RECYCLE MASTER
Elevating Guest Experience with Seamless Booking and Personalized Services.
Industry
Automobile
Industry
Automobile
Industry
Automobile
Industry
Automobile
PROJECT OVERVIEW
This report records the collaborative journey undertaken by a team of five designers, employing a design thinking approach to tackle the multifaceted challenges inherent in cybersecurity education. Spanning the domains of research, problem definition, ideation, game development utilising Genial.ly, and iterative testing, our endeavor sought to holistically address the pressing need for enhanced cybersecurity awareness and training.
Beginning with extensive research, we delved into secondary literature and conducted primary data collection through surveys and interviews. This comprehensive approach provided deep insights into the prevailing challenges and user perceptions concerning cybersecurity awareness. Armed with this knowledge, our team embarked on a structured journey of problem definition and ideation, striving to innovate solutions to address identified gaps.
The process transitioned from research to action, leveraging the versatile Genial.ly platform to conceptualize and craft a gamified educational experience. Following the creation of our prototype, rigorous testing ensued, informed by user feedback and insights gleaned from gameplay analysis.
As we iterated on our solution, refining and enhancing its features, we remained steadfast in our commitment to user-centric design. By embracing design thinking methodologies and fostering a spirit of innovation, our team has pioneered a solution that transcends traditional educational paradigms. We stand at the forefront of change, armed with an innovative solution poised to make a lasting impact.
INITIAL RESEARCH
In the initial assumption phase, our team convened to collectively brainstorm potential challenges and issues in cybersecurity education. Drawing upon our combined knowledge and expertise, we engaged in a collaborative discussion to identify the most probable problems users might encounter in their cybersecurity learning journey. This process involved considering various factors such as user behaviours, technological advancements, and existing educational practices. By pooling our insights and perspectives, we aimed to generate a preliminary understanding of the key areas that warrant further investigation during the research phase.
Users may underestimate the importance of cybersecurity education, perceiving it as less critical compared to other areas of knowledge.
There might be a discrepancy between users' self-assessment of their cybersecurity knowledge and their actual proficiency in practicing secure online behaviors.
Traditional teaching methods may not effectively engage users in cybersecurity education, leading to lower retention rates and limited behavior change.
Users may prefer interactive and experiential learning approaches, such as gamification, over passive instructional methods for cybersecurity education.
Educational interventions focusing on practical application and real-world scenarios may yield better learning outcomes and behavior modification compared to theoretical or abstract content.
The effectiveness of cybersecurity education may vary depending on users' demographic characteristics, educational backgrounds, and prior experiences with cyber threats.
Users may face challenges in applying theoretical cybersecurity knowledge to real-world situations due to contextual factors, such as time constraints, competing priorities, and technological complexities.
RESEARCH OBJECTIVES
What are the current trends and challenges in cybersecurity education and training, particularly in the context of interactive learning environments like educational escape rooms?
How do users perceive the effectiveness of educational escape rooms as a tool for cybersecurity awareness and training?
What are the most common cybersecurity challenges and concerns faced by individuals that could be addressed through an educational escape room approach?
What learning methods and features are most engaging and effective in educational escape rooms for cybersecurity, according to user preferences and feedback?
How can educational escape rooms be tailored to address specific cybersecurity topics or target different user groups effectively?
What are the key factors influencing user engagement and motivation in educational escape rooms for cybersecurity, and how can these be optimized to enhance learning outcomes?
What are the potential barriers or limitations to the adoption and implementation of educational escape rooms for cybersecurity education, and how can these be overcome
User Perception and Feedback: User perceptions and feedback regarding the efficacy, engagement, and pertinence of educational escape rooms for cybersecurity awareness and training will be evaluated. This evaluation will rely on both qualitative and quantitative data obtained from surveys, interviews, and observations.
Identification of Critical Issues: The study is intended to recognize and tackle prevalent cybersecurity challenges and issues encountered by individuals and entities, emphasizing areas where educational escape rooms can provide specific solutions. Understanding Learning Approaches: Our goal is to acquire an understanding of the most captivating and efficient learning approaches, characteristics, and design components present in educational escape rooms dedicated to cybersecurity. This understanding will be derived from user preferences, behaviors, and educational achievements.
Customized Educational Measures: Our study is aimed at guiding the creation of customized educational measures and tactics for utilizing educational escape rooms to handle distinct cybersecurity subjects and effectively target various user demographics.
SECONDARY RESEARCH
The inception of our research expedition involved a thorough examination of secondary sources, encompassing academic papers, industry reports, and online outlets, to enrich our comprehension of cybersecurity and its associated domains. During this preliminary stage of secondary exploration, we analyzed existing literature to apprehend the intricacies of cybersecurity, encompassing its definition, diverse threat categories, and emerging tendencies in the discipline.
Subsequent to our extensive secondary research endeavours, we progressed to the primary research phase, engaging in surveys and interviews to amass firsthand perspectives from individuals with varied backgrounds and expertise. Our surveys elicited responses from 50 contributors, while we undertook detailed interviews with 15 individuals, enabling us to extract valuable viewpoints and insights pertaining to cybersecurity and educational escape room activities.
By methodically conducting secondary research to establish the foundation and primary research to accumulate firsthand perspectives, we embraced a structured methodology to effectively guide our educational escape room initiative. This amalgamation of secondary and primary research approaches empowered us to cultivate a comprehensive awareness of cybersecurity educational requirements and customize our initiative accordingly.
SECONDARY RESEARCH
During the empathize phase of our project, we conducted primary research to acquire insights into user viewpoints and preferences concerning cybersecurity education and escape room engagements. Our primary investigation involved surveys and interviews, enabling the collection of both quantitative and qualitative data from a diverse group of participants.
The surveys yielded responses from 50 individuals, offering important quantitative data on different aspects of cybersecurity education and escape room inclinations. Furthermore, we engaged in interviews with 15 participants to further explore their encounters, perspectives, and obstacles linked to cybersecurity and escape room undertakings.
Through the utilization of both surveys and interviews, our goal was to attain a thorough comprehension of user attitudes, behaviors, and requirements within the domain of cybersecurity education and interactive educational activities. The amalgamation of quantitative survey findings and qualitative perspectives from interviews will establish a basis for well-informed decision-making and the progression of our educational escape room initiative.
USER RESEARCH
User research uses a variety of qualitative and quantitative approaches to understand users' needs, behaviours, experiences, and motivations, in order to better inform the process of solving users' problems. It helps uncover important and useful insights about the user and their needs. I created an online questionnaire in order to understand further, people’s preference, takes and user journey when it comes to recycling. I shared my form with students of University of Brighton (as my study participants).
FORMATIVE TESTING
Out of 10, 9 participants responded that they recycle, while 1 currently don’t but will like to.
7 out of 10 responded that they find it very confusing when selecting what can or cannot be recycled.
8 out of 10 (80%) participants find it difficult to know what recycling symbols on product and its packaging mean.
6 participants made it known that they often are unable to donate their items to people and end of disposing it.
6 participants responded that they tried recycling their materials on their own but often end up needing assistance.
When asked how they source for recycling information, 4 use the internet, 2 ask family and friends,
1 uses recycling websites, while 3 do not use any channel.
10
Participants’ result
USER JOURNEY
The User flow in UX design is the user’s path to finish a specific purpose. It includes each step, from the starting point to the endpoint. In order to make the experience seamless for the users, I ensured that I explored different possibilities and the architecture was rationally designed, and each component's reachability was ensured to carry along all users.
I opted for the open card sorting approach. Sorting cards into sections which makes sense for users is a research tool that helps evaluate or identify how information is arranged, labeled, and organized on a website.
LOW FIDELITY WIREFRAMES
Wireframes use basic visual elements of the user interface design like squares, circles, and lines to represent menus, images, titles, paragraphs, and other interface components. Early in the development process, wireframes are used to define a page's basic structure before visual design and content are added.
STYLE GUIDE
Why use Green? When we see colour green, our eye requires no adjustment. Green is one of those colours that instantly sparks a series of associations, whether you think of recycling, emeralds or the environment, we all have something that we associate with the colour green.It is a symbol of nature, rebirth, life, health and rejuvenation.
PRIMARY FONTS
Inter
Aa
ABCDEFGHIJKLMNOPQRSTUVWXYZ
ABCDEFGHIJKLMNOPQRSTUVWXYZ
0123456789
Why use Inter Font? Inter is a fantastic font for digital projects, e books and web apps. It is highly readable and has a neutral tone perfect for any project.
Primary
HEX: #Linear
Background
HEX: #F7F7F7
Neutral
HEX: #000000
Neutral
HEX: #FFFFFF
HIGH FIDELITY WIREFRAMES
The high fidelity wireframes shows some of the screens made with love
USABILITY TESTING
TASK CHECKLIST
A moderated session with participants from the University of Brighton was done. The observers records as the participants go through the visual designs. The task checklist is what was used to assign tasks assigned to the participants. These tasks are what was considered when filling out the heuristics evaluation form.
RECOMMENDATIONS
Information Hierarchy: One of the primary challenges was how to build the information hierarchy as the system has more than one goal. More usability testing will be required to understand if having the “Donate” feature and “Scan” feature on the same page was the right choice or it should be separated. Putting them on separate pages may make it harder to access. Further iteration would be needed to sort this.
Usability Testing: Engaging larger participants, more research should be carried out.
Gamification: For future development, consideration should be given to rewarding users of the recycling feature with points when they recycle, this might increase participation.