
virtual reality, cyber security & high school education
client//
Spark Mindset
my role//
Project Team Manager, UX Researcher, UX Designer
tools//
ProCreate, GoPro VR Player, RealTimeBoard, Google Drive
the business
Spark Mindset is a Denver-based nonprofit whose mission is to spark opportunity by increasing access to transformative technology careers. Spark Mindset is looking to close the opportunity and wealth gap for underrepresented communities.
The non-profit programs will create and deliver transformative technology and training to address a national shortage of qualified professions for technology careers, close gaps in gender, race and age equity while closing the opportunity and wealth gaps in low-income and underserved communities.
The Cyber Space Academy is the core technology platform and educational program for Spark Mindset. The Cyberspace Academy is a virtual reality educational platform being developed and tested by Spark Mindset in underrepresented high schools to teach cybersecurity.
the challenge
I was part of a 4 person design team that collaborated and worked with the Spark Mindset leadership for 5 weeks. Our challenge was to design the OSI & TCP/IP cybersecurity network level for the Spark Mindset VR CyberSpace Academy game.
Translation// Spark Mindset is a non-profit organization that teaches underrepresented high school students cybersecurity through virtual reality. Spark Mindset’s CyberSpace Academy is the virtual reality world that the students go through, playing games and completing level that teach them the core concepts of cybersecurity.
An aspect of cybersecurity the students must understand are the network security levels and the two separate models of these layers. The OSI & TCP/IP are two separate models that make up a Network which are divided into “layers.” The OSI model has seven layers while the TCP/IP has four. Our challenge was to design a level that will teach students the basic concepts of these models and each layer at a high level.
project goals & recommendations
// CLIENT DELIVERABLES //
Design the OSI & TCP/IP level for The CyberSpace Academy virtual reality game
Develop overall game layout and virtual reality features
Deliver OSI & TCP/IP network level working VR prototype
Curate a synthesis of our research and provide recommendations regarding Spark Mindset curriculum and growth plan
cyberspace academy
Cyberspace Academy is designed to teach cybersecurity to underrepresented high school students through an immersive VR environment.

are you ready?
We designed 7 areas of interaction where players will solve puzzles and complete this simulation so that they can join the cyber fleet among the stars.
So, I want you to Imagine yourself putting on your VR space helmet, and stepping into The CyberSpace Academy. You’re excited to learn everything you need to know about cybersecurity through an immersive simulation in which you will learn about a different level of the OSI and TCP/IP cybersecurity networks at each different area of interaction.
It’s time. Put on your VR space helmet, and join your fellow cadets in the interactive space-dojo.
The CyberSpace Academy interactive space-dojo (360 viewer)
7 areas of interaction explained
There are 7 areas of interaction within the interactive space-dojo. Below is a close-up of each area along with a quick description of the specific interaction and how it correlates to the specific cybersecurity network layer.
// tcp/ip osi towers hologram //
The hologram is the centerpiece of the TCP/IP OSI level. Each area of interaction, corresponds directly to a cybersecurity layer. And as you can see, those layers are represented in the hologram.
With each area of interaction, a high-level connection, or analogy is created between the layer of cybersecurity, and the task at hand.
Student progress through the game is shown by the hologram illuminating over time, layer by layer.
// ship selector hologram //
The ship hologram corresponds to the physical layer.
Here the player can choose from a variety of ships, and then customize how the ship is painted, and add cyber shields to protect against attacks, etc.
Research shows that this idea of customization in a game right from the start cultivates investment and engagement in players. The customization in the ship selector hologram is similar to customizing an avatar or player appearance in a role playing game. Since you can’t do this in VR, we wanted to start off with another way to give the player a chance to customize something in game, and immediately feel a sense of investment and ownership.
// robotics bay //
The next area that the player interacts with is the robotics bay. This area of interaction corresponds to the data link layer of the cybersecurity model.
The data link layer is all about getting data on to the physical wire (like an ethernet cable). The data link layer is represented to players here through the construction of a robot sidekick named Switch. After building Switch at Robotics Bay, the robot could then follow the player throughout the level and provide hints, feedback and advice on solving puzzles. The construction of Switch also aids in the interactions of the game.
// interactive star map //
The interactive star map corresponds to the network layer of the cybersecurity models.
The network layer is responsible for logical device addressing which is done through encapsulating information and sending it off in the form of ‘packets’.
The network layer is represented with an interactive star map to allow players to chart their course through space. Imagine the player standing in this room with a laser grid surrounded by a field of stars and nebula and having to chart a course across the galaxy. In terms of gamifying the experience, or tuning it into a puzzle, we imagine there to be certain obstacles like asteroid fields, or star systems that are uninhabitable (too hot/too cold), so having to use a combination of logic and trial and error to find this ‘just right’ path through the field of stars.
// teleportation station //
This area of interaction corresponds to the transport layer. The transport layer is responsible for making a TCP connection to the Web server. But to keep the game design at a high level approach, we are drawing the comparison between the idea of transportation and teleportation.
// the engine room //
The engine room interactive area corresponds to the session layer of the cybersecurity network. The session layer is responsible for connecting applications i.e. the web to the web servers application. This idea is reinforced with the engine room through a hands on puzzle that involves connections. The engine room is a room full of different connectors and switches which must be matched up in the correct sequence in order to activate the ship’s engines.
// command console //
Even though this our last featured area of interaction in the presentation, this commander console is centrally located in the ship and serves as a hub for player to reference throughout the game. In the cybersecurity layers, it represents the application layer.
The application layer is everything seen on a monitor. It is the application or software you are currently using in front of you, so this was one of the more natural connections or analogies to make.
So if you’ve been following along with the completed layers, the player still needs to complete the presentation and application layers to fill the tower hologram completely. For these last two layers, we imagined the player needing to establish a connection between the robot sidekick (Switch), the central command console, and all the rest of the areas of interaction. Switch in this case will serve as a machine translator to all these other areas.
You have to find a hidden ‘plug in area’ in each of the zones, where Switch will connect to that layer, and establish a connection with the central command console.
Once you connect all the areas within the ship, your training is complete!
client response
The client was thrilled with the final product and is currently working on developing this level based on my game concept and illustrations.
The Spark Mindset Founder is also incorporating much of my team’s presentation into his pitch deck to receive more funding as a 501c3.
In addition to delivering the game design to the client, we were able to highlight some key opportunities for improvement while rolling out their pilot program in schools, which our client is also incorporating into his 2019 pilot programs in high schools.
Spark Mindset is now restructuring their model to be more sensitive to the issue of cybersickness and VR safety. Because of the research we presented, they plan to provide VR alternatives (like a desktop version of the game) as well as pre-screening surveys to identify students that may be prone to motion sickness.
how did we get there?
Starting this project, the amount of new words and information thrown at me was overwhelming and intimidating. There was so much to learn and understand before I could even start thinking about design.
I dove head first into all of this and gained surface level knowledge across a wide variety of topics. Through this, I was able to quickly start picking out trends and major themes that were resurfacing and became the main points of focus in the research phase.
research key takeaways
Cybersecurity is the protection of computer systems from theft or damage to their hardware, software or electronic data, as well as from disruption or misdirection of the services they provide.
OSI Model // The Open Systems Interconnection Model
TCP/IP Model // Transport Control Protocol/Internet Protocol
The TCP/IP is a 4-layer model whereas the OSI is a 7-layer model. Both the TCP/IP model and the OSI model are conceptual models used for the same purpose. Computers communicate in “layers” and we have the OSI model to help us better understand how this works, but we sometimes prefer the TCP/IP model because the OSI model is generic and doesn’t always fit into modern network troubleshooting. For example, not all OSI layers are used in some applications, which can be confusing. For that reason, the TCP/IP model is a little easier for troubleshooting a networking problem
//virtual reality//
Virtual reality is a 3D computer-generated world which can be highly imaginative or realistic simulation. Depending on the VR environment, a user can experience the world in the first person (through their eyes or the eyes of a character) or in a third person (disembodied) perspective or switch between the two.
//virtual reality simulation//
3D objects and environment developed for training and learning purposes.
//cybersickness//
Cybersickness is motion sickness caused by movement on any display device e.g. monitors, TVs, smartphones,
tablets or head mounted displays (VR headsets).
Why does cybersickness occur? Although VR is relatively new and explanations aren't exactly concrete, a common belief is that
discord between ocular input and vestibular stimulation is the cause — what your eyes see don't match up with what the
balance-nerves in your ears are feeling. Your brain tries to figure out what's going on, and in the process you get sick.
Nausea, headache, sweating, and dizziness are all common symptoms.
Virtual Reality is an immersive experience. When you put on a headset, you transcend into a completely different environment. When you are utilizing VR in a classroom setting, it is extremely important to set safety guidelines and ensure the classroom is set up to effectively meet all of the safety protocols and precautions that come with VR in education.
// VIRTUAL REALITY DESIGN PRINCIPLES //
Design something that can only be done in VR
Avoid 2D UI whenever possible
Provide clear feedback for interactions
Design for the user, and design for context
Experiment, test, iterate!
//Design something that can only be done in VR//
Sounds obvious, but this is probably the most important element of designing for VR
It is often the case that the power of VR is wasted when it is used for simulation. For example, if you enter a virtual world in which there is a virtual microscope through which you can look at a virtual drop of water, you gain nothing.
//Avoid 2D UI whenever possible//
UI is very difficult—and potentially horrible in VR— it’s right in front of your face, and hard to interact with
Make your interactions tactile wherever possible and try a physical object approach to your user interface
Users learn better from audio cues vs. text
//Provide Clear Feedback for Interaction//
Make triggers obvious by providing sound effects, visual effects and animations as feedback whenever you can, even to the point of over-exaggeration
Interaction in games cultivates delight
Mechanical components and devices are fun to interact with for users, encouraging a feeling of immersion
//Design for the user, and design for context//
Apply human-centered design principles to VR
Accessibility: differences in height, age, etc.
Viewing comfort: range of motion and distance
Cybersickness: ways to design the game to minimize it
(camera acceleration, FOV, refresh rates and FPS)
Classroom context: build in frequent save point, or so that it can be played in 15 minute bursts
//Experiment, Test, and Iterate//
Mainstream VR is so new that there is no set of hard and fast rules
VR in education is even more of an unknown frontier
Even major VR developers are still learning what works
“Quite often we find that things we think will work in VR don’t, and things we think will be horrible in VR actually work quite well.”
//vr in education//
VR in education is still in its early stages of development. Games like Minecraft Education VR and
Google Expeditions have begun to make their way into classrooms, but there is still very little research on the subject.
//AUSSIE VR SCHOOL//
VR School is a collaboration between the University of Newcastle and Callaghan College in Australia.
They examine all the practical, ethical and safety issues that come with integrating emerging technology in high school classrooms.
research synthesis
//teachers: interview key insights//
Teachers feel it is much more challenging to teach subjects outside of their specialty
Teaching methods should be diverse and engaging
It is important to incorporate technology in the classroom as much as possible
Most have not had the opportunity to incorporate VR in the classroom yet, but have plans to within the next year
Planning lessons is important for teaching success
//students: interview key insights//
Students have heard of VR but have never used it before
Cyber Security is confusing and intimidating
Students enjoy subjects that involve problem solving and that have real world application
Students get most value out of educational games when paired with in-class lesson explaining concepts and how they connect to the game
virtual reality headset game design
//cybersecurity level storyboards//
opportunities & insights
By working through a VR class day and several potential problem areas, we were able to highlight opportunity areas that were incredibly valuable for Spark Mindset.
Cybersickness is something that came up again and again in research. If you are going to use VR, you have to have a contingency plan when students get sick (e.g. a desktop alternative for the game and/or pre-screening surveys).
The use of VR in education is such a new and novel concept that it will be incredibly important to iterate and improve the process to work out logistical kinks. An online portal, or community dashboard to compare notes and share improvements across different schools could help speed up the process.