Hybrid Escape Room
Novacap: Operation Breach Containment
An educational cybersecurity escape room designed to teach phishing detection, password security, social engineering awareness, and critical decision-making through immersive gameplay.
Project Overview
Role: UX Designer & Vibe-coder
Duration: 12 Weeks
Team: 6 Students
Tools: Figma, FigJam, Notion, Codex
Methods: Interviews, Personas, Journey Maps, Usability Testing
Outcome: Playable cybersecurity escape room with measurable learning improvements
The Challenge
Many people understand cybersecurity risks in theory but struggle to apply safe behaviours in real-world situations. Our challenge was to design an engaging educational experience that teaches cybersecurity concepts through realistic decision-making rather than traditional training materials.
My Role
I contributed across research, design, development, project management, and team collaboration throughout the project.
Contributed to user research, interviews, affinity mapping, persona creation, and journey mapping.
Developed and refined the browser-based prototype using HTML, CSS, JavaScript, and AI-assisted vibecoding workflows.
Planned and facilitated usability testing sessions, analysed feedback, and implemented iterative improvements.
Team: 6 Members • Duration: X Weeks • Weekly Sprint Meetings: 1–2 per week • Project Tracking: Notion • Collaboration: Figma, FigJam, Google Meet
Research Highlights
To understand users' cybersecurity knowledge, behaviours, and learning preferences, we conducted a combination of user interviews and an online survey. This mixed-method approach helped uncover both qualitative insights and broader behavioural patterns, ensuring design decisions were grounded in real user needs rather than assumptions.
🎤 User Interviews
Explored participants' experiences with cybersecurity threats.
Investigated behaviours around passwords, phishing emails, and online safety.
Identified frustrations, motivations, and learning preferences.
📋 Online Survey
Gathered quantitative data from a wider audience.
Measured cybersecurity awareness, habits, and confidence levels.
Validated patterns identified during interviews.
Key Insights
📌 Users understood common cybersecurity risks but often failed to apply safe behaviours in practice.
📌 Password reuse and weak password habits were more common than expected.
📌 Many participants struggled to confidently identify phishing attempts under pressure.
📌 Users preferred interactive, scenario-based learning over traditional educational content.
📌 Realistic simulations were seen as more engaging and memorable than passive training methods.
Defining the Problem
How might we create a cybersecurity learning experience that helps users recognise and respond to threats under realistic pressure?
Learning Goals
Detect phishing attempts
Create strong passwords
Recognise social engineering
Evaluate digital evidence
Make decisions under pressure
Ideation
For the Ideation stage, we started by doing a brainwriting session and creating a cognitive mind map and SWOT analysis. After that, we created a storyboard and selected the best idea based on an evaluation matrix and dot voting.
From Sketches to Prototype
The prototype phase began with a series of hand-drawn lo-fi sketches, and then establishing the Digital Game Flow Design & Moodboard to start vibecoding the game.
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Kateryna Sierova - Photographer
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Sheikh Adiat - SMMA Agency
“Absolute pleasure working with Amine. Great communication, a driven developer and excellent service delivered consistently.”
Joshua Romao - Agency Owner
CONTACT US
CONTACT US
Have a design project in mind? Send me a message, and I’d be thrilled to discuss it with you! I’m excited about new challenges and look forward to connecting!