Cyber City 2078
Can you stop the Malwarians and escape the cyber city?

A Project Overview
Year
2023
Team
Group of 5 Classmates
Grade
89%
Responsibilities
Background Researcher - Project Manager - Game Developer - UX/UI Designer
This UX case study utilised the design thinking process to design, create and test a cyber security training escape room.
The Problem
Dull and generic cyber security training.
To identify the central issues with current industry level cyber security training we conducted expert interviews, market research and a literature review. We deduced the following issues with the existing practices.
Target Audience
Who were we designing for?
This product needed to be designed for new employees of professional companies that frequently use technology thus exposing them to the risks of cybercrime.
Develop an educational escape room that is motivating, engaging, challenging and accessible to players on multiple skill levels.
Use gamification as a technique to create an educational space for users to lear about the risks and security techniques to reduce these risks.
The central metrics included:
90% of users rate their satisfaction 4/5 or higher.
90% completion rate within the 1 hour timeframe.
90% of users increase their understanding of cyber security from before and after playing.
Objectives and Metrics
What were the goals?
My Roles
Developing the digital game elements
When the project began I was in charge of finding a way to develop the digital elements of the escape room. Since I had no background in game development I was teaching myself from scratch. I also faced limitation with how much time I could dedicate to learning game development software. As a result, I decided the GDevelop5 was the most beginner friendly with the greatest potential to achieve what we discussed as a group.
The