user testing. 

• Balance checking 

• Funds Transfer within bank 

• Funds Transfer outside the bank 

• Mobile Top-ups 

• Bill Payments 

• Deactivate Card 

• Update Settings 

• Approach 

Users were requested to fill Pre-Test survey to 
know essential data about candidate with the 
goal that researcher can assess about the 
candidates i.e. novice, moderate or master in 
this area. Then method of test and what is 
expected from them was presented, together 
with the idea of "Think Aloud" convention and 
the assignments they should performed on the 
Mobile Banking Application. This ease-of-use 
testing directed so that just a single candidate 
at any given moment could play out the 
examination, so as to empower the cautious 
observing of their activities and conduct. At the 
end user have to fill Post-Test survey in which 



 
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questions regarding task which facilitates the 
research objective given. Each question has a 
rating 0 to 5 calculating the satisfaction level of 
candidate from “Strongly Disagree” to 
“Strongly Agree”. At the end, we calculated the 
satisfaction level, effectiveness and efficiency 
of task performed. 

2.1.4.  Questionnaire 
This study contains two questionnaires: 

pre-test and post-test. The pre-tests were 
utilized to collect demographic information 
from users, both for "Heuristic Evaluation" and 
"User Testing". The post-test survey was used 
for two purposes in the user test: 1) the user's 
viewpoints were obtained, and 2) the user's 
disappointment and/or satisfaction level 
calculated, when they using the "Mobile 
Banking App".  As a post-test questionnaire, 
the researcher used SUS questionnaire. A 
simple and extensively-used 10 questions 
survey is the "System Usability Scale" (SUS) 
which provides qualitative calculations of 
system usability. In this study users were asked 
to rate the 10 declarations half of their 
agreement or disagreement positively, and half 
of them negative about the Mobile Banking 
App. For presenting outcomes, this study uses 
the scoring model that transforms a single score 
based on Brooke's standard measuring method 
into a single score. 

• Sample of Candidates 

In this research work, different types of 
users were chosen i.e.  Novice and expert users. 
The aim was to measure the difference in 
performance among the two groups, which was 
achieved by observing attentively and closely 
the behavior of users throughout the user 
testing. 18 users were chosen for user testing 
out of which 9 were novice and 3 were 
experienced and 6 were moderate level users 
who don’t use mobile banking app frequently. 
Users were also chosen from different age 
groups to achieve the research goals.  

Below are the samples of users we chose 
for my testing. 

•Businessman (Who frequently use App) 
→ Expert level User 

•Businessman (Who use only few times 

App) → Moderate level User 

•Businessman (Who never user App) → 
Novice User 

•Housewives 

•Students 

•Professionals 

 

 

 

TABLE 2. Gender and Experience User’s 
Group Distribution 

User Type 

 

No 

of 

User

s 

Gender 
Tota

l  Mal

e 

Femal

e 

Novice 9 7 2 

18 
Moderate 6 4 2 

Experience

d 

3 2 1 

 

TABLE 3. Gender and Age Wise User’s 
Group Distribution 

Gender 

Age Class 

20-

25 

26-

30 

31-

35 

Above 

35 

Male 3 2 4 4 

Female 1 2 1 1 

 

3. Results and Analysis 
The results from the two methods 

("Heuristic Evaluation" and "User Testing") 
that have been used in this experiment are 
shown in this section. It begins by summarizing 
each user's problems during the "user testing" 
and calculating usability metrics including 
satisfaction, efficiency and success rate of each 
task. Then researcher calculates the usability of 
the mobile banking app with the help of the 
system usability scale (SUS). 



 
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3.1. User testing Results 

3.1.1.  Tasks Analysis 
It is not essential to evaluate all of the tasks 

carried out by the participants in great detail 
during the evaluation process. A 
comprehensive examination will be enough for 
some of the tasks most successfully performed. 
A more comprehensive explanation would be 
more suitable for the usability problems as well 
as other challenging tasks. The concise work 
needs to be scanned carefully in order to ensure 
they are a true example of mobile banking. 
Each of the tasks in this section is examined 
and analyzed to find out the possible causes of 
the results of the work performed by the 
participants. 

 
Fig. 1a. Home page 

 

• Balance checking 
    This task was the easiest task among all, 

almost every user was successful except one 

novice female user. Data collected via “Think 
Aloud” protocol found that it was the easiest 
task for almost all users and completed within 
few seconds after login. Most of the Mobile 
Banking Apps show their balance in home page 
or it is easy to navigate account balance. To 
demonstrate that we took screenshots form 
Bank of Punjab’s mobile banking application 
for reference at figure 1(a,b). 

 

 
Fig. 1b. Balance Check     

 

3.1.2  Bill Payments 
    This task was easy for those users who 

already were paying bills from their apps so 
they took not much time to complete this task. 
For those users who have never paid their bills 
through app, first needed to add their Bill 
before paying it. Adding bill details took some 
time for some users but almost all of them were 
successful only 5 persons were unsuccessful 
because they did not find from were to add bill 
details. This is because few apps have different 
screens to add bills so some users find 
difficulty to navigate (MIB app have this 



 
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problem). While most of the apps give facility 
to add bill details on same page if bill details 
not added. Below print screen Figure 2 shows 
add bill option have on same screen of bill 
payments while Figure 3 shows no options 
found in bill payment screen to add bill details. 

 

 

Fig.2.  Bill payment and add bill 

This task was also easy for those users who 
already were recharge their mobile balance 
from their apps so they took not much time to 
complete this task. For those users who have 
never recharge their mobile balance though 
app, first needed to add their network provider 
details to recharge their balance. Adding details 
took some time for some users but almost all of 
them successful only few were (6 persons) 
unsuccessful because they did not find from 
were to add bill details. This is because few 
apps have different screens to add bills so some 
users find difficulty to navigate (e.g. MIB app 
have this problem). While most of the apps 
give facility to add bill details on same page if 
bill details not added. Above print screen 
Figure 2 shows add bill option have on same 
screen of bill payments while Figure 3 shows 
no options found in bill payment screen to add 
bill details. 

 

 
 

Fig.3. Absent of add bill option 

3.1.4 Funds Transfer within bank 
    During Funds transfer tasks expert users 

were in their comfort zone, because they had 
done this so many times before while moderate 
or novice users find it a bit difficult to complete 
this task and took 6 to 10 minutes to complete 
this task. Through “Think Aloud” protocol we 
observed that most of the users find difficulty 
to check if their funds transferred successfully 
or not because of poor feedback from mobile 
apps. Few of the users also find difficult to 
navigate through the app to add beneficiary’s 
details. Some novice users also complain about 
the name conventions used in some apps was 
not easy to understand for them. From Figure 4 
we can see the process of funds transfer and 
add beneficiaries. 

 

 

 

 

 



 
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3.1.3  Mobile Top-ups 

 

3.1.5 Update Settings (e.g. change 

password) 
This task was also easy for both users 

(expert or novice) because update setting is 
common operation/ term used in mobile app or 
web apps. Those users who are using any app 
or maintaining any account in any app or 
website were familiar to this task. We asked 
them to change their passwords most of the 
users were done it within 2 to 3 minutes only 2 
were unsuccessful in doing this task. 

 
Fig.4. Fund transfer 

 
3.1.6 Overall Success Rate 

The following Table 4 shows the no of 
participants who have successfully performed 
each task on the mobile banking apps. 
Although majority tasks have been 
successfully completed within the expected 
completion period or approximately, some 
have been found hard [18]. Nielsen [10] 
defines the "percentage of tasks that the user 
completes correctly." This is the rate (i.e. 
success rate). For calculating the success rate 
Nielsen employs the following formula: 

 

 

Success Rate =
𝑠𝑢𝑐𝑐𝑒𝑠𝑠𝑓𝑢𝑙 𝑡𝑎𝑠𝑘 + (𝑝𝑎𝑟𝑡𝑖𝑎𝑙𝑙𝑦 𝑠𝑢𝑐𝑐𝑒𝑠𝑠𝑓𝑢𝑙 𝑡𝑎𝑠𝑘) ∗ 0.5

𝑇𝑜𝑡𝑎𝑙 𝑛𝑜 𝑜𝑓 𝑡𝑎𝑠𝑘𝑠
 

TABLE 4.  Success rate of tasks performed 

Tasks Gender 
Age 

Class 

Novice/ 

Experience 
Successful 

Partially 

Successful 
Failed 

Success 

Rate 

Balance 

Checking 

13 

Males 

and 5 

Females 

20 to 

above 

35 

Both 

18 0 0 100 % 

Bill 

Payments 
13 1 4 75 % 

Mobile 

Top-ups 
12 3 3 75 % 

Funds 

Transfer 
12 2 4 72% 

Update 

Password 
16 2 0 94% 



 
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Sukkur IBA Journal of Computing and Mathematical Science - SJCMS | Vol. 5 No. 2 July – Dec 2021                                                                                                           

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Overall 

Success 

Rate 

 83.2% 

 

3.1.7 Overall Relative Time based 
Efficiency 

The overall relative time-based Efficiency 
of a product defined as the ratio of effective 
users' work time to all users' work time. Many 
experienced users had the least time to perform 
most of the tasks effectively while novice users 
took more time complete/ partially complete 
the task. Table 5 shows the user testing results 
for calculating overall relative table-based 
efficiency. 

TABLE 5.  Overall relative time-based 
efficiency 

Tasks Successful Failed 

Balance Checking 18 0 

Bill Payments 13 5 

Mobile Top-ups 12 6 

Funds Transfer 12 6 

Update Password 16 2 

Overall Relative 

Time based 

Efficiency 

54.2% 

 

TABLE 6.  System usability score 

Participant Q1 Q 2 Q 3 Q 4 Q 5 Q6 Q 7 Q 8 SU Score 

P1 4 5 2 2 3 4 4 2 40.0 

P2 2 4 4 1 2 5 2 3 32.5 

P3 3 2 3 3 2 3 2 3 37.5 

P4 2 4 4 3 4 4 4 4 37.5 

P5 3 3 2 2 2 2 2 3 37.5 

P6 5 4 4 4 3 2 3 5 40.0 

P7 1 3 3 3 1 2 3 5 27.5 

P8 5 3 2 2 3 4 5 5 42.5 

P9 5 2 2 3 3 2 5 5 47.5 

P10 4 3 5 3 3 3 3 5 42.5 
          

Average                 38.5 

 

3.1.8 User Satisfaction by SUS 

 After user testing candidates filled SUS 
questionnaire which had 10 questions with 
Likert scale. From the results researchers have 
found that the overall average usability score is 
38.5 which is below the satisfaction level [19] 
[20]. Table 6 shows the System usability score 
in detail of each participant. 

3.1.9 Heuristic Evaluation Results 

For the m-banking apps, the researcher has 
established a usability checklist for heuristic 
evaluation. Table 7 shows that the ratio of 
major error highlighted by expert evaluators is 
7%, minor error’s ratio is 40% and cosmetic 
error were 54%.  

 

 

 

 



 
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TABLE 7. Heuristic evaluation results 

Problem Type Cosmetic Minor Major Catastrophic Total 

Visibility of system status 4 5 2 0 11 

Match between system and the real 

world 

5 7 1 0 13 

User control and freedom 4 4 0 0 8 

Consistency and standards 7 4 1 0 12 

Error prevention 6 5 1 0 12 

Recognition rather than recall 4 3 0 0 7 

Flexibility and efficiency of use 5 2 0 0 7 

Aesthetic and minimalist design 3 2 0 0 5 

Helps users recognize, diagnose, 

and recover from errors 

6 3 0 0 9 

Help and documentation 5 2 0 0 7 

No of problems discovered 49 37 5 0 

91 Percentage of problems 

discovered 

54% 40% 6% 0% 

 

 

4. Discussions and recommendations 

This segment shows users and expert’s 
feedback on the challenges experienced during 
the two experiments, and provides a set of 
recommendations. The results of the test show 
that the novices had significantly more 
difficulty than the experienced users in 
executing certain tasks, but they were able to 
cope with that with time.  

User satisfaction is among the main 
components of usability in order to enhance the 
usability of interactive mobile banking 
applications. When designing such a program, 
one should bear in mind not only for first-time 
users but also the retention of existing app 
users. As observed during User Testing, most 
of the users faced navigations problems, 
Feedback issues and naming convention’s 
related issues. Few faced efficiency issues like 
response time. 

Some suggestions for improving mobile 
banking applications are provided below. 

• Use easy terminologies which are 
understandable for users. 

• Enhance visibility of the status of 
transactions especially in case of 
transferring funds or paying bill. 

• Provide help to novice users in case 
they mistake by proper feedback. 

• Provide functionality of adding 
beneficiary details on same funds 
transfer page in case of the beneficiary 
not added. 

• Improve navigation so that user is able 
to understand where he is and what to 
do next. 

• Don’t make interfaces a mess, keep it 
simple and provide only necessary 
information. 

• FAQ and help button should be visible 
to the user.   

• Title of each page should be displayed 
at the top. 

 

5. Conclusion and Future work 

The main objective of this study was to 
recognize and inspect the usability issues of the 
m-banking applications to enhance its 



 
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interaction with users. SUS survey was used to 
check the satisfaction level of a user which was 
below the average. Later, usability testing and 
heuristic evaluation showed that Mobile 
Banking apps are significantly harder for 
beginners than for experienced users. Based on 
the experiment conducted and expert opinions, 
recommendations are provided for UX/UI 
developers and designers. Banking sectors 
should follow the design principles of usability 
while designing apps in order to achieve best 
possible user satisfaction, effectiveness and 
efficiency of the system. Future work can be 
undertaken to evaluate the user interface of the 
m-banking application using combining 
multiple techniques, based on these integrated 
usability guidelines and their impact on the 
usability of m-banking applications. Low 
fidelity and high-fidelity prototypes can be 
developed to get better results. Multi-Criteria 
Decision analysis like AHP, Fuzzy AHP and 
TOPSIS techniques can also be used to 
prioritize m-banking usability issues in future 
work. Research on the design of m-banking 
applications for disabled or blind users may 
also be carried out in future work. 

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