Hybrid Escape Room

Novacap: Operation Breach Containment

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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.

The Final Experience

Testing & Iteration

To ensure Novacap was both engaging and educational, we conducted three rounds of usability testing with participants of varying cybersecurity knowledge levels. Each round combined observation, think-aloud testing, knowledge assessments, and satisfaction surveys to evaluate usability, learning outcomes, and overall player experience.

Testing Methods

  • Observation Testing — Identified where participants hesitated, became confused, or required assistance.

  • Think-Aloud Testing — Captured participants' thought processes while solving challenges.

  • Pre/Post Knowledge Tests — Measured improvements in cybersecurity awareness before and after gameplay.

  • User Satisfaction Surveys — Collected feedback on engagement, usability, learning outcomes, and overall experience.

Round 1 → Improving Clarity & Accessibility

Early testing revealed confusion around password requirements, cognitive overload within the phishing email challenge, and unclear puzzle instructions.

Changes made:

  • Added contextual hints and increased password attempts.

  • Simplified the phishing inbox experience and reduced information overload.

  • Improved puzzle instructions and guidance.

  • Redesigned the final investigation stage to better support evidence review.

Round 2 → Strengthening Puzzle Flow

Players were completing the experience more independently, but some still struggled to connect clues between physical and digital evidence.

Changes made:

  • Clarified puzzle instructions for the encrypted archive challenge.

  • Simplified onboarding guidance for phishing detection.

  • Improved pacing and progression through the final investigation sequence.

Round 3 → Refining the Experience

The final testing round focused on polishing remaining usability issues and validating previous improvements.

Changes made:

  • Improved visibility of important investigation elements.

  • Reduced interaction friction within the email challenge.

  • Enhanced recovery options for players who fell for social engineering traps.

  • Refined navigation and visual hierarchy across key screens.

Impact

Through three rounds of testing and iteration, Novacap evolved into a more intuitive and effective cybersecurity learning experience. User testing showed measurable improvements in cybersecurity awareness, particularly among participants with limited prior knowledge.

Key Outcomes

📈 All participants improved their post-test cybersecurity scores after completing the game.

📈 Participants demonstrated stronger phishing detection, password security awareness, and social engineering recognition.

📈 Iterative design changes reduced confusion, improved puzzle completion rates, and enabled players to progress more independently.

📈 The final experience successfully combined storytelling, gamification, and practical cybersecurity learning within a single browser-based escape room.

What I Learned

This project strengthened my understanding of how UX design can influence learning and behaviour change. While many users understood cybersecurity concepts in theory, research revealed a clear gap between knowledge and real-world decision-making under pressure.

Through interviews, testing, and iterative design, I learned the importance of simplifying complex information, validating assumptions through user research, and designing experiences that are accessible to users with varying levels of expertise.

Working within a multidisciplinary team also improved my collaboration and project management skills. Regular sprint planning, stakeholder discussions, and usability testing reinforced the value of continuous iteration and evidence-based design decisions.

Most importantly, the project showed me that successful user experiences are rarely created in a single iteration; they emerge through research, testing, feedback, and continuous refinement.

“Amine have done a great job in very short period of time. All my preferences and ideas were put together in perfect way and beautiful website.”

Kateryna Sierova - Photographer

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“I am thrilled to share my experience working with an outstanding web designer Amine From the moment I engaged their services, I knew I was in capable hands. Their expertise in web design is unparalleled, and I could not be more pleased with the results.”

Sheikh Adiat - SMMA Agency

“Absolute pleasure working with Amine. Great communication, a driven developer and excellent service delivered consistently.”

Joshua Romao - Agency Owner

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