CyberQ
A Usability Testing Case Study
Overview
Role
CyberQ is a cyber range platform designed to assess and
improve cyber security skills in individuals, teams, and
organisations. It is a tailored solution for honing and
demonstrating proficiency in the field of cyber security.
Asst UX Manger
User Research,
Prototyping & Testing,
Visual Design
The Challenge
At CyberQ, our goal is to provide a platform that allows users to
complete cyber ranges (a combination of cyber challenges and tasks)
efficiently and effectively. However, during the Hacker halted
hackathon, we noticed that many participants were struggling to
complete multiplayer cyber ranges within the allotted time. Upon
further investigation, we found that a lack of a two-monitor setup
was a significant factor in their difficulties.
Research
To better understand and address these challenges, we conducted a
usability test to identify any pain points in the user experience.
Through this process, we were able to identify multiple areas for
improvement and subsequently redesign certain aspects of the
platform to better meet the needs of our users.
Why Usability Testing
Test Goal | Unmoderated Remote Usability Testing
In order to continuously improve and optimise our platform, we have
implemented a system to record and analyze complete sessions of
multiplayer cyber range play. By doing so, we hope to identify any
usability issues and address them in a timely manner. This will
allow us to ensure that our users are able to fully engage with and
benefit from the CyberQ platform.
Participants
To improve the user experience on our platform, we gathered valuable
feedback through usability testing with a diverse group of students
from our university. This included both novice and experienced
users, and we carefully selected a total of 10 members for both the
blue and red teams to ensure a representative sample of diverse
perspectives.
Scenario
To evaluate the effectiveness and usability of our platform, we
created a multiplayer cyber range with three tasks for each team.
Each task included flags that participants needed to capture in
order to complete it successfully.
We conducted a usability test by recording and analyzing the
interactions of users as they completed these tasks, using screen
recorders to capture their journey.
This allowed us to identify which features were most helpful,
identify any missing features, and identify opportunities for
improving the overall user experience.
Strategy
Affinity Map
To improve the user experience on our platform, we gathered valuable
feedback through usability testing with a diverse group of students
from our university. This included both novice and experienced
users, and we carefully selected a total of 10 members for both the
blue and red teams to ensure a representative sample of diverse
perspectives.
What Our Users Say
“The Tasks are logically organised and covers all the relevant
topics.
The biggest challenge is navigating in and out of VM Ware”
Analysis
To effectively address the issues identified through usability
testing, we prioritized them using a 2x2 map. This allowed us to
rank the categories of issues based on their importance to the
business (x-axis) and to the users (y-axis).
Defining The Problem
To identify and address any issues related to playing the
multiplayer cyber range, we closely analyzed user behavior and
patterns. By doing so, we were able to gain a deep understanding of
the user experience and come up with targeted solutions to improve
it.
All 10 members need to come out of the server to access kali command
prompt
6 people struggled in finding the available tokens in their
accounts.
8 people opened system performance of their PC
All 10 members minimised the the VM ware to chat with their team
mates.
All 10 members minimised the the VM ware to open the help document
frequently.
4 people used full screen mode.
Other Problems
Multiplayer Metrics is not available
Design
Ideate and Create
To address the issues identified in the Console screen, we worked
together to map out potential solutions and create high fidelity
sketches to encapsulate these solutions. This allowed us to
effectively visualize and communicate our proposed solutions,
ensuring that they were feasible and effective in addressing the
identified issues.
Before beginning the prototyping process, we conducted preliminary
validation by presenting UI sketches to product managers and
gathering feedback. We incorporated this valuable insight into the
final design, ensuring that it met the needs and expectations of
our users. This initial validation helped us create a more
effective and user-friendly design.
Customizable Console Screen
To better meet the needs and preferences of our users, we
implemented customization options in the console. Users can now
easily add or remove sections from the window menu according to
their specific requirements. This feature allows users to tailor the
platform to their individual needs, improving the overall user
experience.
Adding Metrics
In response to requests from the university and business partners
who use CyberQ for training, we have implemented a new feature to
track and report on the performance of individual players in
multiplayer cyber ranges.
To help users easily track and compare their performance with that
of their teammates, we designed graphs that can gather and display a
wide range of data, including multiple objectives and subgroups
within both the blue and red teams. This allows users to view all
relevant information in a single, clear overview and understand
their progress and areas for improvement.
Validation
To ensure that our design solutions were effective in improving the
user experience, we tested them in the staging environment with a
group of 5 students. Prior to implementing these changes, the
average time taken to complete the cyber range was 20 minutes.
However, after implementing the changes, we saw a significant
reduction in the average completion time, with students completing
the same cyber range in an average of 15 minutes. This demonstrated
the effectiveness of our design solutions in improving efficiency
and user satisfaction on the platform.
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