When Interactive Graphic Storytelling Fails

James Barela, T. Gasiba, S. Suppan, Marc Berges, Kristian Beckers
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引用次数: 4

Abstract

Many people are unaware of the digital dangers that lie around each cyber-corner. Teaching people how to recognize dangerous situations is crucial, especially for those who work on or with computers. We postulated that interactive graphic vignettes could be a great way to expose professionals to dangerous situations and demonstrate the effects of their choices in these situations. In that way, we aimed to inoculate employees against cybersecurity threats. We used the Comic-BEE platform to create interactive security awareness vignettes and evaluated for how employees of a major industrial company perceived them. For analysing the potential of these comics, we ran an evaluation study as part of a capture-the-flag (CTF) event, a interactive exercise for hacking vulnerable software. We evaluated whether the comics fulfilled our requirements based on the responses of the participants. We showed the comics, on various cybersecurity concepts, to 20 volunteers. In the context of a CTF event, our requirements were not fulfilled. Most participants considered the images distracting, stating a preference for text-only material.
当交互式图像故事叙述失败时
许多人没有意识到每个网络角落都存在着数字危险。教会人们如何识别危险情况是至关重要的,尤其是对那些在电脑上工作或与电脑打交道的人。我们假设,交互式图形小插图可能是一种很好的方式,让专业人员暴露在危险的情况下,并展示他们在这些情况下的选择的影响。通过这种方式,我们的目标是让员工预防网络安全威胁。我们使用Comic-BEE平台创建了交互式安全意识小插图,并评估了一家大型工业公司的员工对它们的看法。为了分析这些漫画的潜力,我们进行了一项评估研究,作为捕获旗帜(CTF)活动的一部分,这是一项针对黑客攻击易受攻击软件的交互式练习。我们根据参与者的反应来评估漫画是否符合我们的要求。我们向20名志愿者展示了关于各种网络安全概念的漫画。在CTF事件的上下文中,我们的需求没有得到满足。大多数参与者认为图片会分散注意力,他们更喜欢纯文字的材料。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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