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Game Prototype for Cyber Fraud Awareness

The document reflects on a design thinking course where the author and their group developed a game aimed at raising awareness about cyber fraud. They successfully created a prototype, gathered user feedback, and presented their project at a Gallery Walk, receiving positive evaluations despite suggestions for improvement. The experience enhanced the author's problem-solving, teamwork, and soft skills, highlighting the importance of collaboration and addressing technology-related challenges.
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0% found this document useful (0 votes)
6 views3 pages

Game Prototype for Cyber Fraud Awareness

The document reflects on a design thinking course where the author and their group developed a game aimed at raising awareness about cyber fraud. They successfully created a prototype, gathered user feedback, and presented their project at a Gallery Walk, receiving positive evaluations despite suggestions for improvement. The experience enhanced the author's problem-solving, teamwork, and soft skills, highlighting the importance of collaboration and addressing technology-related challenges.
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© All Rights Reserved
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REFLECTION 2

Course: Design thinking

INTRODUCTION:

In the next two stages - Prototype and Test, we began to convert our idea into practice
and then tested the prototype to see how suitable the solution is to the users. As my group
discussed in the last stage - Ideate, after gathering all the ideas we generated, we clarified
them based on the users’ information and chose the idea that was possible to carry out.
Specifically, all of us agreed with the decision that we would make a game to gain the
users’ awareness of cyber fraud and at the same time, it would also help them to be
confident enough to face the scams on their own. However, it was necessary to test it out
to see if it was an effective solution or not. Beside that, we also need to collect users’
feedback to improve the prototype. When we completed all these tasks, the final product
was brought to the Gallery Walk and that was where we presented our product to not only
the examiners but also the other students as well.

I LEARNED:

In the Prototype stage, the main goal is to implement ideas into tangible outcomes for
users to comment and give feedback. With our idea, we first sketched out the design on
paper and then used Canva to demonstrate more clearly. Since we did not have much
time, a simplest, cheapest and fastest prototype would be better than the one with high
fidelity. During this process, we did some research on some games for reference, the
UEH Green Campus Game was one of them. Based on various desk research we made,
gamification is considered as an effective method to make learning more captivating and
enjoyable. Most of the members in my group can see the success from that method in the
Green Campus Game and we also want to achieve that success with our game. At first,
the prototype was designed with 3 levels with different forms to make it more attractive
and users would have more options to choose to play from this game. But unfortunately,
it seemed to be a little complicated to do so we reduced it to 2 levels in the end. Even
though I was not responsible for this part, I was given a chance to observe how other
members created this game using Canva with their impressive skills. After a few days
working on it, we were able to complete the game successfully.

As the prototype completed, we progressed to the Test stage. In this stage, we learned that
“The primary goal in a test interview is to learn, not to give reason for or sell the
prototype”. So, In order to thoroughly evaluate our prototype, it is essential to allow users
to engage with the game and subsequently gather their feedback. This approach will
enable us to gain valuable insights into the extent to which the prototype effectively
addresses their requirements in mitigating issues related to cyber fraud. By understanding
their experiences and perspectives, we can make informed decisions to enhance the
prototype's performance and ensure it meets the users' needs efficiently.

According to the plan, the test interviewees included 10 users who we had been working
with from the beginning of the project and we also welcomed anyone who was interested
in our prototype. Overall, approximately 80% of the participants viewed our game as an
efficient tool for increasing awareness about online scams. Besides, there were a few
mistakes during the experiences but gladly it did not affect the result too much.

On the Gallery Walk day, many groups congregated in the room waiting for their turns to
present their projects. That was an opportunity for us to learn more about problems we
were facing in the digital age and what solutions were given to the users by each group.
Every presentation was assessed thoroughly by the examiners, they also required us to
answer some questions about the project. I was quite worried that our project might not
be convincing enough. Nevertheless, it turned out to be a success in the end and we
received good feedback from the examiners. There was only one thing we were told to
improve: we should also concentrate on other users from different ages, not just limit the
circle in first year students.

I LIKE:
The most enjoyable part of this course was working alongside my friends on this project
and witnessing our efforts culminate in great success. We developed a game that
effectively addressed users’ problems, and it was very well-received. This project
provided me with an excellent opportunity to enhance various skills. Not only did I
improve my problem-solving abilities, but I also developed stronger teamwork and soft
skills. Additionally, I learned how to find solutions not just for myself but also for those
around me. This project made me realize the importance of caring for others and being
more attentive to the events happening in my life. In today's digital age, many people
encounter numerous technology-related challenges, and this project has better equipped
me to handle such issues. Working on this project was immensely rewarding, both in
terms of personal growth and the satisfaction of achieving something meaningful with my
friends. It has given me a clearer perspective on the significance of collaboration and the
positive impact we can have when we work together toward a common goal. This entire
experience has been a journey of learning, growth, and realizing the importance of
looking out for one another.

I WISH:

I hope that everything I have learned so far will help me in the future. It's not just the
skills, but also the experiences from this subject.

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