Open Door
A walk-through game where student teams explore a real-feeling company, spot what could go wrong, and live through the day it does.
Students walk around a top-down office with their teammates. When they talk to someone or look closely at something, an illustrated close-up opens. They leave sticky notes on risks. Then the scenario plays out, and the class compares what each team saw coming. Behind the play sits the CyPro method from the Digital Business Development toolbox: assets, system model, threats and likelihood — named only at the end.
Who plays, and who teaches
MSc students aged 24–32, women and men, from Denmark, the rest of Europe and Asia. Engineers by training, often with work experience — not gamers. Three student sketches and one teacher, based on the programme’s intake.
“Show me why this matters for a real company.”
BACKGROUNDPart-time job at a manufacturer near Herning. Practical, good at processes, little IT security. NEEDSRecognisable companies and situations. Clear link to the exam project. WORRY“Games feel childish and waste time.”“I want to see the technical detail behind it.”
BACKGROUNDThree years as a developer before the MSc. Knows networks and logins, less about business impact. NEEDSOptional depth: logs, data flows, STRIDE terms on demand. WORRY“Too simple — I’ll be bored and take over the group.”“I need a moment to read before we decide.”
BACKGROUNDEnglish is her second language. Careful and thorough, quiet when the group talks fast. NEEDSShort sentences, time to read, ways to give input without speaking first. WORRY“The fast talkers decide everything.”“If setup takes more than five minutes, I won’t use it.”
BACKGROUNDTeaches digital business development. Knows CyPro well, not a game designer. NEEDSOne-click start, control of the room, ready slides and prompts. WORRY“Students play but don’t learn the method.”One class, from QR code to worksheet
A 90-minute session. The curve shows how it should feel; the risk row shows where it could go wrong, and the design answer shows how we prevent that.
What you do, and what you learn
The game layer (top) is what students experience. Each step quietly covers a CyPro step (blue labels). One loop — walk, look closer, write a note — repeats until time is up.
Anatomy of a sticky note
Likelihood without jargon
CyPro already offers a simple four-step likelihood scale based on experience. The game uses exactly those steps, so the notes drop straight into the CyPro threat table.
Three screens, one session
Students play on their own laptop or phone, the class sees the projector, and the teacher steers from a control view. All three stay in step through one live session room.
laptop or phone
whole class
control view
Eight rules every screen follows
Each rule comes from a well-known UX law or guideline, turned into something concrete for this game, so designers, developers and reviewers can check the same things.
Accessible by default
WCAG 2.2 level AA is the baseline, in line with what public-sector sites in the EU must meet. Text keeps a 4.5:1 contrast. Colour never carries meaning alone: risk levels also have numbers, and teammates have initials. Everything works with the keyboard — arrow keys to walk, Tab to reach rooms and buttons — and screen readers get a room list as an alternative to the map. Animations respect the “reduce motion” setting.
How we know it works
Design system: calm office, warm people
Cool, light interface colours so the game feels like a grown-up tool. Warm colours are kept for people, illustrations and sticky notes — the things we want students to notice.
Colour
INTERFACEType
Components
Nobody here paused it.
Design assets: one cast, one building, many stories
The cast (illustrated close-ups)
Room tiles (top-down)
Things you can inspect
Asset list and sources
| ASSET | FIRST VERSION | LATER | FORMAT | WHERE IT COMES FROM |
|---|---|---|---|---|
| Characters (bust + map token) | 8 | 16, swappable outfits | SVG | Own illustrations in one style; diverse by design |
| Room tiles and furniture | 12 rooms | Second company (e.g. a farm or a port) | SVG tiles | Own vector set; free CC0 packs as placeholders |
| Close-up scenes | 10 | One per scenario clue | SVG, layered | Own illustrations, reusing the cast |
| Icons, notes, UI parts | 30 | — | SVG | Own line icons; fonts from Google Fonts (open licence) |
| Sounds (optional) | 5 | — | OGG | Soft notification sounds, muted by default |
Join in 30 seconds
Left: a student’s phone or laptop. Right: the projector lobby. Three steps — code, name and face, team — and the student is in.
Walk the office — the main screen
Look closer — talk, inspect, write a note
The day happens — follow the clues, make the call
Talk it through — the debrief on the projector
| What happened | Blue | Green | Yellow | Lilac | Red |
|---|---|---|---|---|---|
| Printer stopped via guest Wi-Fi | ✓ | ✓ | ½ | – | ✓ |
| Fake “printer service” at reception | – | ✓ | – | – | ½ |
| Webshop slow under 10× traffic | ✓ | ½ | ✓ | ✓ | – |