Digital Disarray: The Breach of DataCorp
Digital Disarray: The Breach of DataCorp
Digital Disarray: The Breach of DataCorp is an innovative educational escape room game that transforms cybersecurity training into an immersive, high-stakes adventure. Developed through a Design Thinking module and enhanced with AI tools, it addresses a critical gap: while many understand cybersecurity principles, they struggle to apply them consistently, a problem worsened by traditional training methods that fail to engage learners and improve retention. In this game, players tackle thrilling puzzles to master practical skills spotting phishing scams, securing passwords, and protecting Wi-Fi making learning both effective and fun. Starting as a vague idea at the University of Brighton, our team’s journey took us to ECGBL 2024 in Denmark, where we competed against top global teams and reached the finals, showcasing the game’s impact and the urgent need for interactive, hands-on cybersecurity education.
Digital Disarray: The Breach of DataCorp is an innovative educational escape room game that transforms cybersecurity training into an immersive, high-stakes adventure. Developed through a Design Thinking module and enhanced with AI tools, it addresses a critical gap: while many understand cybersecurity principles, they struggle to apply them consistently, a problem worsened by traditional training methods that fail to engage learners and improve retention. In this game, players tackle thrilling puzzles to master practical skills spotting phishing scams, securing passwords, and protecting Wi-Fi making learning both effective and fun. Starting as a vague idea at the University of Brighton, our team’s journey took us to ECGBL 2024 in Denmark, where we competed against top global teams and reached the finals, showcasing the game’s impact and the urgent need for interactive, hands-on cybersecurity education.
Timeline
3 Months
Timeline
3 Months
Timeline
3 Months
Tools
Figma, Figjam, Midjourney, Genially, Trello, ChatGPT, Microsoft Teams
Tools
Figma, Figjam, Midjourney, Genially, Trello, ChatGPT, Microsoft Teams
Tools
Figma, Figjam, Midjourney, Genially, Trello, ChatGPT, Microsoft Teams
Team
5 Designers (Including me)
Team
5 Designers (Including me)
Team
5 Designers (Including me)



Problem
Cybersecurity’s Dirty Secret: Humans Cause 70% of Breaches
Cybersecurity’s Dirty Secret: Humans Cause 70% of Breaches
Cybersecurity’s Dirty Secret: Humans Cause 70% of Breaches
Here’s the harsh truth that 70% of cybersecurity breaches come from human errors, not high-tech hacks like falling for phishing emails, using weak passwords (think names or “12345”), or logging in over unsecured coffee shop Wi-Fi. Studies show people know these risks companies push training with videos and sessions but it doesn’t stick because it’s dull and forgettable. This leaves habits sloppy, systems vulnerable, and businesses losing millions to breaches. Our interactive web game changes that, hooking players to actively learn and defend, turning passive trainees into sharp protectors.
Here’s the harsh truth that 70% of cybersecurity breaches come from human errors, not high-tech hacks like falling for phishing emails, using weak passwords (think names or “12345”), or logging in over unsecured coffee shop Wi-Fi. Studies show people know these risks companies push training with videos and sessions but it doesn’t stick because it’s dull and forgettable. This leaves habits sloppy, systems vulnerable, and businesses losing millions to breaches. Our interactive web game changes that, hooking players to actively learn and defend, turning passive trainees into sharp protectors.
Design Process
How did design thinking process save us?
How did design thinking process save us?
How did design thinking process save us?
We tackled this project using the Design Thinking framework, breaking it down into five key stages: Empathize, Define, Ideate, Prototype, and Test. As the project manager and lead visual designer, I steered the team through each phase, leveraging tools like Trello for task management and FigJam for collabration to keep us engaged.
We tackled this project using the Design Thinking framework, breaking it down into five key stages: Empathize, Define, Ideate, Prototype, and Test. As the project manager and lead visual designer, I steered the team through each phase, leveraging tools like Trello for task management and FigJam for collabration to keep us engaged.
Empathize
Empathize
Empathize
Empathize
Empathize
Define
Empathize
Empathize
Ideate
Empathize
Empathize
Prototype
Empathize
Empathize
Test
Define
Ideate
Prototype
Test
Empathize Phase
Users Know Risks but Lack Actionable Training
Users Know Risks but Lack Actionable Training
Users Know Risks but Lack Actionable Training
Research revealed a gap: 82% of users understand cybersecurity risks, yet only 38% follow best practices, often citing dull training. Surveys and interviews showed password reuse, inconsistent email verification, and rare VPN use, despite phishing awareness.
Research revealed a gap: 82% of users understand cybersecurity risks, yet only 38% follow best practices, often citing dull training. Surveys and interviews showed password reuse, inconsistent email verification, and rare VPN use, despite phishing awareness.


Knowledge Doesn’t Drive Behavior Only 38% Act
Knowledge Doesn’t Drive Behavior Only 38% Act
Knowledge Doesn’t Drive Behavior Only 38% Act
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
User Survey
User Survey
User Survey

Hands-On Learning Outshines Passive Lectures
Hands-On Learning Outshines Passive Lectures
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training phishing simulations and escape rooms earned praise for merging engagement with practical skills.
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training phishing simulations and escape rooms earned praise for merging engagement with practical skills.
User Interview
User Interview

Hands-On Learning Outshines Passive Lectures
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training phishing simulations and escape rooms earned praise for merging engagement with practical skills.
User Interview
Competitor Analysis
Competitor Analysis
Competitor Analysis
Competitors Captivate but Fall Short on Practical Skills
Competitors Captivate but Fall Short on Practical Skills
Competitors Captivate but Fall Short on Practical Skills
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.



User Survey
Knowledge Doesn’t Drive Behavior Only 38% Act
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
User Interview
Hands-On Learning Outshines Passive Lectures
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training—phishing simulations and escape rooms—earned praise for merging engagement with practical skills.
Competitor Analysis
Competitors Captivate but Fall Short on Practical Skills
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.
Define Phase
Users Crave Hands On Training to Act on Cybersecurity
Users Crave Hands On Training to Act on Cybersecurity
Users Crave Hands On Training to Act on Cybersecurity
In the Define phase, we synthesized our findings from surveys and interviews to pinpoint the core user need: people understand cybersecurity risks but lack engaging, practical ways to act on that knowledge. We tackled this by clustering insights through affinity mapping, which showed a clear preference for interactive solutions over passive lectures. Next, we framed "How Might We" questions to turn these insights into actionable design challenges. Finally, we distilled everything into a problem statement that would steer our project: How might we create a hands-on learning experience that transforms cybersecurity awareness into consistent, real-world action? This phase set a focused direction for ideation and design.
In the Define phase, we synthesized our findings from surveys and interviews to pinpoint the core user need: people understand cybersecurity risks but lack engaging, practical ways to act on that knowledge. We tackled this by clustering insights through affinity mapping, which showed a clear preference for interactive solutions over passive lectures. Next, we framed "How Might We" questions to turn these insights into actionable design challenges. Finally, we distilled everything into a problem statement that would steer our project: How might we create a hands-on learning experience that transforms cybersecurity awareness into consistent, real-world action? This phase set a focused direction for ideation and design.
In the Define phase, we synthesized our findings from surveys and interviews to pinpoint the core user need: people understand cybersecurity risks but lack engaging, practical ways to act on that knowledge. We tackled this by clustering insights through affinity mapping, which showed a clear preference for interactive solutions over passive lectures. Next, we framed "How Might We" questions to turn these insights into actionable design challenges. Finally, we distilled everything into a problem statement that would steer our project: How might we create a hands-on learning experience that transforms cybersecurity awareness into consistent, real-world action? This phase set a focused direction for ideation and design.
Define Phase
Define Phase
Ideate Phase
Forged Puzzle-Driven Learning Experience
Forged Puzzle-Driven Learning Experience
Emphasized Quantity for Innovative Ideas
In the Prototype phase, we crafted both low-fidelity and high-fidelity prototypes using Figma and Genially, designing puzzles that seamlessly blend learning with thrilling challenges. We threaded a grounded narrative storyline into the design, refining it with team feedback to keep the plot relatable rather than purely fictional, while striking a perfect balance between fun and education. Adjusting puzzle complexity for accessibility, this process built a robust foundation, priming an immersive cybersecurity experience for testing.
In the Prototype phase, we crafted both low-fidelity and high-fidelity prototypes using Figma and Genially, designing puzzles that seamlessly blend learning with thrilling challenges. We threaded a grounded narrative storyline into the design, refining it with team feedback to keep the plot relatable rather than purely fictional, while striking a perfect balance between fun and education. Adjusting puzzle complexity for accessibility, this process built a robust foundation, priming an immersive cybersecurity experience for testing.
In the Ideate phase, we explored a wealth of ideas using mood boards, storyboards, and mind maps, focusing on crafting puzzles, storylines, narratives, and plots to enhance cybersecurity learning. We embraced a quantity-over-quality brainstorming approach, amplified by new techniques, to spark diverse concepts freely. A revisit to the Define phase sharpened our focus, ensuring our ideation process generated creative foundations for an engaging, narrative-driven solution.

Affinity Mapping
Clustering Insights from Gathered Information
We took all the raw data from the Empathize phase—survey responses like "training feels disconnected" and interview quotes like "I forget what I learn"—and organized them into clusters on a digital whiteboard. Using sticky notes, we grouped similar ideas, uncovering key themes: users wanted training that stuck with them and felt relevant to their daily lives. This process revealed a strong user preference for interactive, memorable experiences over traditional, lecture-based methods, giving us a solid foundation for the next steps.
HMW Questions
Questioning User Insights with 'How Might We'
With our affinity map in hand, we brainstormed questions to bridge insights and solutions. We wrote questions like "How might we make cybersecurity training feel like a game?" and "How might we embed real-world scenarios into learning?" on a shared doc, refining them as a team to ensure they were specific yet open-ended. This activity shifted our focus from just identifying problems to sparking creative, user-centered ideas, setting the stage for ideation.
SWOT Analysis
Our Edge is in Building a Memorable Learning Experience
During the Define phase, our SWOT analysis highlighted a powerful strength: our ability to create memorable, hands-on learning experiences that stand out in the cybersecurity education space. Unlike traditional solutions that prioritize accessibility but lack impact, we identified an opportunity to deliver engaging, practical lessons that users retain and apply. This advantage empowers us to meet the demand for effective education, setting the stage for a solution that transforms how users learn and act.
Ideate Phase
Emphasized Quantity for Innovative Ideas
In the Ideate phase, we explored a wealth of ideas using mood boards, storyboards, and mind maps, focusing on crafting puzzles, storylines, narratives, and plots to enhance cybersecurity learning. We embraced a quantity-over-quality brainstorming approach, amplified by new techniques, to spark diverse concepts freely. A revisit to the Define phase sharpened our focus, ensuring our ideation process generated creative foundations for an engaging, narrative-driven solution.
Iteration
Enhanced Puzzles and Assessed Long-Term Learnability
In the Iteration phase, we enhanced puzzles and UI based on testing data, simplifying challenges and refining hints for improved clarity and engagement, while introducing a follow-up quiz administered a few days after gameplay to assess long-term learnability, ensuring the cyberpunk escape room solidified users’ cybersecurity skills effectively.

Puzzle Design
Puzzle design and design thinking share creativity, problem-solving, and iterative refinement, encouraging innovative solutions and systematic challenges. Empathy drives both by focusing on user needs, while constraints spark creative workarounds. Together, they highlight creativity, critical thinking, and empathy for effective problem-solving.

Puzzle Design
Puzzle design and design thinking share creativity, problem-solving, and iterative refinement, encouraging innovative solutions and systematic challenges. Empathy drives both by focusing on user needs, while constraints spark creative workarounds. Together, they highlight creativity, critical thinking, and empathy for effective problem-solving.

Puzzle Design
Puzzle design and design thinking share creativity, problem-solving, and iterative refinement, encouraging innovative solutions and systematic challenges. Empathy drives both by focusing on user needs, while constraints spark creative workarounds. Together, they highlight creativity, critical thinking, and empathy for effective problem-solving.

Ideating on puzzles for escape room

Ideating on puzzles for escape room

Moodboard & Inspiration

Moodboard & Inspiration

Brainstorming

Brainstorming

Storyboarding

Storyboarding

Figjam Ideation

Figjam Ideation
Define Phase
Forged Puzzle-Driven Learning Experience
In the Prototype phase, we crafted both low-fidelity and high-fidelity prototypes using Figma and Genially, designing puzzles that seamlessly blend learning with thrilling challenges. We threaded a grounded narrative storyline into the design, refining it with team feedback to keep the plot relatable rather than purely fictional, while striking a perfect balance between fun and education. Adjusting puzzle complexity for accessibility, this process built a robust foundation, priming an immersive cybersecurity experience for testing.
Knowledge Doesn’t Drive Behavior Only 38% Act
Knowledge Doesn’t Drive Behavior Only 38% Act
Knowledge Doesn’t Drive Behavior Only 38% Act
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
Surveys confirmed a knowledge-action divide: 82% knew risks, but many reused passwords, skipped email checks, and avoided VPNs. Phishing awareness didn’t translate to caution, and proactive habits like app permission reviews were uncommon. Updates and backups were strengths, but incident reporting lagged. Better education on proactive cybersecurity is essential.
User Survey
User Survey
User Survey


Hands-On Learning Outshines Passive Lectures
Hands-On Learning Outshines Passive Lectures
Hands-On Learning Outshines Passive Lectures
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training phishing simulations and escape rooms earned praise for merging engagement with practical skills.
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training phishing simulations and escape rooms earned praise for merging engagement with practical skills.
Interviews emphasized data protection’s importance. Personal threat experiences stressed vigilance, yet password management remained weak. Hands-on training phishing simulations and escape rooms earned praise for merging engagement with practical skills.
User Interview
User Interview
User Interview


Competitors Captivate but Fall Short on Practical Skills
Competitors Captivate but Fall Short on Practical Skills
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.
Competitor Analysis
Competitor Analysis


Competitors Captivate but Fall Short on Practical Skills
SWOT Analysis
We explored four competitors to understand player experiences. Google Form Escape Room hooked us with its neon futuristic style and story, but its puzzles lacked depth. Escape Room on a T-shirt offered a $3 hybrid twist, yet pushed extra purchases. Unsolved Case dazzled with AR and cyberpunk vibes, though it felt too short. Black Watchmen immersed us in a 10+ hour reality-game blend, but overwhelmed casual players. These showed users want fun, practical engagement—highlighting a need for skill-building play.

Early Game Development
The team initially struggled with creating a 45-60 minute game due to their lack of experience, but brainstorming and lo-fi prototypes revealed insights on playability and difficulty. Through trial and error, they refined puzzle concepts, some making it to the final version. Participant testing highlighted where players stumbled, guiding effective hints and enhancing engagement, showcasing the iterative game development process.

Early Game Development
The team initially struggled with creating a 45-60 minute game due to their lack of experience, but brainstorming and lo-fi prototypes revealed insights on playability and difficulty. Through trial and error, they refined puzzle concepts, some making it to the final version. Participant testing highlighted where players stumbled, guiding effective hints and enhancing engagement, showcasing the iterative game development process.

Early Game Development
The team initially struggled with creating a 45-60 minute game due to their lack of experience, but brainstorming and lo-fi prototypes revealed insights on playability and difficulty. Through trial and error, they refined puzzle concepts, some making it to the final version. Participant testing highlighted where players stumbled, guiding effective hints and enhancing engagement, showcasing the iterative game development process.

Crafted AI-Driven High-Fidelity Experience
In the Prototype phase, we harnessed AI to craft a wealth of design elements, boosting productivity with frames, sounds, and videos, while refining a storyline with characters, plots, and narratives for immersive learning alignment. We also elevated the prototype with high-fidelity functional interfaces in Genially, enhancing its polish and usability to deliver a seamless, engaging experience poised for testing.

























Ideating on puzzles for escape room

Ideating on puzzles for escape room

Moodboard & Inspiration

Brainstorming

Storyboarding

Figjam Ideation

Ideating on puzzles for escape room

Ideating on puzzles for escape room

Moodboard & Inspiration

Brainstorming

Storyboarding

Figjam Ideation
Prototype
Forged Puzzle-Driven Learning Experience
In the Prototype phase, we crafted both low-fidelity and high-fidelity prototypes using Figma and Genially, designing puzzles that seamlessly blend learning with thrilling challenges. We threaded a grounded narrative storyline into the design, refining it with team feedback to keep the plot relatable rather than purely fictional, while striking a perfect balance between fun and education. Adjusting puzzle complexity for accessibility, this process built a robust foundation, priming an immersive cybersecurity experience for testing.

Early Game Development
The team initially struggled with creating a 45-60 minute game due to their lack of experience, but brainstorming and lo-fi prototypes revealed insights on playability and difficulty. Through trial and error, they refined puzzle concepts, some making it to the final version. Participant testing highlighted where players stumbled, guiding effective hints and enhancing engagement, showcasing the iterative game development process.

Puzzle Design
Puzzle design and design thinking share creativity, problem-solving, and iterative refinement, encouraging innovative solutions and systematic challenges. Empathy drives both by focusing on user needs, while constraints spark creative workarounds. Together, they highlight creativity, critical thinking, and empathy for effective problem-solving.

Crafted AI-Driven High-Fidelity Experience
In the Prototype phase, we harnessed AI to craft a wealth of design elements, boosting productivity with frames, sounds, and videos, while refining a storyline with characters, plots, and narratives for immersive learning alignment. We also elevated the prototype with high-fidelity functional interfaces in Genially, enhancing its polish and usability to deliver a seamless, engaging experience poised for testing.
























Testing Phase
Testing Unveils to Us Clarity and Engagement Flaws in User's Experience
Testing Unveils to Us Clarity and Engagement Flaws in User's Experience
Testing Unveils to Us Clarity and Engagement Flaws in User's Experience
In the Testing phase, we assessed the cescape room by measuring Difficulty, Frustration, Enjoyability, and Learnability, while using Task Metrics to track puzzle task time, average time on task, task overtime, and average clues used, alongside Product Reaction Cards for user feedback. These efforts revealed challenges with prolonged task times and engagement gaps, guiding us to refine puzzles for better efficiency and enjoyment.
In the Testing phase, we assessed the cescape room by measuring Difficulty, Frustration, Enjoyability, and Learnability, while using Task Metrics to track puzzle task time, average time on task, task overtime, and average clues used, alongside Product Reaction Cards for user feedback. These efforts revealed challenges with prolonged task times and engagement gaps, guiding us to refine puzzles for better efficiency and enjoyment.
Puzzle Task Timer
Puzzle Task Timer
During testing, different groups faced unique challenges with puzzle difficulty, prompting us as designers to balance engagement and success. Final tests showed game experience impacted performance, while time-on-task metrics revealed some puzzles were too hard, with the toughest unexpectedly in the middle rather than escalating.
Product Reaction Cards
Product Reaction Cards
Product Reaction Cards provided valuable qualitative insights during both formative and summative testing, helping assess user experience aspects like enjoyment, frustration, and ease of use. By focusing on the top five descriptive words, we identified critical issues and prioritized user feedback. This process offered clear insight into participant feelings and highlighted necessary improvements for the game.
Measuring Difficulty, Frustration, Enjoyability & Learnability
Measuring Difficulty, Frustration, Enjoyability & Learnability
At this stage, we focused on assessing Difficulty, Frustration, Enjoyability, and Learnability to define success metrics from a user perspective. The findings highlighted areas needing improvement, allowing us to make targeted adjustments based on participant feedback to enhance the game's overall experience and address its shortcomings.
Iteration
Enhanced Puzzles and Assessed Long-Term Learnability
Enhanced Puzzles and Assessed Long-Term Learnability
In the Iteration phase, we enhanced puzzles and UI based on testing data, simplifying challenges and refining hints for improved clarity and engagement, while introducing a follow-up quiz administered a few days after gameplay to assess long-term learnability, ensuring the cyberpunk escape room solidified users’ cybersecurity skills effectively.
Reflection
Ongoing Scope for Prototype Enhancement
Ongoing Scope for Prototype Enhancement
Ongoing Scope for Prototype Enhancement
Reflecting on our journey, we celebrate the cyberpunk escape room’s success in delivering an engaging, learnable experience, boosted by AI-driven frames, sounds, and videos, alongside a compelling narrative with characters and plots. Yet, we see room to grow by mastering Genially more effectively, navigating its learning curve and time constraints to enhance the pro plan with code overrides for input fields and robust error handling. Despite tight deadlines posing challenges, these opportunities, paired with our refined puzzles and high-fidelity design, highlight a foundation for future innovation.
Reflecting on our journey, we celebrate the cyberpunk escape room’s success in delivering an engaging, learnable experience, boosted by AI-driven frames, sounds, and videos, alongside a compelling narrative with characters and plots. Yet, we see room to grow by mastering Genially more effectively, navigating its learning curve and time constraints to enhance the pro plan with code overrides for input fields and robust error handling. Despite tight deadlines posing challenges, these opportunities, paired with our refined puzzles and high-fidelity design, highlight a foundation for future innovation.

Early Game Development
In the Prototype phase, we harnessed AI to craft a wealth of design elements, boosting productivity with frames, sounds, and videos, while refining a storyline with characters, plots, and narratives for immersive learning alignment. We also elevated the prototype with high-fidelity functional interfaces in Genially, enhancing its polish and usability to deliver a seamless, engaging experience poised for testing.























