



Consequently, the project was framed as both a design and an evaluation exercise. The team redefined success not as “players enjoyed the game,” but as whether players demonstrated understanding of password principles after completing the game.
This framing also influenced the project’s scope. Rather than covering cybersecurity broadly, it focused narrowly on password behaviour, allowing for depth rather than superficial coverage.


Before constructing any artefacts, the team storyboarded the entire experience using flow diagrams to test if information introduced in one stage would be needed later. This approach helped avoid common escape-room issues where puzzles feel disconnected or arbitrary.
The key design decision at this stage was to ensure progression was impossible without engaging with the intended concept. Guessing or bypassing a puzzle blocked the game, ensuring interaction and learning were tightly coupled.




While most participants could recall general password advice after the session, their performance on more specific questions, such as those related to multi-factor authentication and password management, was weaker. This revealed a key limitation: concepts directly tied to actions were retained more reliably than abstract ones.
Methods Included — Literature review, competitor analysis, user survey, personae, storyboarding, user and task flows, prototyping, guerrilla testing, time-on-task analysis, behavioural observation, SUS.
My Role —Research, puzzle design, interaction design, evaluation planning, testing, and synthesis.
Additionally, I was the project’s graphic designer, responsible for branding, the game’s creative direction, artwork, and presenting the project’s findings through a 130-page InDesign document that closely matched the game’s aesthetic.