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Valkure — VR Cybersecurity UX Research

case study

UX Researcher + Interaction Designer — room acquisitions, participant incentives, usability test questions, and data coding. 10-week capstone, team of 4 at University of Washington HCDE.

UX ResearchVRCybersecurityUsability TestingThematic AnalysisHCDE @ UW

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Capstone research poster — HCDE @ University of Washington, Spring 2022
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Capstone research poster — HCDE @ University of Washington, Spring 2022

Academic capstone project — University of Washington HCDE Spring 2022

01

the problem

Cybersecurity professionals rely on fast-moving log files and 2D visualizations to monitor networks. VR Ulysses built Valkure — a 3D spatial environment for network security — but had no usability data on whether professionals would actually find it valuable or integrate it into their workflow.

The research question: how could Valkure be improved to best suit what cybersecurity professionals deem valuable?

02

the process

Phase 1Exploratory: 4 semi-structured interviews with cybersecurity professionals (3–20 years experience) covering current tools, visualization pain points, and openness to VR.
Phase 2Usability Test I: 3 professionals tested Valkure's web demo, completing tasks like identifying vulnerabilities and exploring network nodes while thinking aloud. We transcribed all sessions and ran thematic analysis in Miro, color-coding codes by participant and grouping by theme.
Phase 3Ideation: We synthesized findings into design recommendations and presented them directly to VR Ulysses.
Phase 4Usability Test II: We pivoted the participant profile to early-career security students (UW's Batman's Kitchen defense team) to test an emerging hypothesis about Valkure's educational potential.
03

the solution

Current Product Recommendations

  • Condense node separation to reflect the OSI model more intuitively
  • Surface contextual vulnerability information with clear severity and remediation steps
  • Fix contrast and legibility issues inaccessible to users with any vision variation
  • Anchor info popups to the user's viewing position rather than the node's location
  • Support multi-source consultation through a VR HUD or background 'monitors'

Strategic Recommendation

  • Pivot Valkure's target audience from industry professionals to newcomers in the field
  • Professionals found the 3D visualization novel but couldn't justify replacing existing tools
  • Students found it intuitive, explorable, and more engaging than 2D network diagrams
  • Points to a strong educational use case

timeline

1
KickoffJan 2022
2
ResearchJan 2022
3
Testing IFeb 2022
4
AnalysisFeb 2022
5
Testing IIMar 2022
6
PresentedMar 2022

key features

4 semi-structured interviews with cybersecurity professionals (3 to 20 years experience)
Thematic analysis in Miro — codes color-coded by participant, grouped by Critical Issues / Useful Features / Tweaks
Usability Test I — 3 professionals tested web demo with think-aloud protocol
Usability Test II — 3 early-career students tested VR platform in-person with Quest headsets
Key finding: professionals skeptical of VR workflow fit; students found 3D networks more intuitive than 2D
Identified vulnerability information as critically underdeveloped — users couldn't determine severity or next steps
Documented accessibility failures: low contrast between light gray and yellow UI states, text illegible at distance
Strategic pivot recommendation: reposition Valkure as a cybersecurity education and training tool
Design recommendations delivered to VR Ulysses as a live presentation with Q&A