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Testing & Reflection

Before this game can be considered a full product we would reflect on some further improvement after testing has been done using the insights generated from those testing as well. Based on our testing and our product a better execution probably a coding of the website could be a better solution as there were some limitations to the the program used for prototyping (Protopie). Some users also requested having different types of modes (easy / and difficult) as this might help them with playing depending on their level of experience. 

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The Lo-Fi Prototyping & Wireframing

At the end of this whole journey of the design process we were able to come up with our final design and prototypes..

The Rewards system

An effective reward system can enhance the overall experience of a game and motivate players to solve puzzles and complete challenges. We observed a few game's reward system ideas for a a came up with a few that we could add to our game which were: Point-Based System: Each puzzle or challenge is assigned a certain number of points based on its difculty level. When players complete tasks or nd clues, they earn points. In the end, players can compare their scores with other players or attempt to beat their own records. Time-based rewards: Setting a 60 minute time limit and rewarding players based on how quickly they escape. As an example, reward players for completing the game within certain time frames. Players' engagement should be maintained by designing the reward system to enhance the overall experience. We did consider our target audience's age group, the theme of the escape room, and the desired level of challenge when implementing the rewards.

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The Format

Initially, the team hoped the game should combine virtual reality and reality so that players could play the game in a simulated office environment. However, when formulating the plan details later, this idea was abandoned due to the inability to balance the proportion of virtual and real content in the game. In the end, the team decided to create a fully digital game. The format was an online game lasting 45-60 minutes, which could be played individually or in groups. (Considering that it is used for staff training, the priority of group play will be higher). Players need to obtain the account password of the target by searching for clues and solving puzzles in the game to enter new scenes and finally enter the database to steal data.

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HackHead

An educational escape room game designed for new employees to learn about cyber security.

Often, there is a lack of awareness regarding the protection of personal or organizational data, that is susceptible to theft or damage from malicious viruses or unethical hackers. These risks include theft of financial data, private company information, and a variety of other types of private information. To effectively protect your data, you need to be aware of some simple principles of cyber security.

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The Challenge

Hack Head 1337 turns cybersecurity training into an engaging experience through a gamified digital escape room. Perfect for onboarding new employees or refreshing basic network security skills, the game immerses players in the role-play of a rookie hacker working for the infamous ANONYMOUS organization. Their mission? Break into a company called the Alaska's database by solving puzzles and uncovering clues in a realistic office environment. 

This game levels of risks including stolen financial information, private business details, and other sensitive data. Players will face a series of puzzles in the game and search for clues in an environment that simulates a real office scene.

Tools Used

The Story

This project is for a fictional design agency called S.K. Ape, whose CEO envisions an engaging security awareness escape room as part of their onboarding program. The initiative targets all employees, from new hires to old staff, with periodic refreshers to ensure consistent awareness. The CEO emphasizes the importance of cyber security in the office, believing that every team member must be equipped with the knowledge and mindset to protect both physical and digital assets.

 

The escape room will simulate real-life scenarios and challenges, encouraging critical thinking and decision-making to safeguard sensitive information and address various computer security concerns effectively.

Define

4 W's, Persona, Affinity mapping, Empathy Mapping, Journey Mapping

Who is effected

New of the company

  • Current members of the company

  • New hires of the company

What is the problem

  • Limited awareness on cybersecurity

  • Issues with protecting themselves and their data online

  • Difficult ways of learning about cyber security

Where is it worth solving the problem

 
  • At induction and orientation of new hiring to the team

  • During regular security training sessions and programs

Why is it worth solving the problem

 
  • To teach workers about cyber security

  • To stop and prevent cyber threats

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Primary Research:

Finding out the behaviours patterns of people toward cyber security both in the office and in general.

  • Understand their awareness of cyber security about:​

    • How to identify threats. 

Secondary Research
  • General knowledge about cyber security

  • Understand the subject topics related to our project

  • Types of Cyber security 

  • Preventions and Precautions  

  • How can we  use gamification for learning interactive and one on one

Segregation Of Information
Image by Hugo Rocha

Limited Awareness of Cybersecurity Education Tools:

Both groups identified phishing and social engineering as the most significant threats, aligning with the expert's observations

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The Outcome
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Game based learning

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Teaching about safe Practices  

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Alerting about the risks 

Persona

We developed these two personas using insights gathered from interviews with first-year undergraduate and postgraduate students. As members of the primary target audience for the project's game, we also drew from our own experiences to inform the persona-building process.

Brain Storming, Design Strategy & Task Flow

The game’s puzzle concept involves simulating a real environment and mimicking the hacker attack process, inspired by "Cyber Manhunt." Players play as hackers search for target information online, use phishing software for social account passwords, and perform cyber-engineering attacks to steal information. The gameplay will focus on overlooked office details, like post-it notes with passwords and unattended computers. Puzzle design will also draw from "Cube Escape: The White Door," ensuring puzzles are accessible without extensive knowledge. These ideas will evolve as the prototype develops.

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The Format

Initially, the team hoped the game should combine virtual reality and reality so that players could play the game in a simulated office environment. However, when formulating the plan details later, this idea was abandoned due to the inability to balance the proportion of virtual and real content in the game. In the end, the team decided to create a fully digital game. The format was an online game lasting 45-60 minutes, which could be played individually or in groups. (Considering that it is used for staff training, the priority of group play will be higher). Players need to obtain the account password of the target by searching for clues and solving puzzles in the game to enter new scenes and finally enter the database to steal data.

Puzzle Ideas 

 

 

 

​The game's puzzle concept mainly revolves around these two points: simulating the real
environment and the basic attack process of hackers. The hacking process refers to the game: the cyber manhunt. In this game, hackers search for target information online and then use phishing software to obtain the target’s social account password. Finally, cyber-engineering attacks are used to steal information from within the organisation. This is also the final flow of the game. Ultimately, the team decided to design the puzzle with details often overlooked in an office environment, such as post-it notes with passwords, not turning off the computer after leaving, etc. In addition, in terms of puzzle design, refer to the puzzles designed by cube escape: white door in the game and in reality. These puzzleshave a common advantage: players do not need  much relevant knowledge to solve them. It should be noted that some of these ideas and game flow will be changed as the prototype iterates.

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Conclusion

While we conducted testings after the creation of this product on around 30 people, there is still lots of room for further tests. The testing should done on participants particularly more in the workplace to and out more from workers. A pre testing and after test would be suggested to understand what they know before playing the game and what they learnt after playing, another sets of tests could also be performed on them after a few months to access how much of those information they retained. An overall checks on the companies security system would also be suggested. An experimental form of testing could also be implemented to use real life situations to know what the users will do in those situations

Empathise: identifying  & assessing the best methods for gamification.

Location

Brighton, UK

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Designed by Girisuta Nag

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