- Title
- Gamification Recommendations to address the user experience of the security education and training course at the Nelson Mandela University
- Creator
- Mdiniso, Thandokazi
- Subject
- Gamification
- Subject
- Human-computer interaction
- Subject
- Safety training programs, Nelson Mandela University
- Date Issued
- 2023-04
- Date
- 2023-04
- Type
- Master's theses
- Type
- Thesis
- Identifier
- http://hdl.handle.net/10948/65053
- Identifier
- vital:74012
- Description
- The use of technology alone cannot ensure a secure environment for organisations. Consideration should be given to the human aspect of cybersecurity. User errors are rooted in a lack of awareness and ignorance. A security awareness programme allows organisations to equip employees with the knowledge required to safeguard their data. The Security Education and Training (SEAT) course provided at the Nelson Mandela University seeks to bridge the gap by providing the necessary tools to equip students to be better employees for their future employers. However, the SEAT course is fairly outdated and has a poor user experience. Gamification has therefore been considered to address the user experience of the SEAT course. Incorporating game elements can help to increase the positive user experience of a system. User experience designers use gamification and well-chosen game elements to improve user experience. People enjoy using systems that are full of excitement, and that challenge and encourage a competitive spirit. The primary objective of this study is to provide recommendations for the gamification of the user experience of the SEAT course at the Nelson Mandela University. The primary objective is further divided into several secondary objectives that aim to address the proposed problem. The secondary objectives are to investigate user experience, identifying the most common user experience evaluation methods; to understand gamification and to identify relevant game elements that could enhance the user experience of the SEAT course at the Nelson Mandela University; to evaluate the user experience of the Nelson Mandela University SEAT course and to identify opportunities to implement the identified game elements; to implement the identified game elements into the selected module of the SEAT course. A literature review was conducted to gather an understanding of user experience, user experience evaluation methods, gamification, and game elements. A prototype was created using the information gathered in the literature review, based on a component of the SEAT course. The prototype incorporates different game elements that foster motivation in users. The prototype is used as a proof-of-concept, demonstrating that gamification can address the user experience of the SEAT course. Self-evaluations were conducted on both the SEAT course and the prototype, as a first step in comparing the user experience of the original SEAT course with the proof-of-concept prototype. Finally, gamification recommendations were proposed to address the user experience of the SEAT course.
- Description
- Thesis (MIT) -- Faculty of Engineering, the Built Environment and Information Technology, School of Information Techonology, 2023
- Format
- computer
- Format
- online resource
- Format
- Format
- 1 online resource (xiii, 138 pages)
- Publisher
- Nelson Mandela University
- Publisher
- Faculty of Engineering, the Built Environment and Information Technology
- Language
- English
- Rights
- Nelson Mandela University
- Rights
- All Rights Reserved
- Rights
- Open Access
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View Details Download | SOURCE1 | Mdiniso, T.pdf | 4 MB | Adobe Acrobat PDF | View Details Download |