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Girls4Cyber: A Game to Promote Awareness and Innovation in Cybersecurity

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HCI International 2022 Posters (HCII 2022)

Abstract

Privacy is a fundamental human right. However, cybersecurity attacks are growing in number and sophistication. There is the need for more cybersecurity professionals, more specifically, women professionals, otherwise we might miss 50% of the world’s population experiences, ideas and innovation, to help building a more cyber secure society. The objective of this work is to develop a mobile serious game for young Portuguese girls (10/11 years old) which could inform and motivate them regarding this area. To better understanding the population needs, we followed a user centered design (UCD) approach informed by: i) anonymous online surveys; ii) a workshop; and iii) a cultural probe. Collected data helped defining a persona as well as the main character and scenarios for the game. Low-fidelity mockups are presented and future work will focus on developing a full functioning prototype to be tested with the target population.

S. Oliveira—Independent Researcher.

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References

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Acknowledgements

This work is financed by national funds through FCT – Fundação para a Ciência e Tecnologia, I.P., within the scope of the project AnyMApp - Anonymous Digital Twin for Human-App Interactions (EXPL/CCI-COM/0052/2021).

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Correspondence to Ana Ferreira .

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Ferreira, A., Oliveira, S., Peçaibes, V., Giesteira, B., de Sousa, A.P. (2022). Girls4Cyber: A Game to Promote Awareness and Innovation in Cybersecurity. In: Stephanidis, C., Antona, M., Ntoa, S. (eds) HCI International 2022 Posters. HCII 2022. Communications in Computer and Information Science, vol 1583. Springer, Cham. https://doi.org/10.1007/978-3-031-06394-7_60

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  • DOI: https://doi.org/10.1007/978-3-031-06394-7_60

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  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-06393-0

  • Online ISBN: 978-3-031-06394-7

  • eBook Packages: Computer ScienceComputer Science (R0)

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