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THE LEARNING CURVE
SkillAcquisition
Time
THE LEARNING CURVE
SkillAcquisition
Time
IT”S TOO HARD!
I’m BORED!
THE LEARNING CURVE
SkillAcquisition
Time
IT”S TOO HARD!
I’m BORED!
LINEAR PLAY GAMES
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
LINEAR PLAY GAMES
Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
NON-LINEAR PLAY GAMES
NON-LINEAR PLAY GAMES
Skills
Teammates
Opponents
Tools
A STEEP LEARNING CURVE
SkillAcquisition
Time
A STEEP LEARNING CURVE
SkillAcquisition
Time
A SHALLOW LEARNING CURVESkillAcquisition
Time
A SHALLOW LEARNING CURVESkillAcquisition
Time
YOU DECIDE
INTELLECTUAL COMPLEXITY
Time Filler Complete Immersion
INTELLECTUAL COMPLEXITY
Time Filler Complete ImmersionThe ‘Grey Area’
STARTING A GAME
 Creating a Foundation of Skills
STARTING A GAME
 Creating a Foundation of Skills
STARTING A GAME
 Creating a Foundation of Skills
STARTING A GAME
 Creating a Foundation of Skills
STARTING A GAME
 Creating a Foundation of Skills
STARTING A GAME
 Creating a Foundation of Skills
STARTING A GAME
 Creating a Foundation of Skills
 High Reward Schedule
STARTING A GAME
 Creating a Foundation of Skills
 High Reward Schedule
 Make sure players are placed within their skill...
STARTING A GAME
 Creating a Foundation of Skills
 High Reward Schedule
 Make sure players are placed within their skill...
MAKING A TASK ‘SEEM’ EASIER
 Break Down Into Subtasks
IT”S TOO HARD!
MAKING A TASK ‘SEEM’ EASIER
 Break Down Into Subtasks
IT”S TOO HARD!
MAKING A TASK ‘SEEM’ EASIER
 Break Down Into Subtasks
 Reward more frequently
MAKING A TASK ‘SEEM’ EASIER
 Break Down Into Subtasks
 Reward more frequently
MAKING A TASK EASIER (OR SEEM THAT WAY)
 Break Down Into Subtasks
 Reward more frequently
 Provide outside tools for ‘p...
MAKING TASKS MORE DIFFICULT
 Add sub-skills onto current skills
MAKING TASKS MORE DIFFICULT
 Add sub-skills onto current skills
MAKING TASKS MORE DIFFICULT
 Add sub-skills onto current skills
MAKING TASKS MORE DIFFICULT
 Add sub-skills onto current skills
 Add things to the environment/level
MAKING TASKS MORE DIFFICULT
 Add sub-skills onto current skills
 Add things to the environment/level (Portal goop)
 Add...
BEYOND THE BADGE!
Keep your target audience away from the ends of the curve
Know the behavior your way (linear? Repeated i...
THANK YOU! Katrina.rodzon@bugcrowd.com
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV
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When used correctly, gamification can be one of the most effective tools for changing behavior on a large scale, but it requires more than just designing a few digital merit badges for doing security training. In this talk Kati Rodzon will discuss how games like Portal and Candy Crush were able to make millions and how those same techniques can be used to change security as we know it.

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How Portal Can Change Your Security Forever - Kati Rodzon at BSidesLV

  1. 1. THE LEARNING CURVE SkillAcquisition Time
  2. 2. THE LEARNING CURVE SkillAcquisition Time IT”S TOO HARD! I’m BORED!
  3. 3. THE LEARNING CURVE SkillAcquisition Time IT”S TOO HARD! I’m BORED!
  4. 4. LINEAR PLAY GAMES Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
  5. 5. LINEAR PLAY GAMES Level 1 Level 2 Level 3 Level 4 Level 5 Level 6 Level 7
  6. 6. NON-LINEAR PLAY GAMES
  7. 7. NON-LINEAR PLAY GAMES Skills Teammates Opponents Tools
  8. 8. A STEEP LEARNING CURVE SkillAcquisition Time
  9. 9. A STEEP LEARNING CURVE SkillAcquisition Time
  10. 10. A SHALLOW LEARNING CURVESkillAcquisition Time
  11. 11. A SHALLOW LEARNING CURVESkillAcquisition Time
  12. 12. YOU DECIDE
  13. 13. INTELLECTUAL COMPLEXITY Time Filler Complete Immersion
  14. 14. INTELLECTUAL COMPLEXITY Time Filler Complete ImmersionThe ‘Grey Area’
  15. 15. STARTING A GAME  Creating a Foundation of Skills
  16. 16. STARTING A GAME  Creating a Foundation of Skills
  17. 17. STARTING A GAME  Creating a Foundation of Skills
  18. 18. STARTING A GAME  Creating a Foundation of Skills
  19. 19. STARTING A GAME  Creating a Foundation of Skills
  20. 20. STARTING A GAME  Creating a Foundation of Skills
  21. 21. STARTING A GAME  Creating a Foundation of Skills  High Reward Schedule
  22. 22. STARTING A GAME  Creating a Foundation of Skills  High Reward Schedule  Make sure players are placed within their skills level
  23. 23. STARTING A GAME  Creating a Foundation of Skills  High Reward Schedule  Make sure players are placed within their skills level IT”S TOO HARD! I’m BORED!
  24. 24. MAKING A TASK ‘SEEM’ EASIER  Break Down Into Subtasks IT”S TOO HARD!
  25. 25. MAKING A TASK ‘SEEM’ EASIER  Break Down Into Subtasks IT”S TOO HARD!
  26. 26. MAKING A TASK ‘SEEM’ EASIER  Break Down Into Subtasks  Reward more frequently
  27. 27. MAKING A TASK ‘SEEM’ EASIER  Break Down Into Subtasks  Reward more frequently
  28. 28. MAKING A TASK EASIER (OR SEEM THAT WAY)  Break Down Into Subtasks  Reward more frequently  Provide outside tools for ‘practice’
  29. 29. MAKING TASKS MORE DIFFICULT  Add sub-skills onto current skills
  30. 30. MAKING TASKS MORE DIFFICULT  Add sub-skills onto current skills
  31. 31. MAKING TASKS MORE DIFFICULT  Add sub-skills onto current skills
  32. 32. MAKING TASKS MORE DIFFICULT  Add sub-skills onto current skills  Add things to the environment/level
  33. 33. MAKING TASKS MORE DIFFICULT  Add sub-skills onto current skills  Add things to the environment/level (Portal goop)  Add elements for complexity (e.g., tools, weapons, skills)
  34. 34. BEYOND THE BADGE! Keep your target audience away from the ends of the curve Know the behavior your way (linear? Repeated interaction?) 80% of training needs to be either ‘time filler’ or ‘grey area’ in design Onboarding is KEY to getting and keeping users (foundational information) Create roadmaps the add sub skills onto current skills (e.g., network pentesting >>> application pen testing >>> reverse engineering) Switch team members to encourage learning and engagement Team play keeps employees/users/crowds/humans repeatedly engaged Provide outside resources for users to practice their skills PRO TIP: Do not confound extrinsic and intrinsic rewards!
  35. 35. THANK YOU! Katrina.rodzon@bugcrowd.com

When used correctly, gamification can be one of the most effective tools for changing behavior on a large scale, but it requires more than just designing a few digital merit badges for doing security training. In this talk Kati Rodzon will discuss how games like Portal and Candy Crush were able to make millions and how those same techniques can be used to change security as we know it.

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