Radek Ošlejšek, V. Rusňák, K. Burská, V. Švábenský, J. Vykopal Masaryk University, Brno, Czech Republic Visual Feedback for Players of Multi-Level Capture the Flag Games: Field Usability Study 2 • In each level, a specific cybersecurity task has to be solved, e.g., • Scan the network and find a vulnerable server • Use SQL injection to get into the server, ... • Flag = secret code obtained at the end of a successful level used to proceed to the next level. • Players can take hints or display a help (solution) to finish the level. • Scoring data: points for correct flags, penalties for wrong flags, hints, ... Multi-level Capture the Flag Games VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 3 • Problem: Learning from doing is not sufficient • Trainees do not see various ways how to do things, e.g., multiple ways how to find a vulnerable server in the network. • Feedback provided by supervisors is OK, but is informal. Moreover, we want to support on-line plying without supervision at any time. • Solution: Improving impact of CFT games by providing valuable feedback right after the exercise so that the players can learn from their mistakes and behavior. • Automatically generated from data • Easy to decode, i.e. interactive visual feedback Research Goal VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 4 • R1: ... personalized feedback – Person-centric view. Identification of well-done and problematic parts of my gameplay. – ”In which level did I lose the most points and why?” • R2: ... comparative feedback – “Where I was better or worse than other players?” – Assessment of player’s abilities within a group, typically in a competition. • R3: ... a brief overview of the overall game results and features – Insight into the game difficulty and other aspects that enable players to put their personal and comparative findings into the context of a particular game. – Useful mainly in situations when a user plays multiple games. Feedback Requirements: To provide ... VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 5 • Two complementary visualizations • An easy to decode overview of the score and time spent to reach the score • Detailed view on score development Design VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 6 An overview of the score and time video VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz This oneThis one Which level was my worst?Which level was my worst? 7 Detailed view on score development video VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 8 • Hypotheses: • H1: Requirements R1 – R3 are really meaningful and useful for players. • H2: The visual feedback is useful in providing insight into R1 – R3. • H3: Some visualizations or their parts are more useful for specific tasks or requirements R1 – R3 than others. • Setup of the usability study: • 16 attendees of a summer school, 12 of them senior high-school students, all of them between 16 – 19 years old. • Procedure: • CTF game play (~ 1 hour). • Familiarization with visualizations (~ 10 min). • Solving 12 tasks covering R1 – R3 (~ 15 min). Evaluation VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 9 • H1: Design requirements are correct, and the tasks reflect user interests. But ... • Players prefer exploration of personal results to the overall game results and comparison with others. • Unexpectedly, comparative feedback is the least useful. Results VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz • H2: Visualizations support trainees in the understanding of results. • Players were able to complete given tasks correctly, and tasks were easy to solve with the visual feedback. 10 • H3: We did not find that any of the visualizations would better support either the personal results, comparative feedback, or the overall game results. But ... • We identified specific tasks (across the requirements) for which one of the visualizations might be more appropriate. • The results are uncertain due to data limitations, and further inspection is needed. Results (cont.) VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 11 • This preliminary usability study proved that our visual feedback is meaningful and worth of further development. • We already extended the visualizations according to findings and integrated them in into the gaming environment. • Extended data including bash history (commands executed by the players). – Reconstruction of user process from logs using process mining approaches. – Visual analysis of players behavior for educators and game designers. Conclusion and Future Work VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 12 Thank you! Questions? Online demo: www.radek-oslejsek.cz/it/supp-material/ Contact: oslejsek@fi.muni.cz VizSec, R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 13 Which level was my worst? This oneThis one R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz 14 Which level was my best? One of theseOne of these R. Oslejsek, Masaryk University, oslejsek@fi.muni.cz