Hybrid Escape Room

Novacap: Operation Breach Containment

Abstract black and white geometric design with looping patterns.

An educational cybersecurity escape room designed to teach phishing detection, password security, social engineering awareness, and critical decision-making through immersive gameplay.

NovaCap cybersecurity challenge login and countdown screen.

Project Overview

Role: UX Designer & AI-assisted Front-end Developer

Duration: 12 Weeks

Team: 6 Students

Project: MSc UX university project (84%)

Tools: Figma, FigJam, Notion, Codex

Methods: Interviews, Personas, Journey Maps, Usability Testing

Outcome: Playable cybersecurity escape room with measurable learning improvements

NovaCap phishing email challenge with an unlock-code prompt.

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.

NovaCap simulated IT support chat used in a cybersecurity challenge.

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 development with Codex.

  • Planned and facilitated usability testing sessions, analysed feedback, and implemented iterative improvements.

Team: 6 Members • Duration: 12 Weeks • Weekly Sprint Meetings: 1–2 per week • Project Tracking: Notion • Collaboration: Figma, FigJam, Google Meet

FigJam sprint tracker for the NovaCap design-thinking project.
FigJam planning board with tasks and research notes for NovaCap.
NovaCap project team collaborating in an online meeting.

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.

NovaCap team collaborating around a table with laptops.

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.

Charts summarising responses to the NovaCap cybersecurity survey.

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

NovaCap workshop activities and grouped sticky-note research findings.
NovaCap empathy map capturing users’ expectations, actions and concerns.

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.

NovaCap storyboard for the Operation Breach Containment learning scenario.
NovaCap project team working around a table with laptops and notes.
Whiteboard brainstorming for NovaCap cybersecurity learning challenges.

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 building the game with Codex.

Hand-drawn wireframes exploring the NovaCap cybersecurity challenge flow.
A digital dashboard titled 'Mood Board' with sections displaying color palettes, interface panels, text, keywords, and references related to a cybersecurity breach containment concept for the year 2026.
Flowchart outlining the stages of a cybersecurity exercise called Operation: Breach Containment, detailing steps from initial entry to final case closure, including actions, mechanics, key codes, props, penalties, and unlocks at each stage.

The Final Experience

Dark background with white text showing a briefing titled 'The Tip,' describing an anonymous source contacting a supervisor six days ago and requesting the best investigator on record, indicating a case is unsolved. There is a 'Next' button at the bottom.
Instructions for sorting emails to identify phishing. Red dot for flagging as phishing, white dot for investigating, green dot for marking safe. Includes button labeled 'Open Mail.Nova'.
Screenshot of a cybersecurity alert dashboard showing a security alert for unauthorized access, with details about a remote file access, including email, date, user, session, file taken, and how it ended. The left side has icons for different security features, and the top shows operational status and a countdown timer.
A computer screen showing a cyber-attack or hacking interface with various files being transferred and accessed. The screen displays a countdown timer, encrypted file details, transfer logs, and staff ID information, all styled with a dark, tech-themed aesthetic.
A computer screen displaying a chat interface within an operating system called NOVACAP OS. The chat is titled "IT SUPPORT CHAT" with recent messages from a user named David reporting a breach on a machine and urgent action needed. The interface features several navigation icons on the left side, including lock, email, project, chat, and security icons, along with a top countdown timer showing 42 minutes and 10 seconds.
A computer screen displaying a final case report submission page in a cybersecurity software interface. The screen shows a large red timer at the top indicating 41 minutes and 53 seconds remaining. The report title is 'This is your final submission.' followed by instructions to submit the case report about a data breach at NovaCorp. The page lists responsible persons, Marcus Webb and Alex Chen, with their titles. There are left-side icons for different sections such as auth lock, email, project, chat, case authentication, and a submit report button at the bottom.
A computer screen showing a digital report submission interface with a pop-up box requesting employee ID for unlocking deleted items, and the background displaying a project case report.
A computer screen displays a dark-themed cyber security or hacking chat interface with conversations regarding transferring files, admin credentials, and monitoring transactions. The interface shows a list of icons on the left for mail, project, chat, and case authentication, and a top timer counting down from 40:03. The chat includes messages from R. Harlow and A. Chen discussing secret file transfers and system security.
Screenshot of a cybersecurity login interface titled 'NOVACAP' with a dark blue background, showing login fields, session logs, and status messages, indicating authentication issues and a locked state.
Screenshot of a computer screen showing a cybersecurity alert email from Lloyds Bank Security about a £342.00 debit on April 21, 2025, with options to flag as phishing, investigate, or mark safe, and a section to enter an unlock code.
Computer screen displaying a cybersecurity interface with a dark theme, green highlights, and a countdown timer at the top. It shows a folder called 'PROJECT_X_FINAL.zip' that is password protected, with instructions to enter a zip password to unlock it.
Screenshot of a computer login screen from a cybersecurity simulation, showing a secured folder titled 'PROJECT_X_FINAL.zip,' a message window with an urgent request from IT support, a list of file transfer logs, and various icons on the side panel.
A digital background with falling green and red binary code and characters, with red text in the foreground that says 'STOP LOOKING!' and smaller red text below it that says 'UNKNOWN SOURCE. ENCRYPTED SIGNAL'.
A digital security alert on a computer screen with a message from Marcus Webb explaining a digital incident and instructions to check a lock on the desktop for recovery options, alongside a blue button labeled 'Understood - Check the Bin'.
A digital screen displaying a hacking or computer recovery interface with green text and code on a black background. The screen shows status updates like initializing forensic recovery protocol, scanning deleted sectors, and a countdown timer.
A computer screen showing a final report submission interface for a case breach, including a list of responsible individuals, a countdown timer at 39:50, and several icons for navigation and security features, all on a dark-themed operating system interface.
Digital screen with glowing green text that says 'BREACH CONTAINED' and a report summary for a cybersecurity mission titled 'Mission Debrief' with details on the case subject, stages cleared, remaining time, penalties, and final verdict of 'Containment Success'.

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.

A table with data showing participants' pre- and post-test scores and their changes.
Table comparing four participants in terms of various statements, with ratings on a 1-5 scale for each statement.
A table comparing pre and post scores of participants P5 and P6, showing score improvements of +5 and +4 respectively.
A table comparing P5 and P6 scores across various statements related to game and cybersecurity understanding, with ratings from 3 to 5.
Table showing participants P7 and P6 with their pre scores, post scores, and change in scores.
A spreadsheet with four columns labeled #, Statement, P5, and P6. The rows contain statements about a game or story, with ratings from 1 to 5 in the P5 and P6 columns.

How I used AI

I used Codex, an AI coding agent, to build the browser-based game from the team’s research, sketches and game flow.

My decisions

As part of the team of 6, I contributed to the research, planned and ran usability testing, and wrote the prompts that turned the game flow and moodboard into a working build.

What Codex produced

Codex built the game in HTML, CSS and JavaScript: all five stages, the timer and progress bar, the boot sequence, story screens and sound.

How I directed and reviewed it

I wrote the prompts (35 logged) and we evaluated the build as a team until it was finished. Test findings became prompts: when both test participants failed to spot the bin icon, I asked Codex to make it larger and add a label. I tested the game in Chrome, Firefox and Opera, at desktop, tablet and mobile sizes using the browser’s device toolbar.

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.

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