This project is collaboration with an external organisation. The aim of this project is to create a set of interactive games that raise cyber security awareness in an engaging way. The desired outcome is a functional, educational tool that teaches a broad and possibly non-technical audience, to identify cyber threats such as phishing, social engineering, malware and insider threats. The benefit is both a resource to promote cyber resilience in the wider community and provide a way to gamify and enhance cyber security training.
This project isn't constrained to a particular type of technology and can be implemented using a range tools and it can be developed independently without reliance on external services. All data used within the games will be fictional and no sensitive data will be used. The phishing and insider threat scenarios will be designed using generic templates, using fictional characters and simulated examples rather than real emails and cases.
Students will be free to create their own interface design and visuals, allowing for flexibility and creative freedom. The aim for these games is for them to be used during on-site visits, or off-site during careers fairs or external events.
The games are specified at the conceptual level, but not fully designed. Students will need to analyse requirements, translate concepts into detailed design specifications, and decide on the most effective technical implementation. This provides scope for exercising creativity, system design, and problem-solving skills. For example, they will need to determine scoring mechanisms, how feedback is given, and the level of interactivity or animation.